Traditionally, i.e. in RQ, they take damage ordinarily, that is, in HW terms, they do not continue to fight at below 0 AP. They used to fight with claws and bite, have a Terrifying Howl, and a paralyzing poison.
I'd go for relatively low combat skill, but let them initialize the conflict with their Howl, for more AP. Let them bid 7 AP when Howling, and always change that to an injury (which only would last until the end of the conflict). Or somehow contrive to let it give negative augmentations (Sic!) to the players. Let the poison be debilitating amd paralyzing, with low potency, for a good terrifying effect. One dose of poison isn't so bad, but two, each counting as a separate foe, possibly giving multiple foe penalties.
-- Henrix
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