Difference between revisions of "Harper Cell"

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====Cell Actions====
 
====Cell Actions====
''Cell actions'' are specialized actions that are treated as Lair Actions for Harpers, but only while they are on a mission (the mission acts as their Lair, in other words). Teams train to use these in preparation. At the onset of a mission, the cell as a whole chooses a number of Cell Actions that they have available during that mission.
 
  
 
====Harper Boons====
 
====Harper Boons====

Revision as of 23:44, 29 January 2019

The Harper cell is the base unit of operation for Harpers. They consist of a gathering of talented individuals, under the direction of a Brightcandle.

Aspects

Ranks: Aspects are ranked, from 0 to 5.

  • Rank 0: 0 Investment.
  • Rank 1: 1 Investment.
  • Rank 2: 3 Investment.
  • Rank 3: 10 Investment.
  • Rank 4: 25 Investment.
  • Rank 5: 50 Investment.

Complications: The higher an Aspect is ranked, the likelier it is to cause difficulties for the cell. There is a percentage chance each month of generating a Complication from any given Aspect.

Building Aspects

Each Aspect has a Downtime Action associated with it, the "Building [Aspect]" action. This is a Skill check for each of them. Success generates additional Investment for that Aspect, while failure can often erode Investment. The DC for this test is equal to 10 + (Rank x2). The results determine the change in that Aspect's Investment:

  • Failure by 5+: lose 2 Investment
  • Failure: lose 1 investment
  • Success: gain 1 Investment
  • Success by 5+: gain 2 Investment

Connections

This Aspect represents the cell's involvement with the rest of the Harper faction. This is political, but it is also ideological and even magical to some extent: a high Connections rating provides access to certain Harper secrets that those who do not adhere well to its traditions and goals cannot access.

  • Building Connections: Wisdom check. May add proficiency bonus if the cell has completed a successful Harpers mission in the last month.
Rank Description Assistance Cache Cell Actions Boons Entanglements
0 Unconnected. Little to no connections to the rest of the Harpers. The cell does not have a Brightcandle who oversees them. 10% chance per month that Harpers launch an investigation into the group. None None None None None
1 Minor. Very light connections; a Brightcandle oversees them, but has doubts about their adherence to Harper ideals and protocols. Disadvantage None None None 5% per month
2 Moderate. Acceptable connections, with a Brightcandle solidly invested in them. They also know a few of the non-cell Harpers in the area, or those who wander through it occasionally. Normal Disadvantage None None 10% per month
3 Notable. Solid connections, with an enthusiastic Brightcandle overseeing them. The cell is also acquainted with many of the non-cell and wandering Harpers of the region. They have also made the acquaintance of at least one other Brightcandle in their region. Normal Normal 1/mission None 12% per month
4 Major. Strong connections, with a very favorable Brightcandle. They know most of the other non-cell Harpers and multiple Brightcandles in the area. The cell has been introduced and given the means to contact their Brightcandle's Wise Owl superior in the faction. Advantage Normal 1/mission 1 Charm 15% per month
5 Integral. Central ties to the Harpers, with a Brightcandle overseeing them. The cell know other Brightcandles, and of their cells (able to recognize them on sight, though the reverse is likely not true). They know multiple Wise Owls, and are in contact with at least one of the High Harpers. Advantage Advantage 2/mission 1 Charm + 1 Blessing 20% per month

Harper Cache

Cell Actions

Harper Boons

The gods who blessed the Harpers at their founding continue to watch after their efforts, aiding them in small supernatural ways as they uphold the Harper Code and its ideals.

  • Charms: Harper Charms are minor magics, which can frequently be invoked once, twice, or thrice before the magic is spent.
  • Blessings: Harper Blessings are more potent empowerments, investing the Harper with benefits that are permanent as long as the Harper has that Blessing. Falling from favor in some way can cause the revocation of those Blessings.

Harper Entanglements

Harper Entanglements are the problems that sometimes crop up when one is a Harper in association with others. Anything from suspicion of treachery or being a double-agent to enemies seeking one group of Harpers finding the cell instead to old vendettas against the Harpers as whole coming home to roost. For each rank of Connections, there is an increased chance of something of that sort occurring. The exact details are in the DM's keeping.

Watchers

This Aspect measures the expansiveness of the cell's Watcher Network. Made up of folk who simply keep an eye out for things of interest to the Harpers, and are paid coin and favors for their attention, the Watchers are a key role in how Harpers operate. Harpers are also taught the signs, codes, and songs that they need to use to signal to any Watchers nearby that they need help. Generally, they need only perform one of these, and the Watcher will approach the Harper when they can do so covertly. They can also be the source of unwelcome entanglements, as Watchers are promised assistance in times of need.

  • Building Watchers: Charisma (Persuasion or Performance) check.

No Network (Rank 0)

  • No Watcher Network whatsoever. This costs nothing per month.
  • The cell generates no Rumors and may not make Report tests.
  • No chance of Watcher Summons or Watcher Concerns.

Minor Network (Rank 1)

  • A few rag-tag individuals comprise the cell's Watcher Network. This costs 1 gold piece per month.
  • The cell generates one Rumor per month.
  • The cell may make Report tests at disadvantage.
  • Using Watcher Summons has a 20% change of finding someone in a public area.
  • 5% chance of Watcher Concerns.

