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<blockquote data-quote="Steampunkette" data-source="post: 8428750" data-attributes="member: 6796468"><p>Okay... Breaking the Narrative Feats into categories.</p><p></p><p>1) Mage Schools/Orders.</p><p>Probably a handful of schools in the world for Warlock-Mage and Wizard-Mage concept characters.</p><p></p><p>2) Fighting Companies</p><p>The Dawnguard, the Serpentstalkers, perhaps a few Gladiator feats specific to regions? Riders of Kyran.</p><p></p><p>3) Pirate Crews</p><p>While this could be part of Rogue Companies, pirates tend to be a bit more open about who they let join and center around some specific styles. Things like climb or swim speeds, some "Swing in and Fight" type things... could do a new type of Maneuver and have their tree unlock access? Gonna need a few on the Khufu Sea plus the Blacksail Marauders of the Shallow Sea...</p><p></p><p>4) Rogue Companies</p><p>In addition to Atorkhan and his Seventy and Seventy, there's Nuzira and her Twelve, some Generic bandit feats tied to specific regions (Scorpion Lands, Annam, Jungle Kingdoms, Retreating Forest... large broad swaths of the world), Ishtrada's Rings in Musarra... You get the idea.</p><p></p><p>5) Trade Consortiums</p><p>This one could be pretty wild. Trade Consortiums could introduce players to Barter in game, "Legitimate" travel between regions, and a variety of other options. Opens doors nicely and might allow for a Supply Budget or something?</p><p></p><p>6) Noble Houses</p><p>Princesses in Disguise and Last Descendants of Noble Lines are a huge part of High Adventure stories. Being one of the "Noble Children of Qesh" might have it's own unique benefits compared to other Noble House concepts as well...</p><p></p><p></p><p><strong></strong></p><p><strong>INTERESTING MODIFICATION</strong></p><p>I could put the -first- feat of each of the Narrative feat trees into the Player's Guide, and the second and third Narrative Feats into the Narrator's Guide... so players don't -exactly- know what they're in for as they progress. This could be pretty useful for certain cults like the Blood of Nefia, who turn greedy and selfish once you go from Initiate to Acolyte and Violent when you go from Acolyte to Priest. Revealing the mysteries of the organizations to players as they gain position. </p><p></p><p>It also gives the Narrator information they can -hint- at, to prepare the Initiate for what's coming through oblique hints and such...</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8428750, member: 6796468"] Okay... Breaking the Narrative Feats into categories. 1) Mage Schools/Orders. Probably a handful of schools in the world for Warlock-Mage and Wizard-Mage concept characters. 2) Fighting Companies The Dawnguard, the Serpentstalkers, perhaps a few Gladiator feats specific to regions? Riders of Kyran. 3) Pirate Crews While this could be part of Rogue Companies, pirates tend to be a bit more open about who they let join and center around some specific styles. Things like climb or swim speeds, some "Swing in and Fight" type things... could do a new type of Maneuver and have their tree unlock access? Gonna need a few on the Khufu Sea plus the Blacksail Marauders of the Shallow Sea... 4) Rogue Companies In addition to Atorkhan and his Seventy and Seventy, there's Nuzira and her Twelve, some Generic bandit feats tied to specific regions (Scorpion Lands, Annam, Jungle Kingdoms, Retreating Forest... large broad swaths of the world), Ishtrada's Rings in Musarra... You get the idea. 5) Trade Consortiums This one could be pretty wild. Trade Consortiums could introduce players to Barter in game, "Legitimate" travel between regions, and a variety of other options. Opens doors nicely and might allow for a Supply Budget or something? 6) Noble Houses Princesses in Disguise and Last Descendants of Noble Lines are a huge part of High Adventure stories. Being one of the "Noble Children of Qesh" might have it's own unique benefits compared to other Noble House concepts as well... [B] INTERESTING MODIFICATION[/B] I could put the -first- feat of each of the Narrative feat trees into the Player's Guide, and the second and third Narrative Feats into the Narrator's Guide... so players don't -exactly- know what they're in for as they progress. This could be pretty useful for certain cults like the Blood of Nefia, who turn greedy and selfish once you go from Initiate to Acolyte and Violent when you go from Acolyte to Priest. Revealing the mysteries of the organizations to players as they gain position. It also gives the Narrator information they can -hint- at, to prepare the Initiate for what's coming through oblique hints and such... [/QUOTE]
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