Lycanthropy in Skyrim

Post » Sat Aug 07, 2010 1:55 am

It should begin every full moon, but then as you learn to control it it becomes a greater power.
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Becky Cox
 
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Post » Sat Aug 07, 2010 6:20 am

Hm I like the idea of it being like a curse, happening randomly or only at certain points you cant control. I also DO like the idea of werewolf hunters hunting you down until you find a cure of some sort, the more you fend off the more numbers and power they bring with them
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Melung Chan
 
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Post » Sat Aug 07, 2010 1:38 am

Who says Lycanthropy can turn you into ONLY a werewolf :spotted owl:

Damn right! I want WEREBEARS! Skyrim is the home of both men (at least on Tamriel) and werebears and not having them in the game would contradict the lore!

On topic, it should be a power like in Morrowind, but only available during night. I don't think there's such a thing as "only during full moon" in TES, the Morrowind werewolves transformed during every night.
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Sudah mati ini Keparat
 
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Post » Fri Aug 06, 2010 11:47 pm

itneeds to be a curse and a blessing, so making it by choice is not really an option imo
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c.o.s.m.o
 
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Post » Sat Aug 07, 2010 4:22 am

Wait, did you just write for the "Betterment" of mankind? How is a werewolf going to help someone? They cannot control their animalistic rage. Even in human form they suffer from mental instabilities. While in werewolf form, you are no longer human. You will kill and you will hunt. If you try to lock yourself up somewhere while in werewolf form and wait until morning arrives, you will lose health. Werewolves are hated by villagers and the general population of people. They are not to be loved. THey are to be hunted. And it should be like that. Players that transform into werewolves should also have downsides to being a werewolf instead of perks.

You cannot be a werewolf in ES and only prey on animals. You will die. They need to kill humans or people to survive. And the werewolf is werewolf. Daggerfall has a werewolf like the brown on in Van Helsing and the Bloodmoon wereowlves are smaller, but equally bestial.


http://www.uesp.net/wiki/Oblivion:Janus_Hassildor


This.


Who cares about the Shaman? You can still do the main quest as a werewolf. Just wait until Hircine contacts you.


Werewolves in ES use claws and teeth only. They cannot use weapons at all.


It's an argument of free will vs. determinism. This game is all about free will. As the player, my good character should accidentally become a werewolf and not be forced to remove the curse to maintain his humanity. If I can only play a bad character as a werewolf, then the Elder Scrolls haven't offered me a true role playing experience.

Hollywood is behind the times. Wolves aren't monsters. Humans recognised their human qualities and turned them into Lycanthropes, or men who turned into wolves. It comes up in the classics somewhere, a tribe of men who turn into wolves at each full moon. Humans domesticated wolves, that couldn't have happened if they were all bloodthirsty monsters. It's only Christianity that turned them into Satan's minions, into an expression of insanity.

In literature, the werewolf is presented as an antagonist as a cautionary tale for us. The stories are still relevant to us today because it tells us "Don't give into your animalistic nature". The wolf in the story of little red riding hood was a symbol of some kind of rapist. The stories aren't relevant to us today because of some "don't go into the woods during a full moon because you'll be eaten by a human wolf" theme. The inclusion of werewolves in modern literature is slowly leaning more towards their original depiction in literature as a useful ally, as a sympathetic creature that the reader can identify with. Bethesda shouldn't hang back with the Hollywood depiction of them as only being monsters, because although that makes a good horror film, it makes a really bland, two dimensional character for the player in the game to play with.

How can a supernatural creature, presented as practically invincible, and with greater strength and speed than a normal person, possibly act for the benefit of mankind? I don't know. You're right, that is a completely stupid premise. Every single example from popular culture shows that increased speed and strength leads to the world conquering villain, the evil overlord for ever and ever and ever. Doesn't it?

Hircine is the Daedric Lord of the Hunt. In Bloodmoon, the game doesn't kill you if you choose to only hunt animalistic prey. It just takes away massive chunks of your health.

I'm not saying that Werewolves should be goodytwoshoes. But the player should be given the opportunity to choose their own destiny. If that means that they become a rather large dog rather than a fearsome slavering monster, that's fine. But I'd rather have the ability to play with the game mechanic rather than having to give up the perks of being a werewolf because of the cons. The cons of being a werewolf accepted by humanity would be that you are less powerful than other werewolves, and that other werewolves (as well as Hircine) think you are less than adequate. The cons of being a fearsome slavering monster would be that humanity hates you.

