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What would you like to see in a werewolf pack?

When they released the sims 4, there was a dog crockery piece, presumably hinting to Pets, and we have werewolf statues in Vampires, presumably hinting to a werewolf pack. So, what are your thoughts on a werewolf pack?

Comments

  • DannydanboDannydanbo Posts: 18,057 Member
    Those aren't necessarily hints. There is a gargoyle statue also, are gargoyles going to be a future life state? I don't see being a stone building decoration during the day and roaming the neighborhoods at night very fun.

    As for werewolves, my third favorite and wanted supernatural, I'd like to see them fleshed out a little more. I'd like more of a pack mentality and Alpha wolf leadership. I also want an A and B look similar to what they did for vampires. A normal, everyday, walking around sim and a werewolf form similar to the creature on the wall hanging object that came in Vampires. A half wolf, half human form with claws and sharp teeth. I do not want a wolf version. That would be very limited IMO to have my sim as a wolf running around. Not really all that scary.

    A werewolf however is very scary. Of course, being the sims, there would need to be some cute or fun quirks to keep the game light as they did with vampires. I'm not sure a POWER ladder is needed as they are either a sim or a werewolf. There's no real gaining of powers with werewolves. They are what they are. Now other skills and traits would have an influence on your werewolf, for example, a more athletic sim would be a faster, more powerful werewolf whereas a geek or genius might be a smarter, leader type werewolf.

    In werewolf form, they should move faster, smell things from a distance better and howl at the moon. They should also be able, as werewolves, to "sniff" out plants, herbs, gems or anything else a witch or vampire might ask them to find.

    I also think it might be interesting to connect them to vampires. In both vampire and werewolf lore, vampires have controlled werewolves to some degree. I don't want them as slaves or "pets" to vampires, but there needs to be something that draws them together in a fundamental way.

    I also think this would be a good time to add body hair back into the game.
  • VanPelt81VanPelt81 Posts: 2,990 Member
    Dannydanbo wrote: »
    Those aren't necessarily hints. There is a gargoyle statue also, are gargoyles going to be a future life state? I don't see being a stone building decoration during the day and roaming the neighborhoods at night very fun.

    Seeing this comment reminded me of this...

    https://www.youtube.com/watch?v=OjA443qGvh8

    ...which in turn now makes me want Gargoyles as a supernatural race in the Sims 4.
    As for werewolves, my third favorite and wanted supernatural, I'd like to see them fleshed out a little more. I'd like more of a pack mentality and Alpha wolf leadership. I also want an A and B look similar to what they did for vampires. A normal, everyday, walking around sim and a werewolf form similar to the creature on the wall hanging object that came in Vampires. A half wolf, half human form with claws and sharp teeth. I do not want a wolf version. That would be very limited IMO to have my sim as a wolf running around. Not really all that scary.

    A werewolf however is very scary. Of course, being the sims, there would need to be some cute or fun quirks to keep the game light as they did with vampires. I'm not sure a POWER ladder is needed as they are either a sim or a werewolf. There's no real gaining of powers with werewolves. They are what they are. Now other skills and traits would have an influence on your werewolf, for example, a more athletic sim would be a faster, more powerful werewolf whereas a geek or genius might be a smarter, leader type werewolf.

    In werewolf form, they should move faster, smell things from a distance better and howl at the moon. They should also be able, as werewolves, to "sniff" out plants, herbs, gems or anything else a witch or vampire might ask them to find.

    I also think it might be interesting to connect them to vampires. In both vampire and werewolf lore, vampires have controlled werewolves to some degree. I don't want them as slaves or "pets" to vampires, but there needs to be something that draws them together in a fundamental way.

    I also think this would be a good time to add body hair back into the game.

    I like all of these suggestions.
  • DannydanboDannydanbo Posts: 18,057 Member
    I'd be fine with another supernatural being able to bring that gargoyle statue to life for a very short time to perform some deed, but as a life state to play, I just don't see them having any range of play at all.
  • CinebarCinebar Posts: 33,618 Member
    I want gargoyles, too. :) But werewovles I hope are as good as the vampires in TS4. No more pet head etc.
    "Games Are Not The Place To Tell Stories, Games Are Meant To Let People Tell Their Own Stories"...Will Wright.
  • AuronoiChieftainAuronoiChieftain Posts: 362 Member
    I would love it if you could have different types of Wrewolves, like a Werecat, Were Lizard/Dragon. Werebear, Wererat, and even (personally I'd like this) a WereGodzilla.
  • Toz91Toz91 Posts: 117 Member
    That's actually a good idea (albeit the weregodzilla, lol). It's interesting that people only focus on the werewolves. It would be really great if they redid the mesh so it looked like a classic werewolf. (I hate the way they look in Sims 3.)
  • Zeldaboy180Zeldaboy180 Posts: 5,997 Member
    Cinebar wrote: »
    I want gargoyles, too. :) But werewovles I hope are as good as the vampires in TS4. No more pet head etc.

    No more news paper whacking or dog antics either.

    In my story, werewolves were created specifically to kill Vampires. They are fierce hunters with standard abilities, as well as a bowl aspect. Howls with incredible blasts, howls of ice etc. Kinda strays from a lot of lore but i needed a way to keep them on par with Vampires.

    They have three forms though. Human form, werewolf form, and beast form.

    Werewolf form is like how they look in sims 2 and 3 prettt much, and is the most used form.

    Beast form are typical werewolves from legends, similar to how they are in underworld. This form is only used for hunting or other desperate situations. They are extremely vulnerable in this form due to the fact they cannot use weapons and rely purely on instinct. So in a sense they are both incredibly strong and weak at the same time.

    The forms are like a cloak in a sense that they don't tear their clothes when they transform, and their weapons will still be on them after they change back.

    A lot of werewolves in my story are also Shamans that heal or tend to nature, they have access to pure wolf form.
    e68338c368f106ae784e73111955bd86.png
  • DannydanboDannydanbo Posts: 18,057 Member
    They're not going to have all kinds of different were-animals. We'll be lucky to get werewolves.
  • simgirl1010simgirl1010 Posts: 35,708 Member
    Nothing. :p That's the one pack I could do without.
  • Toz91Toz91 Posts: 117 Member
    Just because you don't want it doesn't mean they can't make it for those of us that do. You can still get stuff from other packs.
  • DannydanboDannydanbo Posts: 18,057 Member
    In this version, I'd like my werewolf sim to become more of a half beast half human, like the hanging werewolf decor that came with vampires and looks like a spooky cuckoo clock, Very similar to Prof. Lupin in Harry Potter.
  • simgirl1010simgirl1010 Posts: 35,708 Member
    Toz91 wrote: »
    Just because you don't want it doesn't mean they can't make it for those of us that do. You can still get stuff from other packs.

    Not sure if you were responding to my comment but you're absolutely right. :) I hope werewolves make a return for all those who want them but they're my least favorite supernatural.
  • drake_mccartydrake_mccarty Posts: 6,114 Member
    I would like a pack system derived from clubs consisting of the alpha and betas. Sims not part of a pack will have a harder time controlling their powers, will become ravenous during full moons, will terrorize Sims autonomously, and in general will be more wild compared to the packs which would be built on certain rules like controlled eating, mastering their abilities, not terrorizing Sims, etc. Although it would be cool to have other ways of customizing the rules so if you wanted a ravenous pack of terrorizing werewolves you could.
  • FreezerBunnyCowplantFreezerBunnyCowplant Posts: 3,957 Member
    edited August 2018
    Lunar phases (Werewolves are forced to change form during Full Moon nights)
    Moon-phases-copy.jpg

    a256aFi.gif
  • MasonGamerMasonGamer Posts: 8,851 Member
    edited September 2018
    I agree with Lunar Cycles, It would be a powerful tool.
    So if you started a new game you start with a new moon, and each night is the next phase in the cycle.
    Therefore each night the werewolf will experience more intense Headaches, feeling Tense, fits of Rage. all signs of the Wolf taking over. Or maybe after The Half Moon, Werewolf Sim will start feeling those intensities.

