Organizations and Influence

Organizations and Influence

Organizations are the true power of society – the ability to confederate with like-minded individuals and achieve something greater that one’s own ability, perhaps something that will last beyond one’s own lifetime.  Many powerful Organizations exist in the world, each with their own range and influence.  Characters may become members of these Organizations, trading autonomy for authority and resources.  Organizations take on the aspects of the Reich in which they operate.  They wield the characteristics and attributes of the local economy, power structure, traditions – and even the darker underbelly of society – to their benefit.    

Organizations take on many forms, from a noble house, a knight order, a merchant guild, a religious order, criminal gangs, and many things in between.  The activities and interests of an Organization will dictate in which ways they invest their time and energy.

Organizations form when characters assemble to perform the Founding Function using the Etiquette Skill.  A new Organization has no special advantages, but has the ability to begin earning Influence.  Influence is the currency of Organizations, and it represents an amalgam of various resources – reputation, currency, favors, goodwill, fear, and dedication.  Whenever an Organization takes action, it costs Influence to do so.

Organizations can earn Influence in a number of ways:

    • The Organization may Convene using the Etiquette Function.  During this Function, members may donate Achievements to the cause of their Organization, earning Influence for each one.
    • A character may use Mercantilism 5: Patron, to spend 5 Gold in currency as a Task.
    • A character may anonymously fence Intel gained from the Streetwise Skill for 1 Influence.
    • The Organization automatically gains Influence when Opportunities or Crises related to their acquired Traits occur. See below for details.

Traits and Scale

Organizations may invest their Influence to gain Traits.  These Traits are the same as the Virtues and Vices that make up Settlements and Reichs in the Feudalism system, and indeed, Organizations must use those that are available in the area in which they are based.  Organization that have attained the trait of Law, for instance, have the necessary infrastructure and expertise to operate their own private Law Landmarks, and use them as they wish, and likewise for the other traits of a city.  
 
Each Trait grants the ability to either Staff and operate a new tier of Landmark, or gives specific direct abilities to the group.  For instance, an Organization that acquires Basic Law can operate Basic Law Landmarks, such as a Guard Station, and gain control of their own private police force.  An Organization that invests in Exploitation can take control of Scum and employ them as criminal gangs to do their dirty work.  Each trait can be invested in up to three times, providing greater abilities and control in that sphere of influence.  Organizations can only take control of Virtues and Vices up to the level that they exist in their local Reich. 
 
Whenever an Opportunity or Crisis happens in a given sphere of control, all Organizations that match that trait may gain Influence.  For instance, if a Minor Commerce Opportunity presents itself in the city, if the Opportunity is accepted, all Organizations that have Basic Commerce or higher gain 1 Influence.  If a Major Commerce Opportunity were accepted, only those Organizations that had Advanced Commerce or better would benefit, but they gain 2 Influence.  Great Opportunities grant 3 Influence to all Organizations with the Virtue at the Master level.  Similarly, for Organizations that are invested in Vices, they gain Influence when Crises arise in their area of control – but unlike Opportunities, they are granted Influence immediately.
 
Whenever an Organization takes on a new Trait, it increases its Scale.  This represents taking on new non-player members, acquiring tools and assets, adhering to disciplines of bookkeeping and records, and other sorts of overhead that allow them to operate at a new level.  Organizations become more ponderous as they become more powerful, and whenever an Organization spends Influence, the amount it spends is equal to its Scale, regardless of the activity it is doing.  This means that in some cases, smaller, more nimble Organizations are better suited to tasks that large and powerful Organizations are capable of, and relationships between such groups often form this reason.
 
Acquiring a trait costs 5 Influence for Basic, 10 for Advanced, and 20 for Master.  These amounts are not multiplied by Scale  The Reich that the Organization operates in must have the trait at the required rank.

Spending Influence

For Virtues traits, the following options apply, with costs multiplied by Scale:
    • 1 :  Staff and assume control of an empty Landmark that matches your traits with an available acceptable Population unit.
    • 2 :  Transfer 1 Influence to another Organization.  This is not multiplied by Scale.
    • 3 :  Attract away an already employed acceptable Population unit to Staff and assume control an empty Landmark that matches your traits.

