I'm wanting to play a member of M.O.N...:p Not sure what kind of monster girl, though.
Oooh...I think I want to be a human 'infected' by a parasite slime.
A interesting char concept; perhaps the 'human host' of the slime was government agent and was transferred to M.O.N after slime infection and fusion was complete? Anycase I think easiest way to make such char is to make char as single individual (assuming a complete fusion after all) who has companion attribute (which presents the slime which can go and run off to do stuff). You just invest more to skills to present human background and place most supernatural abilities to the slime companion who has transfer attribute (with long extended duration). My suggestion anyways. Organization ties is good attribute to get rank/place in M.O.N organization.
Hmmm...I like the idea of working for M.O.N. Sort of like Ms. Smith in the manga.
Edit: Just to clarify, I'll probably play as a human. Could also end up being a host himself.
Well, you can indeed play role as Ms.Smith (a human captain of M.O.N team and every unit must have human in it, albeit I allow monster captains as well but it must include minimum 1 pure human member and 1 monster member each team).mannik:
Elasticity bonus would stack with the claws; adding +1 more to attack rolls and grappling checks + anything else bought with weapon attribute. It can indeed apply as 'extra flexibillity' in the sex department as well
. With more ranks you get more and more like rubber man (1 rank may not allow squeeze under the door yet but you can squeeze through quite narrow things as your body can stretch or shrink 10 cm).
The heat is likely functioning best as a custom defect, assuming the heat condittion does not give her advantages but disadvantage only. As mentioned all monster girls go 'nuts' during full moon (lustful, energetic or bit more crazy), as mentioned it does not need taken defect but more roleplay perk. But heat could be sepparated matter which occurs on specific times of the year (or go once per month unless your pregnant, it can be tied to full moon event).
Health and Energy are calculated based on your stats with a multiplier. Health is calculated by [Body+Soul]x5, energy is calculated by [Mind+Soul]x5. Shock value I did list already which is 1/5 of your total health (it's simply limit how much pain you can endure until your stunned, which means 1 round unable to take actions expect defensive ones). Also it's threshold to count for 'major wound' which means if you get untreated you may die (slowly bleed to death).
Indeed, with 4pts you get weapon rank 2 (which translates to 10pts dmg before superstrenght, with superstrenght it turns to 12). There is continuing perk in weapon attributes, it allows to do 1/5 of your dmg (which went through enemy armor) to continue number of rounds equal to ranks invested in. There is no clear cost listed in there but going by other perks I say with 2pts you get +2 rounds of lingering damage on foes with your claws.
Also the 'buff' must be purchased as sepparated weapon. However every time you purchase a additional weapon of similar type, it costs half-less than your highest costing weapon. So if bought claws with 6pts (base), then wanting buffed version which does more intense dmg with fire, then you could go with weapon rank 2 with bleed effect also but also add in Blight perk for 3pts. Now, this costs you 5pts (6 base claw + 3 blight 1/2 round up = 5pts). Now the idea is that target suffers double of claw dmg and also double of the duration of the bleed effect (sort of 'burning flesh injury') if they fail body stat roll against it (able to add resistance bonus if any vs heat/fire or other resistance bonus). With 3pts in Blight it means the target number with 2d6 + body roll is 15 (so if you got only body stat 3, you need roll double 6 for to succeed). If they succeed, they get only 1/5 of the dmg and only 1 round of bleed effect. For exhausting effect, energy points depletion could be added for this weapon (meaning you loose 10 energy points each time you use it). It would reduce point cost of the weapon by -1 to add such (so total point cost being 4pts than 5pts then). However if you want simply raw dmg, you can trade bleed effect for additional weapon rank with claws. Blight idea just sounded good way quickly boost dmg.
Now with hellfire; if you summon fissure, what would be range how far you can create fissure and how big you want effect to be and hit how many people in said radius? Anycase the 'explosion and smoke' effect are bit tricky but I think such weapon (besides weapon ranks which each costs 2pts) would have indirect fire perk (allows blindly use it behind obstacles or covering) and have linked property. The linked property means if the hellfire attack (the explosion/fire effect) hits, it causes secondary attack to hit same area/target automatically and bypass any armor and such. So we need create sepparated weapon attack called 'noxious gas'. This would have weapon rank 0 (meaning it does no dmg, if add weapon rank then it does dmg also), add continous (so it can last 1-5 rounds after hellfire blast) and add flare property (meaning if target fails body stat roll target number 12, with penalty equal to points invested to flare, their blinded in the gas area) and then add 1pt perk called selective, it allows define who is and who is not affected by the harmful effects of the smoke (so can rule your not affected or allies). To able hide in said gas though, there is no property for such but I could rule that it's 1-3 point property which defines cover given by smoke (soft cover, half-cover and full cover). It basically gives -2 to foes attack roll in soft cover, -4 penalty at half-cover and full cover means foes cannot target you at all directly because thickness of the smoke (as your immune to smoke you can see just fine through it).
Also to get control over flames or density of smoke (created by fire) is keyed to Environmental Influence (which costs 2pts to get as attribute), keyed to 'fire'. It allows control your environment in 10 meter radius from you (can increase the radius and range by spending points) and it takes general action to control but it otherwise lasts long as you desire. Also any control you generate causes no significant damage or harm unless element involved is harmful (this case fire is). It does not allow create fire, just manipulate excisting heat/fire sources and if want reduce smoke you manipulate the fire itself to cause less smoke.