Faction Skills: Treachery

First things first: we got ourselves a mod symbol! The chains that bind a faction together! This will be the symbol on the cover of the faction system mod that we are calling Brotherhood for now.

Now onto the main post:

Last time on our faction system walkthrough, we showed you what the Notoriety Skill can do and what Notoriety Events are.

This time we’re showing off the Treachery Skill.

Treachery

Treachery is a Skill that is supremely advantageous if you are not the leader of a faction, but want to be; but is a dangerous risk to manage if you are the leader of a faction and want to stay there. This is because Treachery serves two purposes: as a Skill to be used, and for Event rolls by the GM. In short, the higher the Treachery Level is, the more likely it is that there will be upheaval in the faction, which is good for ambitious members trying to climb the ladder, but bad for those at the top.

If you are not leading the faction (or if you are and want to cause a false flag attack), you can use the Treachery Skill in two ways. First and easiest is to force a Treachery Event. If there isn’t currently one happening, you can roll a Treachery Skill Check and, if you succeed, consult the table below to see what ruckus you managed to stir up. Be careful, though, because even if you’re not at the heart of the treasonous actions occurring, someone could always point the finger back at you.

A second way to use the Treachery Skill is the more long term plan. If you want to build up some support and hit quickly and hit hard, it makes sense to increase the Treachery Skill first before you strike. Once per session, if there isn’t a Treachery Event happening, you can roll a Treachery Skill Check. If you fail, then the Treachery Skill Level increases by 1d10. Remember that this is a unique case where something happens if you fail, not if you succeed. So the lower the Treachery Skill Level is, the quicker you can increase it.

Also, you can only do one of the above per session. You can either try and increase the Treachery Skill Level or try and force a Treachery Event, not both.

Treachery events

Just like with Notoriety, at the start of each session, the GM will roll a Treachery Skill Check for the faction. If it fails, nothing happens. If it passes, though, then the faction’s Treachery has led to some internal strife inside the faction. So the GM consults the table below and see just what sort of ruckus has been kicked up inside the faction. So the higher your Treachery Skill Level, the higher the chance that something happens. A Treachery Event can, of course, span more than one gaming session, so if there is a Treachery Event already going on, no need to roll again.

01-05: Notoriety Event +5.
06-10: Embezzlement! A member steals 1d10 Wealth from the faction.
11-15: Discover that there is a mole in the faction, feeding info to a rival faction.
16-20: A brawl breaks out between members in the base.
21-25: A plot is discovered against the faction leader(s).
26-30: News leaks out about a faction being formed inside the faction.
31-35: Gain 1d10 members, and push up Notoriety by same amount.
36-40: Murder! A member has been found dead in the base.
41-45: Lose 1d10 members, and push up Notoriety by same amount.
46-50: Members attack an Allied faction.
51-55: Small group of members attempt an attack on the faction leader(s).
56-60: Members insult an Allied faction enough to turn it into a Rival.
61-65: Other faction offers to take over permanently to solve issues.
66-70: A member(s) have secretly sold off a base acquisition.
71-75: Members riot and destroyes a base acquisition.
76-80: Half of faction leaves and forms new faction.
81-85: Half the faction mutinies and attempts to take over faction.
86-90: Half of faction leaves and forms new faction, and attacks main faction
91-95: Civil War. Half of faction leaves, forms new faction and attacks main faction.
96-100: Roll twice and use both Events.

Other than causing some pain for the faction, a Treachery Event is like a snowball that just keeps getting worse. Each session that the Event is not handled and closed off means that the Faction’s Treachery Skill Level will increase. This means that the next Event Roll could be far worse for the faction.

The Righteous Prophets.

With a roll of 75, the Prophets’ Treachery Level is sitting at 40. Not surprising when you think it’s a bunch of corrupt criminal cops, but it also isn’t good news for the faction. Last time we found that they had a Notoriety of 50. Coupled with the Treachery level at 40, they could be looking at hitting an Event nearly every session (statistically speaking). It’s a threat they will definitely have to manage, because it looks like the only thing they are going to do for the mean time is be on the defensive.

And that’s it for the Treachery Skill. Tell us what you think about it, what your faction Treachery Skill Level is and how you plan on handling the Treachery Events.

Next time we’ll see what Might means for your faction and actually seeing how many members your faction has.

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Remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!

Faction Skills: Notoriety

Last time on our Faction System walkthrough, we introduced you to the five main Faction Skills and showed you what the Reputation Skill can do.

