Habololy Forum

Rogues of Port Talp => Building the Team => Topic started by: Asinjin on February 17, 2013, 09:00:46 PM

Title: The Characters of the Guild
Post by: Asinjin on February 17, 2013, 09:00:46 PM
We will post here the guild, which with 7 of you playing and 2 characters each, could be pretty big.
Title: Re: The Characters of the Guild
Post by: Asinjin on February 18, 2013, 12:46:14 PM
Here are some notes about the character creation process:

-You may have 1 or 2 characters

-If you have 2 characters, one must be an 'action' character and one must be a 'role-playing' character.  For those of you that did the Searfaring Campaign, it is the same idea.  Note that if you have one character, there is a chance you will be left out of some parts, or at least, not effective at some points.

-Your character levels must total 6.  So one character can be 6th level, or two characters can be 5th and 1st, etc.

-The city, as mentioned before, will be Port Talp.  It is a massive city where most races and most classes are represented.

-Alignment has no restriction, but keep in mind you are in a cooperative thieves' guild.

-We will be starting in the 4th month of 786
Title: Re: The Characters of the Guild
Post by: Windblade on February 19, 2013, 03:50:55 PM
Here are some of the roles we could fill with the secondary (or maybe primary in some cases) characters .  I will add in more when I think of them.  Feel free to help me.

1. Corrupt defensive Attorney
2. Corrupt city official or politician
3. Merchant who runs the front.
4. Master of disguises.
5. Engineer or crafter to make specialized tools for us.
I know in modern times you would need a corrupt doctor to take care of Gunshots so they do not have to be reported  to the authorities but I am not sure if something like that would be needed in Port Talp.
6.  Maybe a moneycharger or accountant type but this could also be covered by the merchant.
Title: Re: The Characters of the Guild
Post by: Asinjin on February 19, 2013, 06:32:37 PM
A doctor / healer more still be needed, as you wouldn't want to go to a healer that would report your wounds.
Title: Re: The Characters of the Guild
Post by: whitesword on February 19, 2013, 08:44:02 PM
Here are some of the roles we could fill with the secondary (or maybe primary in some cases) characters .  I will add in more when I think of them.  Feel free to help me.

1. Corrupt defensive Attorney
2. Corrupt city official or politician
3. Merchant who runs the front.
4. Master of disguises.
5. Engineer or crafter to make specialized tools for us.
I know in modern times you would need a corrupt doctor to take care of Gunshots so they do not have to be reported  to the authorities but I am not sure if something like that would be needed in Port Talp.
6.  Maybe a moneycharger or accountant type but this could also be covered by the merchant.
No 3 is called a fence. Does the guild do its own leg breaking or is violence hired out?
Title: Re: The Characters of the Guild
Post by: Asinjin on February 19, 2013, 08:58:49 PM
The bounds of the guild are not yet set.  It will depend on what you all bring to the table character wise.
Title: Re: The Characters of the Guild
Post by: Zunder on February 20, 2013, 09:17:03 AM
My secondary character I'm thinking of a Tfopian Cleric to Alchemist. 


with just a little claude in him, supplying posions, potions, and general alchemy, etc. 

Title: Re: The Characters of the Guild
Post by: Asinjin on February 20, 2013, 11:05:25 AM
So far, it looks like:

- Mob Alchemist
- Corrupt Politician
- Intimidating Robber
- Charming Swindler
- Flexible Shadow
- Low Profile Planner
- Ranged Assassin
- Business Spy
Title: Re: The Characters of the Guild
Post by: Windblade on February 20, 2013, 12:32:50 PM
Some other thoughts on the guild.  I pictured the guild to be only in to stealing high end stuff and just really making a name for themselves by pulling off amazing heist.  I pictured killing someone as taboo because it would just keep the authorities more focused on stopping the guild.  I thought of a guild motto.  "If you kill it or spill it then we won't fill it."  So if you kill somebody, drop treasure or evidence that is used against the guild then guild doesn't profit and in some cases you might not get paid.  I also pictured having a corrupt constable that would help us get rid of evidence and charges against but he couldn't really do anything if we murder anyone.  Anyway just a thought and was curious what others thought about that.

Also add corrupt constable to the list.
Title: Re: The Characters of the Guild
Post by: Asinjin on February 20, 2013, 12:54:36 PM
Some other ideas, not ones that are currently taken:

- pick pocket
- devotee of greed
- smuggler
- drug dealer
- bootlegger
- thug
- book maker

I should note that gladiator style fights are illegal, but they exist in the shadows.  So a illegal trainer, a pit fighter, or someone who organizes the fights are all possibilities.
Title: Re: The Characters of the Guild
Post by: Zunder on February 20, 2013, 01:26:24 PM

We just have to be good at disposing of the bodies!!! To the Mattresses!!!

Some other thoughts on the guild.  I pictured the guild to be only in to stealing high end stuff and just really making a name for themselves by pulling off amazing heist.  I pictured killing someone as taboo because it would just keep the authorities more focused on stopping the guild.  I thought of a guild motto.  "If you kill it or spill it then we won't fill it."  So if you kill somebody, drop treasure or evidence that is used against the guild then guild doesn't profit and in some cases you might not get paid.  I also pictured having a corrupt constable that would help us get rid of evidence and charges against but he couldn't really do anything if we murder anyone.  Anyway just a thought and was curious what others thought about that.

Also add corrupt constable to the list.
Title: Re: The Characters of the Guild
Post by: Valdis on February 20, 2013, 01:36:38 PM
We just have to be good at disposing of the bodies!!! To the Mattresses!!!

Or framing another guild/religious group
Title: Re: The Characters of the Guild
Post by: Asinjin on February 20, 2013, 02:03:46 PM
I should note that gladiator style fights are illegal, but they exist in the shadows.  So a illegal trainer, a pit fighter, or someone who organizes the fights are all possibilities.

To expound on this, there is a stadium, which used to hold gladiator style events, still holds exhibitions.  Not long ago, most bloody combats were outlawed.
Title: Re: The Characters of the Guild
Post by: Zunder on February 20, 2013, 04:26:47 PM
To expound on this, there is a stadium, which used to hold gladiator style events, still holds exhibitions.  Not long ago, most bloody combats were outlawed.


