Difference between revisions of "Affiliations (D&D)"

From Action
Jump to navigation Jump to search
(Reorganized)
(Reorganized)
(No difference)

Revision as of 09:49, 27 February 2007

This article is imported from the Hastur wiki. See the import log for details.

GreyhawkGreyhawk Arms

Type

The type of the affiliation indicates what services and executive powers it can have and how well it uses them. It also gives the general flavor and purpose of the affiliation. Though no two cabals are alike, they are all secretive and wield magical powers.

Affiliation Checks

The table indicates how well each type of affiliation does the three different types of actions; violence, negotiation, and espionage. The typical classes category is just for atmosphere, to give an idea what the different categories are all about, and to help the DM design challenges. Specific affiliations can have a completely setup; this is just what is typical for each type. Scope is an indication on what level of NPCs can be found in the affiliation; the leading members of an affiliation generally have a level at least equal to its Scope. This is the level you can expect of someone in the affiliation's strong area. Besides such leaders, the affiliation has a number of members of approximately half this level.

Example: The Golden Hall is a temple with a of scope of 8. A diplomatic envoy from the Golden Hall can be expected to be a level 8 cleric. A spy from the Golden Hall can be expected to be a fourth level monk.

Affiliation Checks Table

Type Busi- ness Cabal College Druid circle Fighting company Gover- nement Spy ring Tem- ple Theives Guild Tribe

Affiliation checks
Violence 1/4 1/4 1/4 1/4 1/2 1/2 1/4 1/4 1/4 1/2
Espionage 1/4 1/2 1/4 1/4 1/4 1/4 1/2 1/4 1/2 1/4
Negotiation 1/2 1/4 1/2 1/2 1/4 1/4 1/4 1/2 1/4 1/4
1/2 The affiliation makes this type of check using 1/2 of its capital or scope as a rating (whichever is greater). It is strong in this area.
1/4 The affiliation makes this type of check using 1/4 of its capital or scope as a rating (whichever is greater). It is generally considered weak in this area.
Typical classes
Violence Rogue Sorcerer Fighter Barbarian Fighter Fighter Rogue Fighter Fighter Barbarian
Espionage Wizard Wizard Wizard Druid Rogue Rogue Rogue Monk Rogue Ranger
Negotiation Rogue Bard Bard Druid Rogue Cleric Rogue Cleric Rogue Druid

Executive Powers

The following tables list which executive powers the different types of affiliations can have. An affiliation generally has one executive power, plus one per four points of capital.

Type Busi- ness Cabal College Druid circle Fighting company Gover- nement Spy ring Tem- ple Theives Guild Tribe
Assassinate x x x x x x
Beatify x x
Craft x x x x x
Crusade x x x
Excommunicate x x x
Gift x x x x
Harvest x x
Holiday x x x
Inquisition 0 x, 0 0 x 0
Law x
Mint x x
Pariah x x x
Plague 0 x 0 x 0 x
Plunder 0 0 x, 0 x x, 0 x, 0 x, 0
Raid x x x x x x x
Research x x x
Shadow War x x x x
Terrorize x, 0 x, 0 x x x, 0 x, 0 x
Trade x x
War 0 0 0 x x 0 0 x
Type Busi- ness Cabal College Druid circle Fighting company Gover- nement Spy ring Tem- ple Theives Guild Tribe

Key
x The affiliation can select this type of action.
0 The affiliation is immune to this executive power. This does not make specific members immune.

Scope

How likely are you to find the affiliation as you wander the world? An affiliation can be large without being powerful or rich.

The 'members' category is only a rough guideline, what matters is the scope of influence. A cabal is likely to have much fewer members than a temple, yet can wield as much influence. In general, an affiliation cannot have more members than indicated; it can most certainly have fewer, but rarely less than 1/10 as many.

When in a locale where the affiliation has no inflience, yet could have an odd member present, make an affiliation score check (DC 20 in a metropolis, 25-30 in lesser places). For example, the Sun Lodge of Sasserine has no official presence in the City of Greyhawk, but on a successful DC 20 affiliation check, a member can still be found there.


Scale Members Scope of Influence Examples
1 2 Neighborhood Bakery, druid, hermit
2 4 Neighborhoods Crossroads tavern
3 8 City quarter Small abbey, small tribe
4 15 City quarter Bank, Slaughterhouse, trading post
5 30 City Arena, pirate ship, githzerai rrakma
6 60 City watch, wild elf tribe
7 125 City and outliers Large college, wizard in tower, populous gnoll tribe
8 250 City/county Frontier fort, druid sect
9 500 Regional/barony Small castle, established church
10 1,000 Regional/march Minor nobility, powerful guild
11 2,000 Multiregional/duchy Nobility, established knightly order, dread pirate fleet
12 4,000 Multiregional/kingdom Standing army, orc hordes lead by a legendary chieftain
13 8,000 Multiregional/kingdom and vassal states Vast army raised to fight the terrasque
14 15,000 Continental/sefaring kingdom Centuries-old seafaring kingdom, illithid nation
15 30,000 Continental/empire Emperor and his legions, circle of archmages
16 65,000 Multicontinental/empire Imperial legions with arcane and divine support
17 130,000 Global Ancient order of epic-level knights
18 250,000 Planar Githyanki incursion
19 500,000 Multiplanar Armies in blood war between demons and devils
20 1,000,000 Cosmic Epic-level affiliations, lesser pantheons

