The Guild Catch-All Thread

OOC Chat, Dedicated XP, and group catch-all threads are located here along with all character sheets.
DM: Xy-Djehuti'Snafu (Maniple Sinestri)
GM: Erva (Maniple Dextri)
AGM: Netosa

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The Guild Catch-All Thread

Postby Xy-Djehuti'Snafu » Tue Jun 30, 2015 7:49 am

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!YX SI UFANS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
"That is not dead which can eternal lie, And with strange aeons even death may die."
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Re: PFRPG Group Two Catch-All Thread

Postby Xy-Djehuti'Snafu » Tue Jun 30, 2015 7:50 am

Guildlaw


  1. Guild Hierarchy:

    • Guildmaster: Archon Elias Von'Lycien (NPC)
      • The Guildmaster demands efficiency and independence from those under his command.
      • The Guildmaster is generous with assets and gold because it is expected competency will both require and deserve it. Incompetency will garner only death.
      • When the Guildmaster gives the rare bit of direction, advice or comment it should be heeded; it must be important.
      • If a dispute rises within the Guild, The Guildmaster will expect it to be resolved civilly and with mutual respect.
      • The Guildmaster will not tolerate: the absence of results, continual demonstration of unworthiness, or bickering, in-fighting or petty complaints.
      • The Guildmaster appoints the Optio.

    • Agents in Rebus
        Those who are involved in Matters.

      1. Opt:
        • The Archon's chosen representatives
        • Lead the Maniples by example
        • responsible for organization and deployment
        • May be required to lead in the field.
      2. Acolyte
          Rank and File
        • Those whose youth, attitude, race, or preference destine them to follow.


  2. The Guildlaw of Quitum Mutatis Mutandi:
      That the necessary changes can be made.

      Rigid structure and unyielding tradition are the flaws that the Enemy exploits in the terrestrial institutions of Man. The Guild can deploy one group of up to 16, two groups of up to 8 or even 4 groups of up to 4 and can change that deployment at any time.

      All operating groups are referred to as Maniples (Hands):

      1. The Maniple (single deployment)
      2. Maniple Dextri and Maniple Sinestri (split deployment)
      3. Ad Hoc Maniple (as needed additional group)



  3. The Guildlaw of Suum Cuique:
    The Allotment of Spoils

        If only you can use it, keep it.
        If others might be able to use it too; share it.
        All gold, found or earned, is put in the pot;
        Unused and unneeded spoils are put in the pot.
        The Guild get's a share.
        The Guildmaster get's a share.
        Each and every member gets a share.

      Current Shares: 11



    Enforcement
    In the event there is a dispute or failure to comply; the Archon will become furious; his response will be harsh and unkind; his respect for those involved forever diminished.


    OOC SNAFU Rules
    Why So Serious?:
    If you find yourself getting upset about anything try to remember that it is a game of make-pretend.

    Conflicts can and will arise but we will work them out eventually. Always be ready to suggest or heed a call for the discussion to end.

    After cooling down and having some time to reflect the topic can be revisited, although often this is unnecessary as a resolution may already have quietly been found in the interim.

    Fun!:

    Have fun! We want to give you a fun gaming experience. Inform us of your preferences and assume we're doing our best to meet your expectations.

    While you're busy having fun remember to consider how other players might enjoy the game differently than you. Are they having fun?

    Are your actions diminishing their experience? Is your fun getting in the way of theirs? Probably not but it happens often enough that it's worth keeping in mind: consider your fellows.

    This a collaborative effort and all of us will be required to get the most out of it.

    Don't forget your GMs either, we need to be having fun too. :wink:

    Attitude and Participation:
    Although we generally strive to be impartial and objective, two things will always be true:
    1. Within the narrative, your character's actions must warrant a reward in order for one to be offered.
    2. There is no question that our previous OOC contact with you will have bearing on your character's material fortunes.
    3. The players who haven't been fun to play with or pleasant to communicate with will be the players surveyed for game expectations and GM satisfaction last and least. Their characters will be the last thought of when rewards are being handed out, the last characters to find themselves integral to the story, the last in our hearts and so on and so on...

    Group Composition and Numbers:

    Group divided into Maniple Dextri, Maniple Sinestri and if necessary additional Ad Hoc Mandibles. This should allow for variable deployment of a maximum sixteen characters.

    Maniple Dextri:: Erva
    Maniple Sinestri:: Snafu

    We want to give the GMs, the players, and therefor the characters, the most options when tackling in-game obstacles. Who goes where and to do what will be left in the hands of the players as much as possible.

    At any time GMs may shuffle personnel in response to player request, IRL variables and the demands of narrative. Players' preferences will be determined by the usual means.

    Players will rate the GM they spent the most time with that quad.

    Gold:
    Actually, it's not gold. It's a fictional currency. Do not worry about it.
    Complaining about it will not increase your chances of receiving any.

    Money comes and money goes by the GM's whim and we hate complaints about inconsequential matters such as costs, taxes and pay.

    Roleplay well, work as a group and achieve your objectives. Make-believe coins will rain from the make-believe sky, trust us.

    Equipment:
    Refer to the above, it is not real.

    Please trust our judgement about when and how things are made available.

