Kinfolk Rules

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Werewolves and Fera have a genetic condition. In order to reproduce, they require kinfolk. Kinfolk also act as informants and communicators for those shifters too rage-filled to interact normally with humans. It's a thankless job, but someone's got to do it.

Advantages to playing Kinfolk:

  • Potential access to Rank 1 Shifter powers
  • Parent shifter type Knowledge equivalent to Type/Subtype 2
  • Shifters usually want to protect their Kin
  • Immunity to Delirium
  • Native Realm: Realm

Disadvantages to playing Kinfolk:

  • You get limited (if any) respect and are expected to do tasks for your shifters.

Building a Kinfolk

Follow the normal Mortal rules.

Gnosis

If you take the Gnosis Merit your Essence Pool no longer regenerates naturally at sunrise. Your energy pool is still Essence, but acts as both Essence and Gnosis for purposes of power usage. You spend Essence as Gnosis at a rate of 2 Essence for every 1 Gnosis. You may regenerate Essence in the same fashion as your parent Shifter type, but use the slowest rate on any Gnosis Node card.

Gift Access

If you have taken the Gnosis Merit you may also purchase Rank 1 Shifter gifts. Werewolf Kinfolk Innate Gifts are Homid and Tribe.

Kinfolk Merits and Flaws

You may take the Werewolf Merits and Flaws: Spirit Rapport, Umbral Barrier (for 1 point)

Kinfolk Merits

Gnosis Access* - 5 Point Merit - You may purchase Rank 1 Shifter gifts and can spend at a rate of 2 Essence for every 1 Gnosis. Your Essence pool no longer regenerates as normal, but can now be regenerated as if it were a shifter’s Gnosis Pool.
Fera Kinfolk - 2 point Merit (on top of Kinfolk) Innate Rank 1 Trees if you have Gnosis Access are:
Bastet: Bastet Homid, Tribe
Corax: Corax General, Corax General
Gurahl: Gurahl Homid, Gurahl General
Nuwisha: Werewolf Homid, Nuwisha General
Ratkin: Ratkin Homid, Aspect

Kinfolk Flaws

Veiled - 3 Point Flaw - You suffer the Delirium as if a normal mortal. You may not purchase your 10th Willpower until you buy off this flaw.

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