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Guild run, metro fantasy

Started by Pariah Nov 2, 2007 1 post Locked

  1. Guild run, metro fantasy

    #1
    Setting: Thief-like.  Large city as center of map, surrounded by uncontrolled countryside


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

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