Dungeon World - Green Law of Varkith - Guild Sheet & NPC Guild Sheet.pdf

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GUILD SHEET
Guild Name
Guild Rank
(at creation, start at Corporation)
Corporation - Rank 1 (up to +2 total in stats)
Establishment - Rank 2 (up to +4 total in stats)
Conglomeration - Rank 3 (up to +6 total in stats)
Institution - Rank 4 (up to +8 total in stats)
Council Member - Rank 5 (over +8 total in stats)
Purpose
To
_________________________________________________
Style
__________________________
and
__________________________
Markers
Your Guild’s Marker Description
__________________________
Held
__________________________________________________________
When your guild encounters members of another guild for the first time, roll + (their
guild’s rank subtracted from your guild’s rank). On a hit, you have a leg up on them.
Choose one:
• Your guild has 1 marker on them.
• Your guild knows their weakness.
• Your guild has what they want.
On a 7-9, also choose one:
• They have 1 marker on your guild.
• They have a grudge against your guild.
• They know how to strike against your guild.
• They have something your guild wants.
On a miss, they have every advantage over you. Choose two from the 7-9 list.
Guild Stats
(at creation, -1 to all stats, spread 4 points as you choose, no stat ever
higher than Territory)
• Senses (collect information, discern strengths and weaknesses)
• Might (violently attack another guild, seize territory by force)
• Influence (strike a deal with another guild, manipulate the legal system, interfere
with another guild)
• Powers (perform a ritual)
• Territory (resist action)
_______________________________________________________________
_______________________________________________________________
Coin
Territory
-1, 0, +1
+2, +3
+4 or higher
Coin per turn
1-coin
2-coin
3-coin
_____________ held
_____________ per Guild Turn
Coin Rules
• Spend coin to purchase additional actions on a guild turn
• Spend up to 3 coin to add +1 to a guild move for each coin spent.
• Spend 4-coin to permanently raise a guild stat by +1 (except for Territory)
Marker Rules
When you call in a Marker with another guild, choose one:
• Take up to 2-coin from the other guild as compensation for previous services.
• Use their Might instead of your guild’s when making a violent attack on a guild turn.
• Get their help when seizing territory; add their Might to yours when violently seizing territory
during your guild turn. (Only one guild at a time can help you seize territory.)
• Use their Influence instead of your guild’s when taking advantage of the legal system during
the guild turn.
• Use their Rank instead of your guild’s when encountering another guild for the first time.
• Take a +3 to Parlay with a member of their guild.
• Get a valuable lead on something you want.
NPC GUILD SHEET
Guild Name
Purpose
Style
Rank
Stats
• Senses
• Might
• Influence
• Powers
• Territory
Coin
Markers
__________________________
__________________________
__________________________
Guild Name
Purpose
Style
Rank
Stats
• Senses
• Might
• Influence
• Powers
• Territory
Coin
Markers
__________________________
__________________________
__________________________
Guild Name
Purpose
Style
Rank
Stats
• Senses
• Might
• Influence
• Powers
• Territory
Coin
Markers
__________________________
__________________________
__________________________
Guild Name
Purpose
Style
Rank
Stats
• Senses
• Might
• Influence
• Powers
• Territory
Coin
Markers
__________________________
__________________________
__________________________
NOTES
:
Zgłoś jeśli naruszono regulamin