 Saturday, August 04, 2007
It's been quiet around here lately, but not from lack of me working. It's just that stamping hundreds of wooden blocks doesn't make for good web content. I believe I've mentioned that I developed a board game here. (If not, I'm mentioning it now.) Shiftways is an innovative stone-capturing game that's been lurking in the back of my mind since the early 1990s. Tim Rayburn (the same guy who keeps my blog running) liked it so much he convinced me we should sell it. (He also did a huge ammount of work helping me take it from basic concept to finished game.) We're launching (completely unofficially) at GenCon 2007. Tim and Kate Rayburn, myself, and our friend Chris Jackson will be at the con with copies to demo for anyone who's interested, and with copies to sell. Our product website, http://shiftways.com/, is live, if not very pretty. In the next few days, we'll try to pretify it with some photos, rules to the game, and background. A checkout system should also be forthcoming. (But don't expect your orders to be delivered until after GenCon. We're taking our whole stock with us. :) ) I'll try to get something else up here for your entertainment, but it may be a couple weeks.
 Saturday, July 21, 2007
Another day, another attempt at foreshortning. This one seems moderately successful. I also wanted to try a little inking stuff that I think went okay. Xian Li is a character I'm playing in a WitchCraft PBP. She has a big dragon tattoo on her torso and one leg, and smaller ones on her arms and legs, along with tattoos of some ancient Chinese characters. In the game, the characters are supposed to be untranslatable. For this picture, I used the character for Thunder (at least according to Google Image Search) for the one that shows up on her thigh. And to real calligraphers everywhere, I apologize. :)
 Thursday, July 12, 2007
So, after finishing up my nightly comic panel, I was bored and still in the mood to draw. A responsible person would have started the next day's comic panel, but not me. Oh no, not me. I whipped out this, which is far from perfect, and I'm not sure the character it's supposed to be a sketch of really looks like this, but it's a fun sketch.  If there were a caption, it would probably say something like "Owls are really rather stupid," or "This skirt looks nice, but it's hell to walk in."
 Tuesday, July 10, 2007
On my last trip to the grocery store, I found this little jewel. Assuming it means what I think it means, it's pretty cool.
 Sunday, July 08, 2007
Hi y'all. Sorry for the delay. My blog switched servers and a few files didn't find the right server. I didn't want to post anything new until it was all sorted out. Now, without further ado, some adversaries I've cooked up for the Seventh Enigma universe. This isn't quite the final form they'll see in the novel I'm working on, but it's close, and they should make fun antagonists. The Host is
a group of invaders from an alternate Earth, one in which, millions of years
ago, a global climate shift never occurred. The rulers of that world were
never slain by cold and darkness. Instead, they evolved, grew, and
created a mighty civilization. Of course, civilizations rise and
fall. The Host of today would little recognize some of their
progenitors. "The Host" is their name for their government,
such as it is. The race is named the Drajin. There are other groups
of Drajin who do not recognize the authority of the Host.
The Host
that emerged after the last great war has recovered much, but not all of the
ancients' technology. Some of it was destroyed beyond all recovery - even
wiped from the minds of those who used it. Lost to the Host are the
secrets of life-control that transformed some of them into shape-shifting,
telepathic gods. The Lords of the Host are not even certain that they are
truly descended from the Ancients, although they suppress this information viciously.
They rule a
vast stellar empire, recovered several generations ago after the almost
complete loss of starfold technology. The new network of fold gates is
far less efficient, but the totalitarian Host prefer it that way.
Slipships capable of entering the Fold unaided are rare and expensive.
Most transports require fold gates for superluminal travel.
Biology
The
Drajin's origins are lost to time. They were at one time roughly humanoid
pseudo-reptiles, but they are now so much more.
Melee 20+ Dmg 80+ Type: Alien
Coord 20+ For 40+ Origin: Birth
Brawn 20+ Rep Varies - 20 ave. Weakness: Chemical Dependency (See below) Fort 20+ Life Varies - 20 ave. Effect: Damage/Power Loss
Int 10+
Aware 20+
Will 10+
Powers
Physique: The Drajin are very tough and highly adapted for their roles as
warriors and rulers.
-Body Armor of at least 10
-Enhanced Senses from 6-10 or more. Many have the ability to boost these
further with shapeshifting.
-Regeneration of at least 1
-Superspeed from 1-5, but this ability requires an Endurance test. A green
result means the power works for 1 turn. Yellow provides 3 turns.
Red provides 6 turns of speed. Afterwards, this ability is not useful
until the Drajin has had the chance to rest for at least an hour.
-Chemical dependency: Drajin need to consume the brain chemicals of sentient
beings. Their tongues have special feeding spines for this purpose.
The chemicals must come from a living brain, and the process reduces the vessel
to a mindless husk.
