Moon Curse

## Curse Description

The Moon Curse can be described as a blessing and a curse, no pun intended. Because now not only is the character a tad stronger than the formerly human self, but there are extra abilities that can come with it. But inversely, the individual is involuntarily thrown into the throes of bloodlust and primal behaviours and mindset once a month.

The Curse has only two different phases: The main being Hybrid, the second being the Wolf form.

The Hybrid form is generally human, with the exception of a few Lupine features such as the ears, tail, claws, and fangs though there is a likelihood of an inhuman iris colour. This is the form that victims of the Curse will assume after contracting it, that is, after going through the full change process.

The Wolf form is a normal wolf, however, the general appearance of said wolf will vary depending on the individual.

## Contracting The Curse

When a character contracts lycanthropy through a lycanthrope’s bite, no symptoms appear until the first night of the next full moon. On that night, the afflicted character involuntarily assumes animal form and forgets his or her own identity. The character remains in animal form and assumes the appropriate alignment of that animal until dawn.

The character’s actions during this first episode are dictated by the alignment of its animal form. The character remembers nothing about the entire episode (or subsequent episodes) unless he succeeds on a DC 15 Wisdom check, in which case he becomes aware of his lycanthropic condition.

Thereafter, the character is subject to involuntary transformation under the full moon or when injured in battle. He or she feels an overwhelming rage building up and must succeed on a Control Shape check to resist changing into animal form. Any player character not yet aware of his or her lycanthropic condition acts according to the alignment of his or her animal form.

A character with awareness of his condition retains his identity and does not lose control of his actions if he changes. However, each time he changes to his animal form, he must make a Will save (DC 15 + number of times he has been in animal form) or permanently assume the alignment of his animal form in all shapes. Once a character becomes aware of his affliction, he can now voluntarily change to animal or hybrid form. This is a standard action.

## Shape Change Check

When there is a full-moon out or the character accumulates damage equal to ¼ of their Hit Points, a Control Shape check is made; Wisdom + d20. For each ¼ of their Hit Points lost, the character must make the check. The DC for this check is 50. Failure means the character involuntarily assumes their animal form

## Changing Form

Wolf Form:

The character changes into a wolf and is indistinguishable from a normal wolf.

Hybrid Form:

This form resembles the classic werewolf. A blend of humanoid features with the animalistic traits of a wolf. It is clearly humanoid, standing on two legs and possessing the same, albeit enhanced, mobility of a human.

In wolf form, a werewolf can trip just as a normal wolf does. A werewolf in hybrid form usually dispenses with weapon attacks, though it can wield a weapon and use its bite as a secondary natural attack.

Alternate Form (Su)

A werewolf can assume a bipedal hybrid form or the form of a wolf.

Curse of Lycanthropy (Su)

Any humanoid or giant hit by a werewolf’s bite attack in animal or hybrid form must succeed on a DC 45 Fortitude save or contract lycanthropy.

Trip (Ex)

A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity.

If the attempt fails, the opponent cannot react to trip the werewolf.

Wolf Empathy (Ex)

Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

## Suppressing Symptoms

Once the curse has been contracted, a character’s only hope of returning to a somewhat normal life lies with their use of wolfsbane. While the curse cannot be lifted after a character has contracted it, it can be suppressed using wolfsbane. Once consumed, the curse will no longer affect the character for 4 sessions. After this period, the curse’s effects return and the character must consume the plant again to continue suppressing it. However, due to its poisonous nature, consuming wolfsbane inflicts 1d6 points of Strength damage; DC 40 vs Fortitude. One minute later, another save must be made (DC 40 vs Fortitude) or the character suffers 2d6 points of Strength damage.