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The Horizon 1 Site

HORIZON IS OVER!

The webpage remains up as a permanent archive of game material, mainly for the benefit of nostalgic players - although if you'd like to run a Horizon-inspired game for your friends, that's wonderful too. Horizon will be succeeded by Legacyin Trinity term of 2006.

If you like you can look at the (sketchy, incomplete) GM notes as well.

Kraelic Quirks

Kraelic Quirks relate to Kraelings.

You should buy these quirks if you want your character to:

  • be a Kraeling.
  • be known to be a Kraeling, or have only a few people know your nature.
  • be a pet Kraeling for a mob or the government.
  • be a spokesman for Kraelingkind.

Kraeling (8)
You are a Kraeling, one of the shapeshifting Treacherous race who live in Horizon on a semi-public basis. Since you are essentially Treacherous, you may take Fire or Star affinity. You have a day-to-day form that is indistinguishable from human except under close examination by medical professionals (those with the physician skill) or those very familiar with Kraelings (other Kraelings fall into this category). You are also able to shapeshift into a battle form, which is much larger, hairier, and muscular, with large claws and teeth. This form will only last for a few minutes, and you will be exhausted when you return to human form. The battle form has the following benefits:

  • Your Brawn becomes equivalent to Does This Guy Ever Stop? However, this ends extremely abruptly when you return to human form, so if you've taken more wounds than your pitiful human shape can endure, it is possible to win a fight then promptly drop dead.

  • Your fighting skill increases. If it was worse than Impressive in human form, it becomes Impressive. If it was Impressive or better, it goes up a level. And yes, if you are a Fearsome fighter in human form, you are better than Fearsome in battle form.

But Kraelings have a number of problems:

  • Any humans (and Ghouls even more so) who know you're a Kraeling will probably be frightened of you and act appropriately, up to and including running away crying or attacking you if you stop them to ask for directions.

  • Assuming your battle form suddenly in public is a very bad idea. The default reaction of humans who are taken by surprise by your transformation will be to form a mob and rip you apart. The other Kraelings will claim you were a lone maverick and disclaim any connection.

  • Unlike Ghouls, you are given no special dispensation to practice Shamanism. In fact, if you do so publicly, the rest of the Kraeling community will probably get to you before the authorities do; that sort of public practice gives them a bad name.

Other Kraeling quirks appear below. By default, it is assumed that your race is known to the underworld, but not particularly widely by the general public. The Barman and knowledgable NPCs will know what you are, and it will be posted under your character description on the website.

Please note that the name of this quirk is "Kraeling", not "drooling psychopath". Characters who do little with their time except kill folk for no good reason are antisocial things to bring into the society game, so if you're intent on playing a Kraeling please refrain from portraying your character as a twitchy cannibal barbarian. Such individuals do pop up from time to time within the Kraeling community, but they are cut down swiftly by fellow Kraelings eager to avoid a pogrom.

Well-Known (-1, kraelings only)
Everyone and their brother knows you're a Kraeling. As a result, Ghouls act with borderline hatred to you, and scared or angry humans continually cause trouble for you. Children stop playing when you run past and run wailing to their mothers.

Obscure (1, kraelings only)
Your existence as a Kraeling is (initially) only known to those designated in your character background. If you so choose, even the wider Kraeling community is unaware of you, although this removes a potential source of support. Your race will not be posted on the website. The GM team reserve the right to have very well informed or connected NPCs know about you, but we will not abuse this.

Mob Backing (3, kraelings only)
You must have at least Rank 1 in a mob to buy this. The mob you're in employs you, among other things, specifically to be a Kraeling. Within the district held securely by that mob, the locals will trust you a good deal more, and won't even panic if you assume battle form in front of them (they assume, perhaps naively, that the mob is holding your metaphorical leash).

Government Permit (3, kraelings only)
The government employs you; and (possibly along with other duties if you buy the appropriate job quirks) it employs you to be a Kraeling. You have an official permit expressing the trust of the Mayorality in you and giving you approval for any shapeshifting you do in the line of duty. Keep in mind that this won't save you from a howling mob if you frighten them, but it will make people who are in a calm state think twice before acting against you. You will also be well thought of by other Kraelings, as you are actively helping the community earn its place in the city (they hope).

In return for which, you will get instructions from the government, typically on a turnly basis. You will be working for a particular clique (see the government page for details on the role of cliques in government). Let us know what sort of outfit you'd like your character to be a member of: if we've already dreamed up such a subcommittee, then you will be part of that. If we haven't, then we will invent an appropriate clique for you.

Great Voice (2, kraelings only)
The phrase "one who speaks with a great voice" is the clunky literal translation of a Kraeling word indicating someone with a great deal of unofficial influence and/or who acts as a spokesman. You are one such; you have some influence over the rather loose knit Kraeling community, and may be expected to take responsibility for any necessary communications with the government of Horizon.