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 Post subject: Werewolves?
PostPosted: Fri Jan 26, 2018 3:30 pm 
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Ill-Fated Peasant

Joined: Thu Sep 28, 2017 8:19 pm
Posts: 7
FLGS: Bayshore Hobbies
Hey folks ... I noticed there was a wereboar in the Shudder Mountains module, and it got me thinking ... werewolves?

First, how to twist them a little, to make then DCC-weird, and secondly, how to handle the curse of lycanthropy ...

Anyone got any suggestions, or has something already been published?


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 Post subject: Re: Werewolves?
PostPosted: Sat Jan 27, 2018 6:49 am 
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Cold-Hearted Immortal
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Joined: Fri Mar 16, 2012 9:41 am
Posts: 2732
I believe that, when David Baity's Dark Trails comes out, you will be pleased.

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SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


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 Post subject: Re: Werewolves?
PostPosted: Sun Jan 28, 2018 10:45 am 
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Ill-Fated Peasant

Joined: Thu Sep 28, 2017 8:19 pm
Posts: 7
FLGS: Bayshore Hobbies
Looks promising ... but no release date :( Fingers crossed!

I was thinking a cool way to do the curse of lycanthropy ... if a lycanthropy rolls a 6 on a d6 bite, the victim is afflicted. Each day thereafter, make a DC 18 Fort save, if they succeed they are cured, if they fail they lose 1d4 Personality permanently as the animalistic curse takes over their personality.

If a person is below 8 Personality, shift to Chaotic alignment. If a person is below 5 Personality, they succumb to lycanthropy and change the next full moon.

Thoughts?


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 Post subject: Re: Werewolves?
PostPosted: Sun Jan 28, 2018 4:11 pm 
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Far-Sighted Wanderer
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Joined: Mon Jul 21, 2014 9:48 am
Posts: 18
Location: Toledo, OH
Sounds like a good reason for someone to write up a Werewolf class.

*Ponders* Hmmm...

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Bernie the Flumph


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 Post subject: Re: Werewolves?
PostPosted: Sun Jan 28, 2018 4:39 pm 
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Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 1:46 pm
Posts: 3229
Location: Left Coast, USA
FLGS: Bizarro World
I've been making notes for an adventure which would feature lycanthropy as a central theme... but it's way too scattered to share at the moment...

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Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be DCC Monsters

PbP Purple Planeteers!

Havarth • Cleric/Zikcub • Animal trainr • L
S11 A11 S9 P15 I9 L7
AC10, HP12, R0 F1 W2
Glaive+0 1-10
Club+0 1-4
X' chain, sack
Bless, Dtct Ev, Prot fm Evil, Word oCmmnd

Lucius • Cleric/Verlore • Slave • N
S13 A11 S8 P15 I11 L11
AC10+, HP6, R0 F0 W2
Sword+1 _
Club+1 2-5
Hide armor, flint/steel, green stone, oil 1
Crit table +1
Dark, Holy Sanct, Resist Cold/Heat, Word o Cmmnd

Toby • Squire
S13 A10 S14 P15 I16 L9
AC10+, hp3, R0 F1 W1
Lg swrd+1 2-9
Scale armor, sack, helm, L’ rope, torch • Com, Chaos, Hobgob

Kelven • Smuggler
S14 A8 S11 P12 I7 L10
AC9+, hp2(4), In-1, R-1 F0 W0
Sword+1 _
Staff+1 or Sling -1 2-5
Scale armr, waterprf sack, L’ rope, torch, 39cp

Runes:https://i.imgur.com/xGUofHk.jpg
RIP
Stinky Pete, Ostler — Spine snapped by tackling Kith


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 Post subject: Re: Werewolves?
PostPosted: Mon Jan 29, 2018 8:53 am 
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Gongfarmer

Joined: Mon Jan 29, 2018 8:47 am
Posts: 1
FLGS: Dragon’s Lair (Austin, TX)
Thanks for sharing Dark Trails! Weird-Western settings are my favorite! My first was Werewolf in the Wild West. This most likely will be Go-To setting once released. The creator, David Baity states that he will running a Kickstarter after he has majority of the setting completed. Hopefully by the beginning of summer. This project will most likely fund with ease based on how supportive the Goodman Games community is.


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 Post subject: Re: Werewolves?
PostPosted: Wed Jan 31, 2018 1:41 pm 
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Mighty-Thewed Reaver

Joined: Wed Feb 23, 2011 8:17 am
Posts: 349
I've been pondering how the game Werewolf could be adapted to an RPG. The card game, mind you, a werewolf version of Murder Handshake or Mafia. The players all get a card they keep secret, telling them if they're a villager, a werewolf, or something else (ie: hunter, sage, prince in disguise, etc.). Everyone closes their eyes, the werewolves decide who they kill, the others do their thing, and the villagers wake to see who has been killed during the night... and trade theories on who are the werewolves and then LYNCH them. You keep going until you've run out of werewolves or villagers.

It reminds me of a 0-level funnel, but for the life of me I can't think how to make it work as an RPG without long stretches of a player not in control of their character. Why would anyone go to sleep if they think there's a werewolf? The sensible thing would be to lock everyone in cages the wolves can't get into, watch everyone else that night, and whoever is a werewolf gets taken out. Or something like that. The gist of it is how do you separate people without (a) railroading or (b) spoiling the surprise?

Maybe everyone has to get to their cottages because they're assigned to go there, and not doing so is deadly (ie: you need to get home to take your medications, or avoid a blizzard, and you can only use *your* cottage)?

But that's not a normal 0-level village!

It's a pickle...


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