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Flowers Of Innocence And The Killer Of Undertown
Plots  (Crisis)   (Single-Storyline)
axlerowes's comment on 2013-05-07 05:51 AM
fixed some typos, no new content Go to Comment
Flowers Of Innocence And The Killer Of Undertown
Plots  (Crisis)   (Single-Storyline)
Moonlake's comment on 2013-05-06 09:53 PM
It's great as a short story and a sub for the Oekaki challenge. I got slightly confused when the write-up switches from third-person perspective to first-person bu then I realise the whole thing is written from the killer's point of perspective. A great job! btw, you might want to link back to the original sub on Flowers of Innocence. Go to Comment
Flowers Of Innocence And The Killer Of Undertown
Plots  (Crisis)   (Single-Storyline)
Forganthus's comment on 2013-05-07 02:44 AM
I like this! There are some really good bits of prose in here (buildings holding on like ticks, masons and whores needed to wet their business). There's about a dozen typos, though (and I know it's an Oekaki), and in a few places the story sort of becomes difficult to follow. Go to Comment
Flowers Of Innocence And The Killer Of Undertown
Plots  (Crisis)   (Single-Storyline)
Forganthus's comment on 2013-05-07 05:26 PM
Revoted because of spelling corrections. Go to Comment
Flowers Of Innocence And The Killer Of Undertown
Plots  (Crisis)   (Single-Storyline)
caesar193's comment on 2013-05-07 08:07 AM
Nice take on the Flowers. I liked how they were used to help Kensu, and how the monsters in this case was a killer. Though I think you should mention how both Kensu and the little girl (and as many other people as you feel necessary) worship the great god caesar193, I won't detract points for this omission. But still, bonus points for twisting the Flowers into an escape aid. Go to Comment
Flowers Of Innocence And The Killer Of Undertown
Plots  (Crisis)   (Single-Storyline)
Gossamer's comment on 2013-05-07 01:19 PM

Interesting. Here are some typos and grammatical errors;



Kensu became used to feelings of guilt and shame

Kensu's handling of the dowry could not have come as a surprise.


his mind kept up a steady train of conversation


If Jua-awl was going to be so high and mighty about this he shouldn't have accepted the wager. If he cared so much about my fiance's family, why did he collect on the Wager,

what sort of a man, what sort of a bookkeeper takes a wager, collects it and then grows self conscious about how this bet will affect a family, and a wealthy family no less. I bet Jua-awl doesn't contact the brother-in-laws of the white washer men or stone masons he collects from.

row canyon between the two ridges held Undertown

An accomplished patron of vice like Kensu knew the glade

would force an innocence upon his pursuers, and hoped that this would spare his life. .

 

Sorry for taking a few creative liberties, some of it couldn't merely be corrected with a single word.



(Haven't checked the rest).

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Plots  (Crisis)   (Single-Storyline)
Strolen's comment on 2013-04-20 05:46 AM
Update: Updated formatting. Go to Comment
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Plots  (Crisis)   (Single-Storyline)
Scrasamax's comment on 2013-04-19 12:58 AM
Interesting group you have here, Some of them certainly have me itching to know more about them, especially Priest 2, some of the others seem a bit mundane, such as the Lifer or Sicko, whom I imagine as the head convict from Chronicles of Riddick and Comic Book Guy respectively.

I am curious to know what the intent is behind this group, because I assume it is something akin to M. Night Shamallamadingdong (or whatever his name is) movie Devil (drawn out, tedious in places, but overall good and interesting character study) Go to Comment
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Plots  (Crisis)   (Single-Storyline)
Dozus's comment on 2013-04-19 07:50 AM
Sort of feels like the setup of one of those cerebral Twilight Zone episodes that stay in a single shot until the final scene when something crazy happens. I'm curious as to how they all ended up in jail, particularly the clergy (harboring criminals in sanctuary? religion persecuted?). Go to Comment
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Plots  (Crisis)   (Single-Storyline)
axlerowes's comment on 2013-04-19 08:58 AM
These were/are character concepts for my friends one shot All Flesh Must Be Eaten Game, it takes place in a prison. I haven't seen walking dead (which I have learned through cultural osmosis takes place in a prison), and I only played AFMBE once. All I know about his plot set up is A: Takes place in a prison B: There are zombies.

