Monday, August 6, 2012

Organizations For Domain-level Play in Everway

Below is a draft of a format for domains/organizations/companies such as Merchant Houses, temples, mercenary companies - even families - in Everway. The format I am proposing combines Everway-style elemental skills with FATE-like Aspects.

I'll use this format to stat out a couple of organizations tomorrow.


OGL MECHANICS



Organization name:________________________

ASPECTS:
  • Strength  (chose a tarot-like symbol):
  • Weakness  (chose a tarot-like symbol):
  • Opportunity (chose a tarot-like symbol with upright vs. reversed meanings)
  • Additional Aspects:
    • Associations will have one additional Aspect
    • Guilds will have two additional Aspects
    • Orders will have three additional Aspects

SKILLS: 
  • Fire (Force)
  • Earth (Resources)
  • Air (Knowledge)
  • Water (Influence) 

Skills are rated 1-10. 

Associations are organizations involving one or more villages, or a town. They will generally have skills in the 1-3 range. Assign up to 4-8 points to the four skills for these organizations, assigning no less than one point per skill. 

Guilds are organizations involving one or more cities or a realm. They will generally have skills in the 4-6 range.   Assign 8-16 points to the four skills for these organizations, assigning no less than two points per skill.

Corporations are organizations involving several realms or an entire sphere; they can also span realms on different spheres that are connected by a gate. Assign 12-24 points to the four skills for these organizations, assigning no less than three points per skill.


STRESS TRACKS: 
Organizations have two stress tracks: one for Order and one for Treasury. Each stress track has a default of 5 blocks.
  • The Order stress track takes stress from the shifts inflicted by Force-related conflicts, as well as from conflicts that seek to divide or otherwise disorganize the organization's structure and systems. 
  • The Treasury stress track takes stress from the shifts inflicted by conflicts targeting Resources.
  • Either track may be effected by shifts resulting from attacks on an organization's Knowledge or Influences. The attacker selects the most appropriate track to target, with GM approval.

FATE POINTS: 
  • 3 for an organization whose Skills are in the 1-3 range
  • 4 for an organization whose Skills are in the 4-6 range
  • 5 for an organization whose Skills are in the 7-10 range

No comments:

Post a Comment

Thanks for your comment!