|Ron Lundeen Contributor|
Hey, all. I'm writing my next full adventure path, which uses the Skull and Shackles base set. It's called Bloodlust Corsairs, and it uses two new sets of rules. The first of these is presented below, and I'd like to get some feedback on it. These are rules for playing lycanthropes; they are powerful, but can be very dangerous if your lycanthropy is reckless or ill-timed. In Bloodlust Corsairs, the PCs become were-sharks--hammerhead sharks and tiger sharks initially, but dire sharks and such later on--but I want rules that work equally well if you want to be were-crocodiles or were-stirges or were-bandits or whatever.
Please give me any comments, criticisms, or edits you have!
If a scenario uses the Lycanthropy rules, assemble the lycanthropy cards indicated in the scenario instructions. These are the lycanthropy cards for the scenario. Shuffle them together. After drawing starting hands, each character chooses one of the lycanthropy cards at random without looking at it and shuffles it into his deck. Set any unused lycanthrope cards aside without looking at them.
When you draw a lycanthropy card, display it next to your deck; your character is now in animal-humanoid hybrid form. Your character remains in hybrid form as long as the lycanthrope card is displayed.
While your lycanthrope card is displayed, you may use the “Check to Defeat” number on your lycanthrope card in place of your Strength die result instead of rolling your Strength die. If the top card of the blessings deck is a Blessing of the Gods, increase this number by 3. You cannot play weapons on a check if you choose to use this number as your result. Blessings or other abilities that would add dice to your check add your normal Strength die.
Example 1: Lini is playing scenario 2-B and has her lycanthrope card—a Hammerhead Shark henchman—displayed. When she encounters a Zombie monster, she chooses to use the “Check to Defeat” number on her lycanthrope card, which is 9 + 2 (for the adventure deck number) of 11 in place of her Strength die result for the combat check, defeating the Zombie.
Example 2: Valeros is playing scenario 3-B and has his lycanthrope card—a Tiger Shark—displayed. He encounters a Giant Anaconda and chooses to use the Tiger Shark’s “Check to Defeat” of 11 in place of his Strength die result. He has the skill Melee +3 and notes that the Blessing of the Gods is atop the blessing discard pile, for another +3. He plays a Blessing of Pharasma from his hand, which adds 1d10 (his normal Strength die). His result is 11 + 3 + 3 + 1d10, for a 21, which defeats the Giant Anaconda.
The Lure of Blood
At the beginning of your move step, put a marker on your lycanthrope card. You may then attempt a Wisdom check to remove all markers from your lycanthrope card and discard it (your character returns to humanoid form). The difficulty of this Wisdom check is 5, plus the number of markers on your lycanthrope card. If the top card of the blessings deck is a Blessing of the Gods, increase the difficulty of this Wisdom check by 3.
Although your lycanthrope card is discarded, it could end up back in your deck (if you use a Potion of Healing, for example). If you draw it again, your character again assumes a hybrid form.
The Red Rage
If the game ends while your lycanthrope card is displayed, you go into a frenzied rage and come to your senses much later with equipment missing and erstwhile allies slain. Shuffle together your deck, discard pile, displayed cards (other than your lycanthrope card) and buried cards; then banish 1 random card, plus 1 additional random card per marker on your lycanthrope card. Then rebuild your deck as normal.
End of the Game
Banish your lycanthrope card at the end of a scenario.