There is perhaps no more iconic or renowned transformation than that of a man becoming a wolf. In its origins, lycanthropy was a haphazard collection of loosely related beliefs, lacking most of the common traits of modern werewolves. A contagious bite, a vulnerability to silver...most werewolf tropes were popularized after the 18th century.
And how popular they are! Beyond an icon of transformation fiction, werewolves are an icon of both classic horror and classic fantasy, being abundant in most fantasy worlds, whether literature, video game, comic book universe, or tabletop roleplaying game. In games especially, werewolves have branched into a whole menagerie of werecreatures, from the common werebears, weretigers, and wererats, to oddities such as wereravens, weresnakes, and even wererays!
In celebration and exploration of lycanthropy, it will be our first topic of observation. And I'm starting the topic with a homemade werecreature creator!
Disclaimer: At the end of the day, the following tables are just suggestions. If you want to randomly roll, I've provided weighted numbers to roll against. That said, if there's something specific you want, or even something not on the table, you aren't bound to any of this.
This list functions on a couple assumptions. First is that the affliction is spread through fluid exchange, typically through a bite, but possibly through sexual contact or perhaps a blood infusion. Second, that a werecreature can learn to resist, influence, and even invoke their transformation with sufficient training and discipline, and that it comes easier to the those born into the affliction.
First and foremost, every werecreature has a bestial form that is taken, which we will call the "wereform." Time to break out that d100!
01-20
|
Wolf
|
21-30
|
Bear
|
31-40
|
Rat
|
41-50
|
Tiger, or other big cat
|
51-55
|
Bat
|
56-60
|
Boar
|
61-65
|
Shark
|
66-70
|
Raven
|
71-75
|
Jackal, fox or other non-wolf canid
|
76-80
|
Crocodile or large lizard
|
81-85
|
Hyena
|
86-100
|
Other
|
There's more to a wereform than just species, though...does it appear identical to a wild beast, or is it an anthropomorphic monster?
01-40
|
The wereform is that of the animal species, but is within 20%
of the base form's size. Incapable of human speech. |
41-70
|
The wereform is an anthropomorphic version of the animal
species. |
71-90
|
The wereform is that of the animal species, but larger and more
vicious, with larger fangs and claws, and additional horns,
spines, and other menacing features. It is at least 30% larger
than the base form. Incapable of human speech. |
91-00
|
The wereform resembles the base form, but with features of the
animal species, such as ears, fangs, claws, and tail. |
So...we know what out unfortunate werecreature becomes, but
what triggers the transformation? Classically, it's the full moon, but that's only three nights a month...predictable, too! To keep things fresh, I've explored a few...alternative options.
01-20
|
The creature enters wereform when the full moon is in the night
sky (or possibly a different phase,) and reverts in the morning. |
21-30
|
The creature can change between forms at will. |
31-45
|
The creature is in wereform from sundown to sunrise. They never
need to sleep. |
46-50
|
The creature changes form every day at a certain time. |
51-65
|
The creature enters wereform for several hours whenever placed
under great stress. |
66-75
|
The creature enters wereform for several hours when exposed to
a certain sound or substance. Optionally, another sound or
substance is needed to return them to normal. |
76-85
|
The creature enters wereform under certain environmental
conditions, such as humidity or temperature, and reverts once said
condition is no longer met. |
86-90
|
The creature changes to and from wereform seemingly at random. |
91-100
|
The creature enters wereform shortly after infection, and does
not revert until cured. |
And how does the werecreature behave when transformed? Does it go on a murderous, infectious rampage, or retreat into the wilderness? As a rule, I'd also say that a werecreature has a 50% chance of taking on a few animalistic behaviors in their human form.
01-10
|
The creature behaves the same way in wereform as it would in
base form. |
11-30
|
The creature loses most inhibitions in wereform, acting
according to their base desires. |
31-70
|
The creature rampages violently in wereform, attacking most
other creatures that get close, though it might be friendly to
similar werecreatures. Incapable of human speech. If the werecreature can transform at will, they transform back after a few hours. |
71-90
|
When in wereform, the creature behaves as if a normal animal of
their species. Incapable of human speech. If the werecreature can transform at will, they transform back after a few hours. |
91-00
|
The wereform has its own personality, independent from the base
creatures. They have their own preferences, opinions, and goals.
The two personalities may or may not be aware of each other. |
Aside from previously mentioned behavioral changes, does the base form exhibit any signs of being a werecreature?
01-40
|
The base form shows no outward symptoms. |
41-80
|
The base form takes on minor animalistic traits, but not
outside species norms. A werebear might become hairier and
bulkier, and a wereraven might develop a longer, pointier nose. |
81-90
|
The base form has a few animalistic traits from the wereform,
such as ears or tail. |
91-00
|
After each transformation, the base form retains a few more
traits from the wereform. |
It's common knowledge that you can't very well kill a werewolf without silver weapons...usually. Some werecreatures have no such resistances to mundane arms!
01-25
|
The wereform is nearly impervious to all physical harm save for
a specific weakness. |
26-50
|
The wereform instantly heals from nearly any injury save for
those caused by a specific weakness. |
51-75
|
The wereform possesses remarkable resilience and healing
ability. |
76-100
|
The wereform possesses no special resistances. |
And if the werecreature has a special weakness...what exactly is it?
01-30
|
Silver |
31-45
|
Fire |
46-65
|
Blessed or holy things |
66-75
|
Harm wrought by someone who genuinely cares for the
werecreature |
76-80
|
Exposure to a specific herb or substance neutralizes the
werecreature's resistance |
81-100
|
Other |
Almost done! Lastly...maybe you just want to add a little special...something to your creature, to make it stand out. I've provided a few options for that. This table is exceptionally optional, but if roll on it multiple times, if you like.
01-40
|
The wereform possesses physical traits abnormal to the animal
species, such as extra limbs or heads, or features of another
creature. |
41-65
|
The wereform possesses supernatural abilities, such as a breath
weapon, teleportation, or magical flight. |
66-70
|
The wereform is a different gender from the base form. |
71-80
|
When transforming, treat the wereform as the base form, and
vice-versa. |
81-90
|
The wereform is small, no more than 2/3 of the base creature's
size, with a somewhat childlike appearance. |
91-95
|
The wereform is an animate plush, statue, robot, slime, or
other non-animal form. |
96-100
|
The creature is somehow affected by two or more different
strains of lycanthropy, each with their own properties! |
...have fun!