11-24-2017, 08:21 PM
(This post was last modified: 11-24-2017, 08:37 PM by atomic1fire. Edited 7 times in total.)
I think maybe the Werewolves could have their own Acolytes as a chaos generating mechanic.
Acolytes: These dorks join crews hoping to uncover werewolves so that they can gain their power, as such you should arrest them and perhaps fart on them, they have no power by themselves but given the chance they will willingly take the power from the wolves and use it to murder everyone. They can't really be un-brainwashed, but security is instructed to handle them in proportion to the threat they pose. e.g kill the murdery/werewolved ones, fart on the ones who spam radio with praise wolfman rhetoric. Of course they can also be great anti vampire defences, because they're team wolf.
Note: Your chaplain was specifically picked to harbor distaste to werewolves and their worshipers. Also there's no guarantee that the wolf god is particularly nice to it's followers, so some followers may be turned into dog food. As there's nothing really magical about werewolves, Acolytes are just a group of idiots who decided to try to appease wolf people in order to become their next recipients.
Problem with calling them anything culty is it inspires people to play pretend cult. But then again I suppose that's the problem with creating a role specifically for giving someone the objective to "Become a werewolf", it either punishes people who aren't given that objective, or it encourages security to straight up kill anyone who openly volunteers to be the next wolfman.
Perhaps werewolve's mechanic could be curable as well, giving the crew a way to smack down the wolves nonlethally by taking their fur and pathologizing a cure out of it that doesn't involve killing every known wolf.
Also possible disability
Blood Lust: If someone releases a lot of blood, like a flood of it, werewolves may instinctively change from their human forms, outing any beast man who finds themselves a bloodbath.
Acolytes: These dorks join crews hoping to uncover werewolves so that they can gain their power, as such you should arrest them and perhaps fart on them, they have no power by themselves but given the chance they will willingly take the power from the wolves and use it to murder everyone. They can't really be un-brainwashed, but security is instructed to handle them in proportion to the threat they pose. e.g kill the murdery/werewolved ones, fart on the ones who spam radio with praise wolfman rhetoric. Of course they can also be great anti vampire defences, because they're team wolf.
Note: Your chaplain was specifically picked to harbor distaste to werewolves and their worshipers. Also there's no guarantee that the wolf god is particularly nice to it's followers, so some followers may be turned into dog food. As there's nothing really magical about werewolves, Acolytes are just a group of idiots who decided to try to appease wolf people in order to become their next recipients.
Problem with calling them anything culty is it inspires people to play pretend cult. But then again I suppose that's the problem with creating a role specifically for giving someone the objective to "Become a werewolf", it either punishes people who aren't given that objective, or it encourages security to straight up kill anyone who openly volunteers to be the next wolfman.
Perhaps werewolve's mechanic could be curable as well, giving the crew a way to smack down the wolves nonlethally by taking their fur and pathologizing a cure out of it that doesn't involve killing every known wolf.
Also possible disability
Blood Lust: If someone releases a lot of blood, like a flood of it, werewolves may instinctively change from their human forms, outing any beast man who finds themselves a bloodbath.