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CRM and Charms - a project
light-hero
Thursday, February 16, 2012 3:18:03 PM(UTC)

I think that the municipal keyword is something that CRM should explore.
wastevens
Saturday, February 18, 2012 3:10:09 PM(UTC)

I've started working on the Lunar charms, and have come to a conclusion:
For the same of systemic sanity, Charms that *can* effect Organizations need to primarily interface with CRM Organization qualities, rather than flipping constantly between Leader DMDV and Magnitude.

Which has me wanting to revise my earlier work with Solars.


AstraKiseki wrote:
What is balance? A miserable pile of mechanics! *smashes dice* But enough talk, have at you!
*join battle*


StephenLS wrote:
If we make the Realm a realistic empire it's going to come off as Snidely Whiplash.
wastevens
Saturday, February 18, 2012 6:34:21 PM(UTC)

Alright, I just revised my Bureaucracy and Socialize charms, to integrate a little more tightly with the CRM.

Thoughts? Critiques?
AstraKiseki wrote:
What is balance? A miserable pile of mechanics! *smashes dice* But enough talk, have at you!
*join battle*


StephenLS wrote:
If we make the Realm a realistic empire it's going to come off as Snidely Whiplash.
Aranis
Saturday, February 18, 2012 7:54:42 PM(UTC)

wastevens wrote:
Alright, I just revised my Bureaucracy and Socialize charms, to integrate a little more tightly with the CRM.

Thoughts? Critiques?

I hate to be picky, but it would easier to read your Charms if they mimicked the official errata format.
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Adamant Siaka
Sunday, February 19, 2012 6:46:50 AM(UTC)

A CROSSPOST WAS REQUESTED!

Knacks

Emperor-Ox Expansion
Growing to an exceedingly huge size allows the Lunar to act as a "solo organization" with a Size equal to (her Essence/2), Reach 1, Competence equal to (Stamina) and no relevant ratings in other Assets, aside from the Special Asset of being a Celestial Exalt. In this huge shape, the Lunar may make "Leadership Actions" with the War Ability, and the only actions possible are those which entail going on a rampage and leveling settlements, typically limiting most activity to Attack Asset, Attack Project and Replenish Capital actions. On the bright side, the immense form, with few exceptions, is guaranteed to move much more swiftly than an actual organization, and can finish such feats of devastation four times faster, in one week rather
than one month. Assume that the Capital that the Lunar takes and uses reflects the energetic needs of her shape. Successfully reducing an Asset through attack automatically grants Capital equal to its rating, as the organization used a Cannibalize Asset action. In lieu of Capital, the Lunar may pay the investment cost in bashing health levels. These can be recovered via spending Capital, at the rate of two Capital per level healed.

Heart-Theft of the Behemoth, God-Beast Transcendence
As with Emperor-Ox Expansion, truly huge shapes can grant regional destructive influence solely through gross physical power. Shapes that outstripe the capacities of the Lunar's Emperor-Ox Expansion forms act with a much greater Size and Reach, with ratings dependent on the shape in question. The massive form granted by God-Beast Transcendence has a Size of 7 and a Reach of 3, with other traits and capabilities matching those of Emperor-Ox Expansion.

(NB: The above systems are provided only for ease of wreaking background havoc on large expanses through physical force. If a combat should be played out according to the needs of the story, do so. Having a slugging match between the Lunar and a giant-sized demon prince summoned to protect a Circle's holdings should not be reduced in this manner.)

Intimate Training Recollection
Each purchase of this Knack reduces the internal penalty stemming from helming an organization through a stolen shape by one.


Charisma

Dog-Tongue Method
Duration and Type are Permanent. At Essence 3, the Lunar may create an organization made entirely of beasts. Leadership Actions involving this organization use rolls of ([Charisma, Manipulation or Intelligence] + Survival). The actions available to this organization are somewhat limited, but the feral collective may always be counted on for their capability to disrupt projects and find undiscovered resources. Absent other Charms, only the Lunar has the authority to act in this organization.

Perfect Fear Scent
Duration: Instant. The Lunar may inflict an Intimacy of fear towards something or a general Emotion effect. Against an organization with a Size no greater than her (Charisma), the Lunar may inflict an Intimacy of fear as part of the organization's policy; this requires use of Abilities typically used for Leadership Actions in lieu of Performance or Presence (Bureaucracy, Socialize or War). Intimacies last until resisted as normal, while the effect of fear stays in place for only a scene.

Terrifying Lust Infliction
As per Perfect Fear Scent; the only difference is in provoking lust instead of fear.

Face of the Moon Concealment
Reduce the difficulty of an Attack Asset action by (Essence), to a minimum of 1.

Maintaining the Pack
This Charm may be used to protect an organization from Attack Asset actions taken to reduce its Size. In this case, the Asset dot is not reduced, and in the case of attempts to absorb it, is not added to the aggressor's total. Instead, the next Leadership Action undertaken by the organization suffers a -1 internal penalty for every otherwise successful attempt to "injure" it that is deflected by Maintaining the Pack.

Moonlight Curtain Drawn
In conjunction with the Creation-Ruling Mandate system, Moonlight Curtain Drawn increases the difficulty to take hostile Leadership Actions against the beneficiary organization by its (Size/2).

Herd Reinforcement Stance, Forsaking the Blood Posture
These Charms allow the Lunar to bypass the normal Shift Policy/Structure action and act directly on the target Organization. The difficulty to override an Intimacy that conflicts with an extant Intimacy is (Size + 5). Note that the Lunar rolls (Charisma + [Bureaucracy, Socialize or War]) rather than (Charisma + Essence) to utilize this Charm, with the exact Ability dependent on the context of the target.

Culling the Pride
Enhancing Attack Asset actions, this Charm permits the Lunar to absorb the targeted Asset with no additional effort. Alternately, the Lunar's Organization can gain Capital from the embattled Asset, equal to the value given up in the event of a Cannibalize Assets action. This siphoned Capital must be used as if received from a Cannibalize Capital action.

Topiary Culture Meditation
When targeting an Organization, the Lunar's Leadership Actions reduce their difficulty by two if they are within the precepts of the rival Organization's Intimacies.

Herd-Strengthening Invocation
Attempts to use Shift Policy/Structure on the Organization that the Lunar safeguards face a doubled penalty to tamper with the Organization's Intimacies or Motivation.

Boundary-Marking Meditation
Organizations wholly within the bounds of this Charm's effect will provide to the Moonchild the authority to act and engage in Leadership Actions utilizing said Organization and any subsidiaries that fall within the zone. Organizations can attempt to resist being submerged with a (Size + Reach) roll, difficulty of (the Lunar's Essence) when they stray into territorial bounds or upon the Exalt establishing those boundaries, but rolls against Organizations that the Lunar controls in this territory take a -1 external penalty.

Manipulation

School Becomes Shark Formation
Duration: One scene. The roll to activate this Charm may also utilize Bureaucracy. In conjunction with the scale of the Creation-Ruling Mandate, the beneficiary organization may act as if it had twice its actual Influence rating.

School in the Reeds Technique
The roll to utilize this Charm may also use Bureaucracy or War. When utilized with the Creation-Ruling Mandate, the difficulty is equal to the Organization's Size and it cannot be targeted by the actions of other Organizations until someone with the authority to act within the concealed organization takes a new Leadership Action (existing actions continue on under a veil, including hostile actions against the Organization).

Creating the Wolf Attitude, Feeding the Bear Progression, Gnawing Mouse Malaise
These Charms may also utilize Bureaucracy or War to spread their effects. In the context of the Creation-Ruling Mandate, the Lunar may afflict the target Organization with an Intimacy if he makes a successful (Manipulation + Ability) roll with an external penalty equal to (the target Organization's Size); success afflicts an Intimacy of fear for something. Leadership Actions opposing this Intimacy take the normal penalty for doing so. Organizations with a Size beyond (the Lunar's Manipulation) cannot be targeted with this Charm.

Silver Coin Bargain
When undertaking a Transfer Capital action that furnishes another Organization, the Lunar may roll (Manipulation + Bureaucracy) with bonus successes equal to the amount of Capital gained by the beneficiary Organization. Success inculcates an Intimacy in the Organization favoring the Lunar's organization in its policy.

Mirror-Shattering Word
The Lunar may inflict a derangement of the most mild type on an entire Organization with a Size up to (Essence/2), utilizing the most appropriate Ability out of Bureaucracy, Socialize or War to do so instead of Performance or Presence. This increases the cost by four motes on top of the surcharge for a group and against a difficulty equal to (the Organization's Competence). Individuals may be affected up to the debility level, and social groups up to the deficiency level.

First in School Assumption
By utilizing Bureaucracy, Socialize or War, the Lunar may make a Manipulation + Ability roll to take a Leadership Action for an Organization that she does not properly control, at the normal penalty to do so. This is resisted by a roll from the actual leader, which takes away successes from the Lunar on a one-by-one basis. If the Lunar has more successes, her Leadership Action goes through, and the actual leader's action is ignored.

Perception

Diving Hawk Inspiration
In conjunction with the Creation-Ruling Mandate, reduce the difficulty of a single Attack Asset or Attack Project action that the Lunar spearheads by half.

Bird Falls From Flock Targeting
Lunars may use this Charm to reduce the Cumulative Difficulty of a Shift Structure action to Reassign the Chain of Command such that it does not include the Size of the Organization.

Blood-Kin Sense
This Charm works without the need of a roll, requiring one mote for an individual, two motes for a social group and four motes for discoveries directly related to organizational scale ties.

Motive-Dissecting Eye
Prerequisite Charms: Any Perception Excellency. For five motes, the Lunar may scrutinize a social unit, which inflicts a penalty equal to half the Magnitude of the unit. For eight motes, the Lunar can scrutinize an organization, with the penalty equal to half the association's Size.

Leaf-Falling Scrutiny
For three motes, the Lunar may target a known organization while observing it at work and determine the value of one of its Assets or its current and committed Capital.

Intelligence

Mandate of the Hungry Mouse
The penalty to the Lunar's roll is equal to (target Organization's Size), and success inflicts an external penalty, as described in the Charm, on the Leadership Actions of the Organization until it takes three Protect Organization actions. At least (Lunar's Essence) Capital must be assigned to each such action. These guidelines supercede those provided in the Charm, where possible.

