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Quintessential Rogue
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<blockquote data-quote="mearls" data-source="post: 23140" data-attributes="member: 697"><p>Poisons: The rules here allow you to make your own custom poisons. And when I say "you" I mean "your character", as in a character with a very good Alchemy skill can now figure out how to make a poison designed to paralyze drow.</p><p></p><p>Traps: As Psion pointed out, the traps are simple, tripwire style things that your character can build in an hour. Think of the final battle scene amongst the ruins in CONAN THE BARBARIAN. All the traps they built are possible with this system. This system is designed to allow your to use Craft (trapmaking) to build pit traps, crossbow traps, and other simple mechanisms that take only a couple hours of your character's time.</p><p></p><p>Thieves' Guilds: This is the biggie. The system is rather big, semi-complex, and requires a fair bit of bookkeeping. It's designed to allow a PC rogue to become a guildmaster and run his own guild. You can do things like:</p><p></p><p>* Wage a gang war against a rival guild and figure out who wins.</p><p>* Figure out if an underling gets too ambitious and tries to overthrow you.</p><p>* Send agents to a neighboring city and establish a "branch" of your guild there.</p><p>* Compute income from your guild based on your policies and orders, which also have an effect on the loyalty of your thieves.</p><p>* Figure out if rival guilds form to take you down. Get too greedy and the other thieves in the city may band together against you.</p><p></p><p>Each month, you take the roster of your guild and assign everyone to different jobs, such as protecting your holdings, launching raids and assassinations against rivals, and working the streets via robberies and other schemes. You can easily slip the entire guild on to autopilot and allow it to simply generate income for you, or you can micromanage your thieves and send them out on different missions. Abstract systems resolve guild activity with a die roll or two.</p><p></p><p>The thieves' guild system is almost a game unto itself, so much so that we might do a complete downloadable mini-game on the Mongoose site that allows each player to control a criminal cartel and duke it out with their rivals. The system would need some mods to handle that, but the foundation is there.</p><p></p><p>I know about Song and Silence and Traps and Treachery. QR was designed to address what I saw as gaps in those books.</p><p></p><p>- Mearls</p></blockquote><p></p>
[QUOTE="mearls, post: 23140, member: 697"] Poisons: The rules here allow you to make your own custom poisons. And when I say "you" I mean "your character", as in a character with a very good Alchemy skill can now figure out how to make a poison designed to paralyze drow. Traps: As Psion pointed out, the traps are simple, tripwire style things that your character can build in an hour. Think of the final battle scene amongst the ruins in CONAN THE BARBARIAN. All the traps they built are possible with this system. This system is designed to allow your to use Craft (trapmaking) to build pit traps, crossbow traps, and other simple mechanisms that take only a couple hours of your character's time. Thieves' Guilds: This is the biggie. The system is rather big, semi-complex, and requires a fair bit of bookkeeping. It's designed to allow a PC rogue to become a guildmaster and run his own guild. You can do things like: * Wage a gang war against a rival guild and figure out who wins. * Figure out if an underling gets too ambitious and tries to overthrow you. * Send agents to a neighboring city and establish a "branch" of your guild there. * Compute income from your guild based on your policies and orders, which also have an effect on the loyalty of your thieves. * Figure out if rival guilds form to take you down. Get too greedy and the other thieves in the city may band together against you. Each month, you take the roster of your guild and assign everyone to different jobs, such as protecting your holdings, launching raids and assassinations against rivals, and working the streets via robberies and other schemes. You can easily slip the entire guild on to autopilot and allow it to simply generate income for you, or you can micromanage your thieves and send them out on different missions. Abstract systems resolve guild activity with a die roll or two. The thieves' guild system is almost a game unto itself, so much so that we might do a complete downloadable mini-game on the Mongoose site that allows each player to control a criminal cartel and duke it out with their rivals. The system would need some mods to handle that, but the foundation is there. I know about Song and Silence and Traps and Treachery. QR was designed to address what I saw as gaps in those books. - Mearls [/QUOTE]
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