Author Topic: werewolves  (Read 7572 times)

Zelos

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werewolves
« on: 06/02/10, 01:31 »
we've got cats... lets get some dogs in here, give werekitties some kind of feline type special then create one for the doggies, and pretty much just keep the same formula, maybe make it so that rakshasa have the choice to pick between feline and canine and it's a small quest. or keep werekitties as the standard evolve and if you want to become a werepuppy you have a quest. I just want to see werewolves.
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Chalgyr

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Re: werewolves
« Reply #1 on: 06/04/10, 11:31 »
We discussed this in the past, and I won't rule it out forever, but currently there's not enough... differential to have them in and the were kitties - at least in my opinion.  but that's not to say we couldn't consider at some point adding pups to the list of races, either as selectable or like skeleton/vampire - additional.
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Zelos

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Re: werewolves
« Reply #2 on: 06/04/10, 20:54 »
so say if I was able to come up with enough stuff to make them different, would that help?
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Thalia

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Re: werewolves
« Reply #3 on: 06/06/10, 08:53 »
Yes... and/but... don't forget we have normal races (human, dragon, elf, et al) and racial modifications (vampire, ghost, skeleton).  We're open to exploring werewolves as a normal race or a racial mod + maybe the addition of a canine race.

Daklore

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Re: werewolves
« Reply #4 on: 06/06/10, 15:00 »
We have too many races as is, with not enough people. Let's focus on the people problem before we start throwing around racial ideas, ne? Otherwise, I hate dogs. Down with dogs, cats are the rightful heirs to the world!
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Zelos

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Re: werewolves
« Reply #5 on: 06/21/10, 20:35 »
werewolves as a racial modification. But instead of you having to do something to become a werewolf, it's more like a plague kind of thing that you contract permanently until you do a quest or something to get rid of it. Gets some really strong bonuses, but is aggro, and the longer you have it, the longer you stay in werewolf form and become berserk and randomly attack everything.
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Daklore

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Re: werewolves
« Reply #6 on: 06/22/10, 17:43 »
Get off this bloody Twilight craze! We've got Rakshasa, that's all we need. No on Werewolves. Cause cats are better and we don't need more racial modifiers. More important stuff to be done... like... like... good bloodsworn benefits.
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Chalgyr

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Re: werewolves
« Reply #7 on: 06/23/10, 10:30 »
I'm just worried that a dak werewolf will run around humping peoples' legs...
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Daklore

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Re: werewolves
« Reply #8 on: 06/23/10, 11:21 »
Why would I need to be a werewolf to do that? Besides, I already have one racial modifier, what good would another do, and why would I want to anyway? Down with dogs, cats rule.
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Zelos

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Re: werewolves
« Reply #9 on: 06/29/10, 09:42 »
well you couldn't be a vamp and a werewolf. I wouldn't want any of that underworld movie stuff going on with it. That was just kinda stupid.
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Zelos

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Re: werewolves
« Reply #10 on: 08/29/10, 11:14 »
Alpha Werewolves

Transforms at will.
may sire other alpha, beta or benandanti
bonus to damage, more at full moon.
Increased move
Increased regeneration
aggressive in changeform
bonus to hit from grouping with other werewolves.
Skill: Mangle - 2-5 swipes with claws
have claws and fangs
allowed to wear chest, arm, about, head, ankle, earring and neck. can wield weapons.

Beta Werewolves

bonus to damage at full moon.
Increased move
Increased regeneration
bloodlust in changeform
can sire omega
transforms at full moon, can eventually learn to control it.
Skill: Mangle - 2-5 swipes with claws
have claws and fangs
allowed to wear chest, arm, about, head, ankle, earring and neck. can wield weapons.

Omega Werewolves

bonus to damage at full moon.
Increased move
Increased regeneration
bloodlust in changeform
can not sire
Skill: Mangle - 2-5 swipes with claws
have claws and fangs
allowed to wear chest, arm, about, head, ankle, earring and neck. can wield weapons.

Gamma Werewolves

bonus to damage, more at full moon.
Increased move
Increased regeneration
permanent transformation.
aggressive
cannot sire others
increased damage against opposite alignment
Skill: Mangle - 2-5 swipes with claws
have claws and fangs
allowed to wear all equipment except boots, and gloves.


I need some more ideas for negatives to each one. alpha is the strongest and goes down from there. Bite can sire other wolves.
« Last Edit: 08/29/10, 11:18 by Zelos »
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Daklore

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Re: werewolves
« Reply #11 on: 08/29/10, 12:33 »
No. We already have a bajillion vampires running around the game as is. Give a race extra modifiers like that and we'll have a bajillion werewolves running around as well. If we're going to do this for weres, we have to do it for -all- races. Except Dragon and Kalchi. And races with gore. Also, your order of greek letters is way off. Although generally Omega is considered better, Omega is actually at the end of the alphabet. Therefor it should be: Alpha, Beta, Gamma, Delta.

Still; No
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Zelos

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Re: werewolves
« Reply #12 on: 08/29/10, 20:46 »
So? who cares if there is a bajillion vampires running around. I do agree that dragon, kalchi, otherworld races, and horses would be left out. I still need more negatives. and the greek was ordered that way because alpha beta and omega transform at the moon. Gamma doesn't. but whatever they can be changed.
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Daklore

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Re: werewolves
« Reply #13 on: 08/30/10, 11:34 »
We don't need any more racial modifiers.

There are other issues that should be fixed/looked at before racial modifiers are even considered.

This would not increase roleplay anymore than it already is.

So far, you seem to be the only one who wants to see it. The needs of the many outweigh the needs of the few, or the one.

Dogs suck.

We don't need them

Those good enough reasons for you?

[EDIT]: Fixing typo.
"Okay, who let Odin out of his cage?"
*A blue bouncy ball bounces by*
"That's it, I'm outta here."

Zelos

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Re: werewolves
« Reply #14 on: 08/30/10, 21:02 »
Nope, try again.
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