Draft:Were-human

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Omega 0.90.4
@ Were-human
FormInitial ordinary form
AttacksInitially 1 physical attack, raw 0–9; 1 defense
Special abilitiesTransforms when hostile or on a specific half-moon day
Base level3
HP40
Hit5
Defense10
Action interval5 ticks; lower is faster
Kill experience100, on normal death in sight
GenerationGeneration and encounters
Carried itemsNone at ordinary generation
ImmunitiesNone initially; changes on transformation
RemainsNamed for the generated form; 50% on normal death
Remains useInitially inedible; transformed remains can have species-specific uses
Traits
  • Initially peaceful
  • human occupational disguise
Referenceminit.h in Omega 0.90.4, line 123[1]

A were-human initially resembles an ordinary human, then changes into a hybrid of that individual and another monster. The resulting were- creature does not simply inherit every statistic of the species it resembles.[2]

Generation

Were-humans occur in ordinary random pools. They begin peaceful, with one of the same twenty occupational descriptions used by ordinary humans, no possessions and no innate immunities. Before transforming, they have one physical attack for raw damage 0–9 and one defense.[3]

Transformation

A nearby special action triggers transformation if the creature is hostile or during one particular moon-phase day: the first day of the waxing HALF display. This is not the displayed full moon, nor every day labelled HALF.[4]

The chosen species is a common, mobile, initially hostile template from levels 1 through 8, excluding another were-human. Its name becomes were- followed by that species' name. The transformation changes the following attributes:

Attribute Result
Current HP and experience value Add the selected species' ordinary values
Defense, damage rating and movement interval Replace with the selected species' values
Attack sequence, melee type, ranged action and special ability Use the selected species' sequence and abilities
Status and immunities Combine with the selected species, then apply the physical-immunity exception below
Hit, combat level and sensing range Retain hit 5, level 3 and sensing range 5
Ordinary movement behavior and possessions Retain the were-human's movement behavior and existing possessions; do not generate the new species' normal equipment

Consequently, a transformed poison attacker can have a lower poison-application chance than an ordinary creature of that species, and a transformed spellcaster casts at retained combat level 3. A form's normal fixed weapon is not a promised transformation reward.[5]

Physical-immunity exception

Most forms gain ordinary physical-damage immunity. Eight selected species instead lose their existing physical immunity and gain fire immunity: phantom, swarm, etheric grue, shadow spirit, bog thing, astral vampire, sandman and shadow slayer. This is a version-specific consequence of how the extra immunity is applied, not a property of their ordinary counterparts.[6]

Remains

Normal death has the usual 50% corpse chance. An untransformed were-human's corpse is inedible and has no alchemical use. After transformation, its renamed corpse uses the selected species' identity and inherited edible or poisonous status, while retaining corpse value zero.[7]

If the selected species has an alchemical recipe, Ambrosias can transform the were-creature's remains for the minimum fee of 10 Au. Selling those zero-value remains yields zero Au. The recipe and level-derived enchantment use the selected species' ordinary template, not the retained combat level of 3. A species without a recipe remains ineligible.[8]

Strategy

An innocuous occupational name is not a guarantee of an ordinary human's weakness. Provoking a were-human can trigger a much stronger form. After transformation, use its actual form, immunities and retained attributes to choose an attack; in particular, fire is a poor answer to the eight exceptional forms that become physically vulnerable instead.

Recover eligible transformed remains when inexpensive alchemy is useful, but do not expect the new form's usual weapon drops. This benefit depends on the randomly chosen form and a surviving normal corpse drop.

References