Affiliations

Affiliations:

You have a separate affiliation score for each affiliation you join. This score defines you status in the group. Rising in status can earn benefits and demand duties of you.
Multiple Affiliations: The first affiliation that you maintain(primary) imposes -10 penalty on all other affiliation scores. Subsequent affiliations oppose an additional -5 penalty to each affiliation that you gain afterward. Thus, you can have one affiliation at no penalty, a second at -10, a third at -15, a fourth at -20 and so forth. Some organizations may not be at all compatible.
Multiple Affiliation Benefits: For game balance, for multiple affiliations you can gain only the benefits of one affiliation at a time. You choose which affiliation to benefit from each day.

Affiliation Features

Type: An affiliation can be one of the following types: cabal, college, druid circle, fighting company, government, spy ring, temple, thieves’ guild or tribe. Type determine the kinds of executive powers wielded by its leaders and whether it is better at negotiation, fighting or spying.
Scale: An affiliation’s score is a measure of its scope of influence. . Its scale can be anywhere from 1 to 20 and is also defined by a descriptive term that indicates the extent of its influence. Scale directly affects an affiliation’s capitol and its ability to project power.
Capitol: A hidden stat to all but the leaders of an affiliation(and their bookkeepers), capitol is abstract here. An affiliation’s capitol begins equal to its scale. Increasing the capitol to twice its scale and keeping it there for two consecutive months causes the affiliation’s scale to increase by one and the capitol is reset. An affiliation whose capitol is reduced to -1 is disbanded and takes 1d4 months to reform. A good way to increase your affiliation capitol is to donate money/items to it. For every 1000 x your affiliation’s scale you donate each month, its capitol increases by 1. During peace and prosperity, an affiliation’s capitol increases by 1 every two months through normal daily processes.
Affiliation Score Criteria: base requirements for membership, if any.
Titles, Benefits and Duties: A title is a designation of rank within the affiliation’s hierarchy. Characters with an affiliation score of 3 or lower are usually not considered members. Lower-ranked benefits carry over to higher ranks, but normal stacking rules apply.
Executive Powers: Executive powers are wielded by the affiliation’s leadership. If a PC achieves a higher affiliation score than a leader PC, he/she might replace the NPC according to the customs of his/her affiliation. Unless otherwise noted, an affiliation may use one executive power per month. Examples of executive powers:

Beatify: Your affiliation has the power to declare someone a potential saint; someone who is beatified gains a title such as Blessed or Hallowed. A living creature who is beatified gains a +2 sacred bonus on Bluff, Diplomacy, and Intimidate checks when dealing with other members of her faith. When she casts a cure spell on a member of her own faith, she adds her Wisdom bonus to the amount cured (Maximum bonus equal to the spell’s level).
Craft: Your affiliation is adept at producing valuable items. It can craft any masterwork or magic item with a market price of up to 2000gp times the affiliation’s scale. This item belongs to the affiliation, but you can borrow it. Mobilizing the affiliation this way is a big job, to do so requires either an expenditure of 1 capitol or a successful negotiation check (DC 15 + 1/2000gp value of the item) to bargain with supply and labor vendors. The process of crafting is not quick; you must wait 1-2 months to receive the item. During this time, your affilation is free to engage in other actions.
Crusade: Your affiliation can declare a crusade. You designate an enemy and attempt a Diplomacy check (DC 20 + level of target creature). If you succeed, your followers martial their resources and travel any distance to attack the offending blasphemer. If the target is an affiliation, make opposing violence checks. If your affiliation is successful, an opposing affiliation loses 1 capitol. If the target is an individual, he must make a Fortitude save (DC equal to your violence check). If the target fails, he perishes under your affiliation’s onslaught.
Each month that it crusades, an affiliation loses 2 capitol due to the cost of the ongoing operations.
If you are the target of a crusade, the DM may set aside the Fortitude save and play out the encounter. In that cast, you will be set upon by creatures appropriate to the opposing affiliation, with an EL equal to 10+ your opponent’s violence bonus.
Harvest: When your affilation uses it’s harvest power, make a DC 20 Appraise check. If your result is between 21 and 30, each member of the affiliation receives gold(your share is 50gp times you affiliation’s scale) and the affiliation itself enjoys a +1 circumstance bonus on all violence, espionage, and negotiation checks for the next 2 months. If your result was over 30, you can choose instead to have your affiliation’s capitol increased by 1.
Inquisition: Designate one target affiliation. Throughout your area of influence, that affiliation falls under the shadow of suspicion. On an individual level, members of the targeted affiliation are harassed by dedicated inquisitors. For each day they spend in the lands of the inquisition, they must succeed on a Fortitude save (DC 10 + your affiliation scale) or be fatigued. On an affiliation level, suspected groups are forced to curtail some activities and conceal others. The target of an inquisition must succeed on an opposed espionage check or be unable to use any executive power requiring a violence or negotiation check during the next month.
Maintaining an inquisition is expensive and interferes with day-to-day activities. Each month when you conduct an inquisition, you must succeed on an opposed negotiation check with the local government or lose 2 capitol.
More examples are provided in the Player’s Handbook II.

Using Affiliations:

Aside from the obvious use of affiliations as quest-givers, resthomes and background, affiliations affect each other and the rest of the world by using its capitol to fund executive powers and three types of interactions: violence checks, espionage checks and negotiation checks. The checks are opposed by other affiliations. Non-affiliation targets have modifiers equal to ¼ their effective character level.
Violence Check: When an affiliation attempts to do something with bullyboys or battles, a violence check is made (1d20+ violence bonus). Fighting companies, governments and tribes have violence bonuses equal to ½ their scale. All other types have bonuses equal to ¼ their scale. Espionage Check:An affiliation’s attempts to sneak around, gather information and infiltrate opponents are summed up in espionage checks(1d20+ espionage bonus). Cabals, spy rings and thieves’ guilds have espionage bonuses equal to ½ their scale. All other types have bonuses equal to ¼ their scale.
Negontiation Check: Convincing arguments, delicate engagements and subtle(even magical) manipulation are the province of an affiliation’s negotiation checks(1d20+ espionage bonus). Businesses, colleges, druid circles and temples have negotiation bonuses equal to ½ their scale. All other types have bonuses equal to ¼ their scale.

Affiliations

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