Dozus: Please look at the post again, and let me know if it is still not clear why the Priests are in the prison. I Go to Comment
Npc Generator Pirates
NPCs  (Extras)   (Mercantile)
Strolen's comment on 2013-04-20 05:57 AM
Update: Updated some formatting. Go to Comment
Npc Generator Pirates
NPCs  (Extras)   (Mercantile)
Strolen's comment on 2013-04-23 01:35 PM
I don't like the path this conversation is taking.

I didn't take axle's comments to be too accusatory. More that he fixed the issue and was requesting a comment on the actual content vs. his spelling. (From my recollection, he admitted posting this while joining the Drunk Guild). Don't correct me if I am wrong axle. ;)

The interwebs does not transfer context or the intention of the comments very well. Go to Comment
Npc Generator Pirates
NPCs  (Extras)   (Mercantile)
Strolen's comment on 2013-04-23 06:16 PM
Now THAT is funny! Go to Comment
Npc Generator Pirates
NPCs  (Extras)   (Mercantile)
Scrasamax's comment on 2014-04-03 10:21 AM
I love this, and I wanted it printed out so I can use it to make pirates. Likewise, some of the terminology can be changed, like swapping pirate for mercenary, and you have a generator to create a rogue's gallery to fill out a wretched hive of scum and villainy.

I like the division into chapters, so you can create fresh pirates, salty old pirates, and everything in between. Go to Comment
Npc Generator Pirates
NPCs  (Extras)   (Mercantile)
Murometz's comment on 2013-04-22 11:43 PM
Wow. I would add a press-gang element in there somewhere, unless i missed it, but holy crap this is useful. Go to Comment
Npc Generator Pirates
NPCs  (Extras)   (Mercantile)
axlerowes's comment on 2013-04-18 11:47 PM

Table 1: Courtiers and Courtesans:

Gain One Social Skill and Gain 5% standing for every chapter


0) Your pirate gets accused of stealing from the Lord and spends the rest of this chapter in the dungeon: (Minus 5% physical attributes, Minus 50% Wealth, Minus 50% Standing, Gain 5% reputation): Next Roll CC-3, SD, SS or LL+3 

1) Wrong side of the Coup, your pirate back the wrong horse in courtly power struggle and is forced out of court (Minus 50% standing, Minus 75% Wealth, 

2) Pirate is implicated in a plot against the King and is forced to flee the court (Minus 100% Standing): Next Roll SD or SW 

3) Your pirate gets a position as a man servant to a member of court, spend time pouring wine and moving chamber pots about: Next Roll CC or LL 

4) Your Pirate’s doomed affair with the spouse of powerful member of court is exposed (Gain one Enemy from courtier’s list, Minus 10% Standing): Next Roll CC-2, SD, SS or LL+3 

5) Your pirate gets involved in courtly rivalry and is forced to take sides (Minus 5% standing, Gain One Contact from Courtier table, Gain Two enemies from Coutrier’s table) 

6) Insult a peer get a challenged to duel: 1d12+1 for every combat skill
a. 1-8 loss duel received grevious injury: (Minus 10% reputation, Minus 5% physical attributes): Next Roll CC, SD or SS
b. 9: Draw: Next Roll CC
c. 10-12: Win the Duel (Gain 10 Reputation, Gain one combat skill, Gain One Enemy from Courtiers): Next Roll CC 

7) Get wrapped up in the court’s culture of gambling: Roll 1d12
a. 1-9: Lose 100% Wealth: Next Roll LL or SD
b. 10-11: Lose 50% Wealth: Next Roll CC, SS, or LL
c. 12: Gain 150% Wealth: Next Roll CC 

8) Work the Season at Court (Gain One Contact from Coutiers List, Gain an additional 5% Standing): Next Roll CC 

9) Your pirate has passionate but secret love affair with a member of the court (Gain one social skill, Gain only ally among Courtiers): Next Roll CC 

10) Get Appointed Diplomat! (Gain One Contact form Courtiers with a different Nationality, Gain One Language): Next Roll CC 

11) Advantageous Family Marriage: You or a member of your family marries an established member of the court. (Plus an additional 20% Standing, Plus 10% Wealth): Next Roll CC 

12) Gain a title! The king has bestowed favor upon you (Plus and additional 50% Standing, Plus 10% Wealth, Next Roll: CC+3 and at least +1 on all subsequent rolls on all charts except SW 

13) Access to the inner circle, your proto-pirate becomes an advisor to the King and is given a title land and influence: (Gain an additional 100% Standing, Gain two Allies from Courtiers, Gain 100% Wealth, Gain two Social Skills): Next Roll CC+3 and at least +1 on all subsequent rolls on all charts except SW

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Npc Generator Pirates
NPCs  (Extras)   (Mercantile)
axlerowes's comment on 2013-04-18 11:49 PM

Table 2: Land Lubber:

Gain One General Skill per Chapter 

 

0) Get on the wrong side of local mystic, become cursed with mental illness, and get chased out of town (Roll on the Curse Table): Next Roll LL-3, SD-4 or SW 

1) Striken by the plague, lose all his wages and spend a whole year being cared for by family and/or charities (minus 5% to physical attributs): Next Roll LL 

2) Hard Scrabble times lost all his land and spend most this chapter in debtors prison, Gains a contact in the crimminal : Next Roll LL -2, SD-4 or SS -2 

3) "Takes the King's shilling" and the proto-pirate gets pressed into the life of a sailor: Must Make Next Roll SD-4 

4) A blight, locusts or plant disease, makes refugees of the pirate’s whole community: Next Roll LL -2 or SW 

5) Gets conned out his farm, his land or his wage by a bunch of high born lawyer types (Minus 50% Wealth): Next Roll LL -2, SD-4 or SW 

6) Apprenticeship, you pirate worked a trade for this chapter of is life. As result of his new found skills he gains more options. If this is a subsequent Apprenticeship, increase the same skill or add a new skill. (Gain one trade skill, Gain 5% wealth): Next Roll LL+2, SS or SD 

7) Ends of up owning a dirt farm, the money he gets from the sale gives this pirate more resources when takes to the seas (plus 5% to wealth): Next Roll LL 

8) Joins a group of rowdy migrant workers and sometimes highway men, learns a little about fighting and a little about crime (Gain one criminal contact and one combat skill) : Next Roll LL or SS 

9) Displaced by war, ends up living and working in a foreign country (shift nationality association, learn second language): Next Roll LL or SW 

10) Marries up! Your pirate finds a mate with greater social standing and privilege: Next Roll LL+2 or CC -4 

11) Successful Merchant: Your pirate learned to work smart not hard. (Gain one social skill, 20% Wealth, One Merchant Contact): Next Roll LL+3, SS+2, CC or SD+2 

12) End up owning a successful farm: The sale of this farm prior to joining a pirate crew will be advantageous: (Gain 25% Wealth, Gain two Peasant Contacts, Gain 5% Standing): Next Roll LL+3 or CC-4 

13) Gain a Title: For some reason the King has given your pirate a title and a land grant (Gain 50% wealth, Gain 100% Standing, One Courtly Contact): Next Roll LL+3 or CC +3, +1 on all subsequent rolls on all tables except SW


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Npc Generator Pirates
NPCs  (Extras)   (Mercantile)
axlerowes's comment on 2013-04-18 11:51 PM

Table 3: Master and Commander:

