Showing posts with label player institution. Show all posts
Showing posts with label player institution. Show all posts

Friday, January 19, 2024

Institutional and Leadership Experience

 There are by now a number of institutions in Cothon-Gadeed and its hinterlands which have been invested in and developed by, or are outright run by player-characters. Most ambitious, perhaps, is Sesel's iqta', which includes the fortified tower he was granted permission to construct by the Souffets, as well as a colony of Klackons he installed on his lands. Fort Bugeater is now another such stronghold to be developed by him and Censor Pako; but there are also Fort Doghouse in the Ocean's Throat; Bob Hall in the nearby caverns; also in said caverns, the renyu tribe of the Was'go; within Cothon itself are Durham's Ringing Anvil, Fa Min's dojo, Heijo's teashop, and the confraternities of Najm (St. Iskameen) and of Arngeir (a saint whose name the scribes don't immediately recall, unfortunately). There is also still, in Old Tsurr, the Crag Keep of Lord Althis and his compatriot (whose name the scribes have also forgotten, alas).

Nods have been made toward the various ways these institutions might be further developed, or put to use by their patrons. But these have mostly been material, either as acquisitions or assets of the institutions, related directly in some way to money or other directly material gains. What I want to explore now is the possibility of the development of the "spirit", one might say, of the patrons of these institutions. Pockets can certainly be lined by leveraging institutional growth--but what about, instead, seeking growth of one's qualities of leadership and of the esprit de corps of the institution itself?

I've seen systems where player-characters can earn experience for the expenses they spend on building and maintaining domains, which I am not currently proposing. Instead, per a conversation with Jacob (player of Sesel), I've had a different kind of thought, one more closely tied to the idea of learning through leadership and the commanding of followers and retainers.

So this is my thought:

Institution holders with man-at-arms or magic-using type followers who send these followers on a quest or expedition should earn for themselves some fraction of the total experience points earned by their followers, as a part of their growing experience in command and leadership. For this game, in the same way that retainers or followers under the command of a player-character earn 50% of the PC's experience "sui-generis" (i.e. it doesn't come out of the total pool of xp), then leadership experience will also be generated separately and not come out of the pool of experience of those followers sent on the mission.

The leader's experience gain will not be a fraction of any individual's earned experience, but instead a fraction of the entire pool of experience points. Just what fraction is right isn't immediately clear to me, and we will almost certainly have to run through some different ventures at this before coming to the right portion. My initial thought is 20% of the total experience of the expedition; but it's not clear if this will be too generous (I still want to see institution-holding PCs adventure for the sro's share of their xp) or if it would be too stingy (thus making it unworthy of the attention of an institution holder to even bother).


The offering of bounties might be an additional method for characters to earn leadership experience points, especially for those who are higher in level, flush with cash, and yet who do not personally direct any men-at-arms or magic-users who might adventure on their behalf.

I don't have a clear sense of how bounties or rewards might translate into experience points in this way. My first thought is perhaps that a bounty of 200 dinars x character level might be the maximum amount that could earn experience for one-to-one rates (dn to xp), but putting such a flat cap on experience from quests doesn't seem quite right. A fraction like what I suggested for other institution holders seems more appropriate. But perhaps this shouldn't be a separate class of inspiration for a quest; perhaps those who inspire a quest through offer of bounties or rewards should earn the same fraction of experience points from an expedition as those who send their direct vassals on a quest, and the bounty just happens to be the means of inspiration, instead of any sense of loyalty or fealty.

I'm interested to hear what others think of this idea; and also interested in testing this idea out directly for those interested in inspiring quests and earning experience indirectly through the success of their underlings in such expeditions.


It should be noted that direct leadership of followers or retainers in a larger context, i.e. in battles or other military matters, would garner a leader-type experience in the normal fashion, through the defeat of enemies and the acquisition of spoils. What is under consideration here is the sending or inspiration of followers or retainers into adventurous undertakings of their own.



Friday, December 22, 2023

Regarding Najm: Some Housekeeping

A few items of note that Najm ibn Marwan and crew have been up to in the last year.


