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Chapter 7: Organizations

 
This section provides guidelines for incorporating NPCs and organizations into your game world. Organizations, such as gangs or mega-corporations, are groups of NPCs with shared goals that impact various scales of the game. NPCs range from local figures to powerful rulers, enriching the story and gameplay. Additionally, it covers contacts and patrons who interact with the players and NPC party members who actively contribute to the adventure.

SECTION 1

DEALING WITH ORGANIZATIONS

Several NPCs with comparable objectives and standards can join forces to become an organization. As with individual NPCs, an organization has its own overall goals, ideals, and secrets. Organizations that represent different facets of a shared theme or goal are often referred to as factions.   There are many organizations found throughout the galaxy, in every world, and within each society. Street gangs, military companies, trade guilds, space pirates, mega corporations, government agencies, religious institutions, and scientific explorers are all examples of organizations whose influence can reach across a city, planet, star system, or the entire galaxy.  

DEALING WITH ORGANIZATIONS

Player characters can gain favor with these organizations through various means. They could also become one of the organization’s members, bound by their rules in exchange for the perks that come with it.   Backgrounds are a good way to create links between an organization and a player’s character. In higher-level campaigns, organizations related to the characters’ objectives can provide ties to key NPCs and a greater sense of purpose beyond individual gain. Likewise, villainous organizations can provide an additional layer of conflict and represent a larger threat than individual NPCs.  

CREATING AN ORGINZATION

Each faction is inquired, not just in how they function, but also their goals, beliefs, and what kind of members they attract.  

GOALS

Each faction has its own goals. One of the most common goals many factions share is the desire for increasing wealth and influence. Many factions, however, have goals unique to their own efforts.
        For instance, a faction might have a goal of maintaining peace and prosperity in their region, directing all of their wealth towards that goal.  

BELIEFS

Each faction also has its own beliefs. Many nefarious factions, such as the Exchange, believe power should be wielded by the strong, and that the weak deserve to be enslaved, while a more monetarily motivated faction, such as the Commerce Guild, believes that material wealth is the greatest source of control.  

MEMBER TRAITS

Members of a faction are often drawn to it because they share common traits with its members. For instance, criminals who prefer to work alone, or in small groups, might be drawn to the Black Sun, while bounty hunters might choose to join the Bounty Brokers Association to earn greater wealth and prestige.  

HEADQUARTERS

Most factions have a headquarters. For smaller factions, it might be a simple building, or even a room. For larger factions, however, it might be a spaceship, a space station, or even an entire moon or planet. A faction headquarters is required to recruit members to a faction.   A faction can have any number of headquarters, provided it has the staff and funds to maintain them.  

OPERATING COASTS

Beyond the required costs for actually maintaining a headquarters, factions have costs directly associated with their functions. These fees might cover licensing fees, bribes, government contracts, etc. These fees amount to roughly 1,000 cr per headquarters per month.

SECTION 2

ORGANIZATIONS

Every organization has the following characteristics and is outlined on the organization table.   Level. Each organization has a level, which helps define its other statistics.   Followers. These people aren't a formal part of the organization but devote some share of their energies to it. They might be loyal customers, adoring fans, social media followers, voters, or worshipers, and so on. Flowers have their own lives but are reasonably dedicated to the organization. For every follower, there are another 5 to 10 people with a causal interest in the organization. Followers are always CR 1/8   Members. These people are full-time members of the organization. They’re a military organization's soldiers, a political campaign's permanent staff and volunteers, or a business’s employees. They carry out their assigned duties and are assumed to be loyal but not fanatically so to the organization’s leadership. Members are much lower CR than the PCs’ level. While membership covers a spread of CRs, generally, each higher CR has half as many people in it as the CR before it; for example, a 6th-level organization with 14 members will probably have two CR 1 members, four CR 1/2 members, and eight CR 1/8 members.   Lieutenants. These people are more important full-time employees of the organization. These can be priests, military officers, social media representatives, and so forth. They follow the same CR spread as members. Often, one or more lieutenants will be fully realized NPCs, serving as figureheads for the organization.   Power. Is the measure of how capable an organization is of getting work done. It may be called upon to act to perform skill checks. In this case, the organization rolls a d20 on behalf of the organization and adds its power bonus. The GM determines whether the organization can use the appropriate skill and assign the DC according to the difficulty of what the PCs attempt to achieve.  

