Grand Design
Branch Effect Tree • Aristocratic Planning
Growth Points: 10
Requirements: Level 1
Grand Design allows a Character to establish and exert influence through a custom Faction, integrating them as a significant power player within the world's existing political landscape. Grand Design is a Player Driven World Building Effect Tree where they are both a founding and driving member of a collection of Supporting Characters, and may even serve as the Faction Choice of the other Players at the Table. Grand Design is a lot of Homework in Character Creation.
When Grand Design is taken at Character Creation, they do not choose a Faction to Join. It is often suggested when a Player runs Grand Design to give all the Players at the Table a chance to join them in their Player Crafted Faction. On the other hand, having Players in different Factions is always a good way to stir things up.
Setting up Grand Design
Our first objective when setting up Grand Design is choosing the Faction Name, Type, and Core Tenant.
Second, we make our Operational Supporting Character.
Faction Facilities are a basic office. They may also be operated out of a Character’s Domicile.
For advanced Faction Facilities and converting them into the Tactical Hub Environment, we recommend taking The Estate Effect Tree, and even The Business Effect Tree. (• In Development •)
Faction Types
Faction Type Determines Weekly Provisions and Faction Effect Tree
Cabal: A Cabal has very few members, likely none outside of the Operational Supporting Characters. They tend to have a very specific way they want to change the world, and they want to remain in the shadows while they achieve these goals.
Charity: These Factions tend to attract the kind hearted and find funding and cooperation to fight against pain, suffering, poverty, or some other altruistic mission. Members may go out healing or feeding the poor, provide shelter to orphans and the homeless. Spend time educating those who have no skills so they can learn to take care of themselves. Grand Design Charities typically have a narrow goal which they work toward daily.
Militant: A militia, a private defense contractor, a group of mercenaries. There are many different subtypes of Militant Factions. Their focus tends to be peacekeeping, preventing or participating in war.
Union: Unions are often the beginning of creating a trade and labor empire. Their goals typically include creating standards and developing networks of merchants and crafters. Strong unions take care of their bottom line and bring the quality of life of their members up by helping keep fair trade and fair wage in line.
Radical: Radical Factions are typically an extreme response to other Factions overstepping, a strong idea often carried out with the best intentions, but to the detriment of their own public image. They tend to be polarizing and opinions of them are often two completely different sides of the same coin. The advantage to the Radical Faction for Grand Design is the ability to shift the Core Tenants in response to the world.
The Core Tenant: After choosing Faction Type, the Core Tenant should be fairly easy to dress up. It can be as simple as a single sentence, or it could be an ongoing mess of a vision where the Player’s Character is just trying to save the world one day at a time.
Operational Supporting Characters
The Player and Story Guide work together on crafting five integral Supporting Characters. These Supporting Characters serve as mostly-reachable contacts for the Player’s Character, and should be available more often than not at known locations when sought after by the Player’s Character.
The Intel: This Supporting Character, along with The Operative, is rarely available. Often referred to by the other Supporting Characters relaying their successful scoops. In the occasional meeting, this Supporting Character is usually short and to the point. Laying down the information they gathered and leaving the meeting when they’re out of information to share.
The Management: Usually busy running things. Making sure provisions and training are being handled. They take care of the day to day organization of operations and task assignment for the other Supporting Characters and Members.
The Accountant: The Accountant is a powerful relay. They will give the Grand Designer estimates of when major, and expensive, projects are going to be completed, they’re also a great Supporting Character for the Grand Designer, and his party, to spitball what things they want to happen in the Faction. They’re always right. Mostly. As a note, Faction funds are not the Character’s Pocketbook. There is no amount of credits actually associated with the Faction.
The Operative: This Supporting Character is always on a mission. They tend to be strong and can handle themselves. The Operative is the most likely Supporting Character to change from time to time from one Character to another.
The Clerk: Of all our Supporting Faction Members, The Clerk is the one whom the Grand Designer will interact with the most often. It is our recommendation to allow the Story Guide full reign on this Characters design. They may be a gossip or a flirt, caught up on all the office politics and juicy drama. Or they could just be a tired people, looking for the day to end while making sure everything they’re responsible is taken care of.
Founder’s Boon
As a Founder, you may provide all of your Player’s Characters Party Members with the Faction Provisions of your Faction’s Type once per week. In the same vein, any Player Character associated with you gains access to your Faction Specific Effect Trees which they may spend Growth Points to learn.
Faction Provisions
Cabal: Within a Cabal weekly provisions are a few items the Faction decides will be a good fit for any missions the Player is likely to take on.
Charity: A member of a charity gets a weeks worth of Non-Perishable Rations.
Militant: Once a week, Militant Factions will return all equipment to 90% of maximum durability, unless it is unrepairable.
Union: Unions will provide their members with trade deals, automating the sale of crafted items at market price once per week.
Radical: These Factions do not get Provisions, but their members can find hideouts, a place for a free meal, or even an item they need occasionally from secret members and supporters.
Faction Effect Trees
Cabal: Read Between the Lines (Secret Societies)
Charity: Whisper of Altera Enrina
Militant: Physical Training
Union: Pick one Crafting Effect Tree and learn it at no Growth Point cost. (Recipes sold separately) Additionally, learning new Craft Effect Trees have no Credit Training Cost or Apprenticeship Requirements, as a Master of the Craft is always available to you.
Radical: These Factions do not get a Faction Effect Tree, in stead their members gain 10 additional Growth Points at Character Creation.
Note: Joining a different Faction does not grant an additional Effect Tree or Growth Points, but does make the Faction Specific Effect Tree available after a short probationary period.