In a recent session, which was actually backdated to the beginning of this lunar year, Najm transported a company of individuals to the city of Ittiyqa, some of whom would partake in the Zihuitlani Games there. Overcome by the glint of dinars, Najm allowed himself to be talked into supporting Gan ad-Din's entrance into the Games with 1000 dinars towards Gan's entrance fees--despite Najm's personal reservations about the nature of the Games. Once the Games began, he remembered his scruples and was sick with giving money toward them, even if Gan and his fellows were gracious victors.

Najm received 1080 dinars (so far) in return for his support. Remembering his scruples, he has devoted all of that money to charitable donations. Five hundred and twenty dinars (520) were spent on manumission for slaves from the slave market of Cothon. This would free 13 slave laborers, the worst-treated of all slaves; any with an inclination for work on ships would be invited to join his crews for pay.

The remaining five hundred and sixty (560) dinars would be spent in a great fish-and-crab feed at Fahra's Hole-in-the-Wall down in the harbor, for the poor especially, but not turning anyone away.

Both of these actions would have occurred some time in February, probably, after the return to Cothon from Ittiyqa.



In August, the keel was laid for Najm's new ship, the Rihha, a fast-sailing vessel, with financial help from Sesel and with a bronze figurehead cast in the image of a rihha-sro that Najm and company defeated some time ago in a strange place.

The Rihha was finished in October and has been undergoing her sea trials in the intervening months. She will be ready for a maiden voyage seeking the strange lost city of Babilar by next week, as noted in Najm's call to adventure. With two mates and two ships, it's time to promote one to captain of Saint Iskameen; and Najm has elected Alianor Drake as captain of the Saint Iskameen, while retaining Fa Mei as his own first mate on the Rihha. Allie (Alianor) is therefore free to choose her own first mate for her ship (still owned by Najm, of course).

Fa Mei is no doubt disappointed that she has not been selected as captain; as consolation for not getting her own ship, Najm suggests that she get a sword enchanted at the Ringing Anvil (for if she's his first mate, there will no doubt be adventures for her yet!).

Fa Mei has a chromium khopesh (damage 1d8+1), of which the metal chromium was noted by Durham as especially good for enchanting. Najm will pay 1500 dinars for the sword to be rehilted with something more distinctive of Fa Mei--she elects a basket hilt designed after a nautilus' shell, allowing her to strike with less worry over her own hand (+1 to hit).

And once the rehilting is finished, Fa Mei will have the sword enchanted at her own expense (2000 dinars) and with a Bani Dawr psioinc potion (given by Najm). Fa Mei has a high intelligence (15), and between that and the psionic potion, her sessions with Zaynab the Enchantress will focus on Fa Mei being able to predict an opponent's defensive moves, thus neutralizing the protective bonus of an opponent's shield or defensive technique (yes, Fa Mei has also heard of Sesel's famed ability to parry nearly anything!); i.e. it would become a Khopesh +1, negates shield OR defensive technique and allows the wielder to strike an opponent as if they have no shield, or as if they are not using a defensive technique.

[if this ability is too much, the Scribes allow that perhaps Fa Mei needs to have spent more, or to reword the enchantment of her sword]

It will be up to Durham and his Ringing Anvil to determine how much time this takes, from the first week of October (2023).



Najm has not been idle as he awaits his new ship being finished. He has been developing new spells, partially inspired by his reading of the Queen of Winds, and partially by his own calling of Saint Iskameen at the Battle of the Hastati Gate.

This involves the commission of an excellent new spellbook (scroll) of the finest hmelu parchment, inked with the finest inks from Heijo the Dyer's inkshop, and copying the ballad that Gan ad-Din penned, "Najm at the Hastati Gate" as well as some paeans and prayers to Saint Iskameen and her battle prowess and lance of lightning (a cost of 2500 dinars). It will contain the spells Call Lightning and Saint Iskameen's Might.