My arena will be the streets!  Blood of those who oppose us stain the streets red!!!!  No-one will find the bodies!
Title: Re: The Characters of the Guild
Post by: Zunder on February 22, 2013, 01:21:57 PM
If i was building  rouge guild.. first we need a business plan!!!!


As windblade suggests.. what do we want to accomplish as our guild...


I don't want to be too good.. not killing, just stealing.  We don't get enough time to play characters like this.
I don't want to be too evil...  I don't want to attract the attention of our other characters :P


SOOO... i wanna be Dexter.. so to speak.. Not robbin hood, he is to good


I wanna assassinate the killers, steal from the swindlers, and OUR OWN GAIN...


Sorta Like the A-team meets Dexter...


What does everyone think?


 



Title: Re: The Characters of the Guild
Post by: Malchia on February 22, 2013, 01:28:53 PM
If i was building  rouge guild.. first we need a business plan!!!!


As windblade suggests.. what do we want to accomplish as our guild...


I don't want to be too good.. not killing, just stealing.  We don't get enough time to play characters like this.
I don't want to be too evil...  I don't want to attract the attention of our other characters :P


SOOO... i wanna be Dexter.. so to speak.. Not robbin hood, he is to good


I wanna assassinate the killers, steal from the swindlers, and OUR OWN GAIN...


Sorta Like the A-team meets Dexter...


What does everyone think?

Not a bad idea, but I can't promise my character won't kill, or have people killed, for fun, sport, revenge, or other nefarious reasons.   ;)
Title: Re: The Characters of the Guild
Post by: Valdis on February 22, 2013, 01:37:11 PM
If i was building  rouge guild.. first we need a business plan!!!!

As windblade suggests.. what do we want to accomplish as our guild...

I don't want to be too good.. not killing, just stealing.  We don't get enough time to play characters like this.
I don't want to be too evil...  I don't want to attract the attention of our other characters :P

SOOO... i wanna be Dexter.. so to speak.. Not robbin hood, he is to good

I wanna assassinate the killers, steal from the swindlers, and OUR OWN GAIN...

Sorta Like the A-team meets Dexter...

What does everyone think?

I agree that we are not a guild of assassins, so killing/murder is not our main source of income.  That being said, there is probably more than one Thieves Guild.  When something gets stolen in the city, I want our guild to be the one everyone thinks did it, but have no proof (unless we leave a calling card of some sort and out members are secret).  I think killing will be necessary to eliminate the competition from other guilds and protect our own interests.  We just shouldn't be known for doing it at the drop of a hat.
Title: Re: The Characters of the Guild
Post by: Windblade on February 22, 2013, 03:48:16 PM
I will clarify my view a little more now that some other people have posted their ideas.  I am pretty close to Valdis' vision of the guild.  The characters I am going to make are definitely not good.  They are mostly likely to be driven purely by greed and living a luxurious life.  Although I don't plan to have my characters be killers it is not because they are nice kind people who don't likely killing.  It is because that killing people draws too much attention to the guild from the authorities and then makes it harder for the guild to steal which in turn makes the guild less wealthy.    So I am not against killing in the guild but I think killings should be agreed on by the guild members and only in the interest of making more money.  I do not think the guild should kill for sport etc. but only very rarely and for very specific reasons like some of the ones Valdis mentioned above.

I totally agree with this "When something gets stolen in the city, I want our guild to be the one everyone thinks did it, but have no proof."

Maybe we can even have a secondary assassin type character that the guild hires to do the killing so they are not associated with the guild.  (this is just a thought)
Title: Re: The Characters of the Guild
Post by: Windblade on February 23, 2013, 01:26:18 PM
Here are the characters I am considering.  I figured it would be helpful to let others no about some of the  characters we are doing so we can try to make a lot of different types of specialist.

Main Character:

Option A:  Wizard/Thief and eventually warlock:  He will specialize in forgery and either illusion or charm magic.  He will also dual wield wands that use rays so he can sneak attack with them.

Option B:  Wizard/ Arcane Crafter:  Obviously will specialize in making magic items.  He will also either be an illusionist specialist or enchantment specialist.

Secondary Character:

Noble/tinker - High noble of the city.  This character will be a skill monkey.  She plans to buy and steal tinker designs and sell them to people on the Plateau.    She will have lots of ranks in merchant and possibly run a tinker shop (however I still think we will need another legit business owner for more all purpose stuff).  She will also have lots of ranks in law to help the guild lawyer if some decides to play one.  If there is a paper similar to the shouting gale in the yellowian campaign, then I will also give her ranks as a profession journalist.  She will help fund the guild and be a source to the guild on how the city feels about them.


There is an outside chance that I play both options of my main characters and scratch the noble idea.
Title: Re: The Characters of the Guild
Post by: Asinjin on February 23, 2013, 01:41:26 PM
There is at least one news paper, likely three or four that are city wide.
Title: Re: The Characters of the Guild
Post by: whitesword on February 23, 2013, 03:07:49 PM
I recommend you all watch the first two seasons of The Wire and the first two seasons of Justified.
Title: Re: The Characters of the Guild
Post by: Asinjin on February 23, 2013, 03:56:13 PM
Said the single guy to all of the guys with 2+ kids.
Title: Re: The Characters of the Guild
Post by: whitesword on February 23, 2013, 04:12:57 PM
Said the single guy to all of the guys with 2+ kids.
Also the guy who knows something about crime and criminals.
Title: Re: The Characters of the Guild
Post by: Windblade on February 23, 2013, 04:19:18 PM
I have already watched the first 3 seasons of The Wire.
Title: Re: The Characters of the Guild
Post by: whitesword on February 23, 2013, 04:48:00 PM
I have already watched the first 3 seasons of The Wire.
Excellent, and good for me that you've missed a few of my seasons as DM.
Title: Re: The Characters of the Guild
Post by: Asinjin on February 23, 2013, 05:23:19 PM
I watched a lot of Littlest Pet Shop and Word Girl, so you can expect some stolen cats and dictionary thugs.
Title: Re: The Characters of the Guild
Post by: Malchia on February 23, 2013, 08:12:52 PM
Also the guy who knows something about crime and criminals.

If we quietly kill all the lawyers, we won't need to worry too much.   
Title: Re: The Characters of the Guild
Post by: Asinjin on February 24, 2013, 02:55:04 PM
For some background on the city and classes, here is a listing of which classes are notably different when compared to the world's norms.


