Setting Guide: Grand Festival of Light and Restoration

Character creation rules, combat rules, PBP rules, GM feedback, and approved Rifter material will be kept here.

Moderators: Game Masters, AGMs

Setting Guide: Grand Festival of Light and Restoration

Postby SNAFU » Thu Apr 05, 2018 9:05 pm

The Grand Festival of Light and Restoration
  • AKA: The Year of the Three
  • AKA: The Restoration

    Celebrated Deities:
  • Apis the Sacred Cow (Restoration)
  • Bennu the Phoenix (Resurrection)
  • Isis the All Mother & Warrior Goddess (Rebirth)

The Grand Festival is a creation of the Duke. It is officially meant to comfort and distract the populace from the hardships they face during the reconstruction of Llorn. As is the tradition during times of civilian tragedy, female deities were chosen to reflect the hardship on mothers and children.

Without being actually defined, but basically understood by everyone, the Restoration also has the following functions:
  • Appease the people while the city rebuilds and keep them from grumbling about where all the dragongold went.
  • Attract wealthy tourists from around the world to bring coin into the city's coffers.
  • Redistribute (a portion of) the dragon wealth. The Duke's profits have just been fine over the years, he's one of the richest men in the East. Wherever the gold came from, it likely was syphoned directly from the Duke's personal revenue streams.
  • Please the Gods. here's plenty of religious types around, he's dressed it up as a holy festival of renewal. Bennu the Phoenix was an obvious choice, but he also stacked the roster with two of the most beloved Goddesses in the Church of Light. This feelgood trio will pack in the followers and bring the goodwill of some of the most benevolent deities available.
    • 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: 1601
Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks

Re: Setting Guide: Grand Bennuan Festival of Light

Postby SNAFU » Thu Apr 05, 2018 9:05 pm

Carnival Design

Acts and Performers:
Using the following as a guide design the Grand Festival! Visual aids are appreciated (Note: pictures should be less the 600px wide):
  • Expert Clowns; Show Cost: 5 points per group of six.
      Six clowns, all are excellent comedians and experienced clowns; 6-9th level, mostly actors, tumblers and acrobats. These men and women can usually sing, dance, play a musical instrument, do backfiips, cartwheels, tumble, and balance (Gymnastics skill), as well as the usual funny clown antics.
    Code: Select all
    [b]Expert Clowns; Show Cost: 5 points per group of six. [/b] [list]Six clowns, all are excellent comedians and experienced clowns; 6-9th level, mostly actors, tumblers and acrobats. These men and women can usually sing, dance, play a musical instrument, do backfiips, cartwheels, tumble, and balance (Gymnastics skill), as well as the usual funny clown antics.[/list]
  • Expert Jugglers Show Cost: 5 points four jugglers.
      Four jugglers, all are experienced performers (6-9th level). These fellows can dance, juggle and throw knives (W.P. Targeting), and perform sleight of hand (Concealment, Palming, and Pick Pockets) and may be tumblers as well (Gymnastics).
    Code: Select all
    [b]Expert Jugglers Show Cost: 5 points four jugglers.[/b] [list]Four jugglers, all are experienced performers (6-9th level). These fellows can dance, juggle and throw knives (W.P. Targeting), and perform sleight of hand (Concealment, Palming, and Pick Pockets) and may be tumblers as well (Gymnastics).[/list]
  • Expert Tumblers; Show Cost: 5 points per group of four.
      Four 6-8th level Tumblers skilled in tumbling, falling, rolling, pulling punches, backflips, cartwheels, balance and other feats of physical prowess on the ground; requires the Gymnastics skill and good physical condition.
    Code: Select all
    [b] Expert Tumblers; Show Cost: 5 points per group of four.[/b] [list]Four 6-8th  level Tumblers skilled in tumbling, falling, rolling, pulling punches, backflips, cartwheels, balance and other feats of physical prowess on the ground; requires the Gymnastics skill and good physical condition. [/list]
  • Expert Minstrels; Show Cost: 5 points per group of four.
      Four attractive and charismatic 6-8th level performers (Bard/Minstrels; M.A. 15+ and P.B. 16+) who sing, dance, can play at least three different musical instruments, tell stories, and speak at least three different languages (and are literate in one).
    Code: Select all
    [b]Expert Minstrels; Show Cost: 5 points per group of four.[/b][list]Four attractive and charismatic 6-8th level performers (Bard/Minstrels; M.A. 15+ and P.B. 16+) who sing, dance, can play at least three different musical instruments, tell stories, and speak at least three different languages (and are literate in one). [/list]
  • Expert Sideshow Barker; Show Cost: 5 points per each Barker.
      This is the charismatic individual who stands outside the tent or wagon and shouts out descriptions about the wonders of the show or exhibit that awaits within. Barkers also serve as announcers and guides to attractions that require descriptions and have stories around them. Barkers are consummate salespeople and have a knack for exciting people with their words. I.Q. and M.A. of 16 or better. A high P.E. and P.B. are also nice assets. Typical skills:; First Aid (is always there for the public), Performance or Public Speaking, and skills such as Anthropology, Archaeology, History, Lore, Mathematics, Mythology and the ability to speak two or more languages are always helpful.
    Code: Select all
    [b]Expert Sideshow Barker; Show Cost: 5 points per each Barker.[/b]  [list]This is the charismatic individual who stands outside the tent or wagon and shouts out descriptions about the wonders of the show or exhibit that awaits within. Barkers also serve as announcers and guides to attractions that require descriptions and have stories around them. Barkers are consummate salespeople and have a knack for exciting people with their words.  I.Q. and M.A. of 16 or better. A high P.E. and P.B. are also nice assets. Typical skills:; First Aid (is always there for the public), Performance or Public Speaking, and skills such as Anthropology, Archaeology, History, Lore, Mathematics, Mythology and the ability to speak two or more languages are always helpful.  [/list]
  • Mystic Fortune-Teller; Show Cost: 5 points per each Mystic Fortune-Teller.
      These are the real McCoy. True psychics and sorcerers with the ability to see into the future and/or sense emotions and thoughts. These guys can pull in the big bucks, 600-800 (depends on customer) marks per individual reading, and are always amazingly accurate. A 6th level Psychic Sensitive and Mystic with the following abilities: Clairvoyance, Commune With Spirits, Empathy, Object Read, Telepathy, and See Aura! They can see the future and use Empathy and Telepathy to read the customers emotions and thoughts to tell the person exactly what he wants to hear. Object Read is great for locating people or telling whether a lost person is alive or dead. Many magic spells can produce similar results.
    Code: Select all
    [b]Mystic Fortune-Teller;  Show Cost: 5 points per each Mystic Fortune-Teller.[/b][list]These are the real McCoy. True psychics and sorcerers with the ability to see into the future and/or sense emotions and thoughts. These guys can pull in the big bucks, 600-800 (depends on customer) marks per individual reading, and are always amazingly accurate. A 6th level Psychic Sensitive and Mystic  with the following abilities: Clairvoyance, Commune With Spirits, Empathy, Object Read, Telepathy, and See Aura! They can see the future and use Empathy and Telepathy to read the  customers emotions and thoughts to tell the person exactly what he wants to hear. Object Read is great for locating people or telling whether a lost person is alive or dead. Many magic spells can produce similar results. [/list]
  • Expert Stage Magician; Show Cost: 5 points.
      The stage magician knows no real magic but is a master of tricks, performance and sleight of hand; skills include Concealment, Escape Artist, Juggling, Palming, Performance, Pick Pockets, Pick Locks, and Streetwise, and even a couple psionic abilities like Ectoplasm, Levitation, Object Read or Telepathy. ("Think of a number" and "Look at your playing card, remember it ... ") 8th level Prestidigitator.
    Code: Select all
    [b]Expert Stage Magician; Show Cost: 5 points.[/b][list]The stage magician knows no real magic but is a master of tricks, performance and sleight of hand; skills include Concealment, Escape Artist, Juggling, Palming, Performance, Pick Pockets, Pick Locks, and Streetwise, and even a couple psionic abilities like Ectoplasm, Levitation, Object Read or Telepathy. ("Think of a number" and "Look at your playing card, remember it ... ") 8th level Prestidigitator. [/list]
  • Expert Acrobats; Show Cost: 15 points per group.
      A family of 6-8 individuals of varying ages; two are attractive females. These performers have learned the art of acrobatic performance from an early age and are professionals. The two oldest members will be 30+ 3D6 years old and have 11-12 levels of experience, the youngest will be 6+2D6 years old and have 4 levels of experience, and the other four will be 18+1D6 years old and have 6-7 levels of experience as acrobats. Skills include Acrobatics, Body Building, Climbing, Dance, Gymnastics, General Athletics and Running. Juggling and most performance skills will be known by at least one member of the family.
