Disease is a constant fear for the rich and
the poor alike. In fantastical settings where it is possible for
healing magic to treat nearly any malady, certain afflictions may
still be so dire that they cannot be addressed by even the Gods. They
may simply be so deadly or terrible in their effects that the victim
isn't able or willing to seek out help in time. Lycanthropy falls
into the latter category, an aggressive disease which changes the
victim into a monster over the course of a number of weeks. While
it's unlikely that the disease can spread unnoticed for long given
the madness it inflicts on victims, each infected has the potential
to spread it unchecked until they're killed or cured. Even if
healing magic can be used to arrest or blunt the worst of the
disease, it may be that like in our world where contagions eventually
begin to develop resistances or even immunity to common treatments.
Greater Lycanthropy is such an occurrence. Unlike it's lesser cousin, Greater Lycanthropy does not stop at mere changes to the subject's behavior and body; it is in many ways a creature unto itself. The disease begins similarly to normal Lycanthropy, subjects find themselves transforming under certain conditions and as they descend mentally, eventually at their own wills. As the disease progresses the subject's mind begins to suffer an internal assault, with the disease beginning to manifest in this way first as compulsive behaviors, then eventually graduating to voices and the overriding of the subject's will with that of the contagion. Unlike mere Lycanthropy, the greater version isn't spread merely through bites, any fluidic transfer - whether saliva, blood or otherwise - is enough to potentially transfer it to another. Greater Lycanthropy is significantly harder to detect due to the malevolent intelligence direct it's victims and the subtle nature of it's early effects. Sages have classified the disease into a number of strains, but all of them share the same five stages of severity.
Greater Lycanthropy is such an occurrence. Unlike it's lesser cousin, Greater Lycanthropy does not stop at mere changes to the subject's behavior and body; it is in many ways a creature unto itself. The disease begins similarly to normal Lycanthropy, subjects find themselves transforming under certain conditions and as they descend mentally, eventually at their own wills. As the disease progresses the subject's mind begins to suffer an internal assault, with the disease beginning to manifest in this way first as compulsive behaviors, then eventually graduating to voices and the overriding of the subject's will with that of the contagion. Unlike mere Lycanthropy, the greater version isn't spread merely through bites, any fluidic transfer - whether saliva, blood or otherwise - is enough to potentially transfer it to another. Greater Lycanthropy is significantly harder to detect due to the malevolent intelligence direct it's victims and the subtle nature of it's early effects. Sages have classified the disease into a number of strains, but all of them share the same five stages of severity.
Severity
|
Effects
|
Stage 1
|
Various symptoms which can include,
fevers, chills, terrifying nightmares, fatigue, delirium and
mental confusion. (Save vs Magic* on waking. On a failure the subject does not derive any benefit from sleep, such as regaining HP, though they still regain expended spells. The fatigue and other symptoms impose a -1 penalty on attack rolls. Upon three failures the disease progresses to
the next stage.)
|
Stage 2
|
Temporary voluntary transformations begin, the subject
is now stronger and healthier even without the benefits of transformation.
(The victim is invigorated by their infection and gains +1
to all physical stats permanently. The subject can now transform into
a horrific form based upon the strain they have been infected
with. Subject gains an additional +2 to all physical stats and
regains 2/HP a turn while in this form. This transformation takes 1 round to enact and lasts up to 6d10 rounds. Save vs Magic* upon transformation, on three
failures the disease progresses to the next stage.)
|
Stage 3
|
Involuntary defensive transformations in response
to attacks or stress, the disease begins to communicate directly with the victim via auditory and visual hallucinations. (There is now no limit to the length of the subject's transformation. The victim gains immunity to critical hits. The subject must save vs Magic* when they would normally suffer a critical hit, or when they would take 1/4 of their total HP in a single instance. After three such
failures the disease progresses to the next stage.)
|
Stage 4
|
Victims can now sense and communicate
telepathically with others who have been afflicted with the same
strain. Sufferers begin to lose long spans of time as the disease
begins to take over their mind and enact its own will. (Upon waking or taking damage, the victim must save vs Magic*. Upon failure the subject
loses control of themselves for 1d8 hours as the disease takes
over. On three such failures in a row, the victim moves up to the
next and final stage.)
|
Stage 5
|
The victim has been completely overtaken by the
affliction's alien intelligence. While their memories are still
present and able to be used by the disease to imitate them, they
are gone.
|
A number of strains have become
apparent to sages observing victims, and while this list is by no
means exhaustive, it does provide an idea as to the type of
transformations which may be encountered, as well as the means by
which the disease progresses and behaviors that sufferers may
exhibit. There is speculation among those studying disease that the
designation of Lycanthropy for the affliction is incorrect, and that
while there may be similarities to the other disease in the Therian strain, the
existence of the other types proves that it is a unique infection.
Name
|
Effects
|
Theria
|
The most familiar in nature of the commonly
encountered varieties, victims of this subset of the contagion
turn into variations of beasts, most commonly wolves. The guiding
intelligence of this strain desires little more than to engage in
wild and unrestrained debauchery and bouts of violence.
|
Scylla
|
Victims of this strain begin to dream of the
ocean, of cities down in the dark depths. Their transformations
allow them to survive and thrive underwater and generally resemble
creatures such as fish, crustaceans and mollusks. The guiding
intelligence attempts to organize its victims to build structures
underneath the waves and actively seeks to infect more victims.
|
Windigoag
|
By far the most outwardly horrific of the commonly
encountered strains, the poor subject of this strain begins to
desperately hunger for the flesh of their own species. The
physical changes from this subset of the contagion are the most
subtle; sunken and reddened eyes, growth of teeth and nails into
fangs and claws, and facial gangrene which causes the lips to rot
away. The intelligence lurking in the disease simply wishes to
consume any other sentient creature it encounters, though it is
capable of great craftiness & stealth.
|
Hyron
|
The Hyron strain causes transformations which
resemble eusocial insects such as bees, ants, termites and wasps.
The malevolent intellect behind the disease uses its victims to
establish settlements and communities in isolated and hard to
reach locations. After doing so it begins to gather strange and
esoteric materials in an attempt to summon an entity termed 'The
True Queen.'
|
Daemonic
|
A particularly disturbing manifestation of
fiendish intrusion, certain outsiders exist not as corporeal
beings but instead as something akin to an infection.
Transformations tend towards fiendish norms such as cloven hooves,
tails, unnaturally hued skin and horns. The intelligence of the
demon is typically distributed among its victims, and its goals
are completely dependent upon their personality.
|
Eldritch
|
Contact with realms beyond the ken of mortal souls
can bring with it the notice of the loathsome creatures which
dwell in those far off spaces. Some of these creatures can use
the bodies of those fools who encounter them as a vector to enter
our reality. These pitiful souls find their bodies warping into
unwholesome and bewildering shapes; tentacles, extra limbs, mouths
and eyes or the addition of baffling and disturbing organs have
all been observed. As the mind of the victim begins to degrade,
the alien consciousness directs its form to bring more of its kind
into the world.
|
All art is the property of their respective owners.
Sweet. What anime is the Werewolf gif from?
ReplyDeleteThat would be Vampire Hunter D: Bloodlust. A very, very OSRish film if I may add.
DeleteNot quite sure what you mean by “The intelligence of the demon is typically distributed among its victims”.
ReplyDeleteI was going for something like Legion from the Bible.
DeleteThis is really great! Thanks for sharing.
ReplyDeleteReminds me of the Shitibo from the video game Forbidden Siren. Scary stuff, as the monsters display vestigial elements of the person they once were, even as they mutate into more and more horrid forms.
ReplyDelete