Feng Shui Lycanthropes/Hengyokai/Skinwalkers
From: Master_Kiero Posted on: 5/19/2003 1:00 pm
To: ALL
Message: 216.1
Shapeshifting Supernatural Creatures. Does it merit an archetype all of its own, or can it be done adequately with the Supernatural Creature? Maybe I'm just a little too polluted by the World of Darkness, but while not advocating Beast Courts or Clans and Septs, surely given the amount of movie time in the West given to shapeshifters they could do with something all their own?

Kit-bashing one up from the existing Super' template, probably go with 5 in Bod, 1 in Ref and 3 in Mnd. Those for the natural "war shape" - half animal half man. Switch Bod and Ref for human form.

Schticks: Regeneration, Damage Immunity (bullets: except silver/gold/jade/magic), Transformation II (Human, animal), Armour or Abysmal Spines in War Shape.

Something more customised (read own archetype) would probably have more Creature schticks, but only accessible in the "war shape", or else some limited unique ones. Maybe a custom one or two boosting physical stats in man-beast from normal human spread.

Ideas?
Kiero

From: CCAMFIELD Posted on: 5/20/2003 12:33 am
To: Master_Kiero
Message: 216.2
in reply to: 216.1
Well, going with an archetype would be interesting. That would give you room to give it a unique schtick to cover the differences between being in human and inhuman form. But with a regular supernatural creature, isn't one which is Transformed just as powerful as unTransformed? They don't lose armour or anything like that in Human form.
From: Queex Posted on: 5/20/2003 6:37 am
To: CCAMFIELD
Message: 216.3
in reply to: 216.2
I think at most a mild reworking of the Supernatural Creature archetype is needed. Maybe a special variant of Transformation that allows three forms and fixed modifiers to physical stats for each? Vanilla Transformation allows you to spend your attribute points differently between forms; and with this new Transformation the points need not be allocated evenly as long as they were specified in the archetype and not munchkin.

I'm not keen on the damage immunity schticks; they tend to lock some players out of some fights and can make PCs invincible against certain opponents.

Maybe the other Creature Schticks only operate when the character is in a suitably monstrous form?

From: Master_Kiero Posted on: 5/20/2003 8:42 am
To: CCAMFIELD
Message: 216.4
in reply to: 216.2
Fair enough, that would then be part of balancing the Lycanthrope; some Creature Powers might remain (eg Regeneration), but others are specifically tied to their man-beast form. While the straight Super' might only appear human in human form (and thus retain their Armour and others), a Lycanthrope genuinely is human in that form.

As for an archetype, how does this sound:

Juncture: 69, 1850, contemporary

Attributes: Bod 5, Chi 0 (Mag=7), Mnd 5 (Per 6), Ref 5

Add 6 to Primary attributes, maximum for any is 10.

Skills:
Creature Powers +6 (=13)
Martial Arts +5 (10) [Max 13]
Deceit +8 (=13)

Add 8 Skill bonuses, GM free to veto any choices which don't make sense for a shifter. They tend to be well adapted to their home juncture.

Schticks:
Regeneration
Damage Immunity (bullets or hand to hand weapons - except silver/gold/jade/etc)

Unique Schtick: Lycanthropic Transformation

Has three forms, natural human (uses normal stats), animal (uses appropriate physical stats for that kind of creature) and the half-human half-animal "war-shape".

In the war-shape the shifter gains three points of Attributes which are assigned between Body and Reflexes. This is decided at the start of play, and is fixed. Shifter also gains three additional Creature schticks usable only in war-shape chosen from the following: Abysmal Spines, Amphibian, Armour, Domination, Flight (if winged), Poison and Tentacles.

Note Lycanthropes cannot gain the standard Transformation power. Any additional Creature schticks they gain in play apply only to their "war-shape".

Cannot be healed by Medicine unless of the AD69 variety. Treated as a Supernatural with regards to Summoning, the Magic Cop's unique schtick, but ignores penalties in home juncture.

Didn't want to give the same kind of pan-immunity that is traditional, cos that might mean using half damage for anything (weapons-wise) that isn't silver, jade, ebony, magic/Fu or whatever.

How's it sound?

Kiero

From: CCAMFIELD Posted on: 5/20/2003 10:23 am
To: Master_Kiero
Message: 216.5
in reply to: 216.4
You mean the creature gains abilities in "war shape" that it doesn't have as an animal?

I don't like it. I don't know if this is some sort of Werewolf influence, but I figure the three forms should be human, animal, and something in between - which can thus only have traits from one form or the other, not something way out in left field.

I'd get rid of the restriction on skills. I don't see how that's necessary when (as far as I know) no other archetype has such a restriction, beyond the fact that the GM always has the option of asking a player to change something that doesn't fit.

From: Master_Kiero Posted on: 5/20/2003 1:43 pm
To: CCAMFIELD
Message: 216.6
in reply to: 216.5
Three forms are human, animal and something in between (man-beast, war-shape, Crinos if you will).

Possibly Werewolf influenced, but I liked the way they did shifting. The man-beast is better optimised for combat, it's big and nasty. It's a blend, but the whole is more than the sum of its parts.

Animal uses normal animal physical stats, cos it's really an animal. Some of the Creature powers might be appropriate to carry over, like Armour or Abysmal Spines I suppose.

Restriction on skills was from Supernatural Creature. May not be as appropriate given the Lycanthrope hasn't just come from the Underworld.

From: Queex Posted on: 5/21/2003 6:06 am
To: Master_Kiero
Message: 216.7
in reply to: 216.6
Personally, I'd limit all the Creature schticks to the beast and between forms, even the regeneration and immunities. If you give the between form the standard creature horrible appearance and deceptive speed, and make the beast form unable to talk, then there's something of a balance.
From: Master_Kiero Posted on: 5/21/2003 9:25 am
To: Queex
Message: 216.8
in reply to: 216.7
Actually I'd forgotten the hideous appearance and inability to talk in man-beast form. Goes without saying that animal form cannot talk.

As to deceptive speed, don't think it applies - man-beast is fast. Nothing deceptive about it. Unless it was a were-bear or something, which might be naturally slower and lumbering, most are quick.

My feeling was that the Immunities and Regeneration should apply in every form because they're passive powers, no activation or Creature Powers check required, and no visible sign of them. Unlike Armour (thick hide or fur) or claws, Poison (fangs), etc.

So basically Creature Powers can only be used in man-beast and animal form. With the exception of Regeneration and Immunity, which apply to all.

Kiero


Edited 5/21/2003 9:30:03 AM ET by MASTER_KIERO
From: Queex Posted on: 5/27/2003 6:40 am
To: Master_Kiero
Message: 216.9
in reply to: 216.8
I guess it's a GMs sanction thing. I always have the most fun playing characters that give the GM carte blanche to screw me.