Incidentally, read the book Twelve by Jasper Kent. It deals with vampires, rather than werewolves. The vampires help out the Russians during the Napoleonic invasion, but then become an enemy of mankind. So the main character is forced to choose between his patriotic loyalty and his loyalty to humanity.
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k a t e
 
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Post » Fri Aug 06, 2010 6:05 pm

I'm just saying it depends on who you kill and feed on...
-Feeding on innocent townsfolk would raise your infamy and bounty by leaps and bounds and make you a very wanted criminal if you go for that sort of thing...
-While feeding on bandits, marauders, reavers, etc...Should raise your reputation and offer possible monetary rewards for tracking down and dispatching those who prey on the local populace...
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MatthewJontully
 
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Post » Sat Aug 07, 2010 5:55 am

I'm just saying it depends on who you kill and feed on...
-Feeding on innocent townsfolk would raise your infamy and bounty by leaps and bounds and make you a very wanted criminal if you go for that sort of thing...
-While feeding on bandits, marauders, reavers, etc...Should raise your reputation and offer possible monetary rewards for tracking down and dispatching those who prey on the local populace...


Ah yeah I see what you are saying. It's actually what I'm thinking, but I'm doing the human vs animal divide. Yours works better I guess.
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Manny(BAKE)
 
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Post » Sat Aug 07, 2010 1:48 am

Becoming a werewolf does not mean you are divine almighty. I remember being a werewolf in Morrowind's Bloodmoon and still getting my ass kicked by some quest related mercenaries.

I love the possibility of contracting lycanthropy in Skyrim. But there should be more effort put into it then in Bloodmoon. Finally encountering a raving lunatic, getting sick of lycantrophy, transforming into a werewolf and roam through the forests with incredible speed only to hear from the village shaman that you can't continue the main quest because you are a werewolf.

Here are my 2 cents.

- Lycanthropy can only be contracted when fighting with a werewolf (not a werewolf in human form)
- In the first number of weeks you will not be able to control the transformations.
- One or several werewolf clans who can teach you a way to control you're inner beast. Wich will not be as simple as walking into their headquarters, joining them and immediately gaining somekind of werewolf control perk.
- Players who do not want to join a werewolf clan can teach to control the beast themself but that should be significantly harder to accomplish. Perhaps the player will be able to control it by not killing an npc during their transformations. Which will leave them severly weakened when the night is over but will increase their amount of control and will diminish the penalty gradually when not feeding on npc.
- Should you begin eating npc after mastering you're inner beast then you will remain in control but you will run the risk of transforming into a wolf when you are low on health.

- All of the attributes and skills associated with a werewolf transformation will be influenced by the human form. If a mage should get infected with lycanthropy then he's attributes and skills could be less effected then when a Warrior transforms into a werewolf. I am using an example here ofcourse. Should a High level mage who also has a high strength attribute, then he's strength in werewolf form will be effected the same way as a warrior whom has the same strength level.
- Silver Does extra damage to a wolf
- Devouring a dead animal or npc replenishes health. Although Devouring a dead animal to regain health will only be availible to those who mastered the inner beast.


^.^


I agree with you !
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Prue
 
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Post » Sat Aug 07, 2010 2:14 am

"Whenever I want" lol, what a joke.

Just want to play werewolf without having any of the downsides. How is that a curse?
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D LOpez
 
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Post » Sat Aug 07, 2010 2:22 am

nah cause then everyone would want to be one. It has to have some heavy negative set backs like uncontrollable transformations. Not only that but it would seem less like a curse and more like a spell.

I agree with this. It was the reason why in Daggerfall, I sort of dreaded baring the affliction, despite all that it gave me.
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NEGRO
 
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Post » Sat Aug 07, 2010 5:51 am

It's an argument of free will vs. determinism. This game is all about free will. As the player, my good character should accidentally become a werewolf and not be forced to remove the curse to maintain his humanity. If I can only play a bad character as a werewolf, then the Elder Scrolls haven't offered me a true role playing experience.

Hollywood is behind the times. Wolves aren't monsters. Humans recognised their human qualities and turned them into Lycanthropes, or men who turned into wolves. It comes up in the classics somewhere, a tribe of men who turn into wolves at each full moon. Humans domesticated wolves, that couldn't have happened if they were all bloodthirsty monsters. It's only Christianity that turned them into Satan's minions, into an expression of insanity.