Moon and Earth Blessing
If an applicable organization wsithin the zone of effect benefits from this Charm for at least a month, it gains a +1 Competence bonus. If it benefits for at least a year, it maintains an amount of Capital up to twice its normal capacity.

Wits

Predator and Prey Recognition
Ignore the penalty notice of this Charm. When taking a Grow Asset action with an appropriate organization, the Lunar may use this Charm to lower the difficulty of that action by (Wits/2), to a minimum of 1.

_______

Anything else that might keep this slinky going? Alternate suggestions, additions, admonitions of "what were you thinking with that effect?"
wastevens
Sunday, February 19, 2012 12:47:15 PM(UTC)

A general comment: I mislike Instant duration charms in the CRM, since they have, effectively, no cost. There's rarely a reason to ever not use them. However, that's a distinct discussion, and one I'm not going to re-iterate every comment here.

Second, a general question on many of your Charms- does the Lunar have to be the Leader undertaking the Action to gain these benefits, or does he just have to be around and using it on the Organization's behalf? What if the Leader is actively rejecting the Lunar's power (which, granted, is more than a bit like rejecting the benefit from Speed the Wheels, but never mind that now)- are they resistible or irresistible?

Adamant Siaka wrote:
A CROSSPOST WAS REQUESTED!

Knacks

Emperor-Ox Expansion
Heart-Theft of the Behemoth, God-Beast Transcendence

(NB: The above systems are provided only for ease of wreaking background havoc on large expanses through physical force. If a combat should be played out according to the needs of the story, do so. Having a slugging match between the Lunar and a giant-sized demon prince summoned to protect a Circle's holdings should not be reduced in this manner.)


I would probably just ditch the use of Capital entirely- it's akward and unhelpful in this case. Just have the Lunar make an 'Attack Asset' or 'Attack Project' roll each week- and that's if and only if it's easier to do so than just to adjucate what projects and assets have been ruined.

Does a Kaiju Lunar have a planning period before smashing Neo-Nexus?

Adamant Siaka wrote:
Intimate Training Recollection


Clever! I like it!

Adamant Siaka wrote:
Dog-Tongue Method


On the one hand, this seems a bit of a stretch- what does 'Replenish Capital' look like, for instance.
On the other hand, it's a damned cool idea.

I'm inclined to err on the side of damned cool idea emotion-1.gif

Adamant Siaka wrote:
Perfect Fear Scent
Terrifying Lust Infliction


I disagree with these, but mostly because I'm working on a more generalizable approach towards altering an Organization's Intimacies via Charms.

Adamant Siaka wrote:
Face of the Moon Concealment


So, questions: Why only Attack Asset? Why not Attack Project, or Contest Project- both of which certainly benefit from being sneakier? What if your Organization is very small, such that there'd be a lot of 'wasted effort', as it were (IE, a Size 1 Organization making an attack shouldn't receive the same benefit as a Size 3 Organization, when the Lord of Luthe is the one organizing it)

I might suggest actually treating this Charm as a Special Asset, with Rank equal to your Essence, when it's active- which is going to be functionally similar, but avoids weirdness of potentially getting into Essence > Difficulty situations. Then, you don't have to specify what Actions it can apply to; however, the Action getting the benefit must be one that benefits from being concealed. I can certainly visualize that being helpful in some Grow Asset actions.

Adamant Siaka wrote:
Maintaining the Pack


Was the Attack Asset action successful, in such a case? This is important, especially if the action was piratical (IE, does the other Organization get to grow), and for determining how much Capital is recouped.

How long does the internal penalty last?

This is a troublesome Charm, to me- I would probably ditch the original effect for something entirely new.

Adamant Siaka wrote:
Moonlight Curtain Drawn


This seems reasonable.

Adamant Siaka wrote:
Herd Reinforcement Stance, Forsaking the Blood Posture


I disagree with these, but mostly because I'm working on a more generalizable approach towards altering an Organization's Intimacies via Charms.

Adamant Siaka wrote:
Culling the Pride


This seems like kind of a random effect for the originally given power (IE, making social attacks against social groups more effective). Can you explain your thinking?

Adamant Siaka wrote:
Topiary Culture Meditation


Hm! Interesting!
On the one hand, this doesn't really have anything to do with the original effect, of making some Intimacies harder to retain and easier to lose.

On the other hand, it's an awesome idea and provides a clear and clever tool for Lunars.

Gonna go with a thumbs up on it- it's divergent, but totally sweet emotion-1.gif

Adamant Siaka wrote:
Herd-Strengthening Invocation


Whoa!
Whoa whoa whoa!

You can use Shift Policy / Structure on *other* Organizations?
I thought you could normally only use this on your own Organization!

That said, I like the effect. emotion-1.gif

Adamant Siaka wrote:
Boundary-Marking Meditation


This seems kind of divergent from the original Charm- it doesn't mind whammy people into accepting the Lunar's territory, it just makes it suck for them if they don't.

I would say that it simply applies a Difficulty reduction of 1 to any action an Organization entirely within the territory undertakes, and a Difficulty increase of 1 to any action targetting an Organization within the territory, if the Organization belongs to the Lunar.

Adamant Siaka wrote:
Manipulation

School Becomes Shark Formation


Why Influence?

Adamant Siaka wrote:
School in the Reeds Technique


So, wait. Lemee see if I understand this.
Lunar Bob has a hoard of rats (from Dog Tongue Method), and initiates an Attack Asset action against Solar Alice's Organization.
Bob uses School in the Reeds Technique.
That Attack Asset Project can no longer be targeted by Solar Jill?
Is this correct?

Adamant Siaka wrote:
Creating the Wolf Attitude, Feeding the Bear Progression, Gnawing Mouse Malaise


I disagree with these, but mostly because I'm working on a more generalizable approach towards altering an Organization's Intimacies via Charms.

(I sense a theme!)

Adamant Siaka wrote:
Silver Coin Bargain


Silver Coin Bargain is very tightly focused around subjegating an individual; I wouldn't see it as having an impact within the CRM (short of, like, subverting an opposing leader, or otherwise entering Storyline Intervention territory).

That said, this is a cool idea for an expansion charm; I would probably roll it as something like 'Capital invested into Transfer Capital can also count as capital invested in a Shift Policy action, intended to encourage a positive intimacy towards your Organization' or the like.

(Whew. Alright, need a break for breakfast- I'll try and get back to the rest shortly)
AstraKiseki wrote:
What is balance? A miserable pile of mechanics! *smashes dice* But enough talk, have at you!
*join battle*


StephenLS wrote:
If we make the Realm a realistic empire it's going to come off as Snidely Whiplash.
wastevens
Sunday, February 19, 2012 3:32:28 PM(UTC)

Adamant Siaka wrote:

Mirror-Shattering Word


I'm assuming this drives one person insane. Why are you extending it's effects into the CRM directly (instead of delegating to storyline intervention)?

(Mind you, I don't have Lords of Creation- maybe it effects groups?)

Adamant Siaka wrote:
First in School Assumption


Again, don't have LoC- hard to have much commentary on this one.

Adamant Siaka wrote:
Perception

Diving Hawk Inspiration


This seems... significantly more powerful than the original effect. Also far more broadly applicible- how does it reduce the difficulty of a merchantile company flooding a market with underpriced goods to attack someone's Grow Asset project?

Adamant Siaka wrote:
Bird Falls From Flock Targeting


Eh? This was a mass combat assassination charm- what does it have to do with restructuring an Organization?

Adamant Siaka wrote:
Blood-Kin Sense


This just seems like a straight buff, not really something interacting with the CRM.

Adamant Siaka wrote:
Motive-Dissecting Eye


The original Charm targetted one person at a time- why are you extending it to target units and Organizations?

Adamant Siaka wrote:
Leaf-Falling Scrutiny


Again, why are you extending a charm that targets an individual to target groups?

Adamant Siaka wrote:
Mandate of the Hungry Mouse


What is meant by 'Three Protect Organization' actions- three Intervals with Protect Organization of any value, or a total of 9 Capital spent protecting the Organization, or...?
Also, why the Capital re-assignment? (And how does that even work; capital can't normally be re-assigned period).

Adamant Siaka wrote:
Moon and Earth Blessing


Holy /what the fuck/?
Doubles their Capital capacity? Why?
And a Competence bonus? Again, why- being on the land doesn't make soldiers better soldiers, or bureaucrats better bureaucrats.
At the outside, this seems like a bonus to Grow Asset (Wealth) actions.

Adamant Siaka wrote:
Wits

Predator and Prey Recognition


I don't get the difficulty reduction here. Nor why the penalty on the charm gets ignored.

Adamant Siaka wrote:
Anything else that might keep this slinky going? Alternate suggestions, additions, admonitions of "what were you thinking with that effect?"


There is a /lot/ of difficulty and cumulative difficulty reduction here. Granted, I understand much of it, but you often seemed to err on the side of 'provide Lunars with the maximum difficulty reduction within the text of the Charm, mitigating the downsides from different scaling'. There are also several charms that you gave CRM effects which don't seem really strongly inspired by the original Charm- even some that aren't really mass action at all.

A through pass, but one that definitely needs a second set of eyes.
AstraKiseki wrote:
What is balance? A miserable pile of mechanics! *smashes dice* But enough talk, have at you!
*join battle*


StephenLS wrote:
If we make the Realm a realistic empire it's going to come off as Snidely Whiplash.
Inugami
Sunday, February 19, 2012 5:08:09 PM(UTC)

Remarking only on the ones I see a problem with:


Adamant Siaka wrote:
Emperor-Ox Expansion

Couldn't this also be used for physical Grow Asset actions, particularly those construction projects that would benefit greatly from a giant beast of burden? Likewise Reallocate Asset actions that seek to move an organization's location, as a giant eagle picks up and carries packages along.


Quote:
Intimate Training Recollection
Each purchase of this Knack reduces the internal penalty stemming from helming an organization through a stolen shape by one.

Weak and lame. As I've said before, this effect should be part of a larger Knack or Charm that lets you act exactly like the person you're imitating.


