This is a suggestion for many ways to improve combat.
Two-handed Tools
Tools can be made 2-handed using its crafting recipe, but witht the 1-handed variant inside. Bows are also two-handed, and guns, crossbows, and potion-sprayers are reloaded with 2 hands.
Swords
1-handed swords can block other 1-handed swords, and 2-handed swords can block any other swords. They cannot block any other weapons.
Spear Stuff
Spears can be crafted using 2 sticks and a tool-making item (iron, diamond, etc) on a diagonal, to make a spear. A spear can be made into a 2-handed polearm. A war dart can be crafted with a feather, stick, and arrow, like the arrow recipe. It can be thrown, or used to stab things up close.
Gun
The gun can be crafted with 2 iron and 2 wood planks, with the planks on one side, and the iron going across to the other side. It can be loaded using gunpowder and iron nuggets. It shoots a fast projectile.
Tech Weapons
These are made with 1 iron, 1 redstone, and 2 other items, in the gun arrangement. The taser requires a repeater and an extra redstone. It can temporarily stun opponents, and cause damage. The stunner is made with a redstone lamp and a noteblock. It can make an opponent bounce around for a short time. The repellor is made with a slimeblock and piston. It deals no damage on a hit, but has ludicrous knockback. The potion sprayer is made with a dispencer and a cauldron. It can sprayer a cloud of potion effects, when loaded with a potion.
To me this sounds like a very customizable worldgen system, but confined to what sound like 'pocket dimensions'
The idea would seem to be to allow a player access to small areas (similar to biomes, but not confined to differing flora & fauna) via a gateway/portal type thing (rather than the simple borders as exist between biomes).
Depending on how great a variance is permitted from 'normal' conditions in one of more of the current dimensions, some of these might tend to alter game balance quite strongly [eg. a pocket world where diamond blocks were as common as overworld dirt].
Also, how the specific conditions applying to a particular pocket are selected needs to be made clear.
As do the various mechanical aspects of how one would utilize the 'planetary beam' gate item/block.
The planets would be unique dimensions, like the nether, but about as varied as the overworld.
Planets could have an overabundance of rare materials, but it could also just have nothing of interest.
The nectar nekter is a hostile mob that lives in water. It looks like a fish and a squid superimposed together at the squid's mantle / fish's body, with fish pectoral fins. They deal 10 damage per attack, but the attacks give the status effect Regeneration 2 for 10 seconds. If something attacks them, the attacker will gain Regeneration 3 for 20 seconds, and Instant Health 3. They have 20 health, and move at 2m/s. They drop Ambrosia. Ambrosia can be eaten, which gives the Ambrosial effect for 2 minutes. The Ambrosial effect allows the affected to fly around freely, (like with the elytra), but slower. Ambrosia can be smelted into ambrosial ingots. These can be crafted into ambrosial sandals. Ambrosial sandals give the wearer Speed 1, Jump Boost 1, Haste 1, and Night Vision. The sandals will lose durability quickly when the wearer moves, mines, or jumps, and will slowly lose durability in the dark. They are repaired with ambrosial nuggets.
[/color][color=#0000ff]Alterable piston:- This is a piston where the max strength can be altered.[/color]This idea needs to be expanded: is it intended that the push limit be increased beyond 12 or merely that a specific piston be adjustable with the 1-12 range?[color=#0000ff]Put the limit beyond 12[/color]No Support for this version. While the proposed increased push limit is not defined, I consider the current limit of 12 to be one of the major limitations/challenges/controls on redstone builds and would not like to see it altered.[Sufficiently good arguments might alter that position.]It would allow almost all redstone machines to grow to awesome scale.[color=#0000ff]Adjustable-Alterable piston:- The above 2 pistons combined.[/color]Comments for the above two types apply here as well.If all three proposals were to be adapted (and applied to both sticky
and regular pistons) the total number of types would be expanded to
eight.[color=#0000ff]Not eight, just six.[/color]Current pistons: sticky and regularAdjustable pistons: sticky and regularAlterable pistons: sticky and regularAdjustable-Alterable pistons: sticky and regularThis makes eight.(What am I not understanding?You understand everything perfectly, I was just being dumb
Did you intent the Adjustable pistons to replace (rather than coexist with) the curent options?)Expansion still needed, particularly as regards mechanics and examples of use…[color=#0000ff]Alterable slimeblock:- A slimebock that can have each side of it toggled between being sticky and not sticky.[/color]Stacking of the mutable version might be problematic as each item would need to retain its "side-edness" data[color=#0000ff]Not if the placed block could be altered.[/color]Ah! allowing the stickiness options to be set only after the block was placed would remove that consideration (and avoid the 62 possible non-mutable versions).The mechanics of how this setting was to be accomplished do, however, need to be described. (A GUI would work, but another approach would be preferrable – if possible – for reasons of immersion breaking if not technical expense.)[color=#0000ff]Hole Cauldron:- Can carry water or lava while being pushed.[/color][color=#0000ff]It could carry water or lava, and it would flow out of the bottom like it was a source block. And it could move, with this fluid still flowing.[/color]Interesting.Is it intended that the contained fluid flow even if there is a solid topped block beneath the Holed Cauldron?(If so, is there any way – short of – of preventing the fluid from flowing out?)The flow will be stopped if a solid block is beneath the cauldron
For water, my understanding of the changes in 1.13 water physics suggests something like this effect might be acheived by pushing a waterlogged fence post (or similar) using a surround of solid blocks to control the flow. [A more ungainly solution, and one that would not work for lava.]