Private Landmarks

When an Organization produces a Landmark, they are either for private use as decided upon by the owners (usually the leader and/or officers of the Organization) or they have some kind of private profit system.  In the case of a profitable business, the owner may establish any cost to use it that they wish.  A minimum cost is established, and this price goes directly to the employees, costs, and other overhead, and is not returned.  Any additional price goes to the Landmark’s owner.   

Generally, just like ordinary Public Landmarks, Private Landmarks require staff from the Population.  Unlike Public Landmarks, however, Staff must be coaxed to work for the Organization using Influence.   When Population comes to work for the Organization, they are not members, but are more or less loyal to your Organization’s cause in general.  If, however, some event causes the staffing population to leave, they must be reacquired through another Influence spend.  The Organization does not need to be the original constructor of the Landmark in order to Staff it.

All Landmarks require Influence spent to activate their use, unless their description specifically says otherwise.

Law

Basic

      • 1  : Staff any Basic Landmark with Gentry, even if it normally requires another kind of Population.
      • 1  : Activate a Basic Law Landmark that you control.
Guard Station
Guard Station3 Labor, 4 Stone, 4 Lumber, 4 Iron Beams - Gentry - Law : Exploitation
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Up to five simple laws may be submitted or updated as a Task which will be enforced by guards when present. Guards may be present around forum and one or two may be summoned as a Task for a short duty (when available). Guard Stations passively increase the difficulty of certain subversive actions against the Organization, such as espionage.
Pillory
Pillory3 Labor, 4 Stone, 4 Iron Beams, 4 Lumber - Gentry - Law : Exploitation
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Allows the safe imprisonment and care of up to ten prisoners. Imprisoned Player Characters may not take Downtime Actions. Prisoners are only accepted or released with permission of the Organization. This does not require Influence to activate.
Fort
FortKey Landmark -3 Labor, 4 Stone, 4 Hide Bundles, 4 Lumber - Gentry - Law : Darkness
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Allows a Levy to be performed - one unit of local Population becomes a Military Unit. Additional Military Supply may allow a specialized Unit to be created. Additionally, provides military Surveillance and four Palisades that are rebuilt between Chapters if destroyed.
Archery Range
Archery Range3 Labor, 8 Lumber, 4 Canvas - Gentry - Law - Upgrades Fort
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Improves the Levy action. Allows 1 Lumber to be made into 1 unit of Military Bows. When used alongside a Levy, this can produce specialized military units.
Training Grounds
Training Grounds3 Labor, 4 Canvas, 4 Hide Bundles, 4 Iron Beams - Gentry - Law - Upgrades Fort
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Allows the addition of one Military Training to a Unit. This can be used as part of a Levy to create specialized military units, or to add 1 Battle Experience to an existing Unit. This can also be performed as a Downtime Action by a character with Morale 3+
Military Stables
Military Stables3 Labor, 4 Stone, 4 Lumber, 4 Hide Bundles - Gentry - Law - Upgrades Fort
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Allows 50 Horses to be made into 1 unit of Military Mounts. When used alongside a Levy, this can produce specialized military units.
Military Armorer
Military Armorer 3 Labor, 4 Stone, 4 Iron Beams, 4 Hide Bundles - Gentry - Law - Upgrades Fort
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Allows 1 Iron Beam to be made into 1 unit of Military Armor or Military Weaponry. When used alongside a Levy, this can produce specialized military units.
Quartermaster
Quartermaster3 Labor, 8 Canvas, 4 Lumber - Gentry - Law - Upgrades Fort
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Owner may direct Food produced by the Reich to allied military forces via their Supply Lines. This takes priority over Populations, unless the owner decides otherwise. This Landmark does not require Influence to use.
Roadwardens
Roadwardens3 Labor, 4 Lumber, 4 Iron Beams, 1 Mounts - Gentry - Law : Exploitation
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Roadwardens patrol the roads and highways of the Reich. They can be called upon to answer problems related to dangers or crime on the roads.
Bureau
Bureau3 Labor, 4 Lumber, 8 Canvas - Gentry - Law : Exploitation
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The bureau allows some specific action to be always taken automatically when some condition arises. This can be an expenditure of Influence, the use of another Landmark, a decision given some Dilemma, etc. When a bureau acts, it can resolve problems pre-emptively, but it will also attempt to take its designated actions. Each bureau can have up to 5 conditional actions.
Tavern
Tavern3 Labor, 8 Lumber, 4 Canvas - Merchants - Commerce : Decadence
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Set a public cost, minimum 1 silver coin. Characters may pay this cost and take a Downtime here to receive 2 Streetwise Actions.
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Advanced