The details of the spells are being worked out, but the results of his researches are as follows:

For Call Lightning 5 tick track (beginning week ending 9/9 to week ending 10/7):

  1. 8 - success

  2. 9 - success

  3. 9 - success

  4. 7 - success

  5. 9 - success - 1500 dn altogether

For Saint Iskameen's Might 6 tick track (beginning week ending 10/14 to week ending 12/9):

  1. 6 – failure

  2. 11 – success 1

  3. 9 – success 2

  4. 10 – success 3

  5. 9 – success 4

  6. 6 – failure

  7. 8 – success 5

  8. 6 – failure

  9. 8 – success 6 – 2700 dn altogether

It has been noted that the second spell may be too weak as a fourth level spell, so negotiations over the particulars of that spell will continue, but Najm has successfully researched it, whatever the specifics, as well as having completed this spellbook, "Najm at the Hastati Gate".


Sunday, January 29, 2023

The Dance of Flames

 Introducing the Chroniclers:


Gan and Anataynus will have approached the managers of the Kantor in order to request a bit of “floor time” on a busy night – three musicians and two dancers – to provide some entertainment. On the evening of the performance, Gan will be dressed in a bright, sun-yellow tunic, cuffed with black. His pants, tucked into his utilitarian black boots, are crisp and also black. His tunic is belted with a wide dull red sash, edged in gold, and tasseled with golden monkey fists – his Sword of Mela'an will be belted on as well. Anataynus and the percussionist will both be dressed in black tunics, belted with gold sashes, and with white pants and black boots – daggers at their hips.

Anataynus, and the percussionist will set up for a jam session nearby and facing the large open, walk-in fireplace of the Kantor, and request that a bit of space be provided between them and the fire. As they gather three chairs or stools, Gan will lay out a group of silken scarves in the small cleared-out area. The colors of the scarves – mixed oranges, reds, yellows – glint in the firelight in such a way as to resemble flames themselves. In a nearby, closeted room, out of sight and hearing, Bart will be assisting both Istrid and Chlothildi in becoming the main visual entertainment: first slathering the mostly naked women with specific amounts of specially prepared oils.

Gan will begin the music with a strong rhythmic solo on his oud. After a few moments, Anataynus and the percussionist will join Gan – Anataynus providing a more intricate/delicate melody, and the percussionist picking up the beat and rhythm.

After being joined by the other two musicians, Gan will fade out, then gesture at the scarves, lazily, with an open hand, moving his hand like a conductor urging music from his troupe. At this point, the scarves will arise in the DANCE of FIRE! It will appear that Gan is somehow controlling the scarves, as they begin to “dance, sway, twist, rise, and fall”. Gan will again pick up his oud, returning to the music, beginning his song of passion and fire, while the scarves and veils continue to dance.

After the first verse and chorus, and as the music is picking up tempo, gaining in volume, the veils retreat into the walk-in fireplace of the Kantor, falling into the flames. As they burn, women will suddenly appear in the midst of the flame, observable only as flames themselves, dancing as wildly with the music as with the fire around them!

Rather quickly, the women will be engulfed in flames, and the spectators will be stunned and amazed at the sight of two goddesses of flame stepping out of the walk-in fireplace and dancing in their midst! The musicians will increase the tempo and encourage the audience to join in with clapping or stomping to the beat – urging the flaming spirits to dance more frenziedly – with ululations! The flaming, wispy, insubstantial sprites dancing around the cleared space will be seen to ripple with faint colors – green, blue, golden yellow, deep red, and purple. The herbs and spices infused into the oils will give off an intoxicating aroma – pleasant, rich, earthy – reminiscent of tsural buds, sweet spices, and aromatic waxes/resins. The words of the song speak of a burning love and desire, and the flaming sprites seem to dance and move in reaction and sympathy to the basic theme of the song. It is as if Gan's words are controlling the dance. Those who are regulars to this particular establishment, might be able to recognize either or both of the women – possibly by some quirk of their unique, individual movements, or because of their distinctive silhouettes.

The flames and music will eventually begin to fade, and the dancers' movements will become more languid and fluid – more alluring. A change in tempo and intensity of beat will be timed to coincide with how the flaming oil on the invisible women dims and sputters – not quite going out, but obviously failing. But eventually, as the flames on the invisible women do finally burn their last, and they seem to fade away into wisps of smoke, the music will become even slower and more paced. After a moment, Anataynus will be the first to drop out, then the percussionist – leaving Gan to draw the music to a close. His solo will be somber and slow – deliberate – ringing true and resolving in the sudden silence, as he delivers the final note. This entire performance – the Fire Dance – will have lasted approximately 15 minutes.

