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.
Officers and Members
Every Organization has members, called Agents. While Organizations may have many employees, members, and supporting staff, Agents are the primary characters involved in the Organization. Agents may contribute Achievements as Influence to the Organization during the Founding or Convene Etiquette Functions and may benefit from the Organization’s landmarks and Influence investments. Organizations may have up to 5 Agents, and this increases by 2 each time Scale increases (see below). Additionally, they can build out additional infrastructure for more Agents by spending Influence.
Some Agents can be Non-Player Characters that have been persuaded to join the Organization. These require an Agent slot as normal, but aside from the normal benefits of membership such as loyalty and advice, Agents grant the Organization a specific ability associated with them. These abilities can typically be called on once per Chapter. Some Combat Doctrines of Knight Orders allow the special recruitment of Agents in this way, but any character may become an Agent, with an ability defined by Staff.
Officers are Agents chosen during the Founding or Convene Etiquette Functions. Selecting new Officers requires the unanimous consent of all existing Officers. Officers receive the Organization’s updated information every event, including the special details of Opportunities and Crises that are relevant to the Organization, and may expend the Organization’s Influence. A character may only be an Officer of one Organization in the same Theater.
Traits and Scale
Spending Influence
- 1 : Staff and assume control of an empty Landmark that matches your traits with an available acceptable Population unit.
- 1: Create the infrastructure to maintain an additional Agent.
- 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.










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





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.







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.





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. Each track represents the dichotomy between two competing Values. The Values can be either weak, strong, or dominant. When a Value reaches each tier, the local community shares these Values and specialized Tradition Landmarks can be Staffed or have their effects activated.
Between each of these milestones intermediate positions exist. The Values of the local population don’t change until a new milestone is reached. For example, if Order became strong, then moved one step back toward Freedom, Order is still strong. Landmarks that require strong Order can be built and activated. If it moves enough that it reaches the weak Order milestone, it then changes to weak, and those Landmarks can no longer be used until it returns to the strong position.
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Order Freedom
I – – – I – – – I – – – I – – – I – – – I
d s w w s d
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.








Tradition / Exploitation
Value: Merit

Tradition
Value: Collectivism

Tradition / Exploitation
Value: Order

Tradition
Value: Freedom
This Landmark does not require Staffing, and is automatically active so long as the Freedom Value is “Weak” or higher
![[Cultural] Enclave](https://www.gothiclarp.com/wp-content/plugins/elementor/assets/images/placeholder.png)
Tradition / Decadence
Value: Diversity
This Landmark does not require Staffing, and is automatically active so long as the Diversity Value is “weak” or higher.
![[Cultural] Monument](https://www.gothiclarp.com/wp-content/plugins/elementor/assets/images/placeholder.png)
Tradition / Decadence
Value: Conformity
Landmarks in this Reich that are staffed by the dominant Culture do not produce Exploitation. Landmarks staffed by non-dominant cultures produce one extra Vice of the type that they produce.
This Landmark does not require Staffing, and is automatically active so long as the Conformity Value is “weak” or higher.
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.



Tradition / Decadence
Value: Merit

Tradition
Value: Collectivism

Tradition / Decadence
Value: Order

Tradition
Value: Freedom
This Landmark does not require Staffing, and is automatically active so long as the Freedom Value is strong or higher.
![[Cultural] Foreign Quarter](https://www.gothiclarp.com/wp-content/plugins/elementor/assets/images/placeholder.png)
Tradition / Exploitation
Value: Diversity
This Landmark does not require Staffing, and is automatically active so long as the Diversity Value is “Impressive” or higher.
![[Cultural] Museum](https://www.gothiclarp.com/wp-content/plugins/elementor/assets/images/placeholder.png)
Tradition / Decadence
Value: Conformity
The museum may be activated to change one Population’s Culture into the Culture of the dominant one. This costs Influence equal to the number of local Population of the target culture (modified by Scale).
Master
- 1 : Staff any Master Landmark with Peasants, even if it normally requires another kind of Population.
- 1 : Activate an Master Tradition Landmark that you control.

Tradition / Decadence
Value: Merit

Tradition
Value: Collectivism

Tradition / Darkness
Value: Order

Tradition / Decadence
Value: Freedom
This Landmark does not require Staffing, and is automatically active so long as the Freedom Value is “Great” or higher.

This Landmark does not require Staffing, and is automatically active so long as the Diversity Value is “Dominant.”

Tradition / Darkness
Value: Conformity
The Dominant Culture’s Population receive further identification based on their Home (regional, tribal, clan affiliation, etc.) The Dominant Culture in this Reich must now be of the appropriate Home to count as dominant, and others are considered non-dominant. Landmarks Staffed by the dominant Culture (which now includes Home) do not produce Decadence or Exploitation Vices.
Museums representing specific heritages can be created and used in this way.
This Landmark does not require Staffing, and is automatically active so long as the Conformity Value is “dominant.”
Decadence
Basic
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- 1 : Opulence – Members gain the following effects this Event- if you are Luxurious, instead become Opulent. Opulence grants those with it with an additional use of Discipline, Toughness, and Nerve per Rest 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.
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Advanced
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- 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.
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Master
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- 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.
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[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:
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- 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
- A specific venial sin goes from forbidden to permissible. “Alcohol is the joy of life, for in wine, truth. Rejoice and drink to life!”
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Sophistry lasts for the next 3 Events and can only be ended early with an equal use of Sophistry to counter the idea.
Exploitation
- 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 and generates Exploitation for as long as it remains.
- Trade a stolen valuable for quick coin.
- 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 or Drudges to work for you instead.
- 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:
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 any Agent of the Organization.
- Provide you with illicit goods, such as Malefica or heretical objects.
- Destroy a specific Basic Landmark, leaving a ruin.
- 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.
- 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:
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.
- 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.
- 5 : Generate Great Terror, which can interrupt and cancel events in the Global Theater.
- 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:
Darkness
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- 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.
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Advanced
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- 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.
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Master
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- 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.
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