Metadata
CotD
The Guild of the Anchored Templar
Five Parsecs from Home
old_patron
Secretive group
Beleprim IV
No

The Guild of the Anchored Templar

A secret cabal of merchants that rig the price of a particular raw material in Beleprim IV.

JOBS:

jobid1PlanetaDescripcionCompletadaResultadoEnlace
03Beleprim IVUna organización secreta encarga a la tripulación una misión de entrega de un material en un buzón en un pantano psicodélico
Won - Held the fieldJOB 03

Description

When competition arises, they have Merch attack the rival houses while faking attacks on their own.

If the PCs get too close to the truth they'll be hired as caravan guards during their investigation, only to be attacked by bandits and all the members of the caravan during an ambush.

They offer the JOB 03 But we couldn't attend it because we were caught by Rivals.

The job is to deliver a package with caravan plans and instructions in the spot. Job attempted in

On T05 - Beleprim IV the crew could attend the JOB 03 and completed with success BUT lost as a PATRON per Campaign event in the same turn.

Members:

  1. The Boss - Known only as "The Anchor," the leader of the guild is a shadowy figure who rarely makes public appearances. They are a skilled tactician and a ruthless enforcer of the guild's rules.
  2. The Blade - An expert swordsman and a deadly assassin, The Blade is a master of disguise and can blend in seamlessly with any crowd.
  3. The Ghost - A skilled hacker and a master of infiltration, The Ghost can penetrate even the most secure computer systems undetected.
  4. The Hammer - A brute of a man, The Hammer is the muscle of the guild. He is responsible for carrying out the guild's more violent missions.
  5. The Eye - A master of surveillance and reconnaissance, The Eye is responsible for gathering intelligence on the guild's enemies.
  6. The Whisper - A master of persuasion and manipulation, The Whisper can talk their way out of almost any situation.
  7. The Mask - A master of disguise and deception, The Mask is responsible for creating false identities for the guild's members.

Relations with corporations:

  1. Byrn Logistics Group - The guild has a working relationship with Byrn Logistics Group. They provide security for the corporation's transport ships and receive payment in exchange.
  2. ProtoDev Multinational Armament - The guild has been known to acquire weapons and technology from ProtoDev Multinational Armament. It is unclear what they do with these supplies.
  3. Sector Border Patrol Unit - The guild has clashed with the Sector Border Patrol Unit on multiple occasions. The two organizations have a tense and hostile relationship.

Base of Operations:

The guild's base of operations is a hidden underground facility located in the outskirts of the city. The entrance to the facility is well-concealed, and only a select few members know its location. The facility is heavily fortified and contains living quarters, training areas, and a vault for storing the guild's ill-gotten gains. The guild members rarely stay in one place for long, and they use the facility mainly as a base of operations between missions.