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Welcome to Bitten {5e-Modern Lycanthropes}

09:58, 26th April 2024 (GMT+0)

Bitten {5e-Modern Lycanthropes}

Welcome to BITTEN.

What is BITTEN?
BITTEN is an action-adventure horror game. The players take the parts of werewolves. These are not mindless destroyers but an ancient lineage charged with protecting the world from unholy horrors and eldritch fae. The PCs will face the hordes of Undead and the arcane scum who seek to sink the Earth into the Underworld. The Lycanthropes will venture into the Shadowfell to defeat the Gloaming Court, preventing them from preying on mankind any more. And the weres will try and do all this in secret, for fear of bringing the Police or more specialised Werewolf-Hunters down on their heads.

This game uses the rules for Dungeons and Dragons 5th Edition, using the SRD and custom content from a number of sources to create a unique experience. System-wise, it is a work in progress - a system with kinks that need to be ironed out. The GM (LUNA) is not a professional RPG designer, and so this cobbled-together work, while curated with care, can need the occasional tweak.  It is also not beyond reason that players might want to add to the mass of work here, creating a custom class for themselves relating to their own vision of the werewolf curse. This would be a HUGE win for the GM, who adores when people buy into his vision.

What kind of game is BITTEN?
Dungeons and Dragons is built upon the principle of there being three pillars to the game: Combat, Social Interaction and Exploration. In short, 'Go to new places, meet people, then kill them!'  Perhaps not as blase as that, but still a tried and tested formula for the Fantasy Game.

BITTEN uses the same rules but has a fourth pillar that arguably is as important, and that is to 'Protect' or 'Guard' territory. Werewolves claim territory as part of their animalistic urge - and once claimed, this turf needs to be curated, protected and developed. Perhaps there are unquiet spirits in the graveyard, or the cement works secretly houses a doorway to the Feywild. The werewolves must ensure that the Material plane is uncorrupted by these presences, and if necessary, put an end to them.

BITTEN works best when the characters have their own agendas and goals, rather than following an 'on rails' plotline. Players' self-motivation and direction is key to creating a successful game because often the hooks to adventure lie within the Werewolves' own territory. This might give the game a more 'West Marches' feel, but a pack is a pack for a reason and should stand ready to back one another up.

What are the themes and motifs of BITTEN?
Any god werewolf game must include some recurring themes - the struggle between the inner beast and one's humanity being chief among them (like in Dr Jekyll and Mr Hyde), including dealing with the consequences and fallout from their actions. Conflict arises from the interplay of mundane and magical worlds.

Change and transformation is a painful process, either when a man becomes a wolf, or when a monster becomes a hero. Most change should be bought through suffering, strife or conflict.

Betrayal (such as the Werewolves failing to protect the Great Wolf, or when the White Queen cursed the Werewolves) is also a recurring theme.

This post is likely to be edited frequently to better describe the expectations in this game.