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vesper [2026/08/19 19:17] – [Vesper] dungeonmastervesper [2026/10/25 22:20] (current) – dungeonmaster
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     * Chill Touch.     * Chill Touch.
   * **Alignment**: Neutral Evil.   * **Alignment**: Neutral Evil.
 +  * **Home**: [[Casa de Vesper]]
 +  * **Originally From**: [[Hylund:Marth Village]].
   * **Background**: Hermit.   * **Background**: Hermit.
     * Described as growing up alone in a monster filled forest (likely [[hylund:hylund_forest|Hylund Forest]]) next to a small village that he used for supplies and minor social contact at best.     * Described as growing up alone in a monster filled forest (likely [[hylund:hylund_forest|Hylund Forest]]) next to a small village that he used for supplies and minor social contact at best.
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 Officially as a [[therianthrope]] Vesper must abide by some house rules for going monster mode. This includes changes to trigger a change which gets worse over time if this condition isn't cured. Officially as a [[therianthrope]] Vesper must abide by some house rules for going monster mode. This includes changes to trigger a change which gets worse over time if this condition isn't cured.
  
-  * **Formula**: //Roll a d100//. Chances of change on the following three conditions if you roll a percentage equal to or less than 5% times Character Level. e.g. Level 3 = 15% chance. This is designed to show the affliction getting worse over time.+  * **There is a 10% chance per level of potential change into werewolf form based on:** 
 +    - **Full Moons** trigger **POTENTIAL** changes. 
 +    - **Any Scenario** where 0hp is reached trigger **POTENTIAL** changes. 
 +    - **Encounters with other werewolves** trigger **POTENTIAL** changes. 
 +  * //This is designed to show the affliction getting worse over time.//
  
-  - **Full Moons** trigger **POTENTIAL** changes. +  * **There is also a 5% chance per level during any long or short rest that he'll take form just while asleep.**
-  - **Any Scenario** where 0hp is reached trigger **POTENTIAL** changes. +
-  - **Encounters with other werewolves** trigger **POTENTIAL** changes. +
- +
- +
-  * **There is also a 5% chance during any long or short rest that he'll take form just while asleep.**+
     * If this happens and no one wakes him, he'll revert before waking up.     * If this happens and no one wakes him, he'll revert before waking up.
     * If this happens and someone wakes him, he'll stay that way.     * If this happens and someone wakes him, he'll stay that way.
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 **House Rules** **House Rules**
  
- +To add in house rules, a werewolf PC may not use illogical skills while in werewolf mode. An athletics check is logical. An attempt to pick locks or something is not. Hit points remain unchanged. Can't speak while in form. Etc, etc.
-To add in house rules, a werewolf PC may not illogical skills while in werewolf mode. An athletics check is logical. An attempt to pick locks or something is not. Hit points remain unchanged. Can't speak while in form. Etc, etc.+
  
 To humor werewolf lore in this game we're going to say they are particularly vulnerable/sensitive to silver & perhaps we will find out what happens if/when silver comes into play. They do not however have pact tactics because as a player character they are not used to having a pack, so that makes zero sense for now. To humor werewolf lore in this game we're going to say they are particularly vulnerable/sensitive to silver & perhaps we will find out what happens if/when silver comes into play. They do not however have pact tactics because as a player character they are not used to having a pack, so that makes zero sense for now.
  
 In most attempts at rules for werewolves the options for a player character's belongings become to have them transform with the werewolf. This happens in a lot of movies as well. We're going to use that for simplicity for now. One moment person with gear, the next a werewolf, because simplicity in game is good sometimes. Should the werewolf revert or die, all the stuff reappears. As a fun aside however if magical items are on the werewolf at the time of transformation, the werewolf will radiate magic at an equal level as those items would should anyone be able to track that sort of thing. In most attempts at rules for werewolves the options for a player character's belongings become to have them transform with the werewolf. This happens in a lot of movies as well. We're going to use that for simplicity for now. One moment person with gear, the next a werewolf, because simplicity in game is good sometimes. Should the werewolf revert or die, all the stuff reappears. As a fun aside however if magical items are on the werewolf at the time of transformation, the werewolf will radiate magic at an equal level as those items would should anyone be able to track that sort of thing.
 +
 +In the event that Vesper should go werewolf mode and run away from The Party, this shall temporarily put the character into the hands of the DM as not an NPC so much, but rather as just the only one to secretly know the "were-abouts" of the character for the duration until the condition ends. This may interrupt the actual player by not giving them anything to do while the other players either sort it out or just decide to ditch Vesper. This is an inherent danger in playing this sort of character. Should such a thing occur, it is most likely that the DM will let the player in this case temporarily have a one shot character or control of an irrelevant NPC, a familiar or something along those lines so they're not bored.
 +
  
vesper.1787185079.txt.gz · Last modified: by dungeonmaster

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