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The Medieval European Werewolf
The hungry sheep look up, and are not fed,
But swoln with wind and the rank mist they draw,
Rot inwardly, and foul contagion spread:
Besides what the grim wolf with privy paw
Daily devours apace, and nothing said . . .
-- John Milton, Lycidas, I. 123
There were almost as many kinds of werewolf as there were
people talking about them during the Middle Ages, and the
Inquisition gleefully hunted all of them. One of the most
insidious, at least as far as the Inquisition was concerned, was
the shifter who appeared to sleep peacefully while his soul left
his body and wreaked havoc on the countryside in wolf form.
Invulnerable to all harm save by silver and blessed weapons, this
hell-born monster indulged its sadistic desires upon his
neighbors every night.
Evil And The Werewolf
The type of werewolf described here was perhaps the most
convenient variety found in the Inquisition's lexicon of
shapeshifters, especially when it came to heretics, dissenters
and other inconvenient persons. All that was required was a few
nocturnal animal attacks and an accusation -- and officially
sanctioned torture would produce the confession that proved the
case.
As distasteful as such proceedings were to modern
sensibilities, and as ignorant as the dogma involved appears to
modern eyes, the main text assumes the literal truth of the
matter. This is an expressly evil were, and unlike such
beasts as the Cinematic "Monster" Werewolf (see pp. 83-85), it is
directly powered by whatever embodied force of supernatural Evil
is present in the campaign.
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Building the Sleeping Werewolf
Start with the "Wolf with a Human Mind" template (p. 17, 82
points).
Remove Bestial from disadvantages. Add Odious Personal
Habit: Eats Humans [-15], and one level each of Vulnerability to
Silver [-10] and "holy/blessed" objects [-15]. Also add "Dread:
Persons with True Faith" [-10].
The were-form's template base cost is 42 points. As a
Shapeshifting advantage, it costs 57 points.
The following modifiers then apply: Reciprocal Rest, +30%;
Projected Were-form, -50%; and Cure/Cursebreak, -40%. The cure is
exorcism (a simple process in medieval Europe) and the were must
cooperate. The total modifiers are -60%.
The final cost of the were-form is 23 points.
Other Templates
While wolves were the most common shifter type in European
folklore, especially in regards to Church dogma, they were far
from the only possibility. The construction guidelines in the
main text can be applied to a number of different of other animal
templates to produce "historically" accurate were-creatures. Cats
(p. BE108) were the second-most-likely choice for the Hell-
aligned were's animal shape, but dogs (also p. BE108) and
virtually any other predator species might also serve. Note that
smaller templates will probably not have the Odious Personal
Habit, if only because of the difficulty they will have hunting
and killing humans.
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Other Traits
The classic medieval werewolf, at least as painted by the
Roman Catholic Church, was always a person who had willingly
given himself over to the forces of Hell. Assuming this to be
accurate, such an individual is likely to have any number of
"evil" disadvantages, Sadism and Megalomania among them. At the
very least Callous and/or Solipsist are appropriate, although a
simple desire to harm a perceived enemy or set of enemies (as
expressed in a Vow, Obsession or even a Higher Purpose) is
acceptable. (This latter opens up the possibility of someone who
has bargained with Hell for lycanthropic powers in order to
ultimately do Good -- or at least what he perceives to be Good.)
He will not have a Split Personality, however; he
is the wolf, and the wolf is him, and he delights
in all the evil done in and by that shape.
On the other hand, he cannot be so evil and twisted that he
cannot function in society. Such werewolves can be considered as
"sleeper agents" (no pun intended) buried in the fabric of
medieval society. Intended for long-term operations, they must be
able to successfully masquerade as innocent bystanders or even
victims; the ability to be in two places at the same time
certainly helps here. Acting skill is paramount, as well as Fast-
Talk and Diplomacy.
This variety of werewolf will almost always have a Patron -- a
demon or some other such being -- who is the were's contact with
Hell and, effectively, his commanding officer. Similarly, he will
have either an Enemy or a Secret, depending on whether or not the
locals have figured out that they are the prey of a werewolf. The
Enemy will be the Church and/or the Inquisition -- a large,
overwhelmingly powerful organization with vast resources; its
level of appearance will depend on how flamboyant or careless the
werewolf has been. Secrets will almost always be of the "Possible
Death" variety -- as has been noted, the Church was not
forgiving of werewolves -- and will turn into an Enemy as above,
plus bad Reputations and more as needed.
Obviously, such a character will not have Empathy or any other
advantage or disadvantage that requires him to in any way feel
for his victims.
Variations
Here are two of the most common alternate werewolves,
according to medieval Catholic dogma. They start with the same
version of the "Wolf with a Human Mind" template as the werewolf
in the main text, worth 82 points.