ORGANIZATION TABLE

LEVELFOLLOWERSMEMBERSMEMBER CRLIEUTENANTSLIEUTENANTS CRPOWER
11-101-21/8--2
211-253-41/8--2
326-505-61/2112
4101-2507-91/2112
5251-50010-131/2113
6501–1,00014-181/2223
71,001–2,50019-271/2223
82,501–5,00028-361333
92,501-5,00037-5314-534
105,001–10,00054-7516-744
1110,001–25,00076-9918-1044
1225,001–50,000100-150111-1554
1350,001–100,000151-215116-2255
14100,001–250,000216-300223-3065
15250,001–500,000301-425231-4265
16500,001–1,000,000426-600243-6075
171000,001–2,500,000601-850261-8576
182,500,001–5,000,000851-1200286-12086
195,000,001–10,000,0001201-17003121-17086
2010,000,001–100,000,0001701-24003171-24096
21

USING ORGANIZATIONS

A campaign that has the PCs running an organization should occasionally call for power checks, much as it might call for Pursantion or Stealth checks. If the PCs lead a band, for instance, they might use their organization’s power checks to get into restricted social gatherings, mobilize flash mobs, or lawyers on those using their music without permission.   Organizations can also pay the PCs a salary. This option can be one way for the GM to get the expected wealth per level into PC hands in otherwise remote or treasure-light campaigns.   Organizations can serve as a source of friendly NPCs and safe locations, and a campaign that features an organization should give the PCs plenty of chances to talk with their allies, employees, and supporters. Give the players a chance to customize a home base, or the ability to recruit NPCs they like into their organization.  

RENOWN

You can use renown to track a character’s standing within a particular faction or organization. Renown is a numerical value that starts at 0, then increases as a character earns favor and reputation within a particular organization. You can tie benefits to a character’s renown, including ranks and titles within the organization and access to resources.   A player tracks renown separately for each organization their character is a member of. For example, a character might have 10 renown within one faction and 5 renown within another, based on the character’s interaction with each organization.  

GAINING RENOWN

A character earns renown by completing missions or quests that serve an organization’s interests or involve the organization directly. You award renown at your discretion as characters complete these missions or quests, typically at the same time you award experience points.  

BENEFITS OF RENOWN

The benefits of increasing renown within an organization can include rank and authority, friendly attitudes from members of the organization, and other perks.   Rank and Station. Characters can earn promotions as their renown increases. You can establish certain thresholds of renown that serve as prerequisites (though not necessarily the only prerequisites) for advancing in rank, as shown in the Sample Organization Ranks table. Increases in rank often come with a title associated with the organization. For example, a character might join the Mage Corp after earning 1 renown within that organization, gaining the title of Initiate. As the character’s renown within the organization increases, they might be eligible for further increases in rank   Advancing an organization’s interests increases a character’s renown within that organization by completing a mission specifically assigned by that organization, or which directly benefits the organization, increases the character’s renown by 2 instead. For example, characters with connections to the Zelas Sanvers completes a mission in which they destroy a secret Technocracy stronghold. Because the organization favors impeding the corruption of life, you might increase each character’s renown within the order by 1. Conversely, if destroying the stronghold was a mission given to the adventurers by a senior member of the Zelas, completing the task might instead increase each character’s renown by 2, showing the characters as effective allies.   Meanwhile, a party member may have acquired some rare tech from the Technocracy’s secret cache and sold it to a hacker who is secretly a member of the Shadow Cipher. You might increase the party member’s renown within the Shadow Cipher by 2 since this action directly increased that group’s power and influence, even though the character was not given that specific task.  

