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Nations

Page history last edited by Huitzil 13 years, 8 months ago

Nations are large groups of mortals who follow one or more Hopeful, placing their hopes and trust with them; they lift and empower the spirits of their members by letting their light of hope shine brighter and closer together. To form a Nation, a nakama must first have followers who believe in them, at least 50 or so. Each member of the nakama must then purchase the Nation merit (***) to represent the initial effort they invest into it. A Nation is a group of people who need the Princesses who lead it, whether they need its direct assistance or simply need to believe in it. If its leaders fail, those people are going to suffer. But I haven't decided what the mechanical effect of this would be.

 

Nations have Attributes, Spheres of Influence, and membership privileges. A Nation's three Attributes are Capability (Power), Knowledge (Finesse), and Authority (Resistance). Its Spheres of Influence represent areas in which it is particularly powerful or types of people with whom it has particular pull; there is no fixed list of possible Spheres of Influence, but generally they will be the same kinds of things as can be named with the Allies, Contacts or Status Merits. Membership privileges are special benefits granted to the members of a Nation, either to all members or just the royalty who lead it. A Nation performs actions by rolling the appropriate Attribute + Sphere of Influence; membership privileges are not rolled. Organizations that are not Princess-led nations can be modeled with the same rules, but never have supernatural membership privileges.

 

All non-royalty members of a Nation may purchase dots in the Nation Loyalty Merit, which acts as Status within the Nation and has additional benefits (The royalty of the Nation don't need to buy up Nation Loyalty, they have it by virtue of running the enterprise). The first dot of Nation Loyalty merely allows a character to purchase the Nation's members as Allies or Mentors; the second, third, and fourth dots of Nation Loyalty grant access to the Nation's corresponding membership privileges; the fifth dot allows a mortal to gain the Sworn minor template.

 

Nations start with 3 dots in one attribute, 2 in another, and 1 in the last one. They have no Spheres of Influence or membership privileges by default. When you buy membership privileges for everyone, the first one is reserved for people with 4 dots of loyalty. When you get a second one, the most expensive one is the 4-dot loyalty privilege, and the least is the 3-dot. Then when you buy a third, the least expensive one becomes the 2-dot privilege. For membership privileges past the third, you can assign them to any loyalty level so long as the value of the 3-dot privileges don't exceed half the 4-dot ones, and the 2-dot ones don't exceed half the 3-dot ones (rounded up). You can always have at least one privilege at each dot level even if they would be above the maximum, so long as the cheapest ones are the lowest ranked.

 

Nations are ranked according to their size, from Tier 2 to Tier 5 (A Tier 1 Nation would just be a normal nakama, with no other benefits. A Tier 2 Nation is a small group of followers, up to maybe a hundred or so individuals, only enough to exert local influence. A Tier 3 Nation has enough followers to be able to exert  regional influence, spread out enough to work over the area of a state or province. A Tier 4 nation has spread further, able to influence things over a much wider area, affecting things on a country-wide scale. A Tier 5 Nation has significant global influence; its followers and presence can be found everywhere.

 

Attributes, Spheres of Influence, and Membership Privileges must be purchased directly with XP, either from its royalty, or from the Nation itself if it has the Palace membership privilege. As a Nation expands in size, the costs for each ability go up; the same amount of resources are stretched further to cover a wider area.

 

Nation Size
Attribute
Sphere of Influence
Royalty Privilege
Universal Privilege
Ability Cap
Tier 2
7
5
3
5
5
Tier 3
9
7
5
7
6
Tier 4
11
9
7
9
7
Tier 5
13
11
9
11
8

 

The number listed for attributes, Spheres of Influence and privileges is the cost per each dot of the listed ability; the Ability Cap is the maximum number of dots a Nation of that level may have in any given ability.

 

When a Nation expands in size, all of its ability dots are refunded, then its abilities must be bought back at the new, higher cost. Should it work like this? It doesn't seem right that advancing a world-spanning organization costs as much effort as a local fan club, but it also doesn't seem right to reward Nations for expanding by lowering their stats.

 

Membership Privileges

 

- Bolster Attribute (*****)

Name an attribute. All eligible members increase that attribute by 1, up to their normal maximum attribute value. If this bonus attribute dot would increase a character's attribute beyond their normal maximum, it becomes a Transformed dot; if the character has no Transformed attributes or their Transformed attributes are already at the limit, the extra dot is lost.

 

- Teach Attribute (***)

Name an attribute. All eligible members may purchase new dots in that attribute for (new dots) x3 XP, instead of (new dots) x5.

 

- Bolster Skill (**)

This privilege works in the same manner as Bolster Attribute, but for a dot in a chosen skill instead of a chosen attribute.

 

- Teach Skill (*)

Name a skill. All eligible members may purchase new dots in that skill for half price.

 

- Grant Specialty (*)

Name a skill specialty. All eligible members with at least one dot in the associated skill may use that skill specialty.

 

- Soothe Conscience (****)

All eligible members gain +1 to degeneration rolls -- though certain acts that cause degeneration rolls may cause someone to lose membership in the Nation!

 

- Teach Redemption (**)

All eligible members may purchase dots of Morality or Belief for an amount of XP equal to the new dot rating, instead of (new dots) x3.

 

- Teach Determination (***)

All eligible members gain a dot of Willpower over their normal maximum. Lost dots of Willpower may be bought back for 6 XP instead of 8.

 

- True Grit (**)

All eligible members gain an additional Health box over their normal maximum.

 

- Teach Charm (****)

Name a Charm family. All eligible members treat that Charm as an affinity Charm, and members who already have an affinity for that Charm buy new dots in it for (new dots) x4 instead of (new dots) x5. Princesses (not Sworn) who already bought dots in the Charm before gaining this discount are refunded the difference between the cost they paid and the new reduced cost as Perfected Experience after 2 lunar months of membership. If purchased as a universal membership benefit, only members with access to Charms (namely, Sworn and subordinate Princesses) get its benefits.

 

- Sovereign Authority (***)

Choose Capability, Knowledge or Authority. When an eligible and duly empowered member makes a roll while acting on behalf of the Nation, he may substitute the National Attribute (if it is the appropriate attribute for the roll) for his own attribute or skill, and add dots in an applicable Sphere of Influence to the roll.

 

- Practical Prowess (***)

When eligible members spend Wisps on Practical Magic, they gain an increased benefit. If this privilege is purchased once, then eligible members gain an additional bonus to rolls on which they have used Practical Magic equal to half the Wisps they spent for it, rounded down (thus, 1 Wisp is still +1, 2 Wisps are a +3 bonus, 3 Wisps are a +4 bonus, etc.)

If this privilege is purchased twice, the bonus from Practical Magic instead increases by +1 for every Wisp spent.

If this privilege is purchased three times, the bonus from Practical Magic increases by +1 per Wisp, AND members gain an additional bonus to Practical Magic rolls equal to half the Wisps they spent. (1 wisp grants a +2 bonus, 2 wisps grant +5, 3 wisps grant +7, etc.)

 

- Common Invocation (**)

Name an Invocation. All eligible members may apply that Invocation to any Charm they cast as if they knew it, and members who do actually know it may add it to a Charm without it counting as an Invocation for the purposes of increasing its Wisp cost.

 

- Practical Recovery (***)

At the end of each scene in which an eligible member uses Practical Magic, they roll one die per Wisp spent on Practical Magic and regain one Wisp per success.

 

I know I argued for having royal-only privileges, but they might break the costing system.

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