Special Organization Rules

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PCs and Organizations
There's no point to an organization system if the PCs can't interact with it. An organization can be the following things to a PC:

Organizations as a Source of Events
Every action an organization takes is something that happens within the game world. PCs following appropriate news might hear about an organization's actions and decide to aid or oppose them. Decide on organization actions before the session starts, and make checks then, but do not apply the results of the organization's actions. The roll result determines what happens if the PCs do not interfere. If the PCs decide to aid or oppose an organization action, their results override the check.

Organizations as Targets
PC actions can aid or hinder organizations directly. A PC working for an organization can: A PC working against an organization can, with a successful adventure:
 * Take an action independently, contributing any necessary Focus.
 * The entire party working for the organization contributes one point of Personnel, and defrays one point of Funds cost.
 * Spend an amount of money that exponentially increases with Scope to add one point of Funds cost.
 * Inflict one die of Trouble on any axis.
 * Inflict a Crisis.
 * Destroy (not liquidate) an Asset.

Organizations as Antagonists
An organization can attempt to harm PCs as well. In order to do this, it may need to:
 * Identify any safehouses they keep. If the system does not have a system for this, check Force at Standard difficulty; this takes 1 Funds, 1 Personnel, and 1 Focus.
 * Cut their support. This is an action that takes 1 Funds, 1 Personnel, and 1 Focus, and calls for a Hard Force check. Doing this without the PCs becoming aware raises the difficulty by one step.
 * Directly attack the PCs. This is an action that takes 1 Funds and 1 Personnel and calls for a Standard Force check. Then, handle this as a standard conflict of an appropriate type.

Organizations as PC Resources
Some PCs want to lead or start an organization.
 * Creating an organization costs a substantial amount of money, increasing exponentially with Scope.
 * Usurping control of an organization is itself a difficult adventure.
 * If the system supports downtime actions, a PC can give up a downtime action to grant the organization a point of Focus.
 * A PC leading an organization must make an appropriate Easy check to direct an organization to take an action. Skills to do this may be Knowledge, Bureaucracy, Command, or Expression.