Moderate Network (Rank 2)

  • The cell's Watcher Network is a handful of keen-eyed folk. This costs 3 gold pieces per month.
  • The cell generates one Rumor per month.
  • The cell may make Report tests.
  • Using Watcher Summons has a 25% change of finding someone in a public area.
  • 10% chance of Watcher Concerns.

Notable Network (Rank 3)

  • The cell's Watcher Network is robust and aware. This costs 5 gold pieces per month.
  • The cell generates two Rumors per month.
  • The cell may make Report tests.
  • Using Watcher Summons has a 30% change of finding someone in a public area.
  • 12% chance of Watcher Concerns.

Major Network (Rank 4)

  • This Watcher Network is strong, made up of dozens of informants. This costs 10 gold pieces per month.
  • The cell generates three Rumors per month.
  • The cell may make Report tests at advantage.
  • Using Watcher Summons has a 35% change of finding someone in a public area.
  • 15% chance of Watcher Concerns.

Vast Network (Rank 5)

  • The cell's Watcher Network is large, busy, and very little of note escapes them. This costs 20 gold per month.
  • The cell generates four Rumors per month.
  • The cell may make Report tests at advantage.
  • Using Watcher Summons has a 40% change of finding someone in a public area.
  • 20% chance of Watcher Concerns.

Traits

  • Rumors
  • Reports
  • Watcher Concerns

Allies

This Aspect measures the number and nature of a cell's local allies. Unlike Watchers, allies do more than simply focus on information: they lend manpower, influence, and even funding to the cell. Allies believe in what the Harpers do, and wish to help, although they can be a source of problems.

  • Building Allies: Charisma (Persuasion or Performance) check.

No Allies (Rank 0)

  • The cell has no allies.
  • It cannot make Assistance, Influence, or Funding checks.
  • No chance of Ally Problems.

Minor Allies (Rank 1)

  • The cell has an ally of some degree of power. This is an individual.
  • Choose one type of check from Assistance, Influence, or Funding. The cell may now make checks of that kind at disadvantage.
  • 5% chance of Ally Problems.

Moderate Allies (Rank 2)

  • The cell has a few scattered allies who believe in their work. Choose up to three individuals.
  • The check from Rank 1 may now be performed normally. The other two checks can now be made at disadvantage.
  • 10% chance of Ally Problems.

Notable Allies (Rank 3)

  • The cell has a respectable group of allies. Choose one organization, and up to five individuals.
  • The cell may now make Assistance, Influence, and Funding checks normally.
  • 12% chance of Ally Problems.

Major Allies (Rank 4)

  • The cell has a robust group of allies. Choose three organizations, and up to eight individuals.
  • Choose one type of check from Assistance, Influence, or Funding. The cell may now make checks of that kind at advantage.
  • 15% chance of Ally Problems.

Numerous Allies (Rank 5)

  • The cell has an impressive array of allies. Choose up to ten organizations, and as many as a dozen individuals of note.
  • The cell may now make Assistance, Influence, and Funding checks at advantage.
  • 20% chance of Ally Problems.

Traits

  • Assistance Checks
  • Influence Checks
  • Funding Checks
  • Ally Problems

Security

This Aspect stands in opposition to all the other Aspects. It indicates the degree of secrecy, security, and operational paranoia the cell maintains. Security can ensure that it is more difficult for a cell's enemies to find them, but it can also make it harder to keep the other Aspects strong: secretive cells sometimes must sacrifice outside Harper connections, robust Watcher Networks, and extensive Allies in order to keep themselves safe.

  • Building Security: Intelligence check. May add proficiency bonus if proficient in Deceit or Stealth.

No Security (Rank 0)

  • The cell has neither security nor secrecy: for all intents and purposes, they operate out in public, and nearly anyone who knows of them can find them.
  • Checks made by enemies to locate the cell automatically succeed.
  • No chance of Security Concerns.

Minor Security (Rank 1)

  • The cell's security is scarce and only somewhat effective.
  • May have up to two safehouses, of Rank 1.
  • Checks made by enemies to locate the cell are made at advantage.
  • 5% chance of Security Concerns.

Moderate Security (Rank 2)

  • The cell takes some precautions, which tend to be of some benefit.
  • May have up to four safehouses, of up to Rank 2.
  • Checks made by enemies to locate the cell are made normally.
  • 10% chance of Security Concerns.

Notable Security (Rank 3)

  • The cell's security and secrecy are solid, allowing them to operate freely and effectively.
  • May have up to six safehouses, of up to Rank 3.
  • Checks made by enemies to locate the cell are made normally.
  • 12% chance of Security Concerns.

Major Security (Rank 4)

  • The cell's precautions are such that even their allies sometimes lose track of them.
  • May have up to eight safehouses, of up to Rank 4.
  • Checks made by enemies to locate the cell are made at disadvantage.
  • 15% chance of Security Concerns.

Intense Security (Rank 5)

  • The cell is ghost-like in their ability to remain out of reach.
  • May have up to ten safehouses, of up to Rank 5.
  • Checks made by enemies to locate the cell are made at disadvantage.
  • 20% chance of Security Concerns.

Traits

  • Safehouses
  • Locating the Cell
  • Security Concerns