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Author Topic: AEG/The Franchise  (Read 3199 times)
Mister Andersen
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« on: January 28, 2008, 07:52:37 AM »

As I understand it, the Franchise is all about providing start up facilities for new Evil Overlords, and the initial 12 members of the AEG got their seat at the table as the end result of the Lottery.

However, PITFall and the various Stranger groups have taken out a number of them. So how do new comers take their place at the table?
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OverNinja
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« Reply #1 on: January 28, 2008, 09:58:18 AM »

The remaining Evil Overlords select replacements to fill the gaps, so that there are 12.

Or the Franchise promotes replacement(s) "automatically", it's what the Franchise is designed to do.
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« Reply #2 on: January 28, 2008, 05:00:07 PM »

So does an Allegiance to the Franchise also cover the AEG and the organisations they represent, or is it merely to the workings of the great machine? The text of the Menace implies that it's at least partially the former.
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« Reply #3 on: January 28, 2008, 05:13:12 PM »

So does an Allegiance to the Franchise also cover the AEG and the organisations they represent, or is it merely to the workings of the great machine? The text of the Menace implies that it's at least partially the former.

Each Alliance is mechanically considered a subsidiary organization to the Franchise, so a separate Allegiance is required for each.
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« Reply #4 on: January 28, 2008, 05:22:54 PM »

So the AEG is allied to the Franchise but their organisations are allied to the individual EG?
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« Reply #5 on: January 28, 2008, 06:48:15 PM »

So the AEG is allied to the Franchise but their organisations are allied to the individual EG?

The Franchise created the Alliance by bringing evil geniuses together. Each evil genius heads his or her own organization, with the Franchise funding them (and therefore, by virtue of being the feeder organization, also their parent group). That said, each evil genius runs his or her own shop largely without oversight.

The Alliance itself has no organization stats. It's like a board of directors. It isn't an organization on its own.
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« Reply #6 on: January 29, 2008, 12:54:38 AM »

That's a problem then isn't it because the organisations that should have Menaces at the earliest possible opportunity by the rules can't.
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« Reply #7 on: January 29, 2008, 01:01:58 AM »

Not necessarily. Those organization could easily extend the perk "You may enter master classes as if you had the Franchise allegiance"somewhere in the goodies they offer.
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« Reply #8 on: January 29, 2008, 01:18:04 AM »

So what exactly does the Franchise do within the setting apart from acting as venture capital?
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« Reply #9 on: January 29, 2008, 12:55:09 PM »

So what exactly does the Franchise do within the setting apart from acting as venture capital?

Big question, bigger answer - to be handled in the AEG release. The quick answer is that it's a virtually limitless source of adventure impetus. Imagine what would happen if S.P.E.C.T.R.E. lost Blofeld and no one noticed? The organization continues to grind away, doing what it's always done with no oversight and no one to notice when it all starts to careen off the rails...
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« Reply #10 on: February 12, 2008, 06:44:10 PM »

Each Alliance is mechanically considered a subsidiary organization to the Franchise, so a separate Allegiance is required for each.

The Alliance itself has no organization stats. It's like a board of directors. It isn't an organization on its own.

I am a little confused. So like morgenstern said, later suplements presenting a master class that belongs to one of those organizations within the Alliance will have a requesite of "Franchise" and leaving any allegiance specificaly to the organization useless? Because from my point of view it's better to do it that way than create more unique organizations in a setting that already has so many.
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« Reply #11 on: February 12, 2008, 06:56:45 PM »

I am a little confused. So like morgenstern said, later suplements presenting a master class that belongs to one of those organizations within the Alliance will have a requesite of "Franchise" and leaving any allegiance specificaly to the organization useless? Because from my point of view it's better to do it that way than create more unique organizations in a setting that already has so many.

There are two ways to use the AEG product. The more complex and setting-faithful option is to go with one Allegiance per Alliance organization, replacing any instances of "Franchise" in the rules with an Allegiance to the relevant org. This is the best way to emulate the setting as written, as the Alliance groups don't really work together all that often, and don't do it all that well regardless (they are, after all, super-villains with little reason to cooperate now that Yerik's gone).

The simpler option is to default all of them down to parts of the Franchise, dumping all the subsidiary orgs and Allegiances. Then you have to decide which of the org benefits from the PDF you want to keep, which might prove an interesting exercise in defining the setting for your personal needs. The result will be more of a S.P.E.C.T.R.E. or Cobra super-group, which IMO isn't as representative of what's happening in the default setting, but it's certainly easier to introduce and use in play.

Both options will be supported, but the first will be the default, as it uses everything as presented. In this way your choice to modify things simply requires you to decide what you don't want rather than what you'll add.
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« Reply #12 on: February 12, 2008, 07:51:06 PM »

So, within the context of the AEG, what is the dummy group set up by Century actually doing?
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« Reply #13 on: February 18, 2008, 05:10:17 PM »

So what it really is  ... The Commission of the Mafia. There are 12 Commission members and each has a vote but is responsible for governing their own organization singlehandedly.
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Mister Andersen
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« Reply #14 on: February 19, 2008, 04:15:05 AM »

Where's this 12 coming from - the book mentions 7 shadow nations + Poole
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