Harper Cell

From OakthorneWiki
Revision as of 10:24, 16 February 2019 by Oakthorne (talk | contribs) (→‎Allies)
Jump to navigationJump to search

The Harper cell is the base unit of operation for Harpers. They consist of a gathering of talented individuals, under the direction of a Brightcandle.

Aspects

Ranks: Aspects are ranked, from 0 to 5.

  • Rank 0: 0 Investment.
  • Rank 1: 1 Investment.
  • Rank 2: 3 Investment.
  • Rank 3: 10 Investment.
  • Rank 4: 25 Investment.
  • Rank 5: 50 Investment.

Complications: The higher an Aspect is ranked, the likelier it is to cause difficulties for the cell. There is a percentage chance each month of generating a Complication from any given Aspect.

Building Aspects

Each Aspect has a Downtime Action associated with it, the "Building [Aspect]" action. This is a Skill check for each of them. Success generates additional Investment for that Aspect, while failure can often erode Investment. The DC for this test is equal to 10 + (Rank x2). The results determine the change in that Aspect's Investment:

  • Failure by 5+: lose 2 Investment
  • Failure: lose 1 investment
  • Success: gain 1 Investment
  • Success by 5+: gain 2 Investment

Connections

This Aspect represents the cell's involvement with the rest of the Harper faction. This is political, but it is also ideological and even magical to some extent: a high Connections rating provides access to certain Harper secrets that those who do not adhere well to its traditions and goals cannot access.

  • Building Connections: Wisdom check. May add proficiency bonus if the cell has completed a successful Harpers mission in the last month.
Rank Description Assistance Cache Cell Actions Boons Entanglements
0 Unconnected. Little to no connections to the rest of the Harpers. The cell does not have a Brightcandle who oversees them. 10% chance per month that Harpers launch an investigation into the group. None None None None None
1 Minor. Very light connections; a Brightcandle oversees them, but has doubts about their adherence to Harper ideals and protocols. Disadvantage None None None 5% per month
2 Moderate. Acceptable connections, with a Brightcandle solidly invested in them. They also know a few of the non-cell Harpers in the area, or those who wander through it occasionally. Normal Disadvantage None None 10% per month
3 Notable. Solid connections, with an enthusiastic Brightcandle overseeing them. The cell is also acquainted with many of the non-cell and wandering Harpers of the region. They have also made the acquaintance of at least one other Brightcandle in their region. Normal Normal 1/mission None 12% per month
4 Major. Strong connections, with a very favorable Brightcandle. They know most of the other non-cell Harpers and multiple Brightcandles in the area. The cell has been introduced and given the means to contact their Brightcandle's Wise Owl superior in the faction. Advantage Normal 1/mission 1 Charm 15% per month
5 Integral. Central ties to the Harpers, with a Brightcandle overseeing them. The cell know other Brightcandles, and of their cells (able to recognize them on sight, though the reverse is likely not true). They know multiple Wise Owls, and are in contact with at least one of the High Harpers. Advantage Advantage 2/mission 1 Charm + 1 Blessing 20% per month

Watchers

This Aspect measures the expansiveness of the cell's Watcher Network. Made up of folk who simply keep an eye out for things of interest to the Harpers, and are paid coin and favors for their attention, the Watchers are a key role in how Harpers operate. Harpers are also taught the signs, codes, and songs that they need to use to signal to any Watchers nearby that they need help. Generally, they need only perform one of these, and the Watcher will approach the Harper when they can do so covertly. They can also be the source of unwelcome entanglements, as Watchers are promised assistance in times of need.

  • Building Watchers: Charisma (Persuasion or Performance) check.
Rank Network + Cost Rumors Reports Summons Concerns
0 No Network. The cell has no informants. No cost per month. None None 0% 0%
1 Minor Network. A few rag-tag individuals. 1 gp/month. 1 Disadvantage 20% 5%
2 Moderate Network. A handful of keen-eyed and dedicated folk. 3 gp/month 1 Normal 25% 10%
3 Notable Network. A robust and aware collection of informants. 5 gp/month 2 Normal 30% 12%
4 Major Network. A strong collection, made up of dozens of informants. 10 gp/month. 3 Advantage 35% 15%
5 Vast Network. A large, busy network; very little of note escapes them. 20 gp/month. 5 Advantage 40% 20%

Allies

This Aspect measures the number and nature of a cell's local allies. Unlike Watchers, allies do more than simply focus on information: they lend manpower, influence, and even funding to the cell. Allies believe in what the Harpers do, and wish to help, although they can be a source of problems.

  • Building Allies: Charisma (Persuasion or Performance) check.
Rank Established Allies Assistance Influence Funding Ally Problems
0 No Allies. The cell has no allies. None None None 0%
1 Minor Allies. The cell has an ally of some degree of power. This is an individual.
* Choose one type of check: Assistance, Influence, or Funding. The cell may make that type of check at Disadvantage.
None* None* None* 5%
2 Moderate Allies. The cell has a few scattered allies who believe in their work. Choose up to three individuals.
* Choose one type of check: Assistance, Influence, or Funding. The cell may make that type of check as normal.
Disadvantage* Disadvantage* Disadvantage* 10%
3 Notable Allies. The cell has a respectable group of allies. Choose one organization, and up to five individuals. Normal Normal Normal 12%
4 Major Allies. The cell has a robust group of allies. Choose three organizations, and up to eight individuals.
* Choose one type of check: Assistance, Influence, or Funding. The cell may make that type of check at Advantage.
Normal* Normal* Normal* 15%
5 Numerous Allies. The cell has an impressive array of allies. Choose up to ten organizations, and as many as a dozen individuals of note. Advantage Advantage Advantage 20%

Traits

  • Assistance Checks
  • Influence Checks
  • Funding Checks
  • Ally Problems

Security

This Aspect stands in opposition to all the other Aspects. It indicates the degree of secrecy, security, and operational paranoia the cell maintains. Security can ensure that it is more difficult for a cell's enemies to find them, but it can also make it harder to keep the other Aspects strong: secretive cells sometimes must sacrifice outside Harper connections, robust Watcher Networks, and extensive Allies in order to keep themselves safe.

  • Building Security: Intelligence check. May add proficiency bonus if proficient in Deceit or Stealth.

No Security (Rank 0)

  • The cell has neither security nor secrecy: for all intents and purposes, they operate out in public, and nearly anyone who knows of them can find them.
  • Checks made by enemies to locate the cell automatically succeed.
  • No chance of Security Concerns.

Minor Security (Rank 1)

  • The cell's security is scarce and only somewhat effective.
  • May have up to two safehouses, of Rank 1.
  • Checks made by enemies to locate the cell are made at advantage.
  • 5% chance of Security Concerns.

Moderate Security (Rank 2)

  • The cell takes some precautions, which tend to be of some benefit.
  • May have up to four safehouses, of up to Rank 2.
  • Checks made by enemies to locate the cell are made normally.
  • 10% chance of Security Concerns.

Notable Security (Rank 3)

  • The cell's security and secrecy are solid, allowing them to operate freely and effectively.
  • May have up to six safehouses, of up to Rank 3.
  • Checks made by enemies to locate the cell are made normally.
  • 12% chance of Security Concerns.

Major Security (Rank 4)

  • The cell's precautions are such that even their allies sometimes lose track of them.
  • May have up to eight safehouses, of up to Rank 4.
  • Checks made by enemies to locate the cell are made at disadvantage.
  • 15% chance of Security Concerns.

Intense Security (Rank 5)

  • The cell is ghost-like in their ability to remain out of reach.
  • May have up to ten safehouses, of up to Rank 5.
  • Checks made by enemies to locate the cell are made at disadvantage.
  • 20% chance of Security Concerns.

Traits

  • Safehouses
  • Locating the Cell
  • Security Concerns