      • 1  : Staff any Advanced Landmark with Gentry, even if it normally requires another kind of Population.
      • 1  : Activate an Advanced Law Landmark that you control
Fortress
Fortress20 Labor, 20 Stone, 12 Lumber, 10 Iron Beams, 4 Hide Bundles, 4 Canvas - Gentry - Law : Darkness - Upgrades Fort
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Allows a Levy to be performed - one unit of local Population becomes a Military Unit. Additional Military Supply may allow a specialized Unit to be created. Additionally, provides military Surveillance and five Walls that are rebuilt between Chapters if destroyed. All Population that answer to your Organization act as Heavy Infantry to garrison the settlement with a Fortress.
Dungeon
Dungeon10 Labor, 12 Stone, 10 Iron Beams, 8 Hide Bundles - Gentry - Law : Darkness
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Allows the safe imprisonment and care of up to one hundred individual prisoners. Imprisoned Player Characters may not take Downtime Actions. Prisoners are only accepted or released with permission of the Organization. This does not require Influence to activate.
Guard Command Post
Guard Command Post10 Labor, 12 Stone, 10 Iron Beams, 8 Hide Bundles - Gentry - Law : Exploitation - Upgrades Guard Station
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Up to five simple laws may be submitted or updated as a Task which will be enforced by guards when present. Guards may be present around Forum and one or two may be summoned as a Task for a short duty (when available). Guards passively increase the difficulty of certain subversive actions against the Organization, such as espionage. Guards from a Command Post are tougher and more capable than those from a guard station. Influence can be spent to raid any other Landmark and cause it to become destaffed. If the Landmark has an inventory, it can be seized at that time. Performing this on a guarded Landmark costs additional Influence.
Hall of Valor
Hall of Valor10 Labor, 12 Stone, 10 Iron Beams, 8 Canvas - Gentry - Law : Decadence - Add-on to Fortress
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The Hall of Valor is dedicated to the housing of one Knight Order's elite forces, and the specialized equipment and spaces needed to perform their most secret training. When activated alongside a Levy, adds a specific Valor to the Unit, which may allow the creation of specialized units.
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Master

      • 1  : Staff any Master Landmark with Gentry, even if it normally requires another kind of Population.
      • 1  : Activate a Master Law Landmark that you control

