Organization Spends
Organizations within Tenebrae exist for roleplay purposes, and may occasionally show up in a DM'd plot. They're meant to provide background, plot devices, and roleplay flavor. NPCs too, are well-established leaders of factions: we've seen the drama created in other games with PC led factions, and that is a part of our decision to avoid it.
Organizations may also be a means of personal story development for your PC. While anyone may be a member of most any organization, characters may spend RPP points to represent an "active" status within a single organization, and begin earning a limited number of benefits related to their PC. This process is explained, below. Due to time constraints, active membership is considered to be an exclusive spend. A PC retains the benefits of their organization so long as they remain an active member.
Characters may create their own organizations. See guidelines, below.
Organization Spends
Unlimited Spends (Non-Members) | ||
Reward | Benefit | Cost |
A Better Market | Through your efforts, you've obtained access to an exclusive market, or at least a cooperative merchant. Purchase any one magic item at 75 percent market value (this does not include material costs). Magic rods may be purchased at 85 percent. These items appear at the time of purchase; there is no wait. | 3 RPP, Active Org or Card-Carrying |
Consultation | By spending a day in research or consulting with knowledgeable NPCs, you may attempt a knowledge check on a particular topic, with a +5 circumstance bonus. These knowledge checks must be reasonably within your org's area of influence, or a closely related one--for example, a Daeus-based org might help you arrange to research with an Althean one. You must also be located in an area where your organization would reasonably have resources. | 1 RPP and Active Org or Card-Carrying, 2 RPP otherwise |
Card-Carrying Member | Anyone may be a member of an organization. You're a little more official than most, though. You probably attend a few meetings, participate in the occasional vote...active, but your full focus is probably involved in other areas. However, your face is generally known, and you're able to access their areas of expertise. That is, you don't pay the RPP cost for Purchasing an Organizations's Expertise. In addition, this is generally enough to get you in most doors or even a low to mid-level audience (DM's discretion). This may be upgraded to an Active Membership for the cost of 5 RPP. | 5 RPP |
Restricted Materials Access | There are benefits to being part of an organization. One of them is access to restricted materials and items. However, most organizations are willing to barter if they need a few things.
For members, access is free. For nonmembers, this spend represents getting together with a member of this organization to discuss a transaction. Since it is paid "per visit," it's more advantageous to arrange a bulk of items at a time. How you handle this roleplay is up to you. |
0 RPP and Active Org or Card-Carrying, 1 RPP otherwise |
Transfer Membership | Sometimes, life leads you a different direction. If this happens, you may always transfer membership. Once you've paid the RPP cost, you begin play in your new organization at one Tier lower than previous. | 3 RPP, Active Org |
Exclusive Spends | |||||
Tier | Benefit | Cost | |||
Active Organization Membership (Tier One) | Acolyte's Training: You're a fledgling member, but you're well on your way. As part of your training you've undergone a number of studies, becoming more familiar with the organization and its goals.
In game terms, choose one org-specific skill which you also possess ranks in. This may include any skill related to your organization. You receive a +2 competence bonus to any roll made based on this skill.
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10 RPP | |||
Tier Two | Investment I: You're a valued member of your society, and membership does have its benefits. By rubbing a few shoulders and generally being an active, supportive member, you've gained the ability to earn your organization's better favors. By purchasing this tier, you earn one favor of any favor you have access to (see favors table). You may always purchase more.
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10 RPP | |||
Tier Three | Your organization offers training within a specific area, or at least they know who to contact. Regardless, this is a special service you've earned the rights to. Choose one of the following as your benefit for this tier:
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10 RPP | |||
Tier Four | Scholar: You've studied extensively within your organization. You receive a second, permanent +2 competence bonus to any specific skill related to their area of study. This must be a different skill than the one chosen under Acolyte's Training.
Investment II: You're a valued member of your society, and membership does have its benefits. By rubbing a few shoulders and generally being an active, supportive member, you've gained the ability to earn a few favors. By purchasing this tier, you earn one favor of any tier you have access to (see favors table). You may always purchase more.
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10 RPP | |||
Tier Five | Choose one of the following. If you want to earn both, the second may be purchased for 20 RPP.
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10 RPP | |||
Tier Six | Mentor: You work within an organization who values mentorship. Anyone you mentor may become an active member within your organization for 5 RPP. In addition, you both receive a 5 RPP bonus which may be spent on any spend of your choosing (including membership). If the trainee is at least 5 levels lower than you, double this bonus.
Additionally, you receive a +4 to diplomacy-based roles within your organization as your actions are regarded with greater favor. The mechanical bonus reflects this inclination and is not an absolute--your PC may still be a curmudgeon that no one particularly likes (Cha 8); they'll just, you know, be inclined to think that the curmudgeon's a little less stinky (+4 diplomacy). Finally, if you possess it, your Contacts' spending limit is increased to 100g instead of 50. |
10 RPP |
Descriptions
Becoming Active
To become active in an organization, a character gets to know the organization, its purpose, and so forth. A Hearthguard for example, might start volunteering at a local soup kitchen. This effort is represented by spending a few RPPs. Once spent, the PC is considered active and involved with this group, and receives Tier one status within that organization.
As they progress in their storyline, characters may become more involved. That is, a Hearthguard might spend additional time at local hospitals, staff soup kitchens, arrange vigils for the sick, and so on. Involvement within an organization is also represented by tiers. Should your PC invest in tiers, they gain access to greater benefits.
