Variant
Rules for Lycanthropy in GURPS
These rules are meant to replace some of the rules in GURPS Bestiary
for were-creatures. In general, Bestiary's Advantages, Disadvantages, skills
and such are still used. However, these rules treat lycanthropy as (usually)
an advantage or (rarely) a disadvantage, not a case of the Multiple Forms
rules.
This means that the point value of (for instance) a werewolf is calculated
by the GM and then doesn't change. There are no ``shared points'' and no
limits on the value of the form.
Advantage or Disadvantage?
If the player is responsible for playing the were-form, regardless of
the nature of The Change, lycanthropy is an advantage. This is true even
if the were-form is a highly dangerous Split Personality, or is Morally
Opposed to the ``real character.''
If the character has complete control over when he changes, lycanthropy
is an advantage, even if the GM plays the were-form.
Only if the were-form is entirely under the control of the GM, AND the
change is not completely under the character's conscious control, does
lycanthropy have the potential to be a disadvantage.
In either case, the advantage or disadvantage is taken only by the real
character.
Step One: Base Advantage Price:
Begin by calculating the price of the were-form in Bestiary/Fantasy Folk
terms. When you are done, add 10 points (or 5 points for changes with limited
or variable control, as per Bestiary). This is the Base Cost.
Step Two: Special Disadvantages:
If the were-form carries with it any special disads, add these in. If the
change is Uncontrolled, calculate the value of that disadvantage normally,
and add THAT in. If the were-form is assumed to be a Split Personality,
add the value of that disad, as well. If added disads bring the total cost
below 10 points, raise the base to 10 points before the next step, unless
the form meets one of the criteria above for being a disad (GM control
of form, AND partial or complete lack of control of change). If those criteria
are met, leave the value where it is.
If the total is zero or less, skip step three.
Step Three: Percentile Modifiers and Necessary
Minimums: Once the total cost of the advantage is calculated
as a package, then percentile modifiers such as Item-Based Weredom can
be added. The minimum total cost is 25% of the positive total of Advantages,
Disadvantages, and Skills that the were-form has, regardless of what the
real character has, or 10 points, whichever is more.
Step Four: Flip-Flop: If
the were is a Split Personality with the were's personality being controlled
by another player or by the GM, AND the point value is currently above
0, add a minus sign. In other words, if the total is currently 25 points,
it becomes a -25 point disadvantage.
Step Five: Now You're Done:
This is the price of the advantage, or value of the disadvantage. It will
be the same regardless of which character takes it; it's price has nothing
to do with the attributes or skills of the ``real'' character.
Optional: Relative Hit Points and Strength:
If the GM likes, the stats of the basic form can be expressed as-is (``The
Giant Wombat form has ST 30'') or as a relative term (``The Giant Wombat
form has triple the ST of the real form''), basing multiples and changes
on attributes of 10. This has no effect on point cost, and is a matter
of taste. Generally, such ``relative'' attributes should only apply to
ST and Hit Points.
Multiple Forms: If a character can
turn into a wolf AND a wolf-man, he must buy both of those advantages;
their price is calculated as above. If the GM wishes, ``packages'' of multiple
forms can be built, and bought as one big advantage.
Example: Yrth Werewolves
Step One: Look at page 113 of GURPS
Bestiary. The Wolf Template there consists of 153 positive points and 95
negative points, for a net cost of 58 points. Since the change is quasi-controlled
(the character can change when he wants, but must change on the night of
a full moon) 5 points are added, for a total of 63 points.
Step Two: The social disads have
already been factored in, and the change is not Unpredictable and the were
retains his personality. No changes in this step.
Step Three: No wierd percentile
modifiers. This isn't an item and has no strange conditions from Supers
tossed in. Since the positive points in the template were 153 points, this
advantage must cost at least 39 points (25% of the positives). It's already
over that, so there's no change.
Step Four: Nothing here. It's not
a disad by any stretch of the imagination. Turning into wolves is cool.
Step Five: All done. A Yrth werewolf
is a 63-point advantage. Any character who takes this advantage can turn
into a wolf with the stats listed.
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