This time we’re showing off Reputation’s evil brother: the Notoriety Skill

Notoriety

If Reputation is “fame”, then Notoriety is “infamy”. Notoriety doesn’t show off to the world how good your faction is at what it does, or how powerful it is, or the mighty deeds it has accomplished (that’s all Reputation). Instead, Notoriety says distrusted/loathed/disliked/hated your faction is by populace at large, and how much the authorities want to bring your faction down. There is very little positive about this for either the faction or the players, but it doesn’t mean you can’t make the best out of a bad situation.

Gameplay-wise, Notoriety acts in a similar fashion to Reputation. Both the faction and the players (as representatives of the faction) can use Notoriety as a Social Skill to intimidate and bully others into doing what they want. It’s much easier to threaten someone when you can show that you already don’t care about the authorities. You can even use Notoriety to look for jobs/missions in a new area you are in. Of course, if you succeed in that Skill Check, the jobs you get will be far more dangerous and criminal-oriented than one you get from Reputation, but a job’s a job.

However, all of this is just making the best out of a bad situation. Notoriety has a far more important role, and that’s to generate Notoriety Events.

Notoriety events

At the start of each session, the GM will roll a Notoriety Skill Check for the faction. If it fails, nothing happens. If it passes, though, then the faction’s Notoriety has caught the attention of someone. So the GM consults the table below and see just what sort of calamity has befallen the Faction. So the higher your Notoriety Skill Level, the higher the chance that something happens. A Notoriety Event can, of course, span more than one gaming session, so if there is a Notoriety Event already going on, no need to roll again.

01-05: Treachery Event +5.
06-10: Vigilantes come sniffing around the faction.
11-15: Anti-faction propangda/misinformation is spread around.
16-20: Police come to investigate faction.
21-25: Wanted criminal(s) seeks refuge with faction.
26-30: Attempt to blackmail faction leader(s).
31-35: Gain 1d10 members, and push up Treachery by same amount.
36-40: A burglary/robbery attempt is made against the faction.
41-45: Lose 1d10 members, and push up Treachery by same amount.
46-50: Allied faction is attacked and asks for aid.
51-55: Kidnapping attempt on faction leader(s).
56-60: Allied faction severs ties with faction.
61-65: Police come to arrest faction leader(s).
66-70: Violent mob comes to take justice on the faction
71-75: Police comes to arrest faction.
76-80: Vigilantes come to attack the faction.
81-85: Assassination attempt on faction leader(s).
86-90: Rival faction comes after faction.
91-95: Military comes after faction.
96-100: Roll twice and use both events.

Other than causing grief for the faction, a Notoriety Event is like a snowball that just keeps getting worse. Each session that the Event is not handled and closed off means that the Faction’s Notoriety Skill Level will increase. This means that the next Event Roll could be far worse for the faction.

The Righteous Prophets.

With a roll of 82 to Prophets’ Notoriety Skill Level is 50. Not as bad as it could be, but it does mean that the faction starts off having a 50/50 chance of a Notoriety Event happening. What is good, however, is that the Prophets’ now have a Social Skill they can use. Last time we found that their Reputation Skill is only at Level 10, so being able to use their Notoriety Skill in game is quite useful for them. Since they are a criminals, I doubt they would lose much sleep over threatening and intimidating others to do their work.

Let’s see, though, what would happen on their first session: with a roll of 7 it means they start their campaign off with a Notoriety Event. At least this one isn’t too bad, only some vigilantes coming to sniff around and see what’s been going on. Nothing the Prophets can’t handle, but the question now is how to handle it? Lay low for a while, let the heat cool down, or take out the Vigilantes quickly and (hopefully) quietly to make sure they don’t find out something they shouldn’t?

And that’s it for the Notoriety Skill. Tell us what you think about it, what your faction Notoriety Skill Level is and how you plan on handling the Notoriety Events.

Next time we’ll see what can happen if your faction’s Treachery gets too high.

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Remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!

Faction Skills

Last time on our Faction System walkthrough, we gave your faction a home by showing you how to build your base.

This time we’re going to start delving into the gameplay of factions by looking at their Skills.

The Five Faction Skills

As the heading says, each faction has five main Skills that it, the players, and the GM can use during gaming sessions.

Reputation: This is the main social skill for the faction. Think of it as the Diplomacy Skill sized up.
Notoriety: If Reputation is Diplomacy, then Notoriety is Intimidate. High Notoriety can also trigger events.
Treachery: This is mainly used for Treachery events, but players can use this to stir up mutinies and the like inside the faction.
Wealth: Other than the base building we’ve covered, this works much like a player’s Wealth Skill.
Might: How offensively powerful your faction is. How well it would fare in a conflict.