RENOWN TABLE

RANKRENOWNREQUIREMENTSEXAMPLE
11-Initiate, Entry Level Worker, Cadet
23-Apprentice, Supervisor, NCO
3105th level, 1 special assignmentMaster, Manager, Jr Officer
42510th level, 5 special assignmentsArchmage, Director, Senior Officer
55015th level, 10 special assignmentsCouncil Mage, President, Commander, and Chief
  Reputation and Social Interaction. As a character’s renown within an organization grows, the organization’s membership is increasingly likely to have heard of the character. You can set thresholds at which the default attitude of an organization’s members toward the character becomes indifferent or friendly. For example, members of Unity, a faction dedicated to guiding the fate of the galaxy from the shadows, might be less friendly toward characters who have not earned at least 3 renown within that organization, becoming friendly by default only when a character has gained 10 renown. These thresholds apply only to the default attitude of most members of an organization, and such attitudes aren’t automatic. NPC faction members can either favor or dislike a character regardless of their renown  

LOSING RENOWN

Disagreements with members of an organization aren’t enough to cause a loss of renown within that organization. However, serious offenses committed against the organization or its members can result in loss of renown and rank. The extent of the loss depends on the infraction and is left to your discretion. A character’s renown within an organization can never drop below 0.  

LEADERSHIP DOWNTIME ACTIVITIES

Characters with rank 3 in an organization are considered to have leadership authority and can use the following downtime activities.  

Delegate Work

You assign menial tasks to others to complete.

RESOURCES

You must maintain a supervisor rank within an organization with members that are below your rank. The downtime activity must be appropriate to the organization (like a military unit building a shelter), and it must be something that can actually be delegated (you can’t delegate carousing, for instance).

RESOLUTION

You give orders and shift personnel so that they can conduct a downtime activity of your choice. You must spend as much time delegating as the downtime activity takes to complete. The organization performs the chosen downtime activity, using its power modifier for any checks.
 

Executive Decisions

You issue specific instructions to your organization and spend the day reviewing the files and holding meetings, mobilizing your organization to operate at peak efficiency.

RESOURCES

You must be an officer in the organization with the ability to make decisions on your department or unit’s resources.

RESOLUTION

Your organization gains an advantage to a single power check of your choice during the following week’s skill check. If a power check roll is not conducted the effort is wasted and must be repeated.
 

RECRUITMENT

You make an effort to expand your organization's membership. You spend a week actively seeking new members. This activity might mean standing on street corners, with pamphlets, or having interview meetings with prospective candidates. At the end of the week, attempt a persuade check with a DC   On a success, you recruit a number of followers and members equal to 10% of your current numbers, up to the maximum of the organization's level.  

NPC

A nonplayer character (NPC) is any character controlled by the Game Master. NPCs can be allies, enemies, people of note, or just regular locals. They include the local retailer, the retired cop who bounces at the nightclub, the megacorporate CEO, the imperial overlord with a galactic vendetta, and the transdimensional being that dwells beyond the veil.   This chapter provides guidance for developing nonplayer characters for your campaign setting. To create NPCs for use as threats in combat, see chapter 5.  

Creating NPCS

NPCs bring your adventures and setting to life, serving as a supporting cast of characters for your story, and providing an immersive roleplaying experience for the players.  

QUICK NPCS

Combat statistics aren’t required for an NPC if they pose no threat or aren’t intended to engage in a combat scenario. A sharp wit, distinguishing features, boisterous charm, or a cold stare are just a few things that can make an NPC memorable.   The many patrons drinking and dancing in a nightclub don’t garner much attention. However, the club’s bartender with the cybernetic arm who gives the players random nicknames upon meeting them should spark some interest.  

DETAILED NPCS

NPCs that drive main parts of the story, or who play a pivotal role in the campaign, may require more development and detail. When creating a detailed NPC, consider developing the following aspects. Most of these aspects should be described in no more than a single sentence. Take note of each of these as you define them.  

APPEARANCE

Aside from a simple definition of species, describe the NPC’s most distinguishing features. Examples include physical features that set them apart from other members of their species or culture. Perhaps they have unusual marks, a peculiar sense of fashion, or a distinctive facial expression.  