This would also require lava to be able to be placed in a cauldron… (currently permitted in the Bedrock, but not the java, 1.14 snapshots).
So at first I was thinking this was of-course overly-detailed (the better to pare it down for partial-use, later, of course by whoever-wants-whatever) and Thoroughly well-thought out, the ways the Possible things might interact. I was considering that it - the "Whalefall Biome," idea - might function better within existing (if-New, of Oceans [of 1.13, most-recently, specifically Aquatic, Update, Aquatic]) Biomes as just an-addition to the Dolphins and Sea Turtles (which are alternately giving the "Dolphin's Grace" Effect of 5 sec's. Speeding-up the Player's, Swimming, and having no-effect /"The Turtle Master's" Effect would Absorb-lots of-Damage and Slow the Player down, if experienced - honestly, this latter alone is suggesting a further Idea, to me, here - as it seems somewhat-incomplete /limited in imagination [to wit, "'UnderWater Explosive force' , 'shock-absorbers'," would be - finally, most-useful - for this Turtle"-like" Effect]).
And wondered if perhaps the-role of "Whales" - which seem dangerous-enough, of course (the "tail slaps," "killing the Player" is realistic Despite Any Armor) - which also-"create a huge explosion that destroys blocks even if they are underwater if they are attacked enough" (Copy /Paste) is the-ultimate in "gag /danger" again "Passive Mobs" ("Blowing-up" like Beds in the Nether /The End, and /or "underwater Fireworks Rockets"). The "Slime Blocks" - Not "Slime Balls," I'd noted - of the "hagfish" especially was-interesting (even though the "infinite slime cheaply-enough," seemed a-Bit OverPowered, to me).
Then I had an Idea. "Floating" - Actually "Floating" - "Blubber."
It would be - Exactly-like - the Reverse-of (Red) Sand /Gravel /Concrete Powder, Blocks (which latter-most Themselves - Oddly-enough, again - Fall-to Water, Turn /Harden to Concrete, and Then-STAY, there ["Floating," basically too]). It would be an - almost - way to Build upside-down (when you Place a Lily Pad, of course, you Could just Place stuff on its-underside, but this-causes it to-detach as an item, which then might occasionally not be picked-up, and being nonrenewable, Lily Pads are thereby somewhat limited inherently for-use in Building in any case).
Almost, still of course because not-only would "Floating" "Blubber" not-be "ridable"-up - as Sand et. al. are "kind-of" able to be Fallen-down on While they're-Falling (unless the "Blubber" "Floats" somewhat-slower, which would-be somewhat realistic, if "realistic," that is is actually the goal, since rising-up in the Water column via the Jump option isn't as fast as increasing-Freefall, and-instead the "Blubber" would - I guess - for Max.-realism, "slow-down," slightly, as it reached the-top of any given Water, staying just-barely touching above Sea Level, showing its top almost-only, like the Land-above) - but it would just-Stop, there - not go higher (not even if in a-"Mass," as Game Mechanics, still likely don't-"recognize" "combinations /collections," of Blocks "as being 'different'" [see issues with "
Slimeblock flying machines should be better
," if a complete-other Suggestions topic also-up]). And mainly-because we can't look-down and see-"legs," Nor "flip-upside-down" and Then "look-'down'" (up overall to all outside the Avatar) - though we could still - just, look-up, while-Building, around-such.