    We are attempting to give each individual the things they've shown interest in or mentioned in chat, while also keeping it reasonably fair and narratively plausible.

    Spoils of Adventure:

    • High Value/Unique Items-- Ownership in every case is retained by Guild.
      If the group decides they don't want the item then the Guild may sell it (or not) and divvy up the money as per the Guildlaw of Allotment.

      If a player leaves the game and wishes to take an item their claim will be measured in XP earned with the item in service of the Guild.

      (10,000xp is the measure of ownership)
    • Other Items-- Ownership in every case is retained by Guild.

      If the group decides they don't want the item then the Guild may sell it (or not) and divvy up the money as per as per the Guildlaw of Allotment.

      If a player leaves the game and wishes to take an item their claim will be measured in XP earned with the item in service of the Guild.

      (5,000xp is the measure of ownership)
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!YX SI UFANS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
"That is not dead which can eternal lie, And with strange aeons even death may die."
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Re: PFRPG Group Two Catch-All Thread

Postby Xy-Djehuti'Snafu » Tue Jun 30, 2015 7:50 am

Personnel: The Maniples

      Dextri



      Sinestri
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!YX SI UFANS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
"That is not dead which can eternal lie, And with strange aeons even death may die."
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Re: PFRPG Group Two Catch-All Thread

Postby Xy-Djehuti'Snafu » Tue Jun 30, 2015 7:50 am

Group Stronghold


The Lycinean Pier

Notes:
Image
Image
Image
Image
Image
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"That is not dead which can eternal lie, And with strange aeons even death may die."
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Re: PFRPG Group Two Catch-All Thread

Postby Xy-Djehuti'Snafu » Tue Jun 30, 2015 7:51 am

Team History

Group is still in infancy, no history yet.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!YX SI UFANS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
"That is not dead which can eternal lie, And with strange aeons even death may die."
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Re: PFRPG Group Two Catch-All Thread

Postby Xy-Djehuti'Snafu » Tue Jun 30, 2015 7:51 am

Adventure Progression Notes


Adventure Notes::
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"That is not dead which can eternal lie, And with strange aeons even death may die."
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Re: PFRPG Group Two Catch-All Thread

