Formatting code for Affiliations
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====**__Affiliations__**====
**[[AffiliationOrganizations Affiliation Organizations]], [[AffiliationRankings Affiliation Rankings]]**
==**I. The System**==
The affiliation system is a method of tracking a character's status with __**[[AffiliationOrganizations various organizations]]**__ in Coeur d'Ennui. Only organizations with a strong presence in the city are counted. Some characters are considered affiliated from creation (most notably priests and paladins, but also PCs who take a religious affiliation or gang membership at character creation). Others may choose to join an organization later in their adventuring careers, which generally requires GM permission. It is not possible to join the Assassins' Guild, Bharzak's Gang, or Devora's Silverpaws at creation: these groups require GM authorization for membership.
Generally it is not possible for a character to be a Member of two or more organizations simultaneously, although at GM discretion some exceptional circumstances may warrant high degrees of affiliation in multiple non-opposing organizations at the same time. There is no limit to the number of groups that may be friendly or neutral toward the PC -- or may dislike him or her.
Any increase in Affiliation ranking that would raise a character's standing above Friendly does not change his status; however, he can still spend APs with any organization where he has some.
For example, if Flora Treehugger, an unaffiliated druid, performs a great service on behalf of the Phaeran temple and gains 5 Affiliation Points as a result, she would be considered Friendly to the Phaerans. Flora could spend her APs with them, but would not be able to rise to a higher status until she formally joined the organization. If she later decided to become a Member with a GM's permission (which would likely entail sustained roleplay and some posts), she would then be able to spend her APs or accumulate more to rise in the Phaeran ranks.
==**II. Degrees of Affiliation**==
__Mortal Enemy (-20 or lower):__ Character is loathed and feared by the group. Members will attack the PC on sight if there is a fair chance of prevailing; if not, they will plot against the PC and sabotage him at every opportunity. The PC can expect no mercy should he ever fall into the group's clutches. Any non-Member characters in his company are regarded as Hated.
__Hated (-10 to -19):__ Character is hated and scorned by the group. Members will treat him with open disdain, try to turn others against him, and possibly even attack him physically. The PC can expect no help from the group under any circumstances; they will at best ostracize him and, at worst, intentionally act against him while vulnerable. Any non-Member characters in his company are regarded as Disliked.
__Disliked (-1 to -9):__ Character is disfavored by the group. Any help he gets from them will be at 150% or more of the standard cost; any information he gets from them is likely to be carelessly reported or have important details missing accidentally-on-purpose. While the group generally will not take direct action against the PC, they see no reason to go out of their way to help him, and will make their dislike known more or less blatantly.
__Neutral (0):__ The group has neither positive nor negative attitudes toward the PC. Their help comes at the standard cost and may be denied if providing that assistance would impose a significant burden on the organization. This is the default attitude in most cases.
__Friendly (+1 to +4):__ Character is known to some members of the group and generally regarded with a positive attitude. Character may be permitted to use publicly accessible facilities (training facilities, boarding rooms, libraries, etc.) for nominal fees. More substantial help comes at standard cost but will rarely be denied to a friendly PC.
__Member (+5 to +9):__ Character is known to most members of the group and is considered an initiate or low-ranking member in good standing. Publicly accessible facilities are available to the PC at no cost. Character pays 75% standard base cost for spells and supplies.
__Favored Member (+10 to +14):__ Character is known to all members within the group and is generally known among outsiders to be associated with that organization. The PC is privy to most of the group's inner workings and has some contacts within its leadership. Character pays 50% standard base cost for spells and supplies.
__Representative (+15 to +24):__ Character is known throughout the city as being associated with the organization, and is considered to speak on behalf of its members. The leadership may send the PC out as a formal delegate or use him unofficially in that capacity. Lower-ranking members look to the PC as a role model and guide for their own behavior. The PC's personal actions may have repercussions -- positive or negative -- if perceived as being undertaken on behalf of the group.
__Leader (+25 and higher):__ Character is known throughout the region as being associated with the organization, and is among its top leadership. The character speaks for the group at all times, even when the PC might prefer to be acting solely in a personal capacity, and any actions undertaken by the PC reflect on the organization. All other non-leader members look to the PC for guidance, and the PC's actions tend to have political ramifications for the group.
==**III. Benefits of Affiliation**==
These benefits are available only to PCs with Friendly standing or better. To obtain a benefit from the group, the PC must spend a certain number of Affiliation Points. This is intended to reflect the fact that a character who keeps asking favors from an organization is, eventually, going to wear out his welcome if he doesn't contribute substantially to them in turn.
"Material assistance" includes baselist spell casts, mundane supplies (anything that could be purchased from the Marketplace), and ransoms. Access to magical, illegal, and unique equipment and spells (if the organization has any at its disposal) may be purchased for another 1 AP and then costs 1 AP per 100 ss of materials. Material assistance may, of course, be purchased for money instead of APs once the character has acquired access to the organization's stockpiles.
