Guildmasters Guide To Ravnica

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RANK 2: RESEARCHER
Prerequisite: Rank 1 and renown JO or higher in the
Simic Combine
After doing your time as a technician, you are eligible
to lead your own experiments. You must be associated
with a clade or a project, and must work on experiments
related to its primary focus under the general guidance
of the clade or project leader. Project leaders are more
hands-on, e ns uring that your research contributes to
reaching the immediate objective. Clade leaders check
in from time to time, but they give you wide latitude to
pursue your own experiments under the general aegis of
the clade's interests.
If your research requires it, your project leader or
clade leader can equip you with a Simic charm (de-
scribed in chapter 5) before you undertake a mission or
an experiment. In addition, you can call on a category
1 krasis (see chapter 6 for the stat block) to assist you
on any mission authorized by the guild. You choose the
krasis's two adaptations.

LUMINARY (SPECIAL ROLE)
Prerequisite: Renown 10 or higher in the Simic
Combine
As a guardian, deepsage, or other non-scientist within
the Simic, you don't progress through ranks, but as a
luminary you might be entrusted with the leadership of
guerrilla or espionage missions, with other Simic hybrid
agents under your command. Or you might be respected
as a wise and enlightened teacher.

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ff your work for the guild requires it, a project leader.
clade leader, or other superior can equip you with a
Simic charm (described in chapter 5) before you under-
take a mission or an experiment on the guild's behalf.
In addition, when you're on guild business, you can
call on the following Simic hybrid agents to assist you:
one hybrid brute or hybrid flier, up to two hybrid poi-
soners or hybrid shockers, or ld4 hybrid spies (see
chapter 6 for these stat blocks).

RANK 3: PROJECT LEADER
Prerequisite: Rank 2 and renown 25 or higher in the
Simic Combine
A proven researcher, you are eligible to oversee your
own project, directing the efforts of other researchers
toward the solution of some problem facing the guild.
The Speaker of your zonot gives you laboratory space,
and you have a staff of 3d12 researchers (which use the
stat blocks of commoners or merfolk from the Monster
Manual). You can have this staff work on projects for
you, which can include the creation of a category 2 kra-
sis (see chapter 6 for the stat block) with adaptations of
your choosing, which you can then bring outside the lab-
oratory on important business, ideally under carefully
controlled conditions.
Hosting the work of a successful and important
project reflects well on the Speaker of a zonot, so your
Speaker keeps a close eye on your work. On the positive
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