Hello Max, I think many of the proposals go too far in taking the eagle out of play. The player has paid character points for the ability, and he should get some use out of it -- but not too much.
* Add a challenge/problem which can only be handled by flying characters, and let the wereeagle pull his weight away from the main battle. Perhaps he is the only one who can get to the rear exit of the villain's lair and block it? He can face one of the most powerful henchmen alone while the rest of the group batter the front door down and deal with the main villain. To take the eagle down a bit, make the henchman tough enough to beat him within an inch of his hit points, while making it look easy. Maybe the henchman is a a henchwoman, small and low ST but very high DX and skilled with entangling weapons. If there is a NPC with the group, he can comment on who fought the real men while the eagle had his fun outside. * Give the site a roof (it can be three or four yards high) and a ring of columns/poles/whatever which are closer to each other than the wingspan. That means the eagle has to ground to pass them, and he could get engaged by an enemy before he can take off again. To take the eagle a peg down, make sure to frustrate his attempts to take off with apparent ease. * Make the flying conditions bad enough (cf the comments on storms) to allow flight or fight, but not both. If the wereeagle insists on flying, which he _could_, he won't be able to hit much, or to attack as often as other characters. Maybe his foes can recover their balance, or get magical healing, or whatever, during the turns where they are not attacked. Regards, Onno _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
