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Base race change... - Labyrinthe Forum
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post Jan 3 2008, 03:28 PM
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Hey everyone,

Was just thinking about this one, and might not be do-able, but i think its what i'd like so i'll see what you think..

Need lil better name too but hey wink.gif

Alfari-folk

Base Race Change

Farfolk Awakener => ½ Farfolk ½ Mountain Alfar Awakener

- Does not have a Reed due to being brought up and living in the high mountains with the Alfar. Does not benefit from Reeds as such.
- Does not gain Kin with psionic’s nor True Kin with any Reed.
- May only drink their levels worth of potions (not double) but may be up to a high strength curative (18pt)
- Has no spirit
- Must pay Triple cost for the equipment in the tavern as it must be fitted to their unique frame.
- May not buy innates as Alfar (druid innates)
- May join Standard Volksraad Guilds unless stated Farfolk or Alfar cannot join.
- Gains Alfar abilities (+1 Dac at 6th and Draw EP 1/day)
- Keeps Lowest health-scale (Farfolk)
- Make-up must be excellently displaying both their Farfolk (old reed tattoos) and their Alfari heritage or only gains 1/2 points.

(has 7 disadvantages and 3 advantages + more interesting roleplay)
What you think?
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Gordon
post Jan 3 2008, 03:38 PM
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QUOTE(o0Lukemanders0o @ Jan 3 2008, 03:28 PM) *
Hey everyone,

Was just thinking about this one, and might not be do-able, but i think its what i'd like so i'll see what you think..

Need lil better name too but hey wink.gif

Alfari-folk

Base Race Change

Farfolk Awakener => ½ Farfolk ½ Mountain Alfar Awakener

- Does not have a Reed due to being brought up and living in the high mountains with the Alfar. Does not benefit from Reeds as such.
- Does not gain Kin with psionic’s nor True Kin with any Reed.
- May only drink their levels worth of potions (not double) but may be up to a high strength curative (18pt)
- Has no spirit
- Must pay Triple cost for the equipment in the tavern as it must be fitted to their unique frame.
- May not buy innates as Alfar (druid innates)
- May join Standard Volksraad Guilds unless stated Farfolk or Alfar cannot join.
- Gains Alfar abilities (+1 Dac at 6th and Draw EP 1/day)
- Keeps Lowest health-scale (Farfolk)
- Make-up must be excellently displaying both their Farfolk (old reed tattoos) and their Alfari heritage or only gains 1/2 points.

(has 7 disadvantages and 3 advantages + more interesting roleplay)
What you think?


Why not just play a Farfolk that has made their home among the mountains, living with the Alfari? You can add the make-up "extra's"and costume you require without a single piece of yellow paper.

Technically a 1/2 Farfolk, 1/2 mountain alfar would have 1/4 of a spirit.


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Gordon Court
Port Miere business: portmierecitycouncil@gmail.com
Known to play: Amorphus, Radiant & Zaton
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Stuart
post Jan 3 2008, 03:40 PM
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...then it's much harder to enhance the healing you get from EP, whereas it's a standard ability for Alfari.

He also gets an innate druidic heal. I'm suspicious about the guild thing too, since I think Farfolk can only join Reeds but his writing of it doesn't quite say that.

Stuart
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post Jan 3 2008, 04:19 PM
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yeah so basically he cannot join any reed, but may join standard guilds like alfar. Yellow paper because it means i can get into EP abilites easier and i dont mind having 1/4 of a spirit, but i didnt know if you could do that wink.gif
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post Jan 3 2008, 04:29 PM
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QUOTE(o0Lukemanders0o @ Jan 3 2008, 04:19 PM) *
yeah so basically he cannot join any reed, but may join standard guilds like alfar. Yellow paper because it means i can get into EP abilites easier and i dont mind having 1/4 of a spirit, but i didnt know if you could do that wink.gif


I think the answer is going to be no.

Partly because the Farfolk background is quite specific about where they come from and when they left the place, so any Farfolk not born in Bourthek will still be a child.
Partly because a base race with two racial power bases (EP and Neuronics) screams "blag potential".

Also, the restrictions don't strike me as "real" restrictions - the Kin stuff only works if the rest of your Reed play with you (I haven't seen the rest of mine played for several years), and partly because the equipment cost is a "non restriction".

No spirit isn't a disadvantage. The no spirit healing vs immune to loads of bad stuff works out about neutral IMHO.
1/4 spirit is horrendously powerful, and so will probably never be passed (I remember Bruno as GSM putting a blanket "never" on it).

If you really want something like this I would try a class change of Alfar scout -> Alfar Awakener.

Lucy
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Stuart
post Jan 3 2008, 04:31 PM
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So basically "I'm a Farfolk, but I get cured better by Earthpower, can enhance that and can join guilds. I lose 8 potions though."

That's pretty potent, but not unpassable.

Stuart
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post Jan 3 2008, 04:38 PM
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alfar awakener... didnt think of that lol... wink.gif
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post Jan 7 2008, 01:11 PM
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I think Alfar Awakener would be much better.. or Farfolk Druid (whichever floats your boat)

Would be: In all ways as Awakener gets lifescale as Ley walker, gains basic neuronisist potion restrictions

or

Farfolk Druid: in all ways as Alfar Druid, lifescale as scout

Dan
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post Jan 7 2008, 01:37 PM
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QUOTE(dantingle @ Jan 7 2008, 01:11 PM) *
Farfolk Druid: in all ways as Alfar Druid, lifescale as scout

Dan


Based on what Mark said to me about my farfolk druid points app, he will almost certainlyfail this because "Farfolk aren't supposed to be able to use EP".

Lucy
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post Jan 7 2008, 07:48 PM
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kk well i sent the app in for a Alfar Awakener, so hopefulyl that will come back all good wink.gif

Thanks alot,
Luke
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dnsmantra
post Jan 8 2008, 03:20 PM
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I have a Farfolk Druid (blue card tho) - it's quite a nice combination, then a M/C to Awakener but without the scout stuff. That seems to be something a bit like what you're after.

Huw
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