Right, sorry XD
Organisations
Here's an updated version of the Organisation Rules (Version 1.1)
Let me know your thoughts.
Awesome update mate and thank you so much for the samples ![]()
I will test and study it ![]()
EDIT: Boosts from Size are maybe too much or just fine? Seems that Boosts are a really exclusive resource. Maybe doesn't give anything until Size 2 and end at 3 Boosts?
Edited by Josep MariaHello ignorance!
What is "Break Point" please? XD
I am certainly going to test this out and I feel it help in games that have multiple GMs and players that drop in and out. Especially when trying to establish a continuity
Hello ignorance!
What is "Break Point" please? XD
Break points are how many casualties will an organisation take in a given conflict before they disengage.
Basically, they might like their friends and co-workers enough to stand alongside each other, but if you murder, intimidate and otherwise terrorise enough of them, they'll bug out and run away because "I ain't getting paid enough for this crap!" moments.
So a bunch of well motivated, bloodthirsty pirates, experienced Rebel spec-forces or Imperial Army might take 40-50% casualties before bugging out, security guards, police and the like might only take 25-30% casualties before withdrawing and dockyard union thug types might only take 10-20% before they want to get out of there.
That covers people stunned into unconciousness, reduced to 0-strain from a social battering in negotiations and of course, blasters to the face that affects most normal kind of folks ability to deal with conflict or something awful. As a GM, you can make that call at any time as not everyone fights to the death and you could have a Rival with Leadership try and convince their mates to continue the conflict or attempt to call in reinforcements in a timely manner.
That doesn't apply to Stormtroopers or Compforce.
You will literally need to wipe them out to the last man if you get into a fight with them, that's what makes them 'scary' in so much that they might individually be kind of 'meh', but they never give up and there's typically 100's or 1000's of them in reserve which will go charging in right over the top of any KIA.
OMG O.o
Thank you so much for the explanation!
So, in general, more hostile is the organization, higher are the possibilities of killing innocents. With pacific organizations between 90-100% will survive, I get it?
When you're looking at 'Hostility' as a whole, the 3, 4 and 5 range is actively predatory, they will go out of their way to aquire what they want with some type of force, however 3 and maybe 4 in the range will do it maybe as a 2nd or 3rd resort if they've not been able to resolve the issue with their other advantages.
For example Black Sun might decide to leverage on their Notoriety and Size first to resolve a conflict by simple intimidation tactics, you know who we are, you know there's a lot of us and we can hit you from any kind of direction we **** well choose. If that doesn't work they can drag out the big stick and start waving it around.
A Gamorrean Mercenary group however; will not be very smart, completely disorganised, no one wants to know them or even very notorious. However; there is probably a lot of them and they resolve problems with violence first time, all the time!
The question of 'who's innocent' during the process isn't really applicable to hostility.
You annoy Sienar by stealing a valuable set of blueprints for example, they'll quite happily torture, destroy and burn every person along the way if its going to take them to whoever they need to get to. Heck, they'll probably even send holo vid recordings of your former neighbourhood being blown off the face of the map with proton bombs. (Because they can!)
Unlike a Rebel Cell, who might also have the capability of causing a lot of civilian casualties and are potentially twice as hostile as Sienar, but they don't typically kill innocent people with a random bomb in a speeder hoping to whack a sector Moff, because its just not what they do.
Thats more of the GM's call as to 'morality' an organisation's conduct and probably something a bit too nebulous to be captured by a stat-line.
Yes the more moral implications should exist in the description. If a company enjoys collateral damage then you mention it there. Otherwise, I would say individual morality is more important the organizational.
What Book Do I Find Rules For Organizations In? I'm Completely LosT Lol
What Book Do I Find Rules For Organizations In? I'm Completely LosT Lol
That’s the point of this thread. There really isn’t such a writeup anywhere in the game that I know of, and so GM Hooly here has been kind enough to give us his thoughts on the subject and take our feedback and incorporate that into what he has developed.
So, if you’re a GM, then feel free to use these and/or comment on them. If you’re not a GM and you want to be able to use these in your game, then you need to tell your GM about these rules.
Read them. Use them. And then give feedback on them.
I will be adding additional rules as time goes on to help GMs "Eye Ball" things. By way of example, I have a full set of rules for Sector Design and Sector Map Making based on traveller, the existing rules and some influence from the old WEG material. I don't want to create rules though to burden the GM. I want to create rules which are simple and can help GMs with consistency in their games.
