Rare+Breed+Families

//This is part of the Hangover city, Liverpool, uk setting//

General Breed abilities that occur across all families.
The Rare breed family lines have particular abilities and thus tasks associated with them, though some powers are found across the range: General powers, available to any member. [-1] **Pack Instinct** - the result of years spent training with the same group which gives the breed members the ability to anticipate each others moves and needs. [-1] **Guide my hand** - This is more due to their training and Brian’s ability as a dispatcher, but the mechanics work the same way as the religious ability. [-1] **Item of power - the leathers and colours on them**. Abilities it grants include; Marked by power, Inhuman toughness, Armour:1 +2 physical stress boxes. [-1] **Items of power - Fetters** - Used to bind supernatural entities. Usually the fetters are only designed to deal with one supernatural type e.g. Faerie fetters that contain Iron, stopping them using their fay powers, Thaumatic draining bindings used to prevent wizards from gathering power, or Wolf ropes that have Wolfbane woven in to them to prevent the werewolf from changing shape. There is a shroud that supposed can be used to bind ghosts but so far it has not been successfully used in anger. Being items of power they are unbreakable, which is an added bonus. Once applied they effectively function as a grapple style Block with a fantastic Might (+6) and inflict the aspect of BOUND BY FETTERS. Applying them still relies on the grappling abilities of the Breed member.

Skills commonly found in any breed member: Alertness, Athletic, Endurance, Weapons& Guns,

Mathers family
- Operate keeping the Raith White Court Vampires in line.
 * [-1] Dedicated to the cause** - They are literally ‘in love’ with the job, and as such count as being IN LOVE for the terms of white court vampire effects. This acts as an Aspect that can not be destroyed.
 * Skills** Conviction, Rapport

Clayton family
- Faerie associated group who were blessed by the Fisher King in thanks for a task they completed for hijm, though few now recall exactly what it is they are meant to have done! Those with this power have to actively concentrate to see the glamour rather than the other way round. The danger is, in this city, they are so used to seeing the Faerie walking around it might not strike them as anything unusual any more and there fore may miss clues that seem obvious to other people.
 * [-1] Supernatural sense-** automatically see through faerie minor glamours. +2 Bonus to see through major glamours.
 * Skills** lore, Conviction, Empathy

Stanley family
- known for taking down trouble some ‘wolf-kin’.
 * [-1] Supernatural sense - Smell the wolf.** Can sense those who are lycanthropes, Loups and Werewolves (and wolf-weres) regardless of the form they are currently in.
 * Skills**: Might, Stealth, Intimidation.

Molyneux family -
Skilled in cancelling the effects of wizards and sorcerers.
 * [-1] The Sight,** a partial version that allows them to see the energies being manipulated.
 * [-2] Channelling, counter magic only.** 2 item slots both in defensive (1 control, 1 power)
 * Skills**: Lore, Scholarship, Resources (The Molyneux are an old family and old money)

Roscoe family
- who deal with the Ghosts causing trouble in the city. [-1] **Ghost speakers** (Almost all Roscoe’s have this power) [-2] **Ectomancy** (Ritual)
 * Skills**: Scholarship, Investigation, Empathy, Deceit

Pym family
- the Pyms used to deal with the red court vampire, but since they have been forced out of the city, their skills have been re-tasked to other ‘sneaky’ abilities. Or as Simon called them “The art of being scouse”. Typically a ‘Pym’ only has one or the other of the family abilities and so are not yet the ‘super spies’ people think Ream is trying the breed. [-1] **Cloak of shadows** [-1] **Spider walk**
 * Skills:** Burglary, stealth, Contacts.

Cavendish family-
They are the investigative mind set of the breed, often moving into forensics or the breeds equivalent of C.I.D. There are a large number of ‘sub’ families with in the Cavendish set, as the Cavendish’s were a very wealthy and extensive family. [**-2] psychometry** - found in the Cavendish-Falkner subfamily.
 * [-2] Ritual magic** - found in the Cavendish-Maddock (who specialise in crafting) and the Shaw- Cavendish (who specialise in divination) families.
 * [-1] Soul gaze** - found in the Gildart-Cavendish family.
 * Skills**: Investigation, Scholarship, Lore, plus craftsmanship in the Maddock branch, Rapport in the Gildarts

Hardman Family
- Like the Pyms they were a family who were relied on to tackle the Red courts forces, unfortunately all of them were lost during the battle to drive out the red court. Ream has been attempting to re create the line from breeding back in to the Breed form ‘less productive stock’. Jake Pym (and his twin Simon) are Hardman descended and shows something of their abilities. Simon take more after their fathers line.
 * [-2] Channelling** - usually air, less commonly fire.
 * Skills**: Might, Stealth, Intimidation, fists (not subtle!)

Blundell family.
- There are few Blundells, often they are called out to assist the Molyneux against troublesome magic manipulators, as their ‘running water’ can dispel the forces the magicians need. They also get sent to talk to the river witches, but they know their is little they can really do against the women. [-2] **Channelling - Water.**
 * Skills**: Drive (pilot boats), Survival,

Dansy family
- The Dansy have no particular powers associated with them, but Ream has notices that they are all particularly skilled behind the wheel of a car, and so have found a place as the ‘get-away-men’ for the breed. Typically they will have mortal stunts such as Been there, Shake a tail and Car Mechanic
 * Skills**: Drive, Craftsmenship

Lightbody family
- The Lightbodys are famed amongst the Breed for having ‘nothing special going on.’ They never express any supernatural powers, and should only use the ‘True Mortal’ template. They can never take a power, or indeed use an item of power except on the most temporary basis, unless it is revealed that there is a ‘secret in the family line’ e.g. They are the product of an affair or were secretly adopted. However they do get the +2 refresh bonus and as a result are particularly skilled as they often have many mortal stunts.
 * Skills** Typically they become specialists in a particular skill or skill area and focus on stunts that support that skill set.

Other ‘families without portfolio’ include They have access to the general Breed powers. Also other surnames occur when other ‘fathers’ have been brought into the Breed lines in a hope of capturing different skills and abilities. These allow Players to have a particular power they think would be fun to play but is not included in the list above. For example Cale Tien and the ‘improved liver’ he has inherited from his father that gives him Inhuman Recovery to the effects of drugs and alcohol.
 * Ball,
 * Banner,
 * Bold,
 * Black,
 * Bolden,
 * Calvert,
 * Colquith,
 * Cunliff,
 * Earle,
 * Greyson,
 * Glegg,
 * Haughton,
 * Howe,
 * Hughes,
 * Jackson,
 * Kent,
 * Ryder,
 * Seel
 * Wright.