Post by TEAGAN TEAGAN TEAGAN TEAGAN TE on Jun 25, 2016 14:50:28 GMT -5
I agree with staggering the monsters' growth. Instead of making IRL time restraints, though, perhaps we can require that the monster character has at least one thread at each level of progression before being able to pay for the next level? That way, there will be a delay, and we can have the weaker savage ones running around more. Not to mention, it'll help stimulate character growth and development through what the character experiences during that time.
EDIT: In that case, we could do a straight-forward refund without having to keep track of their RP or anything. I also believe the beasties should be unable to use human magic except for what is specified in their higher levels.
We'd have to get into specifics on thread length...maybe just so many posts IC. Or maybe we release the points on a modifier, for every 1 RP point they earn IC as a creature they get 4 or 5 of their old points too, so it's just accelerated growth till they burn it out (like bonus xp in most MMOs)
Monsters cannot use magic, so we would prolly be going with a refund. Considering RP is account based and not character based, it doesn't mean someone would have to immediately dump all their refunded RP straight back into their character. Even if they did, I'm not sure I'm super opposed to it. Basically, it comes down to one big principle: don't over-complicate things when you could instead just put some faith trust in our potential future members. I am not about to try and figure out a convoluted way to micromanage every single character on the site at once to make sure their exact progression follows a certain time-frame. Also, don't forget that, aside from RP going up at the regular trickle from posting, the rest of the system is not automated. We end up ultimately raising people's ranks and giving them new positions. I am not saying that we should up and reject someone who says: "I want to make a werewolf and rank him up to lvl6", I also don't think it is completely unreasonable to go: "okay, but I'd like you to give an in character explanation for it". I wouldn't even be looking for a super in-depth one either. Maybe something like: "well, my guy was super powerful before and now that he has been turned he retains some of that power, just not as magical ability". It might be generic and probably could be better written out, but to me it isn't worth the hassle of trying to micromanage how other people want to post to the degree that you're probably running the risk of driving off an otherwise decent member.
But yeah, as a summary: we could just trust our future members to be reasonable and ask that they provide some IC explanation for major character changes without making it a pain in the butt for them and us.
So I think what we need to wrap up this thread is each creature type (Human, Werewolf and Vampire) to have their own paragraph or two description including the main stuff at the beginning of this thread. Also a finalized progression tree for each one. Don't necessarily have to have them both put side by side in the finished stuff (I imagine in the lore thread we would have the descriptions and the progression trees in a different thread concerning points).
Post by TEAGAN TEAGAN TEAGAN TEAGAN TE on Jun 26, 2016 8:02:08 GMT -5
First revision, ho! Just so that we don't forget the changes we discussed. I changed the titles per Talon's suggestions (I chose "Mongrel" for level 1 lycans because the almost-werewolf form is a seriously ugly mix of species), moved the bat transformation to level 6 (I don't want them to gain all sorts of abilities all of the sudden), and added the humanoid bat form to masters and lords. It looks like no changes were suggested for the lycans, so I left them alone. Here are short bios for the abominations. I held off on the humans since that may be more suitable with the human stuff we're still working on.
Does anyone have a name for a level 10 lycan other than an alpha? We could just make level 10 alpha and the leaders below that could simply be pack leaders IC as necessary.
Also, do we want vampires to be killed by getting their heads cut off? Since their hearts aren't especially important (staking them doesn't do anything as it is currently written), why would cutting their heads off be more of an instant-death than cutting their torsos in half or something? If the head is cut off, then the rest of the body is utterly useless so they will die pretty fast, but, for now, I will make that act itself not fatal.
Since half-abomination babies are weird, I left anything about that out for now. We can cross that bridge when we come to it. I figured half-abomination kids could happen if a lycan bit a pregnant human and turned her into a lycan. A vampire might be able to do that more easily by giving the human his/her blood without drinking the human's blood first, and this incomplete blood exchange ceremony would result in an incomplete half-vampire. I figure we can just keep these half-things as incredibly rare for now.
Abominations were originally humans altered by fae. After escaping the fae's control, they have learned how to turn humans into creatures like them, although the fledgings have no individual wills or complex thoughts until later in their development. Their physical strength and senses grow stronger and sharper with age, experience, and a healthy diet. A human who is turned into an abomination loses the ability to use human magic, and the writer will be refunded RP for the levels lost.
Like with human and fae magic, the abilities of abominations are increased on nights of the full moon.
Lycans are carnivorous beings with savage and violent tendencies that can take wolf or wolf-like forms. They typically feel drawn to nature. The dexterity of their transformation increases with their levels. Although they cannot completely undo their wounds, their regenerative and healing abilities increase as well. Silver is deadly to them. The legendary alpha is rumored to live for hundreds of years, but this has not be confirmed. Despite the specialized focus of the lycans' abilities, they are not inferior to vampires and are capable of matching a vampire a level or two above them in raw physical strength, although the vampire will typically make short work of the fight using his or her special abilities.
A human becomes a lycan after being turned by a fae, through birth between lycan parents, or after being bitten by a lycan of a high level.