Heck, if they were Really-fancy, we could get "movable Blocks," by moving-into them, "Blubber" (as) in Water and /or "Balls" (as) on Land, whatever. In sec's. there'd be completely-realistic MC "Sports," of Most (Instead Of Just MANY)-kinds.
Maybe - this could be "Traded"? - to Villager Children /Baby Villagers, even?? "Balls"?!? (which they would then "Play"-with, making them - already Interesting for Sprinting-around, "playing-Tag" - Four-times as-"Interesting," as - other - Villagers, if they could-"Play," with one-another, the non-Adult ones).
Whereas Villagers would - say - do the same for Slime Blocks and /or "Float" /et. al. "Blubber" in Water. Which they would then "Play" with the "Player," even (heh, ok, I know this's - all - getting quite Silly).
Even just "Floating Balls" (as "of-'Blubber'" "Crafted" /"Traded"-for, "inside"). Heh.
The trick of-course with your idea is Probably the "Mobs" would have to "Spawn" like the "Whales," and-disappear, basically in-between (if not "Despawn" outright, probably die-off into whatever-limited "dropped-item," forms like now-Fish Mobs, already), to avoid-Lag (as Ref'd. above by someone), as-well as a glut (of stuff). Besides-which, ultimately the "Whalefalls" are As-interesting for their dangers - "Poison" (perhaps the "Undead Whales" could have this already "and-Move" [I'd already considered they could "drop / 'Float' 'Blubber'" - sort-of like Real Life whales' "ambergris" - just as-they Go, as part-of their "Large"-scale "decomposition," as you elaborate on "Stages" of such]) and "Explosion"-originally if- "attacked /killed" (and the-usual Drowning if-trying to go Deep-enough, in Water, common issue to All Oceans) - as their resources, and as-well as possibly being the-equivalent of a "'Moving' 'Dungeon'," basically in Some "ways," you've described above in the O(riginal)P(ost).
One "Resolution" of this-all Could-be Mobs-Only, with a "Whalefall" as you put it as the "Final Stage" (of apparently-4'ish). "Undead Whales" being one of the-"Two" (so it would-Also be "the only 'Undead'," with "Two 'Stages'," potentially) - though personally my Undead, New Oceans quotient is met-enough by Skeleton-and-Zombie Horses now-Sinking (former being Ridable, despite-this, not-separating from Player - I didn't see you try to have the Player kind-of unrealistically "'Whale' 'Riding'," heh - just saying), Drowned, and all-other Undead, Sinking-there, too - "middle 'Stages'."
This could be "Mobs"-"becoming" - again "Newly" - "Re-'Generated, Structures'" (if not for - the same - given "Mob"). Even "(Slime) Blocks" "being-'produced'" by "hagfish" Would-be "New," I think.
And so they'd-have to - the "Structures, Generated" too - have to "'De'-'Generate'" (Also-a "new mechanism"). To avoid "filling the Oceans with 'Whale bits'" (and "their 'decomposers'").
But still, overall, I see the thrust of what you've invented, here being (a) "Disgusting / 'Poisonous' Biome /Generation /Mob(s)." Rather than "too many 'Mobs'" or "too-many 'Blocks'," issues, respectively.
To mitigate this somewhat, in terms of the raw-difference, from the rest of MC, there'd be a couple not-fully obvious options. In Jungles, for example, there are half the Sapling item drops - encouraging the Player to "Save the Rainforest," rather than "Clear-Cut" it "and-'go'."
For "Saving the 'Whales'," it'd be some-kind of "benefit" of-resources, in which Perhaps "attacking-them" /"letting-them die" (yes, there could even like-Dolphins already-get, "Stranded 'Whales'" - Any-damage-taken would have an effect - of I-guess resources lost /Player-hurt), would "MAKE Them" (and also not-unlike - potentially-Zombified - Villagers) "become" Undead (after all, who wants to "Cure" an "Undead 'Whale'"? I mean, imagine the "Potion"-volumes, required, alone..?!? don't forget, it's Still-"dangerous"). If they Were "Undead 'Whales'," they might Both give like a-tenth of the resources, and /or that'd make-them "more-'aggressive'" - like all the-"Other" Undead - to the Player (again: Already "Dangerous" ; !)!
So that'd be Both a new - Undead, even - "Mob" (and /or the smaller-"Mobs," again-perhaps more-common and /or "more-'aggressive'" around an "Undead," one), And in the "Water." Still technically-"Ghoulish," though Given whaling (I R L).
