Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: licantropia

un PG e' stato morso da un topo mannaro, ed ha fallito il TS contraendo la
licantropia.
Adesso, lui non sa niente, ma presto la luna sara' piena e allora succedera'
qualcosa.
le prime volte pensavo di farlo risvegliare la mattina coperto di sangue,
senza ricordare che la notte si e' trasformato in topo ed e' andato in giro
a uccidere animali e persone. le vostre idee?
poi come puo' fare il PG per controllare la sua malattia? ci sono delle CD
su un manuale (non ricordo quale) . c'e' qualche possibilita' che controlli
la sua malattia e diventi un topo mannaro? puo' scegliere la forma ibrida o
la forma animale a piacere?
ciazzzzz

Si, se non sbaglio sul manuale dei mostri c'è l' abilità per i licantropi
che gli permette di controllare la malattia....
Per il fatto di farlo svegliare immemore ecc., mi sembra una buona idea.
Ciao

a uccidere animali e persone. le vostre idee?
E come la metti con gli altri pg che sono li a dormire? A rigor di
logica dovrebbe far fuori per primi loro. E comunque se qualcuno dei
pg è di guardia magari se ne può accorgere.
Poi vorrei farti una domanda che può sembrare stupida: ma i tuoi pg
vanno  letto prima o dopo del sorgere della luna? Nell'ultimo caso
anche il personaggio interessato s'accorgerebbe del cambiamento, oltre
a tutti i suoi compagni.
Comunque non fraintermi. L'idea che hai avuto mi piace, ma va messa al
riparo da eventuali falle cui giocatori rompipalle e cavillosi possono
agrapparsi per lamente le eventuali (è una razza di giocatore che odio
da morire).
Secondo me una volta che si sono accampati dovresti far allontanare,
anche con una scusa banale, il pg in questione dal gruppo, nel
frattempo loro se ne vanno a nanna, e poi accade tutto come da tuo
programma.....credo che possa funzionare bene.
PS
Complimenti per l'idea!

 Complimenti per l'idea!
thx.. ma il PG ora ha anche resistenza +5/argento ???? diventa un topo
mannaro a tutti gli effetti???

mannaro a tutti gli effetti???
Bella domanda...non ricordo :)

 puo' scegliere la forma ibrida o la forma animale a piacere?
Credo che su Master of the Wild c'è un talento apposito che permetta di
coltrollare la forma animale.... o meglio... di Controllare la Psiche,
mantenendo una forma animale...
P.S: Per tutte le altre cose, ti consiglio vivamente di parlarne con il tuo
giocatore, quando verrà il momento... ovvero, spiegagli che è diventato un
licantropo... ed ad un certo punto, su un tuo accenno mimico deciderà di
allontanarsi dal gruppo (di PG intendo) perchè ha come una strana
sensazione.. (paura degli uomini... paura del fuoco... istinti animali....)
l'armatura inizierà a stargli "stretta", dandogli un senso di
"claustofobia"... e tornerà la mattina con gli abiti semi strappati.. e
qualche pelo addosso... magari un pò di sangue... poi quando sarà il momento
gli farai prendere il talento apposito... e allora si rivelerà ai suoi
compagni in tutto il suo splendore... ^_^
--
Amakiir "Moonlight Shadow", Elfo dei Boschi della Grande Foresta.
«Suono la melodia della natura, s'ode un canto di vita, s'ode un fischio di
morte.»
Futuro Duellante di Mielikki.