    Hoping werewolves as young as Children would start bearing the burden of their powers.

    CAS Clothing, I kind of Still want more Victorian Era clothing, Early 20th Century at least.
    Also Torn/ripped versions of clothing

    Build/Buy, I want Diamond candle Chandeliers, Candelabras, Grand windows similar to Romantic Garden stuff, but better! curtain drapes, just really ornate objects.
    Also Distressed, versions of that furnitures, Fallen Chandelier broken on the ground, torn curtains, as if there were a fight, between Werewolves and hunters, and I wanted to turn the Mansion my werewolves resided in to ruins, I could.

    The world is the last thing I would worry about, Since the pack is about werewolves. But I am open to a couple of Ideas.

    1) 1800s France/Italy, I'm going for the Aristocratic Life Style for my Werewolf sims. Adam and Diane, met when they were 18 and 16 respectfully, It's a Romeo and Juliette Tale with a prolonged happier life, but still tragic ending. Their Life Beginning is titled Werewolves in Paris, but it's not what you think.

    2) A forest World, slight mountainous terrain, great Lakes, large lots, a map large enough to fit a few estates. (3-4) lots, all sizing greater than 64x64 is all I need. an estate on a Cliff side, over looking a large lake to the west, to the North East a Mountainous Estate if you wanted to think Ski lodge you wouldn't be wrong. south, central, between the two, is a Valley Estate. the neighbor hood is private, Maybe a little touristy.

    Oh! I want (Silver ;) ) Gates To look like this:
    breakers-mansion-floor-plan-the-breakers-gate-beautiful-gate-picture-of-the-breakers.jpg
    to deter unwanted guests.

    Wolfsbane must kill. As a Plant, by nature, if a werewolf gets close, Their Energy Levels will deplete, they will feel uncomfortable. as long as it's close by (Until a collects the wolfsbane and takes it away, Sim with wolfsbane in inventory can still be as deadly), the wolfsbane will kill in 24 hours, as long as the werewolf is in proximity.
    Silver, I've always wanted new metals in the game, along with Gold. Not sure how we could use it but I'm sure something would come along.

    Pack mentality, I've heard, when it comes To Alpha, Beta, Omega.
    "You should be the Alpha because you're powerful, not you should be powerful because you're the Alpha."
    I sort of disagree and agree... Which is why I designed it the way I did.
    I want it to work as an inheritance tho. Either the next strongest/oldest in the pack becomes the Alpha.
    But the way vampires works You become a Grand Master as you gain EXP, I don't want a whole family/Pack of Alpha's though. Although If that's what you want (Hey Teen Wolf Fans!) Then the way to do that is to make them all alphas of their own pack, and have them form a pack... even still you need an Alpha of that Pack.
    What I want is, Okay my fatherSim and the MotherSim are both Alphas, in their own right (I love a power couple+Power Struggle). They have 3 kids, Born as Omegas, and after they grow up experience a few Moon Cycles they become Betas.
    The Oldest/Strongest Beta can't become an Alpha unless the Parents either die, or take the role as Deltas.
    that's how that should work. Although, that doesn't mean you can't usurp the Alpha Pack... but that leads to a fight to the death... and unfortunately that probably goes against the blasted ratings.

    Should you choose to break away from the pack/the pack break away from you/Some how lose your pack to a Raid of Hunters. I agree mastering you Werewolf abilities should be crazy difficult. think about it, you're alone, with no one to guide you... and the full moon comes and the wolf takes over.

    For Strengths and Weaknesses I rather it be done this way:

    Strengths:
    Omega (Level 1) The Newb, Subordinate.
    Howl I - Pathetic, you sound no better than Chihuahua getting stepped on
    Strength I - you are now equipped with great Strength but you don't even know how strong you actually are.
    Agility I - you are now equipped with great Speed but you don't even know how strong you actually are.
    Empathy - The ability to absorb another's, physical and emotional pain, taking it on as your own.
    Healing - You find your Healing a lot faster, your immune system is far better than the average human. Go ahead jump in the flames and see what happens... please don't it'll hurt, but should you survive, you'll find you'll heal a lot faster than the average human.

    Beta (Level 2) The Veterans who've seen a Few full moons, and lived to tell the tale.
    Control I - {Sim} has mastered half control, still full moons require a lot of focus.
    Howl II - Slightly Better, Looks like the local mutts are respecting you
    Strength II - To be second in command, you must be Stronger than Everyone else.
    Agility II - To be second in command, you must be more nimble than Everyone else.
    Wolf Form - Master the art of becoming an actual Wolf, Conflicts with Beast Form

    Alpha (Level 3) - The Leader.
    Control II - {Sim} has mastered Full control, Even during a full moon, it's no big deal.
    Howl III - now thats how you make people tremble before you.
    Unlock: "Summon Pack" interaction
    Strength III - the Forces of the moon empowers you,
    Imbued Claws - An ancient trick devised to "Retrieve" and "Bury" Information by tapping into the nervous system.
    Note: Werewolves can learn Traits, Skills, Relationships (Who they hold most dear), their secrets. As well as make the victim forget what just happened.
    The Bite - The Power to Turn another into a Werewolf/The Power to turn a werewolf into a Human.
    Note: Sims you bite, are your werewolves, you have power over them and only you can force them to shift at your will during a full moon,

    Delta (Level 4) - Perhaps it's a step-down, or a step-up, or neither, however you see it you unlock powers not even an alpha can obtain
    Ultimate Control - mad with power, You gain Control over all werewolves,
    Endurance - Whatever got you this far amounts to nothing without endurance. All the nonsense life has thrown at you, this will help.
    Note: Trust, it will especially when in the rain, ice, heat, Hunters, Daemons, Aliens, Ghosts you name it.