And in the silence that follows that final note, the entire audience erupts into loud cheers, bravos, whistles, claps, and stomping! Hats are escorted through the crowded drinking hall by each of the dancers, Istrid and Chlothildi, and are returned brimming over with fals, dirhams, nufdinars, and dinars … with an occasional mithqual! The crowd, visually and audibly stunned with the entire performance, clamors for more! This was amazing! A new form of entertainment! How did he control the fire?! Was it magic? Was it illusion? Was it mass hypnosis? And who are these fellows??! THE CHRONICLERS! As the noise dies down, the musicians will pick up and perform another number – a standard jaunty/raucous drinking song. This will give the women time to clean up, drop their invisibility (which had been cast/gifted by Bart), and don their normal dancing accouterments, before joining the musicians – visibly! As a final piece, the musicians will perform a lengthy, popular dance piece – one that is well liked in the great city of Cothon-Gadeed. This gives the musicians time to jam at length, while the women rove and dance, garnering more personal tips!


[written up by Phil for an institution started by Gan ad-Din, his regular character's regular henchman; thanks Dad!]

Tuesday, January 10, 2023

More Magic and Splendor at the Ringing Anvil

 [written up by Joel for his character Durham's institution, the Ringing Anvil--thanks, Joel!]

the legendary warrior-boy sailing Dirac's Sea
Some updates concerning the Ringing Anvil, including the completion of certain wondrous items, as well as Durham's offering of a line of credit for those who wish to do business with him:



Najm's tunic

Najm ibn Toaz the blacksmith at the Ringing Anvil had partnered with Bartholomew Pettibone,

 together with Bart's research and Najm's skill they produced a new way of working zortrium into a weaveable material. Najm used this new technique to make a tunic weaving in gold thread in a decorative knot pattern on the collar and cuffs of a green tunic. The design was inspired by the stories his grandmother told him as a child, of a warrior boy clad in green who saved the world from a great evil. While simple in its design, Najm hopes that its lightweight and durability will impress his judges, so he can claim the title of Mastersmith.

The Guild of Blacksmiths is considering this work as to whether it is indeed a masterwork such that Najm can be entered into the rolls as a Mastersmith.




Durham's belt

Durham has always lacked the great physical strength most fighters are known for. But since Zaynab's partnership with the Ringing Anvil, he has been tempted with making of what Zaynab call's a "belt of giant strength". This project started a while ago, not too long after the technique of woven zortrium came to the Ringing Anvil. Then Durham collected blood of a Dzor by brokering a deal with the Colossian Oracle. Now this "belt of Dzor strength" is complete, a wide belt of woven zortrium that buckles in the back, in front a plate of polished bronze treated black with the face of Dzor in front with three rubies for eyes and the beak of gold.



Lines of credit & Store credit

In order to make their services more accessible to adventures the Ringing Anvil has decided to allow line of credit to players, this credit can be used to make repairs to gear, commission items or engage the services of Audrey the Alchemist or Zaynab the Enchantress. One hundred dinars (100gp) per level is the standard rate the Ringing Anvil is offering, these rates could be negotiated higher, for valued customers and friends of Durham. This credit has no interest, but must be paid off by the end of the year (tax season), otherwise repercussions will be in order.

For example, a level 5 character could be extended 500gp worth of credit to use at the Ringing anvil.


In the same lane as improving relationships with adventures and to build up the inventory of materials, the Ringing Anvil is also offering store credit for any materials brought in and give 5% above value in store credit. These items can be a variety of things: teeth, hide, ore, bone and whatever could possibly be used by the Anvil.



Other improvements

As outlined in “Downtime for fun and profit” Durham has hired a merchant and researcher for the Ringing Anvil.

A reminder that the Ringing Anvil also offers alchemy and has adjusted its prices.

