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> Darkfriend Society, For the AoL Netbook, but possible useful
Zarozynia
Posted: Sep 27 2004, 10:33 PM
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Seer of Darkness
*****

Group: Members
Posts: 418
Member No.: 131
Joined: 10-April 04



Firstly: a base introduction

During the Age of Legends, Friends of the Dark were everywhere and not always in seclusion. Many worked under the Chosen to rule the dark territories, others were soldiers fighting beside the shadowspawn so recently created. Still, the base structure of the friends of the dark remained the same, with small groups known as Hearts working together, generally falling under a higher darkfriend's direction, although all were subject to orders from the Chosen. Darkfriends that live within the confines of the territories of the light might only know the members of the Heart, as it was dangerous to know too many other friends of the dark, in case you were captured and tortured for information.

The interactions between darkfriends are run by reputation. Different activities allow you to gain or loose reputation among the friends of the dark, and this reputation allows for where you stand among others. When two darkfriends interact, they communicate in small ways to let each other know where they stand in the orders of the dark. This is mostly done with hand gestures, although a darkfriend with an especially high reputation may be able to state their name, and be recognized. Although it is possible to lie about where you stand among the ranks of darkness, it is generally considered suicide to do so if you are found out. If two darkfriends are close in reputation score, the interactions are generally that of relative equals, unless one can force the other to submit to his or her dominance. But if a darkfriend is significantly higher in reputation (8 or more points as a general rule) it is expected that the lesser will submit to the will of the greater. If he or she does not do so, it is also excepted that the more powerful can kill the lesser for the transgression, unless he or she has been ordered to do otherwise.

There are, of course, exceptions to the general rule of reputation. Extremely high level darkfriends (Chosen mostly) may place a lesser darkfriend above a greater on a particular project, most often as a punishment for a transgression made by the greater, although perhaps because the lesser has skills that are needed for the project's completion. At this time the greater is expected to listen and obey, as they have been ordered to do so by a darkfriend with a reputation greater than their own, and it may be punishable by death if they refuse.

Reputation is most often gained and lost by the actions of the player. When you take the Darkfriend feat, you start off with a reputation of 2, and various other darkfriend feats increase your reputation as well. When you have succeeded at a task to the satisfaction of a superior, you may rise in reputation, generally 2 reputation for the average task. If you succeeded beyond all expectations (for instance, when you were expected to fail) your reputation may increase by as many as 4. Failure to perform an expected task always results in a reputation loss of at least 1, though 2 is more common. This depends mostly on the level of the superior and whether their task was sanctioned by the Chosen and The Great Lord of the Dark himself. For failing a member of the Chosen you will likely loose as many as 4 points of reputation, if they are feeling forgiving. Catastrophic failure is almost always punished by death.


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Legends of Darkness Are Not Always Myths - An Ongoing experiment in writing/illustration/mythology

Photographia

Temple of the Goat - a philisophical weblog

Diynen'd'ma'purvene - A Wheel of Time resource
* Developing a Character: The Aiel
* Amadicia Background: Complete with Whitecloak PC and new backgound feat
* Moonwarrior - A Wolfbrother feat in the main Feats section
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Zarozynia
Posted: Sep 27 2004, 10:34 PM
Report PostQuote Post


Seer of Darkness
*****

Group: Members
Posts: 418
Member No.: 131
Joined: 10-April 04



Secondly: Darkfriend Feats

Chosen (Requirement: channeler, Darkfriend, must have committed an act worthy of the Great Lord of the Dark's attention)
The Great Lord of the Dark has singled you out to due his bidding. If you work hard enough, you may become Nael'blis someday.
Benefit: You gain access to the Chosen template.
Special: Chosen rule the Friends of the Dark. By taking this feat, you gain 8 points of darkfriend reputation.