Quote:
Dog-Tongue Method
Duration and Type are Permanent. At Essence 3, the Lunar may create an organization made entirely of beasts. Leadership Actions involving this organization use rolls of ([Charisma, Manipulation or Intelligence] + Survival). The actions available to this organization are somewhat limited, but the feral collective may always be counted on for their capability to disrupt projects and find undiscovered resources. Absent other Charms, only the Lunar has the authority to act in this organization.

Breaking pattern to say that this is interesting. But not beyond Solar Exalted who seek to develop beyond Friendship With Animals Approach.


Quote:
Maintaining the Pack
This Charm may be used to protect an organization from Attack Asset actions taken to reduce its Size. In this case, the Asset dot is not reduced, and in the case of attempts to absorb it, is not added to the aggressor's total. Instead, the next Leadership Action undertaken by the organization suffers a -1 internal penalty for every otherwise successful attempt to "injure" it that is deflected by Maintaining the Pack.

Next leadership action or interval roll.


Quote:
Culling the Pride
Enhancing Attack Asset actions, this Charm permits the Lunar to absorb the targeted Asset with no additional effort. Alternately, the Lunar's Organization can gain Capital from the embattled Asset, equal to the value given up in the event of a Cannibalize Assets action. This siphoned Capital must be used as if received from a Cannibalize Capital action.

This seems like too much, and doesn't make sense. I don't think you ought to be absorbing an Asset dot AND converting it into Capital. That's too much like having your cake and eating it.

What makes more sense is gaining the point of Capital that your target naturally lost for losing that Asset dot, and needing to use that point immediately.


Quote:
Topiary Culture Meditation
When targeting an Organization, the Lunar's Leadership Actions reduce their difficulty by two if they are within the precepts of the rival Organization's Intimacies.

Why not simply make it a mirror of Conceptual Entropy Module, with the power to instantly destroy an Intimacy in either a social group or an organization?


Quote:
Herd-Strengthening Invocation
Attempts to use Shift Policy/Structure on the Organization that the Lunar safeguards face a doubled penalty to tamper with the Organization's Intimacies or Motivation.

If you're going that route, you might as well include a protection against any Reallocate Asset actions that the Lunar doesn't authorize.


Quote:
Boundary-Marking Meditation
Organizations wholly within the bounds of this Charm's effect will provide to the Moonchild the authority to act and engage in Leadership Actions utilizing said Organization and any subsidiaries that fall within the zone. Organizations can attempt to resist being submerged with a (Size + Reach) roll, difficulty of (the Lunar's Essence) when they stray into territorial bounds or upon the Exalt establishing those boundaries, but rolls against Organizations that the Lunar controls in this territory take a -1 external penalty.

I'll break pattern again to remark that this right here is really neat.


Quote:
Silver Coin Bargain
When undertaking a Transfer Capital action that furnishes another Organization, the Lunar may roll (Manipulation + Bureaucracy) with bonus successes equal to the amount of Capital gained by the beneficiary Organization. Success inculcates an Intimacy in the Organization favoring the Lunar's organization in its policy.

Cool.


Quote:
Bird Falls From Flock Targeting
Lunars may use this Charm to reduce the Cumulative Difficulty of a Shift Structure action to Reassign the Chain of Command such that it does not include the Size of the Organization.

This is completely at odds with the Charm's normal function, which is offensive and external rather than internal and self-adaptive.


Quote:
Motive-Dissecting Eye
Prerequisite Charms: Any Perception Excellency. For five motes, the Lunar may scrutinize a social unit, which inflicts a penalty equal to half the Magnitude of the unit. For eight motes, the Lunar can scrutinize an organization, with the penalty equal to half the association's Size.

This would be nice, but I don't know if it should be packed into one Charm or require an upgrade for the benefit.


Quote:
Mandate of the Hungry Mouse
The penalty to the Lunar's roll is equal to (target Organization's Size), and success inflicts an external penalty, as described in the Charm, on the Leadership Actions of the Organization until it takes three Protect Organization actions. At least (Lunar's Essence) Capital must be assigned to each such action. These guidelines supercede those provided in the Charm, where possible.

Protect Organization doesn't have intervals except for the purpose of a planning period, so taking three of them against a single action doesn't actually make sense.


Quote:
Predator and Prey Recognition
Ignore the penalty notice of this Charm. When taking a Grow Asset action with an appropriate organization, the Lunar may use this Charm to lower the difficulty of that action by (Wits/2), to a minimum of 1.

What's an appropriate organization?
Adamant Siaka
Sunday, February 19, 2012 5:31:34 PM(UTC)

wastevens wrote:
A general comment: I mislike Instant duration charms in the CRM, since they have, effectively, no cost. There's rarely a reason to ever not use them. However, that's a distinct discussion, and one I'm not going to re-iterate every comment here.

Second, a general question on many of your Charms- does the Lunar have to be the Leader undertaking the Action to gain these benefits, or does he just have to be around and using it on the Organization's behalf? What if the Leader is actively rejecting the Lunar's power (which, granted, is more than a bit like rejecting the benefit from Speed the Wheels, but never mind that now)- are they resistible or irresistible?

Adamant Siaka wrote:
A CROSSPOST WAS REQUESTED!

Knacks

Emperor-Ox Expansion
Heart-Theft of the Behemoth, God-Beast Transcendence

(NB: The above systems are provided only for ease of wreaking background havoc on large expanses through physical force. If a combat should be played out according to the needs of the story, do so. Having a slugging match between the Lunar and a giant-sized demon prince summoned to protect a Circle's holdings should not be reduced in this manner.)


I would probably just ditch the use of Capital entirely- it's akward and unhelpful in this case. Just have the Lunar make an 'Attack Asset' or 'Attack Project' roll each week- and that's if and only if it's easier to do so than just to adjucate what projects and assets have been ruined.

Does a Kaiju Lunar have a planning period before smashing Neo-Nexus?


The "Capital" was to make sure that progress was kept at Rampage-levels. Also, if any planning period would be incorporated, it would probably involve a Perception + Ability roll - not to plan, so much as look and see where the entrances are.

Quote:

Adamant Siaka wrote:
Perfect Fear Scent
Terrifying Lust Infliction


I disagree with these, but mostly because I'm working on a more generalizable approach towards altering an Organization's Intimacies via Charms.


Yeah, I was just trying to work with what was there. In a perfect world, there wouldn't be so many identical Charms like this scattered about, randomly divided between Charisma and Manipulation for no apparent reason. It's a problem that will stick with the game for some time yet.

Quote:

Adamant Siaka wrote:
Face of the Moon Concealment


So, questions: Why only Attack Asset? Why not Attack Project, or Contest Project- both of which certainly benefit from being sneakier? What if your Organization is very small, such that there'd be a lot of 'wasted effort', as it were (IE, a Size 1 Organization making an attack shouldn't receive the same benefit as a Size 3 Organization, when the Lord of Luthe is the one organizing it)

I might suggest actually treating this Charm as a Special Asset, with Rank equal to your Essence, when it's active- which is going to be functionally similar, but avoids weirdness of potentially getting into Essence > Difficulty situations. Then, you don't have to specify what Actions it can apply to; however, the Action getting the benefit must be one that benefits from being concealed. I can certainly visualize that being helpful in some Grow Asset actions.


The problem there is that being a Lunar is already a rating five special asset. In this case, I was letting the efforts sit for a time to come up with different effects, and apparently this one didn't get the more general treatment. Perhaps it might provide "magic Capital" for various actions?

Quote:

Adamant Siaka wrote:
Maintaining the Pack


Was the Attack Asset action successful, in such a case? This is important, especially if the action was piratical (IE, does the other Organization get to grow), and for determining how much Capital is recouped.

How long does the internal penalty last?

This is a troublesome Charm, to me- I would probably ditch the original effect for something entirely new.


I do believe that all these questions were answered in the text. Let's run down through it - the enemy successfully makes an attempt to reduce your organization's Size. You use this Charm to turn it from a lost dot into a -1 internal penalty on the next Leadership Action taken.

Quote:

Adamant Siaka wrote:
Culling the Pride


This seems like kind of a random effect for the originally given power (IE, making social attacks against social groups more effective). Can you explain your thinking?


Culling the Pride was all about stripping away the target's support. I suppose that to me, with Lunars, that leapt to "Consume!"

Adamant Siaka wrote:
Topiary Culture Meditation


Hm! Interesting!
On the one hand, this doesn't really have anything to do with the original effect, of making some Intimacies harder to retain and easier to lose.

On the other hand, it's an awesome idea and provides a clear and clever tool for Lunars.

Gonna go with a thumbs up on it- it's divergent, but totally sweet emotion-1.gif[/quote]

I must confess that I cannot take credit there. Read the original Charm's Mandate effect, the little paragraph at the end. ^VVVVVVV^

Quote:

Adamant Siaka wrote:
Herd-Strengthening Invocation


Whoa!
Whoa whoa whoa!

You can use Shift Policy / Structure on *other* Organizations?
I thought you could normally only use this on your own Organization!

That said, I like the effect. emotion-1.gif


Not normally. This is magical, though.

Quote:

Adamant Siaka wrote:
Boundary-Marking Meditation


This seems kind of divergent from the original Charm- it doesn't mind whammy people into accepting the Lunar's territory, it just makes it suck for them if they don't.

I would say that it simply applies a Difficulty reduction of 1 to any action an Organization entirely within the territory undertakes, and a Difficulty increase of 1 to any action targetting an Organization within the territory, if the Organization belongs to the Lunar.


Again, I was going off the original Mandate effect of the Charm. In this case, it made the Lunar able to take charge of a dominion that was located within territorial bounds, providing instant legitimacy. Most organizations of note are going to be a bit bigger than a few dozen square miles, and even if they're dense and tightly packed, they get a roll to prevent the Lunar from fiddling with them.

Quote:

Adamant Siaka wrote:
Manipulation

School Becomes Shark Formation


Why Influence?


It seemed to make a small group much more influential. The original effect is really different, yes, but it doesn't necessarily hold up too well when you coarsen the scale.

Quote:

Adamant Siaka wrote:
School in the Reeds Technique


So, wait. Lemee see if I understand this.
Lunar Bob has a hoard of rats (from Dog Tongue Method), and initiates an Attack Asset action against Solar Alice's Organization.
Bob uses School in the Reeds Technique.
That Attack Asset Project can no longer be targeted by Solar Jill?
Is this correct?


Good catch. I'd say that only internal Leadership Actions would gain the protection.