  • "Elixirs of Heroic Vigor" 200 gp per unit
    3 elixirs up for sale
  • "Yramrag's Perfect Antidote" 250 gp per unit, none currently available but could be commissioned



Sunday, December 4, 2022

Downtime: For Fun and Profit!

[Written by Jacob, with some revisions by the Scribes–thanks Jacob! Like most of the game, these are provisional rules and are subject to change as we learn better how they interact with everything]


or Institutions Expanded


Much like the expanded merchants (Piedrajoya Guild), these rules fall back on the basics presented by Ben L:

http://maziriansgarden.blogspot.com/2020/03/downtime-activities-building-institution.html

However, I wanted to expand upon institutions, the benefits, risks, and tools an institution might have. Granted, these could all be ignored, falling back to the original institutions, and working with the DM for whatever one might want to have happen. These are simply another tool in the world-engagement toolkit.

To start, first here are the various tiers of institution provided by Ben:

  1. Inconsequential

  2. Minor

  3. Middling

  4. Major

  5. Influential

  6. (In)Famous

  7. Legendary



Advancement and expenses related therein will continue to use the existing rules.

What is not commented on much in Ben’s post, however, is the benefits, resources, or other features, tools, etc that owning an institution might confer. That is what I propose to expand upon here.

There are times when one has money, and wishes to invest in one's institution, but not necessarily to "build it up" to the next level (i.e. from Minor to Middling)--perhaps one would rather spend money on better infrastructure or certain assets, without necessarily increasing the "clout" of the institution as represented in the table above.

It is also possible that one wishes to utilize an institution to expand the scope of available actions–have your employees research something for you, or perhaps even engage in the takeover of another institution! These proposed rules provide a framework for undertaking such actions.

Those who do not wish to worry about minutiae need not worry–they can continue to build their institution in peace without reference to these rules, and NPC institutions won't take action against them, other than through the normal complication rolls. These rules are entirely voluntary.


Assets and Infrastructure
The core concept being proposed here is that institutions can be expanded or improved by the acquisition of assets or the building of infrastructure (physical or procedural). At the moment, assets generally refers to people and infrastructure to physical improvements, but these ideas could certainly be expanded.

An institution is limited to the number of assets or infrastructure improvements it can encompass at any particular level; once that number is reached, the institution must be improved by "Building an Institution" before any further improvements can be added.


Institutional Level


Cost per Asset*

No. Assets and       Infrastructure Allowed

Inconsequential

250 dinars (gp)

3

Minor

500 d.

6

Middling

1000 d.

10

Major

2000 d.

16

Influential

4000 d.

24

(In)Famous

8000 d.

32

Legendary

per negotiation with Referee

per negotiation with Referee

*this refers specifically to Assets; the prices of Infrastructure improvements are always subject to negotiation with the Referee


Assets
At the moment, this list of assets is almost entirely "human resources" based, i.e. trusted employees or a base of workers. This is not an exhaustive list, but a list of examples; other ideas are certainly welcome, especially regarding non-person based assets that might improve an institution's functions.

Steward

Having a Steward allows the institution to take 1 “building a relationship” downtime action per month. Any consequences are suffered by the institution, not the steward. Likewise, the benefits of improved relations are with the entire institution. Any expectations of those relationships fall upon the leadership of the institution.

Slaves
Owning slaves grants an institution the ability to ‘work overtime’ during a month, as slaves cannot simply decline to work. This grants the institution 50% greater income for that month, but 25% reduced income for the following, as the slaves are all exhausted and continuing to work them overtime would inevitably result in several (if not all) of them dying.

Spy
Having a Spy allows an institution to take 1 “gather information” downtime action per month.

Ghilman
Above and beyond a normal ‘guard’ or ‘mercenary’ this individual is a permanent addition to your institution’s retinue. A ghilman is a level 1 Fighter, and comes equipped with mail, a sword, and shield. However, they are a member of the institution, and not a hireling. They do not go on adventures, but may be involved if ‘adventure’ comes to the institution. They are leveled using institutional upgrades, but cannot go higher than level 4 (unless they somehow earn experience from an adventure session). Their equipment does not upgrade, any such upgrades must be provided explicitly by the institution.

