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1. Vampires/Unvampires?? Fri Jan 23, 2004 [9:28 AM]
mordenaire
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member since: Dec 9, 2003
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I am posting this under the rp because I have rp races on my mud. They are flags that are set on chars that follow the rp restrictions. The first is a vampire, the character has several benefits and a few detriments from becoming a vampire. They are immune disease have some cool forms, get regeneration, etc. The second is lycanthropy. On full moons they are forced to another form, and they can really do some mega damage. I want to have a "good" aligned alternative to these forms since they are both generally considered evil. I know that they battle each other, but I was thinking of something new. I am not into buffy's slayer idea, as well the skank is really not good aligned. And I would like to have it "granted" to a player. I was kind of thinkng of an angel type of idea. The player would basically die and be sent to a higher form. Any ideas you can com up with would be great.

Mordenaire.
telnet: 209.91.139.228 7000
Mudding like it used to be.


2. RE: Vampires/Unvampires?? Fri Jan 23, 2004 [10:37 AM]
DaShiVa
DaShiVa.LunATiC@verizon.net
member since: Aug 10, 2001
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Do you want 2 more "good aligned" classes? or good aligned versions of evil vamps and evil ww?

Many consider that vampires are always evil, and werewolves as good (they worship the earth mother, etc... humans tend to disagree on just how "good" the garou are, however :P)

If it's extra classes, just add angels/clerics/priests or faeries/sprites/brownies, etc, or perhaps paladins... if it's variations on the theme, you can have darkvamps (evil) with a high beastiality (more like gangrel/brujah?) that can, say, take extra sunlight damage, but hit harder, and require more blood or similar. Then have the aristocratic type of vampire, wise and civilised (Toreador/tremere/ventrue?) who are more like lords, who take care of their "flock"...
For the werewolves you could take the aspect of the bone gnawers and red talons for the "bad" ww, and the "good" glass walkers and children of gaia type setting.

All very vague and basic, but with a little research you should be able to develope an adaptation that suits you.


3. RE: Vampires/Unvampires?? Fri Jan 23, 2004 [3:14 PM]
mordenaire
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member since: Dec 9, 2003
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These are not "classes" per se. These are rp flags assigned to the char. For example: bob the human warrior meets Sally the Elf cleric, and is seduced by her charms.
She has the vampire flag, and wishes to embrace our hero
into eternal darkness. Bob then gets a vampire flag set on his char also. What I am looking for a is "good" aligned
version of this that I can assign to chars that would battle the evil vampires. Ie ... angel, having bob give up his life for a greater power.
telnet: 209.91.139.228 7000
Mudding like it used to be.


4. RE: Vampires/Unvampires?? Fri Jan 23, 2004 [9:33 PM]
Mirikon
scorpion@uga.edu
member since: Dec 13, 2002
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Well, have you considered doing the mirror images of those two? For instance, you have Vampires, strongest at night, take damage from the light, are initiated into darkness by a bite. Mirror image would be creatures that are strongest during the day, take damage by the darkness, and are initiated into the light by a bite or a religious rite. As for Werewolves, most of the lycanthropes you see in games are four-legged mammals, right? Why not have their counter be things like birds? Just an idea.
Never underestimate the power of stupid people in large groups.


5. RE: Vampires/Unvampires?? Sat Jan 24, 2004 [7:23 AM]
desharei
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member since: Jan 18, 2002
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The phoenix would be a great vampire opposite. Reborn from ashes after dying in a blinding burst of flame, strongest during the day, generally considered a "good" character type. The flag would enable them to fly (maybe only during the middle of the day when the sun is highest in the sky, or only from mid-morning to early afternoon), cause a blinding whirlwind of sand if they flap their wings when in danger (thus lowering their enemy's defenses to some extent)...

Cantrips for a phoenix could be pretty neat too. Flames flickering at their wingtips, or maybe leaving a trail of ash in their wake..the flag might change their eye color to some really nifty piercing blue color.. retractable wings that extend magically as needed...

And so forth and so on.


6. RE: Vampires/Unvampires?? Sat Jan 24, 2004 [4:58 PM]
Raimitsu
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member since: Dec 30, 2001
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Reavers and Hellspawn...

Reavers as in Soul Reavers from the Legacy of Kain series of video games. For those not familiar Raziel, a former vampire was killed by his own clansmen and resurrected by a god calling himself "the elder" to avenge his own death and scourge the vampire plague that has corrupted the lands of Nosgoth. These things while not exactly good are the natural predators of vampires and are unaffected by the goings and comings of a few measly humans. They are ethereal beings by nature and continually lose life when manifested in the physical realm, requiring constant resustancing(word?) by devouring the souls of their victims. Should their hp fall to zero they revert back to the ethereal plane where they recouperate but cannot interact with anything in the physical realm (i.e. all equipment they had would fall to the ground) or see living things. This is an outstanding concept for limiting the power of a potentially uber-character. They use elemental magics on the basis that like particles and antiparticles- the natural and unnatural cannot coexist in the same space at the same time and so natural elements (rock, water, fire, you know captain planet type stuff...) are highly lethal to vampires/werewolves. High level reavers can have access to several forms of ethereal blades that are symbiotically attatched to their arms and transfer with them between physical and ethereal planes of existence.