One thing to keep in mind with these Skills, is that the players will be able to use all of them for their own PCs, not just for the faction. Need a bit of extra cash to buy something, dip into the faction’s Wealth Skill. Need some extra muscle on a mission, that’s why the Might skill is there. Not the greatest talker, but your faction’s notoriety is high? Then use the Notoriety Skill. In this way, the better the faction becomes the more useful it will be to the players. Keep your faction strong and you will get stronger.

Skill Levels

During faction generation, you will roll for each of the faction’s five Skills. Then your faction’s history, and the base building will increase and decrease those skills. Just as with the sneak-peek at the Wealth Skill last time, the roll table for the Skills are as follows:

1-19: 1
20-36: 10
37-51: 20
52-64: 30
65-75: 40
76-84: 50
85-91: 60
92-96: 70
97-99: 80
100: 90

Reputation

The most straightforward of the five Skills and the one we are going to cover in a bit more detail in this post.

At its most basic, Reputation is the faction’s Diplomacy Skill. If the faction (as a whole) wants to negotiate and deal with other factions and organisations, it uses its Reputation Skill. The higher its Reputation, the more easily it will deal with other factions.

For the majority of gameplay, however, Reputation will become an added Social Skill for the player characters. Whenever a PC wants to deal with a character, or group of characters, in a non-aggressive and non-threatening manner, they can use their faction’s Reputation Skill instead. This simulates that even if a person’s social skills aren’t up to scratch, the very fact that they represent a larger faction with a good reputation, they can still get away with quite a lot.

But just because you can get away with a lot doesn’t mean you can get away with everything. The key phrase above was “non-aggressive and non-threatening”. If a PC want to threaten another character with the might and power of their faction, then you can Notoriety. The other key thing to note is that using Reputation as a PC automatically makes that PC become a type of ambassador for their faction. They are representing their faction each time they use Reputation. This means that if you aren’t in control of your faction, the head boss might not be too keen on you using the faction’s name each time you want a discount at a store, or bribe a guard. In the same vein, overusing Reputation for trivial things will eventually do your faction’s name some real harm, causing its reputation to sour and the Reputation Skill to decrease. It’s a powerful tool, so use it wisely.

Another way to use Reputation is to get jobs/missions for the PCs. Rather than canvassing a city, asking every innkeep and tavern bartender for their latest gossip, the PCs can roll a Reputation Skill Check to drop their faction’s name here and there and see if someone will come running after hearing that these mighty heroes have stepped into town.

The Righteous Prophets.

With a roll of 36, the Prophet’s Reputation Skill Level is only 10. Their name is mud, but this suits this group of scumbags. What it does mean, is that they can’t rely on their faction’s reputation to get them by. They have to do the real haggling and negotiation themselves. It does give them a fairly immediate goal, though: they need to get their reputation up higher so that they can get better contacts, better deals and better jobs.

And that’s it for the quick intro to Skills and the Reputation Skill. Tell us what you think about it, what your faction Reputation Skill Level is and how you plan on using it.

Next time we’ll see what can happen if your faction’s Notoriety gets too high.

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Remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!

Z-LAND S2 Chapter 5 “Silent Night” Part 4

With the helicopter fading from sight is it a harbinger of death herald of life?

Missed out on the previous episodes? CLICK HERE to catch up on all the apocalyptic action.

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Z-LAND hit Copper level!

It’s been less than a week and Z-LAND is doing better than we had ever hoped for!

A couple of days ago Z-LAND took it’s first step on the ladder to Platinum level on DriveThruRPG by hitting Copper rank. It got there blindingly fast, and it will only get better from here on out. The next rank to hit is Silver level and isn’t as easy as getting Copper, so spread the word about Z-LAND and let’s get it up there to the next level!

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But it still gets better! Z-LAND is in the top 5 of all of DriveThruRPG’s horror games and supplements. It’s sitting up there with the likes of Cthulhu and vampires, and that’s as it should be, because our zombies are absolutely terrifying.

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And while we may gloat and brag about this, because who wouldn’t, it really is all thanks to you. If it wasn’t for you, we wouldn’t have gotten this far. So here is a massive thank you to everyone who has backed our kickstarter, bought a copy of the beta and corebook, watched the YouTube series, or played a game of Z-LAND. You guys are awesome, and this really is your copper medal.

You guys rock.

Z-LAND: The Survival Horror RPG is released!