Merchant
A merchant has two options any given month, the institution may select either at the start of the month. The first is to simply increase the income of the institution by 5%, as they are highly skilled in wheeling and dealing. The second is to provide 1 “finding the right buyer” downtime.

Alchemist
An alchemist allows an institution to take 1 “Alchemical Pursuit” downtime action per month. They will still need to be provided with any relevant materials/etc.

Sage/Researcher
A sage allows an institution to take either 1 “magical research” or 1 “non-magical research” downtime action per month. They will still need access to any relevant library/knowledge/etc.


Infrastructure
This refers to either physical improvements to the institution, i.e. building a new structure or improving an existing one, commissioning a new ship, &c. OR investing in better business practices to allow the institution to work more efficiently.

Because these improvements could be pursued in a variety of ways, which involve radically different prices, infrastructure improvements must be proposed to the Referee, who will then provide quotes on prices, timeframes, &c. The only exception to this is that once per institutional level a proprietor may choose to improve his or her institution by streamlining business practices to insure an Income.

This process costs the same as an asset at the same level, but the income varies depending on the type of service an institution offers. For example, a fishing enterprise would receive a vastly different kind of monthly income than a whitesmith's shop. They're just very different business types. (the equivalent cost is mostly for ease of the game, but could perhaps be envisioned as e.g. a whitesmith needs very good tools that will last a long time; a fisherman needs to a large amount of lower cost tools and supplies, rations for his crews, caulking for his boats, &c. &c. … just to aid the imagination in what's going on)


Upgrading an Asset
After the first level of an institution the option to Upgrade your assets becomes available. Doing this grants a number of bonuses, depending on the type of bonus offered by the asset. An asset can be upgraded multiple times, but some benefits will have maximums.

The cost to upgrade an asset is half the price for an asset at the level the institution is at, i.e. a Minor institution with a Ghilman asset could upgrade the Ghilman with another level by paying 250 dinars.

  • Assets that grant downtime actions gain a +1 to the roll (maximum +3)

  • Assets with levels go up once in level (maximum level: 4)

    • The asset is unavailable for a number of weeks equal to the level they are increasing to, as they undergo training

  • Assets that provide a bonus to income have that bonus increased by 2%

    • This does not impact reduced income


Institutional Actions
NOTE: None of these actions can be taken upon a Player institution which is -not- participating in the use of these rules. NPC Institutions are assumed to be taking these actions through the complications table, not rolled explicitly.

In addition to setting up new assets I also put forth actions that an institution may take, with their assets. Note that institutional actions take 1 month to complete (rather than 1 week), and during such time an asset does not provide their normal benefits. However, an institution is not restricted to a single action per month. They may take as many actions as are made available by their assets.

Like other downtime actions, 2d6 are rolled to determine the outcome. However, because an institution is performing these, and thus there is logistics, communication between several parties, and the organization of those things, they are inherently more difficult and prone to failure. A roll of 2-5 results in consequences, 6-8 is simply failure with no additional consequences, 9-15 are success, with anything above a 15 indicating remarkable success. Note that remarkable success is not possible without fully upgrading an agent, and even with that there is still some chance of consequences.


Circulate Rumors
The agents of the institution begin circulating rumors about another institution. This causes the target institution to risk losing a level if they don’t respond over the course of the next 2 months. If the rumors are true this roll is at +1.

A Steward asset provides a +1 (increasing by +1 per upgrade to a maximum of +3).


Covert Assault
Covert, in that it would obviously be illegal to take any overt hostile actions against any institutions of Cothon-Gadeed. Add a +1 to this roll for each level of any soldiers or spies participating. Taking this action has an increased difficulty, in that your roll is additionally reduced by 1 for every level of ghilman in the target institution.

Successfully completing an assault allows you to select one of the following:

  • Steal an asset of the target institution (only if you have previously gotten enough intel to identify a specific asset)

    • It does not automatically work for you, but you can begin to convert it (DM’s discretion, likely a custom clock)

  • Assault an asset

    • Destroying notes, infrastructure, or otherwise wreaking havoc around an asset to reduce its level, and ultimately remove it from play.

    • This brings an asset down 1 level, if the asset is already at level 0 (ie: has no upgrades) then it is removed from the institution.


