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 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. 
  
      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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===The nature of Nobility===
  
      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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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!" 
  
Racial Traits
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===OOC===
  
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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The Nobility of Faust are humans, who use the Shifter racial character creation rules from the Eberron Campaign Setting, with some exceptions.
  
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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====Racial traits====
  
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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*'''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)
  
+2 to balance, climb, and jump do to their animalistic heritage.  
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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.)
  
Low light vision  
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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.
  
 
==RAW==
 
==RAW==

Revision as of 19:15, 4 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

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!"

OOC

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

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.

RAW

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 :-)