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Post by Null and Void on Dec 19, 2009 16:10:03 GMT
Just some writeup on some Faction Paradox ideas I've been working on. This is not comprehensive, and there are obviously a lot of traits covered in the books that would be appropriate. Any comments or ideas are welcome
Faction Paradox recruit – [Minor Good Trait] Recruits to Faction Paradox are usually given the title ‘Little Brother’ or ‘Little Sister’. This is a gateway trait allowing you to take other Faction Paradox traits.
Faction Paradox Member – [Minor\Major\Special Good Faction Trait] After a recruit has been trained, they become a member of the Faction Paradox family. The rank and file are referred to as ‘Cousins’ and make up the majority of the Faction. The Officers are known as ‘Mothers’ and ‘Fathers’, while ‘Godfathers’ and ‘Godmothers’ lead up the special subdivisions of the Faction. All Faction members should take some Bad traits, as most of those recruited are damaged goods in some way. At the minor level, the trait conveys the rank of ‘Cousin’ and may use the Gadget: Faction Armor. Cousins gain the Major Bad Trait: Obligation: Faction Paradox. At the Major Level, the trait conveys the rank of Parent in the Faction, and automatically gives the Minor good Trait: Friends. It includes all benefits and restrictions of the minor level. At the Special Level, the trait conveys the rank of Godparent in the Faction, and automatically gives access to one of the Special Good Faction Traits. It includes all benefits and restrictions of the previous levels.
Natural Weapon : Sombres Que Cortes –[Minor \Major\Special Good Faction Trait] The Shadows That Cut are the signature weapon of the Faction. When a Cousin is inducted, some undergo ‘the binding ritual’ which bonds a weapon to their shadow. The weapon cannot be lost except in circumstances where shadows cannot exist (i.e. Absolute light or absolute darkness). The shadow moves independently of the owner, and use Resolve rather than Strength as the determining attribute for damage. Because it is a shadow, it can exploit the smallest chinks in the armor of a victim, and so ignores any normal armor bonus. Forcefields and natural armors still protect. For example, using a shadow weapon against a cyberman would be ineffective, but a Sontaran, who wears his armor, is vulnerable. Note that anyone taking this trait may not take the No Shadow bad trait. At the minor level: Any standard hand to hand weapon, such as a sword, spear, knife, or axe can be bonded to the shadow of the Cousin. It does standard damage for the weapon type At the major level: A ranged weapon may be bonded to shadow. These weapons never run out of ammunition. Alternately, someone may opt to bind something other than a weapon to their shadow. The player should work with the Gamemaster to determine what special effects these items might have. For example, Godfather Morlock has a pair of spectacles bound to his shadow that allows him to inspect the DNA of anyone he looks at. At the special level: Certain very rare items may be bonded to the user, that allows access to an unlimited number of weapons. Each weapon may be discarded and a new one drawn without undergoing the whole bonding ritual. Thus far, the only item known that allows this is The Grandfather’s Knife.
No History- [Major Good Faction Trait] Prerequisite: Must be a Godparent of the Faction Godparent's undergo a ritual in which they travel through time and kill their ancestors... essentially rendering themselves living examples of the Grandfather Paradox. They have removed themselves from time entirely and this gives them an immunity to age or time-based weaponry. Effect: As the trait Immortality: Major found on page 114.
Witchblood – [Special Good Faction Trait] As the ‘Psychic’ Special Good Trait. See page 39 of the Player's Guide.
Blood Control Technology – [Special Good Faction Trait] As the Sycorax Special Trait. See page 108 of the Gamemaster's Guide.
Ritualist – [Special Good Faction Trait] Functions as the Carrionite Special Trait ‘Word Based Magic’ (See page 97 of the Gamemaster's Guide.) Bear in mind that it is not ‘magic’ per se, but an advanced science based on words, gestures, and symbols. Faction Ritualists can perform rituals in Faction Shrines to travel through time, bond weapons to shadows, and other similar feats.