Commerce

Basic

      • 1  : Staff any Basic Landmark with Merchants, even if it normally requires another kind of Population.
      • 1  : Activate a Basic Commerce Landmark that you control.
Tavern
Tavern3 Labor, 8 Lumber, 4 Canvas - Merchants - Commerce : Decadence
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Set a public cost, minimum 1 silver coin. Characters may pay this cost and take a Downtime here to receive 2 Streetwise Actions.
Warehouse
Warehouse2 Labor, 2 Stone, 3 Lumber - Merchants - Commerce : Exploitation
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Stores up to 50 Supply and preserves half of the stored Supply if Raided. Stored Supply may only be accessed by those with permission. This Landmark does not require Influence to operate.
Labor Camp
Labor Camp3 Labor, 8 Hide Bundles, 4 Canvas - Up to 5 Merchant or Peasants - Commerce : Exploitation (each Population)
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This Landmark may be staffed with up to 5 Population. When operated, this Landmark allows its owner to distribute allocate 1 Labor for each Population to projects within the Reich.
Brewery
Brewery3 Labor, 8 Lumber, 4 Iron Beams - Merchants - Commerce : Decadence
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Produces 1 Keg of Beer
Brothel
Brothel3 Labor, 4 Lumber, 4 Stone, 4 Canvas - Merchants - Commerce : Decadence
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The owner sets a public rate for use of at least 1 silver coin and gains Mortal Lust. Characters may take their Downtime Action here by paying the rate. When they do so, they remove one Despair and gain Comfort for the next Event, but gain Venial Lust. This does not require Influence to operate. Influence can be spent to throw a raucous party. When they do so, each character that spends their Downtime here also gains 1 Experience Point and creates Decadence.
Craftsman's Shop
Craftsman's Shop1 Labor, 4 Lumber, 1 Canvas, 1 Hide Bundle
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Choose one of Carpentry, Blacksmithing, or Tailoring at time of staffing. The shop passively adds items related to that craft to a shop that can be accessed from the Basilica using the Mercantilism Skill, or purchased by NPCs. If Influence is spent, a special commission can be created to produce one specific item for the owner of standard quality.
Inn
Inn3 Labor, 8 Lumber, 4 Canvas - Merchants - Commerce : Exploitation
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Characters from afar can stay at an inn to live as the locals do. Set a public cost, minimum 2 Silver. This allows characters who do not live in the local Settlement to take Downtime Actions as if they did.
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Advanced

      • 1  : Staff any Advanced Landmark with Merchants, even if it normally requires another kind of Population.
      • 1  : Activate a Advanced Commerce Landmark that you control.
Artisan's Shop
Artisan's Shop8 Labor, 8 Stone, 12 Lumber, 4 Hide Bundles, 4 Canvas - Merchants - Commerce : Exploitation
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Choose one Technique related to crafting, such as Glazier, Sacrist, Dyemaker, Bookbinder, etc, at time of staffing. The shop passively adds items related to that craft to a shop that can be accessed from the Basilica using the Mercantilism Skill. If Influence is spent, a special commission can be created to produce one specific item for the owner of standard quality.
Eccentric Shop
Eccentric Shop8 Labor, 8 Stone, 12 Lumber, 3 Hide Bundles, 4 Canvas - Merchants - Commerce : Exploitation
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Choose one of Apothecary, or Engineering at time of staffing. The shop passively adds items related to that craft to a shop that can be accessed from the Basilica using the Mercantilism Skill or purchased by NPCs. If Influence is spent, a special commission can be created to produce one specific item for the owner of standard quality.
Master's Workshop
Master's Workshop8 Labor, 8 Stone, 12 Lumber, 12 Hide Bundles, 8 Canvas - Merchants - Commerce : Exploitation - Upgrades Craftsman's Shop
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Choose one of Carpentry, Blacksmithing, or Tailoring at time of staffing. This shop houses a master and many apprentices. It passively adds items related to that craft to a shop that can be accessed from the Basilica using the Mercantilism Skill or purchased by NPCs. If Influence is spent, a special commission can be created to produce one specific item for the owner of Masterwork quality, or up to 20 items of ordinary quality.
Caravaneer
Caravaneer8 Labor, 4 Stone, 12 Lumber, 12 Hide Bundles, 8 Canvas, 1 Mounts - Merchants - Commerce : Exploitation
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Caravaneers move goods en masse from around the Reich. When activated, they can move up to 50 Supply between any stockpiles or Warehouses (with access permission) within the Reich that is connected by Roads.
Market
Market12 Labor, 8 Stone, 12 Lumber, 4 Hide Bundles, 18 Canvas - Merchants - Commerce : Exploitation
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A sprawling collection of smaller shops and traders. Passively allows any character, regardless of Mercantilism Skill, to be able to buy and sell items from the Market's Shop in the Basilica. A small portion of sales goes to the owner of the Market. If influence is spent to hustle and promote the market's goods, many of the items within will be purchased by NPCs.
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Tradition

Tradition Organizations take an ideological stance on the correct values for the community to have.  Every Tradition Organization takes a position on each of the following Values:

Order or Freedom 
Collectivism or Merit
Conformity or Diversity

Many Dilemmas the community will face will have some effect on the culture of the Settlement.  When an action is taken by the community, such as through engaging an Opportunity, that has a Value associated with it, that Value becomes more dominant, and its corresponding Value becomes weaker.   