It’s been a long road, but we’ve finally reached the end of it, and we can now officially say:

The Z-LAND corebook is now available!

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Faction Base Building

Last time on our Faction System walkthrough, we finished up the faction generation with some final touch ups and turned a bunch of random roll tables into a believable faction.

This time we’re going to give your faction a home by building it a base.

The Wealth Skill

We’ll be going over faction skills and specialisations next time, but for now all we need to worry about is the Wealth Skill. It has some important in-game mechanics that the PCs will be able to use, but for base building the Wealth Skill also acts as a cap to how much you can “purchase” for your base. As with everything else in the Sigil System, the Wealth Skill runs from 1 – 100 and you roll on the table below to determine your starting Skill Level.

1-19: 1
20-36: 10
37-51: 20
52-64: 30
65-75: 40
76-84: 50
85-91: 60
92-96: 70
97-99: 80
100: 90

The number you roll will act as the upper limit to how much you can buy. Each of the items below will have a cost associated with it. When you add up all the costs of the things you want to buy, it can’t be higher than your Wealth Skill. Any points left unspent is wasted, so spend as much as you can.

Luxuriousness

Now that you know how much you have in the bank to spend, the first thing to decide is how fancy, luxurious, and opulent you want your faction’s base to be. The fancier you want it, the more you will have to spend, which means you will have less over for buying the parts of your base. However, the more luxurious your base, the higher you reputation will be and the happier your members will be. This has huge implications for gameplay as unhappy members can lead to “Treachery Events” (which we’ll cover in a later blog-post).

So choose carefully on the list below how much you want to spend:

0: Wretched
10: Poor
20: Average
30: Rich
40: Lavish
50: Palatial

Acquisitions

The final part of base building is actually building the base. You start off with a basic “base structure” for free, but this is little better than a large, empty room. Everything else you will need to buy. You will see on the list below that you can buy additional “base structures” as well as “safehouses”. If you do get these, you can spend some of your Wealth Skill points to buy acquisitions for these as well.

3: Armory
10: Base structure
3: Camouflage
3: Crew quarters
5: Dock/Garage
3: Entertainment space
3: Hygiene/bathing
3: Jail
3: Kitchen/dining
3: Office space
3: Safehouse
5: Specialist quarters
1: Misc (eg storage)
3: Training grounds
3: Secret passageway
3: Vehicles
3: Defensive structures

You’ll notice a few bolded names here. The Misc section is there not because we ran out of ideas, but because each of the non-bolded names has a mechanical impact on your Faction’s Skills and Specialisations. By acquiring these parts, your faction will become better at doing certain things. Thus, if you want anything else for your base, it can go under the Misc section. The Dock/Garage allows you to park your vehicles in your base, and the Specialist quarters allow you to recruit (wait for it) Specialists. Specialists are powerful NPC members that will help your faction grow and become powerful. We’ll cover them more in a future blog-post

Exemplar

Last time we finished off our Righteous Prophets, the gang of corrupt cops turned smugglers. Now let’s see where they call home:

With a roll of 30 we find out they have a Wealth Skill of 10. They are as poor as they are corrupt. This means we will have to stick with the Wretched level of luxuriousness so that we can buy acquisitions, but it makes sense that their base will be as poor as their souls.

With 10 points we can’t buy a lot, so we have to prioritise. As smugglers inside a police force (and one that’s been busted before) they need to stay hidden and have a way of getting in and out unseen, so we’ll spend 6 on Camouflage and Secret passageway. To make sure they don’t get overrun by the cops again or by rival gangs, we’ll give them Defensive structures on their base, and with the last point we’ll spend it in Misc so we can get some storage for all their smuggled goods.

It has none of the comforts of home, but it’s a practical place for practical people.

And that’s it for base building! Tell us what you think about it, what your bases ended up looking like, and if you have more suggestions for acquisitions!

Next time we’ll start going into gameplay with the Skills and Specialisations of your faction.

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Remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!

Faction Creation: Final Touches

Last time on our Faction System walkthrough, we showed you how to give your faction a history and a past, and fill that with significant events that really give your faction character

This time we’re going close off the faction generation by doing a few touch ups and then seeing the final result.

Allies and Rivals

No faction exists in isolation. It will always have have ties with the outside world in some form or fashion. This also means that it will start making friends and enemies. In game-terms, this means that every faction will start off with at least one Allied Faction, and one Rival Faction. How far you want to go in detailing these factions is up to you. You can do this entire process for your Ally and Rival, and in turn do it for their Ally and Rival, and so on and so forth until your whole world is interconnected. Alternatively, if you want to leave it vague for the mean time, you can simply roll on the Faction Type table below to just get a general sense of who they are, so your faction’s relationship to them at least is clearer.

