Organizations
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Factions, Guilds, and Schools

The rules for belonging to organizations are varied and spread across numerous different books. The suggested rules here draw upon City of 7 Seraphs from Lost Spheres Publishing and several from Paizo Inc. In addition to consolidating the rules for organizations, this section includes guidelines for integrating spheres into these rules and creating new organizations.

An Organization has the following components:

Location: An organization typically has a single city, country, or other region from which its affairs are coordinated. Training or initiation will likely take place in this location, although a character need not return to this location when they are not training or directly working for the organization.

Values: Organizations always have some standard by which they evaluate their members and prospective members (and possibly also nonmembers). These values are often broadly defined, such as martial training, magical expertise, and academic achievement, but could be concrete such as accumulated wealth or time spent fighting a specific group of enemies.

Public Goals: An organization by definition must have some purpose that attracts people to join. Characters who join the faction often have one of its public goals as a minor motivation. Even most secret organizations have goals that are obvious to those aware of the organization, as distinct from private goals known only to some members. Naturally, some members might secretly oppose some (or even all) of their organization’s public goals.

Private Goals: Private goals are generally known only to members of the organization, and might even be secret from some members. As a result, some members might oppose the organization’s private goals unwittingly or secretly. A character who knows an organization’s private goals might have one of those goals as a motivation.

Allies and Enemies: Most organizations have one or more enemy organizations and one or more allied organizations. Characters can curry favor with an organization by aiding its allies or thwarting its enemies, although generally not as dramatically as they can by achieving the organization’s goals.

Requirements: Most organizations ask something of their agents or prospective members, be this expertise, reputation, or money. This is especially true of organizations that provide training.

  • Prior Training: Elite organizations may require that their members possess certain capabilities. If attempting to join an organization with the prior training requirement, a character must have at least one rank in each of the listed skills.
  • Entrance Fee: Many organizations, especially prestigious and exclusive ones, require a character to pay a fee in order to gain entry. This fee is in addition to any dues that may be required of the member.
  • Entrance Exam: A character may have to attempt a skill check or complete a special task to join. One such skill check can be attempted every 2 terms, meaning that a character who fails will have to wait in order to attempt joining again (barring exceptional circumstances or other means of entry).
  • Dues: Some organizations offer training or professional services. For every term of training that a character undertakes with an organization, they must pay the listed value of dues. These dues are paid at the beginning of a term of training.
  • Other: Certain organizations may require that members be of a certain class, race, or casting tradition. Others may require certain feats or talents, or mandate that members swear specific oaths to enter. Losing any of these requirements may result in expulsion from the organization.

Terms: A term reflects a period of time in which a character can gain work to get training or gain favor with an organization. Generally, characters should be able to engage in 3 to 6 terms over the course of a character level. This might mean that terms last for days, weeks, or months depending on the pace of your campaign. If multiple characters are training across different organizations, it may make sense to standardize Term lengths among all organizations so as to ensure balance between characters (or shorten Terms for characters who are less adept at skill checks).

Several abilities are usable once per term or once per level, with the character gaining another use whenever the time designated as a term passes or whenever they gain a level.

Special Tasks: It is possible to increase one’s Fame and Prestige Points within an organization through the completion of special tasks. Every organization typically has at least one special task which can be completed outside the confines of Training. These opportunities are noted on the specific organization entries but are typically left to the GM to develop as adventures.

Titles/Awards: As a character gains Fame in an organization, they may acquire new titles reflecting their improved status. These Titles often come with privileges befitting the character’s high standing.

Prestige Awards: Prestige Awards are benefits supplied by the organization that may be purchased using Prestige Points. Prestige Awards may be permanent benefits or one-time actions.

Fame and Prestige Points

A character’s Fame score tracks how successful they are in an organization. A low Fame score indicates they are a new recruit or a struggling student, while a particularly high one could mean they become a leader or teacher for the organization. To increase their Fame score in a organization, a character can perform a Special Task for the organization or potentially undergo Training with them (certain other favors or extenuating circumstances may increase Fame at GM discretion). A character’s Fame score increases by +1 every time they perform a Special Task for his organization. Every time a character’s Fame score increases, they earn an equal number of Prestige Points.