Quote:

Adamant Siaka wrote:
Silver Coin Bargain


Silver Coin Bargain is very tightly focused around subjegating an individual; I wouldn't see it as having an impact within the CRM (short of, like, subverting an opposing leader, or otherwise entering Storyline Intervention territory).

That said, this is a cool idea for an expansion charm; I would probably roll it as something like 'Capital invested into Transfer Capital can also count as capital invested in a Shift Policy action, intended to encourage a positive intimacy towards your Organization' or the like.

(Whew. Alright, need a break for breakfast- I'll try and get back to the rest shortly)


It's just that so many Charms seemed to have limited applications. I'd prefer for most Lunar Charms to be usable across the scales.

More:

Mirror-Shattering Word is an upgrade to Lost Mirror Flight. Lost Mirror Flight can be used on groups.

Diving Hawk Inspiration is rather limited in application as-is.

Bird Falls From Flock Targeting has issues because it's the same kind of "what if..." I applied to the daikaijuu Knacks, combined with the desire to see Charms as useful on up-scaling. In this case, the capacity to more easily target a commander is to more easily make a department head not the department head anymore.

Blood-Kin Sense, Motive-Dissecting Eye and Leaf-Falling Scrutiny are all woefully narrow in focus and undereffective.

Intervals with MotHM would probably make more sense. Probably, as Inugami noted, with Maintaining the Pack as well. My head seems to be stuck on the mode where I'm viewing actions more in vein of combat, which naturally causes problems with CRM scale.

Moon and Earth Blessing boosts applicable organizations. I did include that rider; it can definitely help a farming concern or an operation that harvests rare herbs. Competence bonuses can also represent peripheral effects on performance, such as being corrupt or unmotivated (Competence goes down), while high Drill can boost up a unit's Competence. Moon and Earth Blessing makes the land supernally fertile, so that anyone can stumble across something useful, so Competence ends up edging upwards. Just consider why submariners in the US Navy get such good food...

Predator and Prey Recognition... sucks. No beating around the bush here. While most Charms get more effective in strange places, this one is like a throwback to first edition Lunar design. It reduces the difficulty of growing appropriate organizations (context sensitive rules, as we've been told from the start and at all intervening opportunities) because it makes it easy to find natural goods.

Instant Duration Charms stick with me because of the way that the old MoH handled it, which didn't seem particularly bad - if you have an adventure in the intervening time period, you start the first significant scene with the cost of the Charm deducted from your mote and Willpower totals.

In most cases, the Lunar requires authority to act. I thought this would be a given, as the context-sensitive nature of CRM tends to take a harder tack with assumptions than most people might think for Exalted (which I think is good), not allowing an association of basket-weaving artisans to take action against a mercenary company.

I'll admit that I'm kind of stumbling around in the dark for a lot of the effects, especially with regard to next LA vs. next roll interval.
Adamant Siaka
Sunday, February 19, 2012 5:35:39 PM(UTC)

Inugami wrote:


Quote:
Mandate of the Hungry Mouse
The penalty to the Lunar's roll is equal to (target Organization's Size), and success inflicts an external penalty, as described in the Charm, on the Leadership Actions of the Organization until it takes three Protect Organization actions. At least (Lunar's Essence) Capital must be assigned to each such action. These guidelines supercede those provided in the Charm, where possible.

Protect Organization doesn't have intervals except for the purpose of a planning period, so taking three of them against a single action doesn't actually make sense.


Then take three planning periods.

Quote:

Quote:
Predator and Prey Recognition
Ignore the penalty notice of this Charm. When taking a Grow Asset action with an appropriate organization, the Lunar may use this Charm to lower the difficulty of that action by (Wits/2), to a minimum of 1.

What's an appropriate organization?


Different games will probably have different answers to that. Some may be more appropriate than others, and only get the first bonus because they're always well-fed. Others may depend considerably on what grows from the ground and get the full benefit because of how their ample stocks and weird byproducts allow them to do business.
wastevens
Monday, February 20, 2012 1:37:05 AM(UTC)

Rather than reply to the reply to the reply (already split across multiple posts ;)), I will say that I like some of your ideas, am ambivilent about a Lunar counting as a Rank 5 Special Asset *and* being able to directly contribute so significantly to a Project via their Charms (rather than their high Rank representing the generalized high level of assistance they can provide), disagree with using the Mandate of Heaven / Mail & Steel rules as mechanical inspiration, and strongly disagree that translating Lunar charms into the CRM is a good time to give said charms a boost or expansion, since it muddies the waters of 'How does this power, normally used in a small scale, look in the large scale'.

It's the reason I haven't touched Solar Linguistics or Performance or Presence Charms, even though you *can* touch large groups with them- they aren't intended to function against organizations, and while they might have an effect that is reflected back into the CRM, I believe it would be too contextual to generalize.

(It's also the reason I need to circle back around and touch some Solar Investigation charms sooner or later)

That said, I can understand why you'd disagree with my disagreement- and besides, now I have a list of charms and neat ideas to be working against for my own take on the Lunars CRMizing ;)
AstraKiseki wrote:
What is balance? A miserable pile of mechanics! *smashes dice* But enough talk, have at you!
*join battle*


StephenLS wrote:
If we make the Realm a realistic empire it's going to come off as Snidely Whiplash.
Adamant Siaka
Monday, February 20, 2012 2:53:08 AM(UTC)

No sweat, I'm just trying to make it to the 2.5 release without scratching what's left of my hair out.
wastevens
Monday, February 20, 2012 2:53:46 AM(UTC)

Aranis wrote:
wastevens wrote:
Alright, I just revised my Bureaucracy and Socialize charms, to integrate a little more tightly with the CRM.

Thoughts? Critiques?

I hate to be picky, but it would easier to read your Charms if they mimicked the official errata format.


I touched Bureaucracy again- is that easier to see/understand?
AstraKiseki wrote:
What is balance? A miserable pile of mechanics! *smashes dice* But enough talk, have at you!
*join battle*


StephenLS wrote:
If we make the Realm a realistic empire it's going to come off as Snidely Whiplash.
wastevens
Saturday, March 03, 2012 5:04:02 PM(UTC)

HAH. You only thought that I was done chewing on this bone because I hadn't posted anything for several weeks!

---

New Keyword: Mandate

Charms with the Keyword 'Mandate' have a specific function for use with the Creation-Ruling Mandate subsystem, introduced in Masters of Jade. That use is described in the additional text.

---

System Concept: Subversion and Propaganda

It is possible, using an Attack Asset Action, substituting Influence for Competence, to alter an Organization's Intimacies. Such efforts are typically made up of propaganda, gift giving, false flag operations or even direct subversion of influential individuals within the Organization.

An appropriate Protect Organization Action can help an Organization maintain internal integrity; in particular, many religious Organizations work to stamp out internal heresies, keeping a stricter control over the orthodoxy of the membership.

---

System Concept: Emblems

Organizations may be blessed or cursed with touches of the divine. Often, these marks are too subtle for daily consideration, but in the aggregate push an Organization towards or away from certain actions.
Savants call these marks 'Emblems'.

In many respects, Emblems are similar to Special Assets- however, they are something external to the Organization, and rarely under it's control.

Exalted see Emblems as a mixed blessing- they often allow the Chosen to influence Organizations without committing the time and essence that more pervasive control requires, but Emblems are also slower and more subject to failure.

If an Organization's Action would be boosted by more than one Emblem, the Leader chooses which takes precedence. If an Organization's Action would be contested by more than one Emblem, the one with the greatest Rank takes precedence. If multiple negative Emblems have the same Rank, the ST decides.

Emblems have a Rank, and may generally be reduced through the Attack Asset Action. Instead of Competence, Size or Reach, Emblems have Endurance; use an Emblem's Endurance in place of all other Asset when interacting with an Emblem.

---

Charm Concept: Charms and Leadership Actions in the Creation Ruling Mandate

Many Charms of the Exalted duplicate, in whole or in part, Leadership Actions that may be undertaken within the Creation Ruling Mandate.

Such Charm-driven Projects do not require a Planning Period or Capital. However, unless otherwise specified, they do require the normal Interval to succeed, and may be Attacked as any other Project. Furthermore, if an Exalt is acting alone- only capable of making the attack because of their Charm - their Competence is assumed to be 0, unless otherwise specified by a specific Charm.

More unusually, a Charm-driven Project may suffer from a disaster, making it less likely to be accepted; however, for a disaster to strike a Charm-driven project, it must disrupt the subtle magic winding through the Organization. Such things rarely happen by chance.

A Charm-driven Project suffer automatic failure if it incurs an additional Capital cost, from being attacked or otherwise, equal to the invoking Exalt's Essence.

---

Charm Concept: Antagonistic Leadership in the Creation Ruling Mandate

Many Charms of the Exalted partially or completely usurp control of an Organization away from it's nominal leadership- and leaders will tend to want to resist these effects.

If any relevant Leader in the Organization objects to the effect of the Charm, and the Exalt would not have authority to undertake the action without the Charm, then the effects become a contested roll. If the Charm in question is intimately tied to a particular action, use the Attribute + Ability best suited for the action; if there is no clear Leadership Action to tie the charm to, default to (Intelligence or Charisma) + Bureaucracy.

A Leader is relevant if they both object and would have the authority to either begin or halt a comporable Project themselves, or if they could provide consent to the Organization becoming a subsidiary to another Organization.

If the Exalt succeeds, the Charm takes effect normally. If the leader succeeds, the Exalt cannot attempt to use the same effect again until at least one interval has passed for the Project, defaulting to one month if there is no obvious Interval.

An Organization which has an appropriate Protect Organization project in place, such as one that reinforces it's internal integrity against interlopers, or one that is specially hardend via thaumaturgical rituals against the magics of the Solar Exalted, may apply the external penalty against the Exalt's roll.

---

SOLAR BUREAUCRACY

Insightful Buyer Technique (p. 231)
New Keyword: Mandate
Duration: Indefinite

If used to supplement a Leadership Action, this Charm acts as a Special Asset of Rank (Essence) for purposes of buying and selling goods. It is especially useful and appropriate for Grow Asset (Wealth) actions, but any Action which focuses on buying and selling- particularly trading improbable goods in improbable markets -may benefit from it.

