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Tuesday, March 12, 2013
Adventuring Group Benefits and Drawbacks
[This is possibly extraneous bonus material for the listed professional groups, which honestly may or may not be of any real use.]
Players may call out a benefit and roll on it. The DM may also call out a drawback, forcing a roll. [I think this bit was from a previous incarnation of the rules. Let's say a DC 12 for a minor call out, DC 18 for a major one. Each character can pony up 1 XP to add +1 to the roll.] There are benefits and drawbacks inside the group and as perceived outside the group. Success means gaining the benefit or avoiding the drawback. Failure means consequences.
Being part of a group also means that there is a material benefit. There’s no roll. The group simply starts off with the benefit and is able to call upon it at appropriately available.
Military
Inside: Reinforcements (not always timely, but can be called upon)/Orders (little freedom of action when it comes to choosing missions)
Outside: Respect (of the uniform and duty)/Protest (but not by everybody, especially conquered peoples)
Material: weapons, armor, gear, supplies (though not always great or even appropriate)
Obligation: Must always stay in uniform, unless on infiltration mission.
Law
Inside: Backup (can call for other lawmen or raise a posse)/Accountable (must follow the law)
Outside: Authority (can order crowds and individuals, cause criminals to surrender)/Accountable (to the public, must respond to pleas for help)
Material: weapons, armor, gear
Obligation: Must always wear badge, unless undercover.
Criminal
Inside: Gossip (lots of information about other members and jobs comes your way)/No honor (fear of superiors and colleagues)
Outside: Contacts (can gather information off the street)/Wanted (by the law and even other criminal groups for crimes)
Material: Can fence stolen goods, hideout
Obligation: Must always report suspicious activity of members.
Wizard Order
Inside: Pact (the order is oath-bound to help other members, up to a point, determined by reputation and past deeds)/Rivalry (but still group of petty people with big egos, always looking to one up each other, up to even dueling)
Outside: Valued (the rich and powerful and otherwise, want your services)/Feared (but not trusted, outside relationships are seldom out in the open)
Material: Access to knowledge-books, maps, history
Obligation: Must always investigate occurrences of magic.
Warrior Order
Inside: Fraternity (pledged to aid one another, up to their own lives to save a brother)/Honor (that must be kept under penalty of death)
Outside: Prestige (everyone looks up to you)/Resentment (by the regular military)
Material: Excellent quality weapons and armor
Obligation: Must always wear uniform and uphold Order’s code.
Secret Society
Inside: Brothers (can aid you with information, contacts, items, weapons, magic and other items)/Secrets (things you know, things kept from you by superiors, things others would want to know, must be kept under penalty of death)
Outside: Envy (others would love to join your group)/Distrusted (by everyone on the outside)
Material: the group can get you infiltration and influence into other groups
Obligation: Must always wear insignia and acknowledge secret sign of other members, unless on an infiltration mission.
Merchant
Inside: Professional contacts (amongst other merchants and clients)/Cutthroat (guilds and other merchants want you out of business)
Outside: Schmooze and haggle (great at negotiating)/Distrusted (everyone thinks you’re just looking for a profit and screwing them in the process)
Material: wealth and goods
Obligation: Must always pursue any profitable business lead.
Labels:
Dungeons and Dragons,
Fantasy Core,
Pathfinder,
RPG,
RPG Utility
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