Postby Xy-Djehuti'Snafu » Tue Jun 30, 2015 7:51 am

Group Assets

Apothecary
Poisons (WB12.108)
• Shady Jack; Inventory (Doses): [69]
• Blueskin; Inventory (Doses): [75]
• Ghost; Inventory (Doses): [25]
• Three-Step, Inventory (Doses): [45]
• Dunderhead; Inventory (Doses): [93]
• Rutterkin; Inventory (Doses): [80]
• Quintus; Inventory (Doses): [35]
• Inferno; Inventory (Doses): [67]
• Stonebones; Inventory (Doses): [87]
• Gibber; Inventory (Doses): [39]
• Spiderbite; Inventory (Doses): [58]
• Last Rites; Inventory (Doses): [98]
• Dragon's Venom (PFRPG.267); Inventory (Doses): [69]
• Dragon's Breath (blood poison) (PFRPG.267); Inventory (Doses): [45]
• Basilisk's Eye (blood poison) (PFRPG.267); Inventory (Doses): [84]
• Wasp Fever; Inventory (Doses): [284]
Causes the victim to bum with fever, feels weak, sweats profusely, is very thirsty, and finds it difficult to concentrate; -6 on initiative, -2 on all combat bonuses, -2 attacks per melee round, reduce Spd by half and skills are performed at -30%. Duration: causes a fever that lasts for 2D6 hours from a single one ounce does (a larger dose only extends the fever for 1D6 hours). Note: A successful save vs nonlethal poison means the penalties and effects are half and last for only 1D4 hours. The poison has no flavor and is available as a fine powder for solid food or liquid for drinks or injection. Half the duration when mixed with soup or solid food or when applied to cutting and edged weapons. Comes as a light grey powder for food or a liquid for drink or injection.
• Scorpion's Blood; Inventory (Doses): [89]
Does 2D6 S.D.C. damage, causes dizziness , a throbbing headache and some nausea. The victim loses initiative, speed is reduced by 30%, -15% on skill performance, and -2 on all combat moves/bonuses. Moving faster than a slow walk will cause the person to vomit every other melee round (loses two melee attacks for that round when that happens). Duration is 1D6+4 hours from a single one ounce does (a larger dose only extends the fever for 1D6 hours). The poison has no flavor and is available as a fine powder for solid food or liquid for drinks or injection. Half the duration when mixed with soup or solid food or when applied to cutting and edged weapons. Comes as a light grey powder for food or a liquid for drink or injection.
• Scorpion 's Sting Poison; Inventory (Doses): [37]
Does 4D6 S.D.C. damage per dose. Available as a crystalline powder contact poison (blow, sprinkle or cast on skin) or a liquid that can be applied to weapons that cut or stab.
• Gorgon’s Gaze; Inventory (Doses): [78]
A poison that renders its victim paralyzed but leaves him conscious and aware, just unable to speak or move. Duration is 2D6+4 minutes from a single one ounce does (a larger dose only extends the paralysis for 1D4 minutes). The poison has no flavor and is available as a fine powder for solid food or liquid for drinks or injection. Half the duration when mixed with soup or solid food or when applied to cutting and edged weapons. Comes as a light grey powder for food or a liquid for drink or injection.
• Tarantula's Bite; Inventory (Doses): [99]
Does 1D6 S.D.C. damage and causes the victim to feel itchy for 2D4x10 minutes. The itchiness is annoying and distracting; no initiative, -1 on all combat bonuses, -5% on skill performance, and looks bad: red marks on the skin and the person seems to be affected by lice or something else that causes itching and scratching, effectively reducing the character's M.A. and P.B. by half for the duration. Available as a crystalline powder contact poison (blow, sprinkle or cast on skin) or a liquid that can be applied to weapons that cut or stab.
• Wyrm's Tongue; Inventory (Doses): [59]
A powerful truth serum that affects even dragons! It must be injected into the bloodstream as a one ounce dose (-2 to save) for most creatures, three for lesser supernatural beings or mortals with greater healing capacities and six for dragons and great supernatural beings (both of which are +3 to save) . Within 1D4 minutes the victim feels groggy and has trouble performing even simple skills (-50% , reduce attacks per melee and combat bonuses by half, and Spd by 90%), similar to someone who has had way too much to drink and is on the verge of passing out. While under the influence of the Serpent's Tongue, the victim must answer any question put to him truthfully, but the question must be clearly stated and to the point. Duration: 1D6+2 melee rounds, two questions may be asked per round. An additional dose may be administered to prolong the duration, but any more than that will inflict 2D6 S.D.C. damage and make the individual unresponsive as if in a drunken stupor; just giggles and gurgles.
• Serpent's Kiss Poison; Inventory (Doses): [89]
Causes weakness of limb to the point that the victim can barely stand, walk or even crawl. Speed is reduced by 90%, attacks per melee round to two, no combat bonuses and skills are -80%. Duration is 1D4+1 minutes per dose, additional dosage increases the duration accordingly. It has a slight taste and may be slipped into most drinks, other than water or milk, without being noticed. Half the potency and duration when mixed with soup or solid food or when applied to cutting and edged weapons. Comes as a light grey powder for food or a liquid for drink or injection.
• Serpent's Dream Poison; Inventory (Doses): [98]
Renders its victim unconscious and unwakeable without a counteractive medicine. Duration is 1D4+3 hours per dose. It has a slight taste and may be slipped into most drinks, other than water or milk, without being noticed. Half the potency and duration when mixed with soup or solid food or when applied to cutting and edged weapons. Comes as a light yellow powder for food or a liquid for drink or injection.
• Serpent's Blood Poison; Inventory (Doses): [88]
Does 5D6 S.D.C. damage per dose, but also inflicts symptoms and penalties that last for 3D6x10 minutes; causes stomach cramps, nausea and shooting pain. Victims are -2 on initiative, -1 to all combat bonuses/moves, reduce Spd 10%, and -5% to skill performance. It has a slight taste and may be slipped into most drinks, other than water or milk, without being noticed. Half the potency when mixed with soup or solid food or when applied to cutting and edged weapons. Larger and/or subsequent doses increase duration but don’t do any more damage or increase the penalties) Comes as a light green powder for food or a liquid for drink or injection.
• Serpent's Bite Poison; Inventory (Doses): [66]
Does 6D6+8 damage direct to Hit Points per one dose, and is a lethal poison. It has a slight taste and may be slipped into most drinks, other than water or milk, without being noticed. Half the potency when mixed with soup or solid food or when applied to cutting and edged weapons. Each subsequent dose must be saved against. Comes as a light brown powder for food or a liquid for drink or injection.
• The Great Wyrms's Cosmic Venom; Inventory (Doses): [49]
Is a poison that is potent enough to affect even supernatural intelligences! Does 4D6x10+10 to supernatural intelligences, gods and ancient dragons, 3D6x10+20 to dragons and greater demon and creatures of magics, 2D6x10+30 to lesser demons and creatures of magic and 3D6+22 to mortal beings endowed with supernatural strength or healing powers, per one ounce dose (only 3d6 damage to ordinary mortal creatures). Furthermore, damage inflicted by the poison is straight to Hit Points and cannot be healed via bio-regeneration for 1d6 hours, until the poison has worked itself out of the creature's system. The poison has a slight, sweet taste and comes in a reddish brown powder or a dark liquid for food or injection. Note: Successful save vs lethal poison means the creature takes only 3D6 (mortals take none).
Narcotics
• Medina (Nirvana, Bliss) — Very Rare (PFRPG.267); Inventory (Doses): [350]
• Fansolin (Mindbender) — Rare (PFRPG.267); Inventory (Doses): [537]
• Jenelfin (Vision) (PFRPG.267); Inventory (Doses): [1173]
• Yendari (Soulcatcher, Pawn) — Very Rare (PFRPG.267); Inventory (Doses): [469]
Wharifin (Downer, Dreamice) — Rare; PFRPG.267) Inventory (Doses): [585]
Kyukumea (Brainlock) (WB8.162) — Rare; Inventory (Doses): [122]
• Gafaha (Urchin, Edge) (WB8.162) — Rare; Inventory (Doses): [1413]
• Bonagago — Very Rare; Inventory (Doses): [684]
A powerful stimulant that is roughly equal to drinking five pots of coffee and taking a hit of speed.
Duration: 36+4D6 hours per dose.
Bonuses: The user will not feel fatigued or the least bit sleepy and is +1 to initiative and +5% on all skills. The character is alert, energetic and will not (cannot) sleep for 36+4D6 hours. This means his level of productivity could be increased by three to four times when the character works for a full 24 hours.
Penalties: Hyper, fidgety and easily bored. Even if the character gets done with his work early and/or feels a need to sleep, he will be unable to do so until Bonagago wears off. When the user finally comes off the high he will feel exhausted and need 12 hours of sleep. If forced to function without sleep, the character will be in a daze: all combat bonuses, melee attacks, speed and skill proficiencies are reduced by half!
Level of Addictiveness: High. Prolonged use of Bonagago (one or more times a week for over a month) or frequent use (two or more times in a single week) will lead to addiction, with the following penalties: inability to sleep, annoying hyper-activity and fidgeting, difficulty concentrating (reduce skills by 5%), and dramatic weight loss despite the fact the user has a voracious appetite (loses 5 pounds per week).