Heck, to be Really complex (at the least, probably-complicated), "Breeding" (maybe using "decomposers," to have a use for those, "Mobs," otherwise "plankton," "'Mob' and /or 'Blocks' 'areas'") them would cause the "older" ones to-"Die" - Yielding those resources - while the "Undead 'Whales'" might "clean-out" a given area of "regular 'Whales'," 'til the "Undead," "Despawned" (being basically-"Hostile" [and again a la Zombie Villagers vs. Villagers, on Hard{core} Mode{s}]), and then "new ones, 'Respawned'-slowly"). The "justification" here would be that as top predators, "Whales" would "get rid" of "excess population," "giving-up" their resources of "former-existence" (kindly - and "Passively" [this could-just be as "dropped items," of course too] - as opposed to "Undead-style").
For a really cool Idea? It could be used - "in 'combinations'," again - to Make BOATS /SHIPS.
After all, one of the main-ways ships Historically I.R.L. were kept-afloat, was Lots-and-Lots of various-form of oil /fats, between-all the Wood. And thus the Tale /Tail (s) would-end . .
I do not follow. Could you explain it in smaller segments, or something?
I'm unclear how some of these relate to flying machines, they seem more like proposals for new piston types…
quote=lagagamorp
Adjustable piston:- This is a piston that can be toggled between obeying quasiconnectivity or not, with a UI.
Interesting concept. Given that quasi-connectivity is an unintended feature (ie. a mistake that serendipitously proved to be too useful to remove ), I'd expect coding this to be… challenging.
Making the two types of pistons distinct (and non-interconvertable) would be more in line with the piston/sticky piston implementation, but would raise the number of piston types to four.
It was mainly to allow better switches, and make construction easier.
I can see potential uses for a quasi-immune piston, but questions about the ease/cost of implementation
Qualified Support
Alterable piston:- This is a piston where the max strength can be altered.
This idea needs to be expanded: is it intended that the push limit be increased beyond 12 or merely that a specific piston be adjustable with the 1-12 range?
Put the limit beyond 12
The former has been repeatedly proposed, is already available via other means, and various comments have made clear that the 12 block limit is an intended limitation. Given these conditions, I don't see this happening…
Needs Expansion
Adjustable-Alterable piston:- The above 2 pistons combined.
Comments for the above two types apply here as well.
If all three proposals were to be adapted (and applied to both sticky and regular pistons) the total number of types would be expanded to eight.
Not eight, just six.
So large an expansion would be more likely to garner support if examples of its advantageous uses were included.
Needs Expansion
Alterable slimeblock:- A slimebock that can have each side of it toggled between being sticky and not sticky.
One point that needs clarification is whether the settings of a particular example of the item would be fixed or mutable
The block can have each side flipped between stickiness and nonstickiness with a use.
Stacking of the mutable version might be problematic as each item would need to retain its "side-edness" data
Not if the placed block could be altered.
Something else that ought be considered is if changing the top face of such a block to non-sticky would remove the damage reducing bounce effect.
If the top block wasn't sticky, it would work like the average block
Interesting, but needs expansion and may well entail problems.
Hole Cauldron:- Can carry water or lava while being pushed.
Not Understood It could carry water or lava, and it would flow out of the bottom like it was a source block. And it could move, with this fluid still flowing.
Also oceans are deep. They're three-dimensional biomes with lots of space for mobs to do mob things.
Swamps can be huge, and mobs can be small. The only problems would be giant toads and crocodiles, both could be fixed with rarity. And if Mojang decides not to make the tiny mobs unviewably intricate, they could make all the mobs with 4 models and 6 AIs.
The land is filled with interesting blocks and mobs, and now, so is the water. Between the two, is null but dirt. I think there should be more in the swamp.
Blocks
Sugarcane should grow not only near water, but also in water at swamps. Also, seagrass won't grow in swamps if it currently does, and instead tall grass will grow in 1m deep water.
There would be flowers that spawn in water, near to lilypad clusters.
Mud is a block that spawns in and around water. It slows down most mobs.
Mobs
Frogs and toads will spawn in mud. They will also spawn as tadpoles. They jump about, rather than walk. Frogs need water and air, whereas toads only need air. They both eat flies by using their tongue to grab them. They also swim about in swamps.
Salamanders are more or less frogs that walk and don't jump.