Also note that not every organization has the resources to provide everything on this list. Smaller organizations are unlikely to be able to arrange mass teleportations or safely imprison monstrous captives, and will generally have smaller stashes of unique goods to offer.
- - Every 100 ss of material assistance: 1 AP
- - Magical transportation to and from a location for one person: 1 AP
- - Magical transportation to and from a location for a group (up to eight): 2 AP
- - Every 10 levels of followers to accomplish a specific goal: 1 AP (note that how these followers are used may have further ramifications for the PC's standing in the organization)
- - Secure holding of a humanoid prisoner per week: 1 AP
- - Secure holding of a monstrous prisoner, or Level 20+ humanoid, per week: 2 AP
- - Research on obscure/sagely topics: 0-2 AP at GM discretion
- - Other supplies and services: 0-3 AP at GM discretion
==**IV. Determining Affiliation Score**==
Positive calculations apply only to the character's primary affiliation. They are not counted when determining his status with regard to other groups, *except* when awarded by a GM as a result of specific actions.
Negative calculations apply to all organizations that list the PC's affiliated group as Hostile.
A. __Temples__
- - Character is a priest or paladin of the deity: +2
- - Character is a devotee or regular worshiper of the deity: +1
- - Character is a worshiper of the same alignment as deity: 0
- - Character is a worshiper one step removed from deity's alignment: -1
- - Character is two or more steps removed from deity's alignment: -2
- - Character is a worshiper of an opposing deity: -5
B. __Thieves' Guilds/Underworld Gangs__
- - Character is an officially accepted guild member: +3
- - Character is a Rogue: +2
- - Character is a Brigand, Night Blade, or Scout: +1
- - Character has 50 Streetwise or better: +1
- - Character is a Priest or Paladin of a goodly, law-abiding deity: -2
- - Character is friendly with a rival guild or law-enforcement organization: -3
- - Character is a member of a rival guild or law-enforcement organization: -5
C. __All Organizations__
- - Every year of involvement or membership: +1
- - Every year of opposition or membership in rival group: -1
- - Every three character levels (fractions round down): +1 if friendly, -1 if disliked
- - Major activities undertaken on behalf of group's interests (GM discretion): +1 to +5
- - Major activities undertaken in opposition to group's interests (GM discretion): -1 to -5
__**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[http://www.parthosrpg.com/mboard/ Message Boards]]**__, __**[[www.parthosrpg.com/aim.php The Parthenon (AIM)]]__, __[[www.parthosrpg.com/aol.php The Parthenon (AOL)]]**__
__**[[World Back to World]]**__
====**__Affiliations__**====
**[[AffiliationOrganizations Affiliation Organizations]], [[AffiliationRankings Affiliation Rankings]]**
==**I. The System**==
The affiliation system is a method of tracking a character's status with __**[[AffiliationOrganizations various organizations]]**__ in Coeur d'Ennui. Only organizations with a strong presence in the city are counted. Some characters are considered affiliated from creation (most notably priests and paladins, but also PCs who take a religious affiliation or gang membership at character creation). Others may choose to join an organization later in their adventuring careers, which generally requires GM permission. It is not possible to join the Assassins' Guild, Bharzak's Gang, or Devora's Silverpaws at creation: these groups require GM authorization for membership.
Generally it is not possible for a character to be a Member of two or more organizations simultaneously, although at GM discretion some exceptional circumstances may warrant high degrees of affiliation in multiple non-opposing organizations at the same time. There is no limit to the number of groups that may be friendly or neutral toward the PC -- or may dislike him or her.
Any increase in Affiliation ranking that would raise a character's standing above Friendly does not change his status; however, he can still spend APs with any organization where he has some.
For example, if Flora Treehugger, an unaffiliated druid, performs a great service on behalf of the Phaeran temple and gains 5 Affiliation Points as a result, she would be considered Friendly to the Phaerans. Flora could spend her APs with them, but would not be able to rise to a higher status until she formally joined the organization. If she later decided to become a Member with a GM's permission (which would likely entail sustained roleplay and some posts), she would then be able to spend her APs or accumulate more to rise in the Phaeran ranks.
==**II. Degrees of Affiliation**==
__Mortal Enemy (-20 or lower):__ Character is loathed and feared by the group. Members will attack the PC on sight if there is a fair chance of prevailing; if not, they will plot against the PC and sabotage him at every opportunity. The PC can expect no mercy should he ever fall into the group's clutches. Any non-Member characters in his company are regarded as Hated.
__Hated (-10 to -19):__ Character is hated and scorned by the group. Members will treat him with open disdain, try to turn others against him, and possibly even attack him physically. The PC can expect no help from the group under any circumstances; they will at best ostracize him and, at worst, intentionally act against him while vulnerable. Any non-Member characters in his company are regarded as Disliked.
