Werewolves of Skyrim

Post » Tue Jul 19, 2011 7:46 pm

Def want, and I will be very disappointed if they are not in. As for what they look like... idk, improved from morrowind is fine.
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Juanita Hernandez
 
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Post » Tue Jul 19, 2011 9:25 pm

I'd like to see some Underworld Lycans or Silver Bullet werewolves.
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Charles Mckinna
 
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Post » Tue Jul 19, 2011 9:47 am

i was looking for this book at my library, and books-a-million, but neither had it! that svcks, i really want to read it


Amazon.com has it for a reasonable price, but I wanted it today, so I had to call a few places to track down a copy.
Apologies for being off-topic, but it is (so far) a great read imo.
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sam
 
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Post » Tue Jul 19, 2011 9:30 am

I am a big fan of werewolves and/or werebears. But the only games that allow a player to become a werewolf is Diablo 2 Ex. and Blood Moon. I really hope they have werewolves in this game.

One thing I would like to suggest for the werewolves is something similar to the percent vampire stages thing in Oblivion.
The percent werewolf is determined by the amount the werewolf consumes.
(As a werewolf the player cosumes a "live creature" dead body, like cannibalism in fallout 3, and gains points. Points are similar to soul gem points. Three "grand soul gem" points cosumed give the player the next stage up for werewolf percent.)

Stage 25% Werewolf-
At night when the player is outside he/she transforms into a werewolf(moon light causes the change). Once changed into a werewolf the player can not change into their normal form until morning.
As a Werewolf guards and people attack or run, if they did not see the player change. If they did see you change guards will follow you and only attack if you attack.
As a werewolf the player loses the ability to talk, cast spells, equip anything, and drink potions or use poisen, raw food can be eaten.
Silver weapons do 50% extra damage.
Strength increased by 7, Endurance increased by 7, Agility increased by 7, and Speed increased by 7.
Hand to Hand increased by 7, Athletic increased by 7, Acrobatics increased by 7.


Stage 50% Werewolf- 4800 points (Three grand soulgems )
At night when the player is outside he/she can choose whether to transforms into a werewolf. Once changed into a werewolf the player can not change into their normal form until morning.
Silver weapons do 100% extra damage.
Strength increased by 14, Endurance increased by 14, Agility increased by 14, and Speed increased by 14.
Hand to Hand increased by 14, Athletic increased by 14, Acrobatics increased by 14.


Stage 75% Werewolf- 9600 points (Six grand soulgems )
The player is able to transforms into a werewolf at any time. The player can change back into their normal form at will.
Silver weapons do 150% extra damage.
Strength increased by 21, Endurance increased by 21, Agility increased by 21, and Speed increased by 21.
Hand to Hand increased by 21, Athletic increased by 21, Acrobatics increased by 21.


Stage 100% Werewolf- 14400 points (nine grand soulgems )
The player is able transforms into a werewolf at any time or a Hybrid at any time. The player can change back into their normal form at will.
As a Werewolf guards and people attack or run, if they did not see the player change. If they did see you change guards will follow you and only attack if you attack.
As a werewolf the player "loses" the ability to talk, cast spells, equip anything, and drink potions or use poisen, raw food can be eaten.
As a Hybrid the player "has" the ability to talk, cast spells, equip anything, and drink potions or use poisen.

Werewolf- Silver weapons do 200% extra damage.
Hybrid- Silver weapons do 100% extra damage

Werewolf- Strength increased by 28, Endurance increased by 28, Agility increased by 28, and Speed increased by 28.
Hand to Hand increased by 28, Athletic increased by 28, Acrobatics increased by 28.
Hybrid- Strength increased by 7, Endurance increased by 7, Agility increased by 7, and Speed increased by 7.
Hand to Hand increased by 7, Athletic increased by 7, Acrobatics increased by 7.