No Shadow – [Minor Bad Faction Trait] Over time, Time Travel can erode a Faction Member’s shadow until it vanishes completely. This is a distinguishing mark that can identify an agent of the Faction. Note that someone taking this restriction cannot take the Natural Weapon: Sombres Que Cortes Good Faction Trait. Effect: A simple Awareness check is needed to notice the lack of a shadow. The reaction to can range from confusion to fear. Some primitive societies may view the person with no shadow as a demon. This will provide a -4 to all social interactions once noticed, unless the person or being is used to dealing with the Faction.
Criminal Biodata Tattoo – [Minor Bad Faction Trait] Criminals convicted by the Great Houses (Time Lords) are often branded with a tattoo to indicate their status. More than a simple physical marking, this marks the actual biodata (a sort of ‘temporal DNA’) of a person. Effect: The biodata tattoo is visible to any Time Active power and identifies their criminal status. The reaction to it is largely a matter of in what regard they hold the laws of The Great Houses. Simply covering the physical part of the tattoo will not hide the mark on their biodata.
Adversary : Great Houses – [Minor\Major Bad Trait] The Faction is outlawed from the Great Houses, and as a result are on the run much of the time. The Great Houses regard them as criminals and seek to bring them to justice. Effect: Just as the Adversary Bad Trait works. See page 28 of the Player's Guide
Gadget: Faction Paradox Armor – [Major Faction Gadget] Armor – 6 points. This reduces Coodination by 1 while wearing it. Fear Factor 2 – Faction Armor is made of the bones of vampiric looking monsters that never existed in the normal Time Line of the Universe. With its bone spikes and distinctive skull masks, it is designed to inspire fear.
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Post by Curufea on Dec 20, 2009 7:26:24 GMT
Great stuff- love it!
Although I don't know if it has been established - I've also been assuming that to obtain the rank of God Parent they've gone through the ritual shown in the radioplay of Movers - of murdering their female ancestors for a number of generations, cutting them off from the web of time.
Which effectively means that various time-based weapons will no longer work on them.
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Post by Null and Void on Dec 20, 2009 10:22:49 GMT
Great stuff- love it! Although I don't know if it has been established - I've also been assuming that to obtain the rank of God Parent they've gone through the ritual shown in the radioplay of Movers - of murdering their female ancestors for a number of generations, cutting them off from the web of time. Which effectively means that various time-based weapons will no longer work on them. You know... I actually have that one written up on paper and forgot to add it in when I posted this. I'll correct that oversight in the morning.
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Post by Curufea on Dec 20, 2009 11:38:33 GMT
Heh.
I don't know if it is worth it though - because I don't know how you would implement those kinds of time-based weapons in the game. It's esoteric to the point of being a plot point, rather than equipment.
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Post by Null and Void on Dec 20, 2009 17:15:59 GMT
Heh. I don't know if it is worth it though - because I don't know how you would implement those kinds of time-based weapons in the game. It's esoteric to the point of being a plot point, rather than equipment. No, its a valid point of to consider. Its not simply Time Based weapons they become immune to. Its Time itself. Its a form of immortality, in that they no longer suffer the ravages of time. Edit: AAaaaannnndd... fixed.
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Post by Curufea on Dec 20, 2009 21:26:37 GMT
I like that - "No History". It makes them a bit immune to biodata based attacks as well (as biodata is someone's connection to the web of time and is a bit like DNA mixed with fate), but does have the side effect that they are probably now on a path towards being Conceptual Beings (possibly further progress after losing a shadow could be losing a reflection).
It could have other interesting side effects too - the "Arcane" trait in the Mage RPG for a start - a lack of any kind of paper trail or records on the character. An inability to have predictions made about them or by them.
Possibly they could stand out in time scanning equipment - as unknown anomolies?