Dark Contacts (Requirement: Darkfriend)
You have gained enough prestige to have contacts with another Heart beside your own.
Benefits: You gain access to an addition 1d6 Darkfriend Contacts, to be determined by your and your GM. These may represent contacts in your original home area, or they may be darkfriends that you have made contact with, or heard about, form another area. If approached, these darkfriend will help you, as per the Darkfriend feat.
Normal: When taking the Darkfriend feat you gain 1d6 darkfriend contacts that can only be accessed within your home area.
Special: You may take this feat multiple times, at the discretion of your GM. Taking this feat increases your darkfriend reputation by 2.

Darkfriend
Through the circle of the dark, you can arrange to have criminal acts committed on your behalf.
Benefits: You are a member of a specific Heart within your home area. You gain 1d6 Darkfriend Contacts, to be determined by you and your GM. These contacts exist in and around your home area, and cannot be used when you are far from there. Once a week you can make a charisma check (DC10 – DC30 depending on what you require) to see if the Friends of the Dark will perform criminal acts for you. You also gain 2 points of Darkfriend Reputation.
Special: Being a member of a Darkfriend Heart works both ways. While you may make requests of your contacts, they may also make requests of you. You generally loose Dark Friend reputation for refusing to help. With permission from your GM, you may take this as your free background feat.

Masochism
You get pleasure out of being tortured. Being injured makes your stronger.
Requirements: Darkfriend, BA +4
Benefit: For every ten points of damage that you receive, you gain a +1 bonus to your attacks, saves and skill checks
Special: You cannot take this feat if you have taken the Sadism feat. Taking this feat increases you darkfriend reputation by 4 due to your peculiar tendencies.

Sadism
You love to hurt and maim others. Hurting others makes you stronger.
Requirements: Darkfriend, BA +4
Benefit: For every ten points of damage that you inflict on another, you gain a +1 bonus to your attacks, saves, and skill checks
Special: You cannot take this feat if you have taken the Masochism feat. Taking this feat increases your darkfriend reputation by 4 due to your peculiar tendencies.

Sense Darkfriend
You have fallen so far from the light that you can feel when you are near others who belong to the shadow.
Requirement: Darkfriend, darkfriend reputation 15+
Benefit: You may make a spot check as a free action to notice if those around you are sworn to the Dark One. The more deeply a person is sworn, the more obvious it is. High level darkfriends that run multiple hearts require a DC10 to notice, a moderately important darkfriend requires a DC15 to notice, a darkfriend whose only made a few kills requires a DC20 and somebody whose only recently sworn to the Great Lord of the Dark may require a Spot check of as high as DC30. With a spot check DC5 you can immediately sense a member of the Chosen, a Slayer, a Grey Man (even if you cannot "see" it in a more conventional sense) or one of the Great Lord of the Dark's Hounds.

Violate Weapon
You are exceptionally evil, and your weapon reflects this.
Requirements: Must either live in an evil place such as Shadar Logoth OR have the Darkfriend feat AND have made a trip to Shayul Ghul
Benefit: Add the “evil” descriptor to your weapon of choice. Twice per day, you may choose to have your weapon inflict vile damage as well as normal damage. At this point, half of the damage that your weapon inflicts becomes vile, which means that it cannot be healed by natural means. Vile damage can only be healed by the untainted One Power in an untainted place. Vile damage cannot be healed in the Blight, in Shayul Ghul or in Shadar Logoth, and a male channeler cannot heal it at a time in which the taint exists. Vile damage that is not healed continues to fester, for every two weeks that a wound made with vile damage goes unhealed, you take another point of vile damage.


--------------------
Legends of Darkness Are Not Always Myths - An Ongoing experiment in writing/illustration/mythology

Photographia

Temple of the Goat - a philisophical weblog

Diynen'd'ma'purvene - A Wheel of Time resource
* Developing a Character: The Aiel
* Amadicia Background: Complete with Whitecloak PC and new backgound feat
* Moonwarrior - A Wolfbrother feat in the main Feats section
Mini ProfilePMEmail PosterUsers WebsiteAOL
Top
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