For every 10 points of Fame, a character gains a cumulative +1 circumstance bonus on Diplomacy checks attempted towards members of that organization. A character’s Prestige Points (PP) reflect the goodwill, resources, and personal favors built up during her time with the organization. These points, when spent, are spent permanently. Fame is not expended—when a reward lists only a required Fame score, a character automatically receives the reward upon reaching that level of Fame.

Members may not spend Prestige Points during combat, and must be able to contact the organization’s representatives. This usually takes between 1 hour and a few days, depending on the award. Characters may not pool Prestige Points to obtain more expensive rewards, but they may spend Prestige Points even if they are dead, petrified, or otherwise out of commission. This represents the character having made prior arrangements with her organization to perform certain actions on her behalf, such as recovering her dead body and returning it to a specific location or having it raised from the dead.

The Reputation and Fame system in Pathfinder Roleplaying Game Ultimate Campaign may be used as guidelines for how a character might acquire or lose fame and prestige within an organization. For example, actions such as gaining a level or earning a formal title might increase Fame in an organization in the same manner that they would increase one’s general fame (adding +1 or +3 to the character’s Fame score, respectively).

Organizations and the Faction Sphere

Members with the Faction sphere can more easily use some of the features of the organizations described here. Faction sphere authorizations can be spent to reduce the cost of prestige awards. Every 2 authorizations spent reduces the Prestige Point cost by 1, to a minimum of 1.

Prestige, Fame, and Organizational Influence

Training and membership in an organization often comes with a degree of favor with the organization and its members, creating a natural overlap between the Prestige rules and Organizational Influence rules detailed in Pathfinder Roleplaying Game Ultimate Intrigue. GMs should generally pick one of the two systems to track influence in the game. Fame tends to work better with one organization per player character; Organizational Influence tends to work better for more fluid relationships with a larger number of organizations. If your campaign uses both systems, it is best to pick one system for each organization rather than mixing them. It requires only modest adjustments to use the system of influence ranks and favors to determine the degree of advancement a PC can obtain within the organization guidelines described here (for example, the organization may not accept characters with a negative rank or may mandate that they have at least rank 3 to grant them a certain Title).

Before any other modifiers, rank 1 is equivalent to 5 to 10 Fame, rank 2 is equivalent to 20 Fame, rank 3 is equivalent to 35 Fame, and rank 4 is equivalent to 55 Fame. A character may also spend organization favors in place of Prestige Points or vice versa, with one favor being equivalent in value to 1 PP. Thus, an organization’s list of options for spending Prestige Points can include some from the list of suggested favors in Pathfinder Roleplaying Game: Ultimate Intrigue and an organization’s list of favors can include traditional prestige awards.

Shared Fame

Sometimes situations should take into account the Fame values of multiple characters. This usually occurs when all the PCs continually operate as a single entity, such as King Arthur’s Knights of the Round Table, Robin Hood’s Merry Men, or Captain Kidd’s pirate crew. Instead of the Fame of individuals contributing to the Fame of a group, a group like this develops its own Fame; if you are a member of that group, you use its Fame instead of your own. If you and your allies are part of such a group, the Fame rules work the same, except the GM only tracks one Fame value for the entire group instead of individual values for each PC; each character’s actions that would increase or decrease the Fame contribute to that score. You still gain and spend your own Prestige Points, but use the group’s Fame for everything else. Actions that earn Prestige Points for multiple members only contribute once toward the group’s Fame.

Training

Though far from universal, it is common for organizations to provide training for their members. Scholastic and monastic organizations may require regular periods of training in order for a character to maintain their membership, with extended leave being taken as an affront. Failing to partake in training for an extended period may even result in expulsion under extreme circumstances. A member may not automatically succeed or advance in the organization through training and training should not be used as the sole source of advancement within an organization. Nonetheless, training is something that characters should want to engage in, a source of benefits for being part of the organization. If it is not engaging for your group, the GM can just omit this element.

