Scripted Perks for the Numinous Order

Started by Spiffy Has, June 08, 2013, 04:07:10 PM

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Spiffy Has

Let's face it, the Wyrm Watchers have a lot going for them. Pathmarkers, the ability to remove withering from an area, the ability to find each other in the Forgotten Forest, opportunities to win laurels and achievements amongst other hot things. As well as faction loot

The Stewards gain access to special wildshape forms, the opportunity to make use of unique and custom groves that suit the style of each druid, amongst other hidden and associated bonuses.

Aberdenn have HUNTING DOGS and hide outs in the woods, not to mention a very sexy way of encouraging promotions.

Caermyn get a gold wage, and ways to boost it by gathering gold and earning various perks and bonuses.

The numinous order has a castle (which is pretty badass), a censer which lets them detect withered things and people and...well-

That's it. All the factions share favor points (The stewards I don't know), all have faction bases, and more.

The Numinous Order seems a bit sparse on scripted perks. For a faction that is heavily theological and apparently filled with clergy, it's frustratingly difficult to get anything resembling withering treatment. There IS an IC reference to something, but all I know is that it appears to be unfinished, and has been for some time. I would not also mind being aware of what rights and powers a Knight HAS, the Conclave had it very spelled out about what responsibilities each rank brings and the benefits found therein, the Numinous Order has nothing similar.

Footman are expected to contribute to the Faction expenses, a burden on an already otherwise 'poor' (i use the term loosely, as we really have to restrict purchases in order to advance faction goals), we're expected to go out and convert people, pursue an agenda, be heroes to Mistlocke, prepare for the End of Days- the opportunities are endless, the incentives, however, are rather sparse. The feeling of progress and moving forward in the faction ranks isn't even present. I am expressing my frustrations with a faction rich with history, culture and a genuinely unique feel, however- it isn't a mystery why some people simply give up and walk away from the faction during times of DM dryspells. There is nothing to achieve within the faction, while plenty to achieve FOR the faction, if you get my meaning. While this may be a symptom of the Order's philosophy (self-sacrifice against the Apocalypse, service to the Three, etc...) it doesn't encourage players.

So, I'd encourage the following-

A token that counts the number of people who have accepted the Three and One as the true form of the Triad and Helm, and gives XP as according to the number of people converted/saved.

More access to certain Prophetic Potions that I know exist, solely to the Order.

and other ideas.

You can get a considerable gold wage by making money in Caermyn. You can gain faction prestige by earning Laurels in the Wyrm Watchers. You can take a dog for a walk in the Aberdenn Estate and (don't know if this was implemented again) earn gold and xp by pursuing rare and exotic beasts across Ymph.

I know there will be argument, but this is my impression of a faction I've been in about 4-5 times with various PCs. Lately, the DM crew has been AMAZINGLY supportive of PC efforts in the Numinous Order, and I am enormously pleased about recent events, but I just cannot get off my shoulders the notion of something is lacking.

Howlando

Welcome to the Slacker-DM faction.

... I'll look into it.

Howlando

After the next reset see a DM to receive a new, updated censer item.