GameLab / OS-SIX / Gothic Horror / Monsters - Lycan

Lycans (Werewolves)

Propelled by a bottomless well of rage, Lycans are among the most fearsome creatures to walk the earth. Cursed by the disease of lycanthropy, werewolves prowl the wilds and outskirts of civilization whenever the moon grows full.

In wolf (or hybrid) form, Lycans are much larger and stronger than normal humans, with unnaturally sharp claws, powerful jaws, iridescent yellow eyes, and an unnerving mixture of human and animal intelligence. When transforming, their bodies twist grotesquely, bones snapping and reforming to accommodate their new form. While young Lycans are bound to the lunar cycle, elders can shift at will.

Young werewolves are also completely driven by their animalistic instincts. When transformed, they experience a ravenous hunger for destruction that cannot be sated. After returning to human form, some are haunted by their monstrous deeds.

For this reason, many Lycans loathe their curse, seeking out a cure for their condition. Others embrace their newfound power, reveling in the chaos of the endless hunt.

In a Gothic horror setting, werewolves can be both tragic and terrifying. Their curse is often rooted in guilt, rage, and the suppression of inner demons. A once-kind soul may become a ruthless killer under the moon’s influence, their actions straining their conscience as they leave a trail of death in their wake. This dichotomy makes Lycans compelling adversaries or even reluctant allies, depending on how deeply they’ve succumbed to the inner beast.

Lycanthropy

Whenever a character is bitten or clawed by a Lycan, they must roll Brawn. On a complete success, they resist the curse and cannot be cursed by lycanthropy for 3D6 days. On a partial success, they resist the curse, but only from that specific Lycan. On a failure, they become infected with lycanthropy.

While infected, a character’s Mind and Will are temporarily reduced by one until their first transformation, which occurs on the next full moon. After that point, the character becomes Lycan and experiences their first transformation, becoming a werewolf controlled by the GM. During the full moon, they will try to destroy any other non-Lycan creature nearby, returning to human form at dawn. Back in human form, a Lycan’s Brawn becomes 3 (unless already higher).

Before their first transformation, a character’s lycanthropy can be cured by slaying the werewolf that infected them and burning its body, breaking the curse. Similar to vampirism, once a character has transformed and becomes Lycan, the only cures are:

  1. Capture a djin to gain D3 wishes

  2. Angelic or divine intervention

Werewolf Lore

Unless pierced or slashed by silver, Lycans are resistant to all non-magical damage (half damage). Only spells and silvered weapons inflict full damage. According to some lore, less powerful Lycans are also repelled and weakened by the wolfsbane herb.

For player character, werewolves can present both a physical and moral challenge. Facing a werewolf may mean grappling with the creature’s tragic origins and deciding whether to cure or kill them. They are not simply mindless beasts but cursed individuals torn between humanity and monstrosity. Slaying a young Lycan could mean slaying an innocent cursed victim.

  • When someone has been Lycan for only a few years, they are considered to be a “young” werewolf and only transform during a full moon. Lacking experience, young Lycans are hyper-aggressive and reckless while transformed. They are also less powerful and dangerous than “elders,” who have learned to better control their primal rage.

    Player character may encounter two types of young Lycan:

    1. Unfortunate souls who have been cursed by lycanthropy but reject their fate and the pack, continuing to seek out a cure.

    2. Evil and chaotic people who have accepted their curse and joined with a pack, which is always overseen by at least one Elder Lycan.

    Young Lycan are the most likely to attack randomly and spread the disease of lycanthropy. For this reason, Elders are tasked with keeping young Lycans in line or, if they continue to be a problem for the pack, dispose of them.

    HP: 50 | Morale: 7 | Movement: 40 | Armor: D3 | Attacks: Claw, Bite

    ACTIONS

    On its turn, a Young Lycan can make two melee attacks (only one can be bite).

    Claw (Melee): (6) 2D6 damage.

