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phydaux

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The solution for a lot of this in more restricted systems were specialized bonuses/abilities. So you get your attack or damage bonus only under certain circumstances. Easy enough to build in HERO with limited CSLs or PSLs, but at a certain point, it's way cheaper to just increase the basic skill/CV.

 

So if one would set hard limits on CVs and (unrestricted) CSLs, spending your points would be easier for combat-heavy characters, without breaking the intended power level. Not really sure how those hard limits would look like...

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The solution for a lot of this in more restricted systems were specialized bonuses/abilities. So you get your attack or damage bonus only under certain circumstances. Easy enough to build in HERO with limited CSLs or PSLs, but at a certain point, it's way cheaper to just increase the basic skill/CV.

 

So if one would set hard limits on CVs and (unrestricted) CSLs, spending your points would be easier for combat-heavy characters, without breaking the intended power level. Not really sure how those hard limits would look like...

My suggestion is double the "average" Combat Value.

 

Low powered game: Average = 3 Maximum =6

Moderate power game: Average =4 Maximum = 8

High Powered game: Average = 5 Maximum = 10

Epic level game: Average = 6 Maximum = 12

 

A low powered game would be 25+25.  Moderate would be 50+50.  High Powered would be 75+75.  Epic Level would be 125+125 or higher.

 

You could also place a maximum on the number of Combat Skill Levels a character can produce.  What I do is I don't allow anyone to start with more than 5 combat skill levels in my game (normally run 75+75 fantasy) and the maximum I allow them to apply to any one category is 10 CSL's. (1 CSL represents an amateur, 10 CSL's represents a Grandmaster of which there are usually less than a dozen in any discipline around the entire world) and training time to gain more CSL's takes longer the higher your CSL's become.  Maybe it only takes a week to gain the 1st CSL.  It takes 20 years to gain the 10th CSL.

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My reaction as an experienced FH GM, would be to shrug. If a high OCV, high damage PC "broke" the game, then my reaction would be that honestly, a GM who couldn't handle such a simple challenge, probably couldn't run a good game anyway. Flash, entangle, flight invisibility, AVAD, NND, AoE accurate ... the Hero system gives the GM a vast array or tricks to challenge any character: including those whose main power is "hit things with a bit of sharp metal".

 

A PC as described will reap mooks like hay before the scythe ... and should. That's their schtick. Against other challenges, they could very easily struggle, while the PCs who spent points on other things get a chance to shine. Not everyone needs to be a combat monster, but that doesn't mean that combat monsters are bad.

 

Cheers, Mark

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Since Sorcery skill roll attempts fro counter spelling would be modified by range, I could see my way clear to allowing PSLs to offset the range penalty for counterspell rolls.  I could also see allowing PSLs to offset other character's counterspell attempts.

 

 

" If i have a sorcery skill of 17- and 2 PSL to do with range or whatever, does that count as skill 19-?"

 

No, because that's not how PSLs work.  It would be skill level 17 with no range penalty out to whatever game inches.

 

 

"Can you have specialised skill levels, say in fire magic, healing or something like that?"

 

If this were GURPS then yes, and I've done that.  But since it's Hero system then no.

 

"Phil, your character can't use those skill levels.  They're for Fire Magic, and what your casting is a healing spell."

 

"Yeah, but the special effect of my healing spell is Healing Flames, so..."

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My reaction as an experienced FH GM, would be to shrug. If a high OCV, high damage PC "broke" the game, then my reaction would be that honestly, a GM who couldn't handle such a simple challenge, probably couldn't run a good game anyway. Flash, entangle, flight invisibility, AVAD, NND, AoE accurate ... the Hero system gives the GM a vast array or tricks to challenge any character: including those whose main power is "hit things with a bit of sharp metal".

A PC as described will reap mooks like hay before the scythe ... and should. That's their schtick. Against other challenges, they could very easily struggle, while the PCs who spent points on other things get a chance to shine. Not everyone needs to be a combat monster, but that doesn't mean that combat monsters are bad.

Cheers, Mark

My reaction as an experienced FH GM, would be to shrug. If a high OCV, high damage PC "broke" the game, then my reaction would be that honestly, a GM who couldn't handle such a simple challenge, probably couldn't run a good game anyway. Flash, entangle, flight invisibility, AVAD, NND, AoE accurate ... the Hero system gives the GM a vast array or tricks to challenge any character: including those whose main power is "hit things with a bit of sharp metal".

