Lunar Knights. Written & Illustrated by Jacob E. Blackmon

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1 Lunar Knights Written & Illustrated by Jacob E. Blackmon

2 Table of Contents Introduction Chapter 1: Lycanthropes Chapter 2: Races Chapter 3: Classes Chapter 4: Skills Chapter 5: Feats Chapter 6: Variations Chapter 7: Campaign Chapter 8: Bestiary Chapter 9: Resources Open Gaming License DECLARATION OF PRODUCT IDENTITY IDAdventures, the IDAdventures logo, Gargoyle Ink, the Gargoyle Ink logo and Lunar Knights are all declared product identity. Any reference to or quote from films, books, comics, television shows, characters from same, real world people or any other copyrighted material is also declared product identity for purposes of the Open Gaming License. DECLARATION OF OPEN GAMING CONTENT The introduction and bibliography of this product do not contain any open game content. No proper names of people, places, institutions, titles or things are open content. No attributed quotes from other sources are open content. All other text is designated as open content. None of the art is open content. If you have any questions about this product, please ask the developer, Owen K.C. Stephens, who can be reached by at OStephens@aol.com or Producerguy@idadventures.com

3 INTRODUCTION For many years, mankind has told stories. There are many regarding people who transform into great beasts that resemble wild animals; the classic tale of the wolf-man, the werewolf, or the lycanthrope. People throughout the ages have come to fear the stories of these terrible beasts, for they represent the dark things and sinister urges inside us all-the willingness to forsake our humanity and take the path of the savage beast that lingers in our very hearts. Over the many centuries, if not millennia, the lycanthrope has become romanticized. Even today these fell beasts still hold wonder for us. New tales and theories about their many powers and weaknesses (silver is always the favorite) have only added to the awe of the lycanthrope. The addition of new forms - the sleek and agile were-cats, the super-powerful werebears, the devious wererats, and many others - creates new theories behind the lycanthrope story. How many variations are there? What are the origins behind these new beasts? What should one expect when hunting in the forest, wilderness or plains? Will I be facing a dragon or a were-dragonne? Does a were-dragonne even exist? Maybe HOW TO USE THIS BOOK The book within your hands is a guide to help create a unique story about one of the most dreaded creatures in mythology: the lycanthrope. It is also intended to help tell the story within the context of the d20 system role-paying game. While the author has taken steps to make this book an amusing read, it is best utilized as a tool to game with your friends and fellow dice-throwers. With the aid of this manual, you and your comrades-inarms may use the monstrous lycanthropes not only as villains with which to do battle, but also to use as heroes, PCs and allies. Classic stories of the werewolf depict a man who is tortured by his savage forays under the light of the full moon. This man seeks an end to the monthly torture he endures. The threat of what his transformation may bring about constantly hanging over his head. Will he harm an innocent tonight? Or a loved one? More modern stories tell of the anti-heroes who use their lycanthropic abilities to battle the forces of evil, as well as those were-beasts who prey on normal folk for food and sport. No matter what you wish to use lycanthropes for within the context of your campaign, this book is here to help you create a more complete story and background for these shapeshifting characters, be they heroic, villainous, or otherwise. LAYOUT For ease of reference this book is laid out in several different sections. Chapter 1: Lycanthropes - This section details the standard lycanthrope s abilities, ecology and general life (both natural and afflicted), how one becomes a lycanthrope, and how one may be free of the curse. Chapter 2: Races - This section goes into more detail about each different species unique abilities and powers. Provided are templates for the main six types of lycanthropes as well as several new templates for variant breeds and even magical beasts. In addition, this section discusses how the different humanoid races deal with the occurrence of lycanthropy within their communities. Chapter 3: Classes - This section details how lycanthropes can become more powerful by training in a specific class. Also provided is a selection of were-creature prestige classes. Chapter 4: Skills - This chapter describes new uses for standard skills and details a new skill, Knowledge skill: Lycanthropes. Chapter 5: Feats - This chapter offers a few suggestions on what feats to provide to a lycanthropic character, including several new ones. Chapter 6: Variations - This section details different powers and abilities that may be granted to a lycanthrope. Also presented are different methods to a lycanthrope s destruction. Chapter 7: Campaign - This is the writer s advice on how to use the lycanthrope in your campaign. The section provides several guidelines on how to make the lycanthrope a major factor in your game. Also included is some information to help create a lycanthrope-base game, including new villains and monsters. Chapter 8: Beastiary - This chapter provides simple pre-made write-ups for the new and variant were-creatures. In addition, there are some new templates to add to existing monsters that have a were-beast flavor. Chapter 9: Resources - This section is a list of books, TV shows, and films that use the lycanthrope legend. 4

