Optional Rules for HARP and Rolemaster 

Becoming a Werewolf

Lycanthropy is a deadly and transformative disease which can infect virtually anyone that is exposed to it. The very nature of this disease is one that elicits fear and loathing, because often the bestial elemnts of the afflicted person triumph over their rationality and they perform terrible animalistic deeds before they can be stopped. However, not all those infected with the disease will become ravening beasts. If they can learn to control the transformation, the curse of Lycanthropy can be transmuted into a powerful gift.

Infection & Transmission 

There are many stories which recount how someone was infected through the bite of a wolf or other lycanthrope - this is however untrue. Lycanthropy is a disease that is only transferred via bodily fluids - the amount of infectious material in spittle small enough to be discounted in the normal course of events. However, other bodily fluids are more likely to cause infection ...

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Shapeshifting as a Werewolf 

A recently infected werewolf will not have full control over their transformation from one form to another, nor will they retain all of their humanity when they do so. The skill Shifting is used for controlling the transformation from one form to another - to determine how long it takes to transform, and how much humanity the character retains while in the transformed state. In this latter aspect, it is of critical importance to a Werewolf.

The mechanics of how this works are slightly different from those listed in either HARP (Monsters: A Field Guide) or Rolemaster (RMSS), and as such, the rules listed here are considered to superceed the rules listed elsewhere.

	Skill Name:	Shifting
	Skill Category:	Concentration (HARP) / Self Control (RMSS)
	Stats:		SD/SD (HARP) / [SD] (RMSS)
	

A werewolf's transformation is not always triggered voluntarely ...

If a werewolf Channels the Beast in an uncontrolled manner ... their mind is reduced to little more than that of an enraged animal. They will have no thoughts other than attacking the nearest available target (although they always start with the source of their anger/fear/pain); they cannot tell friend from foe; they cannot parry or use any combat skills or talents except melee weapons, natural attacks and brawling skills; No custom combat styles, dirty fighting, sniping, ambush, or martial arts may be used. Unlike frenzy, they do retain the Quickness component of their DB.

The enraged werewolf may attempt to seize control from the beast (which will force a complete transformation to Lupine form) by making an Extremely Hard manoeuvre.

The process of transformation takes a varying amount of time, depending on the degree of control the character can exert, and the familiarity they have with the process. To transform from Human to Lupine form or from Lupine to Human form typically takes 2 minutes, during which time the werewolf is vulnerable to attack. They may also chose to voluntarily Embrace the Beast in a gradual process that takes roughly a minute. These gradual processes are uncomfortable and unsettling to a newly infected werewolf, but they are not actually painful, and once the werewolf becomes used to the process it is not feared. Of course, items such as clothing, armour, weapons, backpacks and other assorted paraphenalia are discarded during the transformation. In fact - to avoid painfull or embarassing situations (such as a pair of knickers stuck on the wolf's rump), most werewolves will ensure that they are naked prior to commencing the transformation.

On the other hand, when the werewolf Channels the Beast involuntarily, the transformation takes a fraction of this time - just two rounds. Since the werewolf's muscle mass and bulk is increased considerably during the transformation, any clothing or similar will be torn/shredded during the transformation. Armour will also be destroyed, and metal armour will cause considerable pain. This process is far more violent and extreme, and aside from any external factors which might hurt the werewolf during the transformation, the werewolf will suffer a certain amount of pain and discomfort from the stress of the transformation.

Mechanics
A werewolf who transforms rapidly will suffer a -20 to all activities for 1 minute due to the pain of the transformation.
Armour and similar clothing & equipment may cause damage ... equivalent to the DB bonus granted by the Armour (HARP - in Rolemaster, inflict AT*3 hits).

A werewolf with fine control over their transformations may chose to shift part of their body - for example, while remaining in Human form, they may chose to shift one of their hands into a claw, or change their eyes into those of a wolf. This manipulation is exceedingly difficult to master (Sheer Folly), and a failed roll will trigger a more general change.

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Mechanics of being a Werewolf in Human Form 

In this form, the character retain their natural form. They do not appear any different, but they do retain some marginal advantages - heightened senses, accelerated healing and an affinity for wolves that helps when trying to handle, control or communicate with them.

Statistic Bonuses

HARP Statistics				Rolemaster Statistics
Endurance (Hit) Bonus:	+0		Concussion Hit Bonus:		+0
Resistance: Stamina	+0		Resistance: Poison/Disease	+0
Resistance: Will	+0		Resistance: Fear/Psionics	+0
Resistance: Magic	+0		Resistace: All forms of Magic	+0

St:	+1	SD:	+0		St:	+1	Re:	+0
Co:	+1	Re:	+0		Co:	+1	Me:	+0
Ag:	+0	In:	+0		Ag:	+0	Em:	+0
Qu:	+1	Pr:	+0		Qu:	+5	In:	+0
					SD:	+0	Pr:	+0
	

Talents

Limitations

None really - character is fully Human, can talk, cast spells, use tools, etc.