Training Checks: Training checks are skill checks which can be attempted once per term or once per level to determine if a character gains Fame and Prestige within an organization (see Fame and Prestige Points for DCs). A character’s Fame score increases by +1 every time they successfully attempt a Training check, granting them 1 Prestige Point as normal.

Flunk: Organizations which provide training may reject characters who consistently fail to learn. If a character fails a certain number of consecutive Training checks (usually between 3 and 6), they flunk out of training, resulting in expulsion (see Leaving and Expulsion).

Leaving and Expulsion

A character can leave an organization at any time by simply alerting their superiors, if they fail to pay dues when they are due, or performs some act that scandalizes or otherwise harms the organization’s reputation (based on the GM’s interpretation of the act), they are expelled and their Fame score and Prestige Points are both reduced by 2d6. If the organization offers training, flunking out also results in expulsion.

Once a character leaves an organization, they can no longer spend Prestige Points on its benefits. If they were expelled, they might even lose access to some of the advantages and boons they had already acquired, at the GM’s discretion. A character can return to an organization they left voluntarily by paying the entrance fee again. A character who was expelled must also succeed at a Diplomacy check (DC = 20 + the character’s current Fame score) to get back into the school. This Diplomacy check can be attempted once per two terms.

Certain other penalties or dangers may fall upon those who repeatedly fail the organization. Evil organizations might send out agents to eliminate failed members.

Paragon Options: Representing a Style [3PP]

Many Organizations have a certain iconic style of fighting or activity which they prefer to represent their organization. A character may achieve prestige in a dueling academy for using the founder’s signature weapon type or may curry favor in a thieves’ guild by displaying a particular acumen for pickpocketing. Understanding and wielding that specific style as a member of the Organization allows a character to ascend the ranks as a Paragon, earning special favor as they display signature capabilities.

A faction may have up to 5 in any combination of feats or talents designated as Paragon Options. If a character has at least 1 Fame with the Organization, they gain 1 additional point of Fame in the organization for every Paragon Option they have selected for as long as they have that option. Paragon Options gained as temporary feats or talents or through items do not grant a character Fame in this way. Generally, it is suggested that Base Spheres be avoided as Paragon Options.

As an example, the Circle of the Flaming Eye is an Organization composed of psionic adepts tied to the Elemental Plane of Fire. The Circle’s Paragon Options are Plasma Production from the Creation Sphere, Temperature from the Nature sphere, Elemental Transformation from the Alteration Sphere, and the Cooperative Destruction and Arcane Fusion feats. A character who is a member of the Circle and has Arcane Fusion, Elemental Transformation, and Plasma Production gains 3 Fame Points for embodying the Organization’s vision through their abilities.

Sample Special Tasks [3PP]

Presented below are a number of unique special tasks which a character may be able to perform for an Organization to gain additional Fame.

Beast Catcher (+1 Fame): Once per term, you may hunt down and acquire a monster of a specific type with a CR greater than your level and bring it back alive to increase your Fame by +1.

Donate Treasure (+1 Fame): Once per term, if you donate a treasure that the organization finds valuable (which may be money, magic items, or research), your Fame score increases by+1. The donation must be worth at least 1,000 gp per point of Fame you currently possess.

Entreatment (+1 Fame): Once per term, you may work to turn a prominent figure into a sympathetic collaborator for the organization. Doing so requires a series of successful Diplomacy checks to improve the subjects' attitude to helpful. If the target’s starting attitude is unfriendly or hostile towards the organization, increase your Fame by +1.

Outreach (+1 Fame): Once per term, you may perform a task in the aid of a specific other group on the organization’s behalf to increase your Fame by +1.

Preserve Secrecy (+1 Fame): Once per term, you can claim the bounty on a spy, traitor, or other enemy of the organization who attempts to sell or share these secrets with a party outside the organization or nation to increase your Fame by +1.

Special Mission (+1 Fame): Once per term, if you successfully undertake a mission in the organization’s name (as determined by the GM), your Fame score increases by +1.

Sponsor (+1 Fame): Once per term, you can sponsor another member by paying their tuition for that term. You can only sponsor another member once per term and do not gain Fame for doing so if your Fame score is 30 or higher.