Speed the Wheels (p. 231)
New Keyword: Mandate
Duration: One Leadership Action Planning Period

When used to enhance a Leadership Action, divide the planning period of the action by (Essence +1).
This has no impact on the Interval of the Project as a whole.
In order to use Speed the Wheels, you must either be a member of the Organization undertaking the Project, directly involved with the Project, or have spoken with the Leader in the past week.

Bureau-Rectifying Method (p. 231)
New Keyword: Mandate
Duration: One Leadership Action

When used to enhance a Leadership Action, this reduces the Capital cost of the Project by (Essence), to a minimum of half the original Capital cost.
In order to use Bureau-Rectifying Method, you must either be a member of the Organization undertaking the Project, directly involved with the Project, or have spoken with the Leader in the past week.

Additionally, if the Project is successfully completed, the Organization gains an Emblem of 'Incorruptible', with Rank 1.
An Organization with this Emblem operates more smoothly and efficiently than otherwise possible, allowing it to ignore increases in Capital cost equal to the Emblem's Rank, as long as those increases come through social or bureaucratic means; your factors may not be bribed, but they can be taken as slaves despite their resolute natures.
Each successive Project completed with Bureau-Rectifying Method increases the Rank of this Emblem by 1, to a maximum of (Bureaucracy). It has Endurance equal to your Essence.
It automatically reduces in Rank once per year, if it has not been grown through use of Bureau-Rectifying Method over the past year.

Indolent Official Charm (p. 232)
New Keyword: Mandate
Duration: One Leadership Action Planning Period

When used to attack a Leadership Action, multiply the planning period of the action by (Essence +1).
This has no impact on the Interval of the Project as a whole.
In order to use Indolent Official Charm, you must either be a member of the Organization undertaking the Project, directly involved with the Project, or have spoken with the Leader in the past week.

Foul Air of Arguement Technique (p. 232)
New Keyword: Mandate
Duration: One Leadership Action

When used to attack a Leadership Action, increase the Capital cost of the Project by (Essence).
In order to use Foul Air of Arguement Technique, you must either be a member of the Organization undertaking the Project, directly involved with the Project, or have spoken with the Leader in the past week.

Additionally, if the Project suffers failure, the Organization gains an Emblem of 'Corrupt', with Rank 1.
An Organization with this Emblem operates less efficiently than otherwise possible, increasing the Capital cost of all it's Projects by the Emblem's Rank.
Each successive Project failed with Foul Air of Arguement increases the Rank of this Emblem by 1, to a maximum of to a maximum of (Bureaucracy). It has Endurance equal to your Essence.
It automatically reduces in Rank once per year, if it has not been grown through use of Foul Air of Arguement Technique over the past year.

---

SOLAR SOCIALIZE

Wise-Eyed Courtier Method (p. 238)
New Keyword: Mandate
Duration: One Shift Policy/Structure Leadership Action

Wise-Eyed Courtier Method allows you to undertake a Shift Policy/Structure Leadership Action to add, alter or remove an Intimacy from an Organization, as long as that Intimacy is centered around the Organization's beliefs.
If you cannot act as a Leader, you must either be a member of the targetted Organization, or be able to spend several hours each week communicating with members of the Organization. Furthermore, when not acting as a Leader, you cannot target an Organization which has a Size greater than your Essence.

Wild Revelry Approach (p. 238)
New Keyword: Mandate
Duration: One Shift Policy/Structure Leadership Action

Wild Revelry Approach allows you to undertake a Shift Policy/Structure Leadership Action to add, alter or remove an Intimacy from an Organization, as long as that Intimacy is centered around the Organization's emotional context.
If you cannot act as a Leader, you must either be a member of the targetted Organization, or be able to spend several hours each week communicating with members of the Organization. Furthermore, when not acting as a Leader, you cannot target an Organization which has a Size greater than your Essence.

Taboo Inflicting Diatribe (p. 238)
New Keyword: Mandate
Duration: One Shift Policy/Structure Leadership Action

Taboo Inflicting Diatribe allows you to undertake a Shift Policy/Structure Leadership Action to add, alter or remove an Intimacy from an Organization, as long as that Intimacy is centered around the Organization's members acting in a specific fashion.
If you cannot act as a Leader, you must either be a member of the targetted Organization, or be able to spend several hours each week communicating with members of the Organization. Furthermore, when not acting as a Leader, you cannot target an Organization which has a Size greater than your Essence.

Venemous Whispers Technique (p. 239)
New Keyword: Mandate
Duration: One Attack Action

Venemous Whispers Techniqe allows you to make an Attack Asset, Attack Project or Contest Project Action.
If you cannot act as a Leader, you must either be a member of the targetted Organization, or be able to spend several hours each week communicating with members of the Organization. Furthermore, when not acting as a Leader, you cannot target an Organization which has a Size greater than your Essence.
The attack made with Venemous Whispers Technique must be primarily social in nature.

Understanding the Court (p. 239)
Cost: 10m, 1wp
New Keyword: Mandate

With an active profile, you know all the standard Assets of an Organization, the leadership structure of the Organization, and any Special Assets which are people. You also learn of any immediate subsidaries, as well as any immediate parent Organizations.

Gathering the Congregation (p. 240)
New Keyword: Mandate

Divide the successes on your Charisma + (Performance / Socialize) roll between Size and Influence. Size cannot be greater than (Charisma).
You gain an Organization with those Assets, as well as a Reach of 1, and Wealth and Competence determined by the available locals and what your spontaneous Organization's context is.
At the ST's discretion, you may be limited in the maximum available Size- you are calling people together, not summoning them from Elsewhere.
You may also temporarily seduce members away from other Organizations- potentially rendering Projects more costly or even outright impossible.

---

OTHER SOLAR MANDATE CHARMS

Sun King's Radiance (p. 201)
New Keyword: Mandate

A Solar with Sun King's Radiance, who is also a Leader of an Organization, imposes a -1 external penalty on any attempt for others to socially attack or subvert that Organization; this is cumulative with any efforts from an appropriate Protect Organization.

Sun King's Radiance provides no protection against attacks initiated by other Solar Exalted, by the Abyssal Exalted, or by the Green Sun Princes- either magical or mundane. It also provides no protection from attacks other than the social; the loyalty of your people will not save them from a barbarian raiding party's blades.

Food Gathering Exercise (p. 210)
New Keyword: Mandate
Duration: One Reallocate Asset Action

This Charm acts as a Special Asset of Rank 3 for assisting in an appropriate Reallocate Asset Action, intended to change an Organization's Reach. It makes moving with inadequette supplies or other difficulties possible. Food Gathering Exercise cannot be used to assist an Organization with a Size greater than your (Essence /2).

Trackless Region Navigation (p. 211)
New Keyword: Mandate

This Charm reduces the Interval by half for appropriate Reallocate Asset Action, intended to change an Organization's Reach. It may only be used if the Organization is crossing overland. Trackless Region Navigation cannot be used to assist an Organization with a Size greater than your (Essence /2).

City Moving Secrets (p. 211)

This Charm increases the Size of an Organization you can assist with Survival Charms that bear the Mandate keyword by 1. It may be purchased a maximum of (Essence / 2) times.

Immanent Solar Glory (p. 218)
New Keyword: Mandate

Each time a Solar initiates or completes a Project with an Organization as a Leader, he gains (Size) motes. This is the only way for a Solar to fill the additional Peripheral pool provided by purhcases of Immanet Solar Glory.

---

Where's Solar War?

Exalted's Mass Combat system is in an... interesting place, and an obvious desire could be to tear it out and replace it with the Creation-Ruling Mandate. However, while the Creation-Ruling Mandate is a useful tool for managing war as a whole, it is a poor tool for managing individual battles- and this is the area that Solar War particularly focuses upon. Thus, rather than try and cram a square peg into a round hole, STs are encouraged to provide significant bonuses for Exalts undertaking militaritic actions within the CRM with the advantage of Solar War charms- in particular, Commanding the Ideal Celestial Army, General of the All-Seeing Sun and Ideal Battle Knowledge Prana may act in the intermediate level between particular battles and the war as a whole.

Where's Solar Linguistics?

Unlike the above Charms, Solar Linguistics is not generally displayed as a tool for acting on the Organizational stage, although it can have obvious use in such regard. As such, it is far less capable of being aimed or carefully deployed, unlike the more focused magics found in Bureaucracy, Socialize and scattered throughout the Solar trees. In particular, it is often better to treat such magic, as with Presence or Performance, as social attacks against the leadership, which may undertake the desired actions- rather than directly forcing those actions upon the Organization. The works themselves often serve as a Special Asset, with a Rank equal to the Charm's Essence minimum, for use by the Leadership in bringing about the desired change.

STs are encouraged to remember that the CRM is meant to reflect the state of the world, not to enforce it. If a Solar propagandist has successfully convinced everyone in an Organization of something via Linguistics, then the Organization's Intimacies and Policy should reflect this; a Solar that dedicates themself to conquoring the world via the pen instead of the sword is every bit as capable of doing so. Nor is Linguistics intended as an area that cannot have Mandate charms- simply that those in the Core book are not intended for such.
AstraKiseki wrote:
What is balance? A miserable pile of mechanics! *smashes dice* But enough talk, have at you!
*join battle*


StephenLS wrote:
If we make the Realm a realistic empire it's going to come off as Snidely Whiplash.
wastevens
Sunday, March 04, 2012 2:46:20 PM(UTC)

Wolf Pack Training Technique (p. 164)
Eliminate Keyword: Mandate

Wolf Pack Training Technique, much like Tiger Warrior Training and other Training Charms, has an obvious place in rapidly increase a properly focused Organization's Competence, but does not do so by interacting with the Creation-Ruling Mandate.

Silver Lunar Resolution (p. 158)
New Keyword: Mandate

When a Lunar is directly responcible for improving an Asset of an Organization she is a member of, she gains motes equal to the new Asset's rating.
Likewise, when a Lunar is directly responcible for causing an Attack Asset or Attack Project action of another Organization targetting her own to fail, she gains motes equal to the Difficulty of the attack.
A Lunar that is a leader gains these motes as well, when they initiate appropriate Leadership Actions.

