Roleplaying: The Fraternity of Order

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*Bloodlines
Posts: 139
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Bloodlines »


For the Guvners, Sigil's lawmaking faction, there could never be enough rules. Laws, they reckon, give a body structure in life, telling him what he can, can't, shouldn't and should do in any given situation. They remove the problematic tasks of decision-making and moral quandaries. "If everyone followed Our Laws," they say, "the Multiverse would run smooth and sweet."


It ain't all blind obedience and compulsion, though. See, if a cutter figures out the natural Laws of the Multiverse too, then he'll not only understand how to follow them better, but he'll also know what loopholes exist. Some Guvners have discovered and exploited these loopholes, granting them strange and useful powers, like magic, but not. One factor's reportedly able to open his own portals, another can slip into the Astral Plane at will...

'Course, all this provokes howls of laughter from Xaositects who're watching closely. "The Guvners only study Laws so they know how to break them!" they shout. Fraternity factioneers are quick, perhaps too quick, to deny this, of course -- that would be bad publicity...

Roleplaying the Fraternity of Order

Two basic types of bashers join the Guvners: those looking for knowledge and those looking for power. To most of ’em, the two quests amount to exactly the same thing - remember, knowledge is power, berk.

Some faction members enjoy delusions of power beyond reason, but they fail to get far. See, such megalomaniacs have lost their sense of order in their fanatic ambition. While many Guvners seek knowledge with fervor, the ones that rise through the ranks are those governed by a sense of order. They don’t hunger for the power of knowledge, but accept that it will come.

ALIGNMENT. A cutter's got to be lawful to join the Guvners - and pass the right tests, of course. Good characters respect the laws as they are, while evil ones thrill in twisting them legally whenever they can.

CLASS. Most members of the Fraternity of Order are wizards, since that profession encourages research; all specialties appear in the faction’s roll, though Guvner wild mages seem less wild than most and concern themselves with learning the laws and patterns of chaos (such as they are). A lot of the remaining Guvners are priests, usually of a power representing law and order, justice, or a related topic. Warriors seem somewhat common, and the rare Guvner rogue might be a bard or a thief who lawfully tries to thwart other thieves.

RACE. Though a character’s race makes little difference to the Guvners, many humans and dwarves join. Half-elves and tieflings seem uncommon (they don’t take well to strict rules), bariaur rare, and githzerai almost unknown - they like rules even less.

FACTION ABILITIES
RP Abilities only: Requires consent of a DM/EM or all players involved/affected by its use if no DM/EM is present. (per Server Rules)

Manipulate Probability: A Guvner can, once per day, tinker with the laws of chance to gain an advantage, granting them either a +3 or -3 to any roll they make.
 
Find Loophole: Through arduous study of a specific ability, a Guvner can perform a spell as high as their level would allow. The Guvner does not need to be a spellcaster to perform this ability, only simply have enough levels that would feasibly allow them to cast it. In other words, even a warrior that is a high ranking member of the Guvners could perform this ability.

In order to find the loophole of the spell, the Guvner must spend 1 day per spell level of studying the intricacy and laws behind the spell within the city courts. This means that it would take the Guvner nine days to perform a ninth level spell. The spell still requires all material, gold, time, and any other components it would normally need.

The rank of A10 cannot perform this ability. Ranks A9-A5 can perform up to 4th level spells. Ranks A4-A1 can perform up to 6th level spells. Bureau Chiefs (B5-B1) can perform up to 9th level spells. 

Because of the strenuous amount of research and preparation this ability takes, a Guvner can only prepare one loophole at a time and can only use it once. Afterward, the Guvner must begin anew in order to use the ability again.
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