In literature, the werewolf is presented as an antagonist as a cautionary tale for us. The stories are still relevant to us today because it tells us "Don't give into your animalistic nature". The wolf in the story of little red riding hood was a symbol of some kind of rapist. The stories aren't relevant to us today because of some "don't go into the woods during a full moon because you'll be eaten by a human wolf" theme. The inclusion of werewolves in modern literature is slowly leaning more towards their original depiction in literature as a useful ally, as a sympathetic creature that the reader can identify with. Bethesda shouldn't hang back with the Hollywood depiction of them as only being monsters, because although that makes a good horror film, it makes a really bland, two dimensional character for the player in the game to play with.

How can a supernatural creature, presented as practically invincible, and with greater strength and speed than a normal person, possibly act for the benefit of mankind? I don't know. You're right, that is a completely stupid premise. Every single example from popular culture shows that increased speed and strength leads to the world conquering villain, the evil overlord for ever and ever and ever. Doesn't it?

Hircine is the Daedric Lord of the Hunt. In Bloodmoon, the game doesn't kill you if you choose to only hunt animalistic prey. It just takes away massive chunks of your health.

I'm not saying that Werewolves should be goodytwoshoes. But the player should be given the opportunity to choose their own destiny. If that means that they become a rather large dog rather than a fearsome slavering monster, that's fine. But I'd rather have the ability to play with the game mechanic rather than having to give up the perks of being a werewolf because of the cons. The cons of being a werewolf accepted by humanity would be that you are less powerful than other werewolves, and that other werewolves (as well as Hircine) think you are less than adequate. The cons of being a fearsome slavering monster would be that humanity hates you.

Incidentally, read the book Twelve by Jasper Kent. It deals with vampires, rather than werewolves. The vampires help out the Russians during the Napoleonic invasion, but then become an enemy of mankind. So the main character is forced to choose between his patriotic loyalty and his loyalty to humanity.

This I can understand. I was under the impression you meant a werewolf superhero sort of thing. But there are stories within the ES that has humans being dellusional that Lycanthropy is a curse. One man in Daggerfall even commited suicide to end the curse.
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Sheila Esmailka
 
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Post » Sat Aug 07, 2010 7:59 am

can you add every night to the poll
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Esther Fernandez
 
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Post » Fri Aug 06, 2010 7:47 pm

ya and another negative could be like in fallout, where every once in a while the talon company/regulators tried to take you out, only with vampires


Let's not turn this into Twilight shall we?

Also, I wouldn't mind it either way, id like skrim to be as diverse as possible so..
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Natalie J Webster
 
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Post » Fri Aug 06, 2010 9:53 pm

Stop mentioning Twilight. There were countless movies in the subject of Lycanthropy before that abomination came out. Twilight is sick....just sick. It promotes necrophelia or bestiality...

Now, what size should the werewolves be? The ones in Daggerfall were big and monstrous like a true werewolf should be while the ones in Bloodmoon were smaller.
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mimi_lys
 
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Post » Sat Aug 07, 2010 1:06 am

im surprised nobody thought of this, but if they do the classical, transform only during a full-moon system, there may be problems if your in a city or villiage at the time of transformation, then all the sudden the guards attack you, forcing you to defend yourself.

with vampirism, guards wouldnt attack unless you attacked someone first, but if im correct, if you transformed into a werewolf in the city in morrowind, guards would attack you.

so in order for them to put the lycanthropy curse for players in game, they would have to find away around this system, and that may be making it a greater power.

or they could add a deadric statue of Hircine and the reward for completing his quest is his ring, which transforms you into a werewolf.
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jennie xhx
 
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Post » Sat Aug 07, 2010 12:54 am

Now the bear is a creature that typically lives alone...Bears with the exception of the great salmon ruts hardly ever socialize and are in fierce competition when they meet...Even in J.R.R. Tolkien's book 'The Hobbit' Bjorn the Berserker lived alone and would only meet and ally with other were-bears on very special occasion...


Bjorn was so freakin amazing. If Tolkien has an awesome werebear in his lore, then Skyrim damn well better, too.

Is a werewolf a wolf, or a wolf-man? A wolf-man isn't a werewolf, it's more of a shapeshifter... I wouldn't mind having four legs and no hands (with my human brain I can operate door handles with my teeth), but I guess I'd take what I'm given. Mind you, it does rather suggest the Native American shapeshifting myths rather than the European man becomes a wolf myth.

So should a werewolf who uses the gift for the betterment of mankind still be hunted by guards and such like? There should certainly be some development of your gift as your character learns more about the ins and outs of being a werewolf. I do like the idea in game terms of becoming a weak wolf at first, and then gaining abilities through the tier system more suited to your werewolf nature, so that eventually you become either an overpowered blood thirsty monster feared and hunted by everyone, or a creature more powerful than a normal wolf/man but with a greater ability to interact with humans.