Telepathy:
All Drajin have some telepathic ability. Most of their powers require
line of sight or physical contact. Available power stunts include
-Communication (LOS)
-Mind Control (requires contact - works like hypnosis)
-Mind Probe (requires contact)
-Mind Shield
Shapeshifting:
The Drajins' natural forms are pseudo-reptilian humanoids with varicolored
scaled hides, but they can change shape. Members' power levels
vary. The least of them can only change their skin colors and manifest
claws and the like. The greatest can assume virtually any shape.
Drajin are
carnivores, and many prefer the meat of sentient beings. Cannibalism is a
social ritual. One consumes one's defeated foes to steal their strength
and prevent them from entering the afterlife.
Drajin have
no gender. Sex between them involves a sort of shapeshifting/wrestling
contest where one attempts to overwhelm the other and implant spoors of genetic
material. Thereafter, the other's body will absorb the spoors and produce
one or more eggs bearing the victor's genetic matter. Drajin can
recognize their own offspring by scent. A Drajin who bears another's
offspring is considered subordinate to the "father." The
gestation period is long, and the Drajin give birth to live young. It is
not unknown for a litter of young to get hungry in the womb and consume each
other or even the "mother" although such cases are rare with modern
medical science to make sure the mother is well fed.
Drajin in
"female" mode lose two ranks of Strength, and their shapeshifting
powers are limited to rank 2. They are highly vulnerable to the telepathy
of the "father" Drajin, resisting any attempts at mind control at -2
ranks. Also, they are generally docile and non-confrontational, unless
severely threatened. Then an overwhelming urge to protect their offspring
will kick in, making them want to run or fight as necessary.
The Drajin
have also made slaves of other races they've encountered.
Doshou
Dull, brutish creatures of reptilian origin, used for heavy labor.
Hejin
The most pathetic and hated creatures in the Host - the Hejin are former Drajin
who have had their brains fed upon. Their regenerative capabilities are
sufficient to return the semblance of life, but they are broken, withered
creatures. They lose their telepathy and any defenses they had against
the telepathy of other Drajin. They also lose their shapeshifting
abilities, and can be forced to shift by other Drajin. Even these shifts
are imperfect. Hejin have flaccid, weak muscles and doughy bodies.
They always look partly melted or "unfinished."
Hejin have
intelligence comparable to large dogs, at best, although they remember their
past lives.
To become a
Hejin is the worst punishment possible for a member of the Host - worse even
than being forced into motherhood or eaten.
Mynkin
Small, spry mammals often used for labor requiring a delicate touch. They
are similar to large lemurs, and nearly have a hive mentality. An entire
pod of Mynkin functions as a unit. Separating a single Mynkin from his
pod will kill him.
Synshin
Thin, long-necked reptilian creatures with elaborate head crests, kept as
something between pets and companions. They spit caustic venom and are
often used as guards for the young or hunting "hounds."
Culture
The Host is a hegemony of Houses. There are greater and lesser houses,
with some mobility possible, although it is rare. The House of Houses is
the house occupying the capital of the Throneworld (alternate Earth). The
Host is as much a religion as a government. Each House claims certain
religious sites and artifacts. Numerous orders permeate the society and
cross House lines. Orders link some Houses together in alliances, and
force others to interact. There is no clear "priesthood" as all
Drajin claim to be descended from the Gods.
That said,
there are Orders whose members take on advisory roles.
Families
are very large, and track kinship through the "male" line. This
is easier since offspring and sires can recognize each other by scent. A
House is a large clan, and makes relatively little distinction further than
that, save for the distinction of a Warrior's mates. Drajin forced into
motherhood belong to their "husbands" so long as they are gravid, and
until the next time they mate and take the male role. This often results
in a lifetime of bondage, since Warriors decide who their mates may mate with
under most circumstances.
Young are
raised by their mothers, often somewhat in a crèche style. As they
approach maturity, they receive broad training until they show an aptitude for
one Order or another. Once a young Drajin is able to successfully mate
(to either impregnate or be impregnated), that draj is considered an adult.
Life in the
Host is marked by almost constant conflict. Houses vie for power against
each other. Orders contest against rival Orders. Even within a
House, there is continuous struggle. There are only a few refuges against
the endless strife. A few Orders are pacifisistic, contemplative
monasteries. Drajin weary of battle might retreat to one for a few weeks,
or even longer. The other choice is to willingly become female.
Females are fairly safe from conflict. A birth cycle can be something of
a vacation - although it is a high price to pay.
Technology
The Host has technology far in advance of earth. They have relatively
"clean" nuclear capability, space flight, and energy weapons.
Using technology to mimic their unique biology, they have adaptive materials
that can change shape and function in response to need.
Some of
their technology is in the form of "relics" that they can operate and
even repair (it is often self-repairing) but that they are unable to
replicate. These relics are rare and treasured. A small one can
turn a Warrior into a Master. A large one can be the center of a Greater
House's power.
