The Unified Friend Theory
by Depraved Elf
updated 2-23-90
Some of you may have noticed . . . or maybe not, who knows,
really . . . that Dependents, Allies, and Patrons all imply roughly
the same relationship with different degrees of competence on the
part of the PC and NPC. Others may, like me, have found that the
costs given for dependents and allies of relatively advanced PCs/NPCs
does not fit all that well with character conceptions. The solution,
he said, chortling with glee as the kettle came to a boil, is obvious.
Put 'em all on the same scale. When your son grows up, he's
your ally, not your dependent. See, for example, Indiana Jones and
the Last Crusade. Therefore, for your delight and delectation, the
following table is offered:
FRIEND range cost
Dependent: -100% + : -16 pts.
Dependent: -75% – -99% : -12 pts.
Dependent: -51% – -74% : -6 pts.
Dependent/Ally: -26% – -50% :+/-1 pt.
Ally: -0% – +25% : +5 pts.
Ally/patron: +26% – +50% : +10 pts.
Ally/patron: +51% – +100% : +15 pts.
Patron: +101% – +200% : +20 pts.
Patron: +200% – +500% : +25 pts.
Patron: +501% + : +30 pts.
Reading the table:
The general class of friendly person is listed down the left
side. Cost, down the right side, is the basic cost before
frequency modifiers (also before the Dependent importance
modifiers). The range given is the major difference in this system
and that given in Basic; it assumes that not all characters are 100
pts., and evaluates the friendly individual based on *relative*
competence. The values remain the same for a 100 point character,
but for characters built on 75 or 150 points, the values of
dependents and allies are modified to 75% and 150% respectively of
those in Basic. This means that less-experienced characters must
have much less competent people as dependents, while
more experienced characters consider their relatively more
competent friends "dependents."
Three notes on the table:
- The cost of a 'competent dependent' or barely competent
(the old range of 51-75 pts., which of course now varies slightly
depending on the character value) has been changed from zero to
plus or minus one point--plus one point for allies, minus one point
for dependents. The GM can, of course, vary this, but it lets the
other mathematical adjustments to the friend's value work as it
ought, rather than multiplying by zero. This brings up digression
#1, which is at the end of this already rambling explanation.
- The table adds a twenty-point patron value, with an
appropriate range, because Depraved Elves are compulsive.
- Dependent and ally overlap, and so do patron and ally. The
difference between a dependent and an ally has to do with the
emotional investment in the friend's welfare (thus the importance
modifiers) and also to do with the friend's competence. It is
conceivable for a character to have a sidekick so incompetent that
he qualifies as a dependent. The difference between patron and
ally is more complex, but I would like to argue that it lies mainly
in the realm of economics. An ally provides his body; a patron
provides his wallet. But the equation is less true for persons.
The above table is intended as a guide to the experience of
individuals, to character values. But it is hard to imagine
someone two or more times as experienced as the PCs involved in a
campaign, without producing anomalies. Therefore, the most common
values of patron individuals are the values marked "Ally/patron."
The problem of patron groups is more of a problem of group assets
than of experience.
Dependent's importance Appearance Frequency
Acquaintance: times 1/2 15- : times 3
Friend: times 1 12- : times 2
Beloved: times 2 9- : times 1
6- : times 1/2
FRIENDLY GROUPS:
Friendly groups should be calculated roughly from the above, if you
examine the assumptions of the various tables in Conan and Basic
carefully.
The above table works best for individuals. It is not wise to
add together the values of a group of characters: two 50-point
characters are not the same as one 100-point. The value placed on
groups should be a function of attachment to the group, not to
attachment to individuals. The ally groups introduced by Conan are
an example.
In the mass, in game terms, groups have three major
characteristics. 1) Average experience of members (character
value). 2) Size of the group. 3) Group assets. Each of these
characteristics needs to be considered in isolation, before
considering problems of frequency.
The basic characteristic should probably remain the average
experience. The table provided above provides the basic values. As a rule, any ally or patron group should have an average value of
less than 5. 1 is probably ideal.
Size of the group, however, should be a step-wise function, as
should assets.
SIZE ASSETS
1: * 1 1: *1/4
2: * 2 10: *1/3
4: * 3 100: *1/2
8: * 4 1,000: *1
15: * 5 10,000: *2
31: * 6 100,000: *3
62: * 7 1,000,000: *4
125: * 8 10,000,000: *5
250: * 9 500: * 10 multiple of
1000: * 11 starting wealth
2000: * 12 (use inverse for dependent)
5000: * 13
10000: * 14
25000: * 15
For example, a group of ten bruisers, average character value
fifty percent of character's, have basic value +1, *5 because there
are ten, and total assets equal to ten times starting wealth, *1/3,
gives a total point value of 2. If they show up all the time
(which is likely), they cost the PC 6 points.
Second example. A police force of two hundred, average CV 50%
of character's, so +1*8, assets in this case 1,000 times starting
wealth, and showing up fairly often, 8 points. In a police
campaign, they always show up, and are worth 24 points.
Another example. A school full of children, average point
value approaching zero. 50 children. -12*6. Ten times starting
wealth, importance as acquaintance, and showing up rarely. 72*3*1/2*1/2. 54 points. If they were the more likely important
as friends, 108 points.
Final example. Major governmental organization, average value
50% of character, but GM decides they are worth basic 2 because
they relate strongly to what he does. 500 operatives, *10. Assets, 10,000 times starting wealth, *2. Frequency fairly often,
*1. Total 40 points. This brings up the question of what happens
if this group gets on your ass. See digression #2.
It should be obvious that although the number game gives
bigger increments, the variation in resources is probably
controlling. Not that many organizations have over one thousand
active members; the table is not intended to include bureaucratic
paper-pushers. But a major patron-style organization will be quite
well-funded, and is rarely less than one hundred active members, so
the multipliers work in a fashion that can make a useful patron
extremely expensive.
Digression #1:
The importance of a person to whether they are considered a
dependent or not brings up the whole issue of the 'highly competent
dependent.' This is, in GURPS terms, a contradiction; if a
friendly-type person is dependent, they have to be weak and need
protection. But if Conan is in love, it doesn't really matter that
Belit is wonderfully able to take care of herself, man-like, he
still wants to protect her. This is most obvious in the case of
the beloved, but still has an effect, in game terms, for friends
and acquaintances. Consider this a special case of impulsive
behavior, or perhaps the minor delusion (that the object of
affection is not competent). Give it a basic cost of -5, and
require that the PC act as he's told in Basic--defend with your
life (for the beloved), even though this person may actually be
more competent than you. Which may mean that you jump into a fight
that you can't handle, though your beloved can, because you have to
protect the beloved.
Digression #2
Enemies can be calculated in much the same way that friends
can. The difference is that an incompetent enemy does not cost
character points, and should be produced only with the GM's
permission as an act of comic relief. Think of Wile E. Coyote. To
calculate an enemy's value, calculate as for friend, and reverse
the sign (from plus to minus or from minus to plus).
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