Grass Spider Template: Difference between revisions

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* Ride 1
* Ride 1
* Performance or Socialize 1
* Performance or Socialize 1
* Survival 1
Grass Spiders characters train extensively, and though they number fewer, their training is on par with the most elite of the Realm or Seventh-Legion.  Grass-Spiders receive 35 ability points, and to represent their training and the sort of skillset required for initial recruitment, the above abilities are required.  Martial Artists don't NEED to use the Grass-Spiders style, although it will be much easier to find an instructor if they do. (Also, we're custom building it - it's never been defined anywhere, so if you have any charms you think would be cool, let [[User:Olaf|Olaf]] or [[User:FyreFly|FyreFly]] know and we'll throw them in the set.)


==Advantages==
==Advantages==
===Backgrounds===
===Backgrounds===
Grass Spiders characters receive 13 background points, and have available to them any of the backgrounds in MoEP: DB.  Backing 1 (Grass Spiders) is required for the character to be a "made" member of the organization and accept contracts.  Pretty much anything goes.  The Grass Spiders are the best assassins and thieves in the East, and perhaps Creation - The sky is the limit with Resources and Artifacts.  They steal one-of-a-kind items on a regular basis and fetch extremely high prices for their contracts.  Underworld connections for things like arms dealers, drug dealers, and spies is probably pretty common, but connections anywhere else are fine too.  These guys come from all walks of life.  Mentors are readily available within the organization, although a close relationship like that with someone outside of the Grass Spiders, while not disallowed, would be viewed with some suspicion - they are a relatively secretive bunch.   
Grass Spiders characters receive 13 background points, and have available to them any of the backgrounds in MoEP: DB.  Backing 1 (Grass Spiders) is required for the character to be a "made" member of the organization and accept contracts.  The characters haven't been part of the organization long enough to have a Backing higher than 3.  Otherwise, pretty much anything goes.  The Grass Spiders are the best assassins and thieves in the East, and perhaps Creation - The sky is the limit with Resources and Artifacts.  They steal one-of-a-kind items on a regular basis and fetch extremely high prices for their contracts.  Underworld connections for things like arms dealers, drug dealers, and spies is probably pretty common, but connections anywhere else are fine too.  These guys come from all walks of life.  Mentors are readily available within the organization, although a close relationship like that with someone outside of the Grass Spiders, while not disallowed, would be viewed with some suspicion - they are a relatively secretive bunch.   


Those considering Manse should be aware the Grass Spiders probably hold one for themselves - this doesn't mean don't take Manse; recall that Manse, for DBs, tells you which Manses you are allowed to attune to.  Manse 1 is sufficient for the Grass Spiders' personal manse.  We will be using the Familiar rules posted in [[House Rules]], so don't worry that your familiar is going to blow if you take one.
Those considering Manse should be aware the Grass Spiders probably hold one for themselves - this doesn't mean don't take Manse; recall that Manse, for DBs, tells you which Manses you are allowed to attune to.  Manse 1 is sufficient for the Grass Spiders' personal manse.  We will be using the Familiar rules posted in [[House Rules]], so don't worry that your familiar is going to blow if you take one.
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There's no rules about hiding your membership in the organization (though divulging its secrets would be a poor choice), so don't hesitate to take Reputation if it strikes your fancy. As far as specific notes go, that's about it.   
There's no rules about hiding your membership in the organization (though divulging its secrets would be a poor choice), so don't hesitate to take Reputation if it strikes your fancy. As far as specific notes go, that's about it.   
We usually play it this way, but to clarify, members of your circle don't require an Allies dot.  Being close enough with another, non-circle member of the organization that the two of you would regularly take on jobs together probably does merit an Ally.  Every circle has taken the the Sworn Brothers' Oath (this is enforced by the Three Elite Fiends), with all the benefits thereof (pg. 122, MoEP: DB, 2nd Ed.).  Our circle has Oathbound 6.


