Monday, May 4, 2020

New System for Allies, Contacts and Patrons


I have had a bit of a problem with the dynamic between Allies, Patrons and Contacts. An ally, who is a fully realized, potential adventuring companion cost less on general that a contact that is only good for a single skill. With this system I’ve tried to unify the two systems into something that will cover all three in a logical manner.

Power

Power is what percentage of the character’s points the ally or patron is built on. Point total is the percentage, while cost expresses the base CP points for them. If the cost falls between two benchmarks, use the higher.

A note on Patrons: Some Patrons won’t fit neatly into any of them. The GM’s word is final. Also note that the base cost to have a deity as a Patron is comparable to that for a powerful mundane Patron, but divine power requires the Special Abilities enhancement (see below), which will greatly increase the final cost of a divine Patron!

Point Total
Cost
Note
Ally of 25% pts
1 pts.
May also be a dependent
Ally of 50% pts
2 pts
May also be a dependent
Ally of 75% pts
3 pts
May also be a dependent
Ally of 100% pts
5 pts
May also be a dependent
Ally of 150% pts
10 pts
May also be a patron
Patron of 150% pts
10 pts
Individual or a fairly powerful organization (assets of at least 1,000 times starting wealth for the world)
Patron of 200% pts
15 pts
Individual or a powerful organization (assets of at least 10,000 times starting wealth) Examples: a limited manifestation of a minor god, a billionaire, or a big-city police department.
Patron of Unlimited pts
20 pts
ultra-powerful individual or a very powerful organization (assets of at least 100,000 times starting wealth). Examples: a super, a limited manifestation of a major god, or a big city.
Patron Group of Unlimited pts
25 pts
An extremely powerful organization (assets of at least 1 million times starting wealth). Examples: a large corporation or a very small nation.
Patron Group of Unlimited pts
30 pts
A national government or giant multinational organization (net worth basically incalculable), or a true god who appears personally to intervene on your behalf

Exception: The progression above extends indefinitely for nonsentient (IQ 0) Allies; each +50% of the PC’s starting points costs a further +5 points.


Ally Groups
There is no limit to the number of Allies you may purchase so long as you have the points. Normally they are treated as separate entities, but you may treat a group of related Allies as a single trait.

For a group of individuals with their own unique abilities and character sheets, add the cost of the individuals to find the cost of the group and adjust for frequency and special modifiers.

For groups of five or move identical and interchangeable ones, (they share the same character sheet), find the point cost to have one member of the group as an Ally, and then multiply that cost as follows to find the cost of the group:

Size of Group
Multiplier
6-10
X6
11-20
X8
21-50
X10
51-100
X12

Add x6 to the multiplier per tenfold increase in number (e.g., 100,000 Allies would be x30).

The GM has the final say if they will allow hordes of allies. It may very well require an Unusual background or be limited to taking them as a Patron.

Maximum Skill
Another concern is the effectiveness of the Ally. This is reflected in their point cost, but also the maximum skill total they may have.
Max Skill
Cost
12
0 pts
15
1 pts
18
2 pts
21
3 pts
24
4 pts

This is added to the Base Power Cost before Frequency is determined.


Reaction Roll
For strange, unusual or dangerous requests of you Ally the GM may require a reaction roll. Your base reaction roll modifier is an indicator of their usual disposition towards you. The better it is the less likely they are to refuse or lie to you.
Reaction
Cost
+4
+2 pts
+2
+1 pts
+0
+0 pts
-2
-1 pts

It is added to the Base cost along with the Maximum skill rank before determining frequency.

Money Talks
Bribery, either cash or favors can improve their reaction roll. Cash bribes should be the equivalent to one days income for a +1, one week’s income for a +2, one months income for a +3 and a years income for a +4. Favors should be of similar worth, and generally something played out in game.

Over dependence on the Allie can actually give penalties on their reaction rolls. They have lives of their own too.


Frequency of Appearance

Regardless of their attitude towards you Allies and Patrons have their own concerns, and may not be available all the time.

The GM rolls 3d at the start of the adventure. The Ally in question is available if the roll is under their frequency score.

Frequency of Appearance multiplies the point cost for an associated Ally.

Frequency
Roll
Cost
Notes
Constantly
no roll required
X4
The NPC is always present. This level is reserved for NPCs – usually Allies – that are implanted, worn like clothing, or supernaturally attached.
Almost all the time
15 or less
X3

Quite often
12 or less
X2

Fairly often
9 or less
X1

Quite rarely
6 or less
X1/2



Special Enhancements

Access: You can attempt to contact your Ally at any time not just at the start of the adventure. You must have a method of reaching them, and the GM will still make a Frequency test to see if they are available. +10%.

Available: You may contact you Ally more than once per adventure. It tacks on an additional +5% for every time past the first.

Equipment: Your Ally has access to supplies and useful equipment that you can use for your own purposes. It is considered yours after you take possession of it. +50% if the equipment is worth no more than the average starting wealth in the campaign, or +100% if it is worth more than that.

Minion: Your Ally continues to serve you regardless of how well you treat him. This might be due to programming, fear, awe, or lack of self-awareness. Examples include robots, zombies, and magical slaves. You are free of the usual obligation to treat your Ally well. Mistreatment might result in an inconvenient breakdown (mental or physical), but the Ally will not leave. See Puppet (p. 78) for additional options. +0% if the Minion has IQ 0 or Slave Mentality (p. 154), as the benefits of total loyalty are offset by the need for close supervision; +50% otherwise.

Special Abilities: Your Ally wields power out of proportion to his point value. Perhaps he has extensive political clout or access to equipment from a TL higher than your own; perhaps he grants you exotic powers. Don’t apply this enhancement simply because your Ally has exotic abilities. If his powers are very uncommon, you will already be paying extra: your Ally requires an Unusual Background, which raises his point total and his value as an Ally. +50%.

Summonable: You conjure your Ally instead of rolling to see whether he appears at the start of an adventure. To do so, take a Concentrate maneuver and roll against frequency of appearance. On a success, your Ally appears nearby. On a failure, you cannot attempt to summon him again for one full day. Dismissing your Ally is a free action, but you may only dismiss him if he is physically present. +100%.


Special Limitations

Secret: Your Ally prefers to work behind the scenes. You may not know them by anything other than a code name. It’s a convoluted process to call on them for aid and when you get it, it may not be exactly what you asked for. This type of ally may differ radically in their opinion on what is good for the character, so be careful. -50%.

Service Only: Your Ally is not the adventuring type. They will help in whatever way they can, primarily through information, favors, and technical help, but prefer to stay safely at home. -80%

Sympathy: If you are stunned, knocked out, mind-controlled, etc., your Ally is similarly affected. The reverse is also true, so you should take special care of your Ally! -25% if the death of one party reduces the other to 0 HP; -50% if the death of one party automatically kills the other. If your wounds affect your Ally, but your Ally’s wounds don’t affect you, reduce these values to -5% and -10%.

Unwilling: You have obtained your Ally through coercion (e.g., blackmail or magical binding). You do not have to treat him as well as you would a normal Ally. However, he hates you and is likely to act accordingly, reducing his overall reaction level by -2. If you endanger such an Ally or order him to do something unpleasant, he may rebel (GM’s option) if the consequences of doing so would be less severe than those of doing your bidding. An Ally who rebels is gone, along with the points you spent on him. -50%.


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