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Join Date: Nov 2006
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After rereading the Dungeon Masters Guide I have found a few interesting ideas.
The first deals with treating lycanthropy. In D&D damage over 50% of hit points will give a chance of lycanthropy. In GURPS this would just be treated as Dominance but I think that the damage that confers this disease would include both claw and bite. The GURPS way is better IMO. In the Dungeon Masters Guide it says that if a person so attacked and infected by the lycanthrope eats belladonna within one hour on the event the person has a 25% chance of being cured. Maybe in GURPS Magic Resistance would help with the roll with the roll being something like a HT-5 chance of being cured? Who knows. If the person bitten by a lycanthrope is unable to eat belladonna within an hour then he/she must be treated by a 12th level cleric using a Cure Disease spell. In GURPS I would think that a cleric must have Power Investiture of at least 6 to perform a Cure Disease spell and have it be effective. What do you think? If the person bitten is unable to find a cleric to perform the Cure Disease within three days then the character must be given a Remove Curse spell while the person is in lycanthrope form. In GURPS the Cleric must have Power Investiture 6 and also have Remove Curse and also most likely a means of restraining the lycanthrope. Should there be some modifier to the Remove Curse spell? Most likely the penalty should increase the longer the disease has been manifested. If this fails to remove the curse of lycanthropy, then the person can opt to go to a monastery or abbey to treat the disease. There the clerics will give the lycanthrope holy/unholy water laced with a goodly amount of wolfsbane and belladonna prepared by the spiritual methods of the particualr religion. The potation must be consumed twice per day from a silver chalice. This will take a month and be quite costly. I really don't know how much something like this should cost in GURPS though. Any ideas? |
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| Tags |
| conversion, d&d |
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