Hybrid is a half werewolf in which the charater looks like a hairy vampire. PS hybrid does not mean vampire and werewolf.
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Angela
 
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Post » Tue Jul 19, 2011 11:15 am

I'd like to see the Van Helsing-esque sort of Werewolf in-game... :foodndrink:. And, if they are in Skyrim, I'd like for them to be a tad more versatile than they were in Bloodmoon :shrug:...
" I saw a Werewolf with a pint of mead in his hand.... Walking through the streets of Whiterun in snow... He was lookin' for a place called 'Gundar's Nook'... Gonna' get a nice piece of, black horker brain... Ow-ooo! Werewolves of Skyrim!"
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meghan lock
 
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Post » Tue Jul 19, 2011 5:22 am

I am a big fan of werewolves and/or werebears. But the only games that allow a player to become a werewolf is Diablo 2 Ex. and Blood Moon. I really hope they have werewolves in this game.

One thing I would like to suggest for the werewolves is something similar to the percent vampire stages thing in Oblivion.
The percent werewolf is determined by the amount the werewolf consumes.
(As a werewolf the player cosumes a "live creature" dead body, like cannibalism in fallout 3, and gains points. Points are similar to soul gem points. Three "grand soul gem" points cosumed give the player the next stage up for werewolf percent.)

Stage 25% Werewolf- 4800 points (Three grand soulgems )
At night when the player is outside he/she transforms into a werewolf(moon light causes the change). Once changed into a werewolf the player can not change into their normal form until morning.
As a Werewolf guards and people attack or run, if they did not see the player change. If they did see you change guards will follow you and only attack if you attack.
As a werewolf the player loses the ability to talk, cast spells, equip anything, and drink potions or use poisen, raw food can be eaten.
Silver weapons do 50% extra damage.
Strength increased by 7, Endurance increased by 7, Agility increased by 7, and Speed increased by 7.
Hand to Hand increased by 7, Athletic increased by 7, Acrobatics increased by 7.


Stage 50% Werewolf- 9600 points (Six grand soulgems )
At night when the player is outside he/she can choose whether to transforms into a werewolf. Once changed into a werewolf the player can not change into their normal form until morning.
Silver weapons do 100% extra damage.
Strength increased by 14, Endurance increased by 14, Agility increased by 14, and Speed increased by 14.
Hand to Hand increased by 14, Athletic increased by 14, Acrobatics increased by 14.


Stage 75% Werewolf- 14400 points (nine grand soulgems )
The player is able to transforms into a werewolf at any time. The player can change back into their normal form at will.
Silver weapons do 150% extra damage.
Strength increased by 21, Endurance increased by 21, Agility increased by 21, and Speed increased by 21.
Hand to Hand increased by 21, Athletic increased by 21, Acrobatics increased by 21.


Stage 100% Werewolf- 19200 points (Twelve grand soulgems)
The player is able transforms into a werewolf at any time or a Hybrid at any time. The player can change back into their normal form at will.
As a Werewolf guards and people attack or run, if they did not see the player change. If they did see you change guards will follow you and only attack if you attack.
As a werewolf the player "loses" the ability to talk, cast spells, equip anything, and drink potions or use poisen, raw food can be eaten.
As a Hybrid the player "has" the ability to talk, cast spells, equip anything, and drink potions or use poisen.

Werewolf- Silver weapons do 200% extra damage.
Hybrid- Silver weapons do 100% extra damage

Werewolf- Strength increased by 28, Endurance increased by 28, Agility increased by 28, and Speed increased by 28.
Hand to Hand increased by 28, Athletic increased by 28, Acrobatics increased by 28.
Hybrid- Strength increased by 7, Endurance increased by 7, Agility increased by 7, and Speed increased by 7.
Hand to Hand increased by 7, Athletic increased by 7, Acrobatics increased by 7.



Awesome
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Adam
 
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Post » Tue Jul 19, 2011 8:41 am

I am a big fan of werewolves and/or werebears. But the only games that allow a player to become a werewolf is Diablo 2 Ex. and Blood Moon. I really hope they have werewolves in this game.

One thing I would like to suggest for the werewolves is something similar to the percent vampire stages thing in Oblivion.
The percent werewolf is determined by the amount the werewolf consumes.
(As a werewolf the player cosumes a "live creature" dead body, like cannibalism in fallout 3, and gains points. Points are similar to soul gem points. Three "grand soul gem" points cosumed give the player the next stage up for werewolf percent.)

