HQ says that a demigod character will have some abilities at around 10w3. I'm guessing that magic of the parent deity will come pretty naturally to them. What else? I have a player who has a wonderful Daughter of Yinkin written up, but the game is on hold because we haven't been able to figure out what sort of magic the character should have.
I ran the "initiation" for the character as a quick going through of the Storm Age, the coming of the Greater Darkness and even of the I Fought, We Won battle. The character became one of the Thunder Brothers along the way, and sat at Orlanth's table as one of his warriors.
So how would you guys treat a (young) demigod character like this. Shapeshifting to a Shadowcat comes pretty naturally, as do basic Yinkini magic tricks (mostly like Gavreninkin, the patron of the character's clan).
Still, as a Thunder Brother (and a demigod) she should have a trick of her own. Something that makes her unique, and something she does better than anybody else in the Thunder Brothers. The character is a sort of a heroic scout in style. She's not the sort to stand in a shieldwall, but she is hungry for glory, and will challenge enemy champions and fight in the warrior's battle.
I've also been thinking... should a demigod character like that have only Yinkini magic, or should she be able to worship an aspect of Orlanth (for instance) and get one of her affinities from him? For the thunder brother aspect, that would seem appropriate. Learning magic from the chief.
Any help or inspiration is deeply appreciated.
-Adept
Thinker, dreamer and adventurer Received on Sun 18 Jun 2006 - 23:59:41 EEST
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