2008 socioeconomic system


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2008 socioeconomic system

The Socioeconomic System

Support Points
The socioeconomic system is designed to be both easy and dynamic. As a character goes up in levels they will gain “Support Points” (See Support Points Chart below and note that each 20 level segment follows the same pattern). These points can then be used to create organizations that gather, refine, and protect resources. The way that this is accomplished is through giving support points to another individual (who becomes the leader of an organization) or directly to an organization as a whole. Supporting an organization does not denote any sort of loyalty to that organization. It merely denotes that you help the organization in some way in their activities. This may be as menial as swinging a pick-axe in a mine or as detached as designing the support structures of the mine.


Level Savage Non-Human Non-Human Privileged Non-Human Savage Human Human Privileged Human
1 1 1 1 1 1 1
2 1 1 1 1
3 1 1 1 1 1 1
4 1 2
5 1 1 1 1 1 1
6 1 1 1 1
7 1 1 1 1 1
8 1 2
9 1 1 1 1 1
10 1 1 1 1
11 1 1 1 1 1 1
12 1 2
13 1 1 1 1 1 1
14 1 1 1 1
15 1 1 1 1 1 1
16 1 2
17 1 1 1 1 1
18 1 1 1
19 1 1 1 1 1
20 1 1 1
Total 7 10 14 15 20 24

When support is given, the character must pledge all of their support points to the same person and/or organization. For example: When Gilford (A level 20 human) pledges his support to Aremis, the leader of the Order of the Crimson Hand, he is giving all 20 of his support points to the Order of the Hand and Aremis as its leader. All support points are spent via a private voting system. A character declares where they will allocate their support points at the end of each event if they so choose.

Individual Action: Stealing from a Territory

If a character decides they do not wish to join an organization, they may use their support points to attempt to steal resources from a territory. The number and type of resources gained through this method are determined by the stability of the target territory and the number of support points the character has. With this opportunity also comes risk. There is a chance that the thief will not be successful and there is also a chance that they may be identified. Some path or discipline skills may increase a characters chance at success. A character attempting to steal from a territory has roughly a 40% chance of being successful.

Organizations
An Organizations purpose is primarily an economic one. They are responsible for gathering, refining, trading, and protecting resources. An organization can be a guild, a union, an association, a society, a league, a federation, a company, etc. Even an individual can be considered an Organization if that individual has enough others supporting them. For example:

Lydia, Tyris, and Borus trust that Snilch can get them the steel they need on a consistent basis. They have no loyalty to Snilch nor do they know where he gets the steel. They just know that he gets it and gives them a share in exchange for playing lookout a few nights a week.

The first step in creating an Organization is to choose a person who will control the support points. This person is considered the leader of the organization. The leader will manage the organization’s “Resource Point” pool. Resource points will be discussed later in this section.

The next step in creating an Organization is to create a charter. The charter provides the GM staff with the name of the Organization, the date it was created, and the name of the leader. The organization’s charter is strictly an “out of game” document solely for record keeping purposes. For in-game reasons an organization may not be formed prior to the characters entering the game.

Resource Points
The effectiveness of an organization can be measured by the number of resource points it has obtained. Resource points are used by an organization to gain, refine, trade, and protect resources. All of these functions are described in greater detail later in this section. The number of “Resource Points” available to an organization is equal to the total number of support points that the organization received from individual characters. Organizations may also gain bonus resource points by declaring themselves an all path (+15%), all Discipline (+10%), or all race (+25%) organization (All bonuses are cumulative). When an organization does this, support points given to the organization by a character will not be counted if the character does not meet the requirement. For example:

John, a Human Healer, gives his support to the Helldrummer Clan. The Helldrummer’s are an all Dwarven Warrior organization (+40%). John’s support points are lost and not calculated into the Helldrummer’s total because he does not meet the organization’s requirements.

Organizational Roles
As an organization gets more complex it takes more than just a single leader to keep it running smoothly. Every function that an organization performs must have a character in place to oversee it. These roles are the leader, Territory manager, Production Manager, Market/Black Market manager, Trade Manager, commodity manager, and Military manager. The name of each role is presented here merely for game mechanics purposes. Organizations must create their own game appropriate terms for each role when they create their charter. If an organization is having trouble naming the roles, the GM staff will assist.

A leader can always attempt to remain in control of all aspects of an organization or appoint a single character to perform multiple roles. When this happens, things tend to slip through the cracks and become less efficient. If a single character takes on a second role, the amount of resource points required to perform actions in BOTH roles is increased by 20% and any costs or upkeep associated with BOTH roles is increased by 20%. If a character takes on three roles, the amount of resource points required to perform actions in ALL THREE roles is increased by 40% and any costs or upkeep associated with ALL THREE roles is increased by 40%. If a character fills a fourth role, the amount of resource points required to perform actions in ALL FOUR roles is increased by 80% and any costs or upkeep associated with ALL FOUR roles is increased by 80%

The Leader
The Leader controls the organizations Resource Point pool and what jobs, if any will be handed out to characters. They determine what the resource points will be spent on and in what quantity. The leader of an organization can change dynamically throughout the course of the game. When individual characters allocate their support points to an organization they can also declare whom they wish as the leader. If an organization receives more than 50% of its “votes” with a character listed as the preferred leader, leadership of that organization transfers to the character with the most “votes” as the preferred leader.

Territories and the Territory Manager
One function of an organization is to bring resources into the game. This is done through the acquisition and control of Territory. There are several defined territories in the game world which an organization can attempt to control. Each territory will have resources that it produces. Each resource it produces is called a production Source.

Once a territory is claimed the organization can begin extracting and utilizing primary resources (Food, Supplies, and Cloth) from it. Secondary and Mystic resource production sources will also be available within the territory, however, the resources from those production sources may not be claimed until a Production Manager is assigned to them (See below for more information on the Production Manager role). To claim territory, the Organization’s leader must commit “Resource Points” to it and assign a character to fill the role of Territory Manager. The minimum number of resource points that are required to maintain a territory varies from territory to territory and the yield of a Production Source within a territory may fluctuate based on in game and plot related circumstances. For example:

The Ring Tail band of Beastmen controls the Forbidden Forrest territory. The territory contains 3 production sources, A small village of potters that produce Supplies, an excellent hunting ground that provides food, and a village of weavers that produces cloth. The Ring Tail Band appoints Badger Quickfeet as the Chief of the Forbidden Forest (Territory Manager) and dedicates 100 resource points to control it.

A territory will come with an initial minimum resource point expenditure based on the total number of resource units currently being produced and the resource point cost per unit. One unit corresponds to one resource tag or token. Once a territory is controlled by an organization and a territory manager is assigned, more Resource Points may be spent on each individual production source to increase its resource output. The resource point cost per unit for each production source is provided when the territory is first taken over and will vary based on the territory and the type of resource. Each production source in a territory has a maximum number of units that it can produce. Once this maximum is reached no more resource points can be spent on the production source, however, more resources can be obtained from it through the use of a production manager (see below). Once an amount of resource points is spent on a territory, that amount becomes the new minimum requirement to maintain the territory.

If a territory is available to more than one Organization, it is “purchased” by bidding on it at the end of the event. The territory will be awarded to the organization whose bid is the highest. The winning organization is then required to spend the bid amount on the production sources within the territory. If the bid amount is greater than the maximum number of resource points that can be spent on resources in the territory, the cost per unit for each resource will be increased to accommodate the expenditure of all the resource points bid.

The minimum resource point cost of a Territory is increased by 15% for the first event that an organization controls it. This increase in resource point cost is meant to represent the initial added effort required by the organization to begin or transition production. There are also Resource Point modifiers that may be assessed based on an individual Territory. These can be based on the race, specialized buildings, armies, commodities, or other role-playing conditions surrounding the origin location of the Territory. In addition, random events may occasionally affect the output of a Territory. These events may include but are not limited to raids, weather, or infestations.

Territory Stability and Upkeep
A Territory’s stability rating represents how consistent the output from production sources within a territory is. This could be modified by the distance to and from the Territory, the contentment of the workers, the reliability of equipment, etc. The stability rating on average starts at 50%. The stability statistic modifies the chance of a positive event happening to the territory that would increase production as well as how easy it is for a rival organization to take it over. See the chart below.

Stability Rating Modifier
70% +10%
60% +5%
50% 0%
40% -5%
30% -10%
20% -15%
10% -20%
0% -25%
-10% -30%
-20% -40%
-30% -50%

In addition to Resource Points, each territory requires resources to upkeep. This upkeep represents the cost of maintaining roads and buildings, the resources taken by peasants and workers for survival, etc. The required upkeep for a territory is provided when the territory is first taken over. An organization may choose to only pay half of the upkeep but, as a result, the territories stability rating will be permanently halved. If an organization chooses not to pay the upkeep at all, the stability rating will be permanently halved and the output of all production sources will be halved until the full upkeep amount is paid for two consecutive events. If an organization chooses to pay more upkeep than is required, the territories stability rating will increase by 10% for every additional increment of upkeep that is paid. This increase in stability lasts for as long as the additional upkeep is paid. Upkeep may be paid anytime between check-in and checkout and is considered an Out-of-Game transaction.

Stealing a Territory
Territories may also be stolen or taken over by another organization. To take over an active Territory, an organization must bid more Resource Points (modified by stability) than the current owner for two events. The first event the organization spends resource points to try and take over the Territory but does not receive any resources in return. The current owner is notified on the second event and has that event to try and stop the take over by either role-playing means or by committing more Resource Points to the Territory than the organization who is attempting the steal. If the take over is successful, the new organization will begin receiving resources on the third event. The cost to maintain the Territory for the new organization, or the old one if they retain control remains at the new price, which becomes the minimum bid for that Territory in all future dealings.

Raiding a Territory
An organization can also raid a Territory that they do not own and gain some of its resources without actually taking it over. An organization can only steal a small percentage of a territory’s resources, the amount of which is determined by how stable the Territory is. An organization can steal a percentage of a territory’s resources up to half of (100% minus the stability rating of the Territory). The amount of resource points dedicated to the raid is declared by the organization prior to the raid taking place. The type of resources received from raiding a Territory will be randomly determined by a GM and the amount received will be based on a resource point cost of 2 times the cost the owner pays per unit. Any resources lost by an organization are first taken from storehouses and then from actual production.

Production Source Development and the Production Manager
As stated above, the resources that are created in a Territory are represented by production sources. Some examples of production sources are mines, fertile fields, fisheries, a herd of sheep, etc. An Organization may choose to appoint a Production Manager to oversee a production source. This investment of additional Resource Points allows the production source to run more efficiently and as a result be more effective. The points invested must be maintained each event to continue getting the bonus. Every Production Source the organization chooses to invest in must be overseen by a separate Production Manager.

Simply by having a production manager assigned to a production source that produces a primary resource (food, cloth, supplies) the resource output is increased by 10%. In addition, an organization may choose to spend additional Resource Points to increase the production of these individual Production Sources even further. Each 50 resource points invested will increase the production of that source by 10%. Thus, an organization that invests 150 Resource Points into a Food production source will increase its yield by an additional 30% beyond the 10% for simply having a production manager (40% total bonus). This bonus is applied to the total number of the specific resource that is actually produced.

Production sources that produce secondary resources (Hide and Steel) may also be assigned Production Managers; however, there is no bonus for simply assigning one. In order to receive a bonus, resource points must be spent. Each 75 Resource Points invested will increase the yield of that production source by 10%. Thus, an organization that invests 150 Resource Points into a Steel production source will increase its yield by 20% and an organization that spends 225 resource points will get an increase of 30%. This bonus is applied to the total number of the specific resource that is actually produced.

Mystic resource Production Sources may also have Production Managers assigned but the resource point cost to do so is quite high. Each 100 points invested will increase the yield of that source by 10%. Thus, an organization that invests 100 Resource Points into a Mystic Production Source would increase production by 10%. This bonus is applied to the total number of mystic resources that are actually produced.

Storing Resources
An organization may wish to store their resources “Off Stage” rather than receiving the appropriate resource tags at check in. This can be done through the use of storehouses. Storehouses are built at a production source but can hold any one or combination of resource types. Each production source may only have one storehouse.

There are four levels of storehouses each requiring the level below it to be built and then upgraded. A Level 1 storehouse can store 25 resource units, a Level 2 storehouse can store 50 resource units, a Level 3 storehouse can store 100 resource units, and a level 4 storehouse can store 200 resource units. It takes a fourth level craftsman to build or upgrade a storehouse. The cost for the building must be paid at the start of its creation. It takes 1 event to construct or upgrade a building. Any resources stored inside a storehouse may only be accessed between events. The cost to build a storehouse is listed in the chart below along with the required upkeep.

Level Build Cost Upkeep cost Capacity
1 10 Supplies, 10 Steel 1 Supplies, 1 Steel or Hide 25 Resources
2 20 Supplies, 10 Steel 3 Supplies, 2 Steel or Hide 50 Resources
3 30 Supplies, 20 Steel 6 Supplies, 4 Steel or Hide 100 Resources
4 30 Supplies, 30 Steel 9 Supplies, 7 Steel or Hide 200 Resources


Raiding a Production Source
An organization can also raid a single Production Source within a Territory that they do not own and gain its resources without actually taking it over. An organization can only steal a small percentage of a current production source, the amount of which is determined by how stable the Territory it resides in is. An organization can steal up to (100% minus the stability rating of the Territory). The amount of resource points dedicated to the raid is declared by the organization prior to the raid taking place. The number of resources received from raiding a Production Source will be determined by a GM based on a resource point cost of 2 times the cost the owner pays per unit. Any resources lost by an organization are first taken from storehouses and then from actual production.

Market Places and the Market Manager
Market Places represent an Organization’s ability to more efficiently manage a resource through the economy of scale. It allows an organization to collect a large amount of a resource and then utilize it more effectively thus increasing its yield. A Market Place can be seen as a Market Stall, a shop, a Co-op, a warehouse, etc. The amount of one resource needed to gain a benefit lowers and the access to higher levels of resources increases as Organizations invest more resource points in a Market Place. Every Market place an Organization has requires a separate Market Manager to oversee.

There are three types of Market Places, primary, secondary, and master. A primary Market Place allows the organization to gain one (1) bonus resource unit for every five (5) resource units put into it. When a primary Market Place is formed the organization must declare what primary resource they will be trading in. Primary Market Places may be upgraded to provide a better bonus ratio but the ratio may never drop below 1 bonus unit for every 2 units. It costs 50 Resource Points to start a primary Market Place and costs an additional 50 Resource Points per one resource the ratio is dropped. For example:

The Iron Rose Federation starts a Food Market Place. This cost 50 Resource points and they can now place 5 food resources into the Market Place and receive six back. After the next event, The Iron Rose Federation has more Resource points to spend (100). They decide they want to upgrade their food Market. Now they can place 4 food resources into the Market Place and get 5 food resources back.

A secondary Market Place allows the organization to gain one (1) bonus secondary resource unit for every five (5) resource units put into it. When a secondary Market Place is formed the organization must declare what secondary resource (Hide or Steel) they will be trading in. Secondary Market Places may be upgraded to provide a better bonus ratio but the ratio may never drop below 1 bonus unit for every 2 units. It costs 100 Resource Points to start a secondary Market Place and an additional 100 Resource Points per one resource the ratio is dropped. For example

The Iron Rose Federation decides to start a secondary Market Place that trades in hide. This cost 100 Resource points and they can now place 5 Hide resources into the Market Place and receive six back. After the next event, The Iron Rose Federation has more Resource points to spend (300). They decide they want to upgrade their Hide Market Place by two steps. Now they can place 3 Hide resources into the Market Place and get 4 Hide resources back.

A Mystic Market Place allows the organization to gain one (1) bonus mystic resource unit for every five (5) resource units put into it. A Mystic Market Places may be upgraded to provide a better bonus ratio but the ratio may never drop below 1 bonus unit for every 2 units. It costs 150 Resource Points to start a Mystic Market Place and costs an additional 150 Resource Points per one resource the ratio is dropped.

Resources that are used to gain a bonus through a Market Place do not need to be produced by the organization itself. The organization with the Market place may strike agreements with other organizations for their resources. If this is done, the leader of the organization providing the resources must declare the quantity that will be given either in actual numbers or a percentage of those produced. At check-in, the organization with the Market Place receives the resources put into the Market Place as well as the bonus resources gained. It is then up to the organization with the Market place to compensate the other organization in game. For example:

House Shazbut has a Food Market Place at a ratio of 3:1. For every three food they turn in, they get 4 back. House Shazbut offers Guild BoBo and The Tribe of Wart 25% of any additional food gained through the market place. They agree and each give over their food to House Shazbut (45 units each for a total of 90). At the start of the game, House Shazbut gets the food production from Wart and BoBo (90 units) plus their bonus (30 units) for a total of 120. After game on, House Shazbut pays the Tribe of Wart and Guild BoBo 52 food resources each (104 total) and keeps the remaining 16 food resources. House Shazbut’s only members are two Sages so they split the resources for a profit of 8 each. Being Sages, both members use six of the eight resources they profited to survive and store the remaining two for a later date.

Black Markets and the Black Market Manager
Alternately, Organizations may wish to invest in a Black Market. Black Markets represent the seedier side of obtaining items and making profits and are maintained by a Black Market Manager. Resource Points invested in a black market will grant the organization access to a person who will have items for sale and who MAY have information on the location of magical items. The black Market will also grant a number of stolen resources. The more Resource Points invested into a black market, the better the items that the contact will have for sale, the better the deal that the contact will give (percentages in chart are based off of production costs in book; see Craftsman on page 65), the better the chances that the contact will have information pertaining to the location of magical items, and more stolen resources will be gained. However, black markets encourage the presence of people with lower moral fiber. Due to this fact, the more Resource Points invested in a black market (ie the bigger the black market) the more lowly people will infiltrate the territory. This is represented by one random production source in that territory losing a percentage of their resources that is directly proportional to the amount invested in the black market. Resources lost are not recoverable by that organization and are instead given to the organization controlling the Black Market. All of this information is detailed in the chart below:

Points Sale Items Basic Cost Exotic Cost Magic Item Type % Chance at Magic Item Prod. Source
Effect
25 Basic +50% NA Minor 10 -5%
50 Basic +40% NA Minor 20 -10%
75 Basic +30% NA Minor 40 -20%
100 Basic +20% NA Minor 60 -30%
125 Basic +10% NA Minor 80 -40%
150 Basic +0% NA Minor 100 -50%
200 Basic, Exotic -10% +30% Major 20 -60%
250 Basic, Exotic -20% +20% Major 40 -70%
300 Basic, Exotic -30% +10% Major 60 -80%
350 Basic, Exotic -40% +0% Major 80 -90%
400 Basic, Exotic -50% -10% Major 100 -100%

Each territory in the game that is currently active (owned by an active organization) has the potential for a Black Market. An Organization does not need to own a territory to control its Black Market. The size that the Black Market can grow to is limited and is based on role-playing factors as well as the actions of the Territory's owners. An organization may only invest resource points equal to or less than the Black Market size for the Territory. An organization may have a Black Market that is a combination of several Territories. The size of such a Black Market is determined by the TOTAL number of resource points the organization has committed to all of their Black Markets in all Territories. The adverse affects of the Black Market on Production Sources will be divided equally amongst the Territories.

Trade Routes and the Trade Manager
Trade Routes represent an Organization’s ability to trade one resource for another at a profit. This may only be done between events. A Trade Route can be seen as a caravan, a smuggling operation, etc. The resources and the amounts that are need for a trade route are determined separately for each trade route in game. Every trade route will have four statistics, Which and how many resources make up a trade “Bargain”, the maximum number of “Bargains” that will be traded for per event, the stability of the route, and the cost in resource points to maintain the route. Trade Routes must be found in game through Exploration and Plot related events.

The number and type of resources that the trade partner on the other end of the trade route requires and what they will give an organization in return is called the “Trade Bargain”. Trade bargains vary from trade route to trade route and may change periodically (approximately once or less per year). Most trade routes will accept more than one trade bargain worth of resources per event up to the maximum indicated when the route is created. Trade routes will only deal in complete “Trade Bargains”. Additional resources sent that do not comprise an entire bargain will be discarded.

Some trade routes may have the potential for a large profit but come at a greater risk. This is represented by a trade route’s stability rating. All resource units being sent on a trade route are invested the event prior to the one in which the return on the investment is received. The stability rating determines the likelihood that all of the resources reach their intended destination and that the return investment makes it safely back to the organization. For example:

The Scarlet Alliance has struck a trade route deal with the Helldrummer Clan of Dwarves in the Eastern Mountains at a cost of 100 resource points. The Trade Bargain is 3 food, 2 supplies, and 1 cloth in exchange for 5 steel and 1 Mystic resource. The route is dangerous (30% stability) but the dwarves are eager traders and will trade 10 Trade Bargains worth per trip. The first trip the Scarlet Alliance sends 15 food, 10 supplies, and 5 cloth (5 Trade Bargains worth of goods). The trip is uneventful and the Scarlet Alliance receives 25 steel and 5 Mystic Resources back from the Dwarves. The next trip, the Scarlet Alliance sends the same amount of goods but the Caravan is intercepted by Bandits and half the goods are lost. Only two trade bargain worth of goods makes it to the Dwarves and the Scarlet Alliance Receives 10 steel and 2 Mystic Resources in return.


Commodities and the commodity manager
A Commodity is a refined resource that can be used to create advanced items (see item creation on page 66). There are 5 commodities in the game. The commodities and the resources required to create a commodity are:

Commodity Resources Required Corresponding Path
Focusing Materials Mystic, Steel, Supplies, Hide Empath
Rarified Herbs and Spices Food, Cloth, Supplies, Cloth Healer
Brewed Liquids Food, Hide, Supplies, Steel Rogue
Written Works Cloth, Hide, Food, Mystic Sage
Refined Materials Steel, Hide, Supplies, Cloth Warrior

An organization may ONLY create commodities between events and are limited in the number of different types of commodities that they can create based on the number of commodity managers they have. Every type of commodity made requires a separate commodity manager. In addition, organizations have the option of specializing by lowering the number of resources needed to produce the commodity. It costs 50 Resource Points for an organization to gain the ability to produce one commodity. It costs an additional 50 Organization points to reduce the resource cost to make the commodity by one. The resource dropped is always the one farthest to the right on the list above. Commodities must always cost at least two resources to produce.

Military Points and the Military Manager

One of the prime benefits of being an organization is the availability of "Military Points.” In general, military points symbolize not only the size but also the effectiveness of a standing army. A force with 75% more military points may be the same size but be better trained or equipped. The maximum number of military points an organization can have is equal to one fourth their Resource Point total. To gain more military points (up to their maximum), they must spend 1 primary and 1 secondary resource of their choice per 5 military points they wish to gain. This can only be done between events. The maximum number of military points that may be gained between events is 100. In addition, maintaining the army costs 1 primary and 1 secondary resource per 50 military points. In order to have Military Points, an organization must have one Military Manager per 200 military points.

Each Military Manager, not the organization’s leader, is responsible for directing the actions of the military points under their command. A Military Manager may use military points to perform actions such as repelling attacks from outside forces, attacking other armies, guarding Production Sources and borders, reducing the time required to create or destroy structures, performing special plot related missions, or be readied to serve at the Military Manager's side. In most cases, the Military Manager may decide how many military points to commit to each action; however, if an action has a set military point cost it will be listed in the action's description below. Once an action is complete, the military points return to the Military Manager's pool for future use. Some actions, such as attacking or defending a location, may result in the permanent loss of military points. These Military Points can only be regained between events through the expenditure of resources. All military actions happen “off stage” except for the Mustering of Troops which requires prior GM approval.

Military Actions

Giving an Army to Another Organization
A Military Manager can always give their Military Points over to another Manager either within or outside of their organization. When this is done the original owner looses the Points but may build them backup between events. The receiver of the Military Points may not go over their maximum allowed Military Points.

Defending an Area
To defend an area a Military Manager can commit any or all of their military points. These points are then committed to defending the given area from attack. Some areas that are defended may give an amount of bonus or penalty to military points. For example, defending an open plain may result in a penalty whereas defending a fortress may result in a substantial bonus. Redeploying military points committed to defense takes a minimum of 1 hour plus travel time to redeploy. During this time, the Military Manager may cancel the redeployment but suffers a loss of 10% of the military points committed.

Attacking Another Force
To attack another force or army a Military Manager can commit any or all of their military points. These points are then committed to the attack until the outcome of the battle is determined. It takes 1 hour after the points are committed to deploy troops. During this time, the Military Manager may cancel his action but suffers a loss of 10% of the military points committed.

Aiding a Territory
A Military Manager may commit military points to patrol and defend a Territory. This increased safety decreases the chance of a negative random event happening to the Production Sources within the Territory. For every 50 Military Points spent there is a 10% increased chance of a positive event happening. The maximum bonus that can be achieved is +40%.

Stealing a Territory
A Territory can be stolen with military points. This process takes two events. The first event, Military Points equal to units available times 3 (adjusted by stability) are spent but the Organization does not receive any resources. The current owners will be told of whose army is moving against them. The current owner has the second event to try and stop the military invasion, and if they are not successful then the Territory is turned over to the invading army. The Organization must continue to keep a military presence in the Territory to keep control of it. These units cannot be used to defend. After the invasion the base number of available resources through out the territory is reduced by 10% (collateral damage from a hostile take-over) and the stability of the Territory is reduced to 20% below its base stability.

Ransacking a Territory
An army can be sent against a Territory with the sole purpose of causing damage. The Military Leader has to spend military points equal to the amount of units they want to damage. The owner of the Territory will NOT be told that they were ransacked until their remaining resources are given to them. The GM staff will determine how successful the mission was based on the number of Military Points spent and the Stability and modifiers attached to a Territory. A maximum of 10% damage can be done to a Territory each time it is raided.

Raiding a Production Source
An army can be sent to raid any production source. To raid a source the organization will need to spend military points equal to 2 times the units they want to steal adjusted by stability. The owner of the production source will NOT be told they were attacked until their remaining resources are given to them. The GM staff will determine how successful the mission was based on the number of Military Points spent and the Stability and modifiers attached to a Production Source.

Guarding a Trade Route
A Military Manager may commit military points to defend a Trade Route. This increases the likelihood of the trade route arriving safely. For every 50 Military Points spent there is a 15% increased stability. The maximum bonus that can be achieved is +60%.

Raiding a Trade Route
An army can be sent to raid a Trade Route. To raid a Trade Route the organization will need to spend military points equal to 3 times the units they want to steal adjusted by stability. The owner of the Trade Route will NOT be told they were attacked until their return resources are given to them. The GM staff will determine how successful the raid was based on the number of Military Points spent and the Stability and modifiers attached to a Trade Route. Any resources gained from the raid are given to the Military Manager

Suppressing a Black Market
Military points may be spent by the Military Manager in an attempt to disrupt or destroy a Black Market within a Territory that their organization controls. Every military point dedicated to suppressing a Black Market Negates 2 of the Black Market Organization’s Resource Points spent on the Black Market for that territory.

Mustering Troops
A Military Manager may muster troops to their cause. This action will bring NPC troops against the populous of PCs. This is done by submitting a muster request in-between events. If the request is accepted, the NPC staff will then inform the players at large that troops are being mustered against them and approximately when they will be ready to strike. The plot team will incorporate the troops into the plot for the next event. The Military Manager receives troops at 2 MP per 1 troop. The troops mustered will have 5 life points and will deal 1 damage per swing.

Hero Points
A military Manager may spend 25 military points to gain 1 “Floating” Hero Point. These points work exactly like regular hero points (see page 89) with one exception: they do not accumulate from event to event. In other words, if not used during the course of the event, they are lost forever. Floating Hero points are given to the Military Manager and can then be given to whom ever the Military Manager wishes (even themselves).

Organizational Changes
Over the course of the game, organizations are sure to change. New characters may join, available resource points may fluctuate, the leader may be assassinated, etc. The two major results of these changes are the growth or decline of an organization or a shift in the organizations focus.

Expansion
The growth of an organization is the easiest change to deal with. When more resource points are available, the organization may choose to branch off into other areas or focus and invest more resource points into what they are already doing. An organization must be careful, however, not to over extend themselves. Changes in the economic or political climate could easily cause problems for any group stretched too thin.

When it all Falls Apart
Sometimes organizations loose members or the number of resource points available to them is decreased below the minimum of what is required to continue their activities. When this happens, the organization will be penalized but will not be automatically dissolved. Production from production sources is decreased by a percentage equal to the percent of resource points the organization is below the minimum. In addition, stability for the territory is permanently reduced by 10%. The organization must however, still pay the upkeep for the territory or suffer further penalties. Any activities that do not produce resources, such as Market Places, Black Markets, and Commodity production cease to function. Any Military Points beyond one fourth the organizations Resource Point total are permanently lost.

Changing Directions
An organization may find a need or an opportunity to change their focus. They may want to turn away from their life of crime in the Black Market to produce Commodities or abandon their Trade Route in favor of a new territory. These types of changes take time to complete effectively. In order to free up the resource points for something else, an organization must declare that they are doing so and not use the activity that the resource points are currently supporting for one event. Then, the resource points will be free to invest elsewhere.

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Post Fri Mar 07, 2008 5:55 pm

the bulk of this system will not be in the core rulebook, but rather in a supplement to the core book, along with character advancement stuff. I am posting it here, however, so that people who want to play political characters can underrstand the changes to the political disciplines.
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Post Thu Apr 24, 2008 3:48 pm

The political suppliment is available for download from the website or directly at http://www.finalhavenlarp.com/socioeconomic2008.doc
Wayne O
The Game Master Lite
Frag the weak, Hurdle the dead!

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