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Post by Null and Void on Dec 20, 2009 21:42:14 GMT
I like that - "No History". It makes them a bit immune to biodata based attacks as well (as biodata is someone's connection to the web of time and is a bit like DNA mixed with fate), but does have the side effect that they are probably now on a path towards being Conceptual Beings (possibly further progress after losing a shadow could be losing a reflection). It could have other interesting side effects too - the "Arcane" trait in the Mage RPG for a start - a lack of any kind of paper trail or records on the character. An inability to have predictions made about them or by them. Possibly they could stand out in time scanning equipment - as unknown anomolies? Exactly... they should probably appear 'wrong' to Time Lords in a similar way that Jack does. They are outside of time. And I agree they are on the path to becoming Conceptual Beings... certainly, they have removed their history, the next step would likely be to erase whatever records or memories might still exist for them. Possibly they would have to begin seeding the concept they are going to become... Biodata would almost certainly be affected in some way. It might not make it entirely impossible to read (say, in a biodata autopsy) but it would certainly give some weird readings.
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Post by Curufea on Dec 20, 2009 23:11:42 GMT
It's mainly these kinds of ideas that make the works of Lawrence and the other writers of the Faction Mythos so fascinating to me It ties together the rubber science of the series with the quasi-mystical (Block Transfer, Chameleon Circuit, Multiverses) in pretty much the same way that String Theory combines General Relativity and Quantum Theory All unprovable philosophy - but fun to fiddle with (not that I can fiddle with my real world metaphor - I know nothing of the theories other than what has been shown on TV or an odd wikipedia search). On a side note, Strings could be another interpretation of the Web of Time. If you assume Strings are organised.
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lordcrossbower
1st Incarnation
Lord Edgar R. Crossbower says: Make it So!
Posts: 2
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Post by lordcrossbower on Dec 22, 2009 18:31:23 GMT
"Natural Weapon : Sombres Que Cortes –[Minor \Major\Special Good Faction Trait] The Shadows That Cut are the signature weapon of the Faction."
About this, if you are using "Sombres Que Cortes" as a spanish translation for Shadows That Cut, you must use "Sombras Que Cortan" instead. XD.
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Post by Null and Void on Dec 22, 2009 18:37:09 GMT
"Natural Weapon : Sombres Que Cortes –[Minor \Major\Special Good Faction Trait] The Shadows That Cut are the signature weapon of the Faction."About this, if you are using "Sombres Que Cortes" as a spanish translation for Shadows That Cut, you must use "Sombras Que Cortan" instead. XD. Heh. I'm just going by what I've seen it spelled as, in the Faction Paradox books. I may have even seen it as Corte or Corta
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lordcrossbower
1st Incarnation
Lord Edgar R. Crossbower says: Make it So!
Posts: 2
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Post by lordcrossbower on Dec 22, 2009 18:47:20 GMT
"Natural Weapon : Sombres Que Cortes –[Minor \Major\Special Good Faction Trait] The Shadows That Cut are the signature weapon of the Faction."About this, if you are using "Sombres Que Cortes" as a spanish translation for Shadows That Cut, you must use "Sombras Que Cortan" instead. XD. Heh. I'm just going by what I've seen it spelled as, in the Faction Paradox books. I may have even seen it as Corte or Corta No problem!!! But the word "Sombras" are plural (as Shadows) and in Spanish the verbs have plural forms too.
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Post by Null and Void on Dec 22, 2009 23:15:25 GMT
Heh. I'm just going by what I've seen it spelled as, in the Faction Paradox books. I may have even seen it as Corte or Corta No problem!!! But the word "Sombras" are plural (as Shadows) and in Spanish the verbs have plural forms too. Alright... I looked it up in The Book of the War, where Lawrence Miles spelled it as 'Sombras Que Corta' Any other spelling is due to my natural inability to form letters.
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Post by Null and Void on Jan 7, 2010 13:33:48 GMT
This thread should probably be moved to either the Traits or Gadgets threads, rather than Characters.