Herd Reinforcement Stance (p. 169)
Duration: One Shift Policy/Structure Leadership Action

Herd Reinforcement Stance allows you to undertake a Shift Policy/Structure Leadership Action to add, alter or remove an Intimacy from an Organization, as long as that Intimacy is centered around encouraging a positive feeling towards either the Lunar's culture, or a culture that the Organization is currently exposed to.
If you cannot act as a Leader, you must either be a member of the targetted Organization, or be able to spend several hours each week communicating with members of the Organization. Furthermore, when not acting as a Leader, you cannot target an Organization which has a Size greater than your Essence.

Forsaking the Blood Posture (p. 169)
Duration: One Shift Policy/Structure Leadership Action

Forsaking the Blood Posture allows you to undertake a Shift Policy/Structure Leadership Action to add, alter or remove an Intimacy from an Organization, as long as that Intimacy is centered around encouraging a negative feeling towards either the Lunar's culture, or a culture that the Organization is currently exposed to.
If you cannot act as a Leader, you must either be a member of the targetted Organization, or be able to spend several hours each week communicating with members of the Organization. Furthermore, when not acting as a Leader, you cannot target an Organization which has a Size greater than your Essence.

Culling the Pride (p. 170)
New Keyword: Mandate
Duration: One Attack Action

Culling the Pride allows you to make an Attack Asset or Attack Project Action.
If you cannot act as a Leader, you must either be a member of the targetted Organization, or be able to spend several hours each week communicating with members of the Organization. Furthermore, when not acting as a Leader, you cannot target an Organization which has a Size greater than your Essence.
The attack made with Culling the Pride must be primarily social in nature.

Topiary Culture Meditation (p. 170)

Topiary Culture Meditation allows you to make a (Charisma + [Performance or Socialize]) social attack against an Organization, with a Size no greater than your Essence. You must be in the presence of at least one of the Organization's Leaders when you use Topiary Culture Meditation.
The difficulty of the attack is equal to the Organization's (Size + Competence); Protect Organization actions intended to maintain internal integrity may also prove effective at blunting it's impact.

If the attack is successful, the Organization gains an Emblem, with a Rank equal to the threshold successes of the attack. This Emblem is associated with a particular intimacy; as long as the Emblem exists, it increases the Difficulty of any action intended to create or reinforce the Intimacy by it's Rank, and decreases the Difficulty of any action intended to weaken or eliminate the Intimacy by it's Rank. Furthermore, if the Emblem still exists after one year, the Intimacy will automatically be eliminated with no further effort.

The Emblem has a Competence equal to your Essence, and Endurance equal to the greater of your Charisma and Manipulation.

Herd-Strengthening Invocation (p. 170)

Herd-Strengthening Invocation allows you to make a (Charisma + [Performance or Socialize]) social attack against an Organization, with a Size no greater than your Essence. You must be in the presence of at least one of the Organization's Leaders when you use Herd-Strengthening Invocation.
The difficulty of the attack is equal to the Organization's (Size + Competence); Protect Organization actions intended to maintain internal integrity may also prove effective at blunting it's impact.

If the attack is successful, the Organization gains an Emblem, with a Rank equal to the threshold successes of the attack. This Emblem is associated with a particular intimacy; as long as the Emblem exists, it reduces the Difficulty of any action intended to create or reinforce the Intimacy by it's Rank, and increases the Difficulty of any action intended to weaken or eliminate the Intimacy by it's Rank. Furthermore, if the Emblem still exists after one year, the Intimacy will automatically be come into being with no further effort.

The Emblem has a Competence equal to your Essence, and Endurance equal to the greater of your Charisma and Manipulation.

Boundary Marking Meditation (p. 170)

Attacks made against the Assets and Projects of an Lunar's Organization, which take place exclusively inside of a Lunar's marked territory have their Difficulty increased by 1.

Creating the Wolf Attitude (p. 1675)
Duration: One Shift Policy/Structure Leadership Action

Creating the Wolf Attitude allows you to undertake a Shift Policy/Structure Leadership Action to add, alter or remove an Intimacy from an Organization, as long as that Intimacy is centered around forcing the Organization to fear- either in general, or of something or someone.
If you cannot act as a Leader, you must either be a member of the targetted Organization, or be able to spend several hours each week communicating with members of the Organization. Furthermore, when not acting as a Leader, you cannot target an Organization which has a Size greater than your Essence.

Feeding the Bear Progression (p. 176)
Duration: One Shift Policy/Structure Leadership Action

Creating the Wolf Attitude allows you to undertake a Shift Policy/Structure Leadership Action to add, alter or remove an Intimacy from an Organization, as long as that Intimacy is centered around forcing the Organization to crave- either in general, or of something or someone.
If you cannot act as a Leader, you must either be a member of the targetted Organization, or be able to spend several hours each week communicating with members of the Organization. Furthermore, when not acting as a Leader, you cannot target an Organization which has a Size greater than your Essence.

Where's the Military Unit Charms?

Much as with Solar War, I don't want to force a round peg into a square hole; the Military Unit Charms focus most strongly on battlefield tactics rather than the logistical level of war that the Creation Ruling Mandate focuses on. I therefore decided not to touch them.

Where's Lost Mirror Flight

I waffled on this one.

Initially, I included Lost Mirror Flight as being able to impose an insane Intimacy, one even in contradiction to a group's Policy, but fundamentally like Perfect Fear Scent and Terrifying Lust Infliction. I decided against it, however, because I see Lost Mirror Flight as something that tends to be smaller, more immediate and less easily resolved- it drives *these people, right here* crazy, and offers no easy way to recover- certainly nothing as easy as changing an Intimacy.

It's a Charm for driving a Guild caravan mad, but not the entire Guild.

Hey! These aren't anything like the original Mandate effects!

You're right! That's because the original Mandate of Heaven rules are being ignored, and I'd rather see the Charms have a logically-extrapoliatable effect when scaled to the Creation Ruling Mandate, rather than introduce something totally off the wall.
AstraKiseki wrote:
What is balance? A miserable pile of mechanics! *smashes dice* But enough talk, have at you!
*join battle*


StephenLS wrote:
If we make the Realm a realistic empire it's going to come off as Snidely Whiplash.
wastevens
Sunday, March 04, 2012 7:03:13 PM(UTC)


Benevolent Master's Blessing (p. 161)
New Keywords Mandate, Cooperative
Duration Indefinite

By cunningly and selectively boosting the bureaucratic accumen of his subordinates at the right moments, a Terrestrial with Benevolent Master's Blessing may functionally increase the Competence of an Organization they are part of. Doing so requires committing 4m per +1, and cannot raise the Organization's Competence above your Bureaucracy; nor can a Terrestrial assist an Organization with Size greater than their Intelligence. Benevolent Master's Blessing only raises the Competence of an Organization primarily focused around either business or some other bureaucracy.

Multiple Dragonblooded with Benevolent Master's Blessing may coordinate; each additional Terrestrial beyond the first either reduces the total mote cost each one must pay by 1m (to a minimum of 1m per +1), or increases the size of the Organization that can be assisted by +1.

Example Sesus Kazia is building a business, and uses Benevolent Master's Blessing. The Business is Size 3, which is less than his Intelligence of 4, and has a natural Competence of 2, which is less than his Bureaucracy of 5. Kaiza committs 8m, raising the effective Competence of his business by +2, to 4.

Later, things have gone well for Kaiza- but his business can grown to Size 5; too large for him to manage on his own. He invites three cousins to join him, all with Benevolent Master's Blessing. One is dedicated to assisting with the maximum size, which the other two reduce the cost each must bear. All four Dragonblooded must committ 6m (8m -2m reduction for having two assistants) in order to maintain the same benefits.

Geese-Flying-South Administration (p. 162)
New Keyword Mandate
Duration One Leadership Action

When initiating a bureaucratic-based Project, you may use Geese-Flying-South Administration; the project proceeds as if the Organization had a positive intimacy towards completing the Project. However, you cannot use an Terrestrial Exalted as Special Assets and enjoy this benefit, unless you are Essence 3+ and the Exalted are descendents and subordinates within the Organization's hierarchy.

Thrashing Carp Serenade (p. 163)
New Keyword Mandate
Duration One Contest Project Action

Thrashing Carp Serenade allows you to make a Contest Project Action in a business or bureaucracy-related context.
If you cannot act as a Leader, you must either be a member of the targetted Organization, or be able to spend several hours each week communicating with members of the Organization. Furthermore, when not acting as a Leader, you cannot target an Organization which has a Size greater than your Essence.

---

What about Wind-Carried Words?

Wind-Carried Words does not directly operate on the Creation-Ruling Mandate scale; instead, STs are reminded that Projects cannot be initiated until the right people have been informed, and magical transmision of information can functionally provide great speed boosts in doing so.

In particular, an Organization with a high number of Terrestrials with Wind-Carried Words should be considered to have an easier time expressing and expanding it's Reach.

What about Sweeten-the-Tap Method, Brother-Against-Brother Insinuation, or the rest of Dragonblooded Socialize?

Dragonblooded Socialize acts very similarly to Solar Performance, in that it often helps in instilling an idea or belief in a large group- however, it is not independently transformative. While it may be an easy arguement for stunt fodder or another advantage, Sweeten-the-Tap Method will not alter an Organization in the same fashion as Taboo-Inflicting Diatribe.
AstraKiseki wrote:
What is balance? A miserable pile of mechanics! *smashes dice* But enough talk, have at you!
*join battle*


StephenLS wrote:
If we make the Realm a realistic empire it's going to come off as Snidely Whiplash.
wastevens
Sunday, March 04, 2012 11:55:37 PM(UTC)

Essence Engorgement Technique (p. 157)
New Keyword: Mandate

Each time you are responcible for a Project failing or an Organization's Assets decreasing, you gain (Size) motes. This is the only way to fill the additional Peripheral pool provided by purhcases of Essence Engorgement Technique.

Eloquent Example Inspiration (p. 172)
New Keyword: Mandate
Duration: One Leadership Action Planning Period

The difficulty of the (Manipulation + Bureaucracy + Essence) roll to use Eloquent Example Inspiration is equal to the Difficulty of the Project being enhanced; failure not only fails to reduce the planning period time, but increases the capital cost of the Project by 1 from demoralization and desertion.

Additionally, if you roll successes equal to or greater than the Size of the Organization on the roll to use Eloquent Example Inspiration, the Organization gains an Intimacy of fear towards you.