Gain One Seafaring Skill and One Social Skill Per Chapter 

0) Captain of a Merchant Scow. Incompetently lead his ship of course into strang waters, crew mutinied and threw him over board: (Lose 25% Reputation, Lose 90% Wealth) Next Role: SW 
1) Captain of Merchant Scow: Ship is captured by pirates and the character is taken prisoner: (Lose 20% Reputation, Lose 90% Wealth): Must start pirate career now 
2) First Mate on Merchant Brig: The Ship travels between several established locations and the character takes a share of the ship’s profits: (Gain 20% wealth, Gain 10% reputation, Gain 5% standing): Next Roll MC+1 or Start Pirate Career 
3) Captain of Merchant Scow: Ship make several cargo runs though enemy blockaides (Gain one rank seafaring skill, Gain 50% reputation, Gain 5% wealth): Next Roll MC+1 or CC-2 
4) Captain of Merchant Scow: The character successful crosses into enemy waters to smuggle out a defecting Nobleman: (Gain one ally from Coutiers, Gain One rank seafaring skills, Gain 10% reputation): Next Roll MC+1 
5) First Mate of Merchant Brig: Ship is attacked by pirates and the captain is killed: roll d12+one for every seafaring skill held before staring this chapter.
  • 1-3: Ship boarded and the character puts up solid fight before being captured by pirates: (Grevious injury, Minus 20% Physical Attributes, Minus 90% Wealth): Must Start Pirate Career Now
  • 4-5: Escape from pirates by throwing all cargo over board (Minus 10% Standing): Next Roll SD+3 or SS
  • 6-8: Escape Pirate Ship by out sailing them and out maneuvering them (Gain 10% Reputation, Gain one additional Seafarer Skill, Gain 5% wealth): Next Roll MC, SD+3 or SS
  • 9: Ship Sunk by pirates, the character ends up marooned alone: Next Roll SW
  • 10-11 Ship boarded but character and crew drive them off (Gain one combat skill, Gain 5% Repuation, Gain 5% Wealth): Next Roll MC+1
  • 12: Surrender Cargo: (Lose 30% Reputation, Lose 50% Wealth): Next Roll SD or MC-2
  • 13: Capture Attacking Pirate Ship: (Gain one Combat Skill, Gain 30% reputation, Gain one enemy form pirates, Gain 50% wealth): Next Roll MC+2 
6) Captain of Merchant Brig: Ship picks up castaway that turns out to be an evil demon in human form. The ship is destroyed and the crew lost. (Roll on Curse Table): Next Roll SW 
7) Captain of Merchant Brig: Ship gets blockaided in port by foreign navy (Lose 40% wealth): Next Roll MC or SS+2 
8) Captain of Merchant Brig: Make Lucrative trading deal (Gain 100% wealth, Gain 20% Reputation): Next Roll MC+2 
9) Midshipman on royal frigate! Working under harsh captain who demands perfection and dicispline Roll d12+1 for every sailing skill held at the start of this chapter:
a. >7 (Gain seafaring skill, next roll MC+2)
b. 7-2 (demoted to seaman, Next Roll SD+2)
c. 1 (Captain so furious with character’s performance he maroons them on a deserted island: Next Roll SW  
10) First Mate on Royal Schooner tasked with exploring and charting new oceanic passages. (Gain one additional seafaring skill): Next roll MC 
11) Captain of Royal Frigate engaged in major naval battle (Gain 50% Reputation, Gain 20% Standing), roll d12 
  • 1 Ship is Sunk during combat, but crew manages to get out alive: Next Roll MC-2
  • 2-3 Ship is heavily damaged and spends the rest of the chapter in port (Gain one seafaring Skill): Next MC+4
  • 4-5: Ship is boarded but repulses attacker (Gain one Combat Skill): Next Roll MC+2
  • 6-7: The Character is wounded by enemy sharp shooter (Suffer grevious injury, minus 20% attributes): Next Roll MC
  • 8-9: Ship is captured by enemy and the character handed over as part of a prisoner exhange. Next Roll MC-3 or SS
  • 10-12: Ship and Captain perform adequately: Next Roll MC 
12) Captain of Royal Privateer: Begin Pirate Career now as ship Captain: 
13) Captain of Royal Frigate: Captures foreign treasure galleon (Gain 200% wealth, Gain 100% Reputation, Gain 20% standing): Next Roll MC+2 or CC+2
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Npc Generator Pirates
NPCs  (Extras)   (Mercantile)
axlerowes's comment on 2013-04-18 11:53 PM