4 CHAPTER 1: LYCANTHROPES To understand the lycanthrope, we must first take a glance at the standard abilities of were-beasts, so that we know what we re working with. The features described in detail here are common to all lycanthropes, and are summarized in the generic lycanthrope template presented below. When creating your own were-creatures or running one presented later in the book, use these detailed descriptions as guidelines. Alternate Animal Form All were-creatures have an alternate animal form, which can be virtually anything. The standard classic lycanthrope shifts into the form of a carnivorous, fur-bearing mammal. Other types of were-creatures are presented with the standard ones in Chapter 2: Races. The GM must decide if the variations are suitable for his campaign. The more outlandish you allow lycanthropes to be, the less like a classic European legend your game feels. It s up to individual GMs to decide if this is a good or bad thing. The animal form of a lycanthrope is a terrible thing to behold. While at a glance, the animal form may seem normal, on closer inspection, the true horror comes to light. Were-beast animal forms are stronger and more menacing in appearance than animals of the mundane variety. Their eyes often glow in horrid, vile colors, imbued with a spark of intelligence not found in common animals. Claws and fangs are more dreadful and wicked, fur is course and thick, and skin is dark and wrinkled, and thicker than one may think. Alternate Form Mass Hybrid Animal Form Full animal form is not the sole appearance the lycanthrope may take. Some popular stories tell of a were-beasts that assumes a shape that is not quite man, yet not quite beast. This hybrid form can be very dangerous. It provides the lycanthrope with the powers and enhancements of the animal form, but also the stature and manual dexterity of the humanoid form, allowing it to use armor and weapons with its increased physical ability scores. Not all lycanthropes can assume a hybrid form, although most can. As a rule of thumb, lycanthropes of a purely carnivorous animal type have hybrid forms, while other types are less likely to. See Chapter 2: Races for the details of each lycanthropic breed s hybrid form or lack thereof. Changing a lycanthrope s form works as the spell polymorph self. When a lycanthrope changes between its animal and hybrid (if it has one) forms, it recovers hit points as though it had healed for one day. Not all lycanthropes have the strength of will to control their shapeshifting features, while others are extremely adept at it. See control shape in Chapter 4: Skills and improved control shape in Chapter 5: Feats. The majority of the lycanthrope s powers, to be explained below, are only available to the character while in either their animal or hybrid forms. Enhanced Ability Scores As a rule, lycanthropes are stronger, faster, and tougher than the average humanoid stock they hail from. The lycanthrope s humanoid form may give no indication of these enhancements (possibly being a young elven girl who appears frail and small). The threat comes from the hidden beast, activated by the transformation into the alternate form. Each different breed of lycanthrope has varying physical ability score changes while in their alternate form. See Chapter 2: Races for more information on the specific ability score adjustments. When a lycanthrope changes forms, it has the obvious effect of adding and densifying muscle mass to its already existing humanoid form. With such heavy muscle and dense flesh and bone, the lycanthrope tends to weigh in at least half again as much as a normal animal of its size. Some may wonder where this excess mass comes from and be curious about where it goes once the were-beast resumes its normal form and appearance. The explanation, it s magic can only take one so far. Lycanthropes are extremely magical creatures, their supernatural auras are wrapped up in their enhanced powers and abilities. But this explanation only works well in a fantasy-based campaign. There are many other campaigns were-beasts fit into, including modern-day settings and science fiction (Lycanthropic aliens? Why not!). Science teaches us that matter cannot be created or destroyed, only transformed into something else. Taking this into account, when a lycanthrope changes into its animal form, the strain of the transformation would tear the skin, removing it from the body. Also, when a lycanthrope shucks its excess mass in its transformation to humanoid form, it would literally ooze its muscle from the pours of its skin (should it still have skin), leaving it behind. Nasty thought, and messy to boot. If we take into account the idea of alternate dimensions, this situation could be helped (and the sticky mess avoided). When a lycanthrope initiates its change, it calls upon the ethereal energy of its aura to open a gateway to another dimension, where its alternate mass is stored. Once the lycanthrope is done with the extra mass, it merely activates the ability again and shifts the mass back to the alternate dimension. An option of the alternate dimension idea would be that the lycanthrope trades places - or is possessed by - an animal from some other plane of existence where animals are dominant (perhaps the Wolflands, or the Great Hunt). This option really should apply towards infected lycanthropes (who lose their sense of self), rather than natural lycanthropes (who retain their sense of self). 5