    Code: Select all
    [b]Expert Acrobats; Show Cost: 15 points per group.[/b] [list]A  family of 6-8 individuals of varying ages; two are attractive females. These performers have learned the art of acrobatic performance from an early age and are professionals. The two oldest members will be 30+ 3D6 years old and have 11-12 levels of experience, the youngest will be 6+2D6 years old and have 4 levels of experience, and the other four will be 18+1D6 years old and have 6-7 levels of experience as acrobats. Skills include Acrobatics, Body Building, Climbing, Dance, Gymnastics, General Athletics and Running. Juggling and most performance skills will be known by at least one member of the family.  [/list]
  • Expert Animal Tamer; Show Cost for Performers: 15 points.
      One star animal tamer (11 levels of experience), two secondary tamers (7-8 levels of experience) and six assistants, (3-4 Levels).
        Each specific animal act must be purchased separately. Select as many acts as desired.
      • 12 trained dogs of all kinds; dance and do tricks. 1 point.
      • 24 snakes for snake act. 1 point.
      • 5 bears; dance and do tricks. 5 points.
      • 10 horses; dance, leap and do tricks. 5 points.
      • 8 elephants; dance and do tricks. 10 points.
      • 8 lions; leap through flaming hoops and do tricks. 5 points.
      • 5 tigers; same tricks as lions. 5 points.
      • 3 leopards or other felines; same tricks as lions. 5 points.
      • 3 Small dinosaurs; tame, do tricks and can be ridden. 5 points.
      • 2 Larger herbivore dinosaurs; same tricks as small. 10 points.
      • 2 Common monsters; tame, does tricks, can be ridden. 10 points.
      • 2 Exotic monsters; tame, does tricks, can be ridden. (like Gryphon, Pegasus, Rhino-Buffalo, etc.: 25 points.
    Code: Select all
    [b]Expert Animal Tamer; Show Cost for Performers: 15 points.[/b] [list] One star animal tamer (11 levels of experience), two secondary tamers (7-8 levels of experience) and six assistants, (3-4 Levels). [list]
     Each specific animal act must be purchased separately. Select as many acts as desired.
    [*]12 trained dogs of all kinds; dance and do tricks. [b]1 point.[/b]
    [*]24 snakes for snake act. [b]1 point.[/b]
    [*]5 bears; dance and do tricks. [b]5 points.[/b]
    [*]10 horses; dance, leap and do tricks. [b]5 points.[/b]
    [*]8 elephants; dance and do tricks. [b]10 points.[/b]
    [*]8 lions; leap through flaming hoops and do tricks.[b] 5 points.[/b]
    [*]5 tigers; same tricks as lions.[b] 5 points.[/b]
    [*]3 leopards or other felines; same tricks as lions.[b] 5 points.[/b]
    [*]3 Small dinosaurs; tame, do tricks and can be ridden. [b]5 points.[/b]
    [*]2 Larger herbivore dinosaurs; same tricks as small. [b]10 points.[/b]
    [*]2 Common monsters; tame, does tricks, can be ridden. [b]10 points.[/b]
    [*]2 Exotic monsters; tame, does tricks, can be ridden.  (like Gryphon, Pegasus, Rhino-Buffalo, etc.: [b]25 points.[/b][/list][/list]
  • Real Magic Act! Show Cost: 12 points.
      An experienced 7th level Wizard - and two assistants perform an exciting, but safe, magic show using real magic. Illusionary magic is ideal as are spells like Concealment, Escape, Fly, Fool's Gold, Levitate, Ignite Flames, Impervious to Fire, Invisibility, Trance, Superhuman Strength, and many, many others.
    Code: Select all
     [b]Real Magic Act!  Show Cost: 12 points.[/b]  [list]An experienced 7th level Wizard - and two assistants perform an exciting, but safe, magic show using real magic. Illusionary magic is ideal as are spells like Concealment, Escape, Fly, Fool's Gold, Levitate, Ignite Flames, Impervious to Fire, Invisibility, Trance, Superhuman Strength, and many, many others. [/list]
  • Mystic Healer (Psychic and Magic). Show Cost: 15 points.
      This is a service oriented performer 8th level who provides conventional doctoring along with magic and psychic healing. The more complex the ailment the more costly the service. This can be a very lucrative feature, especially in areas where medical treatment is costly, poor or not available at all.
    Code: Select all
    [b]Mystic Healer (Psychic and Magic). Show Cost: 15 points.[/b]  [list]This is a service oriented performer 8th level who provides conventional doctoring along with magic and psychic healing. The more complex the ailment the more costly the service. This can be a very lucrative feature, especially in areas where medical treatment is costly, poor or not available at all.[/list]
  • Showgirls! Show Cost: 10 points per group.
      Eight voluptuous and attractive women at 5-6th level of just about every "Entertainer" O.C.C., all have the skills Dance, Performance, Seduction, Sing, Wardrobe & Grooming, and the ability to speak two or more languages.
    Code: Select all
    [b]Showgirls!  Show Cost: 10 points per group. [/b] [list] Eight voluptuous and attractive women at 5-6th level of just about every "Entertainer" O.C.C., all have the skills Dance, Performance, Seduction, Sing, Wardrobe & Grooming, and the ability to speak two or more languages. [/list]
  • Showboys! Show Cost: 10 points per group.
      Eight lithe and attractive young men at 5-6th level of just about every "Entertainer" O.C.C., all have the skills Dance, Performance, Seduction, Sing, Wardrobe & Grooming, and the ability to speak two or more languages.
    Code: Select all
    [b]Showboys! Show Cost: 10 points per group.[/b]  [list] Eight lithe and attractive young men at 5-6th level of just about every "Entertainer" O.C.C., all have the skills Dance, Performance, Seduction, Sing, Wardrobe & Grooming, and the ability to speak two or more languages.[/list]
  • Live Freaks! Show Cost: 15 points for 4.
      Four different strange, alien, and frightening-looking mutant, or disfigured intelligent life-forms (not necessarily humanoid).
    Code: Select all
    [b]Live Freaks!  Show Cost: 15 points for 4.[/b][list]Four different strange, alien, and frightening-looking mutant, or disfigured intelligent life-forms (not necessarily humanoid).  [/list]
  • Sideshow Attractions Show Cost: 5 points per dozen oddities.
      12 inanimate oddities. Include magic items, the skulls or skeletons of aliens or monsters, inanimate mummies, strange plants and similar.
    Code: Select all
    [*] [b]Sideshow Attractions Show Cost: 5 points per dozen oddities. [/b] [list] 12 inanimate oddities. Include magic items, the skulls or skeletons of aliens or monsters, inanimate mummies, strange plants and similar.[/list]
  • Animal Rides:
    • Pony ride. 12 animals: 2 point.
    • Horse ride. 12 animals: 5 points.
    • Elephant ride. 6 animals: 10 points.
    • Exotic animals, 6 animals, Pegasus and similar fantastic creatures: 15 points.
    • Unusual animals, 6 animals such as camels, llamas, buffalo, ostriches, etc.: 10 points.
    • Tamed Dinosaurs, 2 animals, typically big, lumbering herbivores: 10 points.
    • Carnival rides like those typically found in traveling carnivals (ferris wheel, spinning rides of all kinds, etc.). Cost 3 points each or by bulk: 4 for 10 points.
    Code: Select all
     
