Okay, now it's time for those long-awaited Supernatural
Packages
The Gargoyles universe is home to several unusual creatures
and to humans who have traded (willingly or not) their humanity for something
else. Gargoyles are relatively easy, but
some of the others are a lot more fluid.
Gargoyles - the Gargoyle package will appear below. Basically, Gargoyles are strong, can fly, can
regenerate when they turn to stone, and have nasty claws.
Cyborgs - Cyborgs can have just about anything that can be
mechanically grafted onto them.
Gargoyles-verse prosthetics can run the gamut from being
indistinguishable from human parts without close examination to being large and
obvious. It is not at all uncommon for
cyborgs to be able to pass for human so long as they don't use their more obvious
powers and avoid metal detectors.
Cyborgs have the disadvantage that some portion of their
Life Points are tied to their cybernetic parts.
For every 5 points of Cybernetic Qualities a character has, 25% of his
LP no longer heal normally. Instead, he
either needs a specific Regeneration power, or requires the services of someone
with a cybernetics lab and the Mr. Fix-it skill. Additionally, Directors can rule that some
powers can be temporarily lost due to damage.
The Target Limb maneuver is particularly good for this.
Demifey - Human (or possibly Gargoyle or something)/ Faerie
hybrids are viable life forms. The Third
Race's genetics are remarkably adaptable.
Faerie blood carries faerie magic.
Demifey characters often have Sorcery, Supernatural Senses, and the
like. These powers take practice to
develop, so demifey who are unaware of their heritage or reject it might have
very little power. Demifey generally
look like normal members of their other race, with modest if any unusual
features. They are generally quite
attractive and fit specimens, so adding modest stat boosts to a demifey package
is completely appropriate.
Mutates - Techniques pioneered by Dr. Anton Sevarious allow
human/animal DNA grafts that produce viable life-forms. Mutates generally have powers that can be
traced to real animals. A little Natural
Armor is fine. Being bullet-proof would
be kind of odd. Distance attacks are
somewhat rare (but then again, electric eels.)
Hybrids - All of the above are at least somewhat
compatible. Coldstone was a
cyborg/gargoyle. There's nothing but the
fact that you'll run out of points to stop you from making a cybernetic demifey
gargoyle with a suit of battle armor.
Packages
To get you started, here are a few more obvious packages
Cyborg (20-point Quality)
Cyborgs have a lot of variation. This one is designed for straight-up combat
with gargoyles.
+2 Str, Dex, Con (6)
Night Vision (1)
Natural Armor 10 (10)
Natural Weapons (wrist blades) Str x3 (2)
Supernatural Attack (Optical Laser) 20 (8)
Flight (Shoulder & boot Jets. Boot jets can also be used for Supernatural
Attack) (5)
Combat Computer (Situational Awareness, Fast Reaction Time)
(7)
Beholden (secret masters) (5)
Cruel 2 (disassociative disorder)
Appearance -2
Demifey (18-pont Quality)
Keep in mind that the Demifey are as varied as their Faerie
parents, but here's a fairly typical one.
Dex +3, Per, Will +2 (7)
Appearance +5 (5)
Immortal (0)
Hypnosis (What do you See) (10)
Supernatural Senses (Basic, the Sight) (4)
Vulnerability (Can be bound by magic, iron does x3 damage) (5)
Honorable 3 (bound by Faerie Law)
The demifey probably also has Sorcery, but it's not part of
this Quality. It might be fun to play
him or her without it instead, perhaps replacing some of Hypnosis with Emotion
Control to represent a less developed ability.
The poor character might not know why iron is uncomfortable or why he
can't seem to lie or break a deal.
Gargoyle (19-point Quality)
Gargoyles are stronger, faster, and tougher than humans,
with sharp senses They get +4 Strength,
+2 to Dexterity, +2 Constitution, and +2 Perception, and Natural
Toughness. They get 3 levels of Hard to
Kill, and can buy up to 5 more They also
have razor-sharp claws (Strx3 armor-piercing), gliding wings, and prehensile
tails. When in stone sleep, they
regenerate Con/Minute, which also removes any poisons, but doesn't cure
diseases. They also have very sharp
hearing, sense of smell, and night-vision.
On the other hand they are ugly to human eyes, with
Appearance -3. Gargoyles don't have
human psychology, either. They feel a
deep need to protect. This translates to
the Driving Goal flaw at -2. A
gargoyle's worst weakness, however, is their vulnerability to sunlight. Being exposed to sunlight turns a gargoyle to
stone. On the up-side, stone is fairly
tough, but modern man has plenty of ways to damage it. Staying indoors is no defense, either. Once the sun is fully in the sky (say, an ten
minutes or so after sunrise) the transformation occurs regardless of whether
the gargoyle can see the sun or not - and gargoyles need exposure to the
sun. Without it, they gradually become
sickly and infertile.
Gargoyles are currently 2-point Minorities with no legal
rights, but that's not figured in to the cost of the Quality.
Gargoyles frequently have the Honorable Drawback, but this
is not a requirement. Those who don't
have Honorable often replace it with Cruel, but this, too, is a matter of
choice.
Neo-gargoyle (27-point Quality)
Neo-gargoyles are Mutates built to have traits similar to
gargoyles. They were created for David
Xanatos by Dr. Sevarious, but he ultimately lost control of them. Sevarious may have created more than the
initial group.
Neo-gargoyles combine the traits of big cats and bats or
raptors, along with those of electric eels.
They get +3 Strength, +2 Dexterity and Constitution, and +2
Perception. They also get +3 levels of
Hard to Kill and can by up to five more.
They have Str x3 claws, but theirs are not armor-piercing as a
gargoyle's are. Most impressively, they
can throw blasts of electricity doing 20 points of damage. These have limited use. After a number of blasts equal to the Neo-Gargoyle's CON score, he needs an hour or so to recharge.
They have gliding wings, but not prehensile tails. They have no stone sleep, but regenerate at
con/hr. Like Gargoyles, they have acute
hearing and smell, and night-vision.
Neo-gargoyles have hair-trigger tempers, giving them one
level of Antisocial Impulses: Violence.
They also look frightening to human eyes, with appearance -3.
(Note: I really wish I could make htis one come in for 20 points or less, but supernatural attacks are VERY expensive)
Neo-Werewolf (14-point Quality)
One of Sevarious' most popular conversions is to simply
graft some predator's DNA to a human's.
The result is a stronger, faster,
meaner creature.
A new-werewolf is a mutate with (generally) wolf DNA. This conveys Str + 2, Dex +2, Con +2, Per +2
(with a minimum of 5), Acute Hearing and Acute Smell, as well as Enhanced
Smell, meaning the neo-werewolf can track by scent. Neo-werewolves are tough with 3 levels of
Hard to Kill and an option on 5 more. They
also have Strength x2 claws and fangs.
The wolf's hardy constitution provides Con/hr regeneration.
Wolf DNA produces severe problems in humans. The neo-werewolf has -2 appearance and
Antisocial Impulses: Violence at 2, as well as one level of Cruelty (and
individuals can take more separately).
Neo-werewolves have no vulnerability to silver beyond what one would
expect.
And, with that, you should have enough to play a Gargoyles
game, or add Gargoyles and their associated hangers-on to your Angel and Buffy
games. Enjoy.