Each Value is an individual track.  When a Value is all the way to one side, the Value is strong.  When it is within that side of the dichotomy, it is weak.  If its opposite is strong or weak, the Value is inactive.  Many Tradition buildings require the Value to be Strong in order to staff it.  If the Value becomes weak again, it still operates, but if the value becomes inactive, it ceases to function and its staff are released.  In the neutral position, both Values are considered weak.

Basic

      • 1 : Staff any Basic Landmark with Peasants, even if it normally requires another kind of Population.
      • 1 : Activate a Basic Tradition Landmark that you control.
Rookery
Rookery3 Labor, 4 Stone, 4 Lumber, 4 Hide Bundles - Peasants - Tradition : Exploitation
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Set a public price, minimum 2 silver. By paying that price, letters can be sent by raven to any other place with their own rookery. Letters may also be sent to this rookery from elsewhere in the world. These letters are received by the owner of the rookery.
Manor
Manor8 Labor, 8 Stone, 8 Lumber, 8 Canvas - Peasants - Tradition : Decadence
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Up to 5 characters may live in this house in good accommodations, attended to by a household staff. Those who live here are Comfortable when they attend Events, and conforming NPCs in the Reich will have a Bond of Respect for these characters. Additionally, should there be a disease outbreak, these characters are not automatically affected.
Praecorium
Praecorium3 Labor, 4 Stone, 4 Hide Bundles, 4 Iron Beams - Peasants - Tradition : Exploitation
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A headquarters for public agitators and criers that loudly proclaim your ideas. When used, conforming local characters receive a bond of your choice for the next Chapter. Alternatively, you may move a community Value one step.
Schola
Schola3 Labor, 4, Labor, 4 Hide Bundles, 8 Canvas, 4 Hide Bundles - Peasants - Tradition : Decadence
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Set a public price, minimum 2 silver. When paying the price, characters may spend a Downtime here to take 3 Research Actions of their choice.
Church
Church10 Labor, 4 Lumber, 8 Stone, 8 Canvas, 8 Hide Bundles - Peasants - Tradition - Upgrades from Shrine
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The Church removes one Darkness vice from the Settlement. Only one Church per Settlement has this effect.
Theater
Theater3 Labor, 4 Lumber, 4 Stone, 4 Canvas - Peasants - Tradition : Decadence
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Performers may spend A Downtime Action here to generate 2 times their Skill in silver pieces, all of which goes to the Theater's owner. This generates a Rumor about what sort of play is being shown. If the Performer has Skill 5, a community Value may also be moved one step.
Scriptorium
Scriptorium3 Labor, 4, Labor, 4 Hide Bundles, 8 Canvas, 4 Hide Bundles - Peasants - Tradition : Exploitation
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Allows the replication of books. When activated, a copy of an existing book can be created. Passively creates a shop that may sell copies of books that have been previously created, at prices its owner sets.
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Advanced

      • 1 : Staff any Advanced Landmark with Peasants, even if it normally requires another kind of Population.
      • 1 : Activate an Advanced Tradition Landmark that you control.
Orphanage
Orphanage10 Labor, 2 Iron Beams, 8 Lumber, 8 Hide Bundles, 8 Canvas - Peasants - Tradition : Exploitation
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The Orphanage may prevent an Population from becoming Scum if they would do so from violence or other disasters when activated.
Wizard's Tower
Wizard's Tower18 Labor, 20 Stone, 4 Iron Beams, 12 Lumber, 8 Canvas - Tradition : Decadence - Upgrades from Schola
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Wizards may use this tower as a private Schola with no cost in coin. Additionally, a Downtime may be spent to perform arcane research, creating a Theorem from a Domain that the Wizard knows.
Cathedral
Cathedral18 Labor, 20 Stone, 4 Iron Beams, 12 Lumber, 8 Canvas - Tradition : Decadence - Upgrades from Church
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TBD
Fortress Monastery
Fortress MonasteryKey Landmark - 20 Labor, 20 Stone, 12 Lumber, 10 Iron Beams, 4 Hide Bundles, 4 Canvas - Peasants - Tradition : Darkness
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Fortress Monasteries are highly secure locations where monks perform experimental theology to understand the world. Each Fortress Monastery has a specific mission for the future. Determine the mission at the time of staffing. Members of the owning Organization with Academics 3 or higher may spend Downtime Actions here to make progress toward their goal.
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Decadence

