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<blockquote data-quote="AncientSpirits" data-source="post: 6282044" data-attributes="member: 55778"><p><strong><span style="font-size: 15px">Mystic Werewolf</span></strong></p><p>This immortal lycanthrope seeks to retain his humanity even as he falls to the moon’s power. </p><p></p><p></p><p><strong><u>Overview</u></strong></p><p>Here is key information about this immortal.</p><p> <strong>Type</strong>: Mutant. You ignore abilities that only target persons and affected by abilities that specifically target mutant creatures. </p><p> <strong>Appearance</strong>: As the mortal person you once were, but with vaguely canine features, body language, and scent.</p><p> <strong>Prime Attributes</strong>: Use Strength for mundane abilities and Wisdom for magical abilities. </p><p> <strong>Powers</strong>: You can transform into a wolf or a humanoid-wolf hybrid that is a true monster in combat. Even when not changed, you retain lupine skills such as detecting scents, leaping far distances, and moving with exceptional speed and agility.</p><p> <strong>Challenges</strong>: Once monthly, under a full moon, you may do terrible deeds during even as you strive to maintain a semblance of mortality. Also, you are harmed by silver.</p><p> <strong>Typical Alignment</strong>: Any except lawful good. Most werewolves are chaotic or evil. </p><p> <strong>Multiclassing</strong>: Barbarian, druid, ranger, shaman or shifter. You may select 1 of these classes to pursue under the multiclass option.</p><p></p><p></p><p><strong><u>Powers</u></strong></p><p>This immortal enjoys the following abilities.</p><p> <strong>Animal Magnetism</strong>: A targeted animal or person within 15 ft is friendly to you for 2 minutes. Will resists, with a +5 bonus to resist if the target is level 5+. While charmed, the target will not act in a way that brings harm to you, himself or it allies. Nor will it follow you or fight on your behalf. You cannot dismiss the charm. If you treat the target well, it may remain friendly after the charm ends. This ability does not grant a shared language. Nor can it alter the target’s alignment. Costs 1 vitality.</p><p> <strong>Expert Trip</strong>: As a move action, an adjacent foe is knocked to the ground, suffering 1d6 damage and made prone. Reflex resists. You enjoy a +5 bonus when initiating or resisting a trip.</p><p> <strong>Feral Senses</strong>: You gain low-light vision. Also, boost Perception checks by +5.</p><p> <strong>Grapple</strong>: You grapple an adjacent foe up to 1 size larger than yourself when you beat its Fortitude and have a free hand. A grappled foe cannot move and can only use a Light melee weapon already in hand. Each round, you must expend a move action to maintain the grapple, and the foe can try to beat the your Fortitude as a standard action to break the grapple. You may block a grappled foe’s mouth with 1 hand to prevent speech.</p><p> <strong>Hybrid FormM</strong>: For 5 minutes, you become a wolf-human hybrid to gain several benefits. Boost your land speed by +10 ft. You grow a hairy magical hide that grants +4 DR. You grow a sharp toothy snout that delivers 3d6+Str damage and sharp claws that deliver 3d4+Str damage. You may use the 1 bite or 2 claws, but not both, without penalty; or you may attack with all 3 but with a -2 penalty on all attack rolls that round. Moreover, when your 2 claws attacks hit, you inflict 1d3 wound damage. When the effect ends, you heal all wound damage except 1 point’s worth of scratches and such. Costs 5 vitality.</p><p> <strong>ImmortalM</strong>: You do not age, do not need to breathe, eat or sleep, and cannot be raised from death if slain. You lose your immortality if you lose your </p><p> <strong>Jump</strong>: You can leap downward, outward or upward up to 30 ft as a standard action without a running start or making an Athletics check. Costs 1 vitality.</p><p> <strong>Mystic RitualM</strong>: Once daily you may conduct a 1-minute ritual to summon a wolf spirit and tap its powers. You enjoy a +2 bonus on Survival checks and know for 24 hours 1 intermediate magic ability or 2 basic magic abilities listed under the druid or shaman classes. Requires Animal Magnetism.</p><p> <strong>Resist Cold</strong>: You ignore effects of cold. You enjoy +2 DR against cold damage and you can exist comfortably in conditions as low as -40o F without having to resist using Fortitude. Your equipment is also protected. This ability is continuously in effect even when you are unconscious.</p><p> <strong>Scent</strong>: You can detect creatures’ presence within 30 ft by sense of smell. If a creature is upwind, the range increases to 60 ft. If it is downwind, the range drops to 15 ft.</p><p> <strong>Werewolf Prowess</strong>: Boost Fortitude and Reflex by +2.</p><p> <strong>Wolf Empathy</strong>: Apply a +5 bonus on Handle Animal checks or a +10 bonus involving natural and magical wolves.</p><p> <strong>Wolf FormM</strong>: You can take the form of any kind of wolf (RMG, page 170) for up to 1 hour provided it’s living and its level is equal to or less than your own. You retain your alignment, intelligence, saves, and vitality points but otherwise acquire the animal’s statistics. Changing to or from wolf form is a move action that destroys all mundane clothing and leaves behind all other gear. The wolf form radiates faint magic. Costs 2 vitality.