Substantiated Report (+1 Fame): Once per term, you can increase your Fame score by revealing a legitimate threat to the organization which you have uncovered.

Superiority of Style (+1 Fame): Once per term, you can partake in a public duel (using either the dueling rules on Ultimate Combat 150 or a special encounter organized at GM discretion) against a non-ally who represents another organization and whose CR equals or exceeds your character level. If you win the duel, you demonstrate that your style or order is superior and your Fame score increases by +1.

Tutelage (+1 Fame): Once per term, you can spend a month training or educating other members of your organization to increase your Fame score by +1.

Sample Awards

Listed below are some example Awards that characters may obtain once they reach a certain level of Fame within an organization. Each organization should generally offer between 3 and 5 Awards for milestones in Fame.

Infirmary Access (5 Fame): As long as you are able to rest in a structure controlled by your organization, you and a number of allies equal to your Fame score divided by 5 can receive basic magical healing for free. When you use this ability, you and your allies heal damage overnight equal to your Fame score. You can gain these benefits a number of times each week equal to your Fame score divided by 10 (minimum 1).

Well-Connected (5 Fame): You can spend a day hobnobbing with the organization, gaining a +2 circumstance bonus on a Bluff, Diplomacy or Knowledge check attempted within the next day. This bonus increases by +2 for every 20 points of fame you possess beyond 5.

Proven Innocent (20 Fame): Your allies are willing to construct an alibi for you once per term or per level. The alibi can take the form of false testimony, forged paperwork, or other misleading evidence, as needed. A successful Linguistics, Perception, or Sense Motive check (as appropriate for the evidence type) disproves the alibi. The DC is equal to 5 + your Fame score.

Special Customer (20 Fame): You may purchase two specific types of item (such as spell engines, apparatuses, or marvelous items) at a 10% discount while within an area of your organization’s influence. The types of items are based on the organization.

Back from the Dead (35 Fame): Your fame has reached a point where you can request a single resurrection (as the Resurrection advanced talent from the Life sphere) from your organization at some point free of charge. This can be for a trusted ally who fell in combat, a beloved NPC, or even for yourself. Once you use this benefit, you must pay normally for subsequent resurrection effects.

Secret Safehouse (35 Fame): You gain access to a safe house stocked with items worth up to 100 gp anywhere your organization has available agents. Objects in the safe house and the safe house itself cannot be located by any divination of less than 6th level or any non-advanced talents. You can restock the safe house or set up a new safe house in place of the old one once per term or per level.

Warden (35 Fame): Within an area under the control of your organization, you hold enough respect that you can arrest, detain, and confiscate possessions from any common citizen you suspect has committed or is committing a crime. This right does not apply when dealing with nobles, aristocrats, political figures, or those who have ranks or titles similar to or greater than your own.

Valued Member (35 Fame): All allies of your organization have a starting attitude of helpful toward you unless they would normally be hostile toward you (in which case they are still hostile).

Head (50 Fame): You become one of the leaders of your organization and no longer need to pay dues—every time you would normally pay dues, you instead earn that amount of gold as your salary.

Common Prestige Awards

The following types of Prestige Awards can be provided by any type of organization. In addition to these, most organizations also offer unique Prestige Awards.