Medicine:
• Al-Kazin — Rare; (PFRPG.267) Inventory (Doses): [144]
• Rodoffrin — Uncommon; (PFRPG.267) Inventory (Doses): [189]
Potions
• Draught of Mystical Healing; Inventory (Doses): [59]
(instantly stops bleeding and restores 4D6+6 Hit Points or S.D.C.)

• Draught of Cure Poison; Inventory (Doses): [49]
(instantly negates all but magic poisons, and restores 2D6+3 points of damage cause by poison)

• Draught of Strength; Inventory (Doses): [89]
(adds 12 points to P.S. attribute for 10 minutes)
• Draught of Super-Strength; Inventory (Doses): [67]
(adds 6 points to P.S. attribute and turns ordinary P.S. into Supernatural Strength for three minutes)
• Draught of Superhuman Endurance; Inventory (Doses): [64]
(same as spell for three hours)
• Draught of Superhuman Speed; Inventory (Doses): [81]
(same as spell for ten minutes)
• Draught of Compulsion or Charm; Inventory (Doses): [29]
(to be used against someone, functions the same as the spells; must be drunken)
• Magus Max Elixir; Inventory (Doses): [37]
This potion is very popular among mages. It has the effect of temporarily increasing and replenishing the user's P.P.E. base. However, the drug's "crash" period makes mages nearly useless until the side effects wear off and there is a danger that the drug will permanently reduce the character's P.P.E. base! A dose of the energizer drug (usually purchased in pill form) will replenish the character's P.P.E. pool, and raise it by an additional 2D6X10 P.P.E.! This extra P.P.E. must be used within one hour. At the end of that time, the drug's effects wear off, the P.P.E. is gone, and the side effects take place.
Side-Effects: The character not only loses the extra P.P.E., but he temporarily loses an additional 1D6X10 P.P.E. If it reduces the character's P.P.E. to zero, the character becomes extremely fatigued; reduce all attacks, bonuses and skills by half until the character rests for at least two hours. Additionally, there is a 3% chance (raised by an additional 2% every time the pill is used) that the character will lose 1D6 P.P.E. permanently and normal P.P.E. recovery now takes twice as long.
Level of Addictiveness: Medium


Library
• Arcane Grimoires
Grimoire of Escape
Grimoire of Fireball
Ancient Tome of Spectral Sword (LoB pg 76-77)
Grimoire: Object Read the Dead (BOM)
Grimoire: Death Strike (BOM)
Grimoire: D-Phase (BOM)
Grimoire: Track Thy Enemy (BOM)
Grimoire: Time Warp: Slow Motion (BOM)
Grimoire: Divining Tombs & Graves (BOM)
Grimoire: Retro-Viewing (BOM)
Grimoire: Remote Viewing (BOM)
Grimoire: Farseeing (MA 9)
Grimoire: Nightvision (MA)
Grimoire: Infrared Vision(MA)
Grimoire: Eavesdrop (MA)
Grimoire: Quickstrike (MA)
Grimoire: Quickaction (MA)
Grimoire: Slam (MA)
Grimoire: Stun Baton (MA)
Grimoire: Erase Trail (MA)
Grimoire: Sense PPE (NBMB 128)
Grimoire: Cleanse (BOM)
Grimoire: Mystic Direction Sense (MA)
Grimoire: Mystic Marksmanship (MA)
Grimoire: Create Wood (BOM 96)
Grimoire: Mystic Fulcrum (BOM 96)
Grimoire: Mystic Pitching Throw (MA 11)
Grimoire: Chromatic Protection (BOM)
Grimoire: Deflect (BOM)
Grimoire: Fist of Fury (BOM)
Grimoire: Stealthwalk (MA)
Grimoire: Armor Bizarre (BOM)
Grimoire: Choking Blast & Dust Cloud (MA)
Grimoire: House of Glass (BOM)
Grimoire: Sustain (BOM)
Grimoire: Energize Spell (BOM)
Grimoire: Magelock (MA)
Grimoire: Power Bolt (BOM)
Grimoire: Firestorm (HUGM 188)
Grimoire: Magical-Adrenal Rush (BOM)
Grimoire: Vampire Dance (MA)
Grimoire: Winged Flight (BOM)
Grimoire: Aura of Doom (BOM)
Grimoire: D-Step (BOM)
Grimoire: Purge Self (BOM)
Grimoire: Block or Seal Against Teleportation & Mystic Portal (DB13 121)
Grimoire: Deathword (BOM)
Grimoire: Warped Space (BOM)
Grimoire: Firequake (BOM)
Grimoire: Magic Warrior (BOM)
Grimoire: Bottomless Pit (BOM)
Grimoire: Energy Sphere (BOM)
Grimoire: Soultwist (BOM)
Grimoire: Enscorcel (BOM)
Grimoire: Swap Places (BOM)
Grimoire: Speed Demon