    Weaknesses:
    Senseless - The ol' tracking skills aren't what they use to be.
    Vulnerable - Conflicts with Healing. you are now, as vulnerable to illnesses and intoxications as, let alone Wolfsbane is far more poisonous.
    Impulsive Canine Disorder - (ICD) For for those who desire their werewolves to behave more dog like.
    Unlocks interactions such as (Sniff Inappropriately, Roll in Trash, Pet, Receive Belly Rubs.)
    Beast From - {Sim} has completely lost all control and all humanity, for those who want that Horror movie CGI Wolf form.
    conflicts With Human/Wolf Form
    Post edited by MasonGamer on
    Realm of Magic:

    My Mood:

    tumblr_nlbf3b0Jyb1qkheaxo5_250.gif
  • Sherlockian20Sherlockian20 Posts: 6 New Member
    I'm REALLY hoping we get werewolves in TS4! And soon! :)
    I would definitely like to see more wolf-like creatures (whether or not they become full-blown wolves is up to the people who'll create them) - longer snout/muzzle, actual paws & claws, full-body-fur coverage, and just more overall detail. Of course, they should have some special abilities that are unique to them; for instance, stronger (than humans & vampires), but not as fast as vampires (but still faster than humans). Possess heightened senses, and one thing I'd REALLY like is to see the negative reaction/moodlet when a sim is bitten by a werewolf to disappear, as long as they're at least good friends.
    Werewolves are my FAVORITE supernatural and I really, Really, REALLY hope to see them in TS4 in the near future!
  • ChadSims2ChadSims2 Posts: 5,090 Member
    Unlike poorly done Vampires I want the ability to hunt werewolf's and done right

    - Ability to shoot them with silver bullet (drop their needs since you cant kill in this game)
    - High-pitched noises (sends them running)
    - Capture or kill named something else (Werewolf is removed from game disposed of)
    - Body hair
    Sims 4 went from "You Rule" to "One of the stories we want you to tell"
  • AspenSimsAspenSims Posts: 603 Member
    Has the werewolf howling at the moon icon always been in seasons?
  • LSM36LSM36 Posts: 593 Member
    You'd need the option of building a Pack (wolf pack), turning wolves, like the vamp family. Having your sim family in your pack. And also having nonfamily pack members and their families be in the Pack . We need Alpha, Beta, Omega, Dominant/Submissive Wolves. They'd have to update/add to the family tree to make it work. But they should do that anyway bc it already has issues. I can't even get sims to acknowledge their great-grandparents on both side. You can go far back from one parent but not the other? 🐸🐸🐸🐸?

    That would help the vamps too. Family Tree-Vampire Coven Tree>Bond Tree-ish thing. I want HYBRIDS too. No half-sies with a chance of being one or the other, only. Vamps and Aliens sometimes give you human babies. That's a super-recessive trait, so how even? Make it so we can have hybrids, in addition to one or the other. A vamp/ wolf couple could have a wolf, vamp, or hybrid child. I'd love for hybrids to have more options too. Like 50/50% or 60/40% leaning to whichever side. And have that affect what powers they get.

    Like Alien-human hybrids get the skin, and some cool powers, but not the full alien powers. That's ok. A 50/50 wamp/volf could be out in the day, but turn on the full moon. And can only eat raw meat/raw dishes. As appossed to plasma only, or regular food and a steak when you get wolfy (like in TS3). A 60/40 leaning to vamp could drink plasma and all other beverages to fill hunger but no solid foods. Maybe icecream though. A 60/40 leaning pup could eat all foods, but the only drink they can have, could be plasma. Stuff like that.


    And have the ability to turn other supes into wolves/vamps and have that add on to their original powers in kooky ways. Like the previous hybrids are all born hybrids. And their kids would be hybrids on differing percentages depending on who they mate with. Like a 60/40 who mates with a full blood would have a full blooded kid, of whichever supe the mate is. But a 60/40 who mates with a human, would have a kid who looses one of the supe traits, and has restrictions on their powers bc of their human side. Like they have super vamp speed, but only half as much as a reg vamp, or vamp leaning hybrid. Or they love steak, but don't eat it raw, and just have fast growing hair. And need to shave a lot post puberty. Or you know, just have really pale skin, or get loopy in the moon, as the supe nature dilutes. Like if that kid married another human. And then the line would turn human, and randomly have a full blooded supe pop out.


    (Honestly I'm writing my ideas out so much in this I might post it elsewhere to save it. Lol)

    And now for the made hybrids. We already know what happens with sims who get turned, that are human. Look at the vamp pack. They get all the powers, and just have a larger learning curve than born vamps/supes. But those who were already supes, would get like a 40% upgrade to their O.G. powers. Like a fairy who already gets moon drunk, and has magic. Gets turned into a (made) wolf (we'll go back to hierarchy in a bit), they already are more powerful on the full moon. But now they turn into a were-fairy. Maybe there's spells they can only cast in that form/after being turned. Maybe whoever they bite (human/alien) gets turned into a wolf. But has the added "moon-addled" buff from the fairy throwback.

    A made vamp/wolf hybrid would get to go out in the sun now. But their vamp form now has a bunch more hair to it. And anyone they turn has a 50/50% chance of being a vamp or a wolf. But if they gave birth to a child the kid would be either, wolf, vamp, or 50/50 born hybrid. A made wolf/vamp hybrid would now have to drink plasma daily (along with reg food) like a vitamin. But now their wolf form has wings. And they can turn into a tiny puppy with wings and fly around. Like the bats have. And their baby chances would be the same.
    Any MADE hybrid would have equal chances of their O.G. supe form, their turned supe designation, or their hybrid state, for their child.

    Same for aliens. You keep your cool alien powers, but now you have a 3rd form. Vamp/Wolf/Reg new Supe+fairy buff. All the added powers, plus whatever you gotta do with your regular stuff. And then your kids. You'd still be a hybrid baby, with purple/blue skin. But if your mom was a vamp, you could come out with a pearlescent white color. Or if they were a wolf, brown or black, fairies get pink and robin's egg speckled blue (who knows). You get your cool hybrid powers, and then the powers of a 50/50 BORN hybrid. So you're chilling. Late for school, turn into a bat, or a wolf, or sprout your fairy wings, and get there as fast as you can. Use your telepathy to talk to all other hybrids, no matter what type they are. Use your fairy magic for pranks, and send strangers back to the mothership. Hide out in your fairy-house, or the pack den/coffin when you get in trouble as a rowdy teenager.


    As for plant-sims and mermaids. They'd be the only ones who could make hybrids together. OR if they decide to add in other elementals too, that'd be cool. Like it'd be difficult to be a mermaid vamp, 'only preying on swimmers dun dun duhhh'. But if you were a plant-sim who turns into a mermaid, you could be a seaweed or algae mermaid. With added properties. Plant sims could be broken into tree, flower, or fruit/veggie sims. And have additional powers over that. Mermaids could be fresh water or saltwater. And a part of the mermaid family could be Sirens, the bird-women of ancient Greek myth (yes they were birds not fish, they just lived on the rocks in the sea, and had nests). Sirens would be water/air elementals. And have powers of both, with their power over song. They'd be great in karaoke. Mermaids could go on the "siren song quest" to get power like the Sirens. And Sirens could go on "mermaid breath quest" to get the power to breathe under water. The could have feathery hair and wings on their back (much like a harpy but no talons. Bc bottom half bird looks weird, even if that's how they were).


    Plant sim mermaid hybrids that don't turn into a (seaweed/algae) mermaid could get stronger powers over growing things. With their new water (mermaid) powers. They could even call the rains for their plants. Mermaids would have powers over storms. Sirens would be at one with the lightning. (Can you tell I've spent a lot of time studying mythology and fantasy. yeahhh... -.-)
    Mermaids who don't change into S/A could have additional powers from the plant-sim. Like the power to call the ocean's bounty to them. Oysters, seaweed, undersea fruits. Maybe it'd help them tame dolphins (idk.) Sirens with plant-sim powers, could seek shelter in the inside of trees. Build homes in there. (Ooh Treehouses!). Stuff like that.