Aggiungi l'archetipo Licantropo.  Ovvero ha riduzione del danno 15/argento,
ma solo in forma di topo o ibrido. Da umano non ha nessuna differenza, e
potrebbe anche non accorgersene.
Magari per dargli un hint fagli venire una strana voglia di formaggio...
^__^
Cmq non e' detto che i compagni se ne accorgano. Un topo mannaro e' furbo,
non e' un berserker, sa bene che i suoi compagni lo possono uccidere se si
svegliano, e quindi si allontana prima di far morti.
Se vuoi un consiglio all'inizio fagli fare dei sogni in cui lui vede con gli
occhi del licantropo alcune scene sanguinarie.. magari prima pensera' che
sono solo incubi.. poi pero' sentira' di strane morti, e appena controllera'
vedra' lo stesso scenario del suo sogno..
E li' scatta il cambio di mutande (che tendono a immarronirsi)...
la relativa indagine e (semmai) una cura, o il tutorato presso un altro
licantropo o un druido che gli insegni a controllare la forma. Se vuoi puoi
fare un'avventura tutti assieme a cercare  un esorcista.
nel medioevo a volte i presunti licantropi venivano fustigati a sangue da
amici e parenti fino a coprirli di sangue, e poi si versava su di essi un
calderone pieno di robe tipo zolfo, olio, belladonna, e robettine simpatiche
affini...
Questo te lo do' come spunto alternativo alla classica guarigione con
remove curse, heal, eccetera...
Se non funziona lasciagliela: imparera' col tempo a controllarla, e a trarne
vantaggi.. chiaramente da quando scopre di essere un licantropo (se e' un
bravo giocatore) fagli giocare il PG anche quand'e' trasformato, se riesce
il check sul controllo.....
Andrea