Cleric
There are more clerics than in most places.  The city’s openness towards religions and cults, as well as the city being the home to the religion of Tfop, are the primary reasons.

Monk
Unarmed combat is not popular in the city.  Firearms are easier to learn than effective striking or grappling.  There are few monks, perhaps only one in one hundred combatants.

Paladin
There are few paladins in the city.  Although the Feyalin fall most in line with the religion of Tfop, the city has little need for their presence.  All totaled, there are fewer than ten living in Port Talp.

Shaman
There aren’t many Shaman in most places of the world, but in Port Talp, there are none.

Tinker
Compared to much of the world, there are a relatively large number of tinkers.  One in four crafters are instead tinkers.
Title: Re: The Characters of the Guild
Post by: Asinjin on February 25, 2013, 11:27:40 PM
A little background on religions:

There are only three religions banned specifically by law from having a place of worship: Sutyr, Gruweas, and Wandle.  Although their followers are not banned from the city.

Other than those, there are temples or shrines to all of the other religions and most of the cults.

The religion of Tfop is, of course, the plurality faith of the city, and has more power than any other force (although they are not power hunger or overly interested in law, so it is not a heavy handed or encompassing power)
Title: Re: The Characters of the Guild
Post by: Windblade on February 25, 2013, 11:51:03 PM
Some more info on my characters.

I decided my main is going to be a warlock/thief/Wiz (illusionist) - along with specialize in breaking into place and being a cat burglar type.  He will also specialize in forgery and disable device (for disarming traps) and will have skill focus in both of these skills.

My secondary character who is a noble/tinker will have almost no fighting ability what so ever.  However, she will have many ranks in profession merchant, lawyer and journalist.  She will use the her journalist skills to help hide guild activity and to get inside information on some people we might steal from.  She will also have full ranks in Knowledge  Materials, Mechanics, firearms, elementics, and Technology. And in one more levels will have full ranks in knowledge nobility and Local.  Which will complement full ranks in Diplomacy and Gather info by giving them synergy bonuses.  She will have a merchant shop and buy and selling tinkering plans legally and on the black market with the Plateau.  If somebody else decides to play a lawyer then I will likely move the lawyer ranks to increase one of my other skills.
Title: Re: The Characters of the Guild
Post by: Zunder on February 26, 2013, 08:50:16 AM
I was also thinking of a cat burglar type.  But just a straight thief.  If we wanna be robbers, multiple thieves can't hurt. 
Title: Re: The Characters of the Guild
Post by: Windblade on February 26, 2013, 12:25:17 PM
I was also thinking of a cat burglar type.  But just a straight thief.  If we wanna be robbers, multiple thieves can't hurt.

I agree.  I am sure we can have as many of that type as people are willing to play.
Title: Re: The Characters of the Guild
Post by: Valdis on February 26, 2013, 01:58:19 PM
Both of my characters are going to have rogue levels.  One will also have some Bard levels.  He will be someone who can be invited into the homes of the wealthy to perform, scout the place out, flirt with the maids to get information, and have a legitimate source of income.

The other will have some as yet unspecified levels other than rogue and be a "Breaking and Entering" type
Title: Re: The Characters of the Guild
Post by: Asinjin on February 26, 2013, 02:50:28 PM
Some existing guilds in the city:

The Sailors Guild - Those of you that did some part of the Seafaring Campaign know of this world spanning guild of sailors.  It is a legal and generally law abiding guild with 10,000 members.

The Alchemists Guild - With nearly 30,000 members, it is the largest and most powerful guild.  It also is a legal, law abiding guild.  It consists of everyone involved  in some way with the manufacture, transport, and sale of potions and alchemical creations.

Cannonaids - A guild of 5,000 members who are all dedicated to the production of cannon.  A legal guild, they are less popular since they create devices of war and destruction and are generally less involved in civic responsibility.

Epbuleers - A small guild of do-gooders loosely connected to the constables and the religion of Tfop.  They number about 100, but are well known, and either well liked or hated.
Title: Re: The Characters of the Guild
Post by: Zunder on February 26, 2013, 03:42:42 PM
So.. my seconday character, will be in the Alchemists Guild..  You may call him "The Cleaner" as he will dispose of bodies with acid, and by summoning 1d4 hungry pigs...


"Your always going to have issues lifting a body in 1 piece, I hear it's easier to move if split up into 6 pieces.  Then I hear the best thing to do is to feed them to pigs.  You have to shave them, and pull out their teeth for the sake of the piggies digestion (summoned pigs, this isn't an issue)."
Title: Re: The Characters of the Guild
Post by: Asinjin on February 26, 2013, 04:24:16 PM
Its a good thing you Snatched that idea up before someone else did.
Title: Re: The Characters of the Guild
Post by: Windblade on February 26, 2013, 04:55:15 PM
So.. my seconday character, will be in the Alchemists Guild..  You may call him "The Cleaner" as he will dispose of bodies with acid, and by summoning 1d4 hungry pigs...


"Your always going to have issues lifting a body in 1 piece, I hear it's easier to move if split up into 6 pieces.  Then I hear the best thing to do is to feed them to pigs.  You have to shave them, and pull out their teeth for the sake of the piggies digestion (summoned pigs, this isn't an issue)."

Now I understand where you got Dexter idea from.  The only problem is that summoned creatures do not take anything they eat with them.   So once they leave what ever they digest will be left where it is.  You could be the Alchemist/pig farmer. 
Title: Re: The Characters of the Guild
Post by: Hero on February 26, 2013, 11:19:05 PM
So we are going to focus primarily on heists then?

Is this an established guild or one just starting off?

I'm thinking about using a psion specializing in reconnaissance, I haven't figured out whether that means remotely viewing a location or extracting info from someone's brain. Maybe both if I can work out the details.

Thinking straight muscle for the second character if we don't already have it.
Title: Re: The Characters of the Guild
Post by: Asinjin on February 26, 2013, 11:26:51 PM
Based on the characters proposed so far, I am closer to determining the guild's origins.

