Werewolf Bygone
By Blake1001 (blake1001@technologist.com)
Wolfman
Description
The more modern version of the werewolf, the wolfman is an individual cursed to kill on the nights of the full moon. This is the Lon Chaney Jr. type of lycanthrope, that becomes a hairy brute, but never actually turns into a wolf. Like most werewolf bygones, the wolfman has no human memories or compunctions when transformed -- in fact it is supposed to be driven to murder those it loves the most -- and no memory of what has transpired once it has returned to human form.The Curse is generally transmitted by the bite of another wolfman. However, plagues of werewolves are not common, as the wolfman is extremely homicidal, and victims rarely survive to suffer the effects of the curse, unless they kill or otherwise drive off the wolfman after being bitten.
Statistics
Attributes: Strength 3, Dexterity 2, Stamina 3, Charisma 3, Manipulation 2, Appearance 2, Perception 2, Intelligence 3, Wit 2Abilities: Alertness 3, Awareness 1, Athletics 3, Brawl 4 (Claws), Dodge 3, Intimidation 3, Drive 2, Firearms 1, Melee 1, Stealth 3, Medicine 1, Occult 1, Science 1
Backgrounds: None
Willpower: 5
Arete: 0
Quintessence: 10
Paradox: 0
Health Levels: OK,-1,-1,-2,-2,-5,Incapacitated
As Wolfman: OK,OK,-1,-1,-1,-2,-2,Incapacitated
Image
The Wolfman looks like a perfectly normal, though possibly haunted or disturbed, human being. It may show some of the classic signs of the werewolf, but this is far from certain. As the Curse progresses, the Wolfman often acts less and less human, becoming more prone to violence and anger. Even more sinister is the Wolfman who gains a measure of control over the Curse, coldly deciding when to transform and whom to kill. A Wolfman suffering from Pattern Bleeding becomes a physical and emotional wreck, as the starving beast within him tries vainly to reassert itself -- he may be unable to eat, or crave raw meet, neglect to change (or wear) clothes, visibly sicken and waste away, or evince symptoms of paranoia, manic-depression (bi-polar disorder), schizophrenia or other form of violent madness. A Werewolf who gets more than enough kills (has 10+ Quintessence), on the other hand, is vital, self-assured, and occasionally even particularly charismatic.
Weaknesses
The Curse: The Wolfman involuntarily changes forms on the nights of the full moon (this is approximately three nights out of the 28 day lunar cycle). And resumes his human form by daybreak.Bloodlust: The Wolfman is driven to kill on nights of the full moon. It will prefer to attack solitary victims by surprise, but may also be drawn to stalk those it particularly loves or hates. Once the Wolfman attacks, it always tries to kill, retreating only if confronted with Wolvesbane or Silver.
Bestial: The Wolfman loses all of his human intelligence and memories while transformed, acting on instinct. It avoids bright light, loud noises, crowds of people, and the like much like a normal animal would. But, it's bloodlust overcomes even those instincts eventually.
Repulsed by Wolvesbane: The Wolfman cannot approach the herb, wolvesbane, though it will not be easily kept at bay with a single sprig (Willpower roll to attack).
Side-effects: The Wolfman may have one or more of the classic signs or marks of the werewolf such as hairy palms, brows that meet in the middle, a prominent widow's peak, etc. Victims of this form of lycanthropy become increasingly agitated on the days before the full moon, and are given to anti-social behavior, explosive temper, odd cravings for raw meat, and the like, during that time. Most wolfmen are also wracked with guilt and self-loathing, once they realize what's happening to them. Dependent on Quintessence: Since the Wolfman is a Bygone, it needs Quintessence, which it gets by killing innocent victims, or in some cases, specifically, those he loves. A Wolfman who does not kill at least one human victim during the three nights of the full moon suffers Pattern Bleeding. The effect of the Pattern Bleeding is not simple wounds, but illness or madness: the Wolfman loses Willpower and Stamina, instead of HLs. Each transformation uses up 1 Quintessence or 'bleeds' a Willpower or Stamina point (ST's choice), if none is available, and the Wolfman also needs one Quint per month just to live. A kill yields 10 Quintessence, so a Wolfman can kill once a month and survive quite easily, and can even miss a kill in one month out of three or four.
