Crypt Cleanser
Posts: 721
Joined: Thursday, 9th August 2012, 20:23
New Species - Werewolf - Focus on Keeping Felids
I've posted an entry for my designed Werewolf in the Code and Development Wiki. Check Werewolf Proposal by DavionFuxa for it.
Feel free to post comments and feedback here in this thread to help me improve the design further - specifically around the idea of special abilities to make the Werewolf Unique, Interesting, and Different rom the other species.
**************
Browsing the Felid Overhaul/Removal thread, it seems like it might be a good idea to include a similar species to Felids but of a different nature. This thread focuses on the creation of a new species that can run alongside Felids rather then replacing them in their entirety.
Note that I'm not talking about Werebeasts as much as I'm just talking about a straight up hapless fool cursed with lycanthropy and permanently turned into a ravenous killing machine.
Werewolf
Werewolves are unfortunate souls that have been cursed with lycanthropy and are forced to wander in a beast like form. Twisted and deformed from their former selves and never able to return to what they once were, they wander in a tormented filled rage that they are only too happy to unleash on anything that crosses their path. Make no mistake though, they still retain some sentience.
As one can expect the process of being turned into a werewolf improves their strength and dexterity, though it comes with a price of their intelligence. Covered in fur with tough skin underneath, baring sharp teeth and razor sharp claws, they move at lightening speed using their acute senses to hunt down even invisible prey, and are able to regenerate from minor injuries that might be inflicted upon them. While considered a curse to them as well, they are incapable of mutating due to being locked into their current forms. Their evil forms are also somewhat resistant to Fire, and quite resistance to Cold and Negative Energy.
For all their impressive strengths however, they are quite vulnerable to Silver and Holy effects. They are unable to wear equipment besides Capes and while they can hold weapons they are unable to wield them properly due to their now paw shaped hands - though they can still throw them at people and with some effort can equip Shields on their arms. Rings as well are unable to fit onto their paw like hands as well. Having the eyes of a canine their eyesight isn't all that good though they can still read Scrolls or Memorize spells. Due to the inability to mutate, they are unable to use Transmutation skills to augment themselves. On top of all this they tend to have a higher metabolism.
Innate Abilities
You are vulnerable to Silver Brand weapons
You suffer increased damage from Holy Based attacks
You are are somewhat inherently resistant: rF+, rC+, rN++,
You cannot wear any type of equipment except shields, cloaks and amulets
You cannot properly wield weapons in combat apart from throwing them
You can smell and hear the presence of nearby enemies (Heightened Senses 3)
You have razor sharp teeth (Sharp Teeth 3)
You have sharp claws jetting out of your paw-like hands (Claws 3)
You have tough skin (Tough Skin 2)
You are covered in thick fur (Fur 3)
Your current mutations are irrevocably fixed, and you can mutate no more (Mutation Resistance 3)
You cover ground quickly (Speed 1)
Your vision is extremely blurry (Blurry Vision 1)
Your digestive system is highly specialized to digest meat. (Carnivore 1)
Werewolves can tolerate rotten meat if hungry or worse (Saprovore 1)
You have a fast metabolism (Fast Metabolism 1)
Your natural rate of healing is unusually fast (Regeneration 1)
Restricted spells : Fire Brand, Freezing Aura, Lethal Infusion, Warp Weapon, Excruciating Wounds, Poison Weapon, Sure Blade, Beastly Appendage, Stoneskin, Passwall, Spider Form, Ice Form, Blade Hands, Statue Form, Dragon Form, Necromutation.
Other Restrictions :
Can't worship Beogh, Elyvilon, The Shining One, or Zin
While Werewolves may wield weapons, they are unable to use them properly in combat. Attempting to do so in combat results in the usually ‘Are you sure’ question and a far weaker attack.
Werewolves may wear shields but it takes them twice as long to equip them then other species
Things of Note :
-Transmutation spells can’t be used to change their beastly qualities to have stone skin or pass through a solid rock wall, and as such these spells can’t be cast. However, there is an exception to this rule being Alistair’s Intoxication, which they can cast with the added bonus of it being unable to confuse them.
-Due to them being unable to properly wield weapons, use of the charm brand spells that enchant weapons are not casta-ble by werewolves. While the werewolf can wield the weapons, he is unable to effectively use them and must rely on his claws to do the job
Level Bonuses
Werewolves gain 1 Strength or 1 Dexterity every 3 levels
Werewolves have 20% more HP then average
Werewolves have 30% less MP then average
Werewolves gain 4 Magic Resistance per level
Aimed for Preferred and Restricted Backgrounds
Werewolves prefer to be Fighters, Monks, Berserkers, Abyssal Knight, Death Knight, Enchanter, Conjurer, Fire Elementalist, Ice Elementalist, Air Elementalist
Werewolves are restricted from becoming Priests, Healers, or Transmuters
Statistics on Start
Strength - 8
Dexterity - 8
Intelligence - 4
Werewolves are Medium sized
All Werewolves start with a Meat Ration instead of a Bread Ration
Skill Aptitudes
Fighting +2
Short Blades N/A
Long Blades N/A
Axes N/A
Maces & Flails N/A
Polearms N/A
Staves N/A
Unarmed Combat +4
Throwing -4
Slings N/A
Bows N/A
Crossbows N/A
Armour N/A
Dodging +3
Stealth +2
Stabbing +2
Shields -2
Traps & Doors -4* (Trolls should get their aptitude bumped up to -3 else make Werewolves -5)
Fire Magic -1
Ice Magic 0
Air Magic 1
Earth Magic -2
Poison Magic -4
Spellcasting -3
Conjurations +2
Hexes +1
Charms +2
Summonings -3
Necromancy -2
Translocations -3
Transmutation -4
Invocations 0
Evocations -4
Experience 110%
Unique Things for the Werewolf:
Resistances to reduce damage
Basically, as a way to equalize difficulty for the Werewolf, give it resistances to help it out. In my design as well I don't have him using Rings, so getting resistances up would be much harder as well. I have only some basic resistances but it could be expanded to include others (rPoison, rAcid, rElec) with the current ones being either reduced or kept as needed. Fur 3 as well could be reduced to Fur 2 depending on how resistances get balanced, and Damage Shaving could be the ultimate defense that could be given to the Werewolf if desired.
Heightened Sense
For the werewolf this would be a new mutation that is unique to them, called Heightened Senses. It would basically be Antennae except better because it doesn't cause you headgear problems.
Movement Speed
Right now I have Werewolves starting out with the Speed 1 Mutation, but this could be upgraded to 2. I realize that faster speed obviously makes it far easier for them to run away from enemies but since I've made every other escape option so difficult, maybe it won't be so bad giving them at least that one option to run away; especially since later enemies can get their shots off at range while your running away with no armor.
Claws
Dropping Claws 3 to Claws 2 would diminish the Werewolf's damage output and help differentiate the Werewolf further from Trolls, in case it is felt that the Werewolf is too similar to them..
Update Notes
October 23/2012: If this is a good idea I'll update this first post. Right now I'm just aiming to get my ideas into a thread and haven't fully thought out balancing, just concept.
October 24/2012: I did a more detailed up-to-date relook at the werewolf. Still needs balancing but the idea is to simply work something that includes less of what people don't want and also shows a more complete picture.
October 25/2012: Due to Twilight posting a proposal I've differentiated mine and I've done some more balancing as well.
October 26/2012: I edited in changes to make them the first species not to use Rings and gave them Capes
October 27/2012: I included Backgrounds that Werewolf would be aimed to play with and edited other odds and ends for the design.
Defining the Roguelike Genre