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Old 01-26-2018, 04:34 PM   #1
Apollonian
 
Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
Default Therianthropic Powers?

I'm putting together some splat powers for my GURPS Cabal monster mash game, and I've run into a creative block with therianthropes - animal shapeshifters like werewolves, selkies, werebears, and so on. Aside from the basic ability of changing between human, animal, and hybrid form, what are some good, flavorful abilities to slap into a powers framework? The animals in question are wolf, seal, bear, and... well, any others I feel like putting in there that seem good. Tigers are likely.
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Old 01-26-2018, 04:38 PM   #2
Refplace
 
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Location: Yukon, OK
Default Re: Therianthropic Powers?

Whats your origin?
In my setting I made them spirit based instead of some demonic curse.
Most of your choices are also Totem spirits so you can look there for ideas.
And powers based on the race are always good.
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Old 01-26-2018, 07:27 PM   #3
Flyndaran
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Default Re: Therianthropic Powers?

While most people only know of the modern movie version, mythology is chock full of an incredibly variety of werewolves, for example.
With the right background "fluff", you could justify or exclude just about any feature you could imagine.
I second the request for additional mythos info.
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Old 01-26-2018, 07:53 PM   #4
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Join Date: Jul 2014
Location: New Zealand.
Default Re: Therianthropic Powers?

Partial shapeshifting
- altered vision by changing the eyes.
- altered senses by similar means
- tweaked physical stats by subtly changing the body

Hammerspace related
- clothes and the like being shunted to a pocket dimension
- A spirit realm "lodge" or other type pocket realm
- ally a spirit of your personal alternate form

Masterfull control
- shutting damage to an alternate form
- using an alternate firms energy reserves etc
- having an alternate form that is multiple animals.
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Old 01-26-2018, 08:03 PM   #5
Apollonian
 
Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
Default Re: Therianthropic Powers?

Quote:
Originally Posted by Refplace View Post
Whats your origin?
In my setting I made them spirit based instead of some demonic curse.
Most of your choices are also Totem spirits so you can look there for ideas.
And powers based on the race are always good.
At the moment, let's see:

All the shapeshifters come in a "natural" variety that's passed genetically - or at least, by bloodline. This results in various clans and families of particular sorts of shapeshifters. At the moment, I'm thinking that's the only variety for selkies (who, of course, shift to human by taking off their seal skin).

One variety of werewolves are the Benandanti - they can shapeshift into wolf form, dream travel, and work a bit of magic.

There are also cursed shapeshifters, who are the classic "got bit by a wolf" (or other supernatural inciting incident) and can't fully control their changes/forms.

This being Cabal, it really is sort of a monster mash. I'm trying to limit the initial varieties of splat available to avoid analysis paralysis at character creation for new players. (E), thanks for the ideas.
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