Factions, Associations, Teams, and Enterprises

Factions, Associations, and Teams.

These are large or small groups working towards a common goal. This is generally handled more as a story point, but in some cases some mechanics may be useful and come into play. Especially when player run factions are introduced.

In this games case, the rules are a hybrid of those presented in the following: Factions and Giant Monsters from Evil Hat, advice on the DFRPG forums, and Strands of Fate from Void Star.

Essentially the groups have their own skills, which are able to be rolled to accomplish certain goals, these skills vary greatly depending on the organization in play.

Influence

Influence represents the organizations scale, and provides a bonus equal to its influence score for all rolls. It should be noted that this is the groups influence, and not a reflection of the power of the groups individual members. If that were the case the list would be quite different.

Influence Example
0 None, essentially the organization has no influence outside of its own members. Also: Harp & Fiddle Club
1 Rooney Family, the disgraced group now exists as a minor player. Also: S.We.P.P.S.
2 AK-47, one of many gangs fighting for control of the city, albeit with the advantage of being aware of the supernatural. Also: Wyldfae of PPG Zoo
3 Paranet, an as of yet, (in our game at least,) established network of minor talents. Also: Grrrgheim.
4 Order of the Blackened Denarius, a small group but with deep resources. Also: Skavis in Pittsburgh.
5 Fellowship of St. Giles, a relative newcomer on the supernatural scene, it is largely made up of infected red court vampires who refuse to turn and instead fight back. Also: Autumn Court, Spring Court.
6 Venatori Umbrorum, like the masons, but with flamethrowers.
7 White Court, an expansive power base that controls significant resources.
8 White Council, a global organization with some minor influences outside.
9 Red Court, controls several governments, and all of south america.
10 Winter Court, controls vast regions of the nevernever, and has influence, and connections in the mortal realm.

Organization Skills

Practical
Covert This is an organizations ability to get something done in a stealthy or tricky way. Be it sneaking information out of a building, sending in a group of spies, or deceiving.
Financial This is the organizations financial resources, this would be rolled whenever the group seeks to use such resources either to gain something, or even to hurt another with financial pressure.
Military Brute force more or less sums up military. This is a groups ability to ability to strike directly, or defend directly.
Political The organization uses political when calling in favors from contacts, and networking, and trying to get their way through such methods.
Scientific Does your organization have the technobabble to power the unobtainium generator to deal with the imminent threat? Not if you didn’t put points here. This can also reflect general knowledge in the area.
Supernatural Does your organization have the artifact to cast the spell handwavious to deal with the imminent threat? Not if you didn’t put points here. This can also reflect general knowledge in the area.
Organizational
Fealty This is an organizations loyalty, and how easy or hard it is to convince members to abandon it. The members stress track is derived from this.
Relations This represents the organizations reputation and social standing.
Resolve This represents an organizations dedication to its mission. The organization stress track is derived from this.

Like normal skills these can also support, modify, and limit other skills. Example: Faction head wants to use his sorceror order to assault an enemy stronghold, this in turn is a military roll, because it is a direct approach modified by his supernatural skill. Alternatively his enemy wants to assassinate him, which is a military role, modified by his covert skill. Anytime an act would overlap in approach, it is modified or limited in some capacity by the additional skills.

Beliefs

Instead of aspects, an organization has beliefs, which work in the same fashion. If it applies to something they are doing a fate point may be spent to invoke it to gain a +2 to the roll.

Initially an organization has one belief per rank of influence, but may gain additional beliefs as it advances.

Paragons

Paragons are those whom embody the organization, these are the face of the organization outside of the PC’s.

The number of paragons within an organization can vary, typically one is all that is needed to act as a face, but more may also work to flesh out the organization. The number is up to the players and GM initially, and more can be added as the organization advances.

Organization Advancement

Whenever a milestone is hit that is relevant to the organization, the organization may benefit from the following.

Significant Milestone

The organization may choose ONE of the following:

  • - Swap values of any two organizational skills
  • - Add a new Belief
  • - Clear stress tracks

Major Milestone

In addition to one of the benefits of a Significant milestone, they max also choose ONE of the following:

  • - +1 to a skill
  • - Take a stunt
  • - Add a Paragon.
  • - Remove consequences

Enterprises

Enterprises are organizations or businesses dedicated to the accumulation of wealth, and they follow these rules. Like organizations they have their own skills and abilities which can over time be improved. However because they are more specialized, they have a altered skill list. Not all skills mind you are useful to all enterprises.

Challenges

Every session a challenge takes place dealing with the business. Those with a stake in the business may attempt to take actions to apply aspects on to the challenge, the culmination of which is an exchange against whatever challenge currently faces the business. Beneficial aspects can only be one per person, as it is assumed that the time and effort to apply it is significant enough to prohibit them from doing more.

Likewise, enemies may attempt to thwart the business’s success and may make rolls to apply aspects on to the event as well.

The difficulty of this is 3 + Scale, and it always tags all negative aspects on the building.

Stress & Consequence

If at the end of the exchanges the business has been defeated, it has not automatically gone out of business. Instead it may have been forced to take on a new partner, or otherwise been altered. A business can of course also concede, in an attempt to gain a more favorable outcome if defeat seems certain. If it takes stress, that stress remains until the next fiscal year, or the players choose to remove it at the time of a significant milestone.

Scale

Similar to the influence rating from organizations, scale is slightly different. Both provide a static bonus, but in addition scale also increases the difficulty of enterprise session challenges, and asset restoration. As a business enters larger markets, it likewise faces greater challenges and more competitors.

Assets

A enterprise may have one asset aspect per each rank of scale +2. These may be sacrificed to avoid stress overflow from a consequence, and restored with a successful skill check equal to 3 + scale.

Enterprise Skills

Practical
Connections This is a enterprises contacts and connections.
Product This is the enterprises efficiency and ability to craft its goods, and/or supply its services. This represents both quality and quantity.
Knowledge This represents an enterprises knowledge, both in its particular area, and in general.
Logistics The enterprises ability to move and support product, and/or services.
Resources Resources reflect an enterprises cash reserves, equipment, and similar assets.
Sales Represents an enterprises ability to sell whatever it offers, be it goods or services.
Organizational
Morale This is an organizations loyalty, and how easy or hard it is to convince members to abandon it. The mental stress track is derived from this.
Relations This represents the organizations reputation, marketing, and social stress.
Security Represents the physical security of the business. Physical stress is derived from this.

Enterprise Advancement

Whenever a milestone is hit that is relevant to the enterprise, the organization may benefit from the following.

Significant Milestone

The enterprise may choose ONE of the following:

  • - Swap values of any two enterprise skills
  • - Clear stress tracks

Major Milestone

In addition to one of the benefits of a Significant milestone, they max also choose ONE of the following:

  • - +1 to a skill
  • - Take a stunt
  • - Remove consequences

Factions, Associations, Teams, and Enterprises

Dresden Files: GASP mrwakka