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Author Topic: Guild run, metro fantasy  (Read 4030 times)

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Offline Pariah

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Guild run, metro fantasy
« on: November 02, 2007, 03:43:12 AM »
Setting: Thief-like.  Large city as center of map, surrounded by uncontrolled countryside

Quote
[Pariah] 3:17 am: Feyblood is bad, thus "pure" mages are crazy muthers
[Pariah] 3:17 am: apt to flip out and spazerate an entire 'hood
[Pariah] 3:18 am: but after that first 'pure' generation, they lose almost all magical ability, but retain the long life
[Pariah] 3:18 am: and physical prowess of their forefathers
[Pariah] 3:18 am: 2nd-4th generation are stronger, faster than normals
[Pariah] 3:19 am: bred to be killing machines by the Guilds
[Pariah] 3:20 am: 5ish guilds
[Pariah] 3:20 am: each specializing in specific types of heroes
[Pariah] 3:21 am: Archer, Fighter, Berserker, Assassin, Healer/Entertainer
[Pariah] 3:21 am: H/E renamed Support
[Pariah] 3:21 am: Archer +D -C
[Pariah] 3:21 am: F +S -I -C
[Pariah] 3:22 am: B +S +C -D -I
[Pariah] 3:22 am: A +D -C -S
[Pariah] 3:23 am: S no physical change
[Pariah] 3:26 am: Killing Machines are Hunters
[Pariah] 3:26 am: Hunters are bred from birth to keep society safe, from itself and from the monsters that plauge the city
[Pariah] 3:28 am: The Guilds recieve a payment from the Nobles for every monster they kill, and for guarding their manors
[Pariah] 3:28 am: Also the guild frequently dispatch Hunters to target other guilds, and rouge Hunters from their own guild
[Pariah] 3:29 am: Less frequently they take on police actions
[Pariah] 3:29 am: Hunting down fugitives, dispelling riots, ect
[Pariah] 3:35 am: Guilds are like Cyberpunk corps
[Pariah] 3:35 am: PCs could be incorp Hunters or rouges
[Pariah] 3:36 am: rouges would have to worry bout Hunters
[Pariah] 3:36 am: have worse equipment
[Pariah] 3:36 am: and would quite likely work for more shady sorts
[Pariah] 3:36 am: Guilds, in addition to the slight mutations accompanied with feyblood
[Pariah] 3:37 am: will quite likely tattoo/brand the Hunters in easy to notice locations
[Pariah] 3:37 am: and add grafts and stuff to make them more effective
[Pariah] 3:39 am: All are scarred from their abusive childhood
[Pariah] 3:40 am: though some of the Hunters are noticably free of any of this
[Pariah] 3:40 am: no lash marks across their face and arms, no Guild brand on their neck
[Pariah] 3:41 am: these ones serve theri duties as infiltrators
[Pariah] 3:41 am: engraining themselves into another Guilds workings, giving the Guild's knowledge back to their owners

Must sleep on this.  Maybe even come back later?
They were immediately and absolutely recognizable as adventurers... They were hardy and dangerous, lawless, stripped of allegiance or morality, living off their wits, stealing and killing, hiring themselves out to whoever and whatever came. They were inspired by dubious virtues.  China Mieville - Perdido Street Station