Gather Intel
Similar to the normal downtime activity, this has an additional benefit of informing you to one of the following, chosen before rolling:

  • The types of assets an institution owns (but not the count)

  • The number of a specific kind of asset

    • Can be done without knowing which assets an institution owns, but the result may return 0 if they do not own any.

  • The identities of key players of an institution (excluding fully secret individuals)

  • The identity of a single secret individual associated with an institution

A Spy asset provides a +1 (increasing by +1 per upgrade to a maximum of +3).


Rebuild
This is the process of rebuilding, retraining, or otherwise recovering after a successful assault, and so cannot be taken if the institution does not have lost or damaged assets. This downtime does not require any rolls, but it does require investment of dinars. Rebuilding a damaged asset only ‘rebuilds’ a single level per use.

Any number of assets can be rebuilt during a single downtime. The cost to take the ‘rebuild’ action scales with the number of assets being rebuilt. The cost is 250 x (the number of assets being rebuilt, squared). So the first asset is 500 dinars, the second 1000, the third 2250, and so on. This represents the additional labor, materials, etc that are required to organize and manage increasingly larger efforts.


Hostile Takeover
For when you’re so wealthy and powerful you can just walk over to the next guy and say “I own you now”. A hostile takeover actually requires several Institutional Downtimes, and is a custom clock. During a hostile takeover neither institution may increase their rank.

To progress the clock you must first expect dinars equal to 35% of the cost to attain whatever level of institution the target is currently on. Then roll the Institutional Downtime normally. On a remarkable success the cost is reduced to 25%.

Hostile Takeover Clock:

  1. First, you have to begin buying up resources and redirecting customers to yourself. This is a slow process, but begins putting the pressure on the target institution.

  2. Next you start leaning on the members and assets of the institution. Making them wish they were in your institution instead.

  3. Finally, before you fully take over the institution, you have to put pressure on the leadership. Make them feel like there is literally no other option but to accept your buy out.

  4. And, at last, the pay off. Your institution absorbs the target, taking over all their assets, any explicit resources. Their members may choose to leave, rather than join the new institution. Any relationships the target institution had transferred to you at -2 levels (minimum 1)

Consequences and Complications
If your Institutional Downtime resulted in a complication, roll 1d8 on the table below.

  1. Blackballed. You have been blackballed by (roll 1d6: 1: Guild of Stewards, 2: The slave merchants of Cothon, 3: The fighting institutions, 4: Merchants guild, 5: Guild of alchemists, 6: Sage’s guild) and until reparations are made worth 1d30x100 dinars you cannot hire any new assets of that type, and any downtimes relating to those actions are at a -1.

  2. Retaliation! The target institution will take an Assault action upon you at their next possible chance.

  3. Rumor mongering… The target institution discovers your plots, and begins rumor mongering against you.

  4. Pay offs… In order to keep the authorities out of your business, you have to pay 3d100 dinars, ensuring the silence of the parties involved. If you do not, your activities will be alerted to the authorities.

  5. Damaged Asset… A random asset involved in the action becomes damaged 1 step.

  6. Hostile Takeover! If possible, the target institution increases 1 step on a Hostile Takeover track against you. They will not increase it manually, but if this result is rolled too many times it may cause you to become a subsidiary of another institution.

  7. Overextended. Your attempts to complete your task at any cost have overextended the institution. Your institution functionally drops down 1 level, though you do not lose any assets associated with your previous level. In order to return you must pay 75% of the cost, and redo the Building and Institution roll.

  8. The authorities are alerted! Whatever the reason, they are certain your institution is to blame for some major crime. They will remain ‘alerted’ for 6 months, unless you find some way to dissuade them or otherwise distract them.


The Authorities
For the purposes of these mechanics, if the authorities become ‘involved’ in your institution, it is NOT a good thing. Your institution becomes under heavy watch, routinely audited by the relevant Kataba, and your ability to execute Assaults is entirely removed. Circulating Rumors and Gathering Intel are both rolled at -3.

