Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- SHEET - fill this sheet:
- Members: [choose 4 members. For each member you choose a race a class. Scroll down to the bottom of the bin to see options]
- Guild's name: [choose name]
- Political status: Council member (default start)
- Guild type: [scroll down to the bottom of this pastebin and choose 1 of the 8 options]
- Fame: 6 (default start)
- Influence: 20 (default start)
- Gold: 200 (default start)
- Resources: 15 Ore, 15 Meat, 15 Crops. (default start)
- Might: 0 (default start)
- Total Fight score: = (your total amount of members) + (additional +1 for each dwarf) + (+2 for each warrior)
- Total Banish score: = (your total amount of members) + (additional +1 for each gnome) + (+2 for each wizard)
- Total Purge score: = (your total amount of members) + (additional +1 for each human) + (+2 for each paladin)
- Total Track score: = (your total amount of members) + (additional +1 for each elf) + (+2 for each ranger)
- Total Steal score: = (your total amount of members) + (additional +1 for each halfling) + (+2 for each rogue)
- Total Overall score: = (your total amount of members*3) + (additions +1 for each warrior)
- Fluff: write a small backstory about your guild (optional)
- --------------------------------------------------------------------------------------------------------------
- ADDITIONAL INFORMATION:
- Race: There are 5 races in the game: Human, Dwarf, Gnome, Elf, Halfling.
- Class: There are 5 classes in the game: Paladin, Warrior, Wizard, Ranger, Rogue.
- Guild types:
- >1) Merchants company: you can sell resources for a the same value the market is selling.
- >2) Workers union: Choose the workers type that defines your guild(farmers, butchers or miners). You always get the maximum amount of resources when completing a labor.
- >3) Racial party: Choose a race that defines your guild (Dwarves, Elves, Humans, Halflings or Gnomes). All future recruits will be of that race.
- >4) Noble house: You gain +2 influence each turn for being a noble.
- >5) Purists: You gain +5 might as long as the amount of threats surrounding the city are less than 10 at the end of your turn.
- >6) Cultists: You gain +5 might as long as the amount of threats surrounding the city are more than 20 at the end of your turn.
- >7) Religious order: You always get the maximum amount of might when praying at the altar.
- >8) Mercenary band: You gain additional 50 gold as a reward for fulfilling missions of eliminating threats.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement