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07:29, 20th April 2024 (GMT+0)

The League Of Pathfinders.

Posted by League HistorianFor group public
League Historian
GM, 16 posts
Chronicler of the
League Of Pathfinders
Thu 5 Jul 2018
at 17:01
  • msg #1

The League Of Pathfinders

As expected, the game cast is growing quickly, and I will be setting up "crews" that the League has assigned you too, unless you have specifically requested to work alone or with a partner this is the crew you will adventure with on your first quest.

Crews will be teams of 4, and are expected to work together to complete their quest and are subjective to uphold the articles of the league at all times. Failure to follow the Article of The League Of Pathfinders will result in the offender being hunted down and expelled from the Pathfinder League.

Crew members share quarters and gear, and must complete requisition forms for additional gear they cannot purchase of their own funds.

This thread will detail the various rules, forms, and information in regards to the league.
League Historian
GM, 19 posts
Chronicler of the
League Of Pathfinders
Thu 5 Jul 2018
at 18:22
  • msg #2

Articles of The League Of Pathfinders

Articles of The League Of Pathfinders

Article 1- Pathfinders are not to engage in hostilities with any sentient being outside of quest target(s).

Sub A) If assaulted, Pathfinders have authorization to defend themselves, to the extent that they are able to remove themselves from the fight or subdue the target in a non lethal manner. If unable to remove themselves or subdue the attacker(s), the Pathfinder is to surrender themselves and meet the demands of the attackers, unless the Pathfinder faces mortal danger. In the case of mortal danger, the Pathfinder has authorization to terminate the attacker.
Sub B) If a Pathfinder witnesses an assault against an unarmed person, or a one sided attack, the Pathfinder is obligated to intervene and attempt to cease the hostilities. If doing so places the Pathfinder in a situation like Article 1 Sub A, the Pathfinder is to observe protocol and attempt to remove themselves and the victim from the scene or situation.


Article 2- Pathfinders are not to engage in social or political action with another faction, government, or individual outside of basic social interactions or quest requirement.
Sub A) Pathfinders are expected to exercise judgement in social interactions, and should not engage in pursuing unnecessary relationship actions with individuals outside of the quest directives. Should the Pathfinder do so, their actions are open to being reviewed and evaluated by a council of Pathfinders. The Pathfinders crew may serve as testimonial witnesses to affirm or negate the validity of the Pathfinders actions.
Sub B) Pathfinders are to hold to a True Neutral alignment in all political and social interactions, though exceptions can be made to uphold Article directives.


Article 3-Any item of material value or interest is to be returned to the League for analysis, sale, or use.
Sub A) Pathfinders are not permitted to accept gifts or tips from individuals. Discretion is expected when handling such offers, in regards to Article 2.
Sub B) If offered a meal, drink, or similar gift of material value the Pathfinder is permitted to accept, so long as doing so does not interfere with the quest directives.
Sub C) Pathfinders are expected to disclose the location of any treasure, artifacts, or other items/locations of interest to the League encountered when in the field.

Article 4-Pathfinders are to exercise caution in the casting of magic, rituals, technology, or other actions that could potentially have a lasting effect on the surrounding area.
Sub A) All previous and subsequent articles are to be referenced for the nuances of Article 4.

Article 5- The Articles trump Quest Directives.
Sub A) In the event that a Pathfinder must drastically violate an article to complete a quest directive, the Pathfinder must make a field decision that will be reviewed by a council of Pathfinders. If the Pathfinder chooses to abandon a quest directive or altogether, they are to report the details of why and submit it to a council of Pathfinders for review. The customer will be contacted, refunded, and informed as to why the quest could not be completed.
Sub B) Pathfinders are to recognize that failing to complete a quest may have drastic repercussions on their contract with the League Of Pathfinders, the Pathfinder Society itself, and all further contracts. Quest matters are not to be taken lightly.