A PC as described will reap mooks like hay before the scythe ... and should. That's their schtick. Against other challenges, they could very easily struggle, while the PCs who spent points on other things get a chance to shine. Not everyone needs to be a combat monster, but that doesn't mean that combat monsters are bad.

Cheers, Mark

I find this comment arrogant & offensive. A person asking how to improve his game skills in uhelped by someonecoming in and criticizing him without beneficial feedback.

 

Why not just stay silent? Instead attacking someone in an area they admitted weakness?

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My suggestion is double the "average" Combat Value.

 

Low powered game: Average = 3 Maximum =6

Moderate power game: Average =4 Maximum = 8

High Powered game: Average = 5 Maximum = 10

Epic level game: Average = 6 Maximum = 12

 

I think this produces too broad a spread at the higher levels. I'd try to keep the difference between the high and lowest CVs at 3 (not counting Dodge). Remember, if your opponent has a CV 3 worse than you, you hit on a 14- and are hit on an 8-.

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My reaction as an experienced FH GM, would be to shrug. If a high OCV, high damage PC "broke" the game, then my reaction would be that honestly, a GM who couldn't handle such a simple challenge, probably couldn't run a good game anyway. Flash, entangle, flight invisibility, AVAD, NND, AoE accurate ... the Hero system gives the GM a vast array or tricks to challenge any character: including those whose main power is "hit things with a bit of sharp metal".

A PC as described will reap mooks like hay before the scythe ... and should. That's their schtick. Against other challenges, they could very easily struggle, while the PCs who spent points on other things get a chance to shine. Not everyone needs to be a combat monster, but that doesn't mean that combat monsters are bad.

Cheers, Mark

Yeah, to me that PC isnt broken at all. they are performing as intended. as the GM, I will design challenges that will circumvent his powers and capabilities.

 

In my mystic sengoku campaign, one player had a samurai character that was a terror in melee combat. during the entire campaign thee was exactly one NPC who was capable of beating him (and they had two EPIC duals!) but when that character went face to face with a blood-mage (freaked out the shinto miko...blood! unclean!) he went down pretty hard (entangle got him). so as a GM it is encumbant upon us to design challenges for the players to keep things interesting while giving them the freedom to play the kind of character they want to play (as long as it fits into the campaign theme)

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Yeah, I tried to play up the while "I'm useless outside of combat" angle and provide the other PCs a chance to shine.  But other than ONE TIME that my PC managed to lose his sword in combat, the GM never managed to shut my character down.  

 

Low magic campaign, though.

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I'd say that shutting down a character and giving other characters a chance to shine are very, very different things, and not particularly conducive to each other. Shutting down a character is about robbing that character of his or her go-to solutions in a given situation, like your character losing his sword. When done right, it forces the player to evaluate his or her approach to the game and come up with an inventive course of action. It provides a new experience for the player, but it is still very much about that specific player and character. Giving other characters a chance to shine means creating a situation where those characters are highly relevant. Create social encounters for the "face" of the party, let the hunter track an enemy for a long way, make an NPC who needs the party's help a member of the cleric's church, have the scholar conduct some vital research in an archive that is baffling to the non-academics in the party, and so on. What most of those have in common is that while they have room for the characters' mechanics to be useful, the main thing that they do is appeal to the character concept behind them. Give the player a chance to see that the character he or she thought up is useful and capable. None of those scenarios care about the beefy warrior at all, and that's the point; his skills and roleplaying traits just aren't relevant. If you shut down the fighter in combat, he's still the center of attention; the less combat-oriented characters will, from what I've seen, focus on helping him get back into the action. And that makes sense: fighting is his character concept, so even at less than peak efficiency a fight is still very much his space. The key isn't in controlling or shutting down one character in his or her element, but rather in shifting the focus to someone else's.

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So why can't wizards wear armor? If it's a game balance thing, does that mean magic is too powerful (because we need points-free gear for other characters to compensate for their inability to use spells), or that points-free gear is too powerful? Seems like we pay a lot of attention to points as a balancing mechanism, but it only costs a few points to have proficiency in a vast array of weapons. Would "armor proficiency" and "shield proficiency" balance things enough to let wizards wear armor if they pay a point or two for the privilege?

