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Post by Admin on Jul 16, 2015 22:05:59 GMT
This is a list of General backgrounds that multiple changers have access to.
Ancestors Fetish Kinfolk Pure Breed Rites Spirit Guide
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Post by Admin on Jul 16, 2015 22:13:01 GMT
Ancestors: (Clarification) You must not have or had any levels in an ability to use this. So if you used up your Brawl on retests you can not use Ancestors to get more. The ability of Ancestors only lasts for a scene or until used. Some abilities may not be in the purview of your Ancestors, so be sure to talk to a Staff member to make sure it is okay to grab an ability. Abilities that are a.) no longer abilities and/or b.) not on the list of abilities we use in this game, are not able to be gained through Ancestors. Specializations can not be gained through this background. (Restricted) Bastet, Mokole, and Ananasi
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Post by Admin on Jul 16, 2015 22:16:35 GMT
Fetish: (Clarification) Each Fetish is a separate background on your character sheet that should read 'Fetish:Name of Fetish point cost'. You could have four, five, even six Fetish items, but each has a separate cost and listing. Fetish points need not be paid for after character creation. They must be gained through playing in the game, be that claiming, stealing, building, what have you. We are not using Hammer and Klaive, this does not mean custom Fetish items are impossible. They just require the staff who will take into account what you want it to do, but will add the limits, caps, and requirements with the player's input.
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Post by Admin on Jul 16, 2015 22:25:47 GMT
Kinfolk: (Clarification, Change) Each listing of Kinfolk is a single person with a rating of one to five. This should be listed as 'Kinfolk: Their Name, point value'. An accompanied description of the entity, if they are Human or Animal, what they focus on for you, as well as your relation to them is required. These backgrounds will be reflected in Role Play, listed people on the forums, and will interact with the environment as well.
Human Kinfolk are General kinfolk. They can mate with Homid or Animal (in Homid form) changers int he attempt to make another Kinfolk or True Born changer. Human kinfolk with no pure breed are susceptible to the Breeding Plague that changes people into Ratkin. This is not going to be a regular thing and will not be seen happening outside of planned stories or with player approval. Kinfolk with a single point of Pure Breed must select what they have pure breed in and this will make them immune to the Plague. Pure Breed assists to helping make true born changers/kinfolk of the given creature the pure breed is for.
Animal Kinfolk can only breed with their own species, no matter how much pure breed either side has. Other than Rats, all animal kinfolk are immune to the Breeding Plague.
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Post by Admin on Jul 16, 2015 22:33:06 GMT
Pure Breed: (Clarification) Pure breed only applies to Human Kinfolk, Animal Kinfolk of your species, and members of your species. So a Mokole with Pure Breed four will have no social advantage from their over any other changer or a Kinfolk that happens to be a Tiger. Sadly, for Kinfolk, their Pure Breed only applies to their species, and they can only have one species type of Pure Breed, even though Human Kinfolk are affected by every changer who has Pure Breed.
Pure Breed is not a supernatural power of persuasion or coercion. You can not use it to make someone do something their character did not want to already. SO no, Black Spiral Dancers will not be showing up and talking your Kinfolk into walking away with Pure Breed alone. (Restricted) Nuwisha, Corax, Gurahl, Ananasi
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Post by Admin on Jul 16, 2015 23:28:01 GMT
Spirit Guide:
Many creatures handle their personal or group connection to spirits differently. For ease and balance the staff has done away with backgrounds such as Totem, Jamak, etc. Instead all players have the option to buy Spirit Guide as a background.
Spirit Guide is a spirit you, or a group, has made a connection to. They may have found you during your Rite of Passage, your first change, etc. Over time, as well as with interaction and care, they can grow to become great allies to you and your friends/family. Some species may refuse or seek out certain Spirit Guides, such as Ratkin only taking on aspects of Mother Rat. For a good guide please see your Fera types book for ideas and direction, and a guide below will be available.
Now these Guides can become as powerful as totems and give benefits on top of being an entity you can interact with. Some people may just want them as a personal totem and not have to deal with them out side of the benefits and bans, and that is fine. For those that want a personal or team spirit guide and nothing more, just list the total points you or the group has in the given spirit and make sure your points in Spirit Guide are equal to or greater than the listed requirement for that given spirit. After that we can sit down and flesh out the spirit guide so the staff has a reference to use if the need arises.
Those that want to take an active hands on with their spirit guide can. There is no mechanical benefit in which you choose, but one offers more role play and interaction than the other. In this method, how you treat your spirit guide may reflect the way it grows and they way it interacts with the world around it, but again, it has no mechanical advantage over those who don't want to focus on this aspect of the game.
It is not uncommon for Spirit Totems bound to a Family to watch over the next generation and continue its service through each new generation. For those who have this kind of connection you are considered to have an established Team Spirit Guide. The only people able to invest Spirit Guide points are members of the family, be they married in or blood. Any kinfolk members of the team have that are family add half their Kinfolk value, round down, to the total score.
Players spend points into Spirit Guide and tell the staff what kind of Spirit they want, its role, and if they have a totem in mind for it to become some day. After that the staff will build and manage the spirits character sheet based on the players efforts. This is not to say you won't get what you want. If a Team wants Pack Mind Ling then when you have the points you will get it, things like abilities, charms (beyond their base), and personality traits will be what is determined by the staff and based on what you teach them and how you interact with them.
A player may only have one spirit as a Spirit Guide at any given time.
(Restrictions and Notes) -Ratkin must choose either an aspect of Rat or Hope as a Spirit Totem. Be it a family, team or personal spirit guide. -Corax must choose to take either Raven or Hope as a Spirit Guide. -Mokole can not start with a mammal as a Spirit Guide, but can take Hope if they wish. -Ananasi can choose to either take Ananasa (at no cost to the player) as a Spirit Guide, or Hope (standard costs apply). -Gurahl must take either an aspect of Bear or Hope as a Spirit Guide.
-Taking Hope as a Spirit Guide is not required to gain access to 'Blessing of Hope'. As a spirit her Ban and Benefits differ based on the type of Fera the player is playing, but she can be taken as a personal Spirit Guide to all. Her Ban and Blessing will be known to you when you get Spirit Guide to 5. The Blessing of Hope is always in effect regardless of what spirit guide you take, as long as you are within range.
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