5 6 Despite the differing physical augmentation by were-breed, all lycanthropes gain a +2 bonus to their Intelligence and Wisdom attributes due to an increased animal cunning. Natural lycanthropes gain the benefit of this bonus all the time, while infected lycanthropes lose this bonus if and when they become free of the curse. This animal cunning can also affect a lycanthrope s personality, especially in times of stress. Though not all werewolves gather in packs, nor all were-tigers enjoy sunning themselves, these stereotypes develop from real tendencies to emulate animal behavior among these breeds. Skills When they have changed their form, lycanthropes have the skills common to the animal they have assumed the form of. These skills are in addition to the skills the character already possesses. If the lycanthrope character already possesses the skill gained by the animal form, use whichever score is better while in the animal or hybrid form. Lycanthropes also have enhanced senses. Having the powers of the animals at your fingertips can be very exhilarating. For some, being a lycanthrope is the ultimate rush. All lycanthrope senses are more in tune with the environment around them. Even when in their humanoid form, lycanthropes receive a substantial racial bonus to their Search, Spot, and Listen checks (+4). This bonus increases when the lycanthrope assumes its animal (or hybrid) form, skyrocketing to +8 to Search, Spot, and Listen checks. Feats While in their alternate forms, lycanthropes have access to a number of feats unavailable to them in humanoid form. These feats represent abilities native to the lycanthrope s animal form, instincts and combat style. Many lycanthropes have feats in common, such as Multiattack to represent their claw and bite routine. Other lycanthropes have feats more unique to their breed. All natural lycanthropes start with the free feat of Improved Control Shape. This feat is not available to afflicted lycanthropes, except, of course, with the Game Master s permission, and then only after the afflicted character has proven her continuous control over her shape-changes. (see below). Each breed of lycanthrope and its feats are more fully described in Chapter 2: Races. New feats for lycanthrope characters are found in Chapter 5: Feats. Special Attacks and Special Qualities One of the most powerful options available to a lycanthrope is gaining the Special Attack forms and Special Qualities of the animal form it is assuming. These abilities are only available to a lycanthrope while it is in animal or hybrid form, but it can use them at their full potential while remaining in either of these forms. With the majority of lycanthropes, this gives them the Scent ability, which is useful to track and hunt their prey, no matter where it may try to hide. The lycanthropes other keen and enhanced senses are traditionally represented by having the Blind-Sight feat while in animal form. Virtually all of the were-cats have a Rake attack while in their animal form. This devastating attack can cause a massive amount of damage to an unprepared individual all at once. Only the quick and spry (and a character will have to be quick!) can avoid this attack with their skin intact. Damage Reduction As mentioned previously, lycanthropes have skin that is thicker and more resilient than normal animals. Besides having additional natural armor bonuses, they also receive the ability to reduce the amount of damage they receive from physical attacks. All lycanthropes possess the extraordinary ability to reduce the amount of physical damage they take by 15 points. This ability is useless against silver and magical weapons, which virtually slice right through were-beast flesh. Lycanthropes are fearful of silver and have a perfectly rational hatred for all who use it. Sometimes, the very touch of silver to lycanthrope flesh is poisonous, burning to the very soul like hellfire. Resiliences and Saving Throws Humanoids are altered both physically and mentally due to the empowerment of being a lycanthrope. A character s body becomes a hardened and efficient machine. It metabolizes faster and works better than ever before. She becomes more and more difficult to tire and affect with debilitating magics, drugs, or poisons. This is reflected by granting all lycanthropes a +2 racial bonus to Fortitude saving throws. At the same time, her mind becomes slightly altered by her state of being. She begins to see things more from a natural standpoint. Survival of the fittest, satisfying immediate needs and desires (almost pure id-the primitive brain). This does not lead the character to become a savage cave dweller. Her humanoid rationalism will not allow for it. But this does make her harder to dissuade from what she wants and desires. This effect is reflected by granting the lycanthrope a +2 racial bonus to Willpower saving throws. Immunities As shapechangers, all lycanthropes are immune to spells that alter form, such as polymorph other. A lycanthrope may reassert itself from whatever form it had been forced to become by shifting form again (as a standard action). In addition, they are immune to spells that affect either humanoids or animals (again, they are neither of these, being shapechangers), including such spells as charm animal, charm person, hold person (though a hold monster spell would be effective), and the like. Game Masters may wish to make a special rule with afflicted lycanthropes that they may be affected by these spells while in appropriate forms. Charm person or hold person might affect the afflicted lycanthrope while in its humanoid form, while charm animal and hold animal would affect the afflicted lycanthrope in its animal-but not hybrid-form. This emphasizes the dual nature of creatures with afflicted lycanthropy. Lycanthropic Empathy All lycanthropes have an innate empathic bond and may communicate with normal and dire animals of the same animal form. Often, this makes animals of that type friendly toward the lycanthrope. In game terms, lycanthropes receive a +4 racial check to influencing animals of the same type.

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