Sorry, I digressed. If you are a werewolf who only preys on humans, then you should be treated as such. But if you are a werewolf who hunts creatures, then you should be recognised by the townsfolk in some way, not hunted down and killed. Even if it's only "Oh my! that's a very big dog! Here boy. Here boy. Fetch the fishy stick" easter egg


Werewolves in TES are humanoid wolflike monsters. They DO NOT and SHOULD NEVER transform into a wolf. That would be shapeshifting, as others have stated. Granted, I have nothing against shapeshifting, but that's a different topic.

Stop mentioning Twilight. There were countless movies in the subject of Lycanthropy before that abomination came out. Twilight is sick....just sick. It promotes necrophelia or bestiality...

Now, what size should the werewolves be? The ones in Daggerfall were big and monstrous like a true werewolf should be while the ones in Bloodmoon were smaller.


They should be like the brown one in Van Helsing. Or the big black one if you name your character Hugh Jackman. Or Wolverine. lolz

Nah, but I really think some small amount of choice or at least variability in color and size should come into play if lycanthropy is in.
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Kerri Lee
 
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Post » Sat Aug 07, 2010 12:57 am

nah cause then everyone would want to be one. It has to have some heavy negative set backs like uncontrollable transformations. Not only that but it would seem less like a curse and more like a spell.

I completely Agree.

I, for one, would actually like to see Hircine's Ring return to a similar state to Daggerfall. Useless to a boring Mortal, but, to a Lycanthrope, it will halt any and all transformations. BUT it needs a drawback. I should, by morning, have some kind of major debuff. Str/End would have been good candidates...

Also, if there's a "need to eat" mode, I would hope to see that be effected by the ring. If I use it, I should wake in the morning EXTREMELY hungry. Almost dead. I should need to eat as soon as possible.


And, on another note, I would like to see how often I transform reduced by doing quests for Hircine. (not major quest related - special shrine quests) Eventually, I could transform merely on a full moon, like common Werewolf mythology.
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Breautiful
 
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Post » Fri Aug 06, 2010 8:31 pm

something like your skin tears off and fur grows
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Daniel Lozano
 
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Post » Sat Aug 07, 2010 7:57 am



They should be like the brown one in Van Helsing. Or the big black one if you name your character Hugh Jackman. Or Wolverine. lolz

Nah, but I really think some small amount of choice or at least variability in color and size should come into play if lycanthropy is in.

The ones in Daggerfall were brown. Almost identical to the brown one seen in Van Helsing. The image of both side to side is almost equal.

I defintely would choose the grey and black colored ones. And I would love for the werewolves to be bigger than before.
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Rinceoir
 
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Post » Fri Aug 06, 2010 9:12 pm

This has probably already been said, but why deviate from the classic "every full moon" way? That's what it has always been, so why change it? It works best and is most believable in my opinion. It's supposed to be a curse--not a spell you can cast or a form you can take anytime you feel like it. You should have zero control over it, and the full moon thing just makes sense...
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Star Dunkels Macmillan
 
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Post » Sat Aug 07, 2010 1:17 am

This has probably already been said, but why deviate from the classic "every full moon" way? That's what it has always been, so why change it? It works best and is most believable in my opinion. It's supposed to be a curse--not a spell you can cast or a form you can take anytime you feel like it. You should have zero control over it, and the full moon thing just makes sense...

This.

/Argument.
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Marcus Jordan
 
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Post » Fri Aug 06, 2010 10:49 pm

I would like to see something akin to the curse of hiricine mod for oblivion. Anyone you infect with the curse would join your pack, but all other lycans would be hostile while transformed. I have fond memories of infecting almost all of Anvil, and during the nighttime I'd have about 20 werewolves following me.
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Shae Munro
 
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Post » Sat Aug 07, 2010 10:06 am

Throughout the Elder Scrolls series, the only way a Lycanthrope is able to control their transformations, is if they're wearing the Daedric Artifact, Hircine's Ring. This should stay.
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kitten maciver
 
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Post » Fri Aug 06, 2010 9:10 pm

Throughout the Elder Scrolls series, the only way a Lycanthrope is able to control their transformations, is if they're wearing the Daedric Artifact, Hircine's Ring. This should stay.


Not true. In Daggerfall you had a spell that let you toggle between forms twice a day.
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rheanna bruining
 
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Post » Fri Aug 06, 2010 8:56 pm

What's your guys' opinion on the possibility of werewolves only being able to be harmed with Silver?
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Tessa Mullins
 
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