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Rassilon
Administrator
Grand Administrator
Posts: 751
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Post by Rassilon on Jan 7, 2010 19:59:13 GMT
What was I thinking? New Traits in Rules Section.
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Post by Curufea on Jan 7, 2010 22:39:31 GMT
True, traits underpin gadgets and characters.
Also - I just had a thought. There should be prerequisites for the Grandfather's Knife gadget of - must have the No Shadow and Witchblood traits.
Or at least in Justine's case she needed it. Although they were a bit surprised that the Knife included a shadow. Could that shadow be Shunkuckar?
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Post by Null and Void on Jan 8, 2010 14:18:59 GMT
True, traits underpin gadgets and characters. Also - I just had a thought. There should be prerequisites for the Grandfather's Knife gadget of - must have the No Shadow and Witchblood traits. Or at least in Justine's case she needed it. Although they were a bit surprised that the Knife included a shadow. Could that shadow be Shunkuckar? Cousin Shuncucker is a real mystery, as she doesn't seem to know that its Grandfather's shadow... perhaps it isn't. I have to wonder if her apparent madness is the result of the shadow... berhaps an imperfect attempt to replicate what the Grandfather's shadow could do? It sure seemed like the only one who expected it to come with a shadow was Godfather Morlock. I miss him... also miss his banter with Godmother Quelch. MORLOCK: Do you know, that's the fifteenth time you've threatened to stitch something to my shadow? It's the thirteenth time you've chosen genitalia, as well. QUELCH: You've got the face for it.
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Post by Curufea on Jan 8, 2010 21:31:38 GMT
He is by far my favourite character in the series.
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Post by kidtwist on Jan 31, 2010 2:39:01 GMT
Hi there! I'm new, and I just got the Doctor Who game a little while back, but I like it a lot. =)
I'm not familiar with Faction Paradox (though from the Google links, it's something I'm interested in learning more about), but from a purely game-design perspective, it looks like the Faction Paradox Recruit advantage doesn't do anything, which doesn't seem right. Am I missing something?
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Post by Curufea on Jan 31, 2010 21:24:50 GMT
It means you can get the other Faction traits. Otherwise you can't. The Recruit trait is good for characters that are only new to the Faction and have not yet learnt the mysteries of the cult. It's also good if you want a character to have traits and background other than the Faction as their main life-so-far.
[edit] There are many examples in the books of Faction recruits. Borderline members that aren't completely "sworn in" - sometimes they aren't sure they are members and sometimes they never know. Examples include the main characters in "This Town Will Never Let Us Go"
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Post by Null and Void on Feb 1, 2010 0:37:53 GMT
Hi there! I'm new, and I just got the Doctor Who game a little while back, but I like it a lot. =) I'm not familiar with Faction Paradox (though from the Google links, it's something I'm interested in learning more about), but from a purely game-design perspective, it looks like the Faction Paradox Recruit advantage doesn't do anything, which doesn't seem right. Am I missing something? Curufea is correct. The Faction Paradox recruit trait is a 'gateway' trait, that allows you to access other, more advanced traits. Its a purely bookkeeping trait. In some says, I based it on the 'Alien', or 'Psychic' traits in the game. In and of themselves, they are minor, and do nothing, but allow you to take the other traits with those as the Prerequisite. I don't think I made it clear in the descriptions of the other traits. 'Recruit' is a somewhat loaded term, as some of them might not even realize it, such as Inangela and Valentine from 'This Town Will Never Let Us Go'. On the other hand, some are very close to being Cousins themselves, such as Little Brother Manjuele from 'Alien Bodies' or, my favorite, Little Brother Edward from 'Of the City of the Saved...'
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Post by Curufea on Feb 1, 2010 2:20:59 GMT
Hmm, not sure how you'd write up Godfather Avatar from that book...