 

D&D has moved to a combination of proficiency and spell failure (equating to a penalty to cast spells with a somatic component in Hero). It somehow feels wrong for a Hero game to be less flexible than a D&D game.

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If we balance everything with points, perhaps Equipment Allowance could include a category for spells? Fighters would have zero points in it, putting all of their equipment allowance points into weapons and armor. Wizards would do the opposite, loading up on spells and reducing their armor and weapons.

 

Wizards would have spell familiarities like warriors have weapon familiarities, and everyone would have the same points in equipment, just allocated differently.

 

It would be an "off the books" way to balance characters, hiding what is normally more obvious on a superhero character.

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I'd say that shutting down a character and giving other characters a chance to shine are very, very different things, and not particularly conducive to each other. Shutting down a character is about robbing that character of his or her go-to solutions in a given situation, like your character losing his sword. When done right, it forces the player to evaluate his or her approach to the game and come up with an inventive course of action. It provides a new experience for the player, but it is still very much about that specific player and character. Giving other characters a chance to shine means creating a situation where those characters are highly relevant. Create social encounters for the "face" of the party, let the hunter track an enemy for a long way, make an NPC who needs the party's help a member of the cleric's church, have the scholar conduct some vital research in an archive that is baffling to the non-academics in the party, and so on. What most of those have in common is that while they have room for the characters' mechanics to be useful, the main thing that they do is appeal to the character concept behind them. Give the player a chance to see that the character he or she thought up is useful and capable. None of those scenarios care about the beefy warrior at all, and that's the point; his skills and roleplaying traits just aren't relevant. If you shut down the fighter in combat, he's still the center of attention; the less combat-oriented characters will, from what I've seen, focus on helping him get back into the action. And that makes sense: fighting is his character concept, so even at less than peak efficiency a fight is still very much his space. The key isn't in controlling or shutting down one character in his or her element, but rather in shifting the focus to someone else's.

Thing was, there WERE other combat-oriented PCs in the group.  Just none of them bought Deadly Blow, and my character did.  So he totally outshined the other PCs in the area were they were SUPPOSE to shine.

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So why can't wizards wear armor? If it's a game balance thing, does that mean magic is too powerful (because we need points-free gear for other characters to compensate for their inability to use spells), or that points-free gear is too powerful? Seems like we pay a lot of attention to points as a balancing mechanism, but it only costs a few points to have proficiency in a vast array of weapons. Would "armor proficiency" and "shield proficiency" balance things enough to let wizards wear armor if they pay a point or two for the privilege?

 

D&D has moved to a combination of proficiency and spell failure (equating to a penalty to cast spells with a somatic component in Hero). It somehow feels wrong for a Hero game to be less flexible than a D&D game.

 

It's usually not a problem in my games for the wizard to be wearing armor. One of the PCs in the current game is a wizard who wears leather armor, and has a spell that can boost armor values to around those of chain mail (DEF 6), at the cost of spending some END each phase. I'm old-school, so I usually don't allow different defenses to stack (it's either the best of armor or a spell--not both added together; Combat Luck's treated the same way).

 

Generally, wizards are somewhat self-balancing, as they tend to spend through large amounts of END, and still face the possibility of interruption during spell casting (most spells in my game have Gestures and/or Incantation, which can both be easily exploited by clever opponents).

 

And yes, I could see a battle mage spend some points in Penalty Skill Levels to counteract the effects of heavier armor (armor proficiency, if you will), just as a heavy fighter could.

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Thing was, there WERE other combat-oriented PCs in the group.  Just none of them bought Deadly Blow, and my character did.  So he totally outshined the other PCs in the area were they were SUPPOSE to shine.

Deadly blow can be a campaign crusher. i knew it the moment i saw it in the fantasy hero book. you really have to regulate these kinds of things or your campaign can quickly get out of hand. many hero GMs banned it outright. i personally already used a deadly blow type construct, but at a much lesser level of power than the talent from the FH book.

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It's usually not a problem in my games for the wizard to be wearing armor. One of the PCs in the current game is a wizard who wears leather armor, and has a spell that can boost armor values to around those of chain mail (DEF 6), at the cost of spending some END each phase. I'm old-school, so I usually don't allow different defenses to stack (it's either the best of armor or a spell--not both added together; Combat Luck's treated the same way).