    [*] [b]Animal Rides:[/b][list]
    [*]Pony ride. 12 animals: [b]2 point.[/b]
    [*]Horse ride. 12 animals: [b]5 points.[/b]
    [*]Elephant ride. 6 animals: [b]10 points.[/b]
    [*]Exotic animals, 6 animals, Pegasus and similar fantastic creatures: [b]15 points.[/b]
    [*]Unusual animals, 6 animals such as camels, llamas, buffalo, ostriches, etc.: [b]10 points.[/b]
    [*]Tamed Dinosaurs, 2 animals, typically big, lumbering herbivores: [b]10 points.[/b]
    [*]Carnival rides like those typically found in traveling carnivals (ferris wheel, spinning rides of all kinds, etc.).  [b]Cost 3 points each  or by bulk: 4 for 10 points. [/b][/list]

  • Games of Chance! Show Cost:1 point per each game or by bulk: 8 for 10 points.
      These are all types of simple games of skill and chance, like throwing knives or darts, tossing a hoop over a target, target shooting, and similar arcade games.
    Code: Select all
    [b]Games of Chance! Show Cost:1 point per each game or by bulk: 8 for 10 points.[/b][list]These are all types of simple games of skill and chance, like throwing knives or darts, tossing a hoop over a target, target shooting, and similar arcade games.
    [/list]
  • Gladiatorial Arena! Show Cost: 15 points. 5 points per additional performer .
      Patrons may challenge the show's champions. Credits or prizes may or may not be offered as a reward to the participants. Taking bets is usually allowed. The typical arena is a large tent with a roped off area indicating the combat zone. Fights are usually limited to fisticuffs and weapons (swords, maces, etc.). Fights are rarely to the death. Setup comes with one 7th level Gladiator/Assassin. Occasionally the animal tamer may allow one of his bears or other animals to fight as well.
    Code: Select all
    [b]Gladiatorial Arena! Show Cost: 15 points .[/b][list]Patrons may challenge the show's champions. Credits or prizes may or may not be offered as a reward to the participants. Taking bets is usually allowed. The typical arena is a large tent with a roped off area indicating the combat zone. Fights are usually limited to fisticuffs and weapons (swords, maces, etc.). Fights are rarely to the death. Setup comes with one 10th level Gladiator/Assassin. Occasionally the animal tamer may allow one of his bears or other animals to fight as well. [/list]
  • Dancing Dinosaur Rider! Show Cost: 15 points.
      1 large dinosaur or 2 medium sized or large carnivorous dinos. The Monster Rider can really control dinosaurs and monsters, and you have the real deal, but increased danger if the monster spins out of control. Note: May be substituted for some other type of "daredevil" or death-defying act.
    Code: Select all
    [b]Dancing Dinosaur Rider! Show Cost: 15 points.[/b][list]1 large dinosaur or 2 medium sized or large carnivorous dinos. The  Monster Rider can really control dinosaurs and monsters, and you have the real deal, but increased danger if the monster spins out of control. Note: May be substituted for some other type of "daredevil" or death-defying act.
    [/list]
  • Theatre Acts: Show Cost: 10 points per 100 audience members for the theatre space.
    • Gnomish Opera: Six 6th level bards and minstrels; some of the very best singers in the Gnomish Operatic Tradition. 10 points
    • Western Ballet: Eight 6th level acrobats and tumblers; masters of the Western Empire's most graceful tradition. 10 points
    • Elvish Drama: twelve 6th level level actors perform the timeless works of Wildemore Shookstaff author of the greatest plays in the Elvish tradition. 10 points
    • Timiroan Theatre: Twelve 5th level actors perform the great works of Orle'on Wahelles in the exciting, dramatic tradition made popular in Timiro. 10 points
    • Mozaic Dancers of Phi: Three 6th level practitioners of the mesmerizing mystical dance tradition from Phi. 15 points
    • Dwarvish Clockwork Puppetry: Twelve 6th level dwarvish artisans use clockwork automatons, elaborate mechanical props and special theatrical effects, pyrotechnics and stunts; along with ordinary forms of puppetry; to tell the wondrous, and fantastical tales favored by Dwarvish theatrical tradition. 15 points
    • Mentalist Act: A 6th level Mind Mage assisted by a Mystic and Sensitive, both 4th level, performs mind blowing feats of psychic prowess. 15 points
    • Illusionist Act: A 6th Illusionist assisted by a Mystic and Wizard, both 4th level, performs mind blowing feats of exquisite visual wonder. 15 points
    • World's Greatest Bard: a 7th level bard whose title may or may not be exaggerated writes and performs odes to Llorn, it's Duke and people. 15 points
    Code: Select all
    [b]Theatre Show Cost: 10 points per 100 audience members for the theatre space. Acts: [/b][list][*] [b]Gnomish Opera[/b]: Twelve 6th level bards and minstrels; some of the very best singers in the Gnomish Operatic Tradition. [b]10 points[/b][*] [b]Western Ballet[/b]: Eight 6th level acrobats and tumblers; masters of the Western Empire's most graceful tradition. [b]10 points[/b]  [*] [b]Elvish Drama[/b]: Twelve 6th level level actors perform the timeless works of Wildemore Shookstaff author of the greatest plays in the Elvish tradition. [b]10 points[/b] [*] [b]Timiroan Theatre[/b]:  Twelve 5th level actors perform the great works of Orle'on Wahelles in the exciting, dramatic tradition made popular in Timiro. [b]10 points[/b] [*] [b]Mozaic Dancers of Phi[/b]: Three 6th level practitioners of the mesmerizing mystical dance tradition from Phi. [b]15 points[/b] [*] [b]Dwarvish Clockwork Puppetry[/b]: Twelve 6th level dwarvish artisans use clockwork automatons, elaborate mechanical props and special theatrical effects, pyrotechnics and stunts; along with ordinary forms of puppetry; to tell the wondrous, and fantastical tales favored by Dwarvish theatrical tradition. [b]15 points[/b] [*][b]Mentalist Act[/b]:  A 6th level Mind Mage assisted by a Mystic and Sensitive, both 4th level, performs mind blowing feats of psychic prowess. [b]15 points[/b] [*][b]Illusionist Act[/b]: A 6th Illusionist assisted by a Mystic and Wizard, both 4th level, performs mind blowing feats of exquisite visual wonder. [b]15 points[/b][*][b]World's Greatest Bard[/b]: a 7th level bard whose title may or may not be exaggerated writes and performs odes to Llorn, it's Duke and people. [b]15 points[/b][/list]

    Note: Multiple acts can be purchased and moreover the same act can be purchased multiple times to either double the size or increase the performers experience by 3 levels (not only indicating quality but fame and renown).
    • 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: 1601
Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks

