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Old May 5th, 2004, 04:19 AM

Duncanish Duncanish is offline
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Default My mod idea - comments, insight, and criticism welcome

One thing I liked about this game was the fact that alot of the nations were based on real-world cultures, then adapted to a more fantasy setting. Following along this same idea, I've been tinkering with a nation based roughly along the lines of various Native American nations. But, the fantasy twist, it's a nation of shapeshifters. Fans of the White Wolf book line, Werewolf: The Apocolypse will recognize all of these things, as it's drawn from their line.

As for units, the nation will have a mix of both human and shapeshifter troops. I plan for most of the human units to have little armour and somewhat primitive weapons (mostly spears and bows), and something like the Tribal Cavalry, but a bit stronger. The werewolves (Garou, as they're called) will have no armour and simple swords, spears, and a special type of armour-piercing bow (it's designed to be used by a nine-foot tall killing machine; methinks it would punch through most armour). There will also be a line of berserker Garou with big two-handed weapons. For a sacred unit, I was thinking of another berserker, but wielding two magic broadswords (klaives, in the material).

As for commanders, I was thinking of two mortals: one Chieftain, one Shaman (1 Nature, 1 Random). A flying spy (Corax; the were-ravens). An uber-stealthy assassin (Ratkin; were-rats obviously). An average priest (Gurahl; were-bears). A good mage (the Theurge; would have Nature 3, but I can't think of additional paths that would mesh well and keep them unique). A better priest, with a patrol bonus (Philodox; they were the judges and mediators of Garou society). And the Ahroun, which would be a strong mini-SC with a magic broadsword.

Needing a bit of input from the general community on this. Odds are I might change the names of the various species and classes, to avoid a most unhealthy lawsuit. I think WW is a fairly understanding company, so it might not be necassary. So, thoughts on units? Commanders? What would be a good pair for Nature magic that would still keep the race unique, but also fit along the lines of a Native American shaman?

[ May 05, 2004, 03:20: Message edited by: Duncanish ]
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