ORIGIN & BACKGROUND

Describe the NPC’s occupation, if any. Also, provide a brief description of a pivotal part of their past such as having a fledgling acting career, serving in the military, or being the heir to a family fortune.  

ABILITIES

Instead of assigning ability scores to an NPC, you can provide a brief description that hints at high or below average abilities. Is the NPC big and brawny? Do they sound educated and well-spoken? Perhaps they’re clumsy or absent-minded. Or maybe they have an inquisitive mind and a silver tongue.  

MANNERISMS

Describe a distinctive mannerism that makes the NPC memorable. Some of the best mannerisms are those that coincide with your description of their abilities, as noted above. Examples include a constant use of bad jokes and puns, a notable accent, or a high-pitched voice. Perhaps they have an unconscious habit such as pacing about or tapping against a nearby surface.  

SPECIAL TALENTS

Describe something special, if anything, the NPC can do. Perhaps they’re skilled at crafts or a type of performance art. They could be mechanically inclined, know several languages, or be able to string together code ciphers from memory.  

SOCIAL TEMPERAMENT

Describe how the NPC interacts with others. Are they rude? Overly quiet? Earnest and friendly? Also remember that an NPCs behavior can change depending on the situation and who they’re interacting with (see “Social Interaction” in chapter 1).

USEFUL KNOWLEDGE

If you choose, give the NPC at one piece of knowledge that might be useful to the players. For example, the NPC might know the best spot to buy custom ammunition. It could also be something specific, such as a security code to enter a facility that serves as the next part of the current adventure.  

PERSONALITY TRAITS

NPCs have traits that define their nature, much the same way that player characters do. These come in the form of ideals, bonds, and flaws. You can assign one or all of these to the NPC. In addition to those provided below, examples can also be found in chapter 4 of the Player's Handbook.   Characters who uncover these aspects can use them to influence an NPC’s reaction during social interactions.   Ideal. Describe a single ideal that governs the NPC’s actions. Ideals can be connected to an alignment, as shown on the NPC Ideals table. If you’re not using alignment, you can choose one that best fits the NPC’s persona and motivations.  

NPC IDEALS

1D6GOOD IDEALEVIL IDEAL
1BeautyBigotry
2CharityCruelty
3HappinessDomination
4LifeGreed
5RespectPain
6Self-sacrificeSlaughter
1D6LAWFUL IDEALCHAOTIC IDEAL
1CommunityChange
2FairnessCreativity
3HonorFreedom
4LogicIndependence
5ResponsibilityRebellion
6TraditionSpontaneity
D6NEUTRAL IDEALOTHER IDEAL
1BalanceAspiration
2ImpartialityExploration
3KnowledgeHome
4ModerationGlory
5PeaceRedemption
6ProtectionSelf-discovery
  Bond. An NPC’s bond is a broad categorization of the things most important to them that directly connect with their lives. The NPC bonds table provides some examples. Additional examples can be found in chapter 4 of the Player's Handbook.  

NPC BONDS

1D10BOND
1Dedicated to fulfilling a personal life goal
2Protective of close family or friends
3Dedicated to their craft or profession
4Loyal to a benefactor, patron, or employer
5Captivated by a romantic interest
6Drawn to a special place or region
7Protective of a sentimental keepsake
8Dedicated to performing a task by duty or promise
9Out for revenge
10Roll twice, ignoring results of 10
  Flaw or Secret. Describe a personal flaw which could potentially undermine the character or give them a valuable secret they’re hiding from others.  

NPC FLAW TABLE

D12FLAW OR SECRET
1Forbidden love or susceptibility to romance
2Enjoys exotic pleasures
3Egotistical or foolhardy
4Envies another creature’s possessions or station
5Controlling
6Prone to rage
7Has a powerful enemy
8Specific phobia
9Shameful or scandalous history
10Secret criminal act (can be either guilty of innocent)
11Possession of dangerous or forbidden knowledge
12Plans for betrayal
 

USING THREATS

You should consider developing NPC traits for your campaign’s main antagonists or for powerful creatures that play a significant role in your storyline. Well-defined villains and allies are the most interesting and add an additional layer to the lore of your setting. A villain’s bonds, flaws, and secrets can also provide your players with a host of new options and ideas on how to interact with them.  