Thanks to everyone thus far for the feedback.
It will be possible to standarize all max stats to 6 instead 5 and 6?
This will be easier to scale. Thanks!
Is that a request? If yes, then I'll take a look.
Edited by GM HoolyYep, that would be great that all stats arrive to 6.
Thanks again ![]()
Well, I got a few of the other GMs in the Shadow of the Broker campaign to write up their custom organizations and I wrote up the two I developed.
Next time I get to GM a session, I am going to try and include one of the other GMs organizations using their stats. I want to see if I can capture their picture of the organization from the stats that have been written up. Of course, I might just try it out in a one-shot when I get home with my offline group.
I will certainly let you know my thoughts on the process when I get a chance to use it.
That's awesome, and thank you.
I have made a few more changes just to clarify a few points people have raised. I'll post that as version 1.3 later today if I can finish it.
With my Pathfinder game cancelled tonight, I got some time to spend on this and I think this is done. Again, feedback appreciated.
Edited by GM Hooly
I love the changes! I will feedback anything interesting. I talked with a friend about 4 Boosts and aren't so bad as I think. It can work but still considering it.
Thank you so much ![]()
With my Pathfinder game cancelled tonight, I got some time to spend on this and I think this is done. Again, feedback appreciated.
Very cool, got some meat to it now and I think the 6-ranks in stats work pretty well.
Here's a big 'mid-level' type of organisation that people often ask about, but aren't often detailed... but PC's as EotE criminal types should 'get to know', before they get nabbed off the street:
Mantis Syndicate
Area of Operations: Outer Rim
Base of Operations: Santarine- Sarin Sector
Leader Marina Mantis
Type: Bounty Hunter Guild
Motivation: Bounty Retrieval
Hostility: 3
Intelligence: 3
Size: 3
Notoriety: 3
Influence: 4
Resources: 4
Skills: Streetwise: 3, Know Underworld: 1, Ranged Heavy: 1, Know- Warfare: 1
Description
The owner and manager of the Syndicate was the amoral Lady Marina Mantis, who offered the services of her troops to anyone paying. They gained massive amounts of resources and authority under Imperial Governor Jaris Affric to conduct their
hunts as they saw fit and with very little in the way of legal complications.
During the height of the Galactic Civil War, however, the Syndicate employed no less than 985 professional hunters made up primarily of ex-soldiers, 845 support personnel, and 220 administrative staff. Its assets were valued at fifty-four billion credits, including seven billion credits in cash. The Syndicate was bigger than many of its peer houses, such as the Ragnar Syndicate, but it also focused on bigger-scale activities. They specialise mostly in bringing in large groups of people with the number of combined forces at their disposal.
Normal operations involve 7-8 individuals under the direction and training of a veteran hunter, they are well coordinated and value teamwork above dirty tricks, violence and high technology.
Hunters pay an annual fee of 150c and a syndicate fee of 3-5% of any bounty brought in depending on the value of the bounty and the seniority of the hunter.
Just corrected a couple of mistakes I self edited. Its still version 1.3 though. The changes were cosmetic, and I really didn't like the wording of some of the paragraphs in the Example of Play.
Awesome example MKX. If anyone else wants to make up a few examples, go right ahead and post them here.
Edited by GM HoolyIn striving for perfection (cause that's how I roll), I present to you the final final version of the Organisation rules with:
- added text for the attribute descriptions
- re-wording of the example of play
- page numbers; and
- author/playtester credits
Without further ado, I present to you:
Edited by GM Hooly
I Think There Should Be An Allegiance Line. For Example, A Gang Can Be Muscle For A Crime Lord, And Still Be Its Own Gang. we Saw This In One Of The Shadows Of The Empire Comics. A Swoop Gang Worked For Jabba. This could Also Show Who The Gang Owes Favors Too.
Secondly, I Have Issues With Hostility And Intellect. I Think The Way You Have Intellect Now Is More Along The Lines Of Hostility. How Quick They Are To React To Something They Learn Just Seems To Fit Better Under There. Whereas Intellect Should Represent The Idea Of How Much The Organization Knows And Its Information gathering Network. Under The System As Is, an Info Brokerage Group Could Have An intellect 5, Being Very Info Driven,And A Hostility 2, Not Having That Many Weapons To Bring To bear, But Would Sell Any Info They Gather. Right Away, Instead Of Being Able To Wait Until Its Worth morE. Neither Does It Represent How Good They Are At Their Jobs.