What you have so far are:

- Cleaner
- Politician
- Intimidater
- Enforcer
- Planner
- Shadow
- Grifter
- Marksman
- Burgler
- 2nd Burgler
- Merchant

Six different races so far.
Title: Re: The Characters of the Guild
Post by: Windblade on February 26, 2013, 11:34:10 PM
So we are going to focus primarily on heists then?

Is this an established guild or one just starting off?

I'm thinking about using a psion specializing in reconnaissance, I haven't figured out whether that means remotely viewing a location or extracting info from someone's brain. Maybe both if I can work out the details.

Thinking straight muscle for the second character if we don't already have it.

I definitely like the idea of heists as our primary business.  Seems the most excitement would come from these types of jobs.  I picture stuff like Ocean's 11 or Entrapment in which  we pull off amazing robberies that seem impossible.  That being said my secondary character will be dealing in buying and selling of tinkering plans.

Since we are all lower level I like the idea of starting to work for a smaller guild and then as we increase in level then we eventually take over the leadership of it. 

The psion is a really cool idea.  I almost did one but then I got the ideas I am playing now.

As I was typing I just thought of another good secondary character.  DMD would we be able to use the abilities of the Strategist to plan heist?
Title: Re: The Characters of the Guild
Post by: Asinjin on February 26, 2013, 11:54:25 PM
Yes, you could use the Strategist to plan the heist.
Title: Re: The Characters of the Guild
Post by: Zunder on February 27, 2013, 08:26:06 AM
Now I understand where you got Dexter idea from.  The only problem is that summoned creatures do not take anything they eat with them.   So once they leave what ever they digest will be left where it is.  You could be the Alchemist/pig farmer.


Ewwwwwwwwwwwwww... ok, so I have a Pig Farm..., under the precedence of making methane!  "Not Shit.... Energy!!!"


How many movie quotes can i work into one character!!!!
Title: Re: The Characters of the Guild
Post by: Valdis on February 27, 2013, 08:28:11 AM
My second (action) character is going to be a Psion(Shaper)/Rogue that specializes in burgling.
Title: Re: The Characters of the Guild
Post by: Asinjin on February 27, 2013, 09:33:09 AM
Only two more character ideas to come in before I define the guild in general terms.
Title: Re: The Characters of the Guild
Post by: whitesword on February 27, 2013, 04:12:19 PM
Both of my characters are going to have rogue levels.  One will also have some Bard levels.  He will be someone who can be invited into the homes of the wealthy to perform, scout the place out, flirt with the maids to get information, and have a legitimate source of income.

The other will have some as yet unspecified levels other than rogue and be a "Breaking and Entering" type
Excuse me but Parker and Rathos are characters in my campaign at this time. You will need a release to play them here.
Title: Re: The Characters of the Guild
Post by: Windblade on February 27, 2013, 05:33:32 PM

Ewwwwwwwwwwwwww... ok, so I have a Pig Farm..., under the precedence of making methane!  "Not Shit.... Energy!!!"


How many movie quotes can i work into one character!!!!

If you take ranks in profession (pig farmer) that would be awesome and for more movie reference name them Wilbur and Babe.   Seriously though you should take ranks in this :)
Title: Re: The Characters of the Guild
Post by: Asinjin on February 27, 2013, 05:46:48 PM
Ranks in Pig Farmer = serious magic item DM consideration.
Title: Re: The Characters of the Guild
Post by: Valdis on February 27, 2013, 06:02:20 PM
Excuse me but Parker and Rathos are characters in my campaign at this time. You will need a release to play them here.
How many times to I have to remind you, Parker has no Bard levels....
Title: Re: The Characters of the Guild
Post by: Hero on February 27, 2013, 08:32:05 PM

Ewwwwwwwwwwwwww... ok, so I have a Pig Farm..., under the precedence of making methane!  "Not Shit.... Energy!!!"


How many movie quotes can i work into one character!!!!
If you plan on harvesting biogas, you're going to need a few levels in tinker to build the anaerobic digester.
Title: Re: The Characters of the Guild
Post by: Hero on February 27, 2013, 08:33:09 PM
Based on the characters proposed so far, I am closer to determining the guild's origins.

What you have so far are:

- Cleaner
- Politician
- Intimidater
- Enforcer
- Planner
- Shadow
- Grifter
- Marksman
- Burgler
- 2nd Burgler
- Merchant

Six different races so far.
Who's got what?
Title: Re: The Characters of the Guild
Post by: Windblade on February 27, 2013, 08:36:04 PM
I have the merchant and my warlock is on of the burglars.
Title: Re: The Characters of the Guild
Post by: Asinjin on February 28, 2013, 10:50:56 PM
To expand on faiths in the city.  Since it is such as massive city, and the law is not what it is in Hertoplowis, there are a number of quasi deities with shrines:

Arsenal
Melodi
Mouser
Lansin
Spinnar
Tepfershot


Title: Re: The Characters of the Guild
Post by: whitesword on March 01, 2013, 12:03:55 PM
How many times to I have to remind you, Parker has no Bard levels....
No one believes him.
Title: Re: The Characters of the Guild
Post by: Zunder on March 01, 2013, 03:04:54 PM
If you plan on harvesting biogas, you're going to need a few levels in tinker to build the anaerobic digester.


I'll have crafter level(s) in chemist.  Since an anaerobic digester is pretty simple ( my sister built them in 7th grade ) i don't see why that shouldn't be enough.  I can make money selling gas, I can make money selling high quality fertilizer. Wow.. maybe i should go legit
Title: Re: The Characters of the Guild
Post by: Hero on March 01, 2013, 11:07:17 PM