</p><p> <strong>Wolf Skills</strong>: You enjoy a +5 bonus on Acrobatics, Athletics, Insight, Intimidate, Stealth, and Survival checks.</p><p></p><p></p><p><strong><u>Challenges</u></strong></p><p>This immortal suffers the following challenges.</p><p> <strong>Bound by Silver</strong>: When placed in silver manacles or similar restraints made of silver, you cannot break them by mundane means and cannot use your magic abilities. </p><p> <strong>Werewolf CurseM</strong>: At dusk under a full moon you involuntarily activate Hybrid Form with no vitality cost. Also, you gain abilities listed under werebeast lord (RMG, page 167). Transforming takes 1 minute, destroys all nonmagical gear, and causes you to howl in agony (heard to up 120 ft away). Magical gear falls off, undamaged. The new form lasts until daybreak (typically, 9 to 12 hours) and you awaken 2d12 miles away (unless caged), naked and with no knowledge of the night’s events. The transformation to and from this form heals all but 1 point of wound damage. The transformation does not regenerate limbs but it does cure disease and poison effects. In this form, you are chaotic evil and seek to slay the nearest good-aligned person. Each time you slay someone, you must resist using Will or move 1 step closer to chaotic evil even while in your normal form. Only a Miracle or Wish can negate this curse, and doing negates being Immortal (see above).</p><p> <strong>Lycan LimitationsM</strong>: You cannot cross through water more than 5 ft wide or approach within 5 ft of silver objects. If you enter water against your will, such as being thrown in or forcibly submerged, then you swim to the nearest shore.</p><p> <strong>Strange Attraction</strong>: Each month you develop an irrational attraction to a random townie as a lover or rival (50% chance of either). The person starts off neutral to you. You must spend 1 conscious hour with the person daily within 30 ft or suffer a -2 penalty on d20 rolls for 24 hours. This attraction lasts 1 month or until you receive offspring (if lover) or kill the person (if rival).</p><p> <strong>Weak with Silver</strong>: You have DR 0 against silver weapons, and such weapons always deliver maximum damage. Even touching a silver object inflicts 1 wound damage per round to you.</p><p></p><p></p><p><strong><u>Design Guide</u></strong></p><p>You may apply all of this immortal’s features at once, boosting the character’s level by +4. Or you may apply features as a character progresses, as follows. </p><p></p><p></p><p><strong>Level & Features</strong></p><p>1 Animal Magnetism, Feral Senses, Grapple, Jump, Resist Cold</p><p>2 Wolf Skills, Wolf Form, Mystic Ritual, Scent, Strange Attraction</p><p>3 Hybrid Form, Lycan Limitations</p><p>4 Bound by Silver, Expert Trip, Immortal, Weak with Silver, Werewolf Curse, Werewolf Prowess</p></blockquote><p></p>
[QUOTE="AncientSpirits, post: 6282044, member: 55778"] [B][SIZE=4]Mystic Werewolf[/SIZE][/B] This immortal lycanthrope seeks to retain his humanity even as he falls to the moon’s power. [B][U]Overview[/U][/B] Here is key information about this immortal. [B]Type[/B]: Mutant. You ignore abilities that only target persons and affected by abilities that specifically target mutant creatures. [B]Appearance[/B]: As the mortal person you once were, but with vaguely canine features, body language, and scent. [B]Prime Attributes[/B]: Use Strength for mundane abilities and Wisdom for magical abilities. [B]Powers[/B]: You can transform into a wolf or a humanoid-wolf hybrid that is a true monster in combat. Even when not changed, you retain lupine skills such as detecting scents, leaping far distances, and moving with exceptional speed and agility. [B]Challenges[/B]: Once monthly, under a full moon, you may do terrible deeds during even as you strive to maintain a semblance of mortality. Also, you are harmed by silver. [B]Typical Alignment[/B]: Any except lawful good. Most werewolves are chaotic or evil. [B]Multiclassing[/B]: Barbarian, druid, ranger, shaman or shifter. You may select 1 of these classes to pursue under the multiclass option. [B][U]Powers[/U][/B] This immortal enjoys the following abilities. [B]Animal Magnetism[/B]: A targeted animal or person within 15 ft is friendly to you for 2 minutes. Will resists, with a +5 bonus to resist if the target is level 5+. While charmed, the target will not act in a way that brings harm to you, himself or it allies. Nor will it follow you or fight on your behalf. You cannot dismiss the charm. If you treat the target well, it may remain friendly after the charm ends. This ability does not grant a shared language. Nor can it alter the target’s alignment. Costs 1 vitality. [B]Expert Trip[/B]: As a move action, an adjacent foe is knocked to the ground, suffering 1d6 damage and made prone. Reflex resists. You enjoy a +5 bonus when initiating or resisting a trip. [B]Feral Senses[/B]: You gain low-light vision. Also, boost Perception checks by +5. [B]Grapple[/B]: You grapple an adjacent foe up to 1 size larger than yourself when you beat its Fortitude and have a free hand. A grappled foe cannot