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Post by kidtwist on Feb 1, 2010 4:24:50 GMT
I guess my issue is that it's a trait that doesn't do anything except spend a point, and in a game where you don't get a lot of points to spend, having to spend one on something that doesn't give any benefit at all seems like poor design. After all, you don't need to spend a point on being a UNIT member, but you could be one if you wanted to be a Companion and not have to spend points at all, even if you were some sort of general.
The point I'm trying to make is that the trait you've got there is just background, and that's it. And it sounds like you want "Faction Paradox Recruit" to be a viable character concept, but it's not going to be as attractive if playing a recruit means I have to spend a costly character point on a background for no in-game benefit. If you're going to have it as a trait, there should be some benefit other than being a road bump to being cool--everything else in the game is cool, so why isn't this?
Take "Alien" for example--yeah, it's listed as a gateway trait, but it also allows a benefit right off the bat--you can purchase attributes over 6. Likewise, Psychic allow you to attempt to see into a person's mind with a roll. Yes, other traits chain off of those, but they're not just a place to spend points; they give the character a tangible benefit for taking it. If the recruit trait is going to be your gateway, it should do something similar, some sort of tangible in-game benefit.
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Post by Curufea on Feb 1, 2010 4:40:57 GMT
Hmm, possibly it counts as a Contact/Ally trait for the Faction as well - you are in communication with the Faction somehow and may call on them for favours (or vice versa). While the Faction is chaotic and whimsical - they also have more real power than the Time Lord of Gallifrey because they are not restricted by any Laws of Time and don't feel the need to hide their activities that much (mind you, this tends to lead to other powers finding out about the Faction and wiping them out of existence every now and then).
There may be some mental defence inherent as well - because a recruit is more aware of how the universe may work than a non-recruit.
[edit] Actually it also seems possible for a Recruit to perform some of the Faction rituals as well. They just take longer, are more expensive to perform - and generally have to be invented/discovered by the recruit themselves rather than being taught.
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Post by Null and Void on Feb 1, 2010 16:35:21 GMT
I guess my issue is that it's a trait that doesn't do anything except spend a point, and in a game where you don't get a lot of points to spend, having to spend one on something that doesn't give any benefit at all seems like poor design. After all, you don't need to spend a point on being a UNIT member, but you could be one if you wanted to be a Companion and not have to spend points at all, even if you were some sort of general. The point I'm trying to make is that the trait you've got there is just background, and that's it. And it sounds like you want "Faction Paradox Recruit" to be a viable character concept, but it's not going to be as attractive if playing a recruit means I have to spend a costly character point on a background for no in-game benefit. If you're going to have it as a trait, there should be some benefit other than being a road bump to being cool--everything else in the game is cool, so why isn't this? Take "Alien" for example--yeah, it's listed as a gateway trait, but it also allows a benefit right off the bat--you can purchase attributes over 6. Likewise, Psychic allow you to attempt to see into a person's mind with a roll. Yes, other traits chain off of those, but they're not just a place to spend points; they give the character a tangible benefit for taking it. If the recruit trait is going to be your gateway, it should do something similar, some sort of tangible in-game benefit. Its a fair point, and truthfully one I'd not considered. As Friends (Minor) is a benefit of the next level of Faction Membership, the most logical thing to give a Little Brother/Sister would be Owed Favor (Minor). The Faction is pleased to grant favors to people... except their payments tend to come with strings attached. For those familiar with the books, look at Valentine's attempts to obtain Red Uranium. He held no official status with the Faction, but they were still happy to assist him in getting the substance... sort of. To ask a favor of the Faction is to put yourself in their debt. Alternately, the recruit may take 'psychic training' or 'indomitable' to reflect the basic teachings of rituals for summoning spirits to protect your mind from outside influences. These could include techniques as simple as reciting the mantra I use as my signature over and over again, or other more tangible rituals... Psychic training could reflect an awakening of Time Active biodata and allow for small feats... recognizing psychic paper for instance, or an awareness that a loa is present.
