Werewolves in the Weird West

Seeing as though Pinnacle/White-Wolf are bringing out some crossover dime novels I thought I'd provide rules for using these creatures in the Weird West as both villains and as posse members...all these rules have been playtested (check out the Black Country posse to see the Were-Cat player!) and they worked quite well, but change them at your leisue of course!


A Brief History...

Wheras Vampirism is believed to be a disease and is in fact not, lycanthropy is believed to be supernatural, when in fact it is a disease (albeit not in a literal sense). No one knows the exact cause of lycanthropy but they sure have it's effects well documented. It seems the disease is linked to the lunar cycle and causes the sufferer to transform into a slavering beast which feeds on human flesh and is impervious to harm. The disease can also be passed on to other mortals through a bite, much like rabies (the symptoms of which are sometimes confused with lycanthropy). As far a cure, no one really knows of one - although scientist are working on it, but one thing is for sure - lycanthropy has been around a long time and looks set to stay for the near future...


The New Breed

Traditional Werecreatures are not necessarily evil, in fact most fight to defend nature and all that is good, but they have been given a bad rep (and more publicity) since 1863, when rumours of wolfmen attacking people and stock spread like wildfire throughout the Americas. The blame lies with the "new breed" of Were-creatures created by the Reckoning to spread fear and chaos, these are normal people who change into Werewolves at full moon but have no control over their actions - they become an abomination, a servant of the Reckoners - they do not suffer from lycanthropy, their curse is a supernatural thing. The New Breed and "True" werewolves do not get along very well, confrontations are savage and bloody, and are becoming more frequent.


Common Rules

All lycanthropes have the following characteristics;


The Disease

Lycanthropes carry their disease around in their saliva but it is only active during a full moon, this means that anybody they bite that night has a chance of catching it. If a target is bitten by a Were-Creature and takes a wound they must make a Hard(9)Spirit check or they will catch the disease, probably not realising it until the next full moon!

The Cure

There is one surefire way to cure lycanthropy - death! If a lycanthrope becomes Harrowed it no longer suffers from the disease, although it still does carry it. One other possible cure is a Belladona cocktail, made from deadly nightshade. If the plant is found then a concoction may be created on a Hard (9) Occult check, then the lycanthrope must drink it the day before the next full moon and takes a Hard(9)Vigor check due to the poisonous qualities of the potion. Passing loses him 3d6 wind, failing loses 6d6 wind, going bust loses him 9d6 wind. If wind falls to 0 in this way then the cocktail was too much for him and he dies in agony, if he survives the poison then he must then pass a Fair(5)Spirit check to be cured, if he fails then he must try again at the next full moon....bad luck

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