Caecillians are worm-like mobs that crawl through mud blocks.
Mudskippers are fish-like mobs that walk on mud and swim in water, and need water but not air.
Flies are tiny mobs that fly around. They can be hurt by snowballs, but are too small to be easily hit.
Crocodiles are rare, large, hostile mobs. They swim about, but do not need water, just air. They are about 1m tall, and 4m long. They can gallop, walk, or crawl on land.
Ducks are flying mobs. They swim on water, and can walk on land. They drop raw duck.
Giant toads are 2m tall toads. They are neutral, and will become hostile if attacked. They will use their tongue to eat ducks. They can be tamed with raw duck or fish. Once tamed, they can be given a chest or a saddle. If saddled, they can be ridden on land or water. They attack by biting and leaping at the victim.
Dog should be more varied. Almost all numerical values would vary among them. They could be from ghast-sized, to bat-sized. They would have different head-shapes, and a great variety of proportions for the head. The head would also have a height on the body. The ears would vary in height, length, width, and angle. The body would vary in height, length, and width. The legs and tail would vary in thickness and length. The caps on these values would be very far from the normal value (the values of wolves). Wolves would vary slightly from the current wolf form. Dog stats can vary wildly. Almost all stats can vary.
Dogs can be bred. The offspring would have traits between the parents' traits, or near to one parent's trait, outside of the range between the parents' traits (in a 50/50 chance, per trait). If the parents are both dogs/wolves, the puppy will be a dog/wolf. If the parents are different, the puppy has a 50% chance of being a dog/wolf. Dogs can be fed an enchanted bone (found in dungeons). to randomise the dog's traits. You can also use a dog copier, which is crafted with an enchanted bone, a leash, and a stick, to copy the traits of one dog onto another. This process requires an enchanted bone.
Appearance: Large, with a slightly elongated face, but no nose. She has long, muscular, masculine arms, with strong, three-fingered hands. She has 4 toes, with claws, except the one second from the middle, which is hoofed, and touches the ground
Hair color: Orange
History: Her mother was a genetically engineered guard, while her father was human. She lived on the street, before beingfound and taken in.
Personality: Angry, aggresive, and very unintelligent outside of fighting
What brought you to this school: She needed somewhere to learn about for not to destroy stuff
0
The old combat system was weird and unrealistic.
0
This is a suggestion for many ways to improve combat.
Two-handed Tools
Tools can be made 2-handed using its crafting recipe, but witht the 1-handed variant inside. Bows are also two-handed, and guns, crossbows, and potion-sprayers are reloaded with 2 hands.
Swords
1-handed swords can block other 1-handed swords, and 2-handed swords can block any other swords. They cannot block any other weapons.
Spear Stuff
Spears can be crafted using 2 sticks and a tool-making item (iron, diamond, etc) on a diagonal, to make a spear. A spear can be made into a 2-handed polearm. A war dart can be crafted with a feather, stick, and arrow, like the arrow recipe. It can be thrown, or used to stab things up close.
Gun
The gun can be crafted with 2 iron and 2 wood planks, with the planks on one side, and the iron going across to the other side. It can be loaded using gunpowder and iron nuggets. It shoots a fast projectile.
Tech Weapons
These are made with 1 iron, 1 redstone, and 2 other items, in the gun arrangement. The taser requires a repeater and an extra redstone. It can temporarily stun opponents, and cause damage. The stunner is made with a redstone lamp and a noteblock. It can make an opponent bounce around for a short time. The repellor is made with a slimeblock and piston. It deals no damage on a hit, but has ludicrous knockback. The potion sprayer is made with a dispencer and a cauldron. It can sprayer a cloud of potion effects, when loaded with a potion.
0
The planetary beams are around the outer end. The end is a scrapped version of the sky dimension.
The planets would be like the overworld.
0
Is it better now?
0
The planets would be unique dimensions, like the nether, but about as varied as the overworld.
Planets could have an overabundance of rare materials, but it could also just have nothing of interest.
I'll detail planet formation.
