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Post by cardinalmisdirection on Jul 18, 2020 21:25:46 GMT -5
Welcome to the WildernessThe Following Threads will contain everything you need to understand about playing a Fera in this… Honorable… game. What we need from each player interested in the Fera persuasion to do is… listed below in a simple and easy checklist. Once that is done, you should no longer have to deal with any additional steps towards character approval. Thank you for your co-opetition in advance!
Ten Commandments of Fera Approval… 1. Check your Head Cannon in an appropriate closet or House Rule shelf. 2. Read related material (start with W20 Apocalypse, THEN go to the Changing Breed Book). 3. Make sure you are ready for a shifting and malleable approval system. Note that your character will NOT be “Unapproved”, but that approved gifts/rites/merits can be sidelined and changed at a moment's notice, without your consideration. 3B. (The sad fact is that other players may easily ruin things for you. If they use a systemic exploit to break a particular part of the game, it will be banned or altered, and you will, therefore, be punished because of their behavior.). 4. Strap on your “Team Player” hat. 5. Read, and Reply to the Fera Disclaimer Below. 6. Know enough about the Fera you are playing, to be able to answer ST questions during character creation. (The Staff will NOT help you figure out how to deal with specific Fera weaknesses and considerations during character creation. They WILL demand you give them answers to said considerations. The onus is on you.). 7. Prepare your character for widespread judgement/hostility by a majority of the setting. 8. Play the game. 9. Enjoy your unique role in the game. 10. Enjoy your unique death in the game.
Thank you and please feel free to write a positive review for this service, so we will not need to delete it.
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Post by cardinalmisdirection on Jul 18, 2020 21:29:15 GMT -5
Fera Disclaimer (Read, and Reply w/ Player & Character Name)
So you decided to play a Fera. Well, good for you! You have decided to be the person that rings that bell in Seikiro. You're the person that plays Dark Souls 3 with the same account… every single DLC. You, my friend, have chosen hard mode. Nothing in playing a Fera is fair here. If you wanted fair, you should have chosen the winners of The War. You should have decided to pick a tribe, instead of an animal, and you should have just accepted that the game is named Werewolf for a reason. You should know right now, this single truth… The Storytellers will probably not give your character's "type" the attention you want them to, and this happens the moment you chose to play a dirty Bete, Fera, Changing Scrub. This is a sad, economics based fact. You will likely not get the attention you want to make your “SHIFTER” shine. The entire staff is busy running a Werewolf the Apocalypse game, and you ARE signing up for a supporting role, not a leading one. You must make an effort to accept that. This is not personal. There is no ardor aimed at you for exploring The Bloodied Ground dressed in a Fera skin. The staff believes that you care about this character, and we would certainly be happy to work with you in creating a unique character that you would enjoy playing. However, the role of the Fera in this setting is a supporting one, and it is best for everyone that we address that sooner, rather than later.
“Later” means we have to discuss why the staff has limited time and resources, and YOUR CHOICE to play a support character does not entitle you to a spin off series. At worst, "Later" means you may grow sour (perhaps toxic) toward your character, the other players, and the staff. This is absolutely not a win for anyone, so please, take this message and really, truly contemplate if this is what you are willing to accept?
So in summary, this is the final statement: "Fera characters are support characters, that have valuable and welcome roles in this setting, this community, and this story; however, Fera breeds (and therefore characters) will not be given the screen time, nor the page space of a Garou Character.". Finally, the staff really and truly wants you to enjoy your time with us, the community, and within this story. There have been efforts made to create Fera content, side stories, and even sub cultures. It is very, very helpful to you as a player, and us as a staff if you familiarize yourself with what is provided. Your character will be scrutinized heavily at character creation. The staff will attempt to hook you into the appropriate side stories and available Fera groups. We are very unlikely to expand the groups and options beyond what is listed. What is listed represent the most liberal we feel we can be when allowing Fera characters that fit into a setting that is, candidly, quite hostile and unwelcoming to new ideas and people. This is a feature of the setting, not a bug.
Despite all of the ranting and warning above, there is a glimmer of light. For the players willing to take up this challenge, patient enough to see it through, and creative enough to find solutions when faced with challenges... there is an amazing experience to be had within this setting and community. The unique aspects of the setting and the care put into the Fera experience may not be for everyone, but for the few it is for, I personally promise a memorable experience. It will be an arduous and difficult road to hoe, but the fruit will be bountiful.
