Organizational Experience Points (OXP) are meant to serve as a simple rules-light mechanic to unburden players from having to run player-controlled organizations. It's also a good way to slow down the XP gain while still giving the PCs added benefits. It's not meant to replace obligation but as a separate subsystem, and can be used just as easily in games that primarily use duty or morality. Whereas duty is meant to represent your place in an organization and ties to it, OXP is instead a way to represent a player-founded organization. The players could also have duty to their own organization. (Our game started trialing these rules at about the 2.5 year mark into the campaign in real-life time).
At the end of each session the players must decide unanimously how much of their XP for the session is converted to OXP. The amount of XP the characters receive is reduced by the corresponding amount that is converted to OXP. I.e. if 15 XP was provided for a session to each character, the group of players could decide to convert 5 XP to OXP. The 5 OXP would be added to their organzation total or spend immediately, and each character would receive 10 XP. The conversion is not per character, but a reduction to the entire group's character XP received.
Thematically these benefits and effects are meant to play into the story, not to be a standalone replacement for the game progressing through PC actions. The intension is not to "pay OXP and get resources out of thin air" without background for why events occur or connections are made. The PCs may need to roleplay recruiting NPCs for example (possibly along with some negotiation, charm, or coercion rolls) before the GM OKs them spending the 5 OXP. Or the location for a potential business and the resources to get it started must be obtained through missions before a front business comes into play. The OXP cost allows the business to run by itself without the PCs spending further resources.
Capability | OXP Cost | Effect |
---|---|---|
Recruit NPC | 5 OXP | An NPC officially joins the organization and can be assigned roles. We usually play recruiting an NPC in the game and this OXP cost "cements" their new ally. Recruited NPCs still have their own needs and agendas and are not puppets or mindless minions of the players. The NPC will work towards the general well being of the organization unless mistreated. |
Train Specialist Follower | +5 OXP | Train a recruited NPC to be a follower who can go on missions with the PCs. Generally only one follower is allowed on each mission (the party may take another follower but may only benefit from a single follower each encounter). The crew can have the follower use one non-combat skill they have ranks in once per encounter (YYG by default). |
Train Military Follower | +5 OXP | As Specialist Follower but the follower can assist in combat. Choose a combat skill when training the follower, the follower grants a free success to one playerp per turn using that skill as long as the Follower can fight against the same foe as the player obtaining the assist. |
Establish Safehouse or Base | 15 OXP | Establishes a Safehouse or small base for the organization. This gives the PCs a generally safe place to stay on a given world (or small space station). Special: An NPC must be assigned as the leader of the safehouse to manage it's resources and make sure it stays under the radar. Certain locations may be too dangerous to support a safehouse at the GM's discretion. |
Establish Front Business | 15 OXP | Establishes a business that forwards all of it's profits to the organization. May be legal, illegal, or somewhere in between. The business pays for the crew and upkeep of one ship or small group of employees in the organization on an ongoing basis; up to 100 crew and sil 8. Every sil of an individual ship above 6 is +5 OXP to support the ship (i.e. a sil 7 ship would cost 20 vs 15 OXP). If the front business ever fails, calamities or trouble may ensue for the supported assets. Special: As with a safehouse, a recruited NPC must be assigned as the leader of the business. |
Upgrade Safehouse | +5 OXP | Upgrades to the safehouse may be made per the rules in Far Horizons for homesteads, and cost 5 OXP each (or 5 OXP per level of upgrade in the case where upgrades may be taken more than once.) Changes: |
Upgrade Front Business | +5 OXP | Similar to the safehouse upgrades, you may use the business upgrades listed in Far Horizons at the cost of 5 OXP each. Changes: |
Rep = establish contacts or fans | x OXP | Gain a boost die on all social checks in a particular planet or region (GM's discretion with players when chosen what the region encompasses) when a PC's affiliation to the organization is known. Caveat: this bonus may only apply to specific social skill checks dependent on the situation, i.e. if an organization is a criminal gang then only coercion may get the bonus among non-criminals. |
Rep | +0 XP | Obtain free rep in areas where a safehouse or front business operates. |
These rules are mainly my own spin on the various resource subsystems within Edge SWRPG but were influenced by ideas in the organization rules in SW
Saga Edition RPG by Wizards of the Coast as well as some Genesys content such as the excellent Factions Talents supplement and G.O.L.E.M.S - both available on
DriveThruRPG. If you want a full faction subgame, try GOLEMS, if you are looking for making specific talents within an organization go for the Faction Talents
supplement. Both are reminiscent of the Saga edition rules in their own way but I wanted something lighter to give my players tangible benefits while leaving
most of the RP of the organization rules-lite.
- Frenzy.
NPC | Role |
---|---|
K3-MD | |
Junior | |
Reemaw | Heads Shiva Succor Solutions |
Nee'na | Works for Shiva Succor Solutions |
Amari | Works for Shiva Succor Solutions |
Ceilia Madell | Ceilia heads up Madell's Moon Shiva Security Solutions |
Autumn Wellmont | Works for Shiva Security Solutions |
Jerg | Heads Shiva Stripper Solutions |
Dart | Heads Shiva S... Solutions |
Mudhopper | Heads flight ops for Shiva S... Solutions |
Jyn Moor | Heads Shiva Secrets Solutions |
Gimmick *trained* | Deputy head Shiva Secrets Solutions |
Asset | Lead or funding source | Notes | |
---|---|---|---|
FS: Shiva Security Solutions base on Madell's Moon | Ceilia Madell | ||
FS: Shiva Stripping Solutions | Jerg | ||
FS: Shiva Succor Solutions | Reemaw | ||
FS: Shiva Support Solutions | Dart (overall head), Mudhopper (flight ops) | ||
Krayt's Mercy - Raider Corvette | Shiva Security Solutions | funded | |
"Not Chiss" - Clawcraft | Shiva Security Solutions | funded | |
Century Hawk - Ghtroc 720 | Shiva Stripper Solutions | funded | |
Buck Banger III - YT-1760 | Shiva Stripper Solutions | funded | |
TR-41A - TIE Reaper | Shiva Succor Solutions | funded | |
Defender | Shiva Succor Solutions | funded | |
Long Night Out | not funded | ||