Stage 25% Werewolf-
At night when the player is outside he/she transforms into a werewolf(moon light causes the change). Once changed into a werewolf the player can not change into their normal form until morning.
As a Werewolf guards and people attack or run, if they did not see the player change. If they did see you change guards will follow you and only attack if you attack.
As a werewolf the player loses the ability to talk, cast spells, equip anything, and drink potions or use poisen, raw food can be eaten.
Silver weapons do 50% extra damage.
Strength increased by 7, Endurance increased by 7, Agility increased by 7, and Speed increased by 7.
Hand to Hand increased by 7, Athletic increased by 7, Acrobatics increased by 7.


Stage 50% Werewolf- 4800 points (Three grand soulgems )
At night when the player is outside he/she can choose whether to transforms into a werewolf. Once changed into a werewolf the player can not change into their normal form until morning.
Silver weapons do 100% extra damage.
Strength increased by 14, Endurance increased by 14, Agility increased by 14, and Speed increased by 14.
Hand to Hand increased by 14, Athletic increased by 14, Acrobatics increased by 14.


Stage 75% Werewolf- 9600 points (Six grand soulgems )
The player is able to transforms into a werewolf at any time. The player can change back into their normal form at will.
Silver weapons do 150% extra damage.
Strength increased by 21, Endurance increased by 21, Agility increased by 21, and Speed increased by 21.
Hand to Hand increased by 21, Athletic increased by 21, Acrobatics increased by 21.


Stage 100% Werewolf- 14400 points (nine grand soulgems )
The player is able transforms into a werewolf at any time or a Hybrid at any time. The player can change back into their normal form at will.
As a Werewolf guards and people attack or run, if they did not see the player change. If they did see you change guards will follow you and only attack if you attack.
As a werewolf the player "loses" the ability to talk, cast spells, equip anything, and drink potions or use poisen, raw food can be eaten.
As a Hybrid the player "has" the ability to talk, cast spells, equip anything, and drink potions or use poisen.

Werewolf- Silver weapons do 200% extra damage.
Hybrid- Silver weapons do 100% extra damage

Werewolf- Strength increased by 28, Endurance increased by 28, Agility increased by 28, and Speed increased by 28.
Hand to Hand increased by 28, Athletic increased by 28, Acrobatics increased by 28.
Hybrid- Strength increased by 7, Endurance increased by 7, Agility increased by 7, and Speed increased by 7.
Hand to Hand increased by 7, Athletic increased by 7, Acrobatics increased by 7.


I'd like to see this done with the skyrim system in mind. Strength, endurance, speed, agility, hand to hand, athletics, and acrobatics among other things do not exist anymore, sorry man. But I like you're idea, I do!
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Donatus Uwasomba
 
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Post » Tue Jul 19, 2011 10:37 am

All I want is absolute confirmation of them in-game...And to see what Bethesda has created and if the player can contract the disease as far as werewolves are concerned...
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Matthew Barrows
 
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Post » Tue Jul 19, 2011 8:00 am

The werewolves from Dragon Age: Origins are pretty cool, and the actual change is pretty badass. Sounds incredibly painful. The idea that they are tortured I like, as they are abominations of nature. I even liked that it was a disease with its roots in magic. I don't like the whole "transform by the light of the full moon" baloney. Seems cheezy. If werewolves are added, then once you are a werewolf, you remain a werewolf and are not accepted in towns, etc because you look like a walking talking vicious wolf. Maybe there could be a werewolf society you could join or something? Other than that, you'd need to find a cure, or go on adventuring with very little social interaction for the rest of the game. I don't think something like werewolves should be treated lightly, as Vampires were in Oblivion. Since werewolves are not effected by sun damage, they would be too powerful if they were allowed into towns and such still. Everybody would just make their characters a werewolf for the added benefits.

So there's my answer. Lycanthropy is a disease that you have at all times until you find a cure, but it gives you strength and speed bonuses. It would be cool to get pack bonuses too, so fighting alongside wild wolves or other werewolves would gain you some perk.