NPC STATISTICS

There are several options for generating statistics for an NPC. Each is dependent upon the NPC’s function in your game and their involvement in the overall story.  

SIMPLE STATS

The simplest method is to give the NPC the few stats it needs for your scenario. This can be applied to NPCs that focus on social interaction or those that the characters encounter only occasionally.  

USING A STAT BLOCK

You can use an existing threat or NPC stat block. If the NPC is humanoid, many customizable stat blocks can be found in appendix A of the Threats Database. You can also create a new stat block using the rules defined in chapter 5 of this book.  

CREATING A CHARACTER

You can create an NPC’s stats using the same method for creating a character. Assign them ability scores and features defined by their character race, class, and levels.   Gear. Most NPCs don’t need a fully defined equipment list. Assign them weapons, armor, and class-specific gear. You can optionally add other items depending upon their role in any given scenario.   Challenge Rating. NPCs engaging in combat with the characters still require a challenge rating. Using their stats, you can determine an NPC’s challenge rating using the rules for creating threats in chapter 5  

CONTACTS

Contacts are NPCs with close ties to one or more of the player characters. They don’t go on adventures or missions, but they can provide information, rumors, provisions, or professional advice. These can either be given freely or at a cost. Some of the backgrounds in the Core Manual suggest contacts for beginning characters. If not, the characters are likely to secure helpful contacts over the course of the campaign.   A name and a few choice details are all you need for casual contacts but take the time to flesh out a recurring contact, especially one who might become an ally or enemy at some point. At the very least, give some thought to a contact’s goals and how those goals are likely to come into play.  

PATRONS

Patrons are contacts who hire or commission the players to perform tasks or complete assignments. A patron provides a direct hook into an adventure, usually in connection with their own self-interests. They can come in many forms such as an employer providing paid jobs, a commanding officer assigning a mission, or an ally in need of help in return for a favor or compensation.  

NPC PARTY MEMBERS

they want a share in the rewards, or a specific situation compels them to play a major role toward completing the party’s goal.   While they play a supporting cast role, NPCs party members are still characters in their own right and should be treated as such. They earn a full share of experience points and should be included when determining the difficulty of combat encounters.   Player-controlled NPCs. It may be easier for you if you let your players run NPCs party members, so long as they can roleplay them in accordance to their established NPC traits such as ideals, flaws, and mannerisms. Depending on the scenario, you can also ask your players to create the NPC for you.   The NPC should never be portrayed as a mindless servant or as a character the players seek to benefit from only when it suits them. If you don’t feel that an NPC is being portrayed well, feel free to retake control of them yourself, or simply have them leave the party.  

HIRELINGS

Characters can pay NPCs to provide services in a variety of circumstances. Information on hirelings appears in chapter 5 of the Core Manual.   Hirelings rarely become important in an adventure, and most require little development. When a player character needs to catch public transport to the nearest station, the operator is a hireling, and the characters might never even interact with that NPC. A starship captain escorting the characters to an uncharted system is also a hireling, but such a character has the potential to turn into an ally, a contact, or even an enemy as the campaign develops.  

EXTRAS

Extras are background NPCs that the characters barely interact with, if at all. A bustling street crowd, public shuttle passengers, a line of shoppers, or the locals at a bar are some examples.   A situation may arise where an extra is singled out by the characters, either to gain information or to resolve a specific scenario. Be prepared to improvise for such cases, as you may have to create some quick stats or traits on the fly.  

VILLAINS

The primary antagonists for any campaign, many great heroes are forged from the actions of great villains. Chapter 6 provides an in-depth look at creating villains for your campaign. When defining NPC traits for your villain, use the villain’s established motivations, schemes, and methods as a guide.

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