Wednesday, January 22, 2020

Fantasy Trip - Werewolf Ring

Werewolf Ring

Crafted centuries ago by the werewolf wizard Valgard Mrithsio, this ring is one of the werewolf folks' treasured artifacts. When worn by a natural born werewolf, the progeny of two werewolves, this ring allows the werewolf to transform at any time into wolf form without making the IQ roll. And it allows the werewolf to retain his IQ rather than making it half. It takes 6 combat rounds to make the transformation, which includes times to remove the characters clothing so as to not get entangled when in wolf form. Normal werewolf rules apply to combat as per the Fantasy Trip (p82) while in the wolf form.

For non-werewolves, the ring, once put on, cannot be removed. The character will turn wolf on the three nights of the full moon, and must make a 4D roll against IQ the first time to avoid attacking his companions. As per the original werewolf description, the character's IQ is one half (rounding up, no less than 6) when in wolf form. Werewolf form will heal 1 point of existing damage every 4 rounds instead of two. Knock/Lock spell will allow the ring to be removed.

If the character keeps the ring, the 3rd month he will accrue the normal healing 1 point per two rounds, but will still lose half his IQ on transformations.

For my werewolves, it is the three nights centered on the full moon that the involuntary transformations occur.

Summary of Valgard's Werewolf Ring:
For existing werewolves, no IQ roll to transform to or from wolf form, and the IQ is not affected.
For non-werewolves. it will bump the DX by 3 but the character will transform into a werewolf on the three nights centered on the full moon. Healing is only half of the normal werewolf rules for the first two months, then normal rules apply, including the drop in IQ.



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