Adventurers' Guild for GURPS
Here's a stat block (in the format from GURPS Boardroom and Curia) for an Adventurers' Guild in a typical fantasy kingdom suitable for your GURPS Dungeon Fantasy game.
Wealth: Average
Contacts: Adventure Support skills-15 [20]
Member Traits: No common traits.
Notable Resources: The Guild maintains its primary service facilities in border regions (closer to areas where adventurers will be most active), but its storehouses are located in more heavily populated central areas.
Reaction-Time Modifier: +2. The Guild relies on mundane communications (primarily riders carrying messages) when dealing with the requests of average members.
Patron Value: 15 points Enemy Value: -30 points
Ally and Dependent Value: Allies include 250-point full members (built using templates from various Dungeon Fantasy books), 125-point henchment, and 62-point budget henchmen (see Dungeon Fantasy 15).
CR: 1 Loyalty: Neutral (12)
Rank: Guild Rank 0-4 [2/level]
Income Range: $675 (Average) to $1,600 (Comfortable)
Reputation: None. Past members have been altruistic heroes and callous opportunists in equal measure, so the public has a neutral response to adventurers by default.
Adventurers’ Guild
Mission Statement: The Guild provides services and support to registered members acting as independent explorers, troubleshooters, and mercenaries. Services include: healing, mundane or magical; magic item identification and sale; connecting parties with henchmen; room and board; transportation; and information on known dungeons, monsters, curses, etc.Capabilities
TL: 3 Members: 3,000Wealth: Average
Contacts: Adventure Support skills-15 [20]
Member Traits: No common traits.
Notable Resources: The Guild maintains its primary service facilities in border regions (closer to areas where adventurers will be most active), but its storehouses are located in more heavily populated central areas.
Reaction-Time Modifier: +2. The Guild relies on mundane communications (primarily riders carrying messages) when dealing with the requests of average members.
Costs and Values
Startup Cost: $27,720,000 Resource Value: $1,386,000Patron Value: 15 points Enemy Value: -30 points
Ally and Dependent Value: Allies include 250-point full members (built using templates from various Dungeon Fantasy books), 125-point henchment, and 62-point budget henchmen (see Dungeon Fantasy 15).
Social Attributes
Type: TradeCR: 1 Loyalty: Neutral (12)
Rank: Guild Rank 0-4 [2/level]
Income Range: $675 (Average) to $1,600 (Comfortable)
Reputation: None. Past members have been altruistic heroes and callous opportunists in equal measure, so the public has a neutral response to adventurers by default.
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