Jers' instant werewolf armor is just the item for you if you find yourself often being ambushed by large man eating werecreatures. Simply use the conveniently located hand crank to deploy the spikes from the rugged armored vest. the spikes will a bit of physical damage on contact, repeated contact is guaranteed to leave the any werecreature bleeding profusely. Please avoid running while spikes are deployed armor can damage surroundings, Jers' is not liable for any damage caused if vest is not fitted by a authorized tailor.
this is a weapon item, it provides medium low amount of armor and has an active to deploy spikes for a set duration with a cooldown. I would hope this item would provide a some survivability and damage to against close quarter divers to help deter and punish them. The item could be flexed to provide some extra damage by intentionally colliding with other characters. The item should ideally be balanced to favor the first use. It should have an obvious visual like return fire so ppl know when to steer clear.
other ideas to tweak this item would be to have a reduce healing w/bleed, have it instead provide a temporary weapon shield instead of armor. the shield might be a good alternate if the armor provides too much value when wearer is playing aggressive, this way some counter play would be chipping off the shield. the bleed might be too much maybe that would be on an upgraded version of the item. Originally i wanted this item to punish melee characters, and would activate on successful parry but that felt a little too situational. Idea inspired by siberian bear armor
this is a weapon item, it provides medium low amount of armor and has an active to deploy spikes for a set duration with a cooldown. I would hope this item would provide a some survivability and damage to against close quarter divers to help deter and punish them. The item could be flexed to provide some extra damage by intentionally colliding with other characters. The item should ideally be balanced to favor the first use. It should have an obvious visual like return fire so ppl know when to steer clear.
other ideas to tweak this item would be to have a reduce healing w/bleed, have it instead provide a temporary weapon shield instead of armor. the shield might be a good alternate if the armor provides too much value when wearer is playing aggressive, this way some counter play would be chipping off the shield. the bleed might be too much maybe that would be on an upgraded version of the item. Originally i wanted this item to punish melee characters, and would activate on successful parry but that felt a little too situational. Idea inspired by siberian bear armor