Capital

This works the same as the gold-piece limit of a community; in an established base the affiliation can produce goods and services of this value or less. Unlike a community, an affiliation is limited in the category of good and services it can provide, depending on its type and executive powers. Unlike a community, the wealth of an affiliation is not limited by size; an affiliation can be vast but poor. Still, larger affiliations tend to be richer, and the capital of an affiliation is rarely less than half its size. If the capital of the affiliation is larger than its scope, the affiliation is considered affluent, and additional Capital indicates increasing financial solidity, but the gp limit does not increase; increasing the gp limit of an affiliation further requires increasing its scope.

Capital also gives an indication of the level of influence in its area and organization within the affiliation; a richer affiliation has members willing to contribute more and thus gains a greater degree of control. Lawful affiliations tend to be richer than chaotic ones.

In cases where the assets of an affiliation matter, they can be assumed to be (Scope x gold piece limit). This represents what the affiliation can muster in a relatively short time, not its total wealth.

Wealth or Scope
(use lower value)
Gold Piece
Limit
Typical
leading member
1 2 Druid, hermit
2 4 Yeoman, Journeyman,
3 8 Sergeant
4 15 Courtie
5 30 Knight
6 60 Guild Master
7 125 Noble
8 250
9 500
10 1,000 Baron
11 2,000
12 4,000
13 8,000
14 15,000 King
15 30,000
16 65,000
17 130,000 Emperor
18 250,000
19 500,000
20 1,000,000 Extraplanar lords

Changing Affiliation Scope and Capital

An affiliation's scores change over time. As noted in the PH2, Capital normally increases by one for each year of peace, but most changes are due to PC actions or campaign events. The following events are in addition to those in the PH2.


Event Requirements Change in Capital Change in Scope
Bankruptcy Capital reduced to zero Reset at half Scope -1. Local secion of affiliation is destroyed
Migration Capital 10 or more -5 +1
Expansion Capital => 2x Scope Reset at Scope +1
Character advancement
(only once per member)
Affiliation score =
Scope
+1 -
Character advancement
(only once per member)
Affiliation score =
Scope + Capital
+5 -
Donation Donation to affiliation of gp = Limit x Scope +1 -
Payment Payment from affiliation > gp limit -1 -
Gift Gift power, gift from affiliation = Limit x Scope -1 -

Favors from an Affiliation

Members can get favors and services from their affiliation. Make a check using the character's affiliation score. The base DC is 20 + the capital level involved in the favor. If the favor is closely related to an executive power of the affiliation, reduce the DC by 5; if it is not related to any of the executive powers an affiliation of this type could have, increase the DC by 5. A promised reward in gold pieces equal to the gold piece limit of the capital level involved gives a +10 modifier (effectively, the character is offering to pay for the service). If the favor involves a cost (such as a material component or raw materials) that the character cannot cover, apply a -5 penalty. If the capital rating of the favor is greater than the affiliation's capital, there is a -10 penalty.

Favor DC
Request favor 20 + Capital rating of favor
Circumstance Modifier
Related to executive power +5
Related to purpose of the affiliation +5
Alien to the affiliations type -5
Promises to pay full cost +10
Cannot pay expenses -5
Favor Capital rating > affiliation capital -10

Example: Ennis is sick and needs a healer. He is a member of the Golden Hall with an affiliation score of 12. A visit from a healer normally costs about 1 gp, a capital rating less than 1, so the DM sets the base difficulty to 20. The Golden Hall is a temple dedicated to (among other things) healing, so Ennis receives a +5 bonus on his check. There is no executive power related to healing, but the DM si kind and applies this modifier as well, for a total modifier of +22; success is automatic and the temple sends a healer to succor him. Unfortunately, the healer fails, and Ennis desperately needs a cure disease spell, which normally costs 150 gp (capital rating 8). The DC is now 28; with the same +22 bonus Ennis must roll 6 or better to succeed. All these efforts notwithstanding, Ennis dies and is in need of a raise dead spell. This spell costs 5,450 gp, of which 5,000 gp is the material component, giving it a capital rating of 13. Ennis (or rather his widow) has no money. The old +10 modifiers still applies, but we also have -5 because Ennis cannot pay the expenses and -10 because the favor rating is higher than the Golden Hall's capital; the total modifier is now +7 against a DC of 33. The Golden Hall would like to help their devoted member, but with no-one in the order who can cast the spell, they simply cannot do it.