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Post by kidtwist on Feb 2, 2010 0:40:16 GMT
As Friends (Minor) is a benefit of the next level of Faction Membership, the most logical thing to give a Little Brother/Sister would be Owed Favor (Minor). The Faction is pleased to grant favors to people... except their payments tend to come with strings attached. For those familiar with the books, look at Valentine's attempts to obtain Red Uranium. He held no official status with the Faction, but they were still happy to assist him in getting the substance... sort of. To ask a favor of the Faction is to put yourself in their debt. I'm not sure this would work quite as well, since that's not how the Owed Favor trait works, but perhaps if you clarified that it's the equivalent of a Major favor, but with a favor returned expected, then it might. Alternately, the recruit may take 'psychic training' or 'indomitable' to reflect the basic teachings of rituals for summoning spirits to protect your mind from outside influences. These could include techniques as simple as reciting the mantra I use as my signature over and over again, or other more tangible rituals... Psychic training could reflect an awakening of Time Active biodata and allow for small feats... recognizing psychic paper for instance, or an awareness that a loa is present. This looks pretty good. =)
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Post by Curufea on Mar 15, 2010 3:20:11 GMT
A further note on Godfather Avatar - I've been contemplating one of the suggestions a friend made for a character in a game - that he play a Dalek. I could see it as possible for a Dalek to be in the Eleven Day Empire - if it was Godfather Avatar, or someone similar.
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Post by Null and Void on Mar 16, 2010 12:55:13 GMT
Faction PAradox Spoliers!!!! BEWARE!!!! I'm not sure I agree with that... The thing about Godfather Avatar, and the loa in general, is that they simply can't possess someone at random and without consent. The host has to willingly allow the loa to take over their actions... that was why Little Brother Edward was such a perfect host for him... he had little will of his own. A Dalek strikes me as a creature that simply wouldn't allow itself to be taken over and used by something that wasn't Dalek or of Dalek origin. Its too much against the nature of a Dalek to submit like that. Moreover, the loa work best when perceived in a more mystical way (Though they are in reality simply processes and equations), and Daleks simply don't think in those sort of terms. I think it would be hard for a Dalek to grasp even the concept of a loa, let alone embrace the idea of their existance in the same way a human might. I think, overall, that a Dalek would be difficult to play in any sort of game, but even more difficult in a Faction PAradox game.... The Faction relies on so much primitive imagery in its rituals and fetishes, and is so aware of the effects of culture, that a race like the daleks, who are so scientifically advanced and genuinely dependant on technology, and who have nothing really in the form of their own culture to draw imagery from, and have such a hard time understanding the culture of those around them, that the ways of the Faction would be almost completely alien to them. (That was a bit of a run on sentence.... I hope it made sense, but I can't be bothered to go back and read it again to see if it made sense. ) While its true that all the Faction's rituals and mumbo-jumbo are just window-dressing for extremely advanced science, it is also necessary in order to put people in the right frame of mind to actually *grasp* that science. To do that, they need to be able to relate Faction protocols to their own cultural identity. Daleks have a racial identity, but nothing really in the way of culture. Most, if not all, of the Factions teachings would be lost on them, I think...
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Post by Curufea on Mar 16, 2010 22:23:29 GMT
Faction PAradox Spoliers!!!! BEWARE!!!! I'm not sure I agree with that... The thing about Godfather Avatar, and the loa in general, is that they simply can't possess someone at random and without consent. The host has to willingly allow the loa to take over their actions... that was why Little Brother Edward was such a perfect host for him... he had little will of his own. Yep - I'd pretty much realised that as soon as I started re-thinking it (when I looked at the question again). There are a number of ways I can think of that a Dalek could be put into a group situation, but they all seem so cliche and done to death. It was an idle speculation on trying to find something more original.
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Post by Curufea on Aug 20, 2010 1:47:51 GMT
Just listening to the audios again - Cousin Eliza mentions off handedly that she can read any language. So possibly "Faction Member" should include the universal translator abilities of TARDIS users.
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