  • Borrow Resources (special): Many organizations allow members in good standing to borrow money or items for short periods of time. PCs can borrow money or items worth a total amount equal to 12 gp x their Fame score with the organization x the number of Prestige Points spent on this Prestige Award). If the PCs do not repay the loan in a timely manner, they risk losing Prestige Points or Fame. Typically, the PCs cannot borrow resources from an organization if they have outstanding debts, and some organizations require collateral. Organizations are more likely to have items that are relevant to their own interests—a mercenary group might loan weapons and armor, but not holy symbols or arcane books, for example.
  • Financial Aid (1 PP): You do not have to pay Dues for 1 Term.
  • Gather Information (1 PP): The PCs can ask several members of the organization to assist them in gathering information about a particular subject, and gain a +4 circumstance bonus on all Diplomacy checks to gather such information or on a single Craft, Knowledge, Linguistics, or Spellcraft check.
  • Put in a Good Word (special): The organization promotes the PCs’ reputation among its allies. The PCs gain a number of Fame points equal to the number of Prestige Points spent on this Prestige Award with one of the group’s allied organizations. This increase in Fame does not grant Prestige Points.
  • Ritual Transcription (special): For 1 PP per ritual level, you can have a ritual of your choice transcribed into your ritual book at no cost. The organization must have access to that spell.
  • Skill Specialization (1 PP): One skill (usually one used in the Organization’s Training checks, or another appropriate skill if the organization does not offer training) immediately becomes a class skill for the PC. If the PC gains that skill as a class skill from any other source (before or after purchasing the prestige resource), they gain a +1 competence bonus on those skill checks.
  • Spherecasting (special): The organization can perform various spherecasting effects for its members. The cost of the effect is 1 PP if it requires only the base sphere or a single feat (such as Counterspell), with the cost increasing by 1 PP for every additional talent or feat required to create the effect. An organization cannot grant sphere effects that require advanced talents unless they possess members with those advanced talents, in which case the cost of the effect increases by 5 PP for every advanced talent used. A spherecasting effect which uses advanced talents must have a caster level equal to or exceeding the minimum caster level needed to take that advanced talent. The caster level or MSB of the effect is 1 but can be increased by 1 for every additional PP spent. For example, a CL 5 restore effect benefiting from restore senses would cost 6 PP.
  • Unexpected Reciprocation (1 PP): Your time with the organization has provided you insight through overheard conversations or local rumors You gain a +4 luck bonus on a single skill check. You must use this award before you attempt the check in question.
  • Well-Connected (2 PP): For 24 hours, the character gains the benefits of a single Faction sphere talent they do not possess. A character must possess the Faction sphere to use this Prestige Award. The talents that can be granted depend on the organization. Typically, there are between two and five distinct bonus talents that an organization is capable of granting.

Unique Prestige Award Options

Presented below are several other custom Prestige Award options that organizations could present to their members. Any given organization should have between two and four unique Prestige Award options. Some of these unique Prestige Awards are quite powerful and offer permanent benefits to characters, so their use within an organization should be subject to GM approval. Benefits from Prestige Awards are permanent for as long as you remain a member of the organization.