Re: Setting Guide: Grand Bennuan Festival of Light and Renew

Postby SNAFU » Fri Apr 06, 2018 1:31 am

The Fete Gargantua
At the request of the Duke the four oldest and largest artists', actors' and entertainers' guilds in Llorn have set aside decades of animosity to combines their assets to form the Fete Gargantua. The Duke granted the Fete use of Llorn's beautiful Garden for one year. This is the premier festival location with the best attractions and highest revenues in the city.
    Organization Type: Large Circus; Actually an amalgamation of several of the best local entertainment guilds.
    Size: Massive: Over 1,000 performers and staff. The Grand Carnival offers a huge venue of diverse acts and entertainment.
    Sponsorship: The Duke of Llorn.
    Dress: Gimmick Clothing:
      The full range of quality clothes and costumes that includes an array of colorful wigs, fright wigs, masks, complete make-up kits, disguises, and grease paint; plus "gimmick” costumes like clothes with hidden pockets, armor, concealed items (flowers, coins, tools, weapons, etc.), wings that are functioning gliders, concealed stunt systems built into helmets/hats/goggles, etc. The quality is high, very fashionable and believable.
    Equipment: Professional Quality:
      • Excellent Equipment: The management will provide most items that can be supplied by merchants, the black market or any other means, including manufacturing. Lost items will be replaced rapidly. Individuals will have a purse of 300 marks from which they must be equipped for their profession.
      • Specialist Equipment: The management can provide equipment for one kind of specialist job, such as tunneling, glass blowing or trap disarmament.
      • Medical Supplies: The festival grounds has a supply of healing salves, poison antidotes, and "common" medicines, herbs and drugs. About a third of the staff has knowledge of first aid. A healer will take care of serious injuries. Magical potions are available for emergencies.
    Transport: Company Fleet:
      The management of the show maintains a fleet of wagons and riverboats. All are fairly new and well maintained. 6 construction machines such as cranes, and a dozen giant pack animals complete the standard fleet. In addition, the performers are assigned their own personal carriage. Living accommodations are pleasant, spacious personal trailers for top performers and their families and reasonably spacious accommodations shared by two to four laborers or minor performers. Special traveling arrangements and expenses are available upon authorization, with about 500,000 marks in the expense account.
    Weaponry: The Brigade's Best:
    • A deadly selection of arms and armor has been distributed to the members of the show. Any type of body armor is available, with the majority being medium and heavy armor.
    • In addition, the organization has a special rescue team of ex-military and combat personnel at their command who comprise a 12 man force. Four have psionic powers and three are practitioners of magic. All have the best weapons and equipment, all wield magic weapons, and two are hulking Ogres in black plate wield magic hammers, and all are between 6-7th level in experience.
    Communications: Magic and Mundane:
    • Apart from messenger ravens and typical mundane methods, the guild also has limited magic with which to communicate, such as telepathy and the Magic Pigeon spell via the of use of specially-issued magic items.
    Security: Paranoid Measures:
      Top security and then some. This show, regardless of size, has all the measures typically deployed by such groups.
    • Suspicious characters may be strip-searched or denied entrance, and no one can so much as enter a bathroom without surveillance.
    • Multiple checkpoints and constant personnel checking prevent intruders from entering the restricted areas of the show.
    • Several Master Psychics, as well as mages, are employed as part of the security force. The average level of the security force is 7th (9th for the head of security and his second).
    • Supernatural safeguards include a dozen protection circles, amulets and scrolls (including Negate Magic, Dispel Magic Barrier, Tum Dead, Exorcism, Constrain Being, Remove Curse, Globe of Silence, Globe of Daylight, Locate, Negate Poison, Purification,and Apparition; 1D4 of each).
    • The rooms of the show manager and chief of security are protected by a Sanctum spell and several Mystic Alarms.
    • Superior protection circles, wards, and similar safeguards are scattered throughout the compound.
    • The members of the show are an extremely tight-knit family that watches out for each other and the show. There is only a 01-05% chance of enemy infiltration. A criminal past is okay if the character is up-front about it, and may even be expected if the show is a Black Market operation.
    Stronghold: The Garden: a massive fairgrounds granted by the Duke of Llorn.
    Alignment: Chaotic Good: The majority of the workers and performers (80%) are: Unprincipled and Scrupulous.
    Criminal Activity: Espionage; these special operatives are (mostly) placed as information gatherers, counter-intelligence and security agents. and case men.
    • Expert Worms: A dozen warriors trained in espionage and eight Spies; all are 7-8th level. Their job is to "case" the area around the traveling show making note of people, assessing their intentions and capabilities and taking note of possible spies and undercover agents and suspicious visitors, and mapping escape routes and emergency contingencies. They are called worms because they worm their way in unnoticed, or at least unnoticed for the threat they are or that they are watching the place.
    • Expert Pickpockets: A dozen 7-8th level pickpockets whose job is to remain unnoticed and work their way through the crowd stealing currency, valuables, weapons, illegal contraband (the victim can't call the authorities) and information. A favorite ploy is to steal only one third to half of the money in a wallet. That way the victim isn't sure that he was robbed, and is likely to think he spent more than he realized.
    • Smugglers and Sellers of Contraband: A dozen specialist merchant; each has 7-8 levels of experience. They specialize in filling the demand for taboo delicacies, decadent pleasures and malfeasant delights caused by the endless appetites of the eager visitors.
    • Lopani Courtesans: 54 men and women of beauty and skill, trained in the Lopani art graceful arts of companionship, who sell sexual favors for money or trade of goods or service. The ladies may also be used to put customers in compromising situations and blackmail schemes, as well as gathering information and spying. P.B. attribute is 16+ and M.A. is 14+ for all.
      Expert Forgers: Three 7-8th level Scholars turned to crime. Skills of note: Forgery, literacy in at least three languages, Advanced Math, Art.
    • Psychic Enforcers: Four powerful, 5-6th level Mind Mages whose job is to enforce the wishes of their boss and defend the traveling show.
    Reputation: Famous and beloved!
      The homegrown mega-show has a sparkling reputation. It is also known to be sensational, with must-see attractions, spectacular acts and amazing performances. The performers are bigger-than-life stars displaying incomparable skill, death-defying courage and the best entertainment around! Any authority or citizen would jump at the chance to have the show visit their community, even if it means risking trouble that may come with it. The show always receives favorable press, gets lots of free advertising, is swamped with adoring fans, and draws huge crowds. Shows with sterling reputations, and which are not known to be evil or a front for a criminal enterprise, receive the same level of cooperation and adulation as visiting dignitaries, perhaps better. The show and especially its star performers are always given benefit of the doubt and the authorities always side with the show unless there is concrete evidence to the contrary. Even then, most charges are dismissed and the punishment for even serious crimes often turns into a slap on the hand and a request for an autograph.
    Monthly Salary: Excellent:
      In addition to room, board, transportation and access to the show's resources, the employees receive an excellent salary. All performers and important laborers sign 3 year contracts. Performers and key people may get additional perks in the way of special accommodations, a private vehicle, star billing, and so on. Typical Week's Pay: 900 credits for laborers and minor performers, 1,400 credits for the average performer, and 4,300 credits for star performers and expert criminal specialists. Bonuses of 20-24,000 are paid to star performers every quarter and 3-4000 to all others.