What I don't like about Immortal King's long % thing is that the disease gets better the longer you have it. I think penalties should get much worse, and stats only increase a little bit. +28 is huge, in Oblivion terms (no stats in Skyrim). A boost to health would work, and I do like the idea of not being able to cast spells.
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Spaceman
 
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Post » Tue Jul 19, 2011 10:24 am

The werewolves from Dragon Age: Origins are pretty cool, and the actual change is pretty badass. Sounds incredibly painful. The idea that they are tortured I like, as they are abominations of nature. I even liked that it was a disease with its roots in magic. I don't like the whole "transform by the light of the full moon" baloney. Seems cheezy. If werewolves are added, then once you are a werewolf, you remain a werewolf and are not accepted in towns, etc because you look like a walking talking vicious wolf. Maybe there could be a werewolf society you could join or something? Other than that, you'd need to find a cure, or go on adventuring with very little social interaction for the rest of the game. I don't think something like werewolves should be treated lightly, as Vampires were in Oblivion. Since werewolves are not effected by sun damage, they would be too powerful if they were allowed into towns and such still. Everybody would just make their characters a werewolf for the added benefits.

So there's my answer. Lycanthropy is a disease that you have at all times until you find a cure, but it gives you strength and speed bonuses. It would be cool to get pack bonuses too, so fighting alongside wild wolves or other werewolves would gain you some perk.

What I don't like about Immortal King's long % thing is that the disease gets better the longer you have it. I think penalties should get much worse, and stats only increase a little bit. +28 is huge, in Oblivion terms (no stats in Skyrim). A boost to health would work, and I do like the idea of not being able to cast spells.


I did mentioned that it is like Vampires stages, because over time if the players does not keep killing he/she drops down to stage 25%. And the player is not able to have the +28 unless they are a Werewolf form and they lose a number of abilitys as a werewolf. <>

Of course you did give me an idea. I am sure we have heard of branding cow/cattle right. How about if the player becomes a werewolf they can receive a brand of an insignia identifying the player as a werewolf, so guards and NPC do not attack on sight. But if the player commits a crime they can track it to the player in normal form. Any werewolf not bearing an insignia will be killed on sight.
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WTW
 
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Post » Tue Jul 19, 2011 9:31 pm

it would be OK if they came in a DLC with a questline.
I would be inpressed if both vamps and werewolfs had a questline (even if it was minor) and some organisation like a clan or order.
If the game does not have a vamp or werewolf questline (but plan to have a DLC questline) they should at least have free roaming werewolfs/vamps and dungeons that contain vamps/werewolfs with the ability to infect you into their ranks.
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Stace
 
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Post » Tue Jul 19, 2011 4:29 pm

I voted Yes to werewolves but through a quest line.

i don't want to go through the game and randomly stumble upon a were-wolf and get turned into one.
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Kitana Lucas
 
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Post » Tue Jul 19, 2011 4:24 pm

I voted Yes to werewolves but through a quest line.

i don't want to go through the game and randomly stumble upon a were-wolf and get turned into one.



If you ever seen the movie "Red Riding Hood" they mention in the movie that during the blood moon a new werewolf can be created. Maybe during the Shade of the Revenant can the player get lycanthrope. And in three days turn.
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Nathan Hunter
 
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Post » Tue Jul 19, 2011 6:32 pm

No to each one.
ONLY because there isn't a idc in the first question.
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Jynx Anthropic
 
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Post » Tue Jul 19, 2011 11:38 am

I love you OP. You watched CURSED. And you even put in Van Helsing! F'K YEAH SOME SERIOUS CASTLEVANIA STYLE WEREWOLVES F'K YEAH!
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Anthony Santillan
 
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Post » Tue Jul 19, 2011 2:34 pm

Where the heck is the Werecrab option? I can't reasonably vote in this poll unless I can vote for Werecrabs.
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Esther Fernandez
 
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Post » Tue Jul 19, 2011 12:46 pm

if there aren't werewolves in skyrim I will be like this "awh man" but if they are I will be like this "cool I wonder where I can get the disease"
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SEXY QUEEN
 
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Post » Tue Jul 19, 2011 5:35 pm

One other thing when the player changes, the color of the character's hair determines the color of the werewolf.
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Dylan Markese
 
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