> > I have a child of Yinkin in my game, and I'm
> > wondering how to handle it
> > when and if the player asks if she can join other
> > cults normally, or learn common magic.
>
> I'm not sure if he's on this list, but talk to Gavain
> Sweetman. He's got a player in exactly the same
> position, if I'm remembering it right.
You are quite right Jane, and I am on this list :-)
At the moment the player in question doesn't know that his father was a diamon, not have I "fleshed" out what his father was :-) So for me I have a lot of flexibility. However, his father is definitely a thief as the hero has the following talents from him: Cat's landing 20W, Cripes It's the law 20W and Wot me gov 20W.
With talents like that I see I have written myself into having to put on a very bad Cockney accent :-) (Like Dick Van Dyke in Mary Poppins).
At the moment the guy is falling in line with the thief thing so he joined Desemborth, he has also joined Tatouth the Scout mainly as a sop to the Lunar authorities. If he wanted to get more esoteric magic I would start putting penalties on his chances. So make rolls where normally it would be "pay the HP" and use his relationship to his father as a negative modifier at either 1/10 or 1/4 the rating depending on the circumstances.
The way I see it, is that just because your dad was someone famous / good you don't have to follow his profession. It may present difficulties, especially if the fact is well known, hence the negative modifiers. Heck, even if you do follow his profession and his parentage is known it could still cause difficulties :-)
"What! You ought to be able to climb that tree! Why your dad could do that with one arm and his tail tied behind his back!"
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