(a.k.a. Run like a Demon)
Range: Self or another by touch but at double the P.P.E. cost (60 points).
Duration: One minute (four melee rounds) per level of experience.
Saving Throw: None.
P.P.E.: 30
An impressive spell that gives the character incredible running speed and lightning
reflexes: Can run at 200 mph (320 km) without damaging the footwear or feet, leap 20 feet (6 m) across, 10 feet (3 m) high, + 3 to dodge while running, + 1 to disarm, + 1 to pull punch, and gets one extra attack per melee round.

• Scholastic Tomes
Tome: Anthropology
Tome: Archaeology
Tome: Advanced Archaeology*
Tome: Astronomy
Tome: Astrology
Tome: Advanced Astronomy & Astrology**
Tome: Area Knowledge
Tome: Biology
Tome: Botany
Tome: Cryptography
Tome: Identify Sea Life
Tome: Gemology
Tome: Law
Tome: Holistic Medicine
Tome: Medical Doctor
Tome: Advanced Medical Doctor & Holistic Medicine & Biology
Tome: Mathematics: Advanced
Tome: Heraldry
Tome: Advanced Heraldry & Area Knowledge
Tome: History
Tome: Advanced History*
Tome: Lore: Astral
Tome: Lore: Culture
Tome: Advanced Culture & History & Area Knowledge
Tome: Lore: Psionics
Tome: Advanced Lore: Psionics & Astral**
Tome: Lore: Undead
Tome: Advanced Lore: Undead*
Tome: Lore: Witch
Tome: Advanced Lore: Witch*
Tome: Lore: Demons & Monsters
Tome: Advanced Lore: Demons & Monsters*
Tome: Advanced Lore: Demons & Witch & Undead***
Tome: Lore: Faerie Folk
Tome: Lore: Geomancy
Tome: Advanced Lore: Geomancy & Astrology**
Tome: Advanced Lore: Geomancy & Astrology & Mathematics: Advanced***
Tome: Lore: Magic
Tome: Advanced Lore: Magic*
Tome: Lore: Religion
Tome: Advanced Lore: Religion*
Tome: Advanced Lore: Religion & Magic & History***
Tome: Advanced Lore: Religion & Cryptography & Mathematics: Advanced***
Tome: Lore: Sea


A Most Studious and Scholarly Wyrm
  • Reading one of these tomes will add +10% to the appropriate skill.
  • In the case of advanced entries with a single (*) asterisk an additional +15% can be added at the risk of a Sanity Check. Two (**) asterisks mean the bonus is +8% to each skill listed and three (***) asterisks means the bonus is +5% per skill. All require a Sanity Check.
  • One must have read all related introductory tomes to understand the advanced tomes.
  • Reading any three tomes will force a Sanity Check.
  • Only one Tome's bonus can be added per skill.
  • As many tomes can be read as desired.
  • A basic tome takes 2 weeks to fully comprehend. Add another week per asterisk for advanced tomes.
  • Roll against you literacy skill, a failed roll increases the time required by 50%.

Soul Gems
Soul Gems must be made from the finest gemstones, and that is what the Mines of Dyval have in great abundance. Soul Gems are created by the rare and vanishing practice of Soulmancy. Many are used as simple P.P.E. batteries that have one time uses as the soul trapped in the gem is consumed. Other gems are used to trap souls and transport them. While still others are used in weapons. Top Deevil agents and generals often have a variety of Soul Gems on hand. Below are only a small selection of the types and uses:
P.P.E. Batteries Inventory: [13] [/b]
Smoky black gems that have 1D4x100+200 P.P.E. that is consumed all at once. Often used in rituals or to cast powerful spells. Gem crumbles to dust once activated.
Spell Stone: Inventory: [24]
Small, marble sized, red, pink or violet gems that contain a single soul trapped within. The gems can be programmed to cast one spell, usually a powerful one (7-12th level). The gem can be used 13 times to cast that one spell before the soul is completely consumed and the gem crumbles into dust.
Inventory Breakdown: [1] Summon & Control Entity (13/13); [1] Control & Enslave Entity (13/13); [2] Metamorphosis: Superior (13/13); [3] Mystic Portal (13/13); [3] Invisibility: Superior (13/13); [3] Metamorphosis: Animal (13/13); [3] Love Charm (13/13); [3] Metamorphosis: Human (13/13); [3] Negate Magic (13/13); [3] Metamorphosis: Human (13/13); [1] Calm Storms (13/13); [1] Metamorphosis: Mist (13/13); [1] Summon & Control Entity (13/13); [1] Time Hole (13/13);

Immurement Stones; Inventory: Large: [4] Small: [9]
Clear black or deep blue multifaceted gems used in a ritual to trap and hold a Greater or Lesser entity depending on size until released by destroying the stone (fragile - S.D.C.: 10 or 20; A.R.: 6). What might be trapped inside is a complete mystery.