 mantenendo una forma animale...
Per quello che mi ricordo su MotW ci sono solo Talenti legati all'abilità
dei Druidi di cambiare forma (Wild shape), ma non mi ricordo riferimenti
alla licantropia.
Questo non vuol dire che non possano essere adattati. Cmq mi permetto di
segnalarti questo template che può essere decisamente carino:
Lycanthrope
"Lycanthrope" is a template that can be added to any humanoid creature
(referred to hereafter as the "character"). The creature's type changes to
"shapechanger." The lycanthrope takes on the characteristics of some type
of carnivorous animal (referred to hereafter as the "animal"). This can be
any predator between the size of a small dog and a large bear. The most
common are listed in the table below. Some kinds of lycanthropes can also
adopt a hybrid shape that combines features of the character and the
animal.
A lycanthrope uses either the character's or the animal's statistics and
special abilities in addition to those set out below.
Hit Dice: Same as the character or animal, whichever produces the higher
hit point total. If the lycanthrope's number of Hit Dice is important, as
with a sleep spell, use the character's or animal's number of Hit Dice,
whichever is greater.
Speed: Same as the character or animal, depending on which form the
lycanthrope is using.
AC: The character's or animal's natural armor increases by +2, depending on
which form the lycanthrope is using. (A wererat in hybrid form is an
exception; see the entry below.)
Attacks: Same as the character or animal, depending on which form the
lycanthrope is using. (A wererat in hybrid form is an exception; see the
entry below.)
Damage: Same as the character or animal, depending on which form the
lycanthrope is using.
Special Attacks: A lycanthrope retains all the special attacks of the
character or animal, depending on which form it is using, and also gains
those listed below.
Lycanthropic Empathy (Ex): Lycanthropes can communicate and empathize with
normal or dire animals of their animal form. This gives them a +4 racial
bonus to checks when influencing the animal's attitude and allows the
communication of simple concepts and (if the animal is friendly) commands,
such as "friend," "foe," "flee," and "attack."
Curse of Lycanthropy (Su): Any humanoid hit by a lycanthrope's bite attack
in animal form must succeed at a Fortitude save (DC 15) or contract
lycanthropy. A wererat can spread lycanthropy with its bite or by hitting
with a piercing or slashing weapon. Bludgeoning or nonpenetrating attacks
do not transmit the condition.
Special Qualities: A lycanthrope retains all the special qualities of the
character or animal and also gains those listed below.
Alternate Form (Su): All lycanthropes can shift into animal form as though
using the polymorph self spell (though their gear does not change).
Wererats, weretigers, and werewolves also can assume a bipedal hybrid form
with prehensile hands and animalistic features. Changing to or from animal
or hybrid form is a standard action. Upon assuming either form, the
lycanthrope regains hit points as if having rested for a day. A slain
lycanthrope reverts to its humanoid form, although it remains dead.
Separated body parts retains their animal form, however. This shapeshifting
ability can be difficult to control (see Lycanthropy as an Affliction,
below).
Damage Reduction (Ex): A lycanthrope in animal or hybrid form gains damage
reduction 15/silver.
Saves: The base saves are as for the character or animal, whichever is
better. In addition, lycanthropes receive a +2 racial bonus to Fortitude
and Will saves.
Abilities: For a lycanthrope in humanoid form, ability scores are
unchanged. In animal or hybrid form, a lycanthrope's ability scores improve
by type, as set out in the table below.
Skills: Lycanthropes receive a +4 racial bonus to Search, Spot, and Listen
checks when in humanoid form. In animal or hybrid form, these bonuses
increase to +8. A lycanthrope in hybrid or animal form gains the same
skills as a normal animal of its form in addition to the character's
skills. If a lycanthrope has a skill in both its humanoid and animal forms,
use the better score. Afflicted lycanthropes also can learn the Control
Shape skill (see the sidebar) as a class skill.
Feats: Same as the character. When in hybrid or animal form, the
lycanthrope gains any feats a normal animal of its form has. Lycanthropes
also have the Improved Control Shape feat (see the sidebar). Lycanthropes
in hybrid or animal form have additional feats as set out in the
accompanying table.
Climate/Terrain: Same as either the character or animal
Organization: Solitary or pair, sometimes family (2-4), pack (6-10), or
