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Curse of Strahd (spoilers): PC wants to be a werewolf
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<blockquote data-quote="77IM" data-source="post: 7020700" data-attributes="member: 12377"><p>I like the "when you get hurt" trigger for attacking allies. Here are some other ideas:</p><p></p><p> - When you meet a person who seems like you could kill them and get away with it (DM's discretion), you must make a Wisdom save or else wolf out and attack them.</p><p> - When you wolf out, you can't transform back to human form unless you kill someone. The wolf must be satisfied.</p><p> - If someone attempts to Intimidate or Frighten you and fails, you must wolf out and attack them until dead.</p><p> - When you smell blood, you must make a Wisdom save or else wolf out and go into a frenzy.</p><p> - In wolf/hybrid form, you can't distinguish friend from foe, and must attack the nearest character (you pick, in the event of a tie). (So if he's adjacent to someone for wolf-totem purposes, and the enemy they are attacking dies, then depending on the initiative sequence he might have to attack his ally if they are the closest remaining creature.)</p><p> - Each time you miss with an attack, take damage, or get humiliated (DM's discretion) gain some "savagery points." These increase the Wisdom save DC of other wolfish drawbacks, including a save to transform back into a person. They are reduced by killing things (the wolf must be satisfied).</p><p> - You have a "wolf frenzy" attack, where you get 1 extra attack, but must randomly roll your targets. It only works when you are within range of an ally. So you get to choose when to put them at risk.</p><p> - You must commit 12 "wolfish acts" each level before levelling up. (You gain XP normally, but can't advance to the next level until you have your wolfish acts done.) A wolfish act might include killing an innocent or a captive, attacking an ally, or starting a fight. (Instead of 12 you might use a number equal to the next level; or a number that increase as you get more wolfish; or something.)</p></blockquote><p></p>
[QUOTE="77IM, post: 7020700, member: 12377"] I like the "when you get hurt" trigger for attacking allies. Here are some other ideas: - When you meet a person who seems like you could kill them and get away with it (DM's discretion), you must make a Wisdom save or else wolf out and attack them. - When you wolf out, you can't transform back to human form unless you kill someone. The wolf must be satisfied. - If someone attempts to Intimidate or Frighten you and fails, you must wolf out and attack them until dead. - When you smell blood, you must make a Wisdom save or else wolf out and go into a frenzy. - In wolf/hybrid form, you can't distinguish friend from foe, and must attack the nearest character (you pick, in the event of a tie). (So if he's adjacent to someone for wolf-totem purposes, and the enemy they are attacking dies, then depending on the initiative sequence he might have to attack his ally if they are the closest remaining creature.) - Each time you miss with an attack, take damage, or get humiliated (DM's discretion) gain some "savagery points." These increase the Wisdom save DC of other wolfish drawbacks, including a save to transform back into a person. They are reduced by killing things (the wolf must be satisfied). - You have a "wolf frenzy" attack, where you get 1 extra attack, but must randomly roll your targets. It only works when you are within range of an ally. So you get to choose when to put them at risk. - You must commit 12 "wolfish acts" each level before levelling up. (You gain XP normally, but can't advance to the next level until you have your wolfish acts done.) A wolfish act might include killing an innocent or a captive, attacking an ally, or starting a fight. (Instead of 12 you might use a number equal to the next level; or a number that increase as you get more wolfish; or something.) [/QUOTE]
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Curse of Strahd (spoilers): PC wants to be a werewolf
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