 

Generally, wizards are somewhat self-balancing, as they tend to spend through large amounts of END, and still face the possibility of interruption during spell casting (most spells in my game have Gestures and/or Incantation, which can both be easily exploited by clever opponents).

 

And yes, I could see a battle mage spend some points in Penalty Skill Levels to counteract the effects of heavier armor (armor proficiency, if you will), just as a heavy fighter could.

Some good points.

 

Mages in my games must use gestures and incantations, all spells take a minimum of a full phase to cast, require at least the 1/2DCV version of concentrate. armor incurrs a penalty to spellcasting roll. it can be defeated via PSLs though. as can the active point penalty to the spell casting roll.

 

I also throw some options in there. if a mage cant fulfill all the requirements of the spellcasting (cannot incant for example) he may still try to cast the spell at -3 (in addition to AP penalty and armor penalty etc). thus a mage may attempt to "fast cast" taking only half phase action at -3 to the casting roll.

 

At the same time, mages have options to increase their spellcasting roll. They can take extra time and getg +1 per step on the time chart. they can use material components to aid in the spellcastin (which generally are not necessary) and save END and possibly gain a bonus to spellcasting (generally not more than +1) they may find an essence flow to tap which gives them access to both free END and bonus to spellcasting (+1 to +3 depending on the power of the flow) or find a nexus of multiple essence flows (+3 to +5 to spellcasting!). mages can craft for themselves personal focus items that give them a bonus to spellcasting (+1 to +3. costs points but ises the focus limitation. the stereotypical wizards staff)

 

So in my games, wizards are fairly limited, but they have a lot of options available to them. in general if you put a sorcerer and a swordsman in close proximity, the swordman is likely to strike first, but it's not imposible for the mage to get the drop on the swordsman, just harder.

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I find this comment arrogant & offensive. A person asking how to improve his game skills in uhelped by someonecoming in and criticizing him without beneficial feedback.

Why not just stay silent? Instead attacking someone in an area they admitted weakness?

I'm sorry if it came across as offensive - looking at it now I can see how it might. But really, I find this obsessive focus on a few small factors, such as OCV and DC, does the game a real disservice. It's limiting and - in my opinion - utterly unnecessary. Hero system provides both players and GMs with a wide array of tools. They are there to be used.

 

So the comment was in no way intended as an attack - quite the oppposite, in fact, since I indicated to the poster that there was nothing at all wrong with his character: it looks to me like the problem lay with his GM.

 

 

Cheers, Mark

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Thing was, there WERE other combat-oriented PCs in the group.  Just none of them bought Deadly Blow, and my character did.  So he totally outshined the other PCs in the area were they were SUPPOSE to shine.

Yeah, the 5th edition version of Deadly Blow was a real mess. Not only was it grotesquely cost-effective, but it explicitly broke Hero System rules in its design (there were several long threads on it here on the boards). Many GMs banned it outright on those grounds (including me). In games where it was allowed, it was essentially required for every effective melee build (always a bad sign with regard to game design). The basic concept (you can do more damage) is fine and the 6th ed. version of deadly blow restores it to both rules-correctness and price balance.

 

Cheers, Mark

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So the comment was in no way intended as an attack - quite the oppposite, in fact, since I indicated to the poster that there was nothing at all wrong with his character: it looks to me like the problem lay with his GM.

The GM being wrong doesn't necessarily mean the character has to be right; maybe the GM was just amiss in setting the scene for the campaign. Apart from outshining your fellow players, there's also the possibility that the PC's power level was too high for the world.

 

A GM coming up with challenges to match a PC is easy enough. But if said challenge can either wreck the rest of the players easily or require some ridiculous in-setting justification (where do all those sorcerous killer ninjas come from), then adjusting the PC might be the easier option. Best done by settling that beforehand, but that's what this thread is all about...

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in addition to the Counterspell game mechanic, I'd also like spell casters to be able to make a sorcery skill roll, modified by range, to dispel non-persistent spell effects.  I figure this could be a full phase action.

 

 

"Our fighter has hit that shaman three times without hurting him, because the shaman has that Force Field spell on him."  Dispel roll. "But not any more."

 

 

I think the Counterspell and Dispel game mechanics will add some flexibility to spell casters, and hopefully offset some of the penalties I saddled them with.

