Sir_Gabes
2012-07-19, 03:15 AM
I'm posting this to troll for feed back. Would you want to play this game? If so, what system? What kind of magic would I include? Are there any other villains pr factions suited to the setting? Anything else that seems worth mentioning.
Thieves Guild
Like fleas on a dog, you will find thieves in a city. Whether pinching pennies in the market or robbing from graves . You are a member of the family. A cousin, a brother, a sister or adopted. Your bonds a greater then the most disciplined legions. As you wheel and deal your way through, politics and commerce.*
Your tools could be: a knife in the back, poison in the wine or simply a smoldering look. But, "trust" me you'll need them. Your enemies are numerous.
The Aristocracy: the inbred nobility think they can sweep the scum under the rug and wave goodbye to their problems. Their primary mission is clear. Usurp the democratic government and replace it with a monarchy.
The Guard: the guard are corrupt and malleable. But, there are those among their ranks as rigid and unyielding as stone foundations the reside in.
The Church: better thieves then us! Can you believe it? They hold your soul hostage and make sure you pay the ransom. Promising forgiveness for all eternity. At least until next Sunday...
The Cult: Strange things happen beyond those cold walls. Twisted rituals, dark hyms, necrophilia. Depending on who you ask The Cult is probably the scariest of the lot.
The Rabble: It's a desperate world out there. Merchants, mercenaries other families. You can trust no one.
Keep your back to the wall, look out for the family and long live the patriarch.
Character Archtypes
I thought of these to guide character creation. I want the party to have a variety in skills so people don't overlap.
Apothecary: This archtype is the most eccentric. This character dissects cadavers, brews poisons, makes explosives and patches people up.
Artisan: This archtype is the typical inventor or smith. He builds contraptions and weapons to outfit the guild. This could be secret compartments in suit of armour or secret rooms in a thieves den.
Tactician: This character keeps tabs on all the operations. He focuses heavily on making sure everyone can do their job. This guy is super analytical.
Merchant: this character is a master of commerce and politics. He's a fence and a conman. Good at making friends and influencing people.
Courtesan: the courtesan is the seductive femme fatale styled archtype. She is adept at techniques of distraction and knows how destroy someone's reputation.
Infiltrator: This character is what people think when someone says. STOP! THIEF! This guy can crack a lock, take anything that's nailed down and get out without a trace.
Bandit: This is your survivalist and scout. He delivers messages to other cities, collects road tolls and is a capable hunter.
Mercenary: this is your typical bodyguard and bagman. He's the name people whisper on the street. Notorious and fearsome.
When I run this game the Archtypes will be basic guidelines. This should lead to and oceans 11 styled party. Everyone has a job to do and while people can mix and match a little the bandit who knows a little about poisons won't make apothecary useless.
Thieves Guild
Like fleas on a dog, you will find thieves in a city. Whether pinching pennies in the market or robbing from graves . You are a member of the family. A cousin, a brother, a sister or adopted. Your bonds a greater then the most disciplined legions. As you wheel and deal your way through, politics and commerce.*
Your tools could be: a knife in the back, poison in the wine or simply a smoldering look. But, "trust" me you'll need them. Your enemies are numerous.
The Aristocracy: the inbred nobility think they can sweep the scum under the rug and wave goodbye to their problems. Their primary mission is clear. Usurp the democratic government and replace it with a monarchy.
The Guard: the guard are corrupt and malleable. But, there are those among their ranks as rigid and unyielding as stone foundations the reside in.
The Church: better thieves then us! Can you believe it? They hold your soul hostage and make sure you pay the ransom. Promising forgiveness for all eternity. At least until next Sunday...
The Cult: Strange things happen beyond those cold walls. Twisted rituals, dark hyms, necrophilia. Depending on who you ask The Cult is probably the scariest of the lot.
The Rabble: It's a desperate world out there. Merchants, mercenaries other families. You can trust no one.
Keep your back to the wall, look out for the family and long live the patriarch.
Character Archtypes
I thought of these to guide character creation. I want the party to have a variety in skills so people don't overlap.
Apothecary: This archtype is the most eccentric. This character dissects cadavers, brews poisons, makes explosives and patches people up.
Artisan: This archtype is the typical inventor or smith. He builds contraptions and weapons to outfit the guild. This could be secret compartments in suit of armour or secret rooms in a thieves den.
Tactician: This character keeps tabs on all the operations. He focuses heavily on making sure everyone can do their job. This guy is super analytical.
Merchant: this character is a master of commerce and politics. He's a fence and a conman. Good at making friends and influencing people.
Courtesan: the courtesan is the seductive femme fatale styled archtype. She is adept at techniques of distraction and knows how destroy someone's reputation.
Infiltrator: This character is what people think when someone says. STOP! THIEF! This guy can crack a lock, take anything that's nailed down and get out without a trace.
Bandit: This is your survivalist and scout. He delivers messages to other cities, collects road tolls and is a capable hunter.
Mercenary: this is your typical bodyguard and bagman. He's the name people whisper on the street. Notorious and fearsome.
When I run this game the Archtypes will be basic guidelines. This should lead to and oceans 11 styled party. Everyone has a job to do and while people can mix and match a little the bandit who knows a little about poisons won't make apothecary useless.