    And you could introduce basic elementals. Water elementals like sprites, or nymphs. Playful creatures with complete power over their elements. They'd be able to heal. To drown you in small amounts of water. Never get thirsty. The water sprites would be close friends with fairies. Able to do joint spells with them. The nymphs would be alluring, drawing in every sim they go by. Great at keeping fish. Able to talk to them even. The earth elementals could be dryads, and wood sprites. The dryads can travel through the trees. Great at recycling wood, and woodworking. Best darn house/treehouse builders in the worlds. Wood/earth sprites would be great with animals. Having a special bond with all mammals. Able to talk to squirrels, mice, hamsters etc. Dryads would also be enticing, but more for wife-ing up. Very family-centered. They'd have a very large family tree (including some actual trees). Plant-sims would be like the mermaids of the Earth Elementals.


    Fire elementals would be Dragons, and sprites/imps. Yes I said dragons, I could never get mine to work in TS3. And If you can turn into a hot humanoid Dragon, no one would ever stop playing the sims. Add Lamias (ancient Greek Snake women. Check out Monster Musume -Everyday life with Monster Girls for a good example.) The lamia's would be great at finding and guarding Dragon treasure. The dragons could be the sages you go to for quests, or to try to steal their gold (Bad idea but still. Use your knight costume for something other than Halloween.) Lamia's are cold but beautiful. Queen/King bees. (fyi dryads and nymphs also come in male forms same for everyone else. And you could have trans ones too.) So Lamias are the mermaid/siren/plant-sims of fire. Dragons are the dryads/nymphs/etc. And fire imps/sprites are great with the hearth. Best buddies to all chefs, patron saints of firemen. They work best with witches, and hearth witches.

    Air elementals would be idk, I'm running outta steam. Lemme think, air creatures, other than dragons, bc then you can have dragons of all elements and we can save that for a patch. Look at me thinking my idea with actually come to fruit. EA if you want to use my stuff use it all. Just give me a nod in the production notes, and free sims stuff for life. (maybe an internship) and we're cool. Use my real name please lol.

    Ok back to air. I KNOW! GRIFFONS! Boom, There Ya Go. We've got your griffons, try to tame them (please don't). Use their feathers in potions. OOh add Gargoyles. Maybe not as a life state (unless they're just super sexy with grey skin, and power over stone, but they'd be an earth air hybrid then whateva.) Anyway Griffons are you cool higher upper echelon big daddy elementals, like the dryads, the dragons, the nymphs (land locked and otherwise.) Sirens would be the main life state. (But the big daddies except maybe Dragon and Griffons are still possible life-states and mega powerful.) You can never lie in front of a griffon, or a part of them, like a feather. So politicians would hate them. But the police would have them as their mascot. Sorry llamas. (You could have the winged llama as a distant cousin lol). Sirens have their song, and affluence with lightning. They'd be best with wizards and scientists. Air sprites/sylphs would flow on the changing winds. Inspiring creative processes. Muses would be a subset.
    Maybe your sim is a Sylph and unlocks the power of the Muse, and gets a job inspiring people. Starting out at a call center, working their way to youth programs, and then to celebrities. The waay too upbeat friend. Maybe air sprites (non sylphs) are mischievous and love spreading gossip on the wind, talking to "erratic sims", and playing with the penny pixies and the ones who break stuff in apartments. Patrons of Thievery.


    And the big elemental life-states can mix with each other to varying degrees. A water nymph who mates with a mermaid would just be a really strong mermaid with more powers, or a nymph with permanent scales. Same idea for a lamia with and imp. Dryad and plant-sim. Sylph and Siren. But mix them with each other, and you'd get a seaweed/algae mermaid situation. Plus the rules for born hybrids. A fire/water nymph would has no fear of drowning or burning to death. Will never catch a cold from the rain, or die of heatstroke or get sunburn. But can still die in a mud/rockslide or if they think they can fly.
    Big life-state +medium (like mermaid) (of another element) gives you some interesting stuff. A fire-proof Plant-sim. And anything they grow is safe from fire. And so are their children until you get to great-grands. A mermaid who has fin-like wings on her tail and can fly. Or gossips across the seas without moving from her kelp bed. Their children would follow the same rules are other born hybrid-get.

    These life-states can't be made. Unless you do a super weird spell.

    There is technically (depending on your belief system) a 5th+(etc) element of life, or magic or however you want to see it. The big kahoona could be The Watcher (sims medieval throw-back) aka US. And the main life-state of mega power could be Fairies. And the lesser state Genies. (yeah let's bring all the old ones back and add some new ones). View the stars themsevles as the sprites I guess. Same deal as the others (all elementals can cross breed. Witches and Wizards are the only ones who can be turned as well. But you're not gonna have a Witch-Mermaid (SeaWitch) who is also a Vampire. But you can have a Witch-Vamp with stronger powers over the Night.) The twinkling of magic flows throughout all life all Simdom. Fairies are elementals and supes. So technically they can be turned too. But they are the only elementals who can. (witches and wizards are subservient to the elements, but are supes in their own right, and can breed with the mermaid-like elementals.)



    To reiterate my crazy. Supes aka, wolves, vamps, witches, wizards, fairies(*), (Plant-sims (**).

    Godlike elementals watching over everything: The Watcher, Dragons, Griffins,

    Mega elementals (ones who can breed with Mega and Minor elementals): Dryads, Nymphs, Lamia, Sylphs, Fairies (*)

    Minor elementals (can breed with other minor elementals and major elementals, humans): Mermaids, Sirens, Plant-sims, Genies, Imps (fiya powah).

    Lesser elementals (more like pets/familiars law unto themselves, power boosters): Fire sprites, wood sprites (brownies gnomes etc.) water spites, air sprites, stars that are just magic no sentience. (chill and do whatever they want.)

    Mega and Minor elementals can be life-states. They can breed with themselves. But no genie vamps. No vamp-mermaids, or wolf-dryads. You're gonna get one or the other if you try to mix them. And your family will just have to accommodate that. The only elemental, that can bond with any supe is a fairy. Witches Wizards and Plant-sims can bond to varying degrees. You can have a witch or wizard that has a certain elemtal power. A Sea-witch would be a mermaid-witch that leans anywhere from 50%+ for mermaid. Anything less is a water witch no tail. Same for wizard in reverse. A water (or whatever element) wizard would be 50%+ water element would be humanoid. You get the tail or scales only if you are 40% or less wizard. (If that makes sense.) If the element is magic, that you're a hybrid with (so a witch/wizard did a fairy or a genie (FYI Witches and Wizards would go about magically differently. Different spells. It's not by gender, it's by power type.) Would be Wizard Sage Supreme. Or Grand Master Witch.


    Wizards have conclaves. Witches have covens. Same with the family tree from Wolf Pack. Can be family, and non-family. Like groups only not taking up your group spot. And you can tell family, from normal coven member. And trace coven member families. You'll have the added benefits of fairy magic, with no downsides. But no wings. IF you're half genie, you could be able to free all genies from lamps, or be the only one who can work the spell to imprison someoen as a genie. Turning someone into a genie on the other hand could be done by anyone with sufficient magic power, or the right potion. Natural born genies would have mre powers though, and be less supsectible to imprisonment. A fairy-genie hybrid would be redunant, like a nymph-mermaid hybrid. Same rules apply.

    No genie vamp/wolves. Plant-sims who have a kid with a genie, would just have increased magical powers. A plant sim-fairy would have the green-leafy body (not like the all green, with bark-like skin of a dryad. Or the red-skin of an imp. Scales and red-orange skin of lamia. Blue-green skin of a nymph. mermaid whatever color. Sylph white/pale pale blue. Etc.) of a plant-sim plus fairy wings.

