Post by Master William on Jan 10, 2011 23:15:53 GMT -5
The Bloodborne Captains are the ruling caste of the Rebellion. It was the first caste created three generations ago by the founding fathers and mothers of the Rebellion.
As you may have guessed, each of the Bloodborn Captains are captains of their own family ship, passed down since the beginning of sea travel. Some families may have more than one ship in their group, while others may only have one, but each Bloodborn Captain lives on their flag ship, as well as having their own room in Shipwreck Hollow.
The roles of the Bloodborn Captains in the Rebellion are many and complex. They are the leaders, the decision makers, the law creators and enforcers, while also being explorers, merchants, negotiators and soldiers. They command the loyalty of each person on their ship(s), and many have trained since the day they were born to take the position after their relative.
(Note: If you should decide to create a Bloodborn Captain, he/she will be subject to a more scrutiny than the other classes, simply because of they're importance in the Rebellion.)
Displayed below are the slight differences in the Bloodborn Captain Caste that differ from other Castes:
Name
Their name generally starts with "Captain *insert name*". (Example: Captain Isabel Dawnbringer)
Weapon
Bloodborn Captains, as discussed above, have many different skills. Depending on what your Captain's skills are, his or her weapon must be worked accordingly. A Captain who has spent her life fighting will most likely wield a heavier weapon than someone who has talked and discussed their entire life. This area is completely up to you, but will be looked at with consideration. Your character's history should give some indication to your choice of weapon.
Familiar
The rules for Captains' Familiars are almost exactly the same. However, the Familiar of a Captain has the same authority among other Familiars as the Captain does among the other characters. They are the symbols of power, wisdom, command and act as role models for the connection between man and beast. The connection must be strong between Captain and Familiar in order to set an example for the other characters.
Clothing
Bloodborn Captains do have clothing to mark their status, and this is where you'd describe it.
Magic
As was said earlier, Captains have many different skills, and magic may be one of them. Captains can be magic users or Domain Masters if they are proven worthy.
Listed below are the Domains (ex. Domain of ______) and subdomains (ex. 1. - _____) available, with explanations:
Domain of Healing:
1. Healing Alchemy
2. Physical Health (Healing Touch)
3. Psychological Health (Psychic Touch)
4. Death reversal (shaman only, not player controlled)
Domain of Earth:
1. Tame Animals
2. Summon Plants
3. Control Earth and Stone
4. Tracking and Earth Sign Interpretation
5. Transformation (limited)
Domain of Fire:
1. Temperature Control (Heat)
2. Shape Flame
Domain of Water:
1. Temperature Control (Cold)
2. Control Water
Domain of Air and Electricity:
1. Weather Aspects
2. Air Particles
3. Creating Electricity and Currents
Domain of Necromancy/Black Magic:
1. Raise Undead and Spirits
2. Curses
3. Banish/Summon Demons
4. Mind Deception
5. Teleportation
History
The history of a Bloodborn Captain must contain information on the elder Captain that your Captain replaced (usually a father or mother). Other than that it's up to you.
Other then those small changes, everything else is up to you. Bloodborn Captains are from an Caste of character that allows for more variety, power, and influence within the Rebellion, but not all characters will be accepted.
As you may have guessed, each of the Bloodborn Captains are captains of their own family ship, passed down since the beginning of sea travel. Some families may have more than one ship in their group, while others may only have one, but each Bloodborn Captain lives on their flag ship, as well as having their own room in Shipwreck Hollow.
The roles of the Bloodborn Captains in the Rebellion are many and complex. They are the leaders, the decision makers, the law creators and enforcers, while also being explorers, merchants, negotiators and soldiers. They command the loyalty of each person on their ship(s), and many have trained since the day they were born to take the position after their relative.
(Note: If you should decide to create a Bloodborn Captain, he/she will be subject to a more scrutiny than the other classes, simply because of they're importance in the Rebellion.)
Displayed below are the slight differences in the Bloodborn Captain Caste that differ from other Castes:
Name
Their name generally starts with "Captain *insert name*". (Example: Captain Isabel Dawnbringer)
Weapon
Bloodborn Captains, as discussed above, have many different skills. Depending on what your Captain's skills are, his or her weapon must be worked accordingly. A Captain who has spent her life fighting will most likely wield a heavier weapon than someone who has talked and discussed their entire life. This area is completely up to you, but will be looked at with consideration. Your character's history should give some indication to your choice of weapon.
Familiar
The rules for Captains' Familiars are almost exactly the same. However, the Familiar of a Captain has the same authority among other Familiars as the Captain does among the other characters. They are the symbols of power, wisdom, command and act as role models for the connection between man and beast. The connection must be strong between Captain and Familiar in order to set an example for the other characters.
Clothing
Bloodborn Captains do have clothing to mark their status, and this is where you'd describe it.
Magic
As was said earlier, Captains have many different skills, and magic may be one of them. Captains can be magic users or Domain Masters if they are proven worthy.
Listed below are the Domains (ex. Domain of ______) and subdomains (ex. 1. - _____) available, with explanations:
Domain of Healing:
1. Healing Alchemy
2. Physical Health (Healing Touch)
3. Psychological Health (Psychic Touch)
4. Death reversal (shaman only, not player controlled)
Domain of Earth:
1. Tame Animals
2. Summon Plants
3. Control Earth and Stone
4. Tracking and Earth Sign Interpretation
5. Transformation (limited)
Domain of Fire:
1. Temperature Control (Heat)
2. Shape Flame
Domain of Water:
1. Temperature Control (Cold)
2. Control Water
Domain of Air and Electricity:
1. Weather Aspects
2. Air Particles
3. Creating Electricity and Currents
Domain of Necromancy/Black Magic:
1. Raise Undead and Spirits
2. Curses
3. Banish/Summon Demons
4. Mind Deception
5. Teleportation
History
The history of a Bloodborn Captain must contain information on the elder Captain that your Captain replaced (usually a father or mother). Other than that it's up to you.
Other then those small changes, everything else is up to you. Bloodborn Captains are from an Caste of character that allows for more variety, power, and influence within the Rebellion, but not all characters will be accepted.