The Six Ability Scores
Much like a PC, an evil organization has six ability scores that define them. Every score ranges from -5 to +10. These scores modify both action and skill rolls.
(zie de score meer als de Ability modifier)
Where a PC has Strength, Organizations are Ruthless.
Ruthless is the ability to get violent things done. If Ruthless ever hits -5, your organization cannot take any violent actions.
Where a PC has Dexterity, Organizations have Secrecy.
Secrecy is the ability to conceal your organization and its operations. If Secrecy ever reaches -5, your organization becomes a household name in Talingarde.
Where a PC has Constitution, Organizations have Survivability.
Survivability is your organization’s ability to survive adversity. If Survivability ever hits -5, your organization has ceased to exist.
Where a PC has Intelligence, Organizations have Connections.
Connections is your ability to get nonviolent tasks done. If Connections ever hits -5, your organization can take no skilled actions.
Where a PC has Wisdom, Organizations have Espionage.
Espionage is the ability to acquire information others don’t want you to have. If Espionage ever hits -5, your organization can take no espionage actions.
Where a PC has Charisma, Organizations have Loyalty.
Loyalty is your minions devotion to their masters. If Loyalty ever hits -5, your organization falls apart.
An organization’s scores start at zero. Each master with a positive charisma modifier has that many points to spend increasing the scores. No score can initially be raised above +4.
After creation, changes to charisma no longer effects scores. Scores change from game effects and when a master gains a level -- a master then adds +1 to a score of their choice. No score may ever exceed +10.
Jullie hebben Leadership op level 6 gekozen, lang voordat we hier iets mee hebben gedaan, dus jullie mogen allebei twee keer een +1 ergens neerzetten, naast het toekennen van je Cha-bonus.
Voor meer info, en alles dat een Organizatie kan doen, zie de pdf.