Acts and Attractions: 340 Points
    • 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: 1601
Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks

Re: Setting Guide: Grand Festival of Light and Restoration

Postby SNAFU » Sun Apr 08, 2018 9:27 pm

The Market Carnival
Not to be our done, the Merchant's Guild with support from the Dominion set up a marvelous carnival in the Market Square.
    Organization Type: Large Carnival.
    Size: Large: Over 800 performers and staff. The Market Carnival offers a a huge selection of rides, sideshows, freak shows, medicine shows, and a lot of games.
    Sponsorship: the Merchants' Guild.
    Dress: Specialty Clothing:
      The absolute BEST in uniforms and costumes. A similar array as described in number three are available, only more dynamic, imaginative and colorful. Includes stage armor, fluorescent colors, glow in the dark fabric, wigs, masks, hats, and props, as well as standard uniforms, clothing and special gear. Even civilian clothing is fairly classy, equivalent to what's available in expensive clothing stores.
    Equipment: Professional Quality:
      • Excellent Equipment: The management will provide most items that can be supplied by merchants, the black market or any other means, including manufacturing. Lost items will be replaced rapidly. Individuals will have a purse of 300 marks from which they must be equipped for their profession.
      • Specialist Equipment: The management can provide equipment for one kind of specialist job, such as tunneling, glass blowing or trap disarmament.
      • Medical Supplies: The festival grounds has a supply of healing salves, poison antidotes, and "common" medicines, herbs and drugs. About a third of the staff has knowledge of first aid. A healer will take care of serious injuries. Magical potions are available for emergencies.
    Transport: Company Fleet:
      The management of the show maintains a fleet of wagons and riverboats. All are fairly new and well maintained. 6 construction machines such as cranes, and a dozen giant pack animals complete the standard fleet. In addition, the performers are assigned their own personal carriage. Living accommodations are pleasant, spacious personal trailers for top performers and their families and reasonably spacious accommodations shared by two to four laborers or minor performers. Special traveling arrangements and expenses are available upon authorization, with about 500,000 marks in the expense account.
    Weaponry: The Brigade's Best:
    • A deadly selection of arms and armor has been distributed to the members of the show. Any type of body armor is available, with the majority being medium and heavy armor.
    • In addition, the organization has a special rescue team of ex-military and combat personnel at their command who comprise a 12 man force. All have the best weapons and equipment, all wield magic weapons. Four have psionic powers, three are practitioners of magic and two are hulking Ogres in black plate wielding magic hammers, and all are between 7-8th level in experience.
    Communications: Magic and Mundane:
    • Apart from messenger ravens and typical mundane methods, the guild also has limited magic with which to communicate, such as telepathy and the Magic Pigeon spell via the of use of specially-issued magic items.
    Security: Impregnable:
      Suspicious characters may be strip-searched or denied entrance, and no one can so much as enter a bathroom without surveillance. Multiple checkpoints and constant personnel checking prevent intruders from entering the restricted areas of the show. Alert security guards and circus personnel keep one eye open for intruders and troublemakers at all timex. Everybody works as a team. One out of every 10 employees is a man-at-arms whose job is security, plus two security guards protect the main trailer (office/money) and the main attraction, another two watch the entrance, and 12 master psychics with keen senses, 8 practitioners of magic and 19 men-at-arms walk the grounds alert for supernatural trouble and serious danger. Average experience level of the security team is 8th, with a couple of leaders who are 9th.
      All show vehicles and living quarters have good, solid locks and even mystic alarms. A rigid check of prospective employees reduces the chance of infiltration by nefarious individuals working for an enemy or rival. Only a 2% chance of one infiltrator among all the employees. The members of the traveling show are fairly close knit and protective of each other and of the show.
      Supernatural safeguards include a security staff familiar with common supernatural and magic occurrences and how to handle them (items such as silver crosses, garlic, and holy water are available). In addition to the security force, psychic sensitives and magic trained members of the show assist in the event that there is trouble; one practitioner of magic, 4 psychics (healers or fortune-tellers), and 4 people with Minor or Major psionic abilities among their performers and staff who can assist in ferreting out and fighting magical, psychic and supernatural forces out to harm the show.
    Stronghold: The Market Square: The carnival sits at the center of the square surrounded by a ring of the permanent vendors.
    Alignment: Selfish Good: The majority of the workers and performers (80%) are: Anarchist, Unprincipled and Scrupulous.
    Criminal Activity:
    • Expert Worms. Eight warriors trained in espionage and four Spies; all are 7-8th level. Their job is to "case" the area around the traveling show making note of people, assessing their capabilities and taking note of possible spies and undercover agents and suspicious visitors, and mapping escape routes and emergency contingencies. They are called worms because they worm their way in unnoticed, or at least unnoticed for the threat they are or that they are casing the place.
    • Expert Pickpockets. Nine 7-8th level pickpockets whose job is to remain unnoticed and work their way through the crowd stealing currency, valuables, weapons, illegal contraband (the victim can't call the authorities) and information. A favorite ploy is to steal only one third to half of the money in a wallet. That way the victim isn't sure that he was robbed, and is likely to think he spent more than he realized.
    • Smugglers and Sellers of Contraband: A dozen specialist merchant; each has 7-8 levels of experience. They specialize in filling the demand for taboo delicacies, decadent pleasures and malfeasant delights caused by the endless appetites of the eager visitors.
    • Courtesans: 33 men and women of beauty and skill, trained in the tradition of graceful companionship and the social arts, who hire themselves out as escorts and sell sexual favors for money or trade of goods or service. They may also be used to put customers in compromising situations and blackmail schemes, as well as gathering information and spying. P.B. attribute is 16+ and M.A. is 14+ for all.
    • Two Expert Forgers. An 8th level Scholar and 7th level Monk turned to crime. Skills of note: Forgery, literacy in at least three languages, Advanced Math, Art.
    • One Fence: This 9th level criminal is an expert in the appraisal, barter, buying and selling of goods, especially illegal contraband. He has the Special Ability: Fence, and other appropriate skills.
    • One Psychic Enforcer. A powerful, 6th level Master Mind Mage whose job is to enforce the wishes of his boss and defend the traveling show.
    Reputation: Excellent!
      Quality performers from all over the East watched over by the well-respect Merchants' Guild.
    Monthly Salary: Excellent:
      In addition to room, board, transportation and access to the show's resources, the employees receive an excellent salary. All performers and important laborers sign 3 year contracts. Performers and key people may get additional perks in the way of special accommodations, a private vehicle, star billing, and so on. Typical Week's Pay: 700 credits for laborers and minor performers, 1,100 credits for the average performer, and 2,300 credits for star performers and expert criminal specialists. Bonuses of 10-14,000 are paid to star performers every quarter and 1-2000 to all others.