Salty Dog

Gain one seafaring Skill Per Chapter

1) Ordinary Seamen on Merchant Scow, get on the wrong side of the Boatswan, (Gain one enemy from Sailors): Next Roll SD-2 or LL

2) Ordinary Seamen on Merchant Scow, ship is caught in terrible storm: Roll d12

  • 1-4 Pirate received grevious injury (Minus 20% attributes): Next Roll SD or LL
  • 5-6 Pirate thrown overboard: Next Roll SW-2
  • 7-8 Pirate Recieved Grevious injury in line of duty (Minus 20% Attributes, Gain 5% Reputation): Next Roll SD
  • 9-11 Pirate Received Serious Injury (Minus 5% Attributes): Next Roll SD
  • 12: Your Pirate Saved Ship (Gain One Seafaring Skill, Gain 5% Repuptation): Next Roll SD+3

3) Able bodied Seaman on Merchant Scow, which takes several long journeys (Gain one additional seafaring skill, Gain one Sailor Contact, Get Scurvey Minus 10% Physical Attributes): Next Roll SD+2

4) Able bodied seaman on Merchant Scow ship is attacked by foreign privateer: Roll+1 for every combat skill

  • 1-4: The proto-pirate was captured by a foreign power, spends the rest of this chapter in foreign prison ship: (Suffer Grevious Injury Minus 20% Attributes, Gain Foreign Language): Next Roll SD 
  • 5-8: Your pirate was captured by foreign power spends rest of chapter in foreign prison ship (Gain Foreign Language): Next Roll SD
  • 9-11: You and your ship mates fend off the attackers (Gain 5% reputation, Gain one Combat Skill): Next Roll SD+1
  • 12: Your pirate distinguished himself in the defense of his ship (Gain 20% Reputation, Gain One Combat Skill): Next Roll SD+2

5) Ordinary Seaman on Exploratory Expedition, the crew comes across a mysterious island that was previously uncharted: Roll d12

  • 1-4: Your Pirate and a group of the crew go ashore to scout the island, when they return to the beach the ship is gone: Must Make Next Roll SW
  • 5-6: Island is the domainion of ancient and hostile mystic who curse your pirate and the crew: Roll on Curse Table, next roll SD
  • 7:  Island was burial ground for an ancient culture, your crew loots the crypts: Gain 5% wealth, Roll on Curse Table: Next roll SD
  • 8-9: Island is occupied by hostile natives: Roll d12+1 for every combat skill >6=Gain One Combat Skill, <6 =suffer grievous injury (minus 20% attributes): Next Roll SD
  • 10-11:  Rescue ship wrecked crew (Gain Two allies in sailors)
  • 12:  A ancient treasure was hidden on the island, and is discovered by your crew, every sailor gets a share (Gain 10% wealth

6) Made Ship’s Cook on Merchant Brig: (Gain one Trade Skill:Cooking, Gain Sailor Contact): Next Roll SD+1

7) Made Sail Master on Merchant Brig: (Gain two trade skills: Rope Use and Sail Making, Gain Sailor Contact): Next Roll SD+1

8) Made Ships Carpenter on Merchant Brig: (Gain trade skill: Carpentry, Gain Sailor Contact): Next Roll SD+1

9) Able Bodied Seaman in his Majesties Navy, become Captain of Gun Crew aboard frigate (Gain one combat skill; Gain 5% Reputation): Next Roll SD+1

