Alfarian
Tribe
- Symbol: Flaming Silver Claw upon a field of forest green.
- Tribal Breakdowns: There are approximately 1000 worldwide, with the
majority (90%) being of good alignment and the other 10% is selfish alignment. 53% of the
Tribe are werewolves, 33% are werepanthers, 8% are weretigers, and 6% are werebears. OCC
breakdown are as follows: 55% Hunter (Civilized), 30% Nordan^or, 10% Shaman, and 5% Mind
Melder.
- Territories: The Alfarian tend to live in cities, with only those
tribe members in charge of manning strongholds living in rural areas.
- Primarch: Lord Maxis SilverTalon (werewolf) is a 14th
Level Nordan^or of good alignment (Scrupulous) and has ruled the tribe for over a 400
years. It is said that his great, great Grandfather was an Atlantean and since that union
all of the tribe have the Rites of Heritage.
- Philosophy: "The Tribes have forsaken us, therefore we have
forsaken them. In the end we can only count on your own. The Tribes have forgotten our
ancient enemy and fight among themselves, while the enemy is getting stronger and
spreading through the world. They have forgotten your duties, but we have not!" Said
by Lord Maxis SilverTalon to the leaders of the other Tribes.
- Organization: The basic field agents are referred to as either
"Apprentice", the ones in training, or "Journeyman", their first 5 yrs
after training, or "Adept", the more experienced field agents. Knights are
advisors to the Magistrate. Adepts usually have 1 to 2 Apprentices in training and/or a
Journeyman. Knights usually have 1-2 Adepts. The Magistrate is the house leader and is
chosen from the ranks of Knights within that house. Within a house there can be anywhere
from 25-30 Apprentice /Journeyman, 15-20 Adepts, 10 Knights, and 1 Magistrate. The
Magistrates (all) report to the Lord. The Lord is the head of the Tribe.
- Variations: Everyone in the tribe have the Rites of Heritage (Magic
Tattoos): 1) Silver Flaming Claw, 2) Chain Encircling a Skull. They also get the following
bonuses:
+5 vs Vampires super mind control
+4 vs Horror Factor, Magic and Psionics due to their conviction
+3 to I.Q., +2 to M.E., +3 to P.P.
Regenerates 6D6 HPs per ½ hour, instead of 4D6 HPs per hour
+2 extra attacks only when fighting vampires and other supernatural creatures
Sense vampires and supernatural creatures 100ft + 50ft per level
+25% to tracking vampires
Average Life Span 600 years regardless of werecreature type. This transformation
happens then they finish the rite of passage, and received the Rites of Heritage.
Disadvanges They can never get any other
Magic Tattoos. Cannot have super abilities. Can only be of the following OCCs:
Hunter, Shaman, Nordan^or, or Mind-Melder.