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, August 04, 2007 11:32:28 PM (Central Daylight Time, UTC-05:00)  #    Comments [1]Trackback
 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. :)


Saturday, July 21, 2007 9:39:00 PM (Central Daylight Time, UTC-05:00)  #    Comments [1]Trackback
 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."
Thursday, July 12, 2007 4:14:07 PM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback
 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.


Wednesday, July 11, 2007 1:04:54 AM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback
 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.

Monday, July 09, 2007 2:57:47 AM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback
 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.

Thursday, June 28, 2007 8:47:16 PM (Central Daylight Time, UTC-05:00)  #    Comments [2]Trackback
 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.

:)
Sunday, June 24, 2007 5:56:38 PM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback
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)
Sunday, June 24, 2007 5:49:12 PM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback
 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.

Thursday, June 21, 2007 7:36:41 PM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback