05 - Player Organizations
  1. Notes

05 - Player Organizations

Rules

General Information

Creating a new Organization

To found an Organizations you first need to establish the following:

  • Check out the list of existing Organizations. To see if there's any that already has the same concept.
  • name for the new Organization.
  • The names of the founder characters. Two active characters from different players.
  • Themes. Three words minimum to describe the goal or service the new organization provides.
  • Define your skill focus. Choose 6 non-Lore skills and 6 Lore skills. For each venture, skills will be randomly selected from these pools. If you need help choosing specific Lore skills, check out this list.

Once you are ready, ping a GM in #organization-recruitment and show them your idea. After approval, they will generate a 1st-level venture in #downtime. Upon completion, congratulations, your organization will be founded and you get the benefits outlined in the chart below for level 1!


General rules

  1. No player can have two active characters as member of the same organization.
  2. Only members can benefit from the Organization Traits, unless specified otherwise.
  3. Players are in charge of establishing how the Organization makes decisions, and how Traits or Events are picked. In case of conflict, an admin might intervene and call for a vote.
  4. Members, level and Traits will be tracked in the wiki. Members are responsible to keep these up to date.
  5. No character can be expelled from an Organization without that player's consent (unless they are inactive/retired). If there's any conflict, please get in touch with an admin.

Joining and leaving an Organization

Members and/or founders can allow or deny access to their Organization. If you wish to join a particular Organization, feel free to ask in #organization-recruitment. Once an official member, you can benefit from every trait it has. You can choose to leave an Organization at any point. If you do, you immediately stop benefitting from any of its traits. If your character had access to feats, archetypes or companions/familiars through an Organization trait, you immediately lose them and must retrain out of them (or get another companion). If you don't have enough DT to make the required changes at that point, you automatically enter DT debt. Characters retired (voluntarily or due to inactivity) have their membership revoked.


Abandoned Organizations

Once the number of members for an Organization drops below the minimum three, due to retirements/deaths, the last members receive a notification from the GMs. They will have 2 weeks (real time) to seek out a new partner. If they decide to abandon it too or cannot find a new partner, the Organization is officially disbanded and their channels archived.

Public records are kept about abandoned organizations and, in the future, any three characters can decide to reopen them. The reopening requires a new venture.

Expansion & Progression

Player Organizations expand as First Landing grows. Their development is indicated by the Organization Level, and it increases through the completion of downtime projects known in this server as ventures. Organizations cannot reach a level higher than First Landing.

To create an Organization Venture:

  • The DC of each venture scales with the Organization Level (standard DC per level).
  • The DT day goal also scales with the Organization Level (10*{level+2}).
  • To determine the main skills for each venture, first roll two d7s. On a 1-6, pick the corresponding skills from the Organization Skill list. On a 7, you must pick any non-Lore skill not on the list of Organization Skills.
  • Roll an additional d7 to generate the venture's Lore skill. On a 7, you must pick any Lore skill not on your list.
  • Contact an available GM to verify the above details and generate the venture on the server bot.

Upon foundation, the Organization reaches level 1. It immediately gains the following:

  • One IC and OOC channel, controlled by the founders. Privacy and access restrictions are set by them.
  • An announcement in #global that informs the community of the newly formed First Landing Organization.
  • In-game, the new Organization will receive, from the Explorers' Guild, a small building in town as main headquarters. Founders can freely give it any flavor or theme they like. This could be a guild hall, a clubhouse, a dormitory for members, or all of the above. The level of your organization roughly corresponds to the size and complexity of this HQ.
  • A server role with a custom org emoji to append to member names.
  • Your first minor trait.
  • A page in this wiki to track details, members and benefits. This must be kept up-to-date by its members!

There are two kinds of Organization benefits past level 1:

  • Traits. These are assets, building expansions or connections that grant a mechanical benefit to the members of the Organization. There are two types of Traits: minor and major. Choosing a major trait does not require its minor counterpart. If you already have the minor version, the major one replaces it and, in addition, the Organization immediately receives a different minor trait.
  • Events. Opportunities for the Organization to achieve a narrative benefit, discover a new world element, change First Landing or shape relations with a New World faction in a meaningful way.

The table below indicates the benefits Organizations gain as they advance in level. Before a new venture can be generated for the next level, all of the organiation's unlocked traits must be chosen, including any new benefits gained from previous unlocks. In the case of a previous venture having granted an event, then it must either be resolved or skipped before the next venture begins.


Org level

DT goal

Benefit

130Foundation + Minor trait
240Event
350Minor trait
460Event
570Major trait
680Event
790Minor trait
8100Event
9110Minor trait
10120Major trait
11+130Event


Back to the first entry

List of traits


Note: Traits with Catalogues

Some traits ask you to add options to a Catalogue. These are shared lists custom-built for each Organization that grow as it levels up. Different Traits grant Catalogues that increase at different rates. Normally Minor Traits let you add items every two Organization levels, and major traits at every level. You choose what gets added to the catalogue when gaining the trait, or when your Organization levels up. The standard limitations for selection are that you cannot choose Rare or Unique options, and you cannot choose an item above the level of the catalogue slot, though these may change based on the trait. Upgrading an existing Minor Trait that grants a Catalogue with its Major version simply lets you "fill the gaps" with additional options. Once picked, the choices are permanent.

campaigns%2F42157%2F1aebc9d0-21e9-4c5e-886e-2b48ce4a6117.png?webpfallback Training Grounds

This expansion provides members a place to train, study or learn new techniques. Reduce the downtime cost of Retraining.

Minor. The downtime cost for Retraining a 7 day task is reduced to 5 DT. The downtime cost for Retraining a 28 day task is reduced to 21 DT.

Major. The downtime cost for Retraining a 7 day task is reduced to 2 DT. The downtime cost for Retraining a 28 day task is reduced to 14 DT.


campaigns%2F42157%2F25e57af5-ebbf-454b-9cd3-cfd75cdeb74e.png?webpfallback Supplies

The Organization has struck a deal with an outside supplier, or is able to manufacture raw materials.

Minor. Members get 5% off the base price of an item created with the Craft activity while in town.


campaigns%2F42157%2F790af1cb-7d81-40af-9108-fc1f06ebdc1b.png?webpfallback Adventuring Kit

A patron provides specialized equipment for members that venture into the unknown. This trait grants each member a single free item from the trait's Catalogue, no higher than their own character level, with the consumable trait every time they go on a quest. This item is temporary, lasts until the quest is over, and cannot be used while in town or during special events. For the Catalogue, you can only choose common items, or uncommon items you have access to through other Traits. If you add a scroll to the Catalogue, you must choose a specific spell with a set level.

Minor. For each two levels, add one item of up to that level to the Catalogue. At level 1, add a 1st-level item. At level 3, add another item of 3rd level or lower, and so on.

Major. For each level, add one item of up to that level to the Catalogue.


campaigns%2F42157%2F6d7c39f8-73fd-47d5-9e8e-615b58474bd0.png?webpfallbackDiscount

Expertise or advanced equipment lets members of the Organization buy a selected collection of items at a discount, chosen from a Catalogue. You can only choose common items. Members of the Organization can purchase those items in town for a discounted price.

Minor. For each two levels, add either two consumable items or one permanent item of up to that level to the Catalogue. At level 1, add a 1st-level item. At level 3, add another item of 3rd level or lower, and so on. Reduce their price by 10%.

Major.  For each level, add either two consumable items or one permanent item of up to that level to the Catalogue. Reduce their price by 25%.

campaigns%2F42157%2F71e8fe33-6f81-4e3a-938f-8ab2dc821c2b.png?webpfallback Hireling

A new arrival has decided to join your Organization and offer their expertise to the cause. Your Organization gains a Hireling at no cost. They will obey the Organization's commands, and will even join members in quests. If the command puts them in danger they can refuse to aid or immediately activate their Recaller. Every time the Organization levels up, you can choose a replacement. They get the basic equipment necessary to carry out their task for free, although players cannot sell it or benefit from it.

Minor. You get a Hireling (Unskilled). Their proficiency modifier is equal to to the organization's level.

Major. You get Hireling (Skilled). The skill is chosen when you pick the trait, and every time you get a replacement. Their proficiency modifier is equal the organization's level, and their proficiency for their expert skill is the organization's level +4.


campaigns%2F42157%2F5cec1cfd-ab9c-444f-bd2f-cdd6fbe7ea92.png?webpfallback Curiosities

Your organization begins stocking a small shop or negotiates access with the guild, listed in a Catalogue. Items on the Catalogue are available for purchase at their listed price (listed on AON) and in effectively limitless quantities and any proceeds from the sales are ultimately lost through contracts, manufacturing fees, and other expenditures. This is primarily about Access. You may choose to list the shop publicly or keep access to organization members only, changeable at your whim. Items chosen for the catalogue must be Uncommon by default.