[[User:Olaf|Dan]] 20:29, 7 August 2009 (EDT)
[[User:Olaf|Dan]] 20:29, 7 August 2009 (EDT)
===Charms===
===Charms===
Again, regarding their intensive training and highly individual instruction from senior members and the Three Elite Fiends, Grass-Spiders begin play with 8 charms of their choosing.

Latest revision as of 05:02, 29 August 2009

This template is for character creation when making a character who is already a member of the Grass Spider organization. Follow the character creation rules for Lookshy Dragon-Blooded except where noted.

A VERY IMPORTANT MESSAGE

I know not everyone feels like reading a lot. That's fine. A lot of times, I don't either. But please, please, please read the description of the Grass Spiders organization in the 2nd Edition Dragon-Blooded book on pages 68-69, before, or while making your character. That's all I ask.

Abilities

  • Stealth 2
  • Larceny 2
  • Athletics 2
  • Martial Arts or Melee 2
  • Archery or Thrown 1
  • Lore 1
  • Occult 1
  • Ride 1
  • Performance or Socialize 1
  • Survival 1

Grass Spiders characters train extensively, and though they number fewer, their training is on par with the most elite of the Realm or Seventh-Legion. Grass-Spiders receive 35 ability points, and to represent their training and the sort of skillset required for initial recruitment, the above abilities are required. Martial Artists don't NEED to use the Grass-Spiders style, although it will be much easier to find an instructor if they do. (Also, we're custom building it - it's never been defined anywhere, so if you have any charms you think would be cool, let Olaf or FyreFly know and we'll throw them in the set.)

Advantages

Backgrounds

Grass Spiders characters receive 13 background points, and have available to them any of the backgrounds in MoEP: DB. Backing 1 (Grass Spiders) is required for the character to be a "made" member of the organization and accept contracts. The characters haven't been part of the organization long enough to have a Backing higher than 3. Otherwise, pretty much anything goes. The Grass Spiders are the best assassins and thieves in the East, and perhaps Creation - The sky is the limit with Resources and Artifacts. They steal one-of-a-kind items on a regular basis and fetch extremely high prices for their contracts. Underworld connections for things like arms dealers, drug dealers, and spies is probably pretty common, but connections anywhere else are fine too. These guys come from all walks of life. Mentors are readily available within the organization, although a close relationship like that with someone outside of the Grass Spiders, while not disallowed, would be viewed with some suspicion - they are a relatively secretive bunch.

Those considering Manse should be aware the Grass Spiders probably hold one for themselves - this doesn't mean don't take Manse; recall that Manse, for DBs, tells you which Manses you are allowed to attune to. Manse 1 is sufficient for the Grass Spiders' personal manse. We will be using the Familiar rules posted in House Rules, so don't worry that your familiar is going to blow if you take one.

The Grass Spiders don't have any troops of their own. I wouldn't go as far as saying they haven't hired mercenaries before, but they're too specialized to maintain any sort of army style force. Command is still permissible, but be aware that your character, not the organization (Unless you have stupendous Backing) will be bankrolling your troops. Henchmen, allies, and retainers, on the other hand, are probably quite common - these represent the non-DB associates mentioned in the description of the organization on MoEP:DB, page 68.

There's no rules about hiding your membership in the organization (though divulging its secrets would be a poor choice), so don't hesitate to take Reputation if it strikes your fancy. As far as specific notes go, that's about it.

We usually play it this way, but to clarify, members of your circle don't require an Allies dot. Being close enough with another, non-circle member of the organization that the two of you would regularly take on jobs together probably does merit an Ally. Every circle has taken the the Sworn Brothers' Oath (this is enforced by the Three Elite Fiends), with all the benefits thereof (pg. 122, MoEP: DB, 2nd Ed.). Our circle has Oathbound 6.

Dan 20:29, 7 August 2009 (EDT)

Charms

Again, regarding their intensive training and highly individual instruction from senior members and the Three Elite Fiends, Grass-Spiders begin play with 8 charms of their choosing.