Oh! Reply to this post with username and character name. If you have more than one character that should be labeled “Fera”... We DO expect you to reply with each character name.
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Post by cardinalmisdirection on Jul 27, 2020 11:29:19 GMT -5
Corax (Currently Open for Play)
Distances and Travel Times in the game will not be calculated in FLIGHT TIMES, so be patient with the Storytellers if we don't have that information immediately available. We will get it to you.
The Corax within the Setting are a little more organized than most other settings. Falling under the Rule of a Single Powerful Corax known as the Black King, most Corax players should expect to have a few more obligations than usual. However, this comes hand in hand with assistance and access to allies most WereRaven are simply not used to having. The write up on important Crow of Note are gathered in the Corax and Fera section. This change of politiks does not fundamentally change anything about the WereRaven we all know and love, just that there is a rather strict culture within THIS setting.
SUGGESTIONS (not RULES) 1. Spend a little time reading over the Fera Setting Sections. Perhaps spend some time looking into mentioned Garou Tribes, Characters, and Septs.
2. While you may dream of turning Vampires into ash with cool "HELIOS DEATH RAY" powers and such, keep in mind that Vampires and their kin play a very, very, very tiny role in this setting. It might be a better use of your time to think about other ways these powers can benefit you during your adventures.
3. Stealing gifts and fetishes will have repercussions outside of just your character. This is a living setting with irrational people populating it. Keep that in mind when you attempt to use any fun mystic stealing good time gifts just because you have them. This IS a challenge to you dirty trickster types that feel you have an obligation to steal something if you're a Raven.
4. Lies, and Espionage. Learn to love, bathe in, and dream about these things. It is the way.
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Post by cardinalmisdirection on Jul 27, 2020 11:33:53 GMT -5
Bastet (Open For Play)
Ceilican, Qualmi, Pumanca -
Notes to consider:
The Cat Magic merit will allow Bastet to learn Hedge Magic. This is an answer to the question asked in the w20 Changing Breeds book. - A Fera, of any type, that utilizes hedge magic, cannot spend rage or gnosis in the same round. - A Fera, of any type, that utilizes hedge magic, faces the same penalties as a mortal using the same path. In cases where this might lead to Wyrm Taint, the ST's will Randomly determine the level of taint. - Using Cat Magic to learn out of tribe/breed/auspice gifts will still be purchased as Out of X. Further, if the core critter/auspice/breed/ etc. Is not allowed in the game, just don't ask. We implore you. -IF the Cat Magic Merit is purchased to have "cat" versoins of other gifts, the first gift of any rant will be at normal cost +1 multiplier. Each "cat magic" gift of the same rank will gain a +1 multiplier, until they reach the same cost of OUT of TRIBE GIFTS. Love life, please and thank you .
Den Realm
The only change to Den Realm follows:
Some Den Realms have been etched with forgotten runes or rites. These Den Realms will grant the resting cat with a bonus to extended actions (choose one) while they contemplate and focus. Sadly, these realms loose a certain amount of security when the are breached. Meaning, the difficulty to identify and breach the Den Realm is lowered by 1.
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Post by cardinalmisdirection on Jul 27, 2020 11:39:00 GMT -5
Gurahl (not currently available for play)
Lets face it, these ladies are pretty cool, and neat, and keen. They are also a head ache. It is easier to convert Rokea then the teddy bears of hate and spite. So what does that mean? Well, we are looking at these critters, and this is honestly just a placeholder so you the player can keep track of our progress. As we discuss the viability of introducing PC's of the bear persuasion, we will leave our musings and findings here for you to keep track of.
Managing Expectations:
It is possible the Healers of Gaia never become available to PC's. It is possible the Gurahl are released to PC's, but are so limited you may not be interested in playing one... Right now, it is just a matter of providing an experience that is fair to the setting, and to anyone taking on the challenge of playing one of these suckers.
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Post by cardinalmisdirection on Jul 27, 2020 11:45:31 GMT -5
Ananasi Open for Play
The Ananasi of this setting are haunted by their past failures. There is a great pull for the Children of Spider to move away once they change. It is a spiritual and cultural fact that many of them simply cannot handle 'The Bluegrass State'. Imagine having to weave together a chunk of the beautiful grand pattern... only to find that the pattern has something like a napalm rock thrown through it.
