Difference between revisions of "The Nobility of Faust"

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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.   
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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 nature of Nobility==
 
==The nature of Nobility==
  
Nobles appear to always have a grace in their movement and a dedication to their task.  However it appears to the Nobility that they have been cursed by nature, having gained animal characteristics. Some have feathers instead of hair or have grown fangs and claws.  These characteristics only developed after the fall, at first creating a huge panic among the nobility.  They soon realized that other people could not see what had occurred to them.  To commoners they 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!"   
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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!"
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Nobles are perceived by those around them as dedicated or headstrong, a little eccentric, and sometimes quick to anger. 
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==Nobles only==
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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.  
  
 
==OOC==
 
==OOC==
  
 
The Nobility of Faust are humans, who use the Shifter racial character creation rules from the Eberron Campaign Setting, with some exceptions.   
 
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.
  
 
===Racial traits===
 
===Racial traits===
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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.
 
*'''Wild Heritage''': Due to character's animalistic heritage, he has low light vision and receives +2 to Balance, Climb, and Jump skill checks.
  
==RAW==
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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.
===1===
 
Some of the Eberron book, such as Races of Eberron put the Shifters in
 
a particular light that I wanted to clarify.  Those books imply a few
 
things beyond just the physical characteristics.
 
 
 
For example, it makes them out to be individualist and somewhat
 
loners.  It also presents them as not respecting authority, and not
 
liking those who seek to be an authority.  It also makes them out to
 
be occasionally quick to anger or animalistic fits of emotion.
 
 
 
I know that stuff isn't mentioned in your description, but I wanted to check.
 
 
 
The reason being that a few of those traits would be hard to deal with
 
in a ruling class... especially the one where they don't like people
 
who try to be in control or rule others.
 
 
 
Being loners, preferring to hunt your own food, and not respecting
 
authority... as well as being quick to anger.  It'd all make for
 
awkward nobles.
 
 
 
What parts of this do you want represented in your Nobles?  Should you
 
take elements you think fit the Shifter traits you picked?  Should you
 
pick an animal and behave somewhat like it?  etc.
 
 
 
I kinda WANT to be a shifter but I'm still having trouble getting over
 
all the immunities and armour of Warforged @_@
 
===2===
 
the shifter traits that you have are a curse. They are based on the
 
shifter, but they follow much more what i've said. They do anger
 
sometimes and seem very strange to common people but they don't hunch
 
over when they walk etc like a shifter. The common people seem them as
 
dedicated but a little essentric.  I would want you to pick an animal
 
since other shifters see you as that animal, but common people see you
 
as a person with alot of grace and some odd quirks.
 
 
 
I have to admit citizen of mirth have alot going for them. But no
 
matter what you pick you have to remember there are a set of hidden
 
rules to my game. So each group will have different strenghts and
 
weaknesses as the game goes one. This is just the base of the soup for
 
your character. There going to be alot of flavor added to each of
 
these character no matter what you choose. But the ingredients we will
 
add will be based on what race you pick :-)
 
  
 
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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.