Guild Charter

Rule #0

The Dungeon Master is always right! Unless he is clearly wrong . . . †

Rule #1

Each player will be allowed a maximum of three (3) characters. If a player ever has at least one character of Paragon tier (11th – 20th level), his maximum number of characters increases by one (1). If a player ever has at least one character of Epic tier (21th – 30th level), his maximum number of characters increases by one (1). If a player acts as Dungeon Master for at least one entire session, his maximum number of characters increases by one (1). This gives players three (3) opportunities for additional characters, making the maximum number of characters a player can potentially have six (6).

Rule #2

Any character generated for inclusion in games must have options selected from official 4th Edition core books, supplements, This Mind of Mine material, or have the options agreed upon by the Dungeon Master ‡

Rule #3

Characters cannot use magic items that have a level higher than their current level plus four (4). Additionally, characters cannot use magic items that are outside of their tier. Therefore, a Heroic level (1st – 10th) character can only use magic items that are 1st – 10th level, a Paragon level (11th – 20th) character can only use magic items that are 1st – 20th level, and an Epic level (21st – 30th) level character can use any magic items.

Rule #4

All features presented in official books that are campaign specific will have an alteration to make it comply with the This Mind of Mine campaign setting. All house rules (specifically Fumble Saving Throws will be enacted in any game run in this fashion.

Guild Rules

The guild has a series of in-game/out-of-game rules that are in place to help characters maintain balance and at the same time a method of networking with one another.

Guild Rule #1

Magic items can be added to the Guild fund, but currency, spell components, items of worth (jewels, treasure, art, etc.), and mundane items cannot. Loot should be divided amongst party members at the end of each session. Magic items may be disenchanted for a gold value equal to half their market price.

Guild Rule #2

To stymie the pool of magic items that will be accrued in the Guild fund from overpowering lower level characters too quickly, a character can only receive an item from Malebranche’s arsenal upon completing a quest for the Guild (major or minor). Even if he receives an item from the guild, he must still comply with Rule #3 of the Charter.

Guild Rule #3

If a character dies, he may nominate to be resurrected. This action costs the guild five hundred gold pieces (500 gp). This money first comes out of the player character’s funds. If he cannot afford it, a magic item of his may be offered up to disenchant to aid in the cost. If other willing agents are willing to sacrifice their funds, then those funds may also be used. Only with the consent of every individual player with a character in the Guild may party fund assets be used to fund a resurrection.

† – If John ever disagrees with the DM, they’re wrong.
‡ – See Rule #0.

Guild Charter

This Mind of Mine Nalan