Difference between revisions of "PrincipledOrganisationMethodology"

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(Rules for social influence vs organisations)
 
m (Influencing Organisations: Socialise is always used for the resulting Influence roll)
 
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Organisations have Principles, much as people do. These have three effects:
 
Organisations have Principles, much as people do. These have three effects:
  
* Any member of an organisation adds the organisation's Principles to their own, when they are acting in an official capacity.
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* Any member of an organisation adds the organisation's Principles to their own, when they are acting or approached in an official capacity.
* An organisation as a whole can be the subject to a bargain, persuade, or threaten roll, to which its Principles are applied.
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* An organisation as a whole can be the subject to influence (see below). When this happens, its Principles are applied as modifiers to its Resolve.
* Principles determine roughly how an organisation behaves, a narrative benefit in its own right.
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* Principles determine roughly how an organisation behaves: a narrative benefit in its own right.
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If a member of an organisation is a malcontent, but acting in an official capacity, it is perfectly possible for them to have contrary Principles applied to their Resolve.
  
 
==Influencing Organisations==
 
==Influencing Organisations==
  
You may make any kind of social influence roll against an organisation. This is an extended roll against a Difficulty equal to '''the organisation leader's Resolve''', using Attribute+Ability combinations appropriate to your stunts.
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You may make any kind of social influence roll against an organisation, by completing a Cultural project (see [[UnifiedProjectMethodology|Unified Project Methodology]]). This is an extended roll against a Difficulty equal to '''the organisation leader's Resolve''', using Attribute+Ability combinations appropriate to your stunts. Unlike other types of project, Cultural projects do not require a starting merit, and do not produce any merits. The project's rating is equal to the organisation's Magnitude:
 
 
These can be considered as a Cultural project (see [[UnifiedProjectMethodology|Unified Project Methodology]]). The project's rating is equal to the organisation's Magnitude:
 
  
* 1-dot: goal number 2, roll once/week.
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* 1-dot: goal number 2, roll once/week (farmer's club, insurgent cell)
* 2-dot: goal number 5, roll once/month.
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* 2-dot: goal number 5, roll once/month (independent mercenary company, local Guild outfit)
* 3-dot: goal number 25, roll once/season.
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* 3-dot: goal number 25, roll once/season (city-state government, spirit court)
* 4-dot: goal number 50, roll once/year.
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* 4-dot: goal number 50, roll once/year (Celestial bureau, the Lintha)
* 5-dot: goal number 100, roll once/decade.
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* 5-dot: goal number 100, roll once/decade (Thousand Scales, The Guild)
  
 
You may not have more Cultural project dots on the go than your dots in Socialise.
 
You may not have more Cultural project dots on the go than your dots in Socialise.
  
If you want to use Charms to enhance your rolls or their effects, they must be activated at the beginning of the project and '''remain committed''' for the duration. Any special effects from Charms are applied to all members of the organisation, including Exalts - note that mortal members will never spend Willpower to resist it.
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Once the project is completed, you may make the influence roll, using Socialise as its Ability. If you want to use Charms to enhance your rolls or their effects, they must be activated at the beginning of the project and '''remain committed''' for the duration. Any special effects from Charms are applied to all members of the organisation, including Exalts. 'Rank and file' members of an organisation will never spend Willpower to resist effects from organisational influence.
  
Organisations never initiate Decision Points unless their leader has Charms that allow them to do so.
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Organisations never initiate Decision Points, unless their leader has Charms that allow them to do so.
  
 
==Comments==
 
==Comments==

Latest revision as of 16:10, 9 May 2016

Principled Organisation Methodology

Or: Organisations Are People Too Attitude

This is a formalisation of the rules to change the attitudes of an organisation, touched upon in the Socialise tree.

Organisational Principles

Organisations have Principles, much as people do. These have three effects:

  • Any member of an organisation adds the organisation's Principles to their own, when they are acting or approached in an official capacity.
  • An organisation as a whole can be the subject to influence (see below). When this happens, its Principles are applied as modifiers to its Resolve.
  • Principles determine roughly how an organisation behaves: a narrative benefit in its own right.

If a member of an organisation is a malcontent, but acting in an official capacity, it is perfectly possible for them to have contrary Principles applied to their Resolve.

Influencing Organisations

You may make any kind of social influence roll against an organisation, by completing a Cultural project (see Unified Project Methodology). This is an extended roll against a Difficulty equal to the organisation leader's Resolve, using Attribute+Ability combinations appropriate to your stunts. Unlike other types of project, Cultural projects do not require a starting merit, and do not produce any merits. The project's rating is equal to the organisation's Magnitude:

  • 1-dot: goal number 2, roll once/week (farmer's club, insurgent cell)
  • 2-dot: goal number 5, roll once/month (independent mercenary company, local Guild outfit)
  • 3-dot: goal number 25, roll once/season (city-state government, spirit court)
  • 4-dot: goal number 50, roll once/year (Celestial bureau, the Lintha)
  • 5-dot: goal number 100, roll once/decade (Thousand Scales, The Guild)

You may not have more Cultural project dots on the go than your dots in Socialise.

Once the project is completed, you may make the influence roll, using Socialise as its Ability. If you want to use Charms to enhance your rolls or their effects, they must be activated at the beginning of the project and remain committed for the duration. Any special effects from Charms are applied to all members of the organisation, including Exalts. 'Rank and file' members of an organisation will never spend Willpower to resist effects from organisational influence.

Organisations never initiate Decision Points, unless their leader has Charms that allow them to do so.

Comments