    Ok I think that's all my thoughts. Everything that has been building up inside me. Let's do this thing!
    Check out my posts in the Ideas corner, and see the Simsverse living inside my head. :blush:
  • GrumpyGlowfishGrumpyGlowfish Posts: 2,207 Member
    edited August 2018
    I want them to be actual wolves this time, not hairy humans like in TS2. They could be like a dog from Cats & Dogs, but controllable and with more unique interactions, and a "wolfier" look, of course, which can be customised just like the vampire and alien forms. I also don't want them to turn every night, the aforementioned lunar cycle could help with that, maybe let it be full moon once a week, and if they get their own skill tree like vampires, experienced werewolves could learn to turn at will, independent of the moon.

    Also, I don't know if this is just my inner Twilight fan speaking, or if it's normal in other vampire / werewolf fiction as well, but I would like some kind of rivalry between werewolves and vampires.
  • LSM36LSM36 Posts: 593 Member
    edited August 2018
    MasonGamer wrote: »
    I agree with Lunar Cycles, It would be a powerful tool.
    So if you started a new game you start with a new moon, and each night is the next phase in the cycle.
    Therefore each night the werewolf will experience Headaches, feeling tense, fits of rage. all signs of the Wolf taking over.

    Hoping werewolves as young as Children would start bearing the burden of their powers.

    CAS Clothing, I kind of Still want more Victorian Era clothing, Early 20th Century at least.
    Also Torn/ripped versions of clothing

    Build/Buy, I want Diamond candle Chandeliers, Candelabras, Grand windows similar to Romantic Garden stuff, but better! curtain drapes, just really ornate objects.
    Also Distressed, versions of that furnitures, Fallen Chandelier broken on the ground, torn curtains, as if there were a fight, between Werewolves and hunters, and I wanted to turn the Mansion my werewolves resided in to ruins, I could.

    The world is the last thing I would worry about, Since the pack is about werewolves. But I am open to a couple of Ideas.

    1) 1800s France/Italy, I'm going for the Aristocratic Life Style for my Werewolf sims. Adam and Diane, met when they were 18 and 16 respectfully, It's a Romeo and Juliette Tale with a prolonged happier life, but still tragic ending. Their Life Beginning is titled Werewolves in Paris, but it's not what you think.

    2) A forest World, slight mountainous terrain, great Lakes, large lots, a map large enough to fit a few estates. (3-4) lots, all sizing greater than 64x64 is all I need. an estate on a Cliff side, over looking a large lake to the west, to the North East a Mountainous Estate if you wanted to think Ski lodge you wouldn't be wrong. south, central, between the two, is a Valley Estate. the neighbor hood is private, Maybe a little touristy.

    Oh! I want (Silver ;) ) Gates To look like this:
    breakers-mansion-floor-plan-the-breakers-gate-beautiful-gate-picture-of-the-breakers.jpg
    to deter unwanted guests.

    Wolfsbane must kill. As a Plant, by nature, if a werewolf gets close, Their Energy Levels will deplete, they will feel uncomfortable. as long as it's close by (Until a collects the wolfsbane and takes it away, Sim with wolfsbane in inventory can still be as deadly), the wolfsbane will kill in 24 hours, as long as the werewolf is in proximity.
    Silver, I've always wanted new metals in the game, along with Gold. Not sure how we could use it but I'm sure something would come along.

    Pack mentality, I've heard, when it comes To Alpha, Beta, Omega.
    "You should be the Alpha because you're powerful, not you should be powerful because you're the Alpha."
    I sort of disagree and agree... Which is why I designed it the way I did.
    I want it to work as an inheritance tho. Either the next strongest/oldest in the pack becomes the Alpha.
    But the way vampires works You become a Grand Master as you gain EXP, I don't want a whole family/Pack of Alpha's though. Although If that's what you want (Hey Teen Wolf Fans!) Then the way to do that is to make them all alphas of their own pack, and have them form a pack... even still you need an Alpha of that Pack.
    What I want is, Okay my fatherSim and the MotherSim are both Alphas, in their own right (I love a power couple+Power Struggle). They have 3 kids, Born as Omegas, and after they grow up experience a few Moon Cycles they become Betas.
    The Oldest/Strongest Beta can't become an Alpha unless the Parents either die, or take the role as Deltas.
    that's how that should work. Although, that doesn't mean you can't usurp the Alpha Pack... but that leads to a fight to the death... and unfortunately that probably goes against the blasted ratings.

    Should you choose to break away from the pack/the pack break away from you/Some how lose your pack to a Raid of Hunters. I agree mastering you Werewolf abilities should be crazy difficult. think about it, you're alone, with no one to guide you... and the full moon comes and the wolf takes over.

    For Strengths and Weaknesses I rather it be done this way:

    Strengths:
    Omega (Level 1) The Newb, Subordinate.
    Howl I - Pathetic, you sound no better than Chihuahua getting stepped on
    Strength I - you are now equipped with great Strength but you don't even know how strong you actually are.
    Agility I - you are now equipped with great Speed but you don't even know how strong you actually are.
    Empathy - The ability to absorb another's, physical and emotional pain, taking it on as your own.
    Healing - You find your Healing a lot faster, your immune system is far better than the average human. Go ahead jump in the flames and see what happens... please don't it'll hurt, but should you survive, you'll find you'll heal a lot faster than the average human.

    Beta (Level 2) The Veterans who've seen a Few full moons, and lived to tell the tale.
    Control I - {Sim} has mastered half control, still full moons require a lot of focus.
    Howl II - Slightly Better, Looks like the local mutts are respecting you
    Strength II - To be second in command, you must be Stronger than Everyone else.
    Agility II - To be second in command, you must be more nimble than Everyone else.
    Wolf Form - Master the art of becoming an actual Wolf, Conflicts with Beast Form

    Alpha (Level 3) - The Leader.
    Control II - {Sim} has mastered Full control, Even during a full moon, it's no big deal.
    Howl III - now thats how you make people tremble before you.
    Unlock: "Summon Pack" interaction
    Strength III - the Forces of the moon empowers you,
    Imbued Claws - An ancient trick devised to "Retrieve" and "Bury" Information by tapping into the nervous system.
    Note: Werewolves can learn Traits, Skills, Relationships (Who they hold most dear), their secrets. As well as make the victim forget what just happened.
    The Bite - The Power to Turn another into a Werewolf/The Power to turn a werewolf into a Human.
    Note: Sims you bite, are your werewolves, you have power over them and only you can force them to shift at your will during a full moon,

    Delta (Level 4) - Perhaps it's a step-down, or a step-up, or neither, however you see it you unlock powers not even an alpha can obtain
    Ultimate Control - mad with power, You gain Control over all werewolves,
    Endurance - Whatever got you this far amounts to nothing without endurance. All the nonsense life has thrown at you, this will help.
    Note: Trust, it will especially when in the rain, ice, heat, Hunters, Daemons, Aliens, Ghosts you name it.