Basic

      • 1 : Opulence – One cabin of your choice grants the following effect to all its residents this Event- if you are Luxurious, instead become Opulent.  Opulence grants those with it with an additional use of Discipline, Toughness, and Nerve for the Event.     
      • 1 : Banquet – A Feast function happening at night may be upgraded to a Banquet.  Banquets grant the Luxurious Condition to all those who partake in them, in addition to their normal benefit.
      • 1 :  Liaison – A vice purveyor with exotic and particular products can be arranged at a time and place of your convenience.

Advanced

      • 1 :  Soirée – A Party Function happening at night may be upgraded to a Soirée.  A Soirée has the additional requirement that it must involve a novel sin for the majority of the guests, and the majority must partake in it.  During a Soirée, in addition to the normal benefits of a Party, Influence may be traded 1:1 banquet
      • 1 :  Sycophants – Turn a Population of Gentry into Sycophants to your Organization, idlers who spend their time in gossip and pleasure.  These no longer act as Gentry, but for each Population of Sycophants, Decadence spends by your Organization cost 1 less Influence. 
      • 1+ :  Vogue – Make a new fashion statement and invest a number of Influence – Starting next Event, and for as many Chapters afterward as the Influence invested, a rumor announces that anyone who wears this fashion gains that many Influence, minus 1 for each successive Chapter.  Every Organization may benefit from this once per Chapter.  Each Organization that benefits adds 1 to the Decadence counter.  Any use of Vogue in the Theater changes the fashion trend anew.  Vogue’s cost is not multiplied by Scale.

Master

      •  1+ :  Sophistry – The great thinkers of your clique have elaborated a new philosophic principle is elaborated which rethinks some previously held belief.  These new ideas spread quickly, and are taken up by conforming non-player characters.  A Rumor announces the new trend in thinking, and it’s Game Effects hold true for all characters while in effect, though no one must act on it.   The amount of Influence this costs depends on the idea.

[idea impact low: 0/medium: 1/high: 2] [ forbidden /permissible/ honorable ] [specific: 0/broad: 1] 

Each change in position from the normal requires 1 Influence.  For example:

          • A specific venial sin goes from forbidden to permissible. “Alcohol is the joy of life, for in wine, truth.  Rejoice and drink to life!”
            • [low impact (venial)] [forbidden to permissible] [general: all alcohol]
            • Cost: 1
          • A laudable event is out of favor.  “Warlords are disgusting brutes.  Conquest is unworthy of admiration!”
            • [medium impact (Warlord Achievements).] [honorable to permissible (1)] [Specific: Warfare]
            • Cost: 2 
          • A specific mortal sin is honorable.  Characters who perform it become Inspired.  “The most worthless in society, criminals, can be rightly killed, which strengthens the Throne!”
            • [medium impact (mortal)] [ forbidden to honorable (2)] [specific: criminals]
            • Cost:  3

Sophistry lasts for the next 3 Events and can only be ended early with an equal use of Sophistry to counter the idea.