The Host
have no language as we know it. They use telepathy to communicate in raw
ideas rather than words, and use psionically reactive crystals in place of
writing. Rather than trying to put thoughts down in words, a Drajin
"author" can imprint a crystal with everything he knows on a
subject. They even have "fiction" crafted by imaginative
Drajin.
As a result
of this, while the slaves might have their own languages, they have no written
form. All slaves are illiterate and have difficulty communicating beyond
the halls of their own Houses. This, as much as Drajin telepathy, keeps
them in bondage.
 Thursday, June 28, 2007
What is the Seventh Enigma?
Well, that's a riddle, isn't it?
(Yeah, cheep joke, I know)
The 7th Enigma Universe (sometimes abbreviated 7E) is the
label I'm applying to a new fiction project I'm working on. The core concept is to, like Heroes on NBC, Astro City,
Rising Stars, or similar works, take a slightly different look at the tropes of
comic book superheroes and the worlds they inhabit. It's nothing that hasn't been done before,
but I hope I've found a worthwhile angle.
And if I haven't, you can't really stop me anyway. :P
That still begs the question "what is the 7th
enigma?" but I really don't have an answer. I don't even know what the other six enigmas
are. It's just that 7th Enigma can be
made into a really cool logo.
The 7th Enigma Universe takes its inspiration from the
question of "what would happen if people had superpowers in the real
world?" It's an old question,
debated countless times. There have even
been some "realistic" takes on superpowers in the past. The NBC show Heroes, which probably kicked
this matter to the front of my brain again, is a recent example. Going into the wayback machine a little,
there's the Wild Cards universe. Both of
those are similar in that they limit the field a little before grappling with
the question. I decided to avoid those
limitations myself. In the 7E universe,
anything goes. All the classic
"origins" will be available, and not limited by world-builder's fiat.
That means I want room for aliens, magic users, mutants, and
guys in power armor, and even alien mutant magic users in power armor. It also means I'm not going to dodge around
the supertech issue by saying mad inventors and superscientists are using some
highly refined form of psi power to make their machines work.
I am, however, taking a completely different dodge. A world where superpowers had been around all
along wouldn't really be recognizable to us.
It'd be so drastically changed that what I was writing would be more
like science fiction than superheroes.
So taking a page from Marvel's New Universe (one taken many times
before) and saying superpowers and related phenomena didn't exist until
recently. I'm going to tell the story of
a normal world that one day wakes up and realizes it has superpowers. Then, in manageable chunks, I can examine the
ramifications of different superpowers.
But what does this mean to you, my legions of adoring
readers?
Well, for one thing, it means a new label over on the
side. I'm adding a 7th Enigma
category. 7th Enigma content might also
get other labels, like Artistic Widgets and Fiction Widgets. But mostly, 7th Enigma Widgets will be for
gaming. Specifically, they'll be for the
4-Color system, for which I am deeply indebted to Phil Reed of Ronin Arts. (Everybody say "Thanks, Phil")
And yes, I could have used M&M instead, but I can write
4C characters off the top of my head, with no references at all. For M&M characters, I'd have to have my
book, and my character creator spreadsheet, and it'd take time. And, honestly, I'm too lazy for that. So this way, you get stats you can use if you
were a fan of the most Marvelous supers game from the 1980s, and I get to hash
out ideas in a solid form.
I'm simultaneously developing the setting and plotting the
first book (tentatively called Seven Wonders).
As I go along, I'll put up stats for various characters, and maybe some
gear and so-forth. Of course, don't
quote me on any of this. What ends up in
the book may be different than what I post on the blog. For one thing, I have to keep some surprises,
and for another, I change my mind a lot.
Before we get going, I'll give you a brief rundown of 4C. For more info, try the Ronin Arts forums, here.
There are 7 Primary traits and 4 Secondary traits.
Primary
Melee: This Primary Trait is the measure of a character’s
expertise in melee combat. When kicking, punching, stabbing, or otherwise
fighting in close quarters, this Trait determines the success or failure of the
attack.
Coordination: This Primary Trait is the measure of a
character’s physical proficiency. When shooting, throwing, dodging, balancing,
or otherwise employing physical nimbleness, this Trait determines the success
or failure of the action.
Brawn: This Primary Trait is the measure of a character’s
physical power. When lifting heavy objects, determining damage with melee or
thrown attacks, throwing an object a certain distance, or otherwise engaged in
activities relying on physical power, this Trait determines the success or
failure of the action.
Fortitude: This Primary Trait is the measure of a
character’s physical stamina and robustness. When attempting to hold breath,
resist sickness, overcome toxins, ignore fatigue, keep from dying, or otherwise
engaged in physically strenuous tasks, this Trait determines the success or
failure of the action.