    Weaknesses:
    Senseless - The ol' tracking skills aren't what they use to be, (effects Agility,
    Vulnerable - Conflicts with Healing. you are now, as vulnerable to illnesses and intoxications as, well a human.
    Impulsive Canine Disorder - (ICD) For for those who desire their werewolves to behave more dog like.
    Unlocks interactions (Sniff Inappropriately, Roll in Trash, Pet, Receive Belly Rubs.)
    Beast From - {Sim} has completely lost all control and all humanity, for those who want that Big Bad Wolf form that's in Scary movies.
    conflicts With Wolf Form

    I love how you went in to what you thought the pack structure would be like. I was worried I'd be the only super in-depth comment.
    I go with the idea of Pack hierarchy as an earned right. Which would work with the vampire brawl system that's already in-game. Dominance fights to become Alpha, if you're a new sim, and joining a pack. Sometimes it's a hereditary position. Like Dad was Alpha mom was Alpha B. Or mom was Alpha dad was Alpha Consort. Or they could have been an Alpha Pair, in that both are Alpha over specific genders in the pack. Or just a mated pair.


    OOOOH mates would be a good system to add. Fated mates. It could work for all supes and reg sims. I also mentioned Dominance and Submissive. Because in most pack structures, shifter structures (books)/ wolves, you are separated by dominance whether you are titled or not.
    Titles being Alpha, Beta, Omega (never heard of Delta).

    Alpha is the head of the pack. And the most Dominant. You are Alpha, so all the responsibility of the pack falls on you. It's not just about power, it's about protecting what's yours.
    Dominant wolves protect less dominant wolves, submissives, and those who are physically weaker than them. Being submissive doesn't mean your physical power is lower, it's more about your nature.

    The Beta is your right hand. Sometimes there's more than one Beta. (I forget the term.) Right It's called your Third. The Beta is your Second. If you have more than one Beta they get the numbered titles. Your Alpha mate either gets the position bc they married you, or because they are the strongest. But the Alpha-alpha is only one. And typically a female alpha, who mates would have a more Consort type mate. Same with a male really. You get the position of Alpha through mating. IF there's a stronger more DOMINANT female, she can take the title Alpha B from you. But you're still the Alpha's Mate (position.)

    Submissives hold the pack together through emotional bonds. They are protected, and look after the Homefront. The pups, the bills, the gardening etc. Dominant wolves rotate watches on the lands, engage in battles, fight for dominance. A strong Beta may fight for the Alpha role, or leave to make their own pack. And those 2 packs can be allies or enemies, or neutral.

    Omegas are typically viewed as the most submissive of submissives. OR ones outside of the dominance and submission dynamic. They don't feel the need to kow tow to the Alpha, but they have feelings about protecting the submissives. They are the bridge between the two classes.

    Lone Wolves are those, typically dominant wolves, who either cannot handle a pack dynamic, or were kicked out. They might not fit a pack bc they are too strong, they don't feel the pack bond as strongly and can go without it. OR they are out to make a new back (Beta who leaves.) Being kicked out, could have them as a submissive or dominant. Though a submissive without a home is usually welcomed quickly. Bc every pack needs them.


    So I really think that d/s aspect should be highlighted in this. A submissive wolf shouldn't be able to become the alpha after a few levels. You're born/made with dominance levels, and that should affect what you can and can't do. At least to a certain degree. A submissive wolf can still hunt, fight (if forced/they really want to), shift etc. They just don't get the added pressure. You could be a level 10 submissive wolf, who became a doctor to learn pack medicine. A mix of vet and medical dr. Or adept in tribal magic.

    Edited for language. - EA_Cian
    Post edited by EA_Cian on
    Check out my posts in the Ideas corner, and see the Simsverse living inside my head. :blush:
  • LSM36LSM36 Posts: 593 Member
    Oh and I think silver is what should deter both vamps and wolves. We have wolfsbane already which is weird. Some fantasy uses wolfsbane as something that actually heals wolves. Others say it's like garlic, it messes with their senses and they want to leave. It's not gonna kill them. Like iron works on Fae or fairies. And salt keep witches, and evil spirts, and most things really, out.

    I think there should be the option of a pack hunt. Whether it's just your family, or the extended pack. I think pets should be able to hunt with the wolves. And that the wolves can train their pets to hunt by shifting and going with them.
    Maybe there should be something about being out in the world, transformed with out a collar on, or w/o carrying your wolfy license. Lol

    Idk about having hunters that actually kill the supes. Maybe think about it like Supernatural animal control. Like "Hunters- Supernatural Patrol". Could be an offshoot of the police. They handle all incidents with rowdy supes. A vamp stalking you at night, breaking in? We'll come and plug him with a rubber-wood resin stake. It'll take him down, and he'll be in the cell to chill out for 36 hrs. And have to take Community Service classes. Out in your shifted form w/o a full moon, and no license? That's gonna be a fine for you. Rowdy teen without a license too? Time for 30hrs of Community Service, and videos on Responsible Shifting. Fairies spiking your punch? Working with the sprites to spread rumors and take apart your belongings. Time for an iron-lite cage and a stint as the glow in the lampposts.

    And they only get serious when someone's really being bad. Like a crazy Big Bad NPC that they've got on their Most Wanted List. Random Lone Wolves, and pack wolves, etc, have nothing to fear from them. It's the non-law-abiding Supe sims that need to worry.
    Check out my posts in the Ideas corner, and see the Simsverse living inside my head. :blush:
  • KingToakerKingToaker Posts: 19 Member
    To be honest, I don't really enjoy vampires. So I can't imagine myself enjoying a werewolves pack! However, if they do end up releasing one, I think it will be in a "Supernatural" pack with Witches and such!
    dalopuad36d.png
  • MasonGamerMasonGamer Posts: 8,851 Member
    LSM36 wrote: »
    MasonGamer wrote: »
    I agree with Lunar Cycles, It would be a powerful tool.
    So if you started a new game you start with a new moon, and each night is the next phase in the cycle.
    Therefore each night the werewolf will experience Headaches, feeling tense, fits of rage. all signs of the Wolf taking over.

    Hoping werewolves as young as Children would start bearing the burden of their powers.

    CAS Clothing, I kind of Still want more Victorian Era clothing, Early 20th Century at least.
    Also Torn/ripped versions of clothing

    Build/Buy, I want Diamond candle Chandeliers, Candelabras, Grand windows similar to Romantic Garden stuff, but better! curtain drapes, just really ornate objects.
    Also Distressed, versions of that furnitures, Fallen Chandelier broken on the ground, torn curtains, as if there were a fight, between Werewolves and hunters, and I wanted to turn the Mansion my werewolves resided in to ruins, I could.

    The world is the last thing I would worry about, Since the pack is about werewolves. But I am open to a couple of Ideas.

    1) 1800s France/Italy, I'm going for the Aristocratic Life Style for my Werewolf sims. Adam and Diane, met when they were 18 and 16 respectfully, It's a Romeo and Juliette Tale with a prolonged happier life, but still tragic ending. Their Life Beginning is titled Werewolves in Paris, but it's not what you think.

    2) A forest World, slight mountainous terrain, great Lakes, large lots, a map large enough to fit a few estates. (3-4) lots, all sizing greater than 64x64 is all I need. an estate on a Cliff side, over looking a large lake to the west, to the North East a Mountainous Estate if you wanted to think Ski lodge you wouldn't be wrong. south, central, between the two, is a Valley Estate. the neighbor hood is private, Maybe a little touristy.

    Oh! I want (Silver ;) ) Gates To look like this:
    breakers-mansion-floor-plan-the-breakers-gate-beautiful-gate-picture-of-the-breakers.jpg
    to deter unwanted guests.

    Wolfsbane must kill. As a Plant, by nature, if a werewolf gets close, Their Energy Levels will deplete, they will feel uncomfortable. as long as it's close by (Until a collects the wolfsbane and takes it away, Sim with wolfsbane in inventory can still be as deadly), the wolfsbane will kill in 24 hours, as long as the werewolf is in proximity.
    Silver, I've always wanted new metals in the game, along with Gold. Not sure how we could use it but I'm sure something would come along.

