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
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