Showing posts with label flags. Show all posts
Showing posts with label flags. Show all posts

Wednesday, March 12, 2014

Thieves Guild Crises

When your Looming Crises check comes up positive, roll on these (not a complete list below, should be expanded).

(This uses the conquest system; so read about that if "flags" doesn't make sense to you: http://detectmagic.blogspot.com/2014/03/conquest.html)

I'm thinking you can have separate tables for different ranges. One range for hard moves, the other for soft—one for warnings and another for the things warned of. 

At simplest, a 1 on the check is a hard move; a 2 is a soft move. 

FNPC = Flag-NPC = an NPC who herself represents influence or control in a realm. 

Warnings
leave grisly message for the guild

show faction surveilling, tailing, casing, conferring with law enforcement or another faction

capture / kill associate

threaten a member, PC, or FNPC

show something weird and dangerous

threaten an NPC a PC cares about

show the FNPC floundering, falling off the wagon, being irresponsible, generally managing the flag and/or himself poorly

show a faction fighting to retake a flag, giving PCs chance to intervene 

Crises
have factions ally against them 

have the FNPC lose it: the flag is destroyed, nonproductive, or captured

burned, looted, poison, plague a flag

kill / capture a member / FNPC, meaning the flag is either taken out or captured by faction

gank a PC, with opportunity to fight back

capture / arrest a PC with no chance to fight back but give opportunity later to escape or make a deal; remember, factions always want something

manifest something weird and dangerous as a threat right now

turn someone traitor

harm / capture / kill an NPC a PC cares about

have a faction capture a flag 

have an FNPC set them up