move and can only use a Light melee weapon already in hand. Each round, you must expend a move action to maintain the grapple, and the foe can try to beat the your Fortitude as a standard action to break the grapple. You may block a grappled foe’s mouth with 1 hand to prevent speech. [B]Hybrid FormM[/B]: For 5 minutes, you become a wolf-human hybrid to gain several benefits. Boost your land speed by +10 ft. You grow a hairy magical hide that grants +4 DR. You grow a sharp toothy snout that delivers 3d6+Str damage and sharp claws that deliver 3d4+Str damage. You may use the 1 bite or 2 claws, but not both, without penalty; or you may attack with all 3 but with a -2 penalty on all attack rolls that round. Moreover, when your 2 claws attacks hit, you inflict 1d3 wound damage. When the effect ends, you heal all wound damage except 1 point’s worth of scratches and such. Costs 5 vitality. [B]ImmortalM[/B]: You do not age, do not need to breathe, eat or sleep, and cannot be raised from death if slain. You lose your immortality if you lose your [B]Jump[/B]: You can leap downward, outward or upward up to 30 ft as a standard action without a running start or making an Athletics check. Costs 1 vitality. [B]Mystic RitualM[/B]: Once daily you may conduct a 1-minute ritual to summon a wolf spirit and tap its powers. You enjoy a +2 bonus on Survival checks and know for 24 hours 1 intermediate magic ability or 2 basic magic abilities listed under the druid or shaman classes. Requires Animal Magnetism. [B]Resist Cold[/B]: You ignore effects of cold. You enjoy +2 DR against cold damage and you can exist comfortably in conditions as low as -40o F without having to resist using Fortitude. Your equipment is also protected. This ability is continuously in effect even when you are unconscious. [B]Scent[/B]: You can detect creatures’ presence within 30 ft by sense of smell. If a creature is upwind, the range increases to 60 ft. If it is downwind, the range drops to 15 ft. [B]Werewolf Prowess[/B]: Boost Fortitude and Reflex by +2. [B]Wolf Empathy[/B]: Apply a +5 bonus on Handle Animal checks or a +10 bonus involving natural and magical wolves. [B]Wolf FormM[/B]: You can take the form of any kind of wolf (RMG, page 170) for up to 1 hour provided it’s living and its level is equal to or less than your own. You retain your alignment, intelligence, saves, and vitality points but otherwise acquire the animal’s statistics. Changing to or from wolf form is a move action that destroys all mundane clothing and leaves behind all other gear. The wolf form radiates faint magic. Costs 2 vitality. [B]Wolf Skills[/B]: You enjoy a +5 bonus on Acrobatics, Athletics, Insight, Intimidate, Stealth, and Survival checks. [B][U]Challenges[/U][/B] This immortal suffers the following challenges. [B]Bound by Silver[/B]: When placed in silver manacles or similar restraints made of silver, you cannot break them by mundane means and cannot use your magic abilities. [B]Werewolf CurseM[/B]: At dusk under a full moon you involuntarily activate Hybrid Form with no vitality cost. Also, you gain abilities listed under werebeast lord (RMG, page 167). Transforming takes 1 minute, destroys all nonmagical gear, and causes you to howl in agony (heard to up 120 ft away). Magical gear falls off, undamaged. The new form lasts until daybreak (typically, 9 to 12 hours) and you awaken 2d12 miles away (unless caged), naked and with no knowledge of the night’s events. The transformation to and from this form heals all but 1 point of wound damage. The transformation does not regenerate limbs but it does cure disease and poison effects. In this form, you are chaotic evil and seek to slay the nearest good-aligned person. Each time you slay someone, you must resist using Will or move 1 step closer to chaotic evil even while in your normal form. Only a Miracle or Wish can negate this curse, and doing negates being Immortal (see above). [B]Lycan LimitationsM[/B]: You cannot cross through water more than 5 ft wide or approach within 5 ft of silver objects. If you enter water against your will, such as being thrown in or forcibly submerged, then you swim to the nearest shore. [B]Strange Attraction[/B]: Each month you develop an irrational attraction to a random townie as a lover or rival (50% chance of either). The person starts off neutral to you. You must spend 1 conscious hour with the person daily within 30 ft or suffer a -2 penalty on d20 rolls for 24 hours. This attraction lasts 1 month or until you receive offspring (if lover) or kill the person (if rival). [B]Weak with Silver[/B]: You have DR 0 against silver weapons, and such weapons always deliver maximum damage. Even touching a silver object inflicts 1 wound damage per round to you. [B][U]Design Guide[/U][/B] You may apply all of this immortal’s features at once, boosting the character’s level by +4. Or you may apply features as a character progresses, as follows. [B]Level & Features[/B] 1 Animal Magnetism, Feral Senses, Grapple, Jump, Resist Cold 2 Wolf Skills, Wolf Form, Mystic Ritual, Scent, Strange Attraction 3 Hybrid Form, Lycan Limitations 4 Bound by Silver, Expert Trip, Immortal, Weak with Silver, Werewolf Curse, Werewolf Prowess [/QUOTE]
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