Player's choosing to play Ananasi in the Bloodied Ground are encouraged to play a Wyld aspect-ed character. Weaver aspect-ed characters WILL be considered, however you will need to ready for a rough road. Finally, Wyrm aspect-ed Ananasi will not be accepted. It is simply too much work for the staff to make these concepts work in a game which revolves around the Garou. We do not doubt that you could be a player that COULD make it work, we instead suggest that this is not the stage for that performance.
NOTE's to Consider:
Base Venom Damage - Currently, it will be set at Base Stamina + Rank Lethals. Meaning, a starting character with 3 stamina would do 4 lethal damage with venom, and whatever damage the bite/spinneret/chiten stabby murder bit. This can be improved through charms, talens, etc. Gifts that change the venom, change the venom and are very clearly explained under the gifts description.
Web Stuff - The staff feels pretty confident that the rules as written are a great baseline, and we are not inclined to fiddle with them. The singular and sole caveat to this ruling is as follows... "We are well aware we could go insane attempting to anticipate and make rulings for all the myriad and creative ways Webs could be used, and possibly exploited. In a rare spirit of optimism, we believe the player base will abide by the spirit of the power, and work with the staff when a niche case presents itself. Should this optimism be misplaced, or a truly creative soul invents a niche case beyond the scope of the power, we reserve the right to revisit this ruling.".
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Post by cardinalmisdirection on Jul 27, 2020 12:07:20 GMT -5
RATKIN
Available for play. Please read limitations and such below.
Managing Expectations:
The Ratkin in this setting are... gross. Most of them are twisted little critters that live in hard lands and have become very hard themselves. Players will be required to be a member of one of the below Nests at character creation. Freak Aspects are allowed within ONE of the Nests, and MAYBE a second one, however there will be plenty of work/difficulties in the later case. Finally, we are running with the 'Ratkin cannot be CORRUPTED' by the Weaver or the Wyrm from Revised edition. This does not mean they cannot carry the taint around, nor that they won't stink of either; it just means they cannot be claimed by anything other than the Wyld.
You will need to select one of the provided Nests.
- Payne County Proud - Heart Broken country rats reeling from a betrayal. Conservative in demeanor, but exceptionally large in numbers. Masters of the Blood Memory. Predominately Rodents at birth (shocking!), and closest to the Non-Freak Ratkin from the Changing Breeds Book. Currently being run by a new Queen that has decided to shake up the Demographics of her Nests in an attempt to shake off a curse that haunts her swarms.
- 40-2-75 - Local versions of the Rat Race. Primarily Urban Rats living in cities and scabs. They work in pockets or cells rather than a single large 'nest'. Numbers are underestimated by other swarms and Fera. Good for Ferner characters, or the odd Female Rat that doesn't kin with being knocked up fer life, and Homids looking to make a name. This Nest calls itself a Co Op, but is really an Organized Crime structure, run by a pair of Sociopathic Monarchs. If you are ambitious and cut throat, this nest doesn't care where you come from.
- Them Heathens in Jackson - A Nest in flux. Recovering from an unfortunate series of wars and bad luck, this is the smallest "traditional" Nest in the region. A recent cult has taken hold and Ratkin are beginning to awaken from spiritual exultation with renewed purpose and drive. Growing in size from external pilgrims choosing to stay, and rapidly loosing older, more conservative rats leaving for other nests. A player looking to experience Psychodelic Madness, and some of the Wyld's more twisted storyline's will find a place here. Freak Aspects are 95% concentrated in this nest.
Things to Consider:
We won't be messing with many of the rat realms because this is a Werewolf Game. They can be part of downtimes, or bluebooking, however there are just too many if's and maybe's to start incorporating these realms in the greater story.
The Obligatory, Secondary Waiver...
NC 17 content and anything that might; require a trigger warning, be player sensitive, or IRL Criminal/Terrorist activity, will need to be handled BEFORE it becomes a problem. This can mean a number of things, but I would humbly suggest you take this seriously and discuss any gray areas with ST's long before you take it into a scene and try it out to everyone else's dismay.
Expect all ridiculous Ratkin plots to be less effective and less relevant than you probably want. Just accept the fact that poisoning water supplies, releasing nerve toxins and blowing up government structures will just not work as well as your insidious rat brain thinks they will. Let's chaulk it up to "Looking good on paper...". This is entirely out in the open, and completely a storyteller caveat that is being explained now, before you get your grubby little paws to work on some ludicrous plot. This doesn't mean you shouldn't stretch the imagination and try a few of these wild schemes out! Just remember the old Rat Mamma Wisdom; Mayhem is a Journey, not a Destination!
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