10) Able Bodied Seaman in his Majesties Navy, become Captain of Gun Crew aboard frigate, Gain one combat skill, Gain 5% Reputation and roll d12+1 for every combat skill held prior to this chapter

  • 1: Cannon gets loose during drill, your pirate suffers grievous injury (Minus 20% physical attributes): Next Roll SD-2
  • 2-4: Your frigate is captured by a foreign power, your pirate spends the rest of this chapter on foreign prison ship (Suffer Grievous Injury, Minus 20% physical attributes, and Gain foreign language): Next Roll SD-2
  • 5-7: Your pirate’s frigate fights a pitched battle and captures foreign ship: (Suffer Minor Injury, Minus 5% physical attributes and Gain 5% Reputation): Next Roll SD+2
  • 8-9: Your ship is commissioned as a privateer and captures several fat merchant ships: (Gain 5% reputation, Gain 10% wealth): Next Roll SD+2 or SS+2
  • 10-11: Your frigate besieges, then captures and then loots a foreign town. : (Gain One additional combat skill, and Gain 10% Wealth): Next SD+2 or SS+2
  • 12: Your ship played major roll in large naval engagement: (Gain One Additional Combat Skill, Gain 10% Reputation): Next Roll SD+3

11) Boatswain on a Merchant Brig that travels between several well established ports: (Gain one social skill, Gain additional Seafaring Skill, Gain 5% Reputation, Gain Two Sailor Contacts): Next Roll SD+2 or SS+2

12) Boatswain on His Majesties Frigate (Gain one social skill, Gain one Combat skill, Gain one additional seafaring skill, Gain 5% Reputation, Gain 5% Standing) roll d12

  • 1: Captain of the Frigate goes mad and takes her off course, ship wrecks on strange shore: Must Make Next Roll of SW table
  • 2-3: Frigate is Sunk in major naval action, the character and the surviors drift for weeks in open boats: (Gain One Sailor Ally and two Sailor Contacts): Next Roll SD-3
  • 4-5: Ship Runs a ground on your character’s watch: (Lose 10% Reputation) Next Roll SD-3
  • 6-8: Frigate fights in minor naval action and is boarded roll d12+1 for every combat skill held before this chapter: >7 gain one combat skill <7 suffer grievous injury minus 20% physical attribute. Regardless of the outcome character’s Next Roll is SD +2.
  • 9: Frigate was destroyed by a powerful force of nature (a unique storm, whirlpool, great white whale, tidal wave, ice burg etc) and this character was the only one to survive. The character is still haunted by this event: Grievous Injury Minus 20% Physical Attributes, Plus 10% Reputation, Roll on Curse Table: Next Roll SD-3
  • 10: Frigate is assigned to Garrison a captured port, the character is given guard duties in town (Learn Foreign language): Next Roll SD or SS+2
  • 11: Frigate captures foreign Treasure Galleon carried stolen holy relics: (Gain 50% wealth and Roll on the Curse Table): Next Roll SD or SS
  • 12: Your character commands the Bridge of the Frigate during a major naval engagement and leads the ship to victory: (Gain 50% Wealth, Gain 50% standing, Gain 50% reputation): Next Roll SD +4, SS+2, MC or CC

13) Boatswain on Merchant Scow, the old captain is ill and leaves ship to this pirate: (Gain 20% Wealth, Gain 5% Reputation, Gain 10% Standing): Next Roll MC


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Npc Generator Pirates
NPCs  (Extras)   (Mercantile)
axlerowes's comment on 2013-04-18 11:54 PM

