\ Haven:Mist and Shadow Gameplay/Society Positions
Gameplay

Society Positions


Societies can be defined by their philosophical and political positions. The more unique a society's positions compared to other societies, the more of a bonus to their secrecy they afford; positions are also used to determine alliances.

Syntax: society position (position) (stance)
Valid stances are: neutral, mild, moderate, or strong.

[Anti-Supernatural/Pro-Supernatural]:
Anti-Supernatural:
+1, 3, 4% life force if natural.
-1, 3, 4% life force if supernatural.
At strong stance, all supernaturals in the society are slaves, with no ability to access higher levels of trust or standing and the ability to be incapacitated or tracked by any natural society member with the control command.

Pro-Supernatural:
+1, 3, 4% life force if supernatural.
-1, 3, 4% life force if natural.
At strong stance, all naturals in the society are slaves, with no ability to access higher levels of trust or standing and the ability to be incapacitated or tracked by any supernatural society member with the control command.
Raises minimum joining age to 21.

[Material/Spiritual]:
Material:
-5, 15, 25% from the cost of cars.
+5, 15, 25% to the cost of horses.
+1, 3, 5% income.
+1, 2, 3% firearms damage.
-1, 2, 3% melee weapons damage.
-1, 3, 5% arcane power.
-1, 4, 5% tooth and claw discipline.

Spiritual:
-5, 15, 25% from the cost of horses.
+5, 15, 25% to the cost of cars.
-1, 3, 5% income.
+1, 2, 3% melee weapon damage.
-1, 2, 3% firearms damage.
+1, 3, 5% arcane power.
+1, 3, 5% tooth and claw discipline.

[Combative/Manipulative]:
Combative:
+1, 3, 5% damage.
+10, 30, 50% to the cost of arranged arrests, asylum detainment, operation bribes, and territory lockouts.

Manipulative:
-1, 3, 5% damage.
-10, 30, 50% to the cost of arranged arrests, asylum detainment, operation bribes, and territory lockouts.

[Corrupt/Virtuous]:
Corrupt:
-3, 6, 8% life force for T1s.
-2, 4, 6% life force for T2s.
+1, 3, 6% life force for T3+.
At mildly corrupt or higher, all T1s are slaves, with no ability to access higher levels of trust or standing and the ability to be incapacitated or tracked by any natural society member with the control command.
At strongly corrupt, all T2s are also slaves.
At neutral, T1 and T3 have
-3% LF, T4 -9%, T5 -12%.

Virtuous:
+3, 6, 10% life force for T1s and T2s.
At mildly virtuous, T5s cannot join.
-10% LF for T3s and T4. -3% LF for T3.5.
At moderately virtuous T4s cannot join.
-20% LF for T3s. -8% LF for T3.5.
At strongly virtuous T3s cannot join.
-10% LF for T3.5.
At neutral, T1 and T3 have
-3% LF, T4 -9%, T5 -12%.

[Autocratic/Democratic]:
Autocratic:
Leader loyalty praises worth
250, 500, 1000% of member praises.

Democratic:
Leader loyalty praises worth
150, 100, 50% of member praises. At at least mildly democratic, the leader is automatically replaced by any individual with higher standing.

[Anarchistic/Lawful]:
Anarchistic:
-10, 30, 50% from the cost of operations with goals: Incite, Loot, Provoke, Sabotage, Raze, and Rescue.
+10, 30, 50% to the cost of operations with goals: Calm, Kidnap, Setup, and Suppress.

Lawful:
-10, 30, 50% to the cost of operations with goals: Calm, Kidnap, Setup, and Suppress.
+10, 30, 50% from the cost of operations with goals: Incite, Loot, Provoke, Sabotage, Raze, and Rescue.

See Also

Mental Discipline
Roleplaying Society Positions
Secrecy
Society Alliances
Societies
Society Restrictions