Alchemical
This werewolf may have an inherent ability to change, but it
requires a trigger -- smearing upon his body a foul ointment
composed of a number of unpleasant ingredients, some of which are
guaranteed to earn the user a death sentence, or worse,
excommunication. Once changed, the user cannot remain in wolf
form beyond the next sunrise or sunset, although he can change
back to human at any time he cares to before then.
Creating the "alchemical" werewolf: To the basic
template, add an External Trigger: the ointment (rare, exclusive,
from human to wolf only), -15%, and Maximum Duration (sunset to
sunrise), -7%.
Alchemical weres may have an Addiction to the ointment, if
only because of the effects of the psychoactive plants usually
cited in authentic medieval recipes.
Skinchanger
This version covers a wide selection of werewolves, all of
whom must don some item of clothing made from wolf skin in order
to change. This can range from a pair of gloves, to a broad belt,
to an entire skin worn as a cloak. Upon donning the item, the
were changes; he can change back at any time.
Creating the skinchanger: Turn the basic werewolf
template into an item-based change (p. 44-45) with
the following modifiers: Can be stolen with stealth or trickery,
only usable by owner, -5%; Unique -25%. Breakable and Can Be Hit
are appropriate, but the values will vary depending on what form
the item takes. Finally, if the item is large enough, add Awkward
(-10%).
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Motivations and Psychology
As an active agent of Evil, the werewolf is usually charged
with sowing fear among the people of a village or town. This it
does by random property destruction and the slaughter of the
occasional unwary person. The overall goal is not simple terror,
although that is an important side effect. It is, rather, the
sowing of anger and despair, both of which serve Hell's purposes
admirably.
Then, too, the werewolf need not be serving Hell from any
devotion or dedication to its agenda. He could as easily be an
individual with a Murder Addiction (p. CI98) or pure simple
Sadism, or possessing an unslakeable thirst for revenge upon his
neighbors for some slight imagined or real. By agreeing to
further the plans of Hell he receives a means towards his own
personal goals -- a good deal by any measure, if the recipient is
of the right mind.
Settings
While this particular werewolf archetype is lifted directly
from medieval Catholic dogma, and is designed for use in a
campaign set in medieval Europe, there's no reason it can't be
used in other milieus. It is most easily transplanted into
settings that bear a close resemblance to its origin, but nothing
about it is fundamentally incompatible with anything but the most
rationalist of worlds.
In particular, this werewolf type is appropriate not only to
standard fantasy campaigns, but also non-cinematic modern horror,
urban fantasy or X-Files type games. Although they are a
trifle underpowered for Black Ops, they could be
counted among the "werewolves" that Company ops must occasionally
face, and may make for interesting flunkies for demons. Cosmetic
alterations (such as changing species from wolf to, say, dingo or
hyena) would allow them to enter non-European milieus -- but
don't forget to change the Power backing them accordingly.
As another extreme alternative, evil werewolves of this stripe
could be found wandering the world of GURPS
Deadlands, spreading fear among mortals.
Even in campaigns with no active supernatural presence it is
possible to employ this variety of shifter. The projected
were-form may be the result of weird science (or weird magic),
possibly cloaked in the trappings of devil worship to confuse and
deceive a gullible recipient. The Patron would not be the Devil
(although the werewolf might think it was), but someone who has
his own reasons for letting loose a raging, murderous beast upon
the land.
Yrth. Arguably the closest setting to medieval Europe
without actually being a part of it, Yrth is a natural home for
these Hell-powered shifters -- and includes their natural enemy
in the form of the Yrth branch of the Catholic Church. The
confusion between these werewolves and the more morally-neutral
weres "native" to Yrth no doubt led to much of the bad press from
which the latter suffer . . .
Sample Character: Abban Galdemar
150 points
Male; Age 37; 5'5''; 135 lbs.; Middle-aged Frenchman,
salt-and-pepper hair, blue eyes, Van Dyke beard/mustache
ST 9 [-10]; DX 10 [0]; IQ 13 [30];
HT 12 [20]
Speed 5.50; Move 5.
Dodge 5; Parry 8.
Damage: Punch: 1d-4; Kick: 1d-2;
Thrust 1d-2; Swing 1d-1
Advantages: Literacy [10]; Patron (Hell) (9 or less)
[35] (Special Qualities: Very Unusual, +10); Status 2 [5]; Wealth
(Wealthy) [20] (Starting Wealth: $5,000); Werewolf (Projected
Were-form: -50%; Cure/Cursebreak: Exorcism, werewolf must
cooperate: -40%) [23].
Disadvantages: Bloodlust [-10]; Secret (Apostate
Werewolf) [-30]; Selfish [-5]; Vow: Revenge himself on people of
Mende and the Church [-15].