I'll have crafter level(s) in chemist.  Since an anaerobic digester is pretty simple ( my sister built them in 7th grade ) i don't see why that shouldn't be enough.  I can make money selling gas, I can make money selling high quality fertilizer. Wow.. maybe i should go legit
A bench top reactor is simple enough to make with a bucket an tubing, but if you want to generate marketable quantities scale-up becomes your enemy. Need to account for storage, compression, and distribution of the gas. Not to mention transportation of waste slurry. Very well suited for localized use, but it gets tricky pretty quick. Need to partner up with a tinker...
Title: Re: The Characters of the Guild
Post by: Hero on March 01, 2013, 11:07:59 PM
And for the record, that is probably the most ridiculous d&d post I've ever written.
Title: Re: The Characters of the Guild
Post by: Malchia on March 01, 2013, 11:21:03 PM
Master Blaster would be proud, but if you guys end up creating a Habololian Thunderdome, things are going to get weird. 
Title: Re: The Characters of the Guild
Post by: Asinjin on March 01, 2013, 11:25:59 PM
You can detail all of the basic equipment your characters have.  Once everyone has their ideas to me, I will divvy out magic items and other wealth based on story.
Title: Re: The Characters of the Guild
Post by: Windblade on March 01, 2013, 11:29:37 PM
How many more character ideas do you need before you outline the guild.
Title: Re: The Characters of the Guild
Post by: Asinjin on March 01, 2013, 11:30:19 PM
There are two left outstanding.
Title: Re: The Characters of the Guild
Post by: Hero on March 01, 2013, 11:33:47 PM
There are two left outstanding.
Me?
Title: Re: The Characters of the Guild
Post by: Asinjin on March 02, 2013, 11:06:25 AM
Two players have outstanding characters, you are one.
Title: Re: The Characters of the Guild
Post by: Asinjin on March 08, 2013, 11:08:36 AM
Magic items are starting coin will be determined by your story and build.  I have enough info now, so as soon as you get your background to me, I will work on filling you in on that stuff.
Title: Re: The Characters of the Guild
Post by: Asinjin on March 08, 2013, 02:49:07 PM
If your character is given information about the city, do not share that with other characters until the season begins.

Each character will have similar but different information.
Title: Re: The Characters of the Guild
Post by: Asinjin on March 10, 2013, 11:18:21 AM
Potions in the city are less expensive in Port Talp than elsewhere in the world.  It would be expected that every character have some potions.

If anyone takes the anti feat that prevents you from using potions...
Title: Re: The Characters of the Guild
Post by: Asinjin on March 11, 2013, 02:23:46 PM
A few things that exist in Port Talp that everyone knows of, even if they have only been in the city a short time:

- A Casino (just one legal)
- A College (just one)
- Secondary Schools (two, one on each side)
- A Bank (just one legal and how you envision modern banks)
Title: Re: The Characters of the Guild
Post by: Malchia on March 11, 2013, 06:36:36 PM
A few things that exist in Port Talp that everyone knows of, even if they have only been in the city a short time:

- A Casino (just one legal)
- A College (just one)
- Secondary Schools (two, one on each side)
- A Bank (just one legal and how you envision modern banks)
A casino and a bank...

http://www.pharfruminsain.com/graphics/images/free-MrBurnsExcellent.gif
Title: Re: The Characters of the Guild
Post by: Windblade on March 11, 2013, 08:41:03 PM
Danny: It's never been tried.
Reuben: Ho, ho... "It's never been tried." It's been tried. A few guys even came close. You know the three most successful robberies in the history of Vegas?
[flashback - the gaming room at the Horseshow, in black-and-white]
Reuben: [voiceover] Number three, the Bronze Medal - pencil-neck grabs a lockbox at the Horseshoe...
[a man grabs a lockbox out of a guard's hand and runs for the door, and six guards instantly tackle him to the floor]
Reuben: He got two steps closer to the door than any living soul before him.
[cut to the present]
Reuben: Second most successful robbery...
[flashback - the gaming room at the Flamingo, in grainy color. A long-haired man is running for the door, clutching a bag]
Reuben: The Flamingo in '71. This guy actually tasted fresh oxygen before they grabbed him.
[the man gets within a few feet of the door, before a guard smashes him across the face with a nightstick]
Reuben: Of course, he was breathing out of a hose for the next three weeks. Goddamn hippy.
[back to the present]
Reuben: And the *closest* any man has ever come to robbing a Las Vegas casino...
[flashback - outside Caesar's Palace, in color. A man runs out, hunched over an armful of cash, followed by three security guards]
Reuben: Was outside of Caesar's in '87. He came, he grabbed...
[the three guards shoot the thief in the back]
Reuben: They conquered.


We have to pull off the casino robbery.
Title: Re: The Characters of the Guild
Post by: Windblade on March 11, 2013, 08:43:30 PM
Is anyone making poison or I guess alchemy will do.  I want the character to use a knock out drug that you ingest. 
Title: Re: The Characters of the Guild
Post by: Zunder on March 11, 2013, 09:03:59 PM
Is anyone making poison or I guess alchemy will do.  I want the character to use a knock out drug that you ingest.


The "Cleaner" is primarily a alchemist, he'll be able to help you out.
Title: Re: The Characters of the Guild
Post by: Asinjin on March 12, 2013, 12:28:38 PM
Apropos of current political debate, firearms and epbuls  with more than 2 shots are illegal.
Title: Re: The Characters of the Guild
Post by: Windblade on March 12, 2013, 10:46:11 PM
It looks like my secondary character will be the official guild merchant because I think I am the only one that took ranks.  I was just wondering what type of shop we want to run. 

My character has changed a little but she is still  a very well known noble in the city and a noble/tinker.  She will specialize in being a merchant and also is a writer for one of the city papers (possibly under a pseudonym but I haven't figured that out yet with DM).  My character well also be a master of disguise and will trick tinkers using her feminine charms and possibly drugging them in order to steal there designs and sell them to other tinkers on the plateau.


I am thinking of the following but would like to hear more ideas:

Pawn (easiest but could put us under some suspicion from the authorities)
Tinker Shop
Alchemist shop (maybe with "The Cleaner"  helping me)

Also if you have a name for the shop that would be awesome because I am terrible at coming up with names.
Title: Re: The Characters of the Guild
Post by: Zunder on March 13, 2013, 08:24:54 AM
It looks like my secondary character will be the official guild merchant because I think I am the only one that took ranks.  I was just wondering what type of shop we want to run. 

My character has changed a little but she is still  a very well known noble in the city and a noble/tinker.  She will specialize in being a merchant and also is a writer for one of the city papers (possibly under a pseudonym but I haven't figured that out yet with DM).  My character well also be a master of disguise and will trick tinkers using her feminine charms and possibly drugging them in order to steal there designs and sell them to other tinkers on the plateau.


I am thinking of the following but would like to hear more ideas:

Pawn (easiest but could put us under some suspicion from the authorities)
Tinker Shop
Alchemist shop (maybe with "The Cleaner"  helping me)

Also if you have a name for the shop that would be awesome because I am terrible at coming up with names.