Beyond that, however, it is up to the DM how this otherwise impacts your institution and the members therein. Perhaps it leads to a legal (or regular) battle in the arena? Perhaps it leads to government raids on your assets, increased taxes, or even mercenaries contracted to ‘deal with the problem’. If an institution either remains with the authorities ‘alerted’ for more than 6 consecutive months, or gains a consequence that alerts the authorities while they are already alerted, then the DM should determine some grander result of “the law” coming down upon the institution.



Tuesday, April 26, 2022

"Bob Hall" or A New Way to Think About Specific Institutions

 Much that is strange has been discovered and subsequently taken and held by various barbarians in the sea-caves known as the Ocean's Throat, north and east of Cothon. Ideas-man and renyu-friend Durham of the Ringing Anvil has taken the former pirate-hideout now called Fort Doghouse, as well as allying with the "native" renyu tribe of the Wasgo; and Citizen Sesel and his association, the Survivors of the Tel, claim to have seized some kind of further holding behind the legendary Green Doors within said sea-caves.

Well, the Survivors have begun to call their section behind the Green Doors "Bob Hall", and one Bartholomew Pettibone has been granted some kind of "stewardship" over whatever "hall" this may be.

Now, having long used Ben L.'s wonderful rules for building an institution for this game, it struck this referee that one could perhaps write something "custom" more akin to the special "relationship clocks" Ben has developed for cultivating relationships when thinking instead about institutions.


So:

Let us agree and establish that "Bob Hall" is currently "inconsequential" as an institution (rank 1); few dinars (gp) have been spent to upgrade the area heretofore, and no specific rolls have been made. It is merely the case that the adventuring-barbarians have ransacked the area and claimed it for themselves, with some scant resources allocated to ensure its security with a small garrison.

Granted! But now Bartholomew Pettibone has been set up as "steward" of the place, at least for the moment, and offers to pay up to 4000 dinars to develop the area in the caves into something more amenable to human occupation (rather than the strange green-skins that dwelt within it before!).

Rather than just have some generic "clock" to invest into, for this in-dungeon holding I'd rather have a little more buy-in, between me as the referee, and the players making the investment. So as referee, I'm going to suggest three possible uses for an investment, but also leave the end result up to the investor if they (Bart) have a different/better-explained development:

  1. Spend 2500 dinars to line the walls with lead and other heavy metals, hoping to make "Bob Hall" better defensible against psionic attacks
  2. Spend 2500 dinars to expand the bunkrooms and armory, and to hire fighting men to better defend against "conventional" attacks, esp. those coming from Sakkra that dwell in the self-same sea-caves
  3. Spend 2500 dinars to make "Bob Hall" more comfortable for the adventurers dwelling there, and to allow for groups to strike out easily from Bob Hall, rather than "wasting" time in Cothon
Bart has suggested spending 4000 dinars altogether on the Hall; the referee proposes that Bart spend 2500 dinars for one of these improvements, and for each additional 500 dinars that he spends, up to 4000 altogether, he will receive a cumulative +1 on his roll of 2d6 (+3 altogether if 4000 is spend). Bart need only spend 2500 gp of the proposed 4000 to be eligible to roll the dice.

Having spent the 2500 dinar investment, Bart will roll 2d6 (+1 for every 500 gp thereafter up to 4000 gp total):
  • 2-6 the investment fails to "grow" the institution
  • 7-9 the institution grows (to rank 2 -- minor), but its growth incurs a complication (see Ben's complications at the moment, until I write my own)
  • 10+ the institution grows without complication
It will be noted that this is more expensive than growing just any old institution. Indeed, I feel like an institution build inside the dungeon probably should cost something more. BUT, it is not strictly the case that these developments are all mutually exclusive; maybe Bart will be interested in both developing "psionic" and "conventional" defenses ... Perhaps he'll invest in one this month, and another the next? But once some investment is successful, the Referee will offer further suggestions for development, based on what's been done.

... This is only the beginning of a new way to look at developing certain institutions. I hope that it can be a way to differentiate/personalize developing institutions--and remember that like all Referee suggestions, these are all just such, only suggestions!--for those who want to get into some nitty-gritty details. None of this is to supersede the "normal" rules, only to add the possibility of more nuance.