Hellspawn or Spawn from Todd McFarlane's famed comic empire are creatures spawned by the gods of hell to pave the way for the coming of the true demonic invasion. They are "the generals of hell's armies". Vampires and werewolves are potential threats as they either see themselves as gods or worship another and so must be eliminated. Also, their souls have already been spoken for and so are useless to the cause of Malebolgia. Humans with their sin stained souls granted to them by the naive benevolent gods however are potential recruits to hells ranks and so should be left to their decadent ways to await their own judgement. Hellspawn use necromantic magics and dont wear armor but can create a layer of symbiotic armor which when manifest enhances their powers. However their magics rather than using mana actully require their own hp to cast so every time they use their special powers they get closer to their masters.

Both of these creatures can be the product of two flags. One for REAVER_LARVA, SPAWN_LARVA which can be activated however you wish... on creation by chance, by some PC faction or leader, maybe completing a quest- which simply means that when they die they are reborn as full fledged REAVER, SPAWN and granted all the abilities they are entitled to.

-R.Deucalion


7. RE: Vampires/Unvampires?? Sat Jan 24, 2004 [11:38 PM]
mordenaire
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member since: Dec 9, 2003
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Brilliant ideas for races, but coming from hell would make them evil right? I think that I will probably get into a heaven and hell sort of battle soon ... Maybe I am being too picky, or lazy ... I think that I might just have to create something new.
telnet: 209.91.139.228 7000
Mudding like it used to be.


8. Vampires, Werewolves, and Slayers Sun Jan 25, 2004 [12:53 AM]
tzephtan
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member since: May 20, 2002
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This is actually the same debate that happened in a different mud that I play on. Here's the solution that I came up with.

These special chars are designed to aid RP. So you are totally right... having all the specials being evil doesn't make much sense, cause it's imbalanced. Same thing happened on our mud. With a little rethinking, three types of specials could typify all RP. (Could do more, but here's just the basic three.) Note: this might not be what you had in mind, but if you think about it, this may be a different solution that works too.


Three Factions Opposed:
1) Vampires: Originally twisted devotees of necromancy seeking power and immortality. Vampires are power hungry and seeking to convert the lands into their feeding grounds and torture chambers. Align: Evil.
2) Werewolves: Follow the Law of the Jungle (Kipling's Jungle Book). They see themselves as the top of the food chain and are only interested in the hunt. You kill it, you eat it. Everyone else is mere prey. Feral hunters. Align: Neutral (don't care for morality).
3) Slayers: A line of holy warriors who seek to stop the unholy menaces that plague the land. Both vampires and werewolves kill without a thought, and these specially endowed warriors have been consecrated to defend the innocent! Align: Good.

This is a picture where each group has a solid reason for battling the others, and there is much to RP from.
1) Vampires hate weres and slayers because they hamper their plans.
2) Werewolves battle vampires and slayers because they need to uphold their position as top of the food chain and the Hunters.
3) Slayers seek to destroy vampires and weres because they are destructive forces that must be eradicated to protect the innocent citizens of the land.

These three positions are also very easy to RP from, and give three very different styles of RP:
1) Vampires have the whole dark, demonic, human sacrifice aura to them, with their schemings to take over the world.
2) Werewolves are raw vitality... like Wolverine in his feral stage. Loud and proud. Only looking for a good meal and a solid battle... but not caring if their victim is a villain or a saint. Also lots of great visual effects like having weres only getting food from corpses, area echoes of howling for when a pack is hunting, etc etc.
3) Slayers have the knight in shining armour effect, with the power of a holy war behind them. Some muds try to have good be pacifistic... Holy warriors are more fun. =P


I hope that you find the solution you are looking for. The one thing I'd say, though, is that werewolves are FAR more fun as neutral, unaligned, feral hunters. There's a reason that Wolverine is the favourite X-Man. It's a hell of a lot of fun.

Tz


9. RE: Vampires, Werewolves, and Slayers Sun Jan 25, 2004 [8:08 PM]
mordenaire
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member since: Dec 9, 2003
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I think I like the idea of neutral lycanthropes.
(since I coded them in already)
I think I will play this up .... and put the spawn stuff in the idea and soon to be implmented jar.

I like it ... and if there is more feedback ... I definitely welcome other responses.

Thanks everyone
telnet: 209.91.139.228 7000
Mudding like it used to be.


10. RE: Vampires, Werewolves, and Slayers Fri Feb 6, 2004 [2:08 PM]
AzerothX
azeroth@simud.com
member since: Feb 13, 2003
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I like the idea of flags for vampire and lycanthrope as opposed to having them as races (in a Mu* setting anyhow). Then any "race" can be embraced or changed into this particular "condition" (though I admittedly love having different "clans" of vampire and/or lycanthrope....e.g. malkavian, nosferatu, tremere, toreador, etc. and then garou, bastet, etc.) Your game though...for sure.

Ok on the other side of the coin...what to do for a "good" aligned comparison... Angels seem like a first choice but I would stay away from them (for in truth their equal would be demons, not vampires). I would say having something like a "plantouched" race? This could also be a flag, where the character has the planetouched ability, perhaps it could also be described as "blessing". Where the character has been endowed with some sort of holy energy? You could play with that idea I suppose. The slayer idea seems to be a possibility as well. I always loved the personas of the slayers from the Castlevania games...particularly Trevor or Simon Belmont :)

Hope this helps...




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