Powers
Transformation: On nights of the full moon, the Wolfman turns into a bestial fusion of human and wolf. This ugly fur-covered humanoid form is larger and stronger than the human form (STR +2, STA +2), has claws and fangs (STR + 1 Aggravated damage), and heightened senses of smell and hearing (-2 PER rolls). The Wolfman can only be killed by silver, though there can be specific conditions. Any other form of normal damage is regenerated at 1HL/turn. Aggravated damage other than silver hurts the werewolf, but may not be enough to kill it permanently (ST's option). The effects of silver vary. Silver weapons do Aggravated Damage. Silver bullets do Aggravated, Unsoakable, Damage. A Silver bullet through the heart (+2 diff, minimum 3 successes), or one fired by someone who loves the wolfman, is instantly fatal.Voluntary Change: Some Wolfmen can control their transformations; assuming the wolfman form voluntarily requires a Willpower roll (base difficulty 8, +1 during day, -1 if the wolfman is particularly angry) and uses up a point of Quintessence. A difficulty 9 Willpower roll allows the Wolfman to resist changing on the 1st night of the full moon. The difficulty is 10 on the 2nd night, and the transformation cannot be resisted on the third night, unless the Wolfman has voluntarily changed, and killed, before then.
Self-Control: Some Wolfmen can maintain some level of conscious thought while transformed. The Wolfman can spend a point of Willpower to resist attacking a specific person, to seek out a specific victim, avoid a trap he knows of as a human, or otherwise use his human intelligence or memories. If he also has Voluntary Change, the Wolfman can spend a Willpower and make a difficulty 8 Willpower roll to resume human form at a time of his choosing.
Contagious Bite: If the Wolfman attacks and injures, but does not kill, a victim, that victim will in turn become a werewolf. This effect is automatic against sleepers with no magickal protection. It can be countered by mages with knowledge of Life and Entropy (3 successes) will keep the Curse from being transmitted, but curing one already cursed is much more difficult (Life & Entropy 4, and an extended ritual).
Lycanthrope
Description
The Lycanthrope is the literal man who changes into a wolf. Though the curse can be transmitted by a bite, as with the Wolfman, Lycanthropy, as described here, is more often a family curse or other magickal punishment. Lycanthropes turn into actual, ordinary, wolves, with no human intelligence or volition and generally have no control over when they change (this is a curse, after all). The transformation seems to draw relatively little Paradox, and never occurs when there are witnesses.Unbelief is a problem for modern Lycanthropes. Each transformation draws a point of Quintessence from the lycanthrope's pattern, causing Pattern Bleeding if none is available. Since the typical Lycanthrope isn't a mage, he will rarely have Quintessence available. Modern versions of the Curse are sometimes given a pool of Quintessence to draw off of until they wear off. Otherwise, it's possible for the curse to be fatal due to Unbelief-induced Pattern Bleeding (sometimes this is the intent). It is also possible that Unbelief will simply overcome the curse first. Finally, in some cases, the Lycanthrope somehow gains the ability to absorb Quintessence -- perhaps by instinctively sniffing out nodes and other sources, but more often by killing and devouring innocent victims.
Statistics
Attributes: Strength 2, Dexterity 2, Stamina 3, Charisma 1, Manipulation 2, Appearance 3, Perception 3, Intelligence 2, Wit 3Abilities: Alertness 3, Awareness 1, Brawl 2, Dodge 3, Intuition 1, Intimidation 3, Subterfuge 1, Etiquette 3, Melee 3, Stealth 1, Culture 3, Occult 1
Backgrounds: Resources/Followers/Status (the Cursed family is often noble).
Willpower: 3
Arete: 0
Quintessence: 10
Paradox: 0
Health Levels: OK,-1,-1,-2,-2,-5,Incapacitated.