__Disliked (-1 to -9):__ Character is disfavored by the group. Any help he gets from them will be at 150% or more of the standard cost; any information he gets from them is likely to be carelessly reported or have important details missing accidentally-on-purpose. While the group generally will not take direct action against the PC, they see no reason to go out of their way to help him, and will make their dislike known more or less blatantly.
__Neutral (0):__ The group has neither positive nor negative attitudes toward the PC. Their help comes at the standard cost and may be denied if providing that assistance would impose a significant burden on the organization. This is the default attitude in most cases.
__Friendly (+1 to +4):__ Character is known to some members of the group and generally regarded with a positive attitude. Character may be permitted to use publicly accessible facilities (training facilities, boarding rooms, libraries, etc.) for nominal fees. More substantial help comes at standard cost but will rarely be denied to a friendly PC.
__Member (+5 to +9):__ Character is known to most members of the group and is considered an initiate or low-ranking member in good standing. Publicly accessible facilities are available to the PC at no cost. Character pays 75% standard base cost for spells and supplies.
__Favored Member (+10 to +14):__ Character is known to all members within the group and is generally known among outsiders to be associated with that organization. The PC is privy to most of the group's inner workings and has some contacts within its leadership. Character pays 50% standard base cost for spells and supplies.
__Representative (+15 to +24):__ Character is known throughout the city as being associated with the organization, and is considered to speak on behalf of its members. The leadership may send the PC out as a formal delegate or use him unofficially in that capacity. Lower-ranking members look to the PC as a role model and guide for their own behavior. The PC's personal actions may have repercussions -- positive or negative -- if perceived as being undertaken on behalf of the group.
__Leader (+25 and higher):__ Character is known throughout the region as being associated with the organization, and is among its top leadership. The character speaks for the group at all times, even when the PC might prefer to be acting solely in a personal capacity, and any actions undertaken by the PC reflect on the organization. All other non-leader members look to the PC for guidance, and the PC's actions tend to have political ramifications for the group.
==**III. Benefits of Affiliation**==
These benefits are available only to PCs with Friendly standing or better. To obtain a benefit from the group, the PC must spend a certain number of Affiliation Points. This is intended to reflect the fact that a character who keeps asking favors from an organization is, eventually, going to wear out his welcome if he doesn't contribute substantially to them in turn.
"Material assistance" includes baselist spell casts, mundane supplies (anything that could be purchased from the Marketplace), and ransoms. Access to magical, illegal, and unique equipment and spells (if the organization has any at its disposal) may be purchased for another 1 AP and then costs 1 AP per 100 ss of materials. Material assistance may, of course, be purchased for money instead of APs once the character has acquired access to the organization's stockpiles.
Also note that not every organization has the resources to provide everything on this list. Smaller organizations are unlikely to be able to arrange mass teleportations or safely imprison monstrous captives, and will generally have smaller stashes of unique goods to offer.
- - Every 100 ss of material assistance: 1 AP
- - Magical transportation to and from a location for one person: 1 AP
- - Magical transportation to and from a location for a group (up to eight): 2 AP
- - Every 10 levels of followers to accomplish a specific goal: 1 AP (note that how these followers are used may have further ramifications for the PC's standing in the organization)
- - Secure holding of a humanoid prisoner per week: 1 AP
- - Secure holding of a monstrous prisoner, or Level 20+ humanoid, per week: 2 AP
- - Research on obscure/sagely topics: 0-2 AP at GM discretion
- - Other supplies and services: 0-3 AP at GM discretion
==**IV. Determining Affiliation Score**==
Positive calculations apply only to the character's primary affiliation. They are not counted when determining his status with regard to other groups, *except* when awarded by a GM as a result of specific actions.
Negative calculations apply to all organizations that list the PC's affiliated group as Hostile.
A. __Temples__
- - Character is a priest or paladin of the deity: +2
- - Character is a devotee or regular worshiper of the deity: +1
- - Character is a worshiper of the same alignment as deity: 0
- - Character is a worshiper one step removed from deity's alignment: -1
- - Character is two or more steps removed from deity's alignment: -2
- - Character is a worshiper of an opposing deity: -5
B. __Thieves' Guilds/Underworld Gangs__
- - Character is an officially accepted guild member: +3
- - Character is a Rogue: +2
- - Character is a Brigand, Night Blade, or Scout: +1
- - Character has 50 Streetwise or better: +1
- - Character is a Priest or Paladin of a goodly, law-abiding deity: -2
- - Character is friendly with a rival guild or law-enforcement organization: -3
- - Character is a member of a rival guild or law-enforcement organization: -5
C. __All Organizations__
- - Every year of involvement or membership: +1
- - Every year of opposition or membership in rival group: -1
- - Every three character levels (fractions round down): +1 if friendly, -1 if disliked
- - Major activities undertaken on behalf of group's interests (GM discretion): +1 to +5
- - Major activities undertaken in opposition to group's interests (GM discretion): -1 to -5