Outcast Suggesion: Brands.

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Yma23
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Joined: Mon Sep 08, 2014 4:41 pm
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Outcast Suggesion: Brands.

Post by Yma23 » Mon Feb 05, 2018 3:08 pm

Outcast Change Suggestion

There's some disagreement about whether or not Outcasts should have some visible mark, denoting them as such. There's arguments for and against – but the jist of it is:
People (surfacers and underdarkers) being unable to tell that you're an outcast is weird.
But making being an outcast obvious brings further disadvantage to a path that doesn't necessary have a lot of 'advantage' to it.

This is my idea.

Upon taking the Outcast option at character creation, the player is offered with a small list of 'Brands.' Each 'Brand' (bar one) offers it's own perk and background. When you enter play, someone can 'see' this brand in your description (or when you examine someone) – much like The Radient Heart. A successful -disguise hides the brand. So if I walk up to an outcast and examine them, I'll see something like: 'An outcast branded as a mass murderer!'
Everything else remains as usual. To give some ideas for Brands I present the following. Please note, these are only ideas. It may be decided that the perks should be changed/lowered/raised.

Brand of the Mass Murderer:
+1 Str.
Your character committed an act of multiple homicide on innocent persons, such that no decent civilisation can trust you within their walls.

Brand of the Despoiler
+1 Con
Torture, Mutilation, Grave Robbing – some crimes turn the stomachs of all good folk – but not yours however. Your indulgence for such is why you are marked and disposed.

Brand of the Grand Thief
+1 Dex
This wasn't a few petty thefts, or the odd pocket picked. Your reputation as a master thief proceeds you, and no city would trust you within their walls, for fear the next night their walls end up in your pocket.

Brand of the Mad Experimenter
+1 Int
A thirst for knowledge, whether it was magical, medical or mundane, drove your character to undertake despicable and disreputable actions, such that your name is now feared and loathed in equal parts. Few would harbour you under their roof.

Brand of the Heretic
+1 Wis
Your religious convictions have set you aside from 'normal' society. Even those of the darker faiths consider your particular twist on faith to be beyond the pail. Whether it is atheism, blasphemy, heresy, or the worship of some truly benighted powers- no sensible settlement will harbour you, for fear of inviting the very wroth of the gods.

Brand of the Traitor
+1 Cha
Once you were trusted and loved, but you broke that trust in the worst possible way. You took advantage of good will and kindness and turned it to your own ends, so that now you are branded a liar and a swindler, never to be trusted again.

Brand of the Outcast
No bonuses
Your crimes are uncategorised and vague, but serious none the less. People might not be quite sure exactly what you did to earn your reputation of villainy but they know better than to trust you anyway.

Note: This last option would be the only one available to those who take the outcast token later on. They do not get the bonuses.

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