Organization Rules

Ability Scores

Like players, organizations have 6 ability scores, as follows. These scores can range between -5 and +10, and can modify both action and skill rolls.

Might- Corresponds to Str; represents your ability to perform violent actions. If Might hits -5, you can take no violent actions.
Secrecy- Corresponds to Dex; represents the hiding of intelligence and actions. If your organization’s existence is a secret, this also represents how well known you are. If this hits -5, your enemies know everything you try to keep secret, and your existence is well known.
Reserves- Corresponds to Con; represents your ability to survive adversity, as well as the size of your membership. If this hits -5, your organization ceases to exist.
Profession- Corresponds to Int; represents your ability to perform nonviolent tasks. If this hits -5, you can take no skilled actions.
Recon- Corresponds to Wis; represents your ability to gather knowledge that others wish to keep secret. If this hits -5, you may undertake no Recon actions
Loyalty- Corresponds to Cha; represents your minion’s devotion to you and the organization. If this hits -5, your organization falls apart or abandons you.

The Action Check

When an action is performed, an Action Check is usually required. This roll is a d20 plus the relevant organization score. Every Action Check will have a DC assigned by the DM, and a success is achieved by meeting or beating that DC, as usual. A Natural 1 always fails, and often inflicts a worse penalty than a standard failure. A Natural 20 always succeeds, and often improves the benefit of success (often by increasing the used score). the DC is assigned by difficulty of the task.

Difficulty Descriptor Tier
8 Easy 1
12 Average 2
16 Difficult 3
20 Very Difficult 4
25 Almost Impossible 5

“You have failed me for the last time!”

Whenever you fail or are otherwise unhappy with the results of an Action Check, you may sacrifice the minion who failed you and roll again. This sacrifice is usually an execution or literal sacrifice, but may also include imprisonment, exile, or other severe punishment. In any case, the result is the same - the rest of your minions are rattled by the harsh treatment and you lose 1 point of Loyalty. You may only use this ability once per Action Check.

The Actions

This is the list of actions an organization can undertake; it is not exhaustive, and other tasks may be added with the DM’s permission. "Tier" refers to the Difficulty of the Action. PCs may choose how difficult a task they are trying to accomplish, though they may not always be accurate in their assessment.

Note: Several of these actions are unspeakably Evil. Though an organization can be Good or Neutral, the Evil actions are detailed here for completeness.

Abduct Peasants

You need commoners for your gruesome experiments or perhaps as monster chow. Roll a Might Check.
Success: You abduct 1d6 Peasants per Tier
Failure: You abduct no one.
Natural 1: Failure and -1 to Secrecy.
Natural 20: Success and +1 Might.

Assassination

Your minions attempt to kill someone. Roll a Might Check, with the Tier being determined by the target.
Success: The target dies. -1 to Secrecy.
Failure: The target does not die.
Natural 1: The target does not die and minions are captured. -1 to Secrecy and Reserves.
Natural 20: The target dies and it looks like an accident. +1 to Might.

Criminal Enterprise (violent)

Your organization uses crime to acquire funds. Roll a Might Check.
Success: 1d8*10 gp is acquired per Tier
Failure: You are revealed. -1 to Secrecy
Natural 1: Failure and -1 to Reserves
Natural 20: Success and +1 to Might

Criminal Enterprise (sneaky)

Your organization uses crime to acquire funds, without drawing attention to themselves. Roll a Secrecy Check.
Success: 1d4*10 gp is acquired per Tier
Failure: You get nothing.
Natural 1: Failure and -1 to Secrecy and Reserves.
Natural 20: Success and +1 to Secrecy

Frame Someone

Your minions plant evidence to convince the law that someone is guilty of some unsavory crime. Roll an Recon Check, with the Tier determined by the target.
Success: It works!
Failure: It doesn’t work.
Natural 1: It doesn’t work and your minions get caught. -1 to Secrecy and Reserves.
Natural 20: Success and +1 to Recon.

Gather Information

Your organization tries to gather three random rumors or tries to answer three questions that might be known about town. Roll a Profession Check.
Success: The questions are answered.
Failure: You receive 1 random rumor.
Natural 1: You learn nothing.
Natural 20: Success plus +1 to Profession.

Grave-Robbing

Your organization violates graves to acquire corpses and skeletons for you. Roll Profession
Success: 1d6 corpses are acquired per tier. Alternately higher tiers award 1d6 corpses of stronger creatures.
Failure: You are revealed. -1 to Secrecy
Natural 20: Twice as many corpses are acquired
Natural 1: As failure, but a number of minions are caught and hanged. -1 to Reserves.

Guard Duty

You assign your organization to guard a location for a week.

Indoctrinate

Your minions have grown quarrelsome and forget their place. Teach them the meaning of obedience. Loyalty +1 up to a maximum of zero.

Lay Low

You organization keeps out of the spotlight for a while. Secrecy +1 up to a maximum of zero.

Legitimate Enterprise

Your organization uses legitimate means to acquire funds. Roll a Profession Check.
Success: Level*(1d4-1)*10 gp is acquired.
Failure/Natural 1: no consequences
Natural 20: Success and +1 to Profession

Recover

Your organization stays out of danger and focuses on recruiting new members. Reserves +1 up to a maximum of zero.

Spread Disinformation

You organization tries to convince the populace of something that isn’t true.
Success: It works!
Failure: It doesn’t work.
Natural 1: Failure and -1 to Recon.
Natural 20: It works! +1 to Recon.

Torture Captives

Extract information from “guests” of your dungeon. Roll a Might check.
Success: You receive answers to three questions.
Failure: No results.
Nat. 1: The prisoner dies(50%) or escapes(50%).
Natural 20: Success and +1 to Might.

Training

Increase Might, Competence or Recon by +1 up to a maximum of zero.

Trap Building

Roll a Profession check to build a trap.
Success: Spend the money to build the trap.
Failure: The traps are not built.
Natural 1: Failure and half the cost is wasted.
Natural 20: Success and Profession +1

Trap Repair

Roll a Profession Action Check to fix up to three traps.
Success: Spend the money to fix the traps.
Failure: The traps are not fixed.
Natural 1: Failure and half the cost is wasted.
Natural 20: Success and Profession +1

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