There is a large number of alchemist shops in the city, as well as Tinker shops.  But a pawn shop (that also takes clickers) would be a great front for illegal activities.



Title: Re: The Characters of the Guild
Post by: Terrorshard on March 13, 2013, 11:31:57 AM
Pawn shop is a great idea.  A bar works for this kind of thing as well.

Cloaks and Daggers

See what  I did there?
Title: Re: The Characters of the Guild
Post by: Valdis on March 13, 2013, 02:19:10 PM

Also if you have a name for the shop that would be awesome because I am terrible at coming up with names.
White Sun Bazzar
The Mystic Parchment
From Stone to Berry
The Bull's Bazaar
The Phoenix's Arrow
The Steel Pick
The Seven Mace
Blue Harp Orchards
The Electrum House
The Welcoming Sage
Sorcerer's Bridge
Bells & Potions
Lilys & Potions
Three Tune Dispensary
The Paladin's Library
The Stout Wizard
Mug Harp & Cart
The Crossed Quill
Trader's Palace
Trader's Keep
The Blue Mail
The Blue Oyster

No, I don't have a lot of time at work.  I found this:
http://1d8.blogspot.com/2011/03/fantasy-business-name-generator.html
Title: Re: The Characters of the Guild
Post by: Malchia on March 13, 2013, 03:10:56 PM
"Workman's Compensation"

or

"Smoke and Mirrors"

Title: Re: The Characters of the Guild
Post by: Asinjin on March 13, 2013, 04:55:51 PM
The city is home to nearly 1,000,000 people officially.  Including the uncounted and nearby towns, that total gets closer to 1,400,000
Title: Re: The Characters of the Guild
Post by: Malchia on March 13, 2013, 06:22:23 PM
The city is home to nearly 1,000,000 people officially.  Including the uncounted and nearby towns, that total gets closer to 1,400,000
And of those 1.4 million, how many of them are wealthy?
Title: Re: The Characters of the Guild
Post by: Asinjin on March 13, 2013, 06:23:12 PM
That depends on your definition of wealthy.
Title: Re: The Characters of the Guild
Post by: Malchia on March 13, 2013, 06:35:14 PM
That depends on your definition of wealthy.
Is there a wealthy district, a middle class suburb, a working class, a slum?  I just want to know how many of them are filthy rich and if there's a particularly affluent portion of Port Talp. 
Title: Re: The Characters of the Guild
Post by: Asinjin on March 13, 2013, 06:55:26 PM
There are all of those sections.  I will detail them for you when they are complete.

The city is generally more wealthy than most cities, so visitors think everyone is wealthy.
Title: Re: The Characters of the Guild
Post by: whitesword on March 15, 2013, 06:47:51 PM
The city is home to nearly 1,000,000 people officially.  Including the uncounted and nearby towns, that total gets closer to 1,400,000
Yikes!

Title: Re: The Characters of the Guild
Post by: Asinjin on March 15, 2013, 08:00:43 PM
It is one of the biggest cities in the world, and also one of the most magically and mundanely modern.
Title: Re: The Characters of the Guild
Post by: whitesword on March 15, 2013, 11:03:57 PM
What do we know about our rivals? If we're the only guild in a city of 1.4 mil we could retire in a week.

What do we know about the law?

What do we know about those who enforce the law?
Title: Re: The Characters of the Guild
Post by: Asinjin on March 16, 2013, 12:32:25 AM
What do we know about our rivals?

The answer to that will have to wait until I have detail on how many characters are from Port Talp and how many ranks characters have in Local and some other knowledge.
Title: Re: The Characters of the Guild
Post by: Asinjin on March 16, 2013, 12:35:13 AM
What do we know about the law?

The laws are based on a combination of pre-Tinkocracy Plateauian and Kingdom of Icefia laws.

As a general feel, the city is run by the religion of a Chaotic Good deity.  So there are relatively few laws, but when you break a serious one, you better watch out.
Title: Re: The Characters of the Guild
Post by: Asinjin on March 16, 2013, 12:35:59 AM
If we're the only guild in a city of 1.4 mil we could retire in a week.

You are not the only one, but once again, for detail, I need to wait on characters and ranks.
Title: Re: The Characters of the Guild
Post by: Asinjin on March 16, 2013, 12:38:38 AM
What do we know about those who enforce the law?

More detail dependent, but something you would definitely know, they are split into four groups:

-traditional constables
-the clerics of Tfop
-a militia
-a do-gooder organization called the Epbuleers
Title: Re: The Characters of the Guild
Post by: Asinjin on March 18, 2013, 10:11:40 AM
Some Legal Clicker notes, type of clicker followed by severity of crime.

Title: Re: The Characters of the Guild
Post by: Zunder on March 18, 2013, 11:09:52 AM
Some Legal Clicker notes, type of clicker followed by severity of crime.

  • Firearm / Epbul with more than two shots - Lesser
    Self Propelled Wagon - Minor
    Tinker Golem - Minor
    Any Unique Clicker - Major


isn't every clicker unique?
In theory if I build a clicker to run my methane production, it would be unique.  Seems awfully restrictive.

Title: Re: The Characters of the Guild
Post by: Asinjin on March 18, 2013, 12:11:39 PM
I am using unique in the specific way in which we categorize clickers: Lesser, Standard, Greater, Unique. 

A Unique Clicker, capital U, is a description of its power level.  Examples: Flying Deliverer of Death (airplane), Amatine Tinker Golem, Magazine Fed Epbul.

Your unique clicker, small case u, would not be on that power level.  I defer to Hero as to whether it would be a standard or greater clicker.
Title: Re: The Characters of the Guild
Post by: Zunder on March 18, 2013, 01:20:46 PM
k, thanks
Title: Re: The Characters of the Guild
Post by: Asinjin on March 20, 2013, 09:13:24 PM
Looks like all of the characters are settled, although not complete.

I will start to send out starting coin and / or items as well as back story.

While I don't want to reveal much detail about characters, since you were trying to build a solid team, I will let you know how many classes you have.

