Guilds and Services

From RPGnet
Jump to: navigation, search

Guilds and Selling Things[edit]

You must be a registered guild member in the appropriate guild to buy and sell merchandise in Pavis (and virtually every other city around). For example, Tina has wanted to sell her mule. She can't advertise it and sell it to some other adventurer. She must sell it to guild-certified agent or one of the stables in town (each of which belongs to the appropriate guild). Those can only buy and sell animals. Verzeg can't sell his short sword to one of them. He must find a licenses weapon dealer. Generally, only traders have the ability to buy/sell a large variety of goods. Essentially, it's all rigged so the guilds are middlemen in all financial transactions in town.

Now, this doesn't mean that Tina couldn't "casually" mention having an extra mule at the bar, and someone else saying they'd like another and them working something out. Nobody is going to turn them in to authorities for that, and it happens all the time. It just technically violates the law. FYI, plenty of times this is all done with a bit of tongue-in-cheek obviously subterfuge.

This does mean that Tina will have to pay to join the guild to offer services as a tattooist. It will protect her and give her a voice in the guild, which is a powerful force in town, but it costs an annual fee.

Initiates do have an advantage in being able to do appropriate transactions through their cults: Ringeye can buy and sell weapons and armor to his heart's content directly inside the confines of the Humakti temple.

Guilds and Training[edit]

Mechanically, they just have to have a higher skill than you. Setting-wise, you can only train people for money if registered through the guild. Only a weaponmaster can sell training services, etc. (Yes, there is a theme here with the whole registered guild thing.)

It takes a week of dedicated training. At the end of that time, the student gets a skill increase roll. Rather than bothering with detailed, separate rules for training, I just give people a skill check after a week dedicated to it.

FYI, you can only train skills up to 75% (plus modifier). Increased after that come strictly through experience. There are a couple of exceptions (lores and languages and .... anything else?) but those apply to all standard adventuring skills.

One training session costs 10 L for skills 0-25%, 20 L for skills 25-50%, 40 L for skills 51-75%. Most skills can't be trained above 75%.

You can train 1 skill while carrying a full-time job per week. You can train 3 skills if you aren't working.

You pay half price for skills trained by your temple if you're an initiate.

Attribute Training[edit]

You spend a season training with an instructor. At the end of the season, do an attribute check (just like a POW check), to see if it improves. Strength, Constitution, and Dexterity can be improved in that manner. Size and Intelligence can't be changed outside of magic and age. Charisma fluctuates with your fortunes, more like RQ2 did it. Successful adventures that people know about will boost it, while failed adventures that people know about will drop it.

This occupies one skill training 'slot' and costs the same as 8 weeks of skill training.

Weaponmasters[edit]

Weaponmasters can carry their mastered weapons in the city of Pavis (everyone else can only carry daggers, knives and clubs). Weaponmasters need a minimum of 90% in the weapon skill to qualify.

It'll cost you 10 L for the testing and another 10 L for the paperwork once you earn it.

Rent[edit]

Most buildings in New Pavis are rented out, rather than being owned by the people who use them. We are currently renting a large apartment in Riverside, and the rent is 120 silvers a season. We are paid up through Sacred Time.

- New Pavis Page: New Pavis

- Main Page: The Prax Adventure