r/BurningWheel • • Sep 05 '26

Rule Questions Lycanthropy in BW

I didn’t see anything in BWGR or the Codex about Lycanthropy. How would you handle it in a BW game? Mainly for NPCs, not PCs.

10 Upvotes

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6

u/gunnervi Sep 05 '26

For an NPC you can just say they're a werewolf. If you ever need to dive into the details they'd have a Trait called "Lycanthrope" which would specify the details of their transformation and the transmission of their curse

6

u/tolavsrud Slave to the Wheel Sep 05 '26

Shapeshifter: 6 pt die trait

A shapeshifter can change between two distinct (and predetermined) forms. One for is usually human, the other is demonic, monstrous or animal. Transformation takes actions equal to 10 minus Will..

Add additional traits as needed for your concept. These traits can apply to a single form or both as makes sense. Some options include:

  • Ancient Terror: Codex, page 512
  • Blood Lust: Codex, page 513
  • Clawed: Codex, page 514
  • Crushing Jaws: Codex, page 516
  • Earth Blood: Codex, page 517
  • Great Lupine Form, Codex, page 519

You could create a trait like Moon Bound to force a transformation based on the phases of the moon. You get the idea.

3

u/jcanup42 Sep 06 '26

Excellent - Thank You.

2

u/ResponsibleRemove160 Sep 05 '26

The closest thing related to a werewolf as concept should be the greyman in the old monster burner. It's something like a sasquatch, Or maybe a bugbear but without the ability to speak

But it doesn't have a definite rule for the transformation or silver vulnerability. 

 generally I would avoid using those as reference as stat block. They are really strong and may be too much for the players. A stronger human or a bear will be enough .

The problem with werewolf as seen in common media is they are feral beast. They tend to be aggressive and rarely stop until the hunt is completed. It is better to manage them in narrative combat than giving a definite stat block . Make them as cunning predators. Attacking isolated target, and relying on terror to divide groups of players and leading in a chase under the full moon .

Make them limited tp a specific area. The woods for example. So that the player can avoid them .  I'm not a fan of the licanthropy curse either . A scratch turning into one makes hard to contain it. Better to make that only some people can be infected, or they must be directly cursed by a witch for example.

To make them hardy is simple. You can say that only a blessed weapon or a silver one can harm them . Others only gives superficial wounds. (Apart of enormous damage of course) 

Make the wolf act fearful of one common element like the fire or the people pure of heart. This gives a way for the player to fend the monster off that is not in direct combat.

Narrative speaking the wolf should be a lingerijg presence. It may be stalking the player. Or it was just the wind . It is cunning , watching from the shadow for the right moment to strike. Remember to alternate moment of tension to moment of peace to avoid your player to shut off and resign to the fear .

2

u/D34N2 Sep 05 '26

Any character change that isn’t covered by the rules can be handled with a Trait Vote. If a suitable trait does not exist, write your own. The whole group gets to vote on the trait. This is the advice Luke Crane gave me for handling niche cases, and it works just fine.

1

u/GrownAssBear 29d ago

I wonder what Lycanthropy would look like as a emotional magic, like corruption or greed. Something to control the beast within. Using it carefully but knowing that everytime you feed the beast it gets that much stronger.

-1

u/jcanup42 Sep 05 '26

Yeah, in the campaign I am building, there is a gypsy type group that are lycanthropes who have learned to control it quite well. But, I would like to have the Lycanthropy Trait developed completely before the campaign begins.