A PC receives the benefits of their membership tier, and all lower tiers, so long as they are active.
They may also choose to transfer their membership (see table).
Organizational Favors
Being an active members has its perks. By building up a little social credit, your organization will assist in a service or expense on your behalf. Most of them possess a limit on the number of uses. Others do not. Unless otherwise noted, favors must be purchased a priori.
Organizational Favors (Unlimited Spend) | ||
Benefit | Description | Cost |
Apprentice | You're entrusted with an apprentice! For a martial character, this may be your squire. A wizard may take on an apprentice, and so forth. See desc. Earnable once. | 10 RPP, Active Org T4+ |
Component Assistance | Your organization will assist with 50% of the cost of replacing a spellcaster's component (such as a spellbook or reusable, expensive component such as a scrying mirror). If you're T4, this upgrades to 75%. You may use this once per purchase. | 5 RPP, Active Org T2+ |
Defender's Training | You learn tactics for fighting alongside other members of your organization. Whenever you are adjacent or flanking with another member who is at least Card-Carrying, you both gain a +1 competence bonus to AC. This is a permanent boon, earnable once. | Active Org T2+, 10 RPP |
Equipment Repair | Your organization will assist with the cost of repairing a broken or sundered weapon or armor. With their aid, you're able to reduce the cost to just 20% of the item's value. You may use this once per purchase. | 5 RPP, Active Org T2+ |
Expanded Library | Your organization has access to an arcane library of some kind, either through agreements or something more direct. Spend this boon when you level. By doing so, you may have an additional spell added to your spellbook or binder. | Active Org T2+, 3 RPP |
Raise Dead Assistance | Your organization will pay 50% of the cost of a raise dead cost for you, and 50% of the subsequent restorations. If you're Tier 4, this upgrades to 75%. You may use this once per purchase. | 10 RPP, Active Org T2+ |
Shared Secrets | With this boon and with the cooperation of a few spellcasting members within your organization, you gain a limited ability to prepare and cast a few weak arcane or divine spells. Choose a full spellcasting class associated with your organization (wizard, druid, or cleric). With their aid, you can prepare 4 cantrips or one 1st-level spell (these must be from the same class). You cast these spells as a caster of that type, and must have the minimum attribute stat to prepare these spells. You can't select this award if you're already a full caster. After 24 hours, you take 1d3 temporary points of damage to the associated spellcasting attribute and lose any prepared spells you didn't cast.
At T3, you gain a more advanced option. You can prepare one 2nd-level spell, and the temporary attribute damage is 1d4 instead of 1d3. |
At T2, this costs 3 RPP and only the first option is available. At T3, the second option is available for 5 RPP. After 24 hours, this ability is expended. |
What an Upstanding Citizen | If you happen to find yourself in trouble with authorities as a result of false accusations, a member of your organization may step forth to vouch for your honor. You can use this award once per purchase. | 3 RPP, Active Org T2+ |
Descriptions
Apprentice
Over time, an organization begins entrusting you with the training of the young (or old). Frightening, isn't it? You're given the care of someone other than yourself who's looking to learn your trade. For a knight, this may be a squire. A wizard, a student or scribe. The title and position is up to you. Treat the apprentice as a 3rd level adept, commoner, or expert with 3 ranks in the appropriate skills and the basic NPC ability score array. This gives them a +8 for class skills, and a +5 for non-class skills. Unless allowed by the DM, an accomplice may not accompany you on adventures. That is, they are not meant to replace PCs. However, at the DM's discretion, they often provide indirect assistance. An apprentice is not expected to place themselves in danger or bodily harm.
When chosen, you will work out the accomplice's skills with staff, as well as their specific role. Examples of types of accomplices include, but are not limited to:
- Squire (knowledge/nobility, diplomacy, ride, handle animal)
- Scribe (linguistics, craft/calligraphy, appraise, knowledge/history)
- Arcane Apprentice (knowledge/arcana, spellcraft, knowledge/history, knowledge/the planes)
- Acolyte (knowledge/religion, heal, knowledge/history, handle animal)
...and so on.
Finding an Organization
What is Active Organization Membership?
Though PCs may be members in a variety of organizations, the Active Organization Membership perk represents an "active" membership. That is, they are recognized ("Hey, Bob!") within their local chapter. It also qualifies them for special training, should the order offer any, and other perks. Because orgs are so varied and different, expect to see more growth of RPP spends in this area.
It's possible to be active in any organization and receive benefits from it (even one you invented), except the Adventurer's Guild. The Adventurer's Guild is considered a "very general" organization and does not qualify for this or associated RPP spends.
Creating Organizations
PCs may create their own organizations. Once created, these organizations are posted publicly and anyone may join. Organizations must also fit the more general guidelines, below.
Organizations within the Game
- Similar to PrPs and ongrid shops, organizations exist for general roleplay. That is, they are not intended as a private club, any more than someone may run "circle PrPs."
- All organizations are lead by NPCs; chief positions are also held by NPCs under the influence of staff.
- Though PCs certainly influence organizations, they are ultimately part of the fabric of the game. That is, organizations are under DM control and are affected by current plots and DM events.
- Organizations should not replace normal PC involvement in a plot. That is, an organization may not exist for the sole purpose of making plot-related rolls for other PCs, although they may still approach you on a personal level for assistance, so long as you yourself are involved in the plot.