  • Aristocratic Contacts (5 Fame, 1 PP): You can call upon the connections of the organization to get a low-level aristocrat to write you a letter of introduction, provide an alibi by claiming you visited the aristocrat for up to 8 hours on a particular day, or otherwise provide simple assistance.
  • Factional Feud (5 Fame) [3PP]: Choose up to two organizations (including the organization that you are a member of). You gain a +2 sacred or profane bonus on attack and damage rolls against members of that organization.
  • Indoctrination (5 Fame) [3PP]: Whenever you attempt a Will save against a charm or compulsion spell cast by anyone who is not a member of the organization, you may roll twice and take the better result.
  • Reciprocal Benefits (5 Fame, special): The organization leverages its ties to one of its close allies for the PCs’ gain. The PCs can purchase a benefit from the benefits list of a closely allied organization by expending two additional Prestige Points. Treat the PCs’ influence rank with the allied organization as 1 lower than their rank with the initial organization.
  • Sectarian Magic (5 Fame) [3PP]: Choose an alignment. For the purpose of your abilities, you may treat all members of your faction as being of that alignment. For any other specific factions, you may treat members of that faction as being a specific alignment of your choice (one alignment per faction).
  • Bonus Feat (10 Fame, 10 PP): You gain a single feat that the organization can grant and that you meet the prerequisites for as a bonus feat. Typically, there are between three and five distinct bonus feats that an organization is capable of granting.
  • Bonus Talent (10 Fame, 10 PP): The character gains a bonus magic, combat, or skill talent that they meet the prerequisites for. This may include advanced, legendary, or exceptional talents if the organization has access to these talents. Typically, there are between six and ten distinct bonus talents that an organization is capable of granting.
  • Brimstone Conversion (20 Fame) [3PP]: When you use channel energy, a spell, or a magic sphere effect that deals damage in an area, you may exempt any number of creatures that belong to this faction from this damage. Other creatures in the area can pledge their service to the faction as an immediate action in order to stop from being damaged by the effect. The pledger cannot take hostile actions against members of the faction for 24 hours. Such a pledge may alter a creature’s alignment, in which case it can only be undone by an atonement or similar effect. If you have the ability to apply different effects to different targets of an effect (such as through the Selective Admixture feat), you may change which effect is applied to a pledger after they make their pledge.
  • Building a Tolerance (20 Fame, 10 PP): You gain immunity to one of the following depending on the organization: magical aging, magical sleep, paralysis, a specific type of disease or poison, or another effect at GM discretion. Certain organizations may provide multiple benefits which can be purchased this way.
  • Commission Magic Item (2 PP): You can commission the crafting of a magic item using organization contacts and allies. Doing so reduces the time needed for the item to be crafted by 1d3 days (minimum of 1 day to craft an item) and reduces the total cost of the item by 10%.
  • Sanctified Target (20 Fame) [3PP]: Other members of the organization gain a +1 bonus to their caster level when casting spells with you as the only target.
  • Enhancement (30 Fame, 20 PP): You earn the right to undergo a special ritual that allows you to permanently reduce any ability score of your choice by 2 points in order to gain a +2 inherent bonus to any other ability score of your choice. You can only gain the benefits of this ritual once.
  • Gather Crowd (10 Fame, 1 PP): You can gather a crowd of onlookers within 1d6 hours of claiming this award. These onlookers are commoners (use the statistics for a pig farmer in Pathfinder RPG NPC Codex). The crowd occupies a number of squares equal to your Fame score. Those in the crowd have an initial attitude of indifferent toward you. The crowd lingers for a number of minutes equal to your Fame score before growing bored and leaving (unless you catch their attention with a rousing speech or in another way).
  • Mob Justice (25 Fame, 3 PP): You can gather a crowd as per the gather crowd award above, but the crowd is friendly toward you. You can ignore any penalties on your Diplomacy checks when requesting dangerous aid from the crowd or aid that could result in their punishment.
  • Offer You Can’t Refuse (35 Fame, 5 PP): You call in a special favor with a specific individual. The favor can directly or indirectly raise your influence with one target organization or character (or improve the attitude of one character) by two steps for the purpose of one request. If you use this ability on a character, her CR must be less than or equal to your character level. Depending on the nature of the organization, this attitude shift might be the result of your enterprise’s services, bribery, blackmail, extortion, intimidation, mindaffecting drugs, or magic, subject to the GM’s discretion.
  • Privileged Meeting (35 Fame, 2 PP): You use your reputation to gain a private audience with a powerful individual such as a queen, general, high priest, or guildmaster.
  • Research Grant (20 Fame, 5 PP): The organization helps pay for a spell, technique, or item you wish to create. The total cost of the research or item creation is reduced by 25%.
  • Virulent Mysticism (20 Fame) [3PP]: Add your Intelligence, Wisdom, or Charisma modifier to MSB checks made to overcome spell resistance or dispel magical effects.
  • Quiet Passage (10 Fame, 5 PP): You secure anonymous passage between any two locations friendly to the organization. This takes the same amount of time as normal travel.
  • Virtuoso (50 Fame, 10 PP): You have become a diva, idol, or star performer, or otherwise achieved a level of fame that even your fellow performers are jealous of. Your self-confidence gives you a permanent +2 morale bonus on all Will saving throws against mind-affecting effects. Your reputation has the effect of the Social Clout talent of the Faction sphere on NPCs you meet who live in or frequent a settlement where you have performed in the past year. At the GM’s discretion, a character with a special interest in your manner of performance is automatically two steps friendlier to you.

Quick Organization Capability Shifts

The Kingdom Building rules in Pathfinder Roleplaying Game Ultimate Campaign and the Faction rules in Legendary Games’ Ultimate Kingdoms both present mechanics for how an organization might develop and change over time. However, not all GMs may be interested in learning and implementing an entire subsystem to reflect how a guild, gang, or church is affected by the players’ actions. The Organization Capability Table presented below offers quick suggestions to determine how an organization’s assets and standing are affected by the PCs’ engagements.

