Gift Guidelines

The method used to lure characters to games are the "Gifts" presented by the Harbingers. While these rewards will vary wildly with the core ambition of a given Character, some generalities can be observed.

  • Powers: Typically these are 1-5 paths similar to those found in most White Wolf products. These should be tailored to the individual, and should avoid replication of "canon" abilities (Obtenebration, say) or Powers possessed by other players except in the most generic circumstances. A major point of these games is to develop characters that are utterly unique from all others.
  • Advantages: Primarily consisting of Backgrounds and similar subtle advantages, these Gifts are often surprisingly effective. There are many Backgrounds, Merits, Ability Masteries, and other passive effects that can only be aquired in this manner (i.e. through Gifts).
  • Items: Enchanted or superior items are perfectly acceptable gifts. A rare few items may be so powerful that they require "attunement" before their full abilities can be unlocked. Such artifacts are usually represented by a Background rating.
  • Augmentation: Be it in the form of cybernetics, genetic manipulation, or magical tattoos, Augmentation covers any integral enhancement to a Character that does not come with an XP cost. While typically limited in scope, these Gifts allow conservation of points. However, there is a "Humanity" cost to augmentation. Players familiar with Cyberpunk can guess what this entails.
  • Templates: The rarest of all, Templates redefine the base nature of the Character (e.g. becomes a Vampire). They cannot typically be achieved in a single Gift, and will usually be assigned a "rating" of Gifts and quests dedicated before they can be attained (3-10 being Average). Once attained, the Template applies in full.

While Gifts can achieve almost any effect, some things are not possible, either because the Powers that be will not grant them, or because they rely on systems/templates that are outlawed.

  • A Gift cannot be used to resurrect a dead Character. By definition, the Harbingers consider dead Characters to be "losers" not worth the effort, regardless of what the Players want.
  • An integral weakness of a Template can never be entirely eliminated (Vampires will never become Immune to Sunlight as a Gift).
  • Sphere Magick (As per Mage: The Ascension) is not possible. Use Sorcerer instead.

Ideally Gifts should be evocative as possible as well as internally consistent. Characters should be able to understand how their Powers function, as well as be able to to discuss the "metaphysics" of their Powers to some degree.

GM's may at their discretion award Backgrounds (of the Beneficial or Adversarial variety) to characters during a game, up to 5 ranks' worth. For example, good roleplay can (and has) won players superior Retainers, at reduced or no cost, depending on how your GM rules. The GM may also award appropriate Flaws.

Gifts should never solve problems directly. Rather, characters should be given abilities that give them a chance to solve their own problems (if they're good enough).

Don't request Gifts based on your character's perceived weaknesses, or on what you need to be able to do something. Rather, request Gifts based on what your Concept should logically have.

Players are NOT required to accept a Gift they feel damages their Concept. In the event this comes up, contact an impartial GM and discuss it with them. You always have the option to receive no Gift for that Game.

Characters are typically revised after their first 10 successful games and again if they reach Veteran status. Revisions are intended to weed out early Gifts that were either poorly thought out or no longer match the emerging pursuits of the Character. Contact moc.liamtoh|esieretniw#moc.liamtoh|esieretniw if you feel your Character needs revision.

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