    Pack mentality, I've heard, when it comes To Alpha, Beta, Omega.
    "You should be the Alpha because you're powerful, not you should be powerful because you're the Alpha."
    I sort of disagree and agree... Which is why I designed it the way I did.
    I want it to work as an inheritance tho. Either the next strongest/oldest in the pack becomes the Alpha.
    But the way vampires works You become a Grand Master as you gain EXP, I don't want a whole family/Pack of Alpha's though. Although If that's what you want (Hey Teen Wolf Fans!) Then the way to do that is to make them all alphas of their own pack, and have them form a pack... even still you need an Alpha of that Pack.
    What I want is, Okay my fatherSim and the MotherSim are both Alphas, in their own right (I love a power couple+Power Struggle). They have 3 kids, Born as Omegas, and after they grow up experience a few Moon Cycles they become Betas.
    The Oldest/Strongest Beta can't become an Alpha unless the Parents either die, or take the role as Deltas.
    that's how that should work. Although, that doesn't mean you can't usurp the Alpha Pack... but that leads to a fight to the death... and unfortunately that probably goes against the blasted ratings.

    Should you choose to break away from the pack/the pack break away from you/Some how lose your pack to a Raid of Hunters. I agree mastering you Werewolf abilities should be crazy difficult. think about it, you're alone, with no one to guide you... and the full moon comes and the wolf takes over.

    For Strengths and Weaknesses I rather it be done this way:

    Strengths:
    Omega (Level 1) The Newb, Subordinate.
    Howl I - Pathetic, you sound no better than Chihuahua getting stepped on
    Strength I - you are now equipped with great Strength but you don't even know how strong you actually are.
    Agility I - you are now equipped with great Speed but you don't even know how strong you actually are.
    Empathy - The ability to absorb another's, physical and emotional pain, taking it on as your own.
    Healing - You find your Healing a lot faster, your immune system is far better than the average human. Go ahead jump in the flames and see what happens... please don't it'll hurt, but should you survive, you'll find you'll heal a lot faster than the average human.

    Beta (Level 2) The Veterans who've seen a Few full moons, and lived to tell the tale.
    Control I - {Sim} has mastered half control, still full moons require a lot of focus.
    Howl II - Slightly Better, Looks like the local mutts are respecting you
    Strength II - To be second in command, you must be Stronger than Everyone else.
    Agility II - To be second in command, you must be more nimble than Everyone else.
    Wolf Form - Master the art of becoming an actual Wolf, Conflicts with Beast Form

    Alpha (Level 3) - The Leader.
    Control II - {Sim} has mastered Full control, Even during a full moon, it's no big deal.
    Howl III - now thats how you make people tremble before you.
    Unlock: "Summon Pack" interaction
    Strength III - the Forces of the moon empowers you,
    Imbued Claws - An ancient trick devised to "Retrieve" and "Bury" Information by tapping into the nervous system.
    Note: Werewolves can learn Traits, Skills, Relationships (Who they hold most dear), their secrets. As well as make the victim forget what just happened.
    The Bite - The Power to Turn another into a Werewolf/The Power to turn a werewolf into a Human.
    Note: Sims you bite, are your werewolves, you have power over them and only you can force them to shift at your will during a full moon,

    Delta (Level 4) - Perhaps it's a step-down, or a step-up, or neither, however you see it you unlock powers not even an alpha can obtain
    Ultimate Control - mad with power, You gain Control over all werewolves,
    Endurance - Whatever got you this far amounts to nothing without endurance. All the nonsense life has thrown at you, this will help.
    Note: Trust, it will especially when in the rain, ice, heat, Hunters, Daemons, Aliens, Ghosts you name it.


    Weaknesses:
    Senseless - The ol' tracking skills aren't what they use to be, (effects Agility,
    Vulnerable - Conflicts with Healing. you are now, as vulnerable to illnesses and intoxications as, well a human.
    Impulsive Canine Disorder - (ICD) For for those who desire their werewolves to behave more dog like.
    Unlocks interactions (Sniff Inappropriately, Roll in Trash, Pet, Receive Belly Rubs.)
    Beast From - {Sim} has completely lost all control and all humanity, for those who want that Big Bad Wolf form that's in Scary movies.
    conflicts With Wolf Form

    I love how you went in to what you thought the pack structure would be like. I was worried I'd be the only super in-depth comment.
    I go with the idea of Pack hierarchy as an earned right. Which would work with the vampire brawl system that's already in-game. Dominance fights to become Alpha, if you're a new sim, and joining a pack. Sometimes it's a hereditary position. Like Dad was Alpha mom was Alpha B. Or mom was Alpha dad was Alpha Consort. Or they could have been an Alpha Pair, in that both are Alpha over specific genders in the pack. Or just a mated pair.


    OOOOH mates would be a good system to add. Fated mates. It could work for all supes and reg sims. I also mentioned Dominance and Submissive. Because in most pack structures, shifter structures (books)/ wolves, you are separated by dominance whether you are titled or not.
    Titles being Alpha, Beta, Omega (never heard of Delta).

    Alpha is the head of the pack. And the most Dominant. You are Alpha, so all the responsibility of the pack falls on you. It's not just about power, it's about protecting what's yours.
    Dominant wolves protect less dominant wolves, submissives, and those who are physically weaker than them. Being submissive doesn't mean your physical power is lower, it's more about your nature.

    The Beta is your right hand. Sometimes there's more than one Beta. (I forget the term.) Right It's called your Third. The Beta is your Second. If you have more than one Beta they get the numbered titles. Your Alpha mate either gets the position bc they married you, or because they are the strongest. But the Alpha-alpha is only one. And typically a female alpha, who mates would have a more Consort type mate. Same with a male really. You get the position of Alpha through mating. IF there's a stronger more DOMINANT female, she can take the title Alpha B from you. But you're still the Alpha's Mate (position.)

    Submissives hold the pack together through emotional bonds. They are protected, and look after the Homefront. The pups, the bills, the gardening etc. Dominant wolves rotate watches on the lands, engage in battles, fight for dominance. A strong Beta may fight for the Alpha role, or leave to make their own pack. And those 2 packs can be allies or enemies, or neutral.

    Omegas are typically viewed as the most submissive of submissives. OR ones outside of the dominance and submission dynamic. They don't feel the need to kow tow to the Alpha, but they have feelings about protecting the submissives. They are the bridge between the two classes.

    Lone Wolves are those, typically dominant wolves, who either cannot handle a pack dynamic, or were kicked out. They might not fit a pack bc they are too strong, they don't feel the pack bond as strongly and can go without it. OR they are out to make a new back (Beta who leaves.) Being kicked out, could have them as a submissive or dominant. Though a submissive without a home is usually welcomed quickly. Bc every pack needs them.


    So I really think that d/s aspect should be highlighted in this. A submissive wolf shouldn't be able to become the alpha after a few levels. You're born/made with dominance levels, and that should affect what you can and can't do. At least to a certain degree. A submissive wolf can still hunt, fight (if forced/they really want to), shift etc. They just don't get the added pressure. You could be a level 10 submissive wolf, who became a doctor to learn pack medicine. A mix of vet and medical dr. Or adept in tribal magic.

