Llorn's Thieves' Guild

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Llorn's Thieves' Guild

Postby SNAFU » Sat Dec 02, 2017 9:09 am

Joining the Thieves’ Guild

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Thieves and Assassins are automatically considered members of either their local Guild or the Guild that trained them.

Llorn's Thieves' Guild, (or the Thieves Guild or just the Guild) is actually an amalgamation of many smaller guilds. Subdued then tied to together in a tangle of criminal enterprises over a very, very long time. This network of mostly autonomous cells have one common characteristic: they are all beholden to "the Man".

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His identity unknown to anyone, the Man maintains absolute control over Llorn's criminal underbelly by means of uncanny foresight and prudence which is famously bolstered by a willingness to resort to extreme measures in order to communicate a point.

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The Thieves' Guild in Llorn is one of the largest criminal organizations in the Palladim world. In Phi and Lopan, all the way north up to Ladden and along the Great and Old Kingdom Rivers to Vanguard and Wisdom respectively; Llorn's Thieves' Guild has operations and agents embedded all over the region. Many of the guilds in the northern reaches of the Domain of Man are subservient to the Thieves' Guild of Llorn.

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Any existing character of any level or class (except Paladin, Knight and Clergy of Light) with a suitable alignment, disposition and skill set can also join the Thieves’ Guild - provided your Game Master allows it -but it will not be as easy as starting a Guild character from scratch. It will require role-playing, time and commitment. Assuming the G.M. even allows it.

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  • First, the character needs to find and connect with an active Guild operation.
  • Second, the character must earn the Guild s trust and approval.
  • Third, the character needs a compelling and convincing reason why he wants to join a particular Guild.
  • Fourth, the character must find someone who is trusted and has some level of authority within the Guild to "vouch" for him.
  • Fifth, the character asking to join must be willing to make a lifetime commitment to the organization and be willing to take orders from his Guild superiors, even if he doesn't agree with them or finds what they ask to be distasteful or horrible.
  • Sixth, the character must work his way up the organization to gain freedom, power and respect.
  • Seven, outsiders, who join the Guild later in life, will always suffer the stigma of suspicion.

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Thieves' Guild Member Benefits


Thieves' Guild Member Abilities


Types of Guild Jobs
Job: Acquisitions Specialist
Job: Healer
Job: Courier
Job: Croupier
Job: Decoy
Job: Defense Attorney/Representative
Job: Documentarian
Job: Narcotics Meerchant
Job: Entertainer
Job: Escort
Job: Fence
Job: Forger
Job: Cutthroat
Job: Moonshiner
Job: Muscle, Bodyguard, Security
Job: Slaver-Hunter
Job: Smuggler
Job: Surveillance Specialist


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    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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Re: Llorn's Thieves 'Guild

Postby SNAFU » Sat Dec 02, 2017 9:25 am

Thieves' Guild Member Benefits

  1. Professional Courtesy & Connections
    Proper Guild Thieves tend to see each other as brothers and sisters in the same, big, underground organization. As a courtesy, even members of rival factions are, as a general practice, regarded as comrades-in-arms rather than enemies, and treated with respect and courtesy.
  2. Loans & Credit Lines
    If the character needs a quick influx of money for a deal, he can usually get it with no problem through the Guild. Loans and lines of credit are made by going to an NPC Banker, Captain or Boss at a local Black Market facility that knows him personally or by reputation (even if he's just starting out). Once approved, the Guild can have the funds ready within 30 minutes.
    Available Funds for a Guild Loan or Credit:
    How much a Member can borrow depends on the character's experience, reputation and clout within the organization, as well as on his personal assets: house, criminal enterprises, drug stash, etc.
      +25,000 marks per level of experience; double if he has plenty of known personal assets worth at least 10 times the amount he wants to borrow.
      +50,000 marks additional credits per level of experience for a character with a sterling reputation in the Black Market for reliability, making money or having repaid past loans and vig without incident. Must be at least second level and a rising star.
      +200,000 marks additional credits per level of experience if a high ranking NPC (Non-Player Character), such as a Captain, Boss, Family or Faction, endorses the character for whom the line of credit is being secured. This is likely to require some role-playing to attain. All these amounts are cumulative, provided the character meets the requirements.
  3. Criminal Enterprises and Legitimate Businesess
    Regardless as to whether it's legal or not, Thieves' Guild members are among the lucky few with the wherewithal and connections to set up a new enterprise in Llorn.
    Each of these enterprises has both an operating cost and an average profit every week.
    How the GM perceives the security of the enterprise and its business prospects will affect the cost-to-profit ratio. Player pitches the premise for his enterprise and will RP any details seemed necessary, the GM will then report the cost-profit mechanic.
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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Re: Llorn's Thieves 'Guild

Postby SNAFU » Sat Dec 02, 2017 9:25 am

Thieves' Guild Member Abilities

Guild Classes get four Special Abilities of choice.
Non-Guild O.C.C.s turned criminal get two.
Additional Special Abilities may be acquired by trading 2 O.C.C. Related Skills per ability.

Art & Antiquities Trader
Bonuses: Automatically gets the skill History: ( +20% ). A character with this ability knows the difference between genuine artifacts and counterfeit items. He can look at all the details and see the little intricacies that make the difference between an authentic item and a cheap knock-off or fake, and gets a +5% bonus at levels 2, 4, 8, and 12 to skill rolls identifying, appraising, buying, or selling artifacts, including art, jewels, weapons and ancient items. And +5% bonus to the skills Appraise Goods, Barter and Forgery (when making or identifying fake artifacts).

Lock and Key Man
Bonuses: Automatically gets Locksmith (+30%), and gets a +5% bonus on the skills Prowl, Pick Locks and Surveillance.