    Bite (Melee): (9) 3D6 damage.

    Prone to Silver: Lycans take only half damage from non-magical attacks, except for silvered weapons, which do full damage.

    Cursed: Any bite or scratch from a Lycan can infect a living target with lycanthropy.

  • After a werewolf has survived for five or more years, they are considered to be “elders.” Unlike young werewolves, Elders have learned to control their primal rage, even while transformed, making them much more dangerous adversaries. Elders can also transform at will, regardless of the lunar cycle.

    Elders are pack leaders and mentors to younger Lycans.

    HP: 75 | Morale: 9 | Movement: 40 | Armor: D6 | Attacks: Claw, Bite

    ACTIONS

    On its turn, a Elder Lycan can make two melee attacks (only one can be bite).

    Claw (Melee): (6) 3D6 damage.

    Bite (Melee): (9) 4D6 damage.

    Prone to Silver: Lycans take only half damage from non-magical attacks, except for silvered weapons, which do full damage.

    Cursed: Any bite or scratch from a Lycan can infect a living target with lycanthropy.

  • The oldest and most powerful of the Elder Lycans, Alphas hold ultimate authority over their pack and are only superseded by the Vorfahr. Alphas typically hold sway over a larger pack’s domain, which can range anywhere from a single town or area to an entire country, in some cases.

    HP: 125 | Morale: 9 | Movement: 40 | Armor: D6 | Attacks: Claw, Bite

    ACTIONS

    On its turn, a Lycan Alpha can make three melee attacks (only one can be bite).

    Claw (Melee): (6) 3D6 damage.

    Bite (Melee): (9) 4D6 damage.

    Prone to Silver: Lycans take only half damage from non-magical attacks, except for silvered weapons, which do full damage.

    Cursed: Any bite or scratch from a Lycan can infect a living target with lycanthropy.

  • Known as “The Progenitor” or “Father of all werewolves,” this mythic being is the first of all lycanthropes. The reclusive monstrosity resides in an extremely remote area and has completely withdrawn from society (including Lycan society). Over the centuries, the Vorfahr has grown to despise interacting with people (including most Lycans). Having lived a solitary existence for decades, only a select few alphas have the privilege to seek his council, and only do so in dire circumstances.

    The Vorfahr no longer takes human form and remains permanently transformed, living as a huge and terrifying beast. He stands more than eight feet in height (when not on all fours). His fur has turned gray and teeth yellow. Despite looking somewhat emaciated, he can move incredibly fast and remains immensely strong. Because he cannot speak verbally, he communicates telepathically. A single alpha (known as “The Caretaker” or “The Rancher”) resides in the surrounding area and remains charged with keeping tabs on the Vorfahr, periodically bringing him an offering of live animals (cattle, sheep, or goats).

    Although the Vorfahr hates vampires he has lost interest in trying to destroy them. However, a single ounce of the Vorfahr’s blood has the power to instantly destroy a dozen vampire spawn or ghouls, or temporarily incapacitate a handful of purebloods.

    The only way to permanently stop the disease of lycanthropy would be to destroy its source: The Vorfahr. However, this task would prove extremely difficult and dangerous.

    HP: 225 | Morale: — | Movement: 40 | Armor: D6 | Attacks: Claw, Bite

    ACTIONS

    On its turn, a the Vorfahr can make four melee attacks (only one can be bite).

    Claw (Melee): (6) 3D6 damage.

    Bite (Melee): (9) 5D6 damage.

    Prone to Silver: Lycans take only half damage from non-magical attacks, except for silvered weapons, which do full damage.

    Regeneration: The Vorfahr regain 9 (3D6) HP at the beginning of its turn if he has at least one HP and hasn’t been damaged by silver. If he takes damage from silver, he does not regenerate on his next turn.

    Powerful Curse: Any bite or scratch from the Vorfahr immediately infects a living target with lycanthropy (no Brawn roll).