Table 4: Seaside Scoundrel


Gain One Social Skill Bonus Per Level 

0) Robbed, beaten and left for dead by a group of foreign sailors (Minor Injury, Minus 5% physical attributes and Minus 20% Wealth): Next Roll SS, LL-3 or SD -3 
1) Cannot find work or shelter, live on the streets as beggar: Next Roll SS, LL- 3 or SD-3 
2) Find work as dock a hand or stable boy, the pay keeps you fed and a gets you a mat in flop house: Next Roll SS, LL-1 or SD-1 
3) Find work in shipwright yard: (Gain one trade skill) 
4) Start Running Dice Game at Tavern: d12 check +1 for every social skill rank: >8 Gain 20% wealth, Gain 5% Reputation, Lose 5% Standing, <8 Lose 20% Wealth, Lose 5% standing): Next Roll SS, LL or SD 
5) Develop a serious drinking problem: (Lose 50% Wealth, Lose 50% Standing, Lose 10% Attributes, minus one to all subsequent rolls, Gain two contacts from any table or tables of you choice): Next Roll SS, LL, or SD 
6) Take Work in a dock side Brothel: (Lose 50% Standing, Gain one social skill):Next Roll SS+2, LL-3, or SD-3 
7) Take work in Dry Good’s Store, spend you off time in the local Tavern, become a fixture in the town: (Gain one Sailor and one Merchant Contact) Next Roll SS+2, LL or SD 
8) Take Work on a Seaside Fishing boat, it is good honest, hard working labor (Gain One seafaring skill, Gain 5% Attributes): Next Roll SS or SD+1 
9) Work as a Broker/Fence, you facilitate the sale of stolen goods and the cargo carried by speculative traders (Gain one Sailor and one Merchant Contact), roll d12+1 for every rank of social skill
  • 1-3 Buy a lot of worthless or counterfeit goods (lose 90% wealth, lose 10% standing and lose 10% reputation): Next Roll SS-3, LL-3 or SD
  • 4-6 Take a bath on several shipments, and over pay for standard goods (Lose 40% Wealth): Next Roll SS, LL or SD 
  • 7: Buy a cursed item: (Gain 5% Wealth Roll on Curse Table): Next Roll SS, LL or SD
  • 8-9: Hold your own in the market (Gain 5% Wealth, Gain one criminal, one merchant and one sailor contact): Next Roll SS
  • 10-11: Make tidy profit by short selling and swindling your customers (Gain 20% Wealth, Gain one Merchant and One Sailor Enemy): Next Roll SS
  • 12: Help a nobleman unload some cargo (Gain 5% Wealth, Gain one Courtier Contact): Next Roll SS or CC-2 
10) Take Work in Tavern: Gain three contacts of your choice from any list: Next Roll SS+2 
11) Join the thieves guilds (Gain one Ally from Criminals) roll d12 –Next Roll must be SS 
  • 1-2 Blackmail a member of Court: (Gain 10% wealth and Gain one enemy from Courtiers):
  • 3-4: Work as an enforcer (Gain one combat skill)
  • 5: You and members of the guild set up street scam where by you sell magic beans and worthless ship commissions to naïve land lubbers: (Gain one social skill, Gain one enemy from peasants)
  • 6: Get involved with an altercation with rival gang: roll d12+1 for every combat skill held before this chapter >5 (Gain one combat Skill),<5 (suffer grievous injury loss 20% attributes)
  • 7-8: Kidnap and Ransom a Noble: (Gain 10% wealth, Gain 10% reputation, Lose 100% standing, Gain one enemy from Courtiers list)
  • 9-10: Steal the Crown Jewels, only to find them impossible to fence and the resulting infamy makes your character pariah (Lose 10% wealth, Lose 90% standing, Gain 100% Reputation)
  • 11: The Character is implicated in an assassination plot and the thieves guild gives him up (Lose 100% Standing, Minus one to all further rolls)
  • 12 or greater: Gets involved in a guild rivalry that goes badly, (Gain one Enemy from Criminals) 
12) Become a close advisor to the town mayor: (Gain 5% Standing): Next Roll SS+3 
13) Become a Tavern Owner: (Gain 10% reputation, Gain one additional Social Skill, Gain one contact of choice, Gain 30% wealth): Next Roll SS+3, LL+3 or SD
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