Exploitation

 Basic
      • 1 :  Knavery – Take control of a Population of Scum.  These become Knaves, under your control.  Each Chapter they may generate Exploitation by doing one of the following actions:
        • Shut down a local Landmark for a Chapter.  This generates 1 Influence.
        • During a Severe or Major Crisis, may convert one Population of another type to Scum.
          • Decadence : Gentry
          • Exploitation : Merchants
          • Darkness : Peasants
        • Remove one item from a market and get it to you.
        • Loot a local Graveyard or Necropolis.  This generates 1 Influence, a Corpse Heap, and Darkness.
        • Participate in a Levy action as conscripts.  The Unit they create begins with Despair.
        • Trade a stolen valuable for quick coin.
        • Staff a Basic Landmark that normally requires other Population.  This generates Exploitation each chapter they remain.
        • Send a scoundrel, thug, prostitute, or conman skilled in Stealth, Finesse and one Social Skill to do as you direct for a Scene.
      • 1 :  Drudgery – Take control of a Population of Scum.  These become Drudges, under your control.  Drudges may staff any Landmark that is normally staffed by Peasants or Merchants.  These unfortunates are bunked in tight squalor on site, and their lives are controlled to maximize production.  When Drudges staff a Landmark, it is twice as effective at what it does.  This generates Exploitation for each Chapter they remain working.  Taking this action causes Mortal Greed.
      • 2 : Attract away another Organization’s Knaves to work for you instead.

Advanced

      •  2 :  Brigandry – Take control of a Population of Scum.  These become Brigands, under your control.  Each Chapter they may generate Exploitation by doing one of the following actions:
        • Viciously attack another local Population, making the survivors Scum.
        • Attack a specific road or path, gaining any resources that travel down it this Chapter and 1 Influence for each transfer stopped.
        • Crew an uncrewed ship to attack up to 3 ships in the Theater, attempting to take their cargo.
        • Act as a unit of Skirmishers for one Chapter under the command of the Organization.
        • Provide you with illicit goods, such as Malefica or heretical objects.
        • Destroy a specific Basic Landmark, leaving a ruin.
        • Staff an Advanced Landmark that normally requires other Population.  This generates Exploitation each chapter they remain.
        • Send a cut-throat, spy, or cat-burglar skilled in Stealth, Finesse and Weapon Skills to do as you direct for a Scene.
      • 2 :  Wretchedness – Take control of a population of Scum.  These become Wretches, under your control.  Wretches may staff any Landmark that normally requires Merchants or Peasants, in harsh and degrading conditions much akin to slavery.  Landmarks operated by Wretches are three times as effective at what they normally do.  This generates Darkness each Chapter they remain working.  Taking this action causes Deadly Vanity.
      • 3 : Attract away another Organization’s Brigands to work for you instead.

Master

      •  3 :  Villainy – Take control of a Population of Scum.  These become Villains, under your control.  Each Chapter they may generate Exploitation by doing one of the following actions:
        • Take control of another Organization’s staffed Population indefinitely.  They will use their action on your behalf instead without notifying their usual leaders.
        • Destroy a specific Basic or Advanced Landmark, leaving a ruin.
        • Steal any unspent Influence from another local Organization.
        • Agitate against the ruling faction, creating Exploitation for each Scum in the Reich, including those being used as gangs.
        • Staff a Master Landmark that normally requires other Population.  This generates Exploitation each chapter they remain.
        • Send a skilled assassin or crew of cut-throats to make an attempt on any local character. 
      • 4 :  Attract away another Organization’s Villains to work for you instead.
      • :  Generate Great Terror, which can interrupt and cancel events in the Global Theater.

Darkness

 Basic
      • 1 :  Make contact with a knowledgeable and established agent of Darkness that can act as a mentor.
      • 1 :  Obscenity – Your Organization begins a dark scheme that targets a specific Landmark.  The scheme takes 3 Chapters to conclude.  During each Chapter, various trouble and disturbing signs will alert others that darkness is gathering.  You earn 1 Influence for each Chapter such a scheme is in effect.  When it concludes, the Night Malefic will respond to the obscenities that occurred during the scheme with a curse or a Night creature.  While it is active, that Landmark gains the Darkness Vice.  Unless by some other means, you have no means to control what is created.

Advanced

      • 2 :  Tragedy – Your Organization begins a wicked scheme.  This works like Obscenity, except that it targets a specific Settlement.  The curse or creature created is more powerful.

Master

      • 3 : Atrocity – Your Organization begins a dread and terrible scheme.  This works like Tragedy, but it targets the Reich, and the curses or creatures it creates are yet more powerful.