Whenever the party or another related group partakes in a significant event which might help or hinder the organization, the GM may roll on or choose from the following table to determine the impact on the organization. Consider choosing another result nearby on the table if you roll one that is not suitable for the situation or the organization. Knowing the faction’s secret goals or detailed operational secrets should allow player characters to target their meddling in a way that they can produce a desired disruption to the faction’s operations, rather than determining it randomly. Depending on how helpful or hurtful the players were to the organization, the GM may assign a modifier of up to +4 or -4 on the d20 result rolled to determine the outcome. (Higher bonuses help the organization fare better; penalties make it more likely the organization will suffer.)

Keep in mind that certain decisive actions related to the progression of the campaign’s plot may not be appropriately handled by randomizing this way (for example, the complete and utter dissolution of a gang may be more appropriately resolved by a GM decision). Generally, any effects from the table should last for at least 1 week, but potentially as long as 1 term in longer-duration campaigns.

D20 result Effect
1 or less The defeat ravages the morale of the organization, causing them to struggle in the fight ahead. (Organization members and affiliates take a -2 penalty on all attack rolls and skill checks. This is a mind-affecting emotion effect.)
2 The chaos leads to the organization becoming more paranoid and insular. (Characters lose 5 points of Fame or 1 rank of influence with the organization.)
3 The organization’s resources are temporarily frozen. (Characters may not gain favors or Prestige Awards from the organization.)
4 Dangerous information is exposed about the organization that their enemies may exploit. (Each creature making an attack roll or skill check against the organization or its members may gain a one-time +4 bonus to their roll.)
5 The organization struggles with a crisis of leadership as a prominent figure disappears or is challenged. (Encounters with the organization have fewer participants, enough of a change to reduce CR by 1. Favors from the organization cost 1 additional Favor or PP.)
6 The organization loses sympathy in the eyes of the public. (NPCs are one step less friendly towards organization members and affiliates.)
7 Additional organizations exploit the disarray of the event to violently seize control of the situation (encounters contain additional creatures, oftentimes neutral towards the organization and potentially hostile towards the PCs, enough to increase the CR of the encounter by 1).
8 A powerful enemy has taken notice of the organization and is acting against them (in encounters involving the organization, add additional creatures opposing the organization, enough to increase the CR of the encounter by 1).
9-12 The organization remains in a position overall similar to before the event (A -1 penalty and +1 bonus to two different skills for members of the organization related to the event.)
13 The organization gains crucial information that it may utilize. (Each creature making an attack roll or skill check when aiding the organization or its members may gain a one-time +4 bonus to their roll.)
14 The organization has gained the assistance of powerful allies. (Encounters with the organization and teams deployed as allies have additional members, enough of a change to increase the encounter’s challenge rating by 1.)
15 The organization endears itself in the public eye. (NPCs are one step more friendly towards organization members and affiliates.)
16 One of the organization’s enemy organizations is temporarily unable to carry out normal operations. (Characters may not gain Favors or Prestige Awards from another organization which opposes this organization.)
17 The organization’s recent affair offers opportunity for rapid promotion. (Characters gain 1 additional rank of influence or 5 additional points of Fame if they gain Favor or Fame with the organization within the next week.)
18 The organization is better able to fortify its position and protect its members. (Organization members and affiliates gain a +1 morale bonus on all saving throws.)
19 The organization experiences a sudden influx of wealth or resources which it is willing to share with the party. (Favors from the organization cost 1 fewer favor or PP or 2 fewer authorizations, minimum 1 favor or PP.)
20 or more The victory emboldens the organization’s members, enabling greater successes. (Organization members and affiliates gain a +2 morale bonus on all attack rolls and skill checks.)
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Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres Treasures: Weapons and Tools The Wraith ClassU
Wild Magic Woodfaring Adventures Worlds of Power The Youxia's Handbook
Bestiary: Fey and Feyfolk The High Magic Handbook Realmwalker's Handbook Bestiary: Fiends of the Cosmos
Adventures
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

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