Cunning Subversion Style (p. 173)
New Keyword: Mandate
Duration: One Leadership Action Planning Period

Cunning Subversion Style works exactly as it's Solar Mirror.

Caustic Hatred Diatribe (p. 173)
New Keyword: Mandate
Duration: One Leadership Action

Caustic Hatred Diatribe works exactly as it's Solar mirror.

Regime-Toppling Lord of Misrule (p. 174)
New Keyword: Mandate

When using Regime-Toppling Lord of Misrule, the difficulty of the roll is equal to the Organization's Competence + Size; appropriate Protect Organization actions may further increase the difficulty. If the attack is successful, the Organization gains an Emblem of 'Corruption', as per Caustic Hatred Diatribe, which automatically increases it's Rank by 1 every month and with any Project that fails, not exceeding your Bureaucracy.

The Emblem stops growing once it has grown (Bureaucracy) times, or if the Organization's Corruption Emblem is brought to 0.

Iron Tyrant Reign (p. 174)
New Keyword: Mandate

If an Organization has an intimacy of fear towards you, they suffer an internal penalty of (Essence) to any Leadership Action which would harm you or weaken the intimacy of fear.

---

Cancerous Dissent Technique (p. 182)
Type: Simple
New Keyword: Mandate
Duration: One Attack Action

Cancerous Dissent Technique allows you to make an Attack Asset or Attack Project Action.
If you cannot act as a Leader, you must either be a member of the targetted Organization, or be able to spend several hours each week communicating with members of the Organization. Furthermore, when not acting as a Leader, you cannot target an Organization which has a Size greater than your Essence.
The attack made with Cancerous Dissent Technique must be primarily social in nature.
AstraKiseki wrote:
What is balance? A miserable pile of mechanics! *smashes dice* But enough talk, have at you!
*join battle*


StephenLS wrote:
If we make the Realm a realistic empire it's going to come off as Snidely Whiplash.
wastevens
Sunday, March 04, 2012 11:58:11 PM(UTC)

(By the by, am I just shouting in the dark with this, or is anyone still interested in them?)
AstraKiseki wrote:
What is balance? A miserable pile of mechanics! *smashes dice* But enough talk, have at you!
*join battle*


StephenLS wrote:
If we make the Realm a realistic empire it's going to come off as Snidely Whiplash.
MissMaddy
Monday, March 05, 2012 12:00:16 AM(UTC)

I am insanely, ridiculously, intensely interested in all the work going on in this thread.

In fact, for me, this is the 'Thread of the Year'.

When the afterlife embraces you, I will be the girl poking St Peter in the ass saying, 'Uh, that guy is awesome.'
MissMaddy
Monday, March 05, 2012 12:01:46 AM(UTC)

In fact, I am going to use the stuff that was posted in this thread RIGHT NOW. WATCH ME GO
BogMod
Monday, March 05, 2012 4:45:11 AM(UTC)

Charms that increase the Capital Cost of CRM actions after they have been started are very powerful I would point out. You can't just throw in more Capital to an action if something comes up. You have to take the Cannabalize Asset action, losing dots in some way, to do it. That is of course only if you have the time. If suddenly the Capital Cost spikes right before your last roll bam, fail, no questions asked. Increasing the total number of successes needed, or the per roll difficulty, seems a more balanced approach.
Korusef
Monday, March 05, 2012 4:51:57 AM(UTC)

Ohh sorry, too stunned to give proper thanks. Still going through it. Going to use it when my players start looking for custom CRM charms ;)
BogMod
Monday, March 05, 2012 5:13:16 AM(UTC)

DB and Solar charms as I plan to use them in my games.

Solar:

Frugal Merchant Method: Does not interact with the CRM rules, wrong scale.

Insightful Buyer Technique: Does not interact with the CRM rules, wrong scale.

Speed the Wheels: This charm’s rules operate the same but where it says Begin Project dramatic action that is the planning period.

Bureau-Rectifying Method: This charm works as written reducing external penalties to CRM actions. Furthermore any group larger than size 2 that has this charm used on it twice in a year enjoys a temporary +1 Competence from reduced inefficiency and corruption. This temporary bonus is assumed to fade after 1 year without this charm being used. Grow Asset(Competence) actions use the natural trait rather than this boosted trait unless the context is reducing corruption and inefficiency. This charm specifically can work to reduce the internal penalty from Foul Air of Arguement by 1 for each use and reduces the External Penalty to rolls made from Indolent Official Charm.

Indolent Official Charm: The roll for this charm is made as normal. If successful a group in the planning phase finds the time required for the first interval to be multiplied by the Solars Essence+1. If they are past the planning phase this charm just applies an External Penalty equal to the Solar’s essence to the rolls made to gather successes at the end of each Interval so long as the Solar keeps the motes committed. The charm natural deactivates when the specific project it is hampering is cancelled, fails, or is completed.

Foul Air of Arguement Technique: This roll is made as normal and if successful imposes internal penalties to all Leadership Actions the organization takes. Organizations affliced with such artificial corruption and inefficiency can reduce it by taking a special Grow Asset action. Each successful use of that action specifically to counter such problems cancels all uses of this charm on that organization up to that point. The base difficulty of this action is 3.

Servant-Rewarding Benevolence: While this charm is active the organization counts its competence as being 2 higher than normal when taking actions supporting its Policy.(From Ink Monkies)

Charter Stripping Condemnation: This charm works as written. Subsidiaries made by the organization the character made are destroyed as well.(From Dreams)

Market Buster Strike: This one is tricky to work out.

Legend Lives On: This charm works as written, allowing the Solar’s ‘ghost’ as it were to remain a leader in the organization able to take Leadership actions just as the Solar did.

Heavenly Mandate Marking: Works as written, allowing a Solar to enhance Leadership actions with his charms even if he isn’t able to use them in person at essence 5.






Dragonblooded:

Benevolent Master’s Blessing: Can not viably be used to cover the large numbers of people in a CRM organization unless the size is very small(2 at most) or there are a large number of Dragonblooded in the organization such that all of them using this charm could make a difference. In which cases those groups where Bureaucracy is the most important skill will see a rise in Competence to match the value the group is being boosted to.
Confluence of Savant’s Thought: Does not interact with CRM rules though it can certainly help the user find someone who can take the Leadership actions she might wish the group to take.

Geese-Flying-South Administration: Use of this charm with a successful roll creates a temporary Intimacy in the organization of to support a single Leadership action the character is trying to take. The motes committed last for 3 months or until the task is completed, whichever happens first. Creating an Intimacy opposed to one the group allready possesses reduces the effectiveness of this charm so that working in favor of the Intimacy only grants +1 die.

Bestow the Saffron Mantle: This charm creates another Leader in the organization that can take all the Leadership Actions the character would and in fact does take all the actions the character would in whatever situations arise. The rules are otherwise the same.

Thrashing Carp Serenade: Generally this charm being of scene long duration means it does not apply in the long scale of CRM rules. Furthermore they are often at a size that would make such efforts also fail. However if a Dragonblood can position themselves to regularly be in some key location using this charm or numerous of them can use the charm simultaneously over long periods to affect large spread out groups some measure of the External Penalty should apply to CRM actions taken.

Testing the Waters: Does not interact with CRM rules.

Finding the Water’s Deapths: Does not work with CRM rules, wrong scale normally. However if a CRM action were taken where the main context was numerous bargained deals having access to this charm should reduce the base difficulty by one.

Thoughtful Gift Technique: Does not interact with CRM rules directly though it can be useful in getting a leader within an organization to act how you want.

Distraction of the Babbling Brook: Does not interact with CRM rules.

Drowning in Negotation Style: Does not interact with CRM rules though a deal bound with this charm could certainly constitute a unique Special Asset or restrict leadership actions that can be taken.
MissMaddy
Monday, March 05, 2012 6:49:33 AM(UTC)

So, after our first playtest - why do emblems have such extensive character sheets? Is there some mechanic we're missing? They seem to function like another type of Special Asset that works alongside normal Special Assets, correct?
Lirio
Monday, March 05, 2012 8:51:11 AM(UTC)

MissMaddy wrote:
So, after our first playtest - why do emblems have such extensive character sheets? Is there some mechanic we're missing? They seem to function like another type of Special Asset that works alongside normal Special Assets, correct?

The term "emblem" doesn't appear in Masters of Jade, please clarify.
wastevens
Monday, March 05, 2012 12:31:01 PM(UTC)

BogMod wrote:
Charms that increase the Capital Cost of CRM actions after they have been started are very powerful I would point out. You can't just throw in more Capital to an action if something comes up. You have to take the Cannabalize Asset action, losing dots in some way, to do it. That is of course only if you have the time. If suddenly the Capital Cost spikes right before your last roll bam, fail, no questions asked. Increasing the total number of successes needed, or the per roll difficulty, seems a more balanced approach.


You're likely right on this.

My mental model for how Organizations behave is that they usually have between 2 to 4 excess Capital committed to their Projects, as both disaster insurance and as a guard against Attacks- enough such that a single application of Foul Air of Arguement, on it's own, wouldn't fail the project immediately. However, it might be better to hold more closely to the original text, and represent this as an internal penalty on the leadership rolls, though; have to think about it.

(Regime-Toppling Lord of Misrule should still probably use the increasing Capital cost mechanic, IMO; given the extreme damage it can inflict, that seems appropriate)

MissMaddy wrote:
So, after our first playtest - why do emblems have such extensive character sheets? Is there some mechanic we're missing? They seem to function like another type of Special Asset that works alongside normal Special Assets, correct?


I found that I was getting into some weirdness with an Organization attacking it's own Special Assets, but Attack Asset is really the best action to use to represent fighting against such influences, IMO- namely, that's significantly harder for a large organization to purge itself of such magic than it is to have such magic imposed upon it. Therefore, an Emblem needs to have enough of a sheet to be reasonably subject to an Attack Asset action, and should be based upon the creator of the Emblem, rather than the Organization it is on.

Also, because Emblems do something different than Special Assets- they don't enable actions or (neccesarily) make actions easier- they do /something else/. Giving them more heft makes that distinction sharper.