Enchanted Items
Crystal Ball
Legendary Enchanted Item
• These legendary items enable the user to gaze into it to locate any person, creature, or place within a 1000 mile (1600 km) radius. The only limitation is that the user must be familiar with the person, creature, or location (there is no P.P.E. cost to activate, only a need to see whomever). After 2D4 melee rounds of concentration and staring into the crystal ball, the target subject will appear.
• When located, the crystal will enable the viewer to see and hear all within his viewing area as if a magical video camera was pointed at the person or area and its sound and image were transmitted to a TV monitor. The angle of the image is a straight on shot, pointed at the subject.
• Approximately a ten foot (3 m) diameter around the subject can be seen and voices off camera (outside the image) can be heard, provided the subject of observation can hear them.
Duration: Indefinite. As long as the viewer is interested, the crystal will observe the subject of observation wherever he goes. If the watcher becomes bored, distracted, falls asleep or leaves or covers the crystal, the image fades within one melee (15 seconds) and is effectively "turned off."
Note: Practitioners of magic above third level experience, dragons, most creatures of magic and greater supernatural beings may sense the presence of enchantment and realize that they are being observed by a crystal ball (38% +2% per level of experience; roll once for every five minutes of observation). When this happens, the character will turn, as if looking directly into the camera and through concentration and the expenditure of 15 P.P.E., cancel the signal; the crystal goes cloudy.

Divination Ball
Legendary Enchanted Item
A crystal ball that can tell the future is another extremely rare and desirable enchanted object. Its power is basically the same as the psionic power of clairvoyance. The observer stares into the crystal while concentrating on one person whose future he'd like to glimpse. Chance of success is 72%. Divination can be attempted only once per every 12 hours. It cannot be used on oneself.

Silver Rune Key
Legendary Rune Key
A large, ornate key cast from pure silver and inscribed with a variety of Runes. Silver Rune Keys are ancient treasures coveted by thieves, spies, assassins, governments, and collectors of magic from ancient civilizations. They are the bane of civilized kingdoms because they magically reshape to fit into and open any lock! Most Silver Rune Keys can only be used six times daily, but some can use this power 12 times per 24 hours. All are incredibly rare and expensive.

The Link
3 Link Magic Chain (SB11p217)
Properties:The owner of the magical link of chain holds one end, another mage holds the other. If there are two links, a third mage may hold the end of the other link, effectively connecting two fellow spell casters to the mage in the middle. The "link" makes the P.P.E. of the other two mages available to the central figure as if they were participating in a ritual, but more than that, the link offers other amazing powers. One, the central figure can cast any spells known by the sorcerers! This knowledge is available only so long as they are "linked." Two, the central mage can "give" his P.P.E. to one or both, if he so desires, and three, can give one or both any amount of his Hit Points! Relenting one's P.P.E. leaves the mage magically impotent. Giving up his Hit Points leaves him physically drained, and if all H.P. are transferred, he can die!
Duration: The link of spell knowledge and P.P.E. is available only as long as the link is maintained. Once P.P.E. or Hit Points are transferred, the recipient has them for 24 hours, or until they are spent, whichever comes first.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!YX SI UFANS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Re: PFRPG Catch-All Thread

Postby SNAFU » Sun Jun 11, 2017 12:51 pm

Group Mounts and Weapons

Siege Breaker
Image
Type:
Damage: 1d6*10
Alignment: Unprincipled
1. Independent personality with an average to high I.Q.
2. Communicate through limited telepathy.
3. Are totally indestructible, the blades never dull. Can be used to parry energy blasts at a -6 to parry (Single shots only, not bursts).
4. Made of black, dark grey, blue grey, or dark red metal and lined from tip to handle with runes.
5. Do no less than 4D6 damage (in Rifts they do 4D6 M.D.). Most known weapons do not exceed 6D6 points of damage, although a few are known to do 1D4x10 and 1D6x10 damage. In mega-damage dimensions, that damage is mega-damage.
6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
7. Adds +1 to all saving throws.
8. Can be used only by a person of a particular alignment (good, evil, or selfish). Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
Greater & Special Abilities
• Break Siege: A special strike that takes all the wielder's actions that round. The power of the strike is two-fold:
•• 1) The immediate damage is that of the Annihilate Spell (BoM p.150).
•• 2) The subsequent damage is that of the Collapse Spell (BoM p.147).
•• The effects are both of a 10 level caster.
•• This power can be used 3 times per day.
Personality: An interminably upbeat fellow.
History: No one can remember if this weapon was created by the Dwarves to destroy the Elves, or vice versa, not even Siege Breaker itself. What is known, is that over the course of the millennia-long war, Siege Breaker was used by both sides to tremendous effect.