Intellect: This Primary Trait is a measure of the
character’s intelligence. When attempting to invent, solve a problem, learn, or
otherwise use smarts, this Trait determines the success or failure of the
action.
Awareness: This Primary Trait is a measure of the
character’s intuition. When attempting
to sense danger, spot something, recognize a hunch, or otherwise work on
instinct rather than analyzing a situation, this Trait determines the success
or failure of the action.
Willpower: This Primary Trait is a measure of the
character’s mental strength. When dealing with psychic abilities, magic powers,
issues of willpower, or otherwise using powers of the mind, this Trait
determines the success or failure of the action.
Secondary
Damage: This Secondary Trait is a measure of the physical
punishment a character can suffer before dying. This Secondary Trait uses a
numerical score (not Rank Value) that is decreased as the character takes
damage. This Secondary Trait, as well as damage and healing
This Secondary Trait’s starting value is calculated by
adding up the Rank Values of the character’s first four Primary Traits (Melee,
Coordination, Brawn, and Fortitude).
Fortune: This Secondary Trait is a measure of the
character’s ability to use luck, training, and/or experience to influence the
present. This Secondary Trait uses a numerical score (not Rank Value) and
points may be spent from it to affect die rolls and improve the Rank Values of
Primary Traits.
This Secondary Trait’s starting value is calculated by
adding together the Rank Values of the character’s last three Primary Traits
(Intellect, Awareness, and Willpower).
Lifestyle: This Trait is a measure of the character’s wealth
and ability to procure needed items and services.
To calculate the Rank Value for this Secondary Trait roll
once on Table 1.
Repute: This Secondary Trait is a measure of how well the character
is known; the greater the score the more popular the character. This Secondary
Trait uses a numerical score (not Rank Value).
To calculate this Secondary Trait’s value roll d% and divide
the result by 3 (round up).
(Not that I'm going to do that)
Rank Values: Primary traits have a percentile value and a
descriptive adjective. The number is all
that really matters to the system, but the descriptors are much more
flavorful. You can add your own when you
play. For simplicity's sake, I'm just
going to use the rank numbers, and generally the first one from any given range
within a rank, such that someone with a 30-39 has a 30 for my calculation
purposes.
Rank 1-2 3-5 6-9 10-19 20-29 30-39 40-49 50-74 75-99 100-149 150-999 1000
Besides Traits, you've got Powers, Skills, and
Contacts.
I'm using freeform powers, which is a fancy way to say I
just make up whatever I want. It's easy:
just describe what you want the power to do and assign a rank number to
it. These characters won't be "balanced"
like, say, the Unisystem ones, but the source material isn't particularly
balanced, either, and in this case my task is to represent the source material
accurately rather than to produce completely playable content.
Skills are the stuff a character is particularly good
at. Both in the pulp-inspired writing
that I like and in superhero comics, there's a lot of latitude in a character's
skills. Captain Striker can use any gun
he damn well picks up, and fly any kind of plane, because that's the way the
writer wants it. So Skills are fairly
broad, although I'll suggest specialties.
A skill gives a character one extra rank when he's using it. For instance, a Scientist with an Exceptional
Intellect would have a Super Intellect in the area of Science.
Contacts are the people a character knows and can call on
for help or information. I'll be pretty
descriptive with these, since that's more fun to me than totally broad
categories.
By next week, I should have a pretty good idea of what
characters will be running around. To
the (negligible) extent that I'll focus on anything, I'll try to focus on
villains, since they're really the fun people anyway.
 Sunday, June 24, 2007
I promised a picture of Diana in skimpy attire, so here you go.  First of all, I'm sorry about the image quality. I did this one at work on scratch paper with a pencil, then bumped up the contrast in Photoshop so it would be visible. The idea behind this sketch was to draw a figure in perspective. You'll notice that most of my art is from a straight-on point of view. That's because I suck at foreshortening. I didn't quite get the effect right here, either. I think what went wrong was the placement of the window. It should be a little lower, and not quite so distorted by persepctive. I couldn't really set up a drawing board at my desk, so the perspective is all just eyeballed. This picture spawned a conversation between Lisa and me about what kind of underwear Phoebe would wear. If any. :)
Today's Found Writing comes courtesy of avid reader Blue Canary. (doesn't "Avid Reader Blue Canary" sound like a good title for a manga?)  I can't even read most of that. I'm not quite sure what language it's in. If you'd like to win eternal fame by sending me a Found Writing, well... you probably won't, but feel free to send it anyway. I'm not too picky about the file format, but once I compress it it's going to come out as a jpg. Use the email link on the blog, and it'd probably be smart if you prefaced the subject line with [electric widgets] so I can easily sort them out from my tons of regular mail. (Well, not tons, but at least pounds)
 Thursday, June 21, 2007
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.
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