- mostly rogue (3)
- ranger (1)
- some psion (1)
- some noble (2)
- some fighter (2)
- some bard (2)
- some cleric (2)
- some arcane (2)
- some tinker (1)
- some rogue (3)
Title: Re: The Characters of the Guild
Post by: Asinjin on March 20, 2013, 10:13:57 PM
There will be 12 characters.  There are 9 different races represented.
Title: Re: The Characters of the Guild
Post by: Asinjin on March 22, 2013, 04:24:11 PM
The city has 25 Cantons; 13 on the northern mage side and 12 on the southern tech side.
Title: Re: The Characters of the Guild
Post by: Asinjin on March 22, 2013, 05:39:01 PM
For your Knowledge (Local) skills; specific city or general canton knowledge can be rolled for anyone with 1 rank.  In addition, for each rank you have, you can pick 1 canton and have specific information about that canton.
Title: Re: The Characters of the Guild
Post by: Windblade on March 22, 2013, 06:25:49 PM
I like the concept but you would need to be 22 level to have complete knowledge of one city.  That doesn't seem reasonable.  If you have constantly added ranks to local then you should have complete knowledge of the city somewhere between 10-15.  I would suggest a 1 per rank up to 5 ranks and then 2 per rank after that.  I think if I did my math correctly that would put you at 12 th level to have complete knowledge of the city.  I think  you could adjust the numbers a bit but I wouldn't have go much above 15th where you have complete knowledge of the city.   If I am going to put 15 ranks into something that already has limited scope i dont want to be told that i cant use it in certain places in the city.  That being said you can still make things difficult to find out by adjusting to the DC to be higher. 


However, I would just stick to the way the original skill works and raise the DC if you feel the player wouldn't have a good chance of knowing the fact and forget about them having knowledge of only certain cantons.
Title: Re: The Characters of the Guild
Post by: Asinjin on March 22, 2013, 06:41:42 PM
I will clarify what I mean by general or specific information shortly, and I think your fears will be mollified.
Title: Re: The Characters of the Guild
Post by: Asinjin on March 22, 2013, 07:50:05 PM
Each Canton has about 40,000 people, the size of many cities on Habololy.  So in depth knowledge on that scale is a lot.

That said, you will still know a good amount using the knowledge about the city and cantons.  For example, you know where all the shrines are, who the leaders of each canton is, the names of all major streets, names of the big shops, etc.

Another example, you want to know the name of some butchers.  Your Knowledge (Local) check will give you the top five for the whole city (say DC10).  Each canton you pick will give you the list of all butchers in that canton (also DC10).  That doesn't mean you have no chance of knowing all the butchers in a canton you haven't picked, it just means the DC is higher (say DC25).

How does that sound?
Title: Re: The Characters of the Guild
Post by: Windblade on March 22, 2013, 08:19:32 PM
That seems ok.
Title: Re: The Characters of the Guild
Post by: Asinjin on March 22, 2013, 11:04:02 PM
In describing a canton, what are the most important things as a player you want to know about it?  I am writing up the details on them now, and I want to make sure I list the most relevant things.  So far I have:

Predominant Race, Predominant Faith, Wealth Level, and Population.
Title: Re: The Characters of the Guild
Post by: Asinjin on March 23, 2013, 02:35:16 PM
There is one primary school per canton, two secondary schools (one on each side), and the College of Talp.
Title: Re: The Characters of the Guild
Post by: Asinjin on March 27, 2013, 01:32:44 PM
Port Talp is the world's premeire exporter of Olives and Olive Oil
Title: Re: The Characters of the Guild
Post by: Asinjin on April 03, 2013, 10:31:48 PM
For your Knowledge (Local) skills; specific city or general canton knowledge can be rolled for anyone with 1 rank.  In addition, for each rank you have, you can pick 1 canton and have specific information about that canton.

I am changing it to 1 canton for your total permanent bonus to local knowledge.
Title: Re: The Characters of the Guild
Post by: Asinjin on April 05, 2013, 10:17:23 PM
If you haven't already, please give a character names so the stories leading up to it are easier to write.
Title: Re: The Characters of the Guild
Post by: Asinjin on April 09, 2013, 12:20:54 PM
Seven names in, five to go.
Title: Re: The Characters of the Guild
Post by: Asinjin on April 09, 2013, 10:52:52 PM
Whether you have been in the city one day or your whole life, as a member of the underworld you know the name of several individuals.  One of those is Artemus Thiefslayer, a half-elven vigilante that has stalked Port Talp for over 20 years.  He is the bogey-man for your kind in the city.
Title: Re: The Characters of the Guild
Post by: Windblade on April 15, 2013, 07:12:12 PM
I was just looking for some help with my characters feats.  Not sure what to pick.

tinker/noble  - she doesn't plan to fight at all so no fighting feats.  She will be a merchant, master of disguise, write for one of the local papers and tons of talking type skills (diplomacy, bluff etc.)  She plans to steal tinkering designs by socialize and taking advantage of people who want to get to know her better.    She will talk them into giving up designs and if that doesn't work she will pretend to seduce them and drug them and steal the designs.

fighter/wizard - eventually warlock, will specialize in breaking to places, being stealthy etc.  A cat burglar.  He will also specialize in forgery.  He will fight using magic and his sneak attack.

Thanks for any help with feats.
Title: Re: The Characters of the Guild
Post by: Hero on April 15, 2013, 09:49:46 PM
I was just looking for some help with my characters feats.  Not sure what to pick.

tinker/noble  - she doesn't plan to fight at all so no fighting feats.  She will be a merchant, master of disguise, write for one of the local papers and tons of talking type skills (diplomacy, bluff etc.)  She plans to steal tinkering designs by socialize and taking advantage of people who want to get to know her better.    She will talk them into giving up designs and if that doesn't work she will pretend to seduce them and drug them and steal the designs.

fighter/wizard - eventually warlock, will specialize in breaking to places, being stealthy etc.  A cat burglar.  He will also specialize in forgery.  He will fight using magic and his sneak attack.

Thanks for any help with feats.

For a sneaky rogue, I like Darkstalker:

Darkstalker
Type: General
Source: Lords of Madness

You have learned how to stalk and surprise creatures whose senses are very different from those of a humanoid.

Benefit: When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality.