Vampire are hemovores that pride themselves on their peaceful, mind-controlling strategies that do not require the savagery used by lycans. They consider themselves to be civilized and have a slavery-based hierarchy. They may be killed with sunlight or absolute destruction of their heads, and all but the elites return to a death-like sleep during daytime. Rather than healing, any damage they take will eventually be undone. In the case of losing a limb, it is much easier to reattach it, but the limb will eventually reform after enough nights of rest, depending on the vampire's level. Although they are not as physically strong as werewolves, they have special abilities that even their odds.
Vampires can drink the blood of anything, but fresh human blood is the most delectable. A human becomes a vampire after being turned by a fae or exchanging blood with a vampire of a high level.
Lycans Level 1. Mongrel.
Their masters make them transform into dysmorphic human-wolf forms against their will, and it is extremely painful. While transformed, they have no wills of their own. They feel savage and violent and may feel more at home in the wild. While transformed, they are stronger than humans or even fledgling vampires.
Silver burns them immediately upon contact.
Level 2. Werewolf.
Although werewolves are still hideous, the pain of transformation has lessened. Their transformed state is more wolf-like than a fledgling’s. Although they still feel overcome with aggressive urges, they are slightly calmer than fledglings.
Level 3. Wolf.
The lycan’s body has adapted to the fae magic enough to completely turn into a wolf. Their senses and strength are greater than a werewolf’s. They have the ability to think on their own but must obey their masters.
Level 4. Wolf.
Stronger than at level 3.
The wolf has increased healing ability.
Level 5. Dire Wolf.
Stronger and larger than at level 3, the dire wolf has enough experience with magic to be able to transform at will. They may think and plan independently, but they would feel extreme discomfort if they were do disobey their masters.
By biting a human while in wolf form, that human may become a fledgling werewolf. Multiple attempts may be necessary.
Silver will begin to burn them after a few seconds of contact.
Level 6. Dire Wolf.
Stronger than at level 5. They have increased healing ability.
Level 7. Dire Wolf.
Stronger than at level 6 and with increased healing ability. They are significantly larger than when they were level 5.
At this point, half of the humans they bite become werewolves after only one attempt.
Level 8. Fenrir.
The Fenrir has the ability to completely control the transformation process. A Fenrir may take the form of a small wolf, a werewolf, or even a ten-foot behemoth of a wolf. They often choose an enhanced werewolf-like form, and they can easily become more or less wolf-like or human-like. A Fenrir is stronger than a vampire ruler when it comes to pure strength. They can disobey their masters freely, so their masters often try to exterminate them before they reach this stage.
They have enhanced regenerative abilities and have a warmer body temperature than humans.
Biting a human while in human form will cause a yearning for raw meat and may make the human feel more savage for up to two weeks, but they will not become a werewolf.
Silver may take ten seconds to begin burning them.
Level 9. Fenrir.
More capable than at level 8.
Any human they bite will become a werewolf.
Level 10. Alpha.
Stronger and more powerful than a Fenrir, these can reach up to two stories in height in wolf form. They transform so quickly that a low-level human will not be able to discern anything between their initial and final forms.
They have tremendous regenerative abilities and can only be confirmed dead after removing their heads. Even then, the head in question may still attempt to bite or attack those nearby from anywhere from a day to one week later.
As the master of masters, their tremendous strength and overwhelming ability makes all lower-ranking lycans want to follow them. They may take control of a dire wolf’s werewolves, even if the dire wolf refuses to submit.
Even biting a human while in human form is potent and may cause one to become a werewolf.
Silver make take up to twenty seconds to begin burning them.
Vampires Level 1. Slave.
Barely sane and starving for blood, they attack any human they notice and feed whenever possible. Their physical strength is greater than a standard human's, but a warrior may be able to kill one. They heal more quickly after ingesting blood. Their senses are slightly better than a human’s. They are at the complete subjugation of their sires. The sire may be a true vampire or a fae.
They appear similar to a human but have fangs. Their bodies are cold, and they have no heart beats and do not need to breathe. They do not age. They can only ingest blood and water, and anything else tastes abhorrent to them and makes them vomit.
Although they can survive on animal blood, fresh human blood is far more delectable. Their bites are extremely painful.
Sunlight will begin to incinerate their exposed body parts within seconds. They are forced into a deathlike sleep during daylight hours and are only awake after the sun has finished setting and before dawn begins.
They can also be killed by having their heads utterly crushed. Like after exposure to sunlight, they will turn to ash after their final death.
Level 2. Servant.
Servants still crave blood, but they have the self-restraint to not attack every human they see. Even so, they must feed several times a night. Their physical strength is greater than a fledgling's, but a skilled warrior may be able to kill one. They are at the complete subjugation of their sires.
Except for their limited self-control, they appear identical to fledglings.
Level 3. Steward.
These servants crave blood but have the self-restraint and awareness to intelligently hunt their prey. They must feed at least twice a night. A skilled human warrior would struggle against one. Although they have some independence, they must obey any direct orders from their sires.