    Edited for language. - EA_Cian

    Delta, Isn't really mentioned, I kind of made it up. It sort of gives an incentive for an Alpha to step down as leader, but still be a prominent member of the pack. It's both a Step down and a Step up. Plus it works for My Sims who are meant to be werewolves. Deltas can take the lead, at any moment and have powers over the Alpha. but also stand in the background.

    When the flee Europe to America, the two Young Werewolves both show qualities of leadership, and dominance, so they are are Alphas constantly battling for power. Until they settle and building their pack.

    I think there should be some sort of retribution, if a Beta Leaves the pack of his/her own will. Because it was Your Alpha who bestowed the Bite on you. For the act of abandoning the pack for your own selfish endeavors, it would be treason against the pack. Punishment, would be the Alpha would constantly stalk the Beta to bite the wolf again and revoking the power, and turning the werewolf human. That is only the Alpha who bite and turned the Werewolf can also undo it.
    LSM36 wrote: »
    Oh and I think silver is what should deter both vamps and wolves. We have wolfsbane already which is weird. Some fantasy uses wolfsbane as something that actually heals wolves. Others say it's like garlic, it messes with their senses and they want to leave. It's not gonna kill them. Like iron works on Fae or fairies. And salt keep witches, and evil spirts, and most things really, out.

    I think there should be the option of a pack hunt. Whether it's just your family, or the extended pack. I think pets should be able to hunt with the wolves. And that the wolves can train their pets to hunt by shifting and going with them.
    Maybe there should be something about being out in the world, transformed with out a collar on, or w/o carrying your wolfy license. Lol

    Idk about having hunters that actually kill the supes. Maybe think about it like Supernatural animal control. Like "Hunters- Supernatural Patrol". Could be an offshoot of the police. They handle all incidents with rowdy supes. A vamp stalking you at night, breaking in? We'll come and plug him with a rubber-wood resin stake. It'll take him down, and he'll be in the cell to chill out for 36 hrs. And have to take Community Service classes. Out in your shifted form w/o a full moon, and no license? That's gonna be a fine for you. Rowdy teen without a license too? Time for 30hrs of Community Service, and videos on Responsible Shifting. Fairies spiking your punch? Working with the sprites to spread rumors and take apart your belongings. Time for an iron-lite cage and a stint as the glow in the lampposts.

    And they only get serious when someone's really being bad. Like a crazy Big Bad NPC that they've got on their Most Wanted List. Random Lone Wolves, and pack wolves, etc, have nothing to fear from them. It's the non-law-abiding Supe sims that need to worry.

    I read if a werewolf was stabbed with a Silver dagger or injured by a silver weapon they couldn't healed from the wound. While that unfortunately goes against the ratings. I was hoping Silver would act as a barrier, a locked door, they can't break through. which is why I proposed Silver Gates. to a property, not just for the beauty in grand gates to my werewolves large estate, but for practicality.

    I mean, Supernatural Hunting sort of like the Police Career for humans is fine and all but, It should be more of a Hobby... a Hobby, that teens can also take part in.
    There's a Supernatural Hunting family I've created, that dates back to 1881.
    So what I want is Cross bows, Traditional Bows and Arrows, deco objects, I guess.
    Okay short History Lesson, The Dior Family, is my Magic Hunting Clan. Starting with, Amara Dior. When She was 13 her Older brother Dustin, was killed and Since then she blamed Adam Jordan, technically it was his fault. Adam Jordan, is an Alpha, Husband, and Father to his Pack, he is also Lord & Founder of my fictional City of Briarwood.
    Three Years Later, 16 Year old Amara began her efforts to seek Vengeance/Justice.
    in 1881, She and her followers Murdered the Jordan Family, or so she thought.
    Adam Jordan, along with his two of three kids, Oldest Son Bruno, and Second Oldest Daughter Isabelle, were taken by Amara.
    However, Diane, Delta, Wife and Mother, Escaped into the Forests of Briarwood with her youngest Son Caleb. Almost surviving, she was fatally wounded by Amara's right hand, Hunter Argent.

    After the raid Amara set up the Briarwood Hunters Club, and Built a Lodge in the mountains of Briarwood, where she could watch on the Tides of Supernatural occurrences.

    Since then Her child Kieron Dior,
    Followed by His, Chase and Cathrine Dior,
    and Chase's, Ariana Dior, have been continuing her legacy.

    Under the Dior Estate, Adam Jordan Had gifted Dustin Dior for His Loyalty to him and Briarwood, Amara built a Stronghold.
    over the century and a half the Dior family has filled the Stronghold with weapons, and trophies of their hunts.

    So... Now that I've explained myself.
    I know, Unfortunately we can't actually Hunt, and kill Supernaturals, however I would Like Some Updates to be made to Woodworking/Handiness
    Crafting Bows, cross bows, and Arrows.
    linked up to an Archery Skill. Sort of like Sims freeplay we can hold Target Practices and such, in addition, as you excel in archery the different qualities and styles of bows and cross bows you can make on the woodworking bench.

    I don't think we would actually get a Hunting skill... even tho we mount Fish Heads and such on our walls...
    I would love Moose Head, Wolf Head, Bear Head Mounts, to decorate my Hunter Sim's walls.

    What I like about Vampires is when a Daemon/Vampire dies, their Urn Looks like a trophy. So I'm hoping that may be continued.

    If Ingested Wolfsbane does kill the werewolf, Hence "Wolf's Bane" unless it should be "Symbolical" It kills the wolf with in. thus "curing" the Werewolf.

    Side note: Update Sage, to be burned to repel Ghosts.

    I guess for decor tho, I would like Silver chains, to convey the idea, "This is where a werewolf is restrained during a full moon." or "a, or several werewolf has been restrained here at one point"
    Empty cages, to create that dungeon, that may have contained, or will contain supernatural creatures.

    Because if you have Get to Work, you're right you have methods to imprison sims, against their will. However those methods won't work. against supernaturals.

    But Hunting supernatural should be more of a hobby, so players like myself can create families of Hunters.
    But they should be careful when imposing "Supernatural Laws" not everyone believes in the secrecy of magical creature.
    My characters are more liberal towards magic and creatures of such nature.

    So I don't think the Police Career or something like the police career, should be made for supernaturals, however if your sim was a Hunter, and had a career in the Police force then perhaps further interactions could be unlocked.
    Realm of Magic:

    My Mood:

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  • LatinaBunnyLatinaBunny Posts: 4,666 Member
    For my cheerful world of Sims, I’m more into good guy werewolves who are protectors and are social animals with packs and stuff. (I play more violent werewolves in other video games, though. That kind of werewolf wouldn’t fit in my cheerful Sims worlds.) For some reason, I would love my werewolves to be protectors of the earth and the people, and becoming like the supernatural police.

    In terms of mechanics, I would like a system that works like the Get Together clubs, but with more pack formations and tiered pack positions, like those mentioned above (ie. Alpha, Beta, etc). :smile:

    I would also like more Wolf-like forms and the in between anthropomorphic bipedal wolf form that may have some different interactions and provokes different reactions from other Sims and such.

    I would also like some subtle powers like superhuman strength and superhuman speed, an enhanced immune system, and maybe something like...howling that can inspire fear, perhaps?

    I think that’s what I got for now. ^_^

    I really like werewolves as well, so it would be interesting to see how they are represented this time around in the Sims series. :blush:
    ~*~Occult Family Player player~*~
    (She/her)
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