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in addition to the Counterspell game mechanic, I'd also like spell casters to be able to make a sorcery skill roll, modified by range, to dispel non-persistent spell effects.  I figure this could be a full phase action.

 

 

"Our fighter has hit that shaman three times without hurting him, because the shaman has that Force Field spell on him."  Dispel roll. "But not any more."

 

 

I think the Counterspell and Dispel game mechanics will add some flexibility to spell casters, and hopefully offset some of the penalties I saddled them with.

Is there a reason you don't want to simply use the Dispel power? And if you don't, do you intend any dispel to be automatically succcesful if the skill roll is made, regardless of the power of the spell? That would certainly cut down on magery (and would be a good reason for non-magic focused characters to invest in some sorcery skill). Or would the skill roll be based on the spell you were trying to Dispel?

 

Regards, Mark

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As a note your ideas should be presented to your players as a consisted whole do they have a clear expectation. I have changed rules in mid game and it pisses of the players.

Would you be will to repost your consolidated rules do they can be reviewed in whole?

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Is there a reason you don't want to simply use the Dispel power? And if you don't, do you intend any dispel to be automatically succcesful if the skill roll is made, regardless of the power of the spell? That would certainly cut down on magery (and would be a good reason for non-magic focused characters to invest in some sorcery skill). Or would the skill roll be based on the spell you were trying to Dispel?

 

Regards, Mark

I would allow players to buy skill levels to allow their constant & sustained spells to resist dispelling.  That, plus having the dispel roll be modified by range, should allow some good constant & sustained spell effects.

 

Dispelling wouldn't effect KABOOM magic like EB & RKA.  But Counter Spell would.

 

I'm actually not trying to DISCOURAGE player magic users.  I'm trying to ENCOURAGE them, by giving them other things that can do besides sling fireballs.

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As a note your ideas should be presented to your players as a consisted whole do they have a clear expectation. I have changed rules in mid game and it pisses of the players.

Would you be will to repost your consolidated rules do they can be reviewed in whole?

The current document is on a flash drive that isn't with me.  I'll post it when I get my hands on it.

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Updated campaign guidelines:

 

 

Characters will be built on 100 points with up to 50 additional points from disadds.

 

Normal characteristics maximums. Stats above normal maximum cost double. “Standard” fantasy races are available, with humans vastly prevalent. Use the racial packages in Fantasy Hero.

 

Characters will have 300 silver pieces with which to buy starting equipment.

 

Combat will be quick and deadly. rPD from armor, spells, magic items and Combat Luck will NOT stack.

Be forewarned, and build your characters accordingly.

 

Feats are powers bought to represent exceptional skills & abilities. While feats are allowed, there is no reason to believe they will be necessary for characters to be successful. There is a 45 active point limit on all feats. Feat builds will need the GM’s approval.

 

Magic is a multipower. Buy your reserve with the following limitations:

 

1-handed Gestures to activate (-1/4)

Incantations to activate (-1/4)

Sorcery skill roll to activate (-1/4)

All slots X2 END (-1)

 

Sorcery is your ability to understand magic and cast magic spells. It will also be possible for characters to use Sorcery in a skill vs skill test, modified by range, to Counter Spell the Sorcery of others as they attempt to cast spells, Counter Spelling is a half phase action, and counts as an attack action.

 

Also, characters with Sorcery will be able to make a Sorcery skill roll, modified by range, to Dispel non-persistent spell effects. Dispelling is a full phase action.

 

Characters will be able to purchase penalty skill levels to offset range penalties in counter spelling & dispelling (x points per level), as well as to resist counter spell attempts (x points per level) and resist dispel attempts (x points per level).

 

A character’s Sorcery skill can never exceed the level of the Thaumaturgy library (or sacred texts) the character either owns or has access to (the Access Perk).

 

The Circle of Sequestered Magics maintains private hermetic libraries for its members in most cities. Also, most temples have reflectories that their priests can access. The levels of these “basic” libraries are 13. It can be assumed that these libraries also have “restricted sections” for members with higher than normal access. Studying in a restricted hermetic library or meditating in a restricted reflectory may confer Sorcery up to skill level 15. This represents full membership in the Circle or Priesthood. This higher level of membership also brings certain obligations along with the perks.