Article 6- Internal Affairs are to be handled by a council of Pathfinders.
Sub A) Should a pathfinder come into conflict with their crew, the current quest must be completed as per Article 5, and then all party members are to submit a Quest report detailing the events and reasons for stated conflict, and the resolution or recommendations for resolution of said conflict.
Sub B) Pathfinder parties are to maintain an appearance of party cohesion in public, and are to learn to operate in social and combat situations together despite differing opinions. It is up to each party to determine the best way to handle such matters.


Article 7- Pathfinders are to be paid according to contract, with payment equaling quest value, no matter payment form.
Sub A) If the contract is agreed that the Pathfinder(s) are to be paid in a certain form, that form should be upheld. However, in the situation where a client attempts to pay a Pathfinder party in a form that violates the contracted agreement, or less than agreed upon, the Pathfinder(s) maintain the right to seize wealth equal to the agreed amount.
This message was last edited by the GM at 09:39, Wed 11 July 2018.
League Historian
GM, 66 posts
Chronicler of the
League Of Pathfinders
Sun 8 Jul 2018
at 02:13
  • msg #3

Pathfinder Personnel File

Pathfinder Personnel File

Race:
Gender:
Name:
Age:
Class:
Family: Y/N

Prior Career Quests-
Prior work and jobs the pathfinder has distinguished themselves in, that may have even led to recruitment into the League of Pathfinders.

Religious Affiliation:

Goals-
Pathfinders goals and long term plans, which may influence party relations.

Pathfinder Skillsets
*ranked Basic, Proficient, Focus

Melee Combat
Agility
Ranged Combat
Stealth
Subterfuge
Magic
Healing
Lore
Diplomacy
Intimidation
Sense Motive
Profession
Skill Array


Pathfinder Contract Recruiter Considerations-
*Failed Quests, Article Violations, and Injuries
League Historian
GM, 105 posts
Chronicler of the
League Of Pathfinders
Wed 11 Jul 2018
at 03:24
  • msg #4

Pathfinder Personnel File

(Credit to Arthur Spellseeker)
(Partial credit to Tora)

The League has created several symbols for its Pathfinders to use to display their areas of expertise, as a source of pride and honor for their accomplishments.

-The Golden Seal
A symbol known even outside the Pathfinders, a known Golden Seal is trusted to negotiate agreement between nations. Their reputation for fairness and neutrality means they're in high demand.

-The Ivory Cross
Also well know, the Ivory Cross are the greatest of healers. They're the ones who run into plague stricken cities to stop the sickness. They can't rely only on magical healing, they need to be expert in disease and how to cure them without magic.

-The Steel Spyglass
A rarely seen mark, it's bearers are renowned for their expertise as military leaders. Though the Pathfinder mostly stay out of military operation, sometime a country will offer enough to hire a skilled commander and his team of body guards.

-The Jade Leaf
The sign of an eternal traveler, someone wearing the Leaf is know for pushing back the boundaries of the know world, mapping new countries and establishing contact with unknown civilization. They're the ones who can be abandoned on an island with a knife, only to return with a boat and full map of the sea.

-The Silver Arrow
Any adventurer can take a sword and start killing most things. The Arrows kill the things that don't go down so easily. They know what a monster is, what it's weak to, and how to avoid it's attack. If you leave with a Silver Arrow, you can expect to return. Even if it sounds like a suicide mission.

-The Brass Wheel
The sign of the pilots and captains. If you need to get somewhere, they'll get you there, no matter how dangerous the trip. Be it on the sea, the land, or in the sky, their vehicles are always on the move.

-The Ebony Mask
Where the other marks are rarely seen outside the lodges, the Mask is rarely worn inside, and never outside. The Mask are the ones who deal with the maters of cloak and dagger. Spying, stealing, assassinating, they are the experts in the matter. Rumor has it that you don't receive the Mask, you have to steal it from a hidden vault, somewhere within the lodge...

-The Steel Gear
Represents knowledge of engineering and magitech. Gears are often involved in tasks where knowing why something works is as important as how.

-The Six-pointed Star
Represents dedicated arcane study. Stars are not only knowledgable but practiced in the work of arcane magic.
This message was last edited by the GM at 03:43, Wed 11 July 2018.
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