additional guild facilities
Posted: Sun Sep 28, 2014 7:06 am
Yesterday Rias had asked for some feedback on more guild facilities/features, and so this is what this list consists of. Feel free to add your own ideas, or tell me why mine are not favorable. Hope it helps.
mummers:
pranks and other prop like items, maybe some magic tricks, possibly the ability to work with a gm to special code something as long as it is simple, or has a simple function, E.G. room sendsfor special affects.
brotherhood of the fist
special facilities that allow them to spar with one another and have boosted skill gains while in those rooms. Perhaps cheaper healers for wounds moderate and above. Some brawling weapons, knuckle dusters etc.
the claw of shar
The availability of a master combat trainer in all guild locations. Perhaps reduced prices for learning as well. Access to disguises, changes their appearance and their display names.
Dwaedn Wyr,
Don't really know what these guys have or need.
The Elemancers,
From what I can tell these guys are pretty much set on their guild facilities.
• The Guild of Thieves,
Pretty set on their facilities.
The Knights Templar,
Don't know what they have, or need. From what I've heard it is set though? no idea. Maybe give them access to warhorses with higher stamina? Maybe special grouns they can practice their riding skills that give more skill gains while in it.
• The Monastic Order
Again, not really sure.
• The Mercenaries of the Western Coalition
Bonuses to their skill points from practicing from guild trainers. Maybe 2 skill points instead of 1, and 1.5 untill the next lesson? Not sure what elsse to really give these guys. Maybe free and faster repairs for their weapons and armor.
• Rook Parlour,
Some libraries in which they can study and have a chance to either learn less or more in sorcery than they would from a regular guild trainer. For example, john goes into the library after spending some recognition points and studies a few choice books. He then learns 3 skill points on top of the 2.5 double bonus, or gains nothing on top of the 2.5 double bonus. Possibly something inbetween.
• The Shadgard Outriders,
I don't know what they have or what they need.
• Snowpine Lodge,
I don't really know what these guys want or need.
• The Artisans
More access to consumables to sell, possibly the ability to produce better gun powder with high enough herbalism? more things other than weapons armor to forge,, possibly statues or some type of sculpting, maybe plumbing? bath tubs? sinks? Nooo idea.
• The Udemi,
I think there were plans to make areas in the chapter house where bonuses were given for wood working, so that would be nice for them I think. Maybe access to above average bows and arrows.
The Utasa,
nothing because thieves rule.
seriously, thief 4EVA, but really I think they could use some more lovin, I just don't know what that lovin consists of.
mummers:
pranks and other prop like items, maybe some magic tricks, possibly the ability to work with a gm to special code something as long as it is simple, or has a simple function, E.G. room sendsfor special affects.
brotherhood of the fist
special facilities that allow them to spar with one another and have boosted skill gains while in those rooms. Perhaps cheaper healers for wounds moderate and above. Some brawling weapons, knuckle dusters etc.
the claw of shar
The availability of a master combat trainer in all guild locations. Perhaps reduced prices for learning as well. Access to disguises, changes their appearance and their display names.
Dwaedn Wyr,
Don't really know what these guys have or need.
The Elemancers,
From what I can tell these guys are pretty much set on their guild facilities.
• The Guild of Thieves,
Pretty set on their facilities.
The Knights Templar,
Don't know what they have, or need. From what I've heard it is set though? no idea. Maybe give them access to warhorses with higher stamina? Maybe special grouns they can practice their riding skills that give more skill gains while in it.
• The Monastic Order
Again, not really sure.
• The Mercenaries of the Western Coalition
Bonuses to their skill points from practicing from guild trainers. Maybe 2 skill points instead of 1, and 1.5 untill the next lesson? Not sure what elsse to really give these guys. Maybe free and faster repairs for their weapons and armor.
• Rook Parlour,
Some libraries in which they can study and have a chance to either learn less or more in sorcery than they would from a regular guild trainer. For example, john goes into the library after spending some recognition points and studies a few choice books. He then learns 3 skill points on top of the 2.5 double bonus, or gains nothing on top of the 2.5 double bonus. Possibly something inbetween.
• The Shadgard Outriders,
I don't know what they have or what they need.
• Snowpine Lodge,
I don't really know what these guys want or need.
• The Artisans
More access to consumables to sell, possibly the ability to produce better gun powder with high enough herbalism? more things other than weapons armor to forge,, possibly statues or some type of sculpting, maybe plumbing? bath tubs? sinks? Nooo idea.
• The Udemi,
I think there were plans to make areas in the chapter house where bonuses were given for wood working, so that would be nice for them I think. Maybe access to above average bows and arrows.
The Utasa,
nothing because thieves rule.
seriously, thief 4EVA, but really I think they could use some more lovin, I just don't know what that lovin consists of.