STANDARDISED ORGANISATION SPECIAL ACTIONSThe following SAs are only guidelines of the type of actions that are suitable for each Organisation. It is entirely possible for a Thieves Guild Alliance to issue a SA to get a Who's Who. SETTLEMENT RANK 1SETTLEMENT INVESTMENTThe Alliance can invest Gold in the settlement. The settlement will ask the Alliance first. If an Alliance asks, it is likely that they will be given a feeble offer, if at all. The Quest will include the financial details. Whilst not as good as the rates offered by the Bankers & Merchants Guild, the settlement Officials will likely be grateful for the Gold. WHO'S WHOA run down of who the current political contenders of the settlement are. This might be quite small as only the major political contenders are listed, and it is also likely that some details will not be quite correct. At higher ranks this information is more likely to be accurate. SETTLEMENT RANK 2INVESTIGATE OFFICIALThe Alliance can request the liaison to investigate a member of the settlement hierarchy. As you would expect this can have dangerous consequences, as most honourable Officials will be offended at the idea of being investigated and their integrity questioned, especially if they are hiding important information for the settlement. Thus they may demand that any further investigation be stopped. Whilst an Official with something negative to hide may resort to using their own power and Status to redirect or even stop any investigations, using some 'reasonable' excuse. Then again the investigation may actually be worthwhile. Members from any Organisation in the settlement can be investigated. RELAY QUESTION TO A SETTLEMENT OFFICIALThe Alliance can relay a single question to a member of any Organisation in the same settlement as the Alliance's HQ, via the Organisation Liaison as normal. OVERVIEW OF SETTLEMENTThe Alliance can enquire to the state of the settlement, or one of its settlements. They will be given a brief overview of how the settlement is doing. The information will normally include details such as how the population is (morale), the settlement's production, trade, fortifications, and maintenance. BANKERS & MERCHANTS GUILD RANK 1LOANThe Guild may lend the Alliance up to 50,000 Gold, just handy for those little emergencies. This is in addition to the 1000 available through normal in game means. A repayment scheme will be worked out but an interest rate of approximately 15% is often charged, the interest is paid each month on the current amount owed. If a loan is not repaid the B&M Guild will arrange for the debt to be recovered and if a party ignores the threats serious repercussions are almost certain to follow. INVESTMENTThe Alliance can invest Gold into a business. The businesses that are after investors will be reported to an Alliance in the settlement, or in the town news. The request for investors will include the financial details. SAVINGS ACCOUNTThe Alliance can set up a secure interest account placing a maximum deposit of 100,000 Gold. The B&M Guild insures the account, covering against bank robberies, embezzlement, magical fiddling, and even divine interference. A standing fee of 1000 Gold is required to set up the account; after set-up any subsequent transactions with the account cost 100 Gold each and a SA. The account pays an interest rate of 5% per moderation turnaround, i.e. a real life month. The account's gold total caps at 250,000 gold. It requires notification of a moderation turnaround before any money can be accessed in any way - i.e. more added or deducted - during which time no interest will be paid. BANKERS & MERCHANTS GUILD RANK 2IMPROVED LOANThe Guild may lend the Alliance up to 250,000 Gold, just handy for those big emergencies. This is in addition to the 1000 available through normal in game means. A repayment scheme will be worked out but an interest rate of approximately 15% can be charged. IMPROVED SAVINGS ACCOUNTThe Alliance can set up a secure interest account placing a maximum deposit of 500,000 Gold. The B&M Guild insures the account, covering against bank robberies, embezzlement, magical fiddling, and even divine interference. A standing fee of 1000 Gold is required to set up the account; after set-up any subsequent transactions with the account cost 100 Gold each and a SA. The account pays an interest rate of 5% per moderation turnaround, i.e. a real life month. The account's gold total caps at 750,000 gold. It requires notification of a moderation turnaround before any money can be accessed in any way - i.e. more added or deducted - during which time no interest will be paid. BUSINESS INFORMATIONThe Alliance can enquire about the state of a settlement's businesses. The liaison will try to make subtle enquiries into the affairs of the designated settlement, and will then give an overview of the settlement. THIEVES GUILD RANK 1INSIGHTProviding insight into the political climate of a settlement, but unlike the method used via the settlement Officials, this method is likely to highlight individuals that are corrupt, not give a breakdown of the political players. At this level the information is likely to be purely speculative, but this information can still be useful. SANCTIONED ROBBERYUsing the contacts in the Thieves Guild it is possible to line up a promising robbery. This carries many risks with it, such as being banned from the settlement by the Officials, the Thief being injured, cursed and maybe even permanently injured. It all depends on how well the robbery went. The Thieves Guild will not delegate an important NPC to be robbed at this level, so the chances of harsh repercussions are not that high, but still possible. The rewards for this are likely to be high, or at least better than the typical robbery order, although the Guild will expect their cut. THIEVES GUILD RANK 2IMPROVED SANCTIONED ROBBERYUsing the contacts in the Thieves Guild it is possible to line up a good robbery. This carries many risks with it, such as being banned from the settlement by the Officials, the Thief being injured, cursed and maybe even permanently injured. It all depends on how well the robbery went. The Thieves Guild may offer the chance for an important NPC to be robbed at this level. The rewards for this are likely to be very high and so is the danger. The Guild will expect its cut from the robbery. DEEP INSIGHTInsight into the political climate of a settlement, but, unlike the method used via the settlement Officials, this method is likely to highlight individuals that are corrupt, not give a breakdown of the political players. At this level the information is likely to be less speculative, and evidence of corruption may be found. REQUEST SPECIAL EQUIPMENTAn Alliance can petition the Thieves Guild to build a magical item for them, though not weapons or armour. The item may need to be constructed, or an existing one found, so there is normally a delay. The Thieves Guild will only provide the skill to craft the item - the cost and components required must be supplied by the Alliance. Powerful items are almost guaranteed to take a long time and cost a fortune in every way. This is not a cheap Special Action to use, definitely do not ask for this regularly! MAGIC CYRCLE RANK 1ARCANE QUESTIONThe Magic Cyrcle can be asked a single question of a magical nature. The answer may be cryptic, or it may be quite straightforward. The more important the question, the more likely the response will be cryptic. It is best to avoid asking questions that are already known to be difficult to answer, such as the location of artefacts - a higher Rank version of this is more likely to yield a useful result. MAGIC CYRCLE RANK 2MAGICAL EVENTS ENQUIRYAn Alliance can ask its liaison to find out details about magical events around the world. Any information relating to what is going on, plus legends and rumours may be given. Due to the nature of magic and the fact that, despite what the Magic Cyrcle wants everyone to believe, it does not know everything, they may provide incorrect information. It is also possible that the Alliance could come to the attention of anyone or anything involved in the magical event, and they may not like the Alliances interest. REQUEST SPECIAL EQUIPMENTAn Alliance can petition the Magic Cyrcle to build a magical item for them, though not weapons or armour. The item may need to be constructed, or an existing one found, so there is normally a delay. The Magic Cyrcle will only provide the skill to craft the item - the cost and components required must be supplied by the Alliance. Powerful items are almost guaranteed to take a long time and cost a fortune in every way. This is not a cheap Special Action to use, definitely do not ask for this regularly! TEMPLES RANK 1Although the Gods are diverse in nature, their influence and tasks are universal, so the next few lines cover all the Gods or beliefs. DIVINE QUESTIONThe Temple Priests can be asked a single question about a Godly topic. The answer may be cryptic or it may be quite straightforward. The more important the question, the more likely the response will be cryptic. It is best to avoid asking questions that are already known to be difficult to answer, such as the location of lost relics. TEMPLES RANK 2DIVINE EVENT INQUIRYAn Alliance can ask its liaison to find out details about divine events around the world. Any information relating to what is going on, plus legends and rumours may be given. It is possible that information about any of the Gods, or even philosophies, can be uncovered. It is also possible that the Alliance could come to the attention of the God in question, and they may not like the Alliances interest. REQUEST SPECIAL EQUIPMENTAny Alliance can petition the Temple to build a magical item for them, though not normally weapons or armour, except for the War Gods. The item may need to be constructed, or an existing one found, so there is normally a delay. The Temple will only provide the skill to craft the item, the cost and components required must be supplied by the Alliance. Powerful items are almost guaranteed to take a long time and cost a fortune in every way. This is not a cheap Special Action to use, definitely do not ask for this regularly! PHILOSOPHYAlliances that choose to tie themselves to a Philosophy instead of an individual God will not initially be able to issue any Special Actions with any Temples of that Philosophy. They are considered to be at -1 Rank with concern to requesting Special Actions. I.e. they can issue a Rank 1 Special Action with the Temples when they are Rank 2 in a Philosophy. SPECIAL ACTION & STATUS NOTESIt is also worth bearing in mind that when an Alliance first aligns itself, they have no Status, so the use of Special Actions with the Organisation will make the Alliance Status negative. When an Alliance gains a new Rank, it is best not to attempt lots of Special Actions with the Organisation, as it may lose its newly gained Rank. But since the Special Action cost is dependent on the Alliance's Rank, at high ranks it will usually be able to attempt a few low-level Special Actions that will likely be at reduced Status cost. This, however, is not always the case. |
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