That said, some of the numbers could be collapsed together; in particular, Rank and Competence could be closely aligned without doing significant damage. Or you could use a single trait of the Emblem-Creator's (likely Essence) for all the Emblem's traits
AstraKiseki wrote:
What is balance? A miserable pile of mechanics! *smashes dice* But enough talk, have at you!
*join battle*


StephenLS wrote:
If we make the Realm a realistic empire it's going to come off as Snidely Whiplash.
wastevens
Monday, March 05, 2012 12:35:38 PM(UTC)

Lirio wrote:
MissMaddy wrote:
So, after our first playtest - why do emblems have such extensive character sheets? Is there some mechanic we're missing? They seem to function like another type of Special Asset that works alongside normal Special Assets, correct?

The term "emblem" doesn't appear in Masters of Jade, please clarify.


Emblems were how I resolved the long term, lingering effects of certain Charms.

For example, Foul Air of Arguement doesn't just bust a single Project- it spreads corruption throughout an entire Organization.

Herd-Strengthening Invocation doesn't directly impose an Intimacy, but makes it far more likely for a certain Intimacy to come into being.

I wanted to make these effects something that could be seen and felt and interacted with; Emblems were my chosen solution. Sitting between a Special Asset and a semi-independent Organization, Emblems have Rank, Competence, Size and Reach- qualities to let them easily slot into the CRM system for being subject to an Attack Asset action presently. And they do something /other/ than Special Assets- though what varies from effect to effect.

Lookit the top of post 64.
AstraKiseki wrote:
What is balance? A miserable pile of mechanics! *smashes dice* But enough talk, have at you!
*join battle*


StephenLS wrote:
If we make the Realm a realistic empire it's going to come off as Snidely Whiplash.
BogMod
Monday, March 05, 2012 9:17:49 PM(UTC)

wastevens wrote:
BogMod wrote:
Charms that increase the Capital Cost of CRM actions after they have been started are very powerful I would point out. You can't just throw in more Capital to an action if something comes up. You have to take the Cannabalize Asset action, losing dots in some way, to do it. That is of course only if you have the time. If suddenly the Capital Cost spikes right before your last roll bam, fail, no questions asked. Increasing the total number of successes needed, or the per roll difficulty, seems a more balanced approach.


You're likely right on this.

My mental model for how Organizations behave is that they usually have between 2 to 4 excess Capital committed to their Projects, as both disaster insurance and as a guard against Attacks- enough such that a single application of Foul Air of Arguement, on it's own, wouldn't fail the project immediately. However, it might be better to hold more closely to the original text, and represent this as an internal penalty on the leadership rolls, though; have to think about it.

(Regime-Toppling Lord of Misrule should still probably use the increasing Capital cost mechanic, IMO; given the extreme damage it can inflict, that seems appropriate)


Once you get into doubling up on Foul Air of Arguement and Attack Project actions you are getting into the 6+ region of needing more capital. An Essence 5 Solar can probably make that an increase of 9 Capital. Without giving everyone external capital penalty reducers this is pretty heavily dominating. I would say too much.
Sandact6
Monday, March 05, 2012 10:23:48 PM(UTC)

The amount of love I have for you wastevens is extreme. I admit I didn't like the first batch of Solar Socialize charms, but the way you ripped out all the fat and got straight to the point in such an elegant manner makes me want to hug you until the wet and squishy bits come out from your body.
wastevens
Tuesday, March 06, 2012 1:35:51 AM(UTC)

BogMod wrote:
wastevens wrote:
BogMod wrote:
Charms that increase the Capital Cost of CRM actions after they have been started are very powerful I would point out. You can't just throw in more Capital to an action if something comes up. You have to take the Cannabalize Asset action, losing dots in some way, to do it. That is of course only if you have the time. If suddenly the Capital Cost spikes right before your last roll bam, fail, no questions asked. Increasing the total number of successes needed, or the per roll difficulty, seems a more balanced approach.


You're likely right on this.

My mental model for how Organizations behave is that they usually have between 2 to 4 excess Capital committed to their Projects, as both disaster insurance and as a guard against Attacks- enough such that a single application of Foul Air of Arguement, on it's own, wouldn't fail the project immediately. However, it might be better to hold more closely to the original text, and represent this as an internal penalty on the leadership rolls, though; have to think about it.

(Regime-Toppling Lord of Misrule should still probably use the increasing Capital cost mechanic, IMO; given the extreme damage it can inflict, that seems appropriate)


Once you get into doubling up on Foul Air of Arguement and Attack Project actions you are getting into the 6+ region of needing more capital. An Essence 5 Solar can probably make that an increase of 9 Capital. Without giving everyone external capital penalty reducers this is pretty heavily dominating. I would say too much.


Solars are scary, film at 11?

Here's my considerations with internal penalties vs increasing capital costs:
* Internal penalties are not felt very strongly by PCs / people with Excellencies; they are a speed bump, but rarely an absolute impediment. While many Organizations are mortal run, ultimately Exalts are going to come into conflict with Exalts- the Eclipse shouldn't feel slighted when this occurs.

* Internal penalties are felt VERY strongly by heroic mortals. Unless said mortal can way, WAY overcapitalize a project, a -4 internal penalty could easily make it functionally or actually impossible.

* Increasing the capital cost by a fixed amount is a pain felt by the Organization, regardless of who's running it.

* Fucking with capital costs is a change within the Creation Ruling Mandate system; it can be responded to within it. Imposing internal penalties is something external to the system, and has no clear response within it.

* Purging corruption makes an excellent rationale / context for a Cannabalize Asset action to make up capital shortfalls, which fits with the described effects of FAoA and many Bureaucracy-impeding charms.

FAoA does kind of stand out oddly, however, in that doesn't use the normal CRM systems for attacking projects- it's just kind of a hammer right now, and only counterable by Bureau Rectifying Method. The obvious solution is to make FAoA into an Attack Project action, with a bonus of the Emblem if the attacked project fails; this also would mean that Protect Organization functions appropriately. But then it loses the nice symmetry it has with Bureau Rectifying Method... troublesome.

Shall have to think on it.
AstraKiseki wrote:
What is balance? A miserable pile of mechanics! *smashes dice* But enough talk, have at you!
*join battle*


StephenLS wrote:
If we make the Realm a realistic empire it's going to come off as Snidely Whiplash.
BogMod
Tuesday, March 06, 2012 7:30:25 AM(UTC)

It isn't about Solars being scary but about actually being able to interact with them rather than just letting them win at whatever they do. As soon as you get one FAoA emblam as written your Organization is basically taking a near lethal blow. A decent sized group doing multiple things will probably have to canibalize multiple things to get the points it needs to make its actions succeed even before having to deal with additional Attack Project actions. FAoA in its original version version imposes an internal penalty, up to a rather significant one. A -10 die internal penalty certainly slows down people even if you have excellencies.

Anyhow yes, I think part of the problem with FAoA is that it doesn't have a decent counter. We might disagree on how potent Solar charms should be in this arena but we can agree on some of the weidness on FAoA trying to fit into the system.
Lirio
Tuesday, March 06, 2012 7:54:40 AM(UTC)

wastevens wrote:
Lookit the top of post 64.

That wasn't there yesterday! >.>

Okay, now I feel dumb. I thought I read the thread and instead I managed to miss the entire top half of the second page. >.<

Quote:
Emblems were how I resolved the long term, lingering effects of certain Charms.

I wanted to make these effects something that could be seen and felt and interacted with; Emblems were my chosen solution. Sitting between a Special Asset and a semi-independent Organization, Emblems have Rank, Competence, Size and Reach- qualities to let them easily slot into the CRM system for being subject to an Attack Asset action presently. And they do something /other/ than Special Assets- though what varies from effect to effect.


I can see that yes, but I can also see where Miss Maddy is coming from regarding them having too large character sheets. You should probably think about collapsing it into one or two statistics. I feel that two is probably best for maintaining a bit of variety on emblem effects without overburdening the system.

I was thinking something like Rank and Power. One to indicate how pervasive, entrenched, or otherwise well positioned the emblem is, which determines how hard or difficult it is to remove. The other to indicate how much of an effect the emblem has on the organization. So high Rank and low Power Emblem might be petty corruption, things like people stealing paper, making personal calls on the job, or such minor misuses of company time and resources, but it's so widespread that it's really hard to root out because "everyone does it". On the other hand, a low Rank but high Power Emblem might be something like two of your accountants conspiring to move significant sums of company money to their offshore bank accounts. It causes a lot of damage, but is easily rectified by throwing those two guys in the slammer.

What kind of Rank and Power each emblem has would probably depend on the charm that introduces it.
wastevens
Tuesday, March 06, 2012 12:31:00 PM(UTC)

Re: Power and Rank

That's... honestly a pretty good idea. I'd flip the meaning you ascribe tho- Rank is used with every other Asset to describe how potent it is.

Maybe Rank and Endurance? Rank for how large an effect it has on the Organization, Endurance for how hard it is to eliminate?
AstraKiseki wrote:
What is balance? A miserable pile of mechanics! *smashes dice* But enough talk, have at you!
*join battle*


StephenLS wrote:
If we make the Realm a realistic empire it's going to come off as Snidely Whiplash.
Lirio
Wednesday, March 07, 2012 8:38:25 AM(UTC)

wastevens wrote:
That's... honestly a pretty good idea. I'd flip the meaning you ascribe tho- Rank is used with every other Asset to describe how potent it is.

Maybe Rank and Endurance? Rank for how large an effect it has on the Organization, Endurance for how hard it is to eliminate?


Thanks! I think Rank for size of effect and Endurance for difficulty of rooting it out works pretty well and is fairly clear in their meanings.

The separation of the two also allows for a bit of tactical flexibility. High rank effects are better against organizations which have most of their capital committed and thus would have difficulty counter-acting it. Whereas high endurance effects are better against organizations that have more uncommitted capital, since it would tie up their resources longer in trying to root it out.
wastevens
Wednesday, March 07, 2012 6:26:43 PM(UTC)

Alright, tweaked the document to simplify Emblems into just having Rank and Endurance.

Still pondering Foul Air of Arguement.
AstraKiseki wrote:
What is balance? A miserable pile of mechanics! *smashes dice* But enough talk, have at you!
*join battle*


StephenLS wrote:
If we make the Realm a realistic empire it's going to come off as Snidely Whiplash.
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