Difference between revisions of "The Nobility of Faust"

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Nobility of Faust:
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      Since the fall, the Nobility of Faust, have risen in all cities into positions of power. They appear to always have a grace in their movement and a dedication to their task. The nobility did not have this dedication to their duties before the fall and had become nothing more than figure heads. They rose from the ashes and assumed their role as the leaders bringing stability and hope in their cities. Though they are very dedicated to their jobs, they occasionally lose their temper or seem headstrong in their decisions.
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Since the Fall, '''the Nobility of [[Faust]]''' have risen into positions of power in all cities. The nobility did not always have this dedication to their duties; before the fall they had become nothing more than figureheads. However, they rose from the ashes and assumed their role as the leaders, bringing stability and hope in their cities. Though they are very dedicated to their jobs, they occasionally lose their temper or seem headstrong in their decisions.
  
      The nobility have been cursed by nature, it appears.  They have gained animal characteristics. Some have feathers instead of hair or have grown fangs and claws. These characteristics have only developed after the fall. At first there was a huge panic among the nobility. They soon realized that other people could not see what had occurred to them. To the commoners they looked completely normal if not more graceful than before.  If a noble use their new found attributes, the people around them tend to justify the action with a mundane thing. (example: if a noble used there claws on a person, the people around might have seen the noble draw a dagger quickly and then put it away.)
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==The nature of Nobility==
  
Racial Traits
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It appears the Nobility have been cursed by nature.  Those of noble birth are born with animal characteristics. Some have feathers instead of hair or have grown fangs and claws.  These characteristics developed only after the Fall, at first creating a huge panic among the nobility.  Soon they realized that other people could not see what had occurred.  To commoners the noble born looked completely normal, if not more graceful than before.  When the Nobility use their new found attributes, such as claws, or even wings, the people around them tend to justify the action with something mundane.  "I've never seen a man draw a dagger and hide it again so quickly as Sir Thalen!" 
  
Curse of nature: They have gained some attributes of an animal. They are quick but find it hard to focus on one thing at a time, also they sometimes are quick to anger. +2 dex -2 int, -2 chrs
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Nobles are perceived by those around them as dedicated or headstrong, a little eccentric, and sometimes quick to anger.
  
Mark of the wild: The character has gained some features of one animal. Normal people do not see this trait, but to other Nobility of Faust it is very apparent.
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==Nobles only==
  
Shifting: The character can concentrate her animal attributes and gaining the benefit of one of the shifters ablities (see page 19 of eberron)
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* While Nobles may have animal characteristics from any number of wild species, those from Morbid seem to be of only three types, bat, wolf or jackal.  The reason for this is unknown. 
  
+2 to balance, climb, and jump do to their animalistic heritage.
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==OOC==
  
Low light vision  
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The Nobility of Faust are humans, who use the Shifter racial character creation rules from the Eberron Campaign Setting, with some exceptions. 
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===Character===
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Unlike the Eberron Shifter, Nobles are not necessarily loners.  They do not necessarily prefer to hunt for their own food, or be strictly individual in a survivalist sense.  They are also not by stereotype opposed to figures of authority.
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===Racial traits===
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*'''Curse of Nature''':  The noble-born is quick but finds it hard to focus on one thing at a time, and may sometimes be quick to anger.  (Attributes: +2 DEX, -2 INT, -2 CHA)
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* '''Mark of the Wild''': The character has gained some features of a particular animal.  Those who are not noble-born do not see these traits, nor their effects, but to other Nobility of Faust it is very apparent.  (Similar to the Veil in Werewolf: The Apocalypse, anything experienced by a non-noble which would clue them in to the Mark of the Wild, is explained away as something mundane.)
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*'''Shifting''': The character can concentrate her animal attributes and gain the benefit of one of the shifter ablities (Page 19 of the Eberron Campaign Setting, or see an expanded list in Races of Eberron.)
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*'''Wild Heritage''': Due to character's animalistic heritage, he has low light vision and receives +2 to Balance, Climb, and Jump skill checks.
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*'''Territorial''': The Noble-born make it their business to know what goes on in their area.  Knowledge Local is in-class for all Nobility.
  
 
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Latest revision as of 23:10, 5 April 2007

Since the Fall, the Nobility of Faust have risen into positions of power in all cities. The nobility did not always have this dedication to their duties; before the fall they had become nothing more than figureheads. However, they rose from the ashes and assumed their role as the leaders, bringing stability and hope in their cities. Though they are very dedicated to their jobs, they occasionally lose their temper or seem headstrong in their decisions.

The nature of Nobility

It appears the Nobility have been cursed by nature. Those of noble birth are born with animal characteristics. Some have feathers instead of hair or have grown fangs and claws. These characteristics developed only after the Fall, at first creating a huge panic among the nobility. Soon they realized that other people could not see what had occurred. To commoners the noble born looked completely normal, if not more graceful than before. When the Nobility use their new found attributes, such as claws, or even wings, the people around them tend to justify the action with something mundane. "I've never seen a man draw a dagger and hide it again so quickly as Sir Thalen!"

Nobles are perceived by those around them as dedicated or headstrong, a little eccentric, and sometimes quick to anger.

Nobles only

  • While Nobles may have animal characteristics from any number of wild species, those from Morbid seem to be of only three types, bat, wolf or jackal. The reason for this is unknown.

OOC

The Nobility of Faust are humans, who use the Shifter racial character creation rules from the Eberron Campaign Setting, with some exceptions.

Character

Unlike the Eberron Shifter, Nobles are not necessarily loners. They do not necessarily prefer to hunt for their own food, or be strictly individual in a survivalist sense. They are also not by stereotype opposed to figures of authority.

Racial traits

  • Curse of Nature: The noble-born is quick but finds it hard to focus on one thing at a time, and may sometimes be quick to anger. (Attributes: +2 DEX, -2 INT, -2 CHA)
  • Mark of the Wild: The character has gained some features of a particular animal. Those who are not noble-born do not see these traits, nor their effects, but to other Nobility of Faust it is very apparent. (Similar to the Veil in Werewolf: The Apocalypse, anything experienced by a non-noble which would clue them in to the Mark of the Wild, is explained away as something mundane.)
  • Shifting: The character can concentrate her animal attributes and gain the benefit of one of the shifter ablities (Page 19 of the Eberron Campaign Setting, or see an expanded list in Races of Eberron.)
  • Wild Heritage: Due to character's animalistic heritage, he has low light vision and receives +2 to Balance, Climb, and Jump skill checks.
  • Territorial: The Noble-born make it their business to know what goes on in their area. Knowledge Local is in-class for all Nobility.