    Acts and Attractions: 160 Points
    • 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: 1601
Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks

Re: Setting Guide: Grand Bennuan Festival of Light and Renew

Postby SNAFU » Mon Apr 09, 2018 12:02 am

The Tournament Victorium
The Arena is the cultural and entertainment focal point of Llorn; no city-wide festival would be complete without the inclusion of the athletic and gladiatorial venue. Backed by support from the Patriciate and the many training centers in Llorn, the normal Arena organization has grown exponentially as it transforms itself into the Tournament Victoria!
    Organization Type: Large Circus:
    Size: Large: Over 600 performers and staff. The Tournament Victoria offers a huge venue of diverse acts and entertainment.
    Sponsorship: The Arena and military schools surrounding it.
    Dress: Special Clothing:
      The absolute BEST in uniforms and costumes. A similar array as described in number three are available, only more dynamic, imaginative and colorful. Includes stage armor, fluorescent colors, glow in the dark fabric, wigs, masks, hats, and props, as well as standard uniforms, clothing and special gear. Even civilian clothing is fairly classy, equivalent to what's available in expensive clothing stores.
    Equipment: Professional Quality:
      • Excellent Equipment: The management will provide most items that can be supplied by merchants, the black market or any other means, including manufacturing. Lost items will be replaced rapidly. Individuals will have a purse of 300 marks from which they must be equipped for their profession.
      • Specialist Equipment: The management can provide equipment for one kind of specialist job, such as tunneling, glass blowing or trap disarmament.
      • Medical Service: The festival grounds has a professional team of healers with a well equipped clinic. The facility is also capable of treating animals of any size. Eight 6-8th level healers of a variety of disciplines. Access supply of healing salves, poison antidotes, and "common" medicines, herbs and drugs. About a third of the staff has knowledge of first aid. A healer will take care of serious injuries. Magical potions are available for emergencies.
    Transport: Company Fleet:
      The management of the show maintains a fleet of wagons and riverboats. All are fairly new and well maintained. 6 construction machines such as cranes, and a dozen giant pack animals complete the standard fleet. In addition, the performers are assigned their own personal carriage. Living accommodations are pleasant, spacious personal trailers for top performers and their families and reasonably spacious accommodations shared by two to four laborers or minor performers. Special traveling arrangements and expenses are available upon authorization, with about 500,000 marks in the expense account.
    Weaponry: The Brigade's Best:
    • A deadly selection of arms and armor has been distributed to the members of the show. Any type of body armor is available, with the majority being medium and heavy armor.
    • In addition, the organization has a special rescue team of ex-military and combat personnel at their command who comprise a 48 man force. Eight are master psychics and six are practitioners of magic. All have the best weapons and equipment, all wield magic weapons, and they are supported by twelve hulking Ogres in black plate wield magic hammers, and all are between 6-7th level in experience.
    Communications: Magic and Mundane:
    • Apart from messenger ravens and typical mundane methods, the guild also has limited magic with which to communicate, such as telepathy and the Magic Pigeon spell via the of use of specially-issued magic items.
    Security: Paranoid Measures:
      Top security and then some. This show, regardless of size, has all the measures typically deployed by such groups.
    • Suspicious characters may be strip-searched or denied entrance, and no one can so much as enter a bathroom without surveillance.
    • Multiple checkpoints and constant personnel checking prevent intruders from entering the restricted areas of the show.
    • Several Master Psychics, as well as mages, are employed as part of the security force. The average level of the security force is 7th (9th for the head of security and his second).
    • Supernatural safeguards include a dozen protection circles, amulets and scrolls (including Negate Magic, Dispel Magic Barrier, Tum Dead, Exorcism, Constrain Being, Remove Curse, Globe of Silence, Globe of Daylight, Locate, Negate Poison, Purification,and Apparition; 1D4 of each).
    • The rooms of the show manager and chief of security are protected by a Sanctum spell and several Mystic Alarms.
    • Superior protection circles, wards, and similar safeguards are scattered throughout the compound.
    • The members of the show are an extremely tight-knit family that watches out for each other and the show. There is only a 01-05% chance of enemy infiltration. A criminal past is okay if the character is up-front about it, and may even be expected if the show is a Black Market operation.
    Stronghold: The Arena: Typically the most important entertainment venue in Llorn.
    Alignment: Honorable: The majority of the workers and performers (80%) are: Principled, Scrupulous or Aberrant.
    Criminal Activity:
    • Twelve Expert Worms. Eight warriors trained in espionage and three Spies; all are 8th level. Their job is to "case" the area around the traveling show making note of people, assessing their intentions and capabilities and taking note of possible spies and undercover agents and suspicious visitors, and mapping escape routes and emergency contingencies. They are called worms because they worm their way in unnoticed, or at least unnoticed for the threat they are or that they are casing the place.
    • Expert Pickpockets: Eight 7-8th level pickpockets whose job is to remain unnoticed and work their way through the crowd stealing currency, valuables, weapons, illegal contraband (the victim can't call the authorities) and information. A favorite ploy is to steal only one third to half of the money in a wallet. That way the victim isn't sure that he was robbed, and is likely to think he spent more than he realized.
    • Four Psychic Enforcers: Powerful, 6th level Mind Mages whose job is to enforce the wishes of their boss and defend the traveling show.
    Reputation: Famous and beloved!
      The homegrown mega-show has a sparkling reputation. It is also known to be sensational, with must-see attractions, spectacular acts and amazing performances. The performers are bigger-than-life stars displaying incomparable skill, death-defying courage and the best entertainment around! Any authority or citizen would jump at the chance to have the show visit their community, even if it means risking trouble that may come with it. The show always receives favorable press, gets lots of free advertising, is swamped with adoring fans, and draws huge crowds. Shows with sterling reputations, and which are not known to be evil or a front for a criminal enterprise, receive the same level of cooperation and adulation as visiting dignitaries, perhaps better. The show and especially its star performers are always given benefit of the doubt and the authorities always side with the show unless there is concrete evidence to the contrary. Even then, most charges are dismissed and the punishment for even serious crimes often turns into a slap on the hand and a request for an autograph.
    Monthly Salary: Excellent:
      In addition to room, board, transportation and access to the show's resources, the employees receive an excellent salary. All performers and important laborers sign 3 year contracts. Performers and key people may get additional perks in the way of special accommodations, a private vehicle, star billing, and so on. Typical Week's Pay: 900 credits for laborers and minor performers, 1,400 credits for the average performer, and 4,300 credits for star performers and expert criminal specialists. Bonuses of 20-24,000 are paid to star performers every quarter and 3-4000 to all others.
Acts and Attractions: 280 Points
    • 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: 1601
Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks

Re: Setting Guide: Grand Festival of Light and Restoration

Postby SNAFU » Mon Apr 09, 2018 12:51 am

The Street Festival
No one will miss out as the rest of the city swarms with entertainers, freakshows, and medicine men and as you get further into the low district the shadier things get
    Organization Type: Carnival.
    Size: Large: Over 400 performers and acts. The Street Festival offers a a huge selection of sideshows, freak shows, medicine shows, and a lot of games.
    Sponsorship: the Black Company
    Dress: Utility Outfits: The Law demands licensed performers must be identifiable. The show has standard uniforms for all its employees and colorful costumes for its performers. Quality is good and designs are nice, but nothing spectacular.
    Equipment: Basic Supplies: Each performer has the basic equipment, props, and materials for his craft
    Transport: Basic Transportation: The traveling show has just enough vehicles to accommodate their needs. Living quarters are cramped and must be maintained by the people living in them.
    Weaponry: Basic Defenses: A small number of basic arms have been distributed to the members of the show.
    Communications: Magic and Mundane: Apart from messenger ravens and typical mundane methods, the guild also has limited magic with which to communicate, such as telepathy and the Magic Pigeon spell via the of use of specially-issued magic items.
    Security: Lax: Lax. A pair of security guards or muscular thugs stand at the main entrance and another pair walk the show with an eye out for thieves and troublemakers. The guards are warriors of 3rd level experience. No special identification cards or codes are necessary, everybody knows who is an employee and who is not. Only the owner's property and the most important areas and attractions have locks and alarms. There is a 01-25% chance that one out of every ten employees has a criminal, or suspicious background, or is an infiltrator secretly working for himself (skimming off the top) or for another organization. No mystic safeguards other than the player characters' own awareness and powers.
    Stronghold: The Low District: Acts and performers are found all over the city but the Sprawl is the Festival's heart and soul.
    Alignment: Selfish Chaotic: The majority of the workers and performers (60%) are: Anarchist.
    Criminal Activity: Extensive Criminal Activities and Connections:
    • Professional Worms. 16 warriors trained in espionage and 8 Spies; all are 4-6th level. Their job is to "case" the area around the traveling show making note of people, assessing their capabilities and taking note of possible spies and undercover agents and suspicious visitors, and mapping escape routes and emergency contingencies. They are called worms because they worm their way in unnoticed, or at least unnoticed for the threat they are or that they are casing the place.
    • Pickpocket Gangs. Forty-five 4-5th level pickpockets whose job is to remain unnoticed and work their way through the crowd stealing currency, valuables, weapons, illegal contraband (the victim can't call the authorities) and information. A favorite ploy is to steal only one third to half of the money in a wallet. That way the victim isn't sure that he was robbed, and is likely to think he spent more than he realized.
    • Smugglers and Sellers of Contraband: Twelve specialists in smuggling; each has 5-6 levels of experience. They buy, sell and transport scarce, illegal, or dangerous goods and contraband, as well as carry and deliver secret packages, contraband and information for clients.
    • Prostitutes: Over one hundred men and women of the night who sell sexual favors for money or trade of goods or service. The ladies may also be used to put customers in compromising situations and blackmail schemes, as well as gathering information and spying. P.B. attribute is 13+ and M.A. is 12+ for all.
    • Forgers: Ten Scribes, Scholar or Monks 4-5th level that have turned to crime. Skills of note: Forgery, literacy in at least three languages, basic; Math, Art.
    • Six Fences: These 5-6th level merchant-criminals are experts in the appraisal, barter, buying and selling of goods, especially illegal contraband. He has the Special Ability: Fence, and other appropriate skills.
    • Assassins For Hire: Four 4-5th level Master Assassins, who specialize in murder for hire and are good at it, make themselves "available".
    • One Psychic Enforcer: A powerful, 6th level Master Mind Mage whose job is to enforce the wishes of his boss and defend the traveling show.
    Reputation: Known: The show is known to have been around for years or is seen as a source of good entertainment and good products. There are no rumors about the show having ever been involved in criminal or negative activities, regardless of whether the show is a criminal operation or not. It draws large and excited crowds. The local authorities will help with matters that are in their jurisdiction and the show is looked upon in good favor.
    Monthly Salary: Good Money: In addition to room, board, transportation and access to the show's resources, the employees receive a good salary Typical Week's Pay: 400 credits for laborers and minor performers, 750 credits for the average performer, and 1,300 credits for star performers and expert criminal specialists. Bonuses of 1-4,000 are paid to star performers every quarter and 5-700 to all others.
Acts and Attractions: 160 Points
    • 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: 1601
Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks

Re: Setting Guide: Grand Festival of Light and Restoration

Postby SNAFU » Wed Apr 11, 2018 6:19 pm

Name: Mordogon
<insert image here: 200 x 200 pixels, .png format, transparent background>
Background Story: A legendary champion brought in from the southern Arena circuit.
Real Name: Mordogon Ko Ezz
Alignment: Miscreant
Attributes:
Hit Points:
S.D.C.:
Size:
Age:
P.P.E.:
Description:
Disposition:
Experience Level:
Magic Knowledge:
Psionic Powers:
Combat Skills:
Attacks per Melee:
Bonuses:
Skills of Note:
Armor:
Story Note:
Special Resources & Henchmen (if any):
    • 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: 1601
Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks


Return to Fantasy Rules & Source Material

Who is online

Users browsing this forum: No registered users and 1 guest