0
The nectar nekter is a hostile mob that lives in water. It looks like a fish and a squid superimposed together at the squid's mantle / fish's body, with fish pectoral fins. They deal 10 damage per attack, but the attacks give the status effect Regeneration 2 for 10 seconds. If something attacks them, the attacker will gain Regeneration 3 for 20 seconds, and Instant Health 3. They have 20 health, and move at 2m/s. They drop Ambrosia. Ambrosia can be eaten, which gives the Ambrosial effect for 2 minutes. The Ambrosial effect allows the affected to fly around freely, (like with the elytra), but slower. Ambrosia can be smelted into ambrosial ingots. These can be crafted into ambrosial sandals. Ambrosial sandals give the wearer Speed 1, Jump Boost 1, Haste 1, and Night Vision. The sandals will lose durability quickly when the wearer moves, mines, or jumps, and will slowly lose durability in the dark. They are repaired with ambrosial nuggets.
0
0
I do not follow. Could you explain it in smaller segments, or something?
0
0
Adjustable piston:- This is a piston that can be toggled between obeying quasiconnectivity or not, with a UI.
Alterable piston:- This is a piston where the max strength can be altered.
Adjustable-Alterable piston:- The above 2 pistons combined.
Alterable slimeblock:- A slimebock that can have each side of it toggled between being sticky and not sticky.
Hole Cauldron:- Can carry water or lava while being pushed.
0
Swamps can be huge, and mobs can be small. The only problems would be giant toads and crocodiles, both could be fixed with rarity. And if Mojang decides not to make the tiny mobs unviewably intricate, they could make all the mobs with 4 models and 6 AIs.
0
Swamps are basically worse oceans, and the ocean has had over 100 mobs added in one update.
0
The land is filled with interesting blocks and mobs, and now, so is the water. Between the two, is null but dirt. I think there should be more in the swamp.
Blocks
Sugarcane should grow not only near water, but also in water at swamps. Also, seagrass won't grow in swamps if it currently does, and instead tall grass will grow in 1m deep water.
There would be flowers that spawn in water, near to lilypad clusters.
Mud is a block that spawns in and around water. It slows down most mobs.
Mobs
Frogs and toads will spawn in mud. They will also spawn as tadpoles. They jump about, rather than walk. Frogs need water and air, whereas toads only need air. They both eat flies by using their tongue to grab them. They also swim about in swamps.
Salamanders are more or less frogs that walk and don't jump.
Caecillians are worm-like mobs that crawl through mud blocks.
Mudskippers are fish-like mobs that walk on mud and swim in water, and need water but not air.
Flies are tiny mobs that fly around. They can be hurt by snowballs, but are too small to be easily hit.
Crocodiles are rare, large, hostile mobs. They swim about, but do not need water, just air. They are about 1m tall, and 4m long. They can gallop, walk, or crawl on land.
Ducks are flying mobs. They swim on water, and can walk on land. They drop raw duck.
Giant toads are 2m tall toads. They are neutral, and will become hostile if attacked. They will use their tongue to eat ducks. They can be tamed with raw duck or fish. Once tamed, they can be given a chest or a saddle. If saddled, they can be ridden on land or water. They attack by biting and leaping at the victim.
0
Dog should be more varied. Almost all numerical values would vary among them. They could be from ghast-sized, to bat-sized. They would have different head-shapes, and a great variety of proportions for the head. The head would also have a height on the body. The ears would vary in height, length, width, and angle. The body would vary in height, length, and width. The legs and tail would vary in thickness and length. The caps on these values would be very far from the normal value (the values of wolves). Wolves would vary slightly from the current wolf form. Dog stats can vary wildly. Almost all stats can vary.
Dogs can be bred. The offspring would have traits between the parents' traits, or near to one parent's trait, outside of the range between the parents' traits (in a 50/50 chance, per trait). If the parents are both dogs/wolves, the puppy will be a dog/wolf. If the parents are different, the puppy has a 50% chance of being a dog/wolf. Dogs can be fed an enchanted bone (found in dungeons). to randomise the dog's traits. You can also use a dog copier, which is crafted with an enchanted bone, a leash, and a stick, to copy the traits of one dog onto another. This process requires an enchanted bone.
0
If this is still open...
Name: Agre
Age: 16
Gender: Female
Appearance: Large, with a slightly elongated face, but no nose. She has long, muscular, masculine arms, with strong, three-fingered hands. She has 4 toes, with claws, except the one second from the middle, which is hoofed, and touches the ground
Hair color: Orange
History: Her mother was a genetically engineered guard, while her father was human. She lived on the street, before beingfound and taken in.
Personality: Angry, aggresive, and very unintelligent outside of fighting
What brought you to this school: She needed somewhere to learn about for not to destroy stuff
Skills: Throwing, running, fighting
Other: She has many diseases from being a hybrid