Quirks: Careful never to manifest or vanish his
wolf-form near his home; Likes the taste of human flesh; Pretends
to be a good Catholic; Still mourns for his wife and sons;
Unsatisfied with the revenge he has so far taken. [-5]
Skills: Acting-16 [8]; Animal Handling-13 [4]; Area
Knowledge (Mende and environs)-15 [4]; Bard-13 [2]; Brawling-12
[4] (Parry: 8); Cooking-13 [1]; Cyphering-14 [2]; Detect Lies-14
[6]; Diplomacy-14 [6]; Economics-13 [4]; Fast-Talk-14 [4];
Gambling-14 [4]; Intimidation-14 [4]; Knife-12 [4] (Parry: 5);
Merchant-16 [8]; Metallurgy/TL3-12 [2]; Riding (Horse)-10 [2];
Savoir-Faire (Medieval France)-15 [0]; Shadowing-15 [6];
Tracking-15 [6].
Languages: French (native)-14 [1].
Once upon a time, in 12th-century France, there was a
prosperous merchant with a large, loving family, who lived in a
fine house just outside of the town of Mende. Abban Galdemar was
his name, and the town council of Mende despised him because they
envied his good fortune, and because he did not bribe them as
much as they thought was their due. But because Galdemar
technically lived outside the town, they could not exert any more
pressure on him than they already did -- not without losing his
trade to another town. They would sooner see him dead.
Then one day, that became a real option. A large party of
bandits came upon Mende. The town fathers, having no stomach for
a fight, paid off the bandits from the treasury rather than have
the understaffed town guard engage them. Laying an extra bag of
coins in the bandit chieftain's hand, they pointed him in the
direction of "rich pickings" -- Galdemar's home.
The bandits besieged his fine house and took it over. They
beat Galdemar mercilessly until he revealed the location of his
moneybox. They raped his wife Marie. After they finished sacking
the estate, the bandits put the beautiful building to the torch.
Then they rode off with his sons Luc and Marc, the chieftain
laughing a ransom demand over his shoulder.
The tragedy only compounded. Marie, in shame, hanged herself,
and was refused last rites and Christian burial by the Church.
Unable to pay his creditors, he was bankrupted, and was unable to
pay the ransom on his sons; their bodies were dumped
unceremoniously upon the ashes of his home. He was finally
reduced to begging on the streets of Mende, where the elders who
had once envied him now delighted in spitting on him as they
passed.
When the beggar Galdemar overheard the elders laughing about
how they had arranged his fall, his despair and anger and
new-born hatred crystallized in his chest. He cursed the name
of God for subjecting him to the conspiracy and ill fortune that
had taken away all that he had ever loved, and swore he would take
his revenge not only on the bandits, but on the Church, and on
the townsfolk who caused it all.
No sooner had he uttered this oath than a dark man in fine
clothes of black silk appeared and offered him the power to get
his revenge, and more. Galdemar agreed instantly.
Today, Abban Galdemar is once more a prosperous merchant,
fortune having smiled upon him again. He lives in Mende now,
where he has been taking an active role in the council ever since
several of the elders were killed by a wild animal attack, one of
many this bleak winter. He refuses to remarry, and dresses only
in black, in memory of his wife. Yes, Abban Galdemar is a
successful man . . .
. . . and he is a werewolf. Since making his bargain with the
Devil, Galdemar has hunted down and slaughtered the bandits who
destroyed his life. He used their ill-gotten gains to rebuild his
business and buy a home in Mende. In the months since, he has
killed several of the elders, and has begun preying upon the
children of the town even as he has taken up a role in its
governance. He keeps up the appearance of a devout man in
permanent mourning, and has gained much respect in Mende for the
dignity and strength with which he survived his adversity. No one
knows he is also the ravenous beast who has killed so many over
the past two seasons . . .
Abban Galdemar is a 150-point character suitable for use as a
"secret mastermind" type of opponent in a medieval setting, be it
standard fantasy or ostensibly historical. He will usually ignore
strangers to Mende unless they seem to be allying themselves with
the remaining town elders, or if they are in the service of the
Church. He is clever enough to simply lie low if Inquisitors or
their agents appear in the town, but may be willing to attack
secular werewolf hunters.
Galdemar's were form is a normal-sized wolf with ST 9, DX 14,
IQ 13, HT 12. It takes no permanent damage from anything but
fire, silver and consecrated items. Galdemar has developed a
liking for human flesh when in wolf-form, and never fails to
indulge that liking when he kills; unfortunately, the wolf
template's Gluttony has almost led to his discovery on several
occasions. He is otherwise cautious, though; when he sends his
soul roaming in wolf-form, he never manifests (or dismisses) it
near his home.
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