03-09-2018, 12:13 PM | #11 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: [Banestorm] Fleshing-out the Armsmen's Guild
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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03-09-2018, 12:41 PM | #12 | |
Join Date: Dec 2012
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Re: [Banestorm] Fleshing-out the Armsmen's Guild
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And like I also said, RAW in Social Engineering: Pulling Rank is that for Rank you almost always need some kind of accompanying disadvantage that indicates you either will not violate the organization's rules or you that there are consequences for violating them. This is usually duty with a frequency roll, but can be other disadvantages that are usually classed as "self-imposed mental disadvantages". Remember, this is not the same as a job that does not show-up on the character sheet because it is just the background source of income. It is Rank that confers in-game advantages and abilities. Therefore, losing it is a significant change and so the organization's rules are constraining even if you plan on violating them. |
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05-10-2018, 04:39 PM | #13 | |
Join Date: Aug 2004
Location: God's Own Country
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Re: [Banestorm] Fleshing-out the Armsmen's Guild
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As the description of Rank includes Duty, and this function is exactly what Duty is for and Duty is externally imposed, use Duty not Vow. A Vow is for an internalized Duty, one taken more seriously than just a Duty covering how you act in a job. Someone dedicated to the tenets of the Guild would have CoH or Vow. A Vow as a job requirement is for priests and nobles and police and knights and others signing up for life.
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Paul May | MIB 1138 (on hiatus) |
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05-10-2018, 07:00 PM | #14 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: [Banestorm] Fleshing-out the Armsmen's Guild
A Vow or Code of Honor is, I think, inappropriate. Code of Honor (Lawyer) exists, but obviously not every lawyer has it. (But technically they do have a Duty in the U.S.) So is Sense of Duty- that's an internal thing.
I'd say that by far Duty seems like the best fit, and the description of Duty says that it is often linked to Rank, Patron, or some other privilege. And one thing that makes something a Patron is if it provides jobs, which the guild does. The problem is that the kind of duty that Duty means really doesn't apply unless the armsman has taken a job. Can some sort of limitation be placed on it? It's probably Hazardous already (not the Extremely Hazardous that applies to special operators). Guilds are supposed to protect the interests of it's member, but is probably nonetheless limited by Minimal Intervention in this case. The Guild might very well guarantee bonds for especially large contracts, and I would imagine it might pay members' ransoms if they behaved honorably on a bonded contract but were captured. (Of course, it might then expect you to take on a "special" contract for it afterwards...) Or, maybe make the Duty to the Armsmans Guild itself, rather than to the client per se. After all, a Duty involves some sort of sociolegal requirement to act or one faces penalties, and presumably the Armsmans Guild is able to enact punishment or other penalties if it's rules are broken, and it is rather ubiquitous in the setting. Or maybe one aspect of the Duty is that it transfers to the client when a job is taken. Certainly a Guild member who unjustifiably betrayed his employer would suffer sanction from the guild?
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I'd need to get a grant and go shoot a thousand goats to figure it out. Last edited by acrosome; 05-10-2018 at 07:12 PM. |
05-10-2018, 07:08 PM | #15 | ||
Join Date: Dec 2012
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Re: [Banestorm] Fleshing-out the Armsmen's Guild
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05-10-2018, 08:01 PM | #16 |
Join Date: Sep 2004
Location: U.S.
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Re: [Banestorm] Fleshing-out the Armsmen's Guild
How does the Armsmen's Guild stat out using Boardroom & Curia?
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And all should cry, "Beware, beware! His flashing eyes, his floating hair! Weave a circle round him thrice & close your eyes with holy dread for he on honeydew hath fed & drunk the milk of paradise" |
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banestorm, pulling rank, social engineering |
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