Mekham/Unaligned

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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:14 am

Grand Performer's Guild (Artisan)

While one of the names of the city is The City of One Thousand Tales, that is not to say Storytellers alone rule the city streets. This guild makes their living by entertaining the throngs with displays of talent with instruments. The Grand Performer's Guild has been in existence for several centuries and has helped to expand the arts within The City of Peace during their tenure.

Technique Rank: 3
Requirements: One Perform skill that is not Storytelling at 4

Technique: You gain a +1k0 bonus to all Perform skill rolls you have ranks in except Storytelling or Oratory. You gain the Sensation advantage. These effects do not stack.
GM • City of Stories

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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:15 am

Al-Din's Knife (Warrior)

This formidable group is the premier dueling school that is open only those who are able to prove their ability in the art of dueling. Al-Din's Knife has perfected their technique over the decades of their existence and uses that skill to deadly effect. Members of Al-Din's Knife are expected to treat dueling as the sacred art that it is.

Technique Rank: 3
Requirements: Tahaddi 4, You must defeat a member of Al-Din's Knife in a duel.

Technique: During a duel, if your Assessment roll exceeds the total of your opponents roll by 8 or more you gain a bonus of +1K1 on the subsequent Focus roll.
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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:16 am

Jarad's Mercenary Guild (Warrior)

Perhaps the most feared of independent contractors within the city, Jarad's Mercenaries are highly trained, well organized, and morally scrupulous. They don't particularly care for politics and will hire themselves on with whoever pays them their contract fee. Being as disciplined and trained as they are, the Mercenaries are a relatively small group, with perhaps only 100 men in their employ at any given time.

Technique Rank: 3
Requirements: At least one rank in all weapon skills or Warrior's Hands.

Technique: You may spend a Void Point to make attacks with the weapon you are wielding as a simple action for the remainder of the skirmish.
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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:17 am

Storyteller's Guild (Artisan)

One of the older guilds within the city, the Storyteller's Guild is an elite group that is very picky about who they allow to join their illustrious group. Those that are allowed to join get a number of perks that many lesser Storytellers could only dream of. Clearance to tell a story at almost any time in almost any location, and best of all, private shows to high ranking officials.

Technique Rank: 3
Requirements: Perform: Storytelling 4, Must impress a member of the Storyteller's guild.

Technique: When making an Awareness/Perform: Storytelling roll you may declare a special raise. For each raise you made you may choose one person that heard your story and purchase them as an ally for one point less. In addition, you gain a +1k0 bonus to all Perform: Storytelling and Etiquette skill rolls.
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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:17 am

Rat Kings (Warrior)

The Rat Kings are a group of thieves and vagabonds that have honed their skills through experience and a hard life on the streets. The Rat Kings are rather exclusive as well, only allowing those that they know and trust into their fold to learn their secrets.

Technique Rank: 3
Requirements: Stealth 4, Athletics 4

Technique: When making a Stealth or Athletics skill roll, if you do not have the relevant emphasis in that skill you may re-roll any 1's as though you did possess the emphasis. If you do have the relevant emphasis you may re-roll 1's and 2's.
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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:19 am

Serpent's Bite (Ninja)

The Serpent's Bite is a group of blades for hire that were once the premier assassins of the city long ago. Since the Assassins of the Mountain have come into the city however, their fortunes have changed. Often times the Serpent's Bite fulfills contracts which the Assassins have no interest in or when the money isn't good enough to buy an Assassin of the Mountain.

Technique Rank: 4
Requirements: Knives or Brawling skill at 4

Technique: Making attacks with a Knife or unarmed are a simple action for you if the target is unaware of your presence or alone.
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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:19 am

Black Mask Guild (Warrior)

The Black Mask Guild are a notorious group whose exact membership is unknown to all but their leader. All members wear black hoods over their faces so that they cannot be recognized by anyone during the course of their duties. What exactly the Black Masks do is torture. Their knowledge of the human body and how to push it to its breaking point is beyond most other groups.

Technique Rank: 4
Requirements: Lore: Anatomy 4, Integrity 3.0 or less.

Technique: You gain a +1k0 bonus to damage rolls. As a Complex action you may attack an opponent, if this attack succeeds roll damage as normal. Their Wound Penalties are considered to be one Wound Rank lower than they currently are until the Reaction stage of the next round. This technique cannot stack.
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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:20 am

Crimelords (Diplomat)

The premier of the underworld, the Crimelords are the people who own places like the Maze and other places where most people fear to tread. They wield fear as a potent weapon that they turn on any who would oppose them. No one does business in the underworld without their knowledge and approval.

Technique Rank: 4
Requirements: Lore: Underworld 5

Technique: You may make a contested Willpower/Intimidation (Bullying) roll, resisted as normal. If you succeed on this roll your opponent suffers a -3k0 penalty to all rolls made against you, cannot call raises or use free raises in rolls made against you for one hour.
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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:22 am

Bounty Hunters Guild (Warrior)

The Bounty Hunters Guild are a relentless group that is often hired by the City Guard to collect criminals that they do not have the manpower available to apprehend themselves. They are trackers without peer and are known to hunt their prey relentlessly until they are brought in.

Technique Rank: 4
Requirements: Hunting 5

Technique: Once per day you may nominate a target for the remainder of that day. You get a +1k1 bonus to all Hunting or Investigation rolls related to your target and you may use the Disarm maneuver against your target for one raise.
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Jewel
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Re: Mekham/Unaligned

Post by Jewel » Wed Apr 21, 2021 2:23 am

Rangers Guild (Warrior)

The Rangers Guild spend most of their time outside the confines of the city, scouring the desert for signs of life which may lead to new opportunities for themselves and their city. The Rangers are skilled with bows, as many creatures in the Burning Sands are deadly enough to kill if they get close enough.

Technique Rank: 4
Requirements: Archery 4

Technique: Making attacks with a bow is considered a simple action for you.
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