Level 4. Overseer.
A true vampire must feed at least once a night. Their physical strength is great enough to defeat a skilled human warrior with their bare hands. They can heal quickly from most injuries. Although they can think independently and are no longer dependent on their sires, disobeying a direct order would be extremely uncomfortable.
They can sire fledgling vampires by drinking the human’s blood and then feeding that human their own blood.
The irises of their eyes are now red.
Their saliva has an analgesic, so their bites are less painful than those of servants.
Sunlight will begin to incinerate their exposed bodies within ten seconds. They begin to awaken during sunset and become drowsy during sunrise. They sleep during daytime.
Level 5. Overseer.
They must feed once every two nights. Slightly stronger with greater senses than at level 4.
The tips of their ears have become pointed.
The vampire may be able to use some weak illusory magic.
Level 6. Overseer.
They must feed every few days. Stronger than at level 5.
The vampire may transform into a standard vampire bite.
Their fingernails are slightly long and sharp like daggers.
The vampire may now hypnotize prey at lower levels, but prey at the same levels or greater may resist it.
Level 7. Overseer.
They must feed at least once a week. Stronger than level 6.
The vampire bat transformation has enhanced abilities compared to a standard vampire bat.
Their bites have such a strong analgesic reaction that the entire area surrounding the bite becomes numb. With this combined with their hypnotism, their prey may continue their daily lives unaware of serving as a vampire refreshment except for some anemia.
Level 8. Master.
They can go for weeks without feeding. They are stronger than true vampires and have greater senses. As they have become their own masters, they may disobey their sires completely, which is why their sires may kill them before they reach this level.
Their hypnotism is strong enough that any human passerby might feel attracted to a vampire master after only a glance. Although their appearance has changed little after becoming a vampire, the magic construing their form makes humans perceive them as enticing and beautiful.
Their bites are pleasurable.
They can not only transform into enhanced vampire bats, but they can use weak transformation magic to enhance their fingernails, fangs, or ears when necessary and make them more bat-like.
Sunlight begins to burn them after thirty seconds. Although they can force themselves to stay awake during daytime, it is very uncomfortable.
Level 9. Master.
They can go for months without feeding, but they often drink nightly because feeding is so pleasurable to them. They are superior compared to when they were at level 8.
Their bites are quite pleasurable. After enough experience being bitten, it is possible for a human to become addicted to their saliva.
After some practice, they can transform into humanoid bat creatures. Although capable of flight, these forms are much clumsier than at level 10. They are no stronger than when in human form, but their skin is tougher.
They may be exposed to sunlight for up to two minutes before beginning to burn.
Level 10. Lord.
They can go for years without feeding.
Their bites are so pleasurable that their prey may beg to be bitten again. The prey may become addicted after being bitten only a few times.
They may transform freely into a humanoid bat form, and the transformation is very swift. They can fly and fight capably in this form. Their illusory magic is at a high level.
They may tolerate sunlight for several minutes before beginning to burn. Although staying awake during daytime is unpleasant, they can do it without difficulty if they so choose.
Post by Talon Windwaltz on Jun 27, 2016 10:55:29 GMT -5
I was imagining that Lycans and humans, vampires and humans, etc. could just make half-woofers and half-suckers the old fashioned way, and that it didn't necessarily require some kind of weird ritual. However, I agree that this is probably best left for RP (should a Lycan character and a human character end up fading to black together, for example, and we wonder what the result may be.)
(Are we still fading to black? Are we still a children's site? Will Hawkins get really mad and let Proboards know should we exceed PG-13?)
Post by Talon Windwaltz on Jun 27, 2016 12:51:12 GMT -5
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Post by Morgan Pendragon on Jun 27, 2016 15:59:19 GMT -5
I had a thought regarding beasties that are neither lycan nor vamp. I propose that we lump them together as like 'fae touched' beings and then we don't have to have individual progression trees for each. We can add elementalism back in that way if we want. I'm willing to make the progression tree myself once I get home.
Post by TEAGAN TEAGAN TEAGAN TEAGAN TE on Jun 27, 2016 17:13:56 GMT -5
I included elementalism in the progress tree for evocation. There are a lot of potential interesting creatures we could have, but I think they want to throw breaks on anything outside of lycans and vampires for now. I was turned down when I suggested some earlier. We could give them a shot later on after the site becomes more established.
As far as random fae go, the writers are free to design them as they want.
Teagan Offline: This board is full of nostalgia.
Aug 22, 2020 8:39:09 GMT -5
Missing the old MH: gotta say missing when MH and all that was around.
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Willow_lazy: why tf are there 400 posts about adidas
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Azrael: I'm not hard to find, since I'm the only one there who goes by "Azzy", I'm pretty sure. XD
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Azrael: Dunno if anyone still pops by here from time to time, but if any of you mofos do and still feel like gettin' yo nerd on, I've been hanging around this here place a bunch recently: www.roleplayerguild.com/
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Azrael: hold onto your pantaloons
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