troupe (family plus related animals)
Challenge Rating: Same as the animal +2
Treasure: Standard
Alignment: Any; see examples below
Advancement: By character class
Common Lycanthropes
Name; Animal Form; Ability Score Adjustments; Feats
Werebear; Brown bear; Str +16, Dex +2, Con +8;  Blind-Fight, Multiattack,
Power Attack;
Wereboar; Boar;  Str +4, Con +6;   Blind-Fight, Improved Initiative;
Wererat;  Dire rat; Dex +6, Con +2;   Multiattack (despite only one natural
weapon), Weapon Finesse (bite), Weapon Finesse (any);
Weretiger; Tiger;  Str +12, Dex +4, Con +6;  Blind-Fight, Multiattack,
Power Attack;
Werewolf; Wolf;  Str +2, Dex +4, Con +4;  Blind-Fight, Improved
Initiative,Weapon Finesse (bite) Control Shape (Wis);
Any character who has contracted lycanthropy and is aware of his or her
condition can learn Control Shape as a class skill. This determines whether
the afflicted lycanthrope can voluntarily control his or her shape. Natural
lycanthropes instead have the Improved Control Shape feat, which gives them
full control over their shapeshifting abilities.
Check: The afflicted character must make a check at moonrise each night of
the full moon to resist involuntarily assuming animal form. An injured
character must also check for an involuntary change after accumulating
enough damage to reduce his or her hit points by one-quarter and again
after each additional one-quarter lost (save DC same as for full moon).
Task; DC
Resist involuntary change; 25
Return to humanoid form (full moon*); 25
Return to humanoid form (not full moon); 20
Voluntary change (full moon); 10
Voluntary change (not full moon); 15
*For game purposes, the full moon lasts three days every month.
Retry: Check for an involuntary change once each time a triggering event
occurs.
On a failed check to return to humanoid form (see below), the character
must remain in animal or hybrid form until the next dawn, when he or she
automatically returns to humanoid form.
Special: An involuntary change to animal or hybrid form ruins the character
's armor and clothing if the new form is larger than the character's
natural form. Characters can hastily doff clothing while changing, but not
armor. Magic armor survives the change if it succeeds at a Fortitude save
(DC 15).
When returning to normal form after an involuntary change, the character
attempts a Wisdom check (DC 15) to realize what has happened. If the check
succeeds, the character becomes aware of the affliction and can now
voluntarily attempt to change to animal or hybrid form, using the
appropriate DC. An attempt is a standard action and can be made each round.
Any voluntary change to animal or hybrid form immediately and permanently
changes the character's alignment to that of the appropriate lycanthrope.
An afflicted character who is aware of his or her condition can also try to
return to humanoid from after assuming animal or hybrid form, using the
appropriate DC. Only one attempt is allowed, however, as described above.
Lycanthropy as an Affliction
When a character contracts lycanthropy through a lycanthrope's attack (see
above), no symptoms appear until the first night of the next full moon. On
that night, the afflicted character involuntarily assumes animal form and
becomes a ravening beast, forgetting his or her own identity. The character
remains in animal form, assuming the appropriate alignment, until dawn and
remembers nothing about the incident.
Thereafter, the character is subject to involuntary transformation under
the full moon and whenever damaged in combat. He or she feels an
overwhelming rage building up and must succeed at a Control Shape check to
resist changing into animal form (see the sidebar).
Many lycanthropes are born, not made, and are sometimes called "natural
lycanthropes" to distinguish them from those who have contracted
lycanthropy ("afflicted lycanthropes").
Curing Lycanthropy
An afflicted character who eats a sprig of belladonna (also called
wolfsbane) within an hour of a lycanthrope's attack can attempt a Fortitude
save (DC 20) to shake off the affliction. If a healer administers the herb,
use the character's save or the healer's Heal check, whichever is higher.
The character gets only one chance, no matter how much belladonna is
consumed. The belladonna must be reasonably fresh (picked within the last
week).
However, fresh or not, belladonna is toxic. The character must succeed at a
Fortitude save (DC 13) or take initial damage of 1d6 points of temporary
Strength. One minute later, the character must succeed at a second save or
take an additional 2d6 points of temporary Strength damage.
