Factions
Factions are an optional play mechanic to add a more political intrigue feel to the game. If using this mechanic, the game should have at least 2 underlying factions that are working against each other. Example: Police vs the MOB. Though for these mechanics to be interesting and better at story telling you should typically have 3 or more factions.
Each Faction is essentially another NPC, but instead of having Physical and Mental attribute levels they get a Resource and Influence Attribute level.
Resource
This AL is represententive to the factions, money, skilled peoples, etc.
All faction start with at least 3 in this AL and you can have no more than 8
Influence
This represents the factions influence on others and their members
Unlike PCs and NPCs these attributes change overtime. One faction my take out a skilled weapons smith decreasing the overall resources another faction has thereby decreasing the Resource AL, by 1, etc.
All faction start with at least 3 in this AL and you can have no more than 8
Prime Faction Attribute
This is your highest Faction Attribute is your Prime Faction Attribute this is what you will roll to complete some faction Moves. More specific
Health of a Faction
A Factions Hit Points is it's number of followers. 1 HP is roughly equal to 100 men
If the factions HP is 0 for more than 1 session and it fails to recruit more followers it is disbaned or dead.
Tests
There are 6 types of faction tests.
- Prime vs Prime
- Resource vs Resource
- Influence vs Influence
- Influence vs Resource
- Resource vs Influence
- Normal test against yourself
Faction Test
A typical faction test will be rolling the factions Prime Faction Attribute against DL of the targets Prime Faction Attribute.
Resource Test
Roll your Resource Level against your targets Resource Level
Influence Test
Roll your Resource Level against your targets Resource Level
Influence-Resource Test
Roll your Resource Level against your targets Resource Level
Resource-Influence Test
Roll your Resource Level against your targets Resource Level
Normal Test
Roll your factions Prime Faction Attribute against DL or your Prime Faction Attribute + 1.
Faction Moves
Until a member of the playing party becomes a Faction leader. The GM makes the moves for each faction before each Game Session. There may be wisperings around town one what each faction is doing but the PC's would need to investigate or climb the ranks of each faction to truly know whats going on. Once a member makes it to Faction leader, they can start making decisions for the faction.
Each faction gets three moves per session. Faction with the biggest Prime Attribute goes first then followed in decreasing order, unless the faction has a trait stating otherwise.
For every session the Faction starts with a Resource Level of 2 or lower decrease Influence by 1.
If your influence is 2 or below, you must make a Faction save test, Normal Test, if successful you don't lose any men, if you fail you lose 1 HP.
If a member of the party is a member of a faction, they may help the faction on one of their moves. GMs should pull the members of each faction aside, in private, and tell them what the Faction is going to do on their turn. If they wish they may aid in an move, by rolling their prime attribute and adding this to the factions move score. If the total meets the DL test the faction succeeds in their action.
Sabotage
Roll a Faction Test. If successful and you guess/known one of the moves the faction plans to do, the target faction fails to complete the specified move
Recruit
Roll a Normal Test. If successful gain 1 HP, and plus 1 HP for every 3 points over the target DL
Destroy Resources
Roll a Faction Test. If successful decrease the targets Resource Level by 1 or take out one of your targets traits
Attacking a base
Roll a Resource Test. If successful decrease the targets, HP by 1
Political Attack
Roll a Influence Test. If successful, your target lose 1 Influence Level
Espionage
Roll a Resource-Influence Test. If successful, You learn what the target faction is planning
Find Resources
Roll a Influence-Resource Test. If successful, You learn of a resource the target has gain advantage in Sabotaging it
Buy Trait
Spend one Resource Level. Gain one Faction Traits below
Gain Resources
Roll a Normal Test and Spend one Influence Level. gain 1 Resource Level
Gain Influence
Roll a Normal Test and gain 1 Influence Level
Faction Traits
You can have only have 3 traits at one time
Spy Ring
Gain ADV when using the Espionage move
Recruiter
When recruiting gain 2 HP instead of 1
Enforcer
Gain ADV when Attacking a base
Wealthy
When using Gain Resources gain 2 Levels instead of 1
Backpocket Politician
When using Gain Influence gain 2 Levels instead of 1
Politically Savy
Gain ADV when using Political Attack
Gangup
If another Faction is doing the same move as you against the same target, add each others scores against the targets DL
Arsonist
Gain ADV when using Destroy Resources
Master Saboteur
Gain ADV when using Sabotage
Player Character Ranking
When a player aids a Faction Move successfully, the Player gains a Favor Point with that faction. When a Player gets 5 favor points they move up a faction level. For each 2 consecutive fail the Player loses 1 Favor Point, can't go past 0.
Faction Levels:
- Underling
- Overling
- Boss
- Leader
First player to get to the Leader Level is the Leader of the Faction they can step down for a another player of boss level, but a boss level player can not overthrow a the Leader level player.
Players can be involved in multiple factions, but if those factions are rivals make sure you don't get caught serving one faction against the other. If you fail to help one faction in an attempt to hurt another faction you are associated with, make a Mental Test to try and explain your way out of why you were helping a rival, if your fail make a Physical Test to try and run away, if you fail that you must fight your way out! Hopefully you brought some other party members with you :/
Table of Contents
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How to Play
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Resources
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Optional Rules