 

Often practitioner shops will sell copies of the most common magical textbooks, or sacred texts & relics. These personal libraries can be purchased for 20 silver pieces per level, up to level 15. Libraries, reflectories and practitioner’s shops are available in most major cities.

 

Magic text books & sacred texts that can confer skill levels above 15 are known to exist. Some are even generally known by their titles, or are regional/personal variants of known works. Most extant copies available for purchase in practitioner’s shops are fakes, and studying them may, without the character’s knowledge, actually reduce their Sorcery skill. Genuine copies of these text books sell for exorbitant sums, if they ever come up for sale at all. Rumors of their existence attract GREAT interest from mages, merchants, AND thieves.

 

It is said that some of these books, genuine and fake alike, can threaten the reader's sanity. Others can threaten their very soul. Some, it is whispered, can threaten the continued existence of the entire world by opening a Gate to allow the Old Ones to return.

 

But all the High Priests & Magi agree that these are just stories told by old women, and meant to frighten young children and foolish novices.

 

Since it was the High Elves who taught the other races hermetic magic, most hermetic spell books are written in High Elvish (some less common ones are written in other languages, such as Dwarvish, Old Manish, and The Vile Tongue). Most hermetic spell users will have either the 1 point Literacy talent and the language skill High Elvish, or an exceptional backstory explaining why they were able to learn magic skills & spells without studying from books (or by studying books not written in High Elvish).

 

Spell casters from the priestly tradition will likely have the Literacy talent as well, to reflect their study of their temple’s sacred scrolls.

 

Further, anyone who buys a magic multipower reserve should also but the 5 point Detect Magic sense power to more fully represent their magic abilities. The skill Analyze Magic is also recommended (but not necessary).

 

While there is no limit on the size of a player’s magic multipower reserve, no single slot can have more than 45 active points. “Odd ball” spell builds will need the GM’s approval.

 

Much like the priesthood has its network of temples and mages have The Circle of Sequestered Magics, rogues have their own “professional organization.” The Thieves’ Guild protects members who ply their trade in major population centers. In exchange for this protection the Guild expects members to regularly report on their activities, to follow the orders of their assigned under boss, and to forward 20% of their “take” to the local Guildmaster.

 

Most local Thieves Guilds are associated with a larger organization called The Black Hand. The Black Hand is lead by a shadowy figure known as The Master of Assassins, but more often known simply as The Old Man. The Black Hand is known to insert itself into all manner of business, legitimate, illicit, and governmental.

 

In some cities independent thieves’ guilds operate separate from the greater Thieves’ Guild. Whenever these independent guilds operate in competition with the Thieves’ Guild, their conflict is marked by constant bloodshed and extreme violence.

 

Membership in the Thieves’ Guild is a perk, and has obligations as well as privileges. Membership in the Black Hand would, therefore, come with ever greater obligations.

 

Priest

 

Acolyte

 

Social Rank – Acolyte 2

Access – Holy Reflectories 2

PS – Priest of _____ 2

Distinctive – Priest -5

Social Obligations – Priesthood -5

Subject to Orders – High Priests -5

-9 Total

 

 

Initiate

 

Social Rank – Initiate 4

Access – Holy Reflectories 4

PS – Priest of _____ 2

Distinctive – Priest -5

Social Obligations – Priesthood -10

Subject to Orders – High Priests -15

-20 Total

 

 

 

Mage

 

Circle of Sequestered Magics

 

Social Rank – Acolyte 2

Access – Magic Library 2

PS – Magi of the Circle 2

Distinctive – Magi -5

Social Obligations – Circle of Magi -5

Subject to Orders – Master Magi -5

-9 Total

 

 

Inner Circle

 

Social Rank – Initiate 4

Access – Restricted Library 4

PS – Magi of the Circle 2

Distinctive – Magi -5

Social Obligations – Circle of Magi -10

Subject to Orders – Master Magi -15

-20 Total

 

 

Rogue

 

Thieves Guild

 

Social Rank – Thief 1

PS – Thieves Guild 2

License – Operate as Thief 5

Social Obligation – Underboss -5

Subject to Orders – Underboss -10

-7 Total

 

 

Black Hand

 

Social Rank –BlackHand 2

PS –Order of Assassins 2

License – Operate as Black Hand 10

Social Obligation – Master of Assassins -10

Subject to Orders – Master of Assassins -20

-16 Total

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