A remove disease or heal spell cast by a cleric of at least 12th level also
cures the affliction, provided the character receives the spell within
three days of the lycanthrope's attack.
The only other way to remove the affliction is to cast remove curse or
break enchantment on the character during one of the three days of the full
moon. After receiving the spell, the character must succeed at a Will save
(DC 20) to break the curse (the caster knows if the spell works). Otherwise
the process must be repeated. Characters undergoing this cure are often
kept bound or confined in cages until the cure takes effect.
Only afflicted lycanthropes can be cured of lycanthropy.
 Werebear
 Medium-Size/Large Shapechanger
Hit Dice: 6d8+24 (51 hp)
Initiative: +0; +1 (Dex) as bear
Speed: 30 ft.; 30 ft. as bear
AC:  12 (+2 natural);
 +7 natural) as bear
Attacks: Unarmed strike +0 melee; 2 claws +11
 melee, bite +9 melee as bear
Damage:  Unarmed strike 1d3 subdual;
 claw 1d8+8, bite 2d8+4
Face/Reach: 5 ft. by 5 ft./5 ft;
 5 ft. by 5 ft./10 ft as bear
Special Attacks: Improved grab, curse of
 lycanthropy as bear
Special Qualities: Bear empathy; plus scent, damage
 reduction 15/silver as bear
Saves:  Fort +11, Ref +6, Will +4
Abilities:  Str 27, Dex 13, Con 19,
 Int 10, Wis 10, Cha 10 as bear1
Skills: Listen +11, Search +8, Spot +14,
 Swim +14 as bear2
Feats: Blind-Fight, Multiattack,
 Power Attack as bear3
Climate/Terrain:  Any forest, hill, mountains, and underground
Organization:  Solitary, pair, family (2-4), or troupe
 (2-4 plus 1-4 brown bears)
Challenge Rating: 5
Treasure:  Standard
Alignment:  Always lawful good
Advancement: By character class
 Wereboar
 Medium-Size Shapechanger
Hit Dice: 3d8+9 (22 hp)
Initiative: +0; +4 (Improved Initiative) as boar
Speed: 30 ft.; 40 ft. as boar
AC:  17 (-1 size, +1 Dex,
 as boar +3 natural) as hybrid;
Attacks: Unarmed strike +0 melee;
 gore +4 melee as boar
Damage:  Unarmed strike 1d3 subdual;
 gore 1d8+3
Face/Reach: 5 ft. by 5 ft./5 ft;
 5 ft. by 5 ft./5 ft as boar
Special Attacks: Ferocity, curse of lycanthropy
 as boar or hybrid
Special Qualities: Boar empathy; plus scent, damage
 reduction 15/silver as boar
Saves:  Fort +8, Ref +3, Will +3
Abilities:  Str 15, Dex 11, Con 17,
 Int 10, Wis 10, Cha 10 (as boar1)
Skills: Listen +15, Search +8, Spot +12
 as boar2
Feats: Blind-Fight, Improved
 Initiative as boar3
Climate/Terrain:  Temperate and warm forest
Organization:  Solitary, pair, brood (2-4), or troupe
  (2-4 plus 1-4 boars)
Challenge Rating: 3
Treasure:  Standard
Alignment:  Always neutral
Advancement: By character class
 Wererat
 Medium-Size/Small Shapechanger
Hit Dice: 1d8+1 (5 hp)
Initiative: +0; +3 (Dex) as rat
Speed: 30 ft.; 40 ft., climb 20 ft. as rat
AC:  12 (+2 natural); 18 (+8 natural)
 17 (+1 size, +3 Dex, +3 natural)
 as rat
Attacks: Unarmed strike +0 melee;
 rapier +3 melee, bite +1 melee as
 hybrid; bite +4 melee as rat
Damage:  Unarmed strike 1d3 subdual;
 rapier 1d6; bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.;
 5 ft. by 5 ft./5 ft. as rat or hybrid
Special Attacks: Curse of lycanthropy as rat
Special Qualities: Rat empathy; plus scent, damage
 reduction 15/silver as rat or hybrid
Saves:  Fort +5, Ref +5, Will +4
Abilities:  Str 10, Dex 17, Con 13,
 Int 10, Wis 10, Cha 10 as rat or hybrid1
Skills: Climb +14, Hide +11 as rat or +7 as
 hybrid, Listen +8. Move Silently +6,
 Search +8, Spot +8 as rat or hybrid2,
Feats: Multiattack, Weapon Finesse (bite),
 Weapon Finesse (rapier) as hybrid3
Climate/Terrain:  Any land and underground
Organization:  Solitary, pair, pack (6-10), or
 troupe (2-5 plus 5-8 dire rats)
Challenge Rating: 2
Treasure:  Standard
Alignment:  Always lawful evil
Advancement: By character class
Werebear
Improved Grab (Ex): To use this ability, the werebear must hit with a claw
attack.
Wereboar
Ferocity (Ex): A wereboar is such a tenacious combatant that it continues
to fight without penalty even while disabled or dying.
Wererat
Alternate Form (Su): A wererat can assume a bipedal hybrid form or the form
of a dire rat. The bipedal form is Medium-size with head, torso, and tail
identical to those of a rat, although the limbs remain human. The rat form
is 2 feet long from nose to rump and is preferred for travel and spying on
potential victims.
Skills: A wererat in rat or hybrid form uses its Dexterity modifier for
Climb checks.
--
Bye.
#######################
Giuseppe A.
e-mail: 
gambi...@libero.it
Milano - Italy
IHGGER #7 - IHGGDER #33
Fedele Seguace del Culto del Lettieri
#######################

 di segnalarti questo template che può essere decisamente carino:
Allora ho detto una baggianata... ^_^
...Controllare Forma animale forse?... ?
Ma i Mutaforma?