Notes

The Talents granted in each form do not vary, nor do persist in the other forms - the Enhanced Senses from being a Wolf is the same Enhanced Senses from being a Were in Human form ... similarly were the character to already have one of the talents - such as Accelerated Healing - due to a racial or personal talent, it does not "stack" with the one from being a werewolf.

The Resistance, Statistic & Skill bonuses granted in each form do not stack with each other - they replace each other. The werewolf is only ever in one form at a time.

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Mechanics of being a Werewolf in Lupine (Wolf) Form 

In this form, the character adopts the form of a large Wolf - with all of its obvious advantages and disadvantanges - the lack of opposible digits makes tool utilisation difficult and many civilised people object to Wolves wandering the streets of their town/village. Of course, the character also gains the Wolf's enhanced sense of Smell, Night Vision and such like ...

Statistic Bonuses

HARP Statistics				Rolemaster Statistics
Endurance (Hit) Bonus:	+0		Concussion Hit Bonus:		+0
Resistance: Stamina	+0		Resistance: Poison/Disease	+0
Resistance: Will	+0		Resistance: Fear/Psionics	+0
Resistance: Magic	+0		Resistace: All forms of Magic	+0

St:	+0	SD:	+0		St:	+0	Re:	-2
Co:	+2	Re:	-2		Co:	+2	Me:	+0
Ag:	+2	In:	+0		Ag:	+2	Em:	+0
Qu:	+5	Pr:	+0		Qu:	+5	In:	+0
					SD:	+0	Pr:	+0

Special Bonus - +10 to all natural attacks

	

Talents

Limitations

Notes

The Talents granted in each form do not vary, nor do persist in the other forms - the Enhanced Senses from being a Wolf is the same Enhanced Senses from being a Were in Human form ... similarly were the character to already have one of the talents - such as Accelerated Healing - due to a racial or personal talent, it does not "stack" with the one from being a werewolf.

The Resistance, Statistic & Skill bonuses granted in each form do not stack with each other - they replace each other. The werewolf is only ever in one form at a time.

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Mechanics of being a Werewolf in Bestial Form 

In this form, the character adopts the form of a massive, bipedal beast that is somewhere between a Wolf and a human. There have been many terms applied to this form, but the one most werewolves use to descripbing it is Channeling the Beast.

In some ways, this state is similar to that of Frenzy (see Martial Law). As such, a Werewolf Channeling the Beast cannot Frenzy or use Chi powers.

If a werewolf Channels the Beast in an uncontrolled manner ... their mind is reduced to little more than that of an enraged animal. They will have no thoughts other than attacking the nearest available target (although they always start with the source of their anger/fear/pain), they cannot tell friend from foe, they cannot parry or use any combat skills or talents except melee weapons, natural attacks and brawling skills. No custom combat styles, dirty fighting, sniping, ambush, or martial arts may be used. Unlike frenzy, they do retain their Quickness component of their DB.

The enraged werewolf may attempt to seize control from the beast (which will force a compte transformation to Lupine form) by making an Extremely Hard manoeuvre.

Statistic Bonuses

HARP Statistics				Rolemaster Statistics
Endurance (Hit) Bonus:	+20		Concussion Hit Bonus:		+20
Resistance: Stamina	+20		Resistance: Poison/Disease	+20
Resistance: Will	+5		Resistance: Fear/Psionics	+5
Resistance: Magic	+10		Resistace: All forms of Magic	+10

St:	+3	SD:	+0		St:	+3	Re:	-2
Co:	+2	Re:	-2		Co:	+2	Me:	+0
Ag:	+1	In:	+0		Ag:	+1	Em:	+0
Qu:	+6	Pr:	+0		Qu:	+6	In:	+0
					SD:	+0	Pr:	+0

Special Bonus - +10 to all melee attacks
Special Bonus - +15 to all natural attacks (cumulative with above)
	

Talents

Limitations

Notes

The Talents granted in each form do not vary, nor do persist in the other forms - the Enhanced Senses from being a Wolf is the same Enhanced Senses from being a Were in Human form ... similarly were the character to already have one of the talents - such as Accelerated Healing - due to a racial or personal talent, it does not "stack" with the one from being a werewolf.

The Resistance, Statistic & Skill bonuses granted in each form do not stack with each other - they replace each other. The werewolf is only ever in one form at a time.

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