Ramsey
Riding Horse
Alignment: Unprincipled
Attributes
I.Q.: 3*
Speed: 50 (trot) / (78 gallop)
Physical Data
S.D.C.: 32
H.P.: 24
P.P.E.: 12
Dimensions: 55" at the shoulder, 1200 lbs
Age: 7 years
Natural Abilities
• Carry 500 lbs., Pull 800-1200lbs
• Jump 4' high and 10' long
• Swim 50%
• Sensitive to P.P.E. & Supernatural 1000ft. (See & sense invisible(not spell) entities, alien intelligences,
demons, elemental beings, & supernatural evils. (1-33% chance to throw rider/flee facing these regardless of training.)
• Sense ley lines, nexuses, places of power and powerful creatures of magic (1500 P.P.E or more). 400 feet.
Combat Data
• 2 attacks per melee, front kick 2d6, back kick 3d6, Bite 1d4
• +2 to initiative +2 to strike, +4 to dodge


Horse-pulled Cart

    Weight: 250lbs
    Dimensions: 8ft long, 5ft high, 6ft across
    Main Wagon: 100 SDC
    Wheels: 15 SDC ea.
    Can hold up too 950lbs
    • 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.
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Re: The Guild Catch-All Thread

Postby SNAFU » Fri Jun 16, 2017 12:38 pm

Standard Issue Gear

Guild Rings of the Agents in Rebus
Image
Enchanted Ring
Magic Features
• Tongues: Gives the wearer the ability to understand and speak any language at 98%
• Truesight: The wearer of this ring sees through magical and psionic illusions, and drug induced hallucinations (half the usual penalties). In addition, the wearer is not hindered by magical or non-magical darkness, and can see the invisible. This ring does not allow the wearer to see through non-magical disguises, nor will the wearer be able to detect Changelings, other shapechangers (like werebeasts and dragons), or otherwise metamorphosed individuals or creatures.


Code: Select all
[b]Guild Rings of the Agents in Rebus[/b]
[img]http://i.imgur.com/RDLIE2G.png[/img]
[size=85]Enchanted Ring
[u]Magic Features[/u]
• Tongues: Gives the wearer the ability to understand and speak any language at 98%
• Truesight: The wearer of this ring sees through magical and psionic illusions, and drug induced hallucinations (half the usual penalties). In addition, the wearer is not hindered by magical or non-magical darkness, and can see the invisible. This ring does not allow the wearer to see through non-magical disguises, nor will the wearer be able to detect Changelings, other shapechangers (like werebeasts and dragons), or otherwise metamorphosed individuals or creatures. [/size]


Guild Capes of the Agents in Rebus
Image
Enchanted Garment
S.D.C.: 60 (A.R. 10; clothing)
Magic Features
• Impervious to Fire: 60 minutes; twice daily.
• Impervious to Cold: 60 minutes; twice daily.
• Impervious to Horror Factor: 30 minutes; three times daily.
• Chameleon: 20 melees; twice daily


Code: Select all
[b]Guild Capes of the Agents in Rebus[/b]
[img]http://i.imgur.com/N7aAdR8.png[/img]
[size=85]Enchanted Garment
S.D.C.: 60 (A.R. 10; clothing)
[u]Magic Features[/u]
• Impervious to Fire: 60 minutes; twice daily.
• Impervious to Cold: 60 minutes; twice daily.
• Impervious to Horror Factor: 30 minutes; three times daily.
• Chameleon: 20 melees; twice daily[/size]


Guild Mount Barding
Image
Enchanted Barding
S.D.C.: 300
A.R.: 17
Magic Features
• Impervious to Fire: 60 minutes; twice daily.
• Impervious to Horror Factor: 30 minutes; three times daily.
• Noiseless
• Weightless


Code: Select all
[b]Guild Mount Barding[/b]
[img]http://i.imgur.com/VBq8pC9.png[/img]
[size=85]Enchanted Barding
S.D.C.: 300
A.R.: 17
[u]Magic Features[/u]
• Impervious to Fire: 60 minutes; twice daily.
• Impervious to Horror Factor: 30 minutes; three times daily.
• Noiseless
• Weightless[/size]



Guild Caparison
Image
Enchanted Saddleblanket
S.D.C.: 50
A.R.: 10 (Not armor)
Magic Features
• Magically endowed, the inside of the numnah will be a constant pleasant environment; always dry and warm (70 degrees Fahrenheit) regardless of the conditions outside. Note: The numnah cannot protect against major acts of nature, such as lightning, floods, mud slides, earthquakes and so on. Nor can it protect against similar, magically induced elemental forces above 4th level strength.

Code: Select all

[b]Guild Caparison[/b]
[img]http://i.imgur.com/pGuMRIr.png[/img]
[size=85]Enchanted Saddleblanket
S.D.C.: 50
A.R.: 10 (Not armor)
[u]Magic Features[/u]
• Magically endowed, the inside of the numnah will be a constant pleasant environment; always dry and warm (70 degrees Fahrenheit) regardless of the conditions outside. Note: The numnah cannot protect against major acts of nature, such as lightning, floods, mud slides, earthquakes and so on. Nor can it protect against similar, magically induced elemental forces above 4th level strength.[/size]

    • 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!!!
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Re: The Guild Catch-All Thread

Postby SNAFU » Sat Jun 17, 2017 11:17 pm

Guild Tavern
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Mary Mac
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Madam Killinger
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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!!!
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Re: The Guild Catch-All Thread

