Oh hey. It's like the Star Father from shape of the nightmare to come.

The who from the what now? ...Warhammer40k fanfic? What?

Try something more well known. Law Alignment or Reason of Shijima from Shin Megami Tensei might be more relevant, especially given the quote in Revlid's SWLiHN rewrite.

Which reminds me, go buy Nocturne when money allows for it.
 
Is Cecelyne's a mystery cult then?

No. We know what Cecelyne does, and that's sweep in, give you things that leave you in her debt, get you to pray to her and each prayer builds up an Intimacy of Reverence, feed you all bugs so you become Creatures of Darkness with Transcendent Desert Creature, and turns the place into a place of desolation so your choice is worship her or die.

Cecelyne doesn't make mystery cults, she just makes cults. Or, rather, she doesn't make mystery cults for a purpose save her own amusement. When it comes down to it, Cecelyne doesn't have any hidden secrets - she's religion as an implement of power. You worship her and that gives her power over you, she passes out commandments that you must follow or else, and she grants your prayers and that leaves you in her debt. She garbs herself in the sacred, but she is an unmystical being.

Now, Oramus (at least my Oramus) does do mystery cults, because my Oramus is set up so his natural way of organising his followers is as a group of Lovecraftian cultists, or as a disorganised rabble of madmen caught up in his spell. Mystery cults are therefore how you organise things when you want many of your followers to be actually-useful, because the people who know too much about you are utterly insane - hence, limit how much your outer circle of followers know to keep them able to function in society.
 
This is a really informative response. Is there any good source of essays and explanations like this for the Yozi's that you know of?
 
Made some minor changes to Sanctaphrax's Bureaucracy system. Putting it here for my own future reference.

The following chart is used for organizational actions, like auditing, restructuring an organization, and leading an organization. This chart will be referred to as chart A.

Hour
Day
Week
Month
Season
Year
Four years


Auditing


Organizations are inherently opaque. Learning anything non-obvious about them requires the use of (Perception + Bureaucracy or Socialize). The difficulty is the organization's Secrecy, and the time taken is (Size) steps down chart A, starting at Hour for Size 0:

If you lead the organization or have official authority to bother people with your investigations, subtract 2 from the effective Secrecy and Size. If that takes you to negative Size, the roll takes as long as asking a random minion.

Management

Running an organization uses (Intelligence + Bureaucracy). Spending a season running an organization adds the character's successes to the organization's Operation Roll in the form of dice. This may not more than double the organization's dice pool. Controlling the organization's actions for the reason requires the character to allocate successes equal to the organization's Resistance. If a leader doesn't do so, they will be largely unable to sway the actions of their organization.

Restructuring

Changing the Intimacies of an organization uses (Charisma or Manipulation + Presence or Bureaucracy). For other types of reorganization, (Intelligence + Bureaucracy) may be more appropriate. This is an extended roll, with a difficulty of the organization's Resistance, no terminus, and an interval that depends on Size. Use chart A. This assumes you're a major figure in the organization. If you're not, add 2 to the organization's effective Resistance and Size. Goal number is 15 to create or remove a Minor Intimacy, 40 to strengthen a Minor or weaken a Major, and 100 to strengthen a Major or weaken a Defining. Use the intimacy goal numbers as a guide for the difficulty of other types of Restructuring.

Note that Restructuring is very likely to offend people. Succeeding on the roll is only half the battle - the other half is dealing with named characters who object to the changes you're making. These rules don't cover those conflicts.

Organizations

Normally, you don't need rules for organizations. The government of the city you live in can operate fine with no dice and no mechanics. But when you end up in charge of that city, you're likely to want some rules to handle the effects of your leadership.

The core mechanic of an organization is the Operation Roll, which is made once per season to determine how much the organization accomplishes. Roll Size + Ability +/- Intimacy, and allocate successes among various activities. More successes represents a larger and better-executed effort, of course, with the value of each success determined by Size. The activity allocated the most successes must correspond to the ability used, and successes allocated beyond an ability's rating count as half.

Organizations never roll to make interesting problems disappear. You can't just allocate five successes to win a war unless the table agrees that the war was a tedious distraction from the real meat of the game. But you can allocate five successes to dictate that your organization's armies are very large and well-organized and well-equipped and enthusiastic as you lead them to battle.

Actions taken to manage an organization must be roleplayed out, like all other actions. Sometimes that roleplaying will involve obstacles that must be overcome for your actions to have any chance of succeeding. An excellent Management roll suffices to control all the nameless faceless members of your organization, but people with character sheets can still shut you down. Possibly by stabbing you.

Organization Traits

Intimacies


Much like character Intimacies, though they apply to rolls more often. Organization intimacies often contradict, because the agendas of organization members often contradict. Normally only the strongest relevant Intimacy applies to a roll, but if one would benefit the roll and the other would harm it apply both. Usually, an organization has a Defining Intimacy towards doing what it's meant to do.

Size

The only Attribute an organization has. Represents both the number of people involved and their resources. Size 0 is one person and maybe some hired help, Size 1 is an ordinary shop or a family, Size 2 is a mid-sized company or a large extended family, Size 3 is an army, a noble house, or a city's government, Size 4 is an actual city, Size 5 is a nation, Size 6 is an unusually powerful nation, and Size 7 is the Realm. One success represents something that would be a noticeable but easily manageable effort for a group of such a size.

Abilities

Organization abilities are freeform. Most organizations don't have very many of them. A guild caravan might have Trade 3 and Travel 2, while a barbarian tribe might have Survive 2, War 2, Diplomacy 1, Travel 1, and Religion 1 and a company of mercenary Tiger Warriors led by a Solar might have War 5, Travel 3, and Make Money As Mercenaries 4. Increasing or decreasing an organization's Abilities is uses the same system as altering its intimacies, with 1-2 being considered to be equivalent to a minor intimacy, 3-4 to a major, and 5 with defining.

Resistance, Secrecy, and Maintenance

An organization's Resistance impedes its leader's attempts to control it. A high-Resistance organization is large, set in its traditions, and full of people with competing agendas. A low-Resistance organization is small and obedient. Intimacies modify Resistance the same way they do Resolve, so it's much easier to lead an organization that likes and trusts you.

An organization's Secrecy opposes any attempt to Audit it. It reflects actual secrecy as well as general confusion. Again, it's affected by Intimacies.

An organization must spend a number of successes equal to its Maintenance each season in order to remain fully functional. Maintenance can fluctuate up and down depending on the circumstances - keeping a farming village intact is normally very easy, but a bad harvest or a nearby war can make it very hard. Failing to maintain an organization causes various minor problems in the short term, and reduces Morale.

Merits

Can be whatever. They appear and disappear as the ST sees fit.

Flaws

Less free-form than character flaws. They can have specific mechanical effects. Still exist at the ST's whim.

Morale

Similar to Willpower. One point of temporary Morale can be spent to add a success to an Organization roll. Each season of successful maintenance without the use of Morale restores one point of temporary Morale, while a season of failed maintenance subtracts one point of temporary Morale for each missing success. If Morale would fall below 0, the organization collapses into chaos instead.
 
Sorry for the late reply, but....
The Lunars spend so much time fucking animals rather than leading that they die out, leaving only races of degenerate rage-filled Wyld-maddened beastmen to burn down the last vestiges of civilization because they're crazy.
The garou
The Sidereals fuse inexorably with the Loom and multiply their shards a millionfold in a desperate attempt to keep Creation going-and even that fails, creating a world where the mad whims of men lead to even more corruption and taint the best-intentioned workings to save it.
Mage the ascension?

The godlike might of the Solars does not fix the world, but only breaks it more, to the point when the old gods use them again as a desperate Hail Mary to keep Creation from permanently ending four ages later, they shackle the Solars to the point where their powers are completely useless against a random thug with a gun.
But what's this?
 
A Malfean/Theionic organisation would be easy. Authority descends from him and those he has authorised to act in his stead. Probably very 'Father Knows Best'.

An Isidoran organisation would be anarchic. At best, it would be a bikie gang.

An Adorjan-derived organisation...would end in tragedy, sooner or later.

A TED*-based organisation would be very corrupt by many standards, but also very well-functioning. Everyone would act in their own best interests, but the head of the organisation is someone who can make everyone's best interests align, most of the time. It would of course be marred with devastating scandals from time to time. So, comparable to many governments.

A Qaf-based organisation would be ranked by guru-ish enlightenment: 'We're all walking this road, but I'm further down it'.

Ellogian bureaucracy would be narratively-based. Authority can be claimed by those who make the 'story' about themselves (whether as Protagonists facing the story, Antagonists embracing it, or Palpatine-esque figures who make the story about themself without being present most of the time). Obviously, the 'story' could vary depending on the purpose of the organisation.

The structure of Cytherean organisations is a secret. The only hint about their operations anyone has gleaned is 'The second rule of Cytherea's Club is that you don't talk about Cytherea Club'.
Nobody knows what the first rule is.
It's actually 'everybody has to wear a tiny bowler hat during meetings'.

The silver tree's organisation would be a big open royal court where everybody is welcoming, friendly and social, and all disagreements are resolved by quietly poisoning anybody who stands in your way.



*Is 'A TED-based' even grammatically correct? Should 'The' be treated as an official part of the Ebon Dragon's name or just a commonly-required particle? Is TED sometimes called 'The Dragon formerly known as the dragon who Was'?

Edit: Heck, I think this might be sufficient to come up with core ideas for yozi bureaucracy charms. Malfeas and Cecelyne already have good ones that would probably only need a smidge of errata to make perfect for the role. TED's charm would be a cynical UMI charm that plays off and amplifies a person's existing intimacies, so he could make someone who is mildly upset at an common enemy into a fanatical zealot willing to join TED's militia. Isidoros' charm would actually be a travel charm that lets him enhance the travel of those who want the same things as him. An Adorjan bureaucracy charm would let you instantly attack any traitorous members of your organisation (...or even just any member you decide you dislike). Elloge's might require something esoteric. Cytherea's charm is just a straight 'secret society' ability.
 
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I think the correct form is "TED-based organizations". Avoids particles entirely.

Anyways, Adorjan doesn't do organization. It's entirely out of theme to her, as her thematics and Charmtech are all about the Infernal and the Infernal's relationship to other individuals. Sure, Splintered Gale Shintai means you've got a lot of Narutos running around, but they're not an organization, they're all fundamentally the same person.
 
Ellogian bureaucracy would be narratively-based. Authority can be claimed by those who make the 'story' about themselves (whether as Protagonists facing the story, Antagonists embracing it, or Palpatine-esque figures who make the story about themself without being present most of the time). Obviously, the 'story' could vary depending on the purpose of the organisation.

No, if we work from @Revlid's Charmset we see the tools Elloge uses for running organisations.

It's politics-as-theatre, fed through Great Man Theory. Certain people in the organisation, the Infernal designates as People Who Matter and they pay attention to them, setting them in roles like "the corrupt vizier" and "the wise king". The masses don't matter - they're faceless extras. Ellogean organisations resemble films about politics, where everything can be ascribed down to a few important individuals.

The Infernal themselves doesn't overtly rule - indeed, as far as everyone else knows, they're not involved. They only interact with the world while pretending to be a bit role and otherwise just remain unnoticed, pushing people to act to their role - making the vizier they want to remove betray their king, and allowing the king to wisely see the treachery and counter it.
 
Her Excellency explicitly forbids long-term planning, and can be used to tear down other people's plans and organizations.

Any Adorjani-based organizational tech would probably resemble a loose gang of criminals and crazy people who are part of the Infernal's gang. They don't have a longterm goal as such, but they listen to the Infernal's fleeting whims and murder anyone you tell them to.

Alternatively, placing 'bans' that, when broken, help you track down and violently punish offenders. Fear-based control, the way Demons universally act to make as much noise as possible, except you can decide to kill them for any reason you want.
 
Alternatively, placing 'bans' that, when broken, help you track down and violently punish offenders. Fear-based control, the way Demons universally act to make as much noise as possible, except you can decide to kill them for any reason you want.

Nah, that's Cecelyne.

An Adorjani "organisation" is either a organisation led by people that the Infernal loves (and hence TLA makes them easy to socialise up), or a loose and formless collection of madmen and troublemakers who the Infernal has "enlightened" and imbued with some power for the lulz.

So, basically, either it's her husbando's organisation that she's using for her purposes, or it's the Jokerz. Either is good.
 
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