Re: Clan generation questions

From: Trotsky <TTrotsky_at_i86H1YF27r8fBuvh27JweUbHEDtSSbNUbqAo-d4qSNSHhHqPmkiGI6WhSuy133nie5P>
Date: Sun, 20 Nov 2011 07:17:11 +0000


michaelL wrote:
>
> Runes: Greatest amount of checks to least amount. Air(5), Fire(5),
> Earth(3), Movement(1), Harmony(1)
>
> What do I do with these?
>

They help define your wyter's magical abilities (pp 56 & 88). Your clan usually ends up with two or three runes that define its basic magic. In your case, your elemental rune will be Air (since its higher than Earth), although the ability this gives will also be somewhat Fire related. Your clan's power rune is either Movement or Harmony - your choice, although, again, since they're tied, if you can come up with a magical ability that reflects the other one as well, that's great.

>
> What is a wyter?
>

The magical guardian of a clan (see p88 for more info, among others).

> It talks about clan secrets. Are they special abilities?
>

Yes.

> Know ritual to peacefully interact with Praxians.
>
> What's a ritual? Is it like a spell?
>

It will be a little ceremony that you perform when you meet Praxians to stop them beating the crap out of you. It could well be a spell, but it might just be a form of words, or a formalised exchange of goods, or something like that, which tells them you're a friend

-- 
Trotsky
Gamer and Skeptic

------------------------------------------------------
Trotsky's RPG website: http://www.ttrotsky.pwp.blueyonder.co.uk/
Not a Dead Communist: http://jrevell.blogspot.com/
Synapsida: http://synapsida.blogspot.com/


           

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