Difference between revisions of "Harper Cell Ally Influence"

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(New page: ==Types of Influence== * Manpower * Armed Force * Political Leverage * Information * Resource Access)
 
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==Capabilities==
 
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Each ally has one or more capabilities. These are "slots" the define the kind of aid that ally can bring to bear on behalf of the Harpers.
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* '''Individuals:''' Individuals have only a single capability, although cells may "merge" individual slots to reflect the aid of individuals capable of lending more than one kind of help.
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* '''Organizations:''' Organizations have three capabilities. The capabilities of individuals may also be "merged" into those of an organization, but cells cannot merge the capabilities of multiple organization slots.
 
==Types of Influence==
 
==Types of Influence==
* Manpower
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These are the kinds of influence a cell ally can bring to bear in favor of the cell.
* Armed Force
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* '''Manpower:''' The ally can provide a decent team of workers of some kind who are focused around a single Skill. These could be lookouts, healers, researchers, or laborers; the specifics will depend on the exact nature of the ally. Generally, this assistance either provides the group with the performance of an additional action at a +4 bonus, or their Aid grants Harper cell members advantage on checks with that skill. Each different Skill counts as one capability by that ally.
* Political Leverage
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* '''Armed Force:''' The ally provides armed operatives who can aid the Harpers in their efforts. The operatives that show up are 1d4+4 CR 1/8 to 1/4 operatives, 1d4+2 CR 1/2 to 1 operatives, 1d4 CR 2 operatives, or a single CR 3 operative. Each "type" of operative counts as one capability by that ally.
* Information
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* '''Political Leverage:''' The ally can provide a means of navigating a bureaucracy of some sort: legal, courtly, guild-based, criminal, or other organization. They are able to quickly arrange for a group they are affiliated with to do something it normally does, and to do so quickly and on behalf of the Harper cell.
* Resource Access
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* '''Information:''' The ally can provide information pursuant to their own interests. This information is usually sensitive or an outright secret.
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* '''Resource Access:''' The ally can provide access to a useful or specialized resource outside the normal means of the Harper cell. Research libraries, magical sites, training grounds, or unique materials for crafting all count for this purpose.

Revision as of 09:49, 16 February 2019

Capabilities

Each ally has one or more capabilities. These are "slots" the define the kind of aid that ally can bring to bear on behalf of the Harpers.

  • Individuals: Individuals have only a single capability, although cells may "merge" individual slots to reflect the aid of individuals capable of lending more than one kind of help.
  • Organizations: Organizations have three capabilities. The capabilities of individuals may also be "merged" into those of an organization, but cells cannot merge the capabilities of multiple organization slots.

Types of Influence

These are the kinds of influence a cell ally can bring to bear in favor of the cell.

  • Manpower: The ally can provide a decent team of workers of some kind who are focused around a single Skill. These could be lookouts, healers, researchers, or laborers; the specifics will depend on the exact nature of the ally. Generally, this assistance either provides the group with the performance of an additional action at a +4 bonus, or their Aid grants Harper cell members advantage on checks with that skill. Each different Skill counts as one capability by that ally.
  • Armed Force: The ally provides armed operatives who can aid the Harpers in their efforts. The operatives that show up are 1d4+4 CR 1/8 to 1/4 operatives, 1d4+2 CR 1/2 to 1 operatives, 1d4 CR 2 operatives, or a single CR 3 operative. Each "type" of operative counts as one capability by that ally.
  • Political Leverage: The ally can provide a means of navigating a bureaucracy of some sort: legal, courtly, guild-based, criminal, or other organization. They are able to quickly arrange for a group they are affiliated with to do something it normally does, and to do so quickly and on behalf of the Harper cell.
  • Information: The ally can provide information pursuant to their own interests. This information is usually sensitive or an outright secret.
  • Resource Access: The ally can provide access to a useful or specialized resource outside the normal means of the Harper cell. Research libraries, magical sites, training grounds, or unique materials for crafting all count for this purpose.