Image
Anyone can be a Lycanthrope. There may or may not be any physical signs of Lycanthropy while in human form. Typically, the Lycanthrope will act nervous and out of sorts when the impetus for his transformation is close at hand, and many are profoundly reclusive or despairing as a result of the Curse. When transformed the Lycanthrope looks like an ordinary wolf, though there may be some correlation with his human appearance, such as human-looking eyes, or fur the same color as the human form's hair.
Weaknesses
The Curse: The Lycanthrope has no control over when he assumes wolf form. The transformation is triggered by the terms of the Curse which could include any of the following:- Nights of the Full Moon
- Every Night
- Any night when out of doors after dark
- Any night while in the woods or wilderness
- Annually on a certain night (the anniversary of the bestowal of the curse)
- Every night, once married
- Every night of the Lycanthrope's adult life
- Every night until a certain wrong is redressed
- When aroused
- When violently angry
- Whenever he feels an urge to do violence or commit a particular crime
- Etc.
Physical signs: The Lycanthrope may have some subtle physical deformities or other signs that mark him as a werewolf: widow's peak, brows that meet in the middle craving for meat, etc.
Aversions: The Lycanthrope is repelled by Wolvesbane or True Faith. While in wolf form, the Lycanthrope has the mind and instincts of a normal wolf. Any damage taken in wolf form is still present after returning to normal.
Powers
Transformation: While in wolf form, the Lycanthrope has STR +1, DEX +1, STA +3, runs at twice normal speed, and can bite for STR +1 Aggravated Damage. He also has the sensory and mental abilities of a normal wolf. If the Lycanthrope has been suffering from Pattern Bleeding as a result of his transformations it is possible that he will develop the ability to assimilate Quintessence. If he already had some magickal potential, this may manifest as an ability to sense and absorb Quintessence from nodes an ley lines while in wolf form. More often, the Lycanthrope must kill and devour innocent victims (10 Quintessence each). Transmit Curse: The Lycanthrope may, in some cases, be able to pass his curse on to others. He can effectively use the Rote, below, to make more Lycanthropes. This may or may not be voluntary.Voluntary Transformation: Very rarely, a Lycanthrope has the ability to precipitate his transformation to a wolf at will (Willpower difficulty 9). He still changes into a normal wolf, and has no control over when he will change back. He still changes involuntarily under the conditions of the Curse.
Rote: The Curse of the Wolf
Spheres: Entropy 4, Life 4, Spirit 3Description: This ancient curse is attributed to European Verbena and it causes the victim to become a Lycanthrope, as detailed above. The Curse must be cast while the victim is present and the conditions that will provoke the transformation are in force (or at least being described to the victim). For instance, if the caster wishes to Curse an evil nobleman so that he becomes a wolf whenever he is about to abuse one of his peasants, she does not have to catch him in the act, but may simply relate one such incident while casting the spell. On the other hand, a Curse to change on nights of the full moon, would have to be cast on a night of the full moon. Animal forms other than that of a wolf are possible.
System: The fourth rank of Entropy is used to perpetuate the Curse, possibly through generations if this is desired. Life, of course causes the actual transformation (Level 4 is all that's required since there is no need to preserve the victim's intelligence while he is a wolf). Spirit 3 is used to awaken the victim's 'Beast' -- the wild, animal spirit that is suppressed by normal humans -- so that he acts like a normal animal while transformed. The victim may resist with Willpower -- though one who knows the Curse is being justly given may have to make a Willpower roll to do so -- and Countermagick (if a Mage). A fairly large number of successes are usually needed, especially if the curse is to last through generations. A shorter Curse -- say one that will last until the Lycanthrope has redressed a particular wrong or otherwise mended his ways -- may require as few as 3 or 5 successes. Prime 4 is needed if the caster wants to give the Lycanthrope the power to transmit the Curse to others (though it is possible that this may happen anyway, as a result of Paradox, or the will of the victim). Prime 3 is required to provide a modern Lycanthrope with a store of Quintessence (up to 20) to power his transformations. Without such Quintessence, the Lycanthrope may well become a man-eater to survive. Though the Lycanthrope bears the burden of Unbelief, the caster is also subject to Paradox, as the Rote causes the victim to suffer his first transformation when it is cast, and is thus Vulgar.