Postby SNAFU » Sun Jun 18, 2017 11:47 am

Guild Kitchen

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Ched Dungan
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Mammy Gwen
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Madame Belle
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Jane Little
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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!!!
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Re: The Guild Catch-All Thread

Postby SNAFU » Sun Jun 18, 2017 11:47 am

Guild Smithy and Workshop
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Kate Marrigan, Weapons & Armor Repair
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Etna Clayholm, Metalcraft
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Kava Clayholm, Bladework
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Bortis Styne, Blacksmith
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Clem, Builder/Craftsman
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Gurlvon Clayholm, Foreman
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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!!!
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Re: The Guild Catch-All Thread

Postby SNAFU » Sun Jun 18, 2017 11:48 am

Guild Stablery

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Master Urgon
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Miss Jane
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Brionn Fish
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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!!!
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Re: The Guild Catch-All Thread

Postby SNAFU » Sun Jun 18, 2017 12:13 pm

Guild Colloquary
    Lines of communication that stretch across the known world!

  • Couriers
    ImageImage
  • Ravens
    ImageImage
  • Magic
    ImageImage
    • 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!!!
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Re: The Guild Catch-All Thread

Postby SNAFU » Sun Jun 18, 2017 12:25 pm

Guild Store
Image
Image
Mundane, High Quality Goods; No Bartering!
    • 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!!!
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Re: The Guild Catch-All Thread

Postby SNAFU » Sun Jun 18, 2017 12:26 pm

Guild Security

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Officers
Sargent Kirkrum
Yard Sargent
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Ygdirran
Magic/Psionic Security
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Gatekeepers

Lil' Joe
(Ex-Earthshaker; Devout)
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Big Joe
(Ex-Earthshaker; Devout)
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Pale Joe
(Ex-Earthshaker; Devout)
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Bonecruncher Joe
(Ex-Earthshaker; Devout)
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General Watch & Patrol

The Oathkeepers
(Large Mercenary Outfit Specializing in Security)
ImageImage

The Amderdans
(Family Mercenary Outfit Specializing in Security)
ImageImage

The Dogs
Llornese Warhounds


The Training Field
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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!!!
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Re: The Guild Catch-All Thread

Postby SNAFU » Sun Jun 18, 2017 12:27 pm

The Gnomish Distillers
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Master & Madam Tippertink
Original Inventors of the Gnomish Process
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Virghilly Tippertink
Heir
ImageImage

Master Dufferin and Turnk
Master Distiller and Assistant
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Mr. and Mrs. Bellfellow
Distillers
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Ked, Nayana & Pear
Stillworkers
ImageImageImage

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Captain Asselius
Keeper of Secrets
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Brother Dab'da Da
Druidic Services
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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!!!
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Re: The Guild Catch-All Thread

Postby SNAFU » Sun Jun 18, 2017 12:35 pm

The Stonebiter Reclamation Crew

Semi-permanent installation of Dwarvish Reclamation Crew assigned to salvage the ruins of House Von'Lycien

Image
ImageImageImageImageImageImageImageImageImageImage
    • 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!!!
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Re: The Guild Catch-All Thread

Postby SNAFU » Sun Jun 18, 2017 11:26 pm

The Temple to Apis; Goddess of Bounty and Spirits
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Priestess Axadza
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Priestess Madella
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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!!!
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Re: The Guild Catch-All Thread

Postby SNAFU » Thu Jun 29, 2017 2:56 pm

The Farm and Millworks

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ImageImageImage

Telber Vanger
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Gord Brannon
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Sue Brannon
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Ott Brannon
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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!!!
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Re: The Guild Catch-All Thread

Postby SNAFU » Thu Jun 29, 2017 2:56 pm

The Dockyards

ImageImage

ImageImage

Dockmaster Crane
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Karlan Kirum
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Bennen Fish
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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!!!
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Re: The Guild Catch-All Thread

Postby SNAFU » Thu Jun 29, 2017 2:56 pm

Administration

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Archon Elias Von'Lycien
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Mr. Binny Benion
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Master Amat
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Klinn Magnom
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Accounting
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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!!!
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Re: The Guild Catch-All Thread

Postby SNAFU » Thu Jun 29, 2017 2:56 pm

The Daughters Lycien

The Guild Intelligence Network

The Morrigana
Region of Expertise: Eastern Territories and the Disputed Lands
Aednat, Yseult, Blathnaid, Ultana, Cliona, Sibeal, Daimhin, Ruari, Eimear, Einin, Orlaith
ImageImage
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The Illysasz
Region of Expertise: Bizantium, the Wolfen Enpire and the Northern Wilderness
Frey, Grethe, Jytte, Marte, Vigga, Syrin, Solveig, Maja, Nana, Gudrun
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The Lleweynir
Region of Expertise: The Western Empire and Ophid Grasslands
Satordi, Adalyn, Nanon, Majori, Heloise, Calanth
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The Baolong
Region of Expertise: Timiro, the Old Kingdom and the Land of the South Winds
Akemi, Gunjan, Cuifen, Lanying, Kozue, Mio, Tuyen
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The Hiyantu
Region of Expertise: Yin Sloth, Baalgor, Nimiro
Enitan, Idowu, Zoya, Kali, Atieno, Chidimma, Folami
ImageImageImageImageImageImage
    • 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!
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