A Good Fence is a Poor Neighbor
Bonuses: Automatically gets the skills Appraise Goods and Gemology (+10% for both, or a + 15% bonus if he already has those skills), and enjoys a +5% bonus to the skills Barter, Forgery, and Recognize Weapon Quality.

Friends in High Places
The criminal has connections with 1D4 lieutenants and perhaps 1D4 other higher ups (business operators, smugglers, fences, etc.) and even one Boss within his Guild. In addition, he has a total of 1D4+ 1 well placed "friends" in the local community spread out among the government, influential business owners, media and/or the local authorities/police.

Friends in Low Places
Friends in Low Places. The criminal knows his share of 3D4 thugs, thieves, drug dealers, pimps, streetwalkers, beggars,snitches, gamblers, gang-hangers, cutthroats and lower echelon criminals and lowlifes within the Black Market and outside of it. He has cultivated a network of reasonably reliable friends, associates and contacts within the local Black Market Faction and groups of other criminals, mercenaries, bounty hunters, bandits, and saloon owners in the community where he lives or does business. Bonus: Gets an additional 10% discount on most purchases and transactions from these lowlifes only. Additional friend in low places are possible through role-playing.

Game Player
Bonuses: +5 to save vs charm, impress, intimidation and Seduction at the hands of fellow criminals, +5% to Find Contraband through Guild channels, and can get 10% more from loans and lines of credit plus an extra 60 days to pay them.

Home Turf Advantage
Bonuses: +5% to all skills that apply to familiarity with his home territory or base of operations, including all Rogue skills, Barter, Detect Ambush, Detect Concealment and Intelligence on his home turf only. He can secure a loan within 12 hours and borrow 10% more than usual on familiar turf where he is known. +2 on all Perception Rolls within his Home Turf, particularly when it comes to avoiding trouble, recognizing spies, rivals and enemies, finding the best deals and contraband, and so on.

Influential
The character enjoys a position of clout or holds a position or level of trust and influence within his specific Guild or within his local community. Bonuses: +5% to all matters of etiquette and +5% to Public Speaking and Law (General).

Informant: Confidential
Bonus: Add one additional confidential informant to his network at levels 5, 10 and 15. Others may be acquired through role-playing at the G.M.'s discretion.

Informant: Corrupt Lawman (counts as two special abilities).
Bonus: Add one additional corrupt police informant to his network at levels 4, 8 and 12. Others may be acquired through role-playing at the G.M. 's discretion.

Informant: Street Snitch
The characterr has 1D4+ 1 Street Snitches in his pocket.

No Conscience.
Bonuses: + 3 on Perception Rolls pertaining to his best interests and self-preservation, + 1 on initiative, +1 to strike the unsuspecing and +4% bonus on the skills Gambling Dirty Tricks, Recognize Weapon Quality and Streetwise.

Read Criminal Operations (counts as two special abilities).
Base Skill to Read Criminal Operations: 60% +3% per level of experience. Bonuses:
Adds a bonus of +5% to the skills Intelligence, Streetwise, Research (by talking to people as well as reviewing data), and Tailing

Read People (detect lies; counts as two special abilities).
Bonuses: Base Skill to Read People 40% +3% per level of experience.+ 1 on all Perception Rolls, + 1 to dodge, and enjoys a + 10% bonus on the skills Interrogation and Streetwise.

Sincerity
Bonuses: +1 to M.A. attribute, +7% to the skills Barter, Impersonation, Interrogation (and resist interrogation), Public Speaking, Seduction.

Slippery
Bonuses: + 2 on Perception Rolls, + 1 to dodge, automatically gets the Escape Artist skill with a +20% bonus, and a +5% bonus to the skills Detect Ambush, Disguise, Law (General)

Steady Nerves
Bonuses: No Perception Roll or skill penalties apply under duress, +2 to save vs Horror Factor and insanity, penalties for trick/evasive maneuvers are half, +6% to the skills Disguise, Impersonation, to all skills requiring steady nerves + 1 to M.A. attribute.

Street Rep: Hardcase to be Feared
Bonuses: + 10% bonus on Interrogation skill, + 10% to intimidate and evoke fear (not trust), and has a base intimidation of 50% even if the character's M.A. isn't high enough to normally be intimidating. When angry or threatening, this guy exudes a Horror Factor of 14.

Street Rep: Folk Hero
Bonuses: +5% to Find Contraband, Intelligence, Streetwise wherever he's a considered a hero. He is also protected by the people who think of him as a hero. They will warn him of any trouble corning his way, will lie for him, hide him and the members of his crew, share rumors and information to benefit him, and show other acts of good will and affection

Street Rep: Trustworthy .
Bonuses: +5% bonus to the skills Barter, Gambling, Gambling Dirty Tricks and Pick Pockets.

Suave and Debonair
Bonuses: + 1 on initiative, + 15% to Seduction, Public Speaking, and Wardrobe and Grooming, and +2 to M.A. attribute.

The Favor I'm Owed
Bonus: A secret ally owes him one "favor" so big that he can get the charges of any crime,
even murder or a terrorist act, dropped one time, but one time only.

Gentleman (or Lady) Traveler
  • Horse Sense : Teamster, Horsemanship, Land Navigation, Horse Trade +10%
    OR
  • Sea Legs: Seamanship, Astronomy & Navigation, Sailing, Lore: Sea +10%

Work the Law
Bonuses: Automatically gets the skill Law: General (+10%), and a +5% bonus to the skills Research, Seduction, and Streetwise. He is also likely to recognize lawmen and heroes of great renown and hear about their presence in town 10 minutes after their arrival.
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
User avatar
SNAFU
Game Master
 
Posts: 1325
Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks


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