Normal: Creatures with these senses do not need to make Spot or listen checks to notice other creatures within range. Creatures with all-around vision can't be flanked.
Title: Re: The Characters of the Guild
Post by: Hero on April 15, 2013, 10:02:16 PM
For your Tinker, if you plan on using clickers, try Clicker Handy:

Clicker Handy (General)

Your quick thinking helps prevent a clicker oops from becoming disastrous.

Prerequisite: Technology, Knowledge (Technology) 8 ranks, Tinkering 5 ranks OR Disable Device 5 ranks

Benefit: When rolling on the clicker oops table, you may add or subtract a number up to your intelligence modifier to your roll.
Title: Re: The Characters of the Guild
Post by: Malchia on April 15, 2013, 10:03:21 PM
You could always go with something made infamous by Parker.

Craven
( Champions of Ruin, p. 17)

[General]

Like most sly rogues, you are a dangerous coward. However, your sneak attacks deal more damage than normal.
Prerequisite

cannot be immune to fear, Sneak attack class feature,
Benefit

You take a -2 penalty on saving throws against fear effects. However, when making a sneak attack, you deal an extra 1 point of damage per character level.

This might come in handy too.

Conceal Spellcasting
( Complete Scoundrel, p. 85)

[Manipulation, Skill Trick]

You can cast spells without others noticing.
Prerequisite

Concentration 1 ranks, Sleight of Hand 5 ranks, Spellcraft 1 ranks,
Benefit

You can cast a spell without revealing that you are doing so. Make a Sleight of Hand check as part of the action used to cast the spell, opposed by the Spot checks of onlookers. If you are successful, an observer can't tell that you're casting a spell. That observer cannot make an attack of opportunity against you for casting, nor can it attempt to counter your spell.

And maybe this when you're a bit more powerful.

Quick Escape
( Complete Scoundrel, p. 88)

[Manipulation, Skill Trick]

In the blink of an eye, you can escape nearly any tight spot.
Prerequisite

Escape Artist 12 ranks,
Benefit

This trick has two options, either of which can be used once per encounter.

You can make an Escape Artist check to escape from a grapple or pin as a swift action. You can use this trick even if you have already used a standard action on your current turn to attempt the same escape.

Alternatively, you can make any Escape Artist check that would normally require a full-round action as a move action. You can't use this option more than once per day against the same kind of restraint.

Title: Re: The Characters of the Guild
Post by: Asinjin on April 15, 2013, 10:22:40 PM
I don't allow skill tricks.
Title: Re: The Characters of the Guild
Post by: Windblade on April 15, 2013, 10:26:41 PM
Any reason?  That is a really cool flavorful skill that would be pretty useful.
Title: Re: The Characters of the Guild
Post by: Asinjin on April 15, 2013, 11:05:53 PM
I have never allowed them.  I just didn't like the mechanic.
Title: Re: The Characters of the Guild
Post by: Malchia on April 16, 2013, 06:18:11 PM
How about this one?

Invisible Spell
( CityScape, p. 61)

[Metamagic]

You can make your spell effects invisible.
Prerequisite

Any metamagic feat,
Benefit

You can modify any spell you cast so that it carries no visual manifestation. All other aspects of the spell, including range, area, targets, and damage remain the same. Note that this feat has no bearing on any components required to cast the enhanced spell, so the spell's source might still be apparent, depending on the situation, despite its effects being unseen. For example, fireball cast by someone with this feat could be made invisible in the moment of its detonation, but everyone in the area would still feel the full effect (including the heat), and any flammable materials ignited by the explosion would still burn visibly with nonmagical fire. Those with detect magic, see invisibility, or true seeing spells or effects active at the time of the casting will see whatever visual manifestations typically accompany the spell: A spell modified using the Invisible Spell feat uses a spell slot of the spell's normal level.
Title: Re: The Characters of the Guild
Post by: Asinjin on April 16, 2013, 06:42:17 PM
Asinjin has that feat, it is great....unless you are an illusionist.
Title: Re: The Characters of the Guild
Post by: Hero on April 17, 2013, 06:16:58 PM
If anyone else is playing a wizard, let me know if you want to trade spell books.
Title: Re: The Characters of the Guild
Post by: Windblade on April 17, 2013, 06:32:23 PM
Hero what are you playing.  We can exchange spell books if you want.
Title: Re: The Characters of the Guild
Post by: Asinjin on April 17, 2013, 09:17:19 PM
Only one character name left that I need....you know who you are.
Title: Re: The Characters of the Guild
Post by: Asinjin on April 18, 2013, 12:48:04 PM
Sorry, there are two of you.
Title: Re: The Characters of the Guild
Post by: Asinjin on April 18, 2013, 03:30:32 PM
Now one.
Title: Re: The Characters of the Guild
Post by: Asinjin on April 22, 2013, 01:46:37 PM
What do we know about our rivals?

Having more info, I can elaborate on this now.  Note that there are others, but I am only listing ones that have such prominence that each players has a character that would have heard of them.  Also note, that since I don't know what type of crime you will all go for, I am going to list some that may not be competition, depending on which way you take this.

Laronoir:
- A guild of mostly drow, but allows non-drow members
- based in the underdark below the city and the nearby city of Siot
- known for burglary, pick-pocketing, rape
- hundreds of year old guild
- leader's name is Vorture
- known to have at least 200 members operating in Port Talp

Hazard:
- An individual pirate who is a giant Gatori
- attacks ships in the harbor
- active for 15 years
- believed to have agents that sell pirated goods int the city

Elki:
- Not her real name, believed to be short for a Horarian name
- female assassin
- no known accomplices
- active for less than a decade

The Organized Garbage and Refuse Collectors:
- Least reputable of the workers' guilds and the only one with notable ties to crime
- About 300 members
- known for extortion and transportation of illegal items
- leader a human named Kandleme
- Guild only decades old, and illegality began ten years ago



Title: Re: The Characters of the Guild
Post by: Asinjin on April 24, 2013, 02:18:56 PM
The Vanished:
- guild of about 20 that has a potion that makes them all but undetectable
- known for burglary, kidnapping, and smuggling
- has been around for about two decades
- does not operate near the water
Title: Re: The Characters of the Guild
Post by: Asinjin on May 10, 2013, 10:11:27 AM
Anyone who is interested in 500xp and doesn't mind revealing character stuff has the option of doing the character write up for the website.

Also keep in mind, the character questionnaire can be worth xp as well.