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Bidderlyn

Sheet

Sep 15th, 2015
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  1. SHEET - fill this sheet:
  2.  
  3. Members: [choose 4 members. For each member you choose a race a class. Scroll down to the bottom of the bin to see options]
  4. Guild's name: [choose name]
  5. Political status: Council member (default start)
  6. Guild type: [scroll down to the bottom of this pastebin and choose 1 of the 8 options]
  7. Fame: 6 (default start)
  8. Influence: 20 (default start)
  9. Gold: 200 (default start)
  10. Resources: 15 Ore, 15 Meat, 15 Crops. (default start)
  11. Might: 0 (default start)
  12. Total Fight score: = (your total amount of members) + (additional +1 for each dwarf) + (+2 for each warrior)
  13. Total Banish score: = (your total amount of members) + (additional +1 for each gnome) + (+2 for each wizard)
  14. Total Purge score: = (your total amount of members) + (additional +1 for each human) + (+2 for each paladin)
  15. Total Track score: = (your total amount of members) + (additional +1 for each elf) + (+2 for each ranger)
  16. Total Steal score: = (your total amount of members) + (additional +1 for each halfling) + (+2 for each rogue)
  17. Total Overall score: = (your total amount of members*3) + (additions +1 for each warrior)
  18. Fluff: write a small backstory about your guild (optional)
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  25. ADDITIONAL INFORMATION:
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  27. Race: There are 5 races in the game: Human, Dwarf, Gnome, Elf, Halfling.
  28. Class: There are 5 classes in the game: Paladin, Warrior, Wizard, Ranger, Rogue.
  29.  
  30. Guild types:
  31. >1) Merchants company: you can sell resources for a the same value the market is selling.
  32. >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.
  33. >3) Racial party: Choose a race that defines your guild (Dwarves, Elves, Humans, Halflings or Gnomes). All future recruits will be of that race.
  34. >4) Noble house: You gain +2 influence each turn for being a noble.
  35. >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.
  36. >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.
  37. >7) Religious order: You always get the maximum amount of might when praying at the altar.
  38. >8) Mercenary band: You gain additional 50 gold as a reward for fulfilling missions of eliminating threats.
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