"Marcus Bone" wrote:
>
> Well, this might look a lot different from my first
> attempt, but here we go again.
Thanks for posting this! I have a few comments; see below.
> Werewolf - Half Demon
>
> *Human/Primary Form*
>
> When a player takes a Werewolf character during
> generation (with the GM's agreement), they must take the
> following Advantages/Disadvantages. Note that this
> 'packaged' Archetype endows the character with 'free'
> Advantages and Disadvantages, and these do not count
> towards the final maximum allowed of 5/5.
>
> *Advantages*
>
> In Human form, the Delta Werewolf receives the following
> Advantages.
>
> # Transformation, Full (Compulsive) - Free - The
> character will always transform during a Full Moon, but
> may transform between their human and werewolf forms at
> will (although it is suggested that the GM imposes the
> occasional Transformation skill rolls on 'new' werewolves
> when placed under stress or emotional situations).
I see no good reason to make the Transformation power completely free.
It normally costs 1 point. It would be simple enough to stick the
werewolf with one more Disadvantage point to balance that.
I do think it's reasonable to consider their werewolf Traits "free",
at least if the free Advantages and Disadvantages are balanced against
one another, especially considering the fact that you may have other
characters becoming werewolves during play.
> # Regeneration - 1 Point - The character regenerates 1
> Hit Point per hour of rest.
>
> # Acute Senses - 1 Point - The character gains +1 to any
> skill or Attribute check which requires any of the 5
> normal senses. Note, this Advantage is an improved version
> from that presented the TDS rule book.
Interesting, but my advice would be to raise the point cost to 2. Or
better still, give them +1 INTL for 2 points, which would have the
same effect and more. You could explain it as "animal cunning".
> *Disadvantages*
>
> In Human form, the Delta Werewolf receives the following
> Disadvantages.
>
> # Vulnerability - 2 Points - The character is vulnerable
> to Death Blows from a material element determined either
> during generation or which was their sires (i.e. the have
> the same Vulnerability as that of Demon that created them
> – usually, but not always silver).
>
> *Werewolf/Half Demon Form*
>
> When a player takes a Werewolf character during generation
> (with the GM's agreement), they must take the following
> Advantages/Disadvantages. Note that the Werewolf form of
> this 'packaged' Archetype endows the character with more
> than the usual limit of Advantages and Disadvantages, and
> as such no additional Traits may be purchased.
>
> *Advantages*
>
> In Werewolf form, the Delta Werewolf receives the following
> Advantages.
>
> # Regeneration - 1 Point - A werewolf regenerates 1 Hit
> Point per hour of rest.
>
> # Acute Senses - 2 Points - A werewolf gains +1 to any
> skill or Attribute check which requires any of the 5 normal
> senses. Note, this Advantage is an improved version from
> that presented the TDS rule book.
Aha! So, I guess the 1 point cost of Acute Senses for the character's
human form was a typo? :)
> # Attribute PHYS +2 - 2 Points - A werewolf gains +2 to
> their PHYS attribute (with the associated benefits).
This may be another typo. It costs 2 points for +1 to an Attribute. So
if you really mean to say that ther werewolf form gets +2 PHYS, the
point cost would be 4.
> # Natural Weapon - 2 Points - A werewolf has claws which
> attack with a +2 to Hit modifier and do PHYS +2 damage.
>
> # Toughness - 2 Points - A werewolf is shrug off a number
> of attacks and has a natural armour of +2 vs Physical and
> +2 vs Energy attacks.
This seems to add up to 11 Advantage points, which is excessive. If it
were me, I'd shave a point by picking ONE Acute Sense (smell, maybe?),
only +1 to PHYS, one point of Natural Weaponry (+2/+1), and one point
of Toughness (+2/+0). That would bring the total down to 6, which is a
lot, but not completely out of control :)
> *Disadvantages*
>
> In Werewolf form, the Delta Werewolf receives the following
> Disadvantages.
>
> # Vulnerability - 2 Points - A werewolf is vulnerable to
> Death Blows from a material element determined either
> during generation or which was their sires (i.e. the have
> the same Vulnerability as that of Demon that created them
> – usually, but not always silver).
>
> # No Hands - 2 Points - A werewolf can not wield weapons
> or operate equipment requiring fine manipulation.
>
> # Limited Communication - 1 Point - A werewolf receives a
> -1 to any skill or Attribute check which requires spoken
> communication.
Neat, I like this Disadvantage!
> # Weakness - 1 Point - A werewolf takes 150% of damage
> from the same material element as their Vulnerability.
>
> # Distinctive (Bipedal Wolf) - 1 Point - It's hard to
> miss a 6 foot tall bipedal wolf.
This only adds up to 7 points of Disadvantages. Even given that they
get 2 Advantage points in this form for free from Transformation,
they'd need 9 points of Disadvantages to balance the 11 points of
Advantages you've given them. If you take my advice, and reduce their
Advantages to 6 points, then you'll only need 4 Disadvantage points to
achieve balance.
> *Notes*
>
> # Delta Werewolves *can not* infect others with
> werewolfism, this effect is limited to full Demon
> Werewolves.
>
> Again, comments/ridicule is appreciated...
>
> Marcus
Sorry, you haven't earned any ridicule. You must try harder.
-Jeff Dee
UNIgames