Organizations (Action)

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Heroic Action Role-Play

These rules cover businesses, guilds, ninja clans, and other organizations a player in Action might want to lead or be a part of. It is quite abstract but gives a framework to role-play around. Players should feel free to ignore these rules and just play happy-go-lucky adventurers, using the contacts gained from skills to define their role in the world instead of the more formal rules here.

Organization Setup

An organization has three attributes, Power, Skill, and Attribute. Power is the might of the organization if led by the player, or the characters clout in a larger organization. Skill and attribute is what traits the character uses to advance in the organization and is taken from the normal range of character skills and attributes. It also needs a goal and purpose and should have a description, describing what it does, how it does it, and why. It should also be noted if this is an organization headed by the player or if the player is just managing a division of a larger organization.

Organization Examples

Here is a table with typical organizations based on different combinations of skill and attribute. Naturally, this will vary with the genre; a spy circle is not the same in high fantasy as it is in cyberpunk. The descriptions are only suggestions and pointers, you can go outside the examples. Nor need an organization be only one thing; it is possible for two characters to be a member of the same large organization and use different skills because they are in different careers within that organization.

Skill Body Mind Reflexes
Charm Retail Personal Services Spy ring
Create Manufacturing
Repair Shop
Design
Invention
Locksmithing
Mechanics
Impress Foreman
Strongman
Management
Vocalist
Public Relations
Instrumentalist
Know Exploration Scholarship Medicine
Maneuver Athletic Sports Dance Acrobatic Sports
Melee Thuggery Fencing School Ninja Clan
Ride Hauler Logistics Delivery
Shoot Military Shooting Academy Assassination
Spot Security Detective Private Eye