Minor. For each two levels, add either two consumable items or one permanent item of up to that level to the Catalogue. At level 1, add a 1st-level item. At level 3, add another item of 3rd level or lower, and so on.

Major. For each level, add either two consumable items or one permanent item of up to that level to the Catalogue.

campaigns%2F42157%2F62df932f-c55a-4440-90c3-618bf8fa1464.png?webpfallback Research

Your organization discovered something new, or imported information from contacts in the Old World. You get an amount of Research Points you must spend to choose any Uncommon character option. Each type has a different cost and you can select from multiple types. Members treat the chosen Uncommon options as Common. 

TypeSpellFeatAnimal Companion or FamiliarArchetype (Dedication or Class Archetype)
Research Point cost1223

Minor. You get 4 Research Points.

Major.  You get 8 Research Points.

campaigns%2F42157%2Fc78e7956-c28d-473c-af11-97272d709102.png?webpfallback Employer

Your organization can allow its members to earn income with skills beyond the standard options. You may optionally allow non-members to take advantage of this trait. This trait may be selected more than once, however a different skill must be chosen each time.

Minor. Choose any skill. The Earn Income Downtime activity may be taken by any with access, following the normal rules of that activity.


campaigns%2F42157%2Fafcef454-710b-4fe7-a5ec-0046af491d13.png?webpfallback Expertise

As the premiere organization of experts within First Landing, you provide a boost to members that operate within your field when they can consult with the organization. Choose a single skill. While within First Landing, members gain a circumstance bonus to skill checks of that type. This trait may be selected more than once, however a different skill must be chosen each time.

Minor. +1 bonus

Major. +2 bonus


(More traits to be added later: outpost, methods of travel...)

Back to the first entry

Events

Events are meant to be RP-focused fun activities that promote your organization or allow you to shape the world in a less mechanically restricted way. Events are left vague and open to interpretation and should primarily be player-run. If you need a GM to run NPCs or make suggestions, ping one for help. When you unlock an event level, players are in charge of setting up the event. GMs will provide approval and guidance but ultimately players devise and run the events.

As it may not be in the interest of all organizations to pursue an event as a reward, they are not a mandatory.part of organization advancement. Whether or not you choose to do so, the decision must be made and any event must be resolved before advancing to the next org venture. Advancement is optional! Your organization is free to take as much time as you like to decide whether you want to create an event and what you will do if you intend to.



How to organize the event

  1. Decide between members what the event is. You can create a goal and determine the event in advance, or you can roll on a random table for inspiration.
    Event advice: Events should be fun! Whether they are troubles or triumphs, the primary aim of the event should be something that the members want to roleplay. Events should be meaningful, and have stakes, even if those stakes are just narrative. "Perform the best circus show that we can." "Secure supplies for the Consortium." "Clean up the streets after the plushies invaded." are all examples of public events that could impact First Landing or the organization, whether the event succeeds or fails. Events should be something special, something beyond the day to day activity of the organization. Focus less on mechanical rewards/consequences and more on the narrative power provided to you to shape First Landing.
  2. Ping a GM, and they will approve your event. If they do not, they'll explain why and help suggest something more appropriate.
  3. Decide on how to want to achieve it. You can ask for a GM to RP a NPC for a scene or form a party for questing. You can also organize a special event in town, and ask a GM to announce it in #global and open channels for RP. In either case, org members are in charge of directing the event, and GMs will voluntarily provide guidance. Don't hesitate to make waves! Events are your chance to have the spotlight but be aware that has the responsibility of a lot of eyes on you.
  4. If an event happens in town, they can last no more than a month (real time) and there cannot be two town events happening at once. You can, however, organize an event together with another org. If the event happens on a quest, there are no such limitations.
  5. Remember that a goal isn't always guaranteed to succeed. Part of planning is deciding stakes and likelihood of success. Simply achieving something without working for it is not as fun as overcoming some trial to make it happen. But similarly, it isn't fun to just fail and fail over and over! Give yourself some good chances to succeed AND fail, and learn more about your characters and your organization.

Examples of goals

  • Alter town appearance/details.
  • Shaping relations with world factions.
  • Unlock quest hooks
  • Discover rare objects - find access to something you've been unable to via other routes.
  • Finding a meaningful piece of New World lore.
  • Circus.
  • Mini-games.
  • In-town “questing”.
  • Inviting existing NPCs to town.
  • Find new places of interest in the world map.

Notes