Roleplaying: The Fated

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*Bloodlines
Posts: 139
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Bloodlines »


'Cos I ain't going to lift a finger to aid you. So think the Fated, called 'the Heartless' by many. But they're not all evil; far from it. You'd not call the plane of Bytopia evil now, would you, and locals there have a very similar attitude -- don't rely on charity, because it's fickle. Strive to do things your way, and make others depend on you, so you can call in the favours later. Be generous by all means, but remember that all debts have to be paid in the end.


Cutters in Sigil fear the Fated as much, if not more than, the Mercykillers. See, the Fated have this knack of remembering things they're owed, and finding ways to take as much of their share as possible. Default on a loan repayment? 
Better not answer the door when the Fated come knocking to collect it.

On the Prime, they have a saying: "Elephants never forget". Who knows what that's supposed to mean, but in Sigil, they say something else: "A Taker Never Forgets". And better believe it's true.

Roleplaying the Fated

Most adventurers find it easy to translate their possessive attitudes about treasure toward the multiverse as a whole. But as a Taker gains knowledge and experience, he should want to set his goals higher than a coin in hi palm and a crown on his head. Some of the more important things in life can‘t be taken at the point of a sword - for example, happiness, respect, and friendship.

All that matters is that a Taker goes after whatever it is he seeks with unwavering determination. Dealt a bad hand by fate? Don’t waste time crying in your ale about how unfair the multiverse is - on the contrary, it‘s as fair as could be. Absolutely everything’s out there, just wailing to be claimed by those with the strength to take it and the will to hold it. That might sound ruthless, but it doesn’t mean that a Taker automatically grabs everything he can g.e t his hands on. There’s no law that says he must claim the pit fiend‘s share of treasure or peel his companions out of their valuables. ‘Course, if that’s what he wants from life, fine - though a greedy berk might get himself killed.

In party disputes, a Taker throws in with whichever side's likely to reap him the most benefits, though he generally supports Free Leaguers and opposes Hardheads. And there's no such thing as a professional courtesy among Takers, not even those in the same group: if one's too weak to defend his long sword +4, another's happy to step in and claim it.

Because of their great skills at survival and knowledge of the planes, Takers often find themselves acting as guides for adventuring parties. Naturally, the leery wonder how far to trust a guide whose only motivation is his own betterment; generous compensation usually ensures a Taker’s reliability. ’Course, a guide who leans toward evil might maroon a party in the five-hundredth layer of the Abyss if a better offer came along.

The Fated also believes in keeping its nose out of other folks’ business. For instance, if a Taker sees a high-up in a rival faction beaten senseless in a back alley, he won’t rush to help the poor sod - not unless he can get something out of the deal for himself. Similarly, a Taker’s careful to stay out of debt, buying items and property outright. And he only pays up a@er service - whatever it is - has been rendered.

ALIGNMENT Sods of lawful good alignment can’t join the Fated, but those of chaotic or neutral tendencies might find the group particularly attractive. The very nature of the Heartless leans toward a selfish, mercenary outlook, but it’s not without focus or purpose. Alignment often outlines just how ruthless a Taker’ll be to get what he wants. 

A few chaotic evil berks might run around hashing and bobbing other folks, but most’re sharp enough to realize it’s safer to simply take advantage of their prey. Chaotics of other bents would twist the laws to their favor as long as such action wouldn’t result in evil - and might even contribute to the greater good, as in the case of a Taker who forecloses on a tavern known for its murderous clientele. Even those who tend toward goodness still push their way through the multiverse, but they take pains to avoid bringing harm to others.

CLASS. Paladins, being lawful good, are naturally excluded from the Fated. Likewise, priests whose powers advocate the disposal of all worldly possessions can’t join unless they surrender their faith. Rogues, of course, are naturals. This isn’t to say that other classes don’t fit in; indeed, any cutter with a love of jink or the desire to control others usually finds the faction tempting. It all depends what a body wants out of the multiverse. A brutish warrior whose only goal is to rack up piles of treasure and magical items might find himself in league with a genius level wizard looking to earn respect as the greatest spellcaster of his plane. Both know what they want and both go after it.

FACTION ABILITIES
RP Abilities only: Requires consent of a DM/EM or all players involved/affected by its use if no DM/EM is present. (per Server Rules)

Any fated can haggle an NPC played by a DM or EM to reduce the price of goods up to 10%.
 
Rogues of the Fated get an RP boost to their pickpocket skill of up to 15% against the DC. Takers that are not rogues get a base 10% bonus chance.
 
Plane Knowledge: A Fated is more proficient at understanding the dangers, denizens, and refuges of one specific plane of their choosing. He knows the ins and outs, is familiar with the folks and creatures and knows how to talk to each, and knows the plane's portals that lead to neighboring planes and how to find them.
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