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Thursday 6 June 2019

Episode 6: Having A Bad Were Day?

One of the advantages of starting a new module is being able to incorporate new ideas and concepts that are missing from the first designed module. One such idea I wanted to look at including was the Curse of Lycanthropy. For while the were creature has always been a staple from the first edition D&D, it has grown into quite the gaming element by the time it reached the third edition, which NWN2 is based upon. Sadly, although the OC appeared to include the concept of Lycanthropy in its world (and included such things as belladonna to defend against shapeshifters), the actual mechanics for a PC contracting the curse never appeared to make it into the game. That's where my latest additions come into play.

THE CURSE OF LYCANTHROPY

It is safe to say that there are quite a few interpretations of how the curse may be implemented within the game, but I like to take my lead from 3e/3.5e rules, which is quite well laid out at the D20 Resource Site. And while not every aspect of the information there may translate well for NWN2, I believe much of it can and have added the following mechanics:-

1) Any lycanthropic creature has a chance to infect a victim through its bite. (A bitten victim has a chance to save against the curse bite, and a paladin with Divine Health feat is immune.)

2) Once bitten, the victim does not know they are infected (or believe anyone telling them) unless they make another save after recovering from a transition. At which point, they gain the Change Shape feat that allows them to attempt a shape change at any time. Note, this is a chaotic and evil act, and good-aligned PCs would best avoid voluntary changes into the "beast within" or suffer class restrictions.

3) The affected PC will also involuntarily change into a were-creature on the night of a full moon (three of them in a month) or if they drop below a certain number of hit points while in combat. A PC does NOT suffer alignment changes due to involuntary changes. If the involuntary change takes place due to damage in combat, then they also suffer from "rampage confusion" until the combat is over. Fellow party members would be wise to give them a wide berth.

4) While the were-form may offer some advantages in strength and or overall constitution in a battle, the inability to access ones equipment or cast spells while in the were-form, should be a good enough incentive to try to rid themselves of the curse. That and the ever present threat of potentially killing a party member during a rampaging confusion moment of course.

5) Curing a PC from the Curse of Lycanthropy can come in a number of ways:-
  • Cleric of at least 12th level with Heal or Remove Disease within 3 days of contracting it.
  • Remove Curse during a full moon phase. (May take a number of attempts.)
  • Use Belladonna within 3 days of curse, but reduced chance as time passes and attempts made.
Note, if the person administering the belladonna is a healer, their skills are added to the chance of curing the victim of the curse. Furthermore, belladonna is poisonous and would require further treatment to remove its own debilitating effects, even if it successfully removes the curse.

MECHANICS INVOLVED

Even though I may have veered off area design this week, the incorporation of such mechanics takes its own time to include, as I have had to write the scripts to work with the existing framework. Thankfully, I was able to use my spell hook script to work in the cure for the different spells, and even made the OC belladonna now have the ability to "cast" two different options: The original OC protection against shapeshifters ability, and now a second option of attempting to cure a person of lycanthropy when targeted by the user.

The hardest part was finding a place to include the Shape Change feat for the player to control for their PC, as the feat would "disable" if placed in a normal hotbar slot, due to the PC changing form. i.e. The feat would become greyed out when the PC transformed into a were-creature. This was unacceptable, as the player needed to have the option to click it while in beast form to voluntarily come out of the form (if they made the saves). Thankfully, the slots to the far right end of the hotbar (where the camera angles and the Althéa Main Menu are located) remain available at all times, irrespective of form, and so I was able to switch an existing (non-critical) statistics button into the Shape Change feat button all the while they had the curse. And although the button located this way does not show the "cool down" option (of five minutes between shape change attempts), I was able to add an On Mouse Enter callback that does a similar thing of displaying the time remaining as a notice text.

The various aspects also included changes to the spells and feat 2da files, as well as the TLK file, which holds the new feat texts. One of the most important changes affected the displays of the moon phases with the calendar GUI, which needed some subtle changes. Unfortunately, these changes mean the code is not going to work "properly" with older versions of the code, most likely because it does affect the timing. However, all version 2.70 and up will now have the correct code in place and be compatible with future updates. (Unless something critical ever pops up again of course.)

'WERE' TO FROM HERE?

The code now in place, I have done some basic testing, and all appears to work as expected so far. I just need to finish some belladonna item coding and the "cool down" feedback and that is done. Then all I need to do is place the were-creatures ready to infect their victims with a bite! Going forward, I intend to write a scenario based on were-creatures, and then, perhaps, maybe look into that other classic: Vampires! However, in the meanwhile, I hope to get back to area building in the weeks ahead.

Were Creature Gaming Aspects In Detail

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