Boxenwulf
Description
The word 'Boxenwulf' is German, but I'm using it here to indicate any sorcerer who has acquired the power to change into a wolf. The Boxenwulf is a creature of dark magick, typically, a Diabolist makes a pact with a demon that grants him a special talisman that allows the wearer to transform himself into a huge, powerful, wolf. This bygone usually has control over his transformation and becomes a very deadly wolf. The Talisman used to change into a wolf is sometimes called a Wolf-Strap, and similar, non-Diabolistic Talismans existed in some numbers through the 18th century, when widespread belief made them static. Such devices can still be made, though only as actual Talismans.
Statistics
Attributes: Strength 3, Dexterity 2, Stamina 3, Charisma 2, Manipulation 4 (Conniving), Appearance 2, Perception 3, Intelligence 4 (Occult studies), Wit 3Abilities: Alertness 3, Awareness 3, Brawl 4 (Bite), Dodge 3, Intimidation 3, Stealth 4 (Stalking), Enigmas 3, Linguistics 1 (Occult Language), Occult 4 (Witchcraft)
Backgrounds: Talisman
Willpower: 4
Arete: Varies
Quintessence: 0
Paradox: 0
Health Levels: OK,-1,-1,-2,-2,-5,Incapcitated.
As a wolf: OK, OK, -1,-1,-2,-2, Returns to human form.
Image
The Boxenwulf varies greatly in appearance, as anyone could make the right pact with a demon for such power. A witchy old woman, prosperous merchant, innocent child, devoted wife, violent transient, anyone might secretly own a Wolf-Strap. A Boxenwulf that is an otherwise accomplished Diabolist may have been marked in some way, as a result of other pacts with the Powers of Darkness, but aside from any such evidence, and the possession of a Wolf-Strap, there is no sure way to spot such a creature.
Weaknesses
The Boxenwulf can be forced back into human form by some means, chosen when the pact is first made. Possibilities include:- Being called by name three times.
- Being called by name by a loved one.
- Treading on holy ground.
- Confronted by True Faith.
- Being struck across the muzzle with a straw broom.
- Being struck by an item of its own clothing.
- Touching cold iron.
- Touching steel.
- Having a piece of steel (like a knife) thrown over its head.
- Being forced to wear any article of human clothing.
Powers
The Boxenwulf can instantly switch between human and wolf form by putting on or removing his Wolf-Strap. While in wolf form, the sorcerer's physical stats are boosted (STR +3, STA +3, DEX +2), his appearance is reduced to zero (huge, monstrous wolf), and he may bite with his huge jaws (STR +2 Aggravated Damage). He also has the wolf's sharp senses (-2 most PER difficulties) and may track by scent. Firearms (and other modern weapons) are of no avail against the Boxenwulf. It cannot be hit with any kind of mundane bullet. However, this protection is circumvented by any sort of magick, including sleeper superstitions (like silver bullets), used to enhance a firearm. In legend, only a few Boxenwulf seemed to have this protection. Non-Aggravated wounds taken in wolf form disappear when the Boxenwulf resumes his human shape. So the Boxenwulf cannot be slain in wolf form without some means if inflicting Aggravated damage. However, it will take Aggravated Damage from any kind of enchanted weapon, even those merely credited with special properties by sleeper superstition (again, including silver). Unlike Garou, the Boxenwulf does get to Soak damage from silver weapons. [This power is a concession to the Storyteller system, to make the Boxenwulf a more credible threat -- in legend, they were not that much harder to kill than normal wolves.] Since the Boxenwulf is typically a Diabolist, he may have other Demonic Investments or Diabolic powers to call upon. Possibly including Path magick (see WoD: Sorcerer) or even True Magick.
Talisman