So roll once for an Allied Faction, and once for a Rival Faction.

01-10: Academics/Scholars
11-20: Adventurers/Mercenaries
21-30: Assassins/Contractors
31-40: Bureaucrats/Officials
41-50: Entertainers/Bards
51-60: Socialites/Bourgeois
61-70: Thieves/Smugglers
71-80: Traders/Craftsmen
81-90: Vigilantes/Lawmen
91- 100: Warriors/Soldiers

Faction Goals

The very last roll to make is to determine what your faction’s current goal is. This isn’t an overarching mission statement. This isn’t what the faction is all about. Instead this is very clear cut goal with a definite end point. It is something that the faction is trying to accomplish right now, and afterwards it will move on to something else.

01-10: Acquire more assets (eg land, property, goods).
11-20: Become better at what they specialise in.
21-30: Build up and expand their offensive power.
31-40: Defend themselves or something else from a faction.
41-50: Engage in a philanthropic endeavour.
51-60: Extend/increase their influence over an area/faction.
61-70: Gain more usable, spendable money.
71-80: Grow their number of members, contacts, specialists.
81-90: Increase their fame/infamy.
91-100: Take vengeance upon another faction.

Touch Ups

Now is the time for you to put it all together, and connect all the dots. Each roll you made provides you with a point, but it is up to you to join those points together to create a cohesive story that is your faction. Many of the options you’ve rolled will naturally tie in together, and will seem to seamlessly fit, but for others, it will take some imagination.

Exemplar

Before we see what our exemplar faction looks as a whole, let’s quickly see what their goal is and who their ally/rival is. Rolls were 95, 72, and 33. So the Righteous Prophets’ Ally is a group of Warriors/Soldiers, its rival is a bunch of Traders/Craftsmen and its current goal is to defend themselves or something else from a faction.

Now let’s put it all together and see what sort of faction we’ve discovered with this generator:

The Righteous Prophets are a smuggling ring operating inside a police force. They are deeply entrenched within this police force, having been created not long after the force itself was commissioned. It’s original creator was a villain of the highest order, a corrupt and degenerate policeman who wanted a little extra in his paycheck every month, and he set the tone for what the Righteous Prophets would become. Their racial supremacy is the nicest thing you can say about them.

Everything wasn’t moonshine and roses, however, and when the Prophets were at their peak, a catastrophe happened that nearly destroyed them. The police force in which they were hiding discovered them, and arrested nearly all of them. Only a small handful Prophets remained undetected, and they had to stay in hiding for years, waiting for the heat to die down. Eventually, they could start operating again, but the Prophets were a shadow of their former selves, and it was only the loyalty of the members (loyalty to each other, to the Prophets, and to the money they were making) that pulled the Prophets back from the brink of extinction.

Changes had to be made, though. Trust was in short supply, and they could not gamble on the loyalty of new members. A strict hierarchy was enforced, and a new means of acquiring members was developed. They wouldn’t bribe and cajole people to join them anymore. Instead, they would entrap them and blackmail them. They would force a bond of trust between every member and the Prophets, because if the Prophets goes down, so does every member inside. Everyone lives, or everyone dies.

The plans worked, and the Prophets have again become a force to be reckoned with. Recovering their strength and reputation hasn’t been easy, however, and many enemies have been made along the way. A trade union has become a particularly sharp thorn in their side, as the Prophets’ smuggling business has been undercutting the union’s. Even now, the Prophets are expecting an attack from the union, but they won’t stand alone. The police force isn’t the only organisation corrupt enough to house a smuggling ring. The Prophets have made contact with a group inside the army, and relations are going well. The Prophets hope that with the army’s smugglers’ help, they can survive this latest assault.

And that’s where the Righteous Prophets enter the story…

And that’s it for faction generation!

Next time we’ll start looking at giving your faction a home and a base to operate out of.

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Remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!

Faction Histories

Last time on our Faction System walkthrough, we showed you how to give your faction a unique quirk and discovered what your faction offers new recruits

This time we’re going to delve deep into your faction’s past and give it a history to give it past that feels believable and makes your faction relatable.

Reconstructing the Past

There are two sections into discovering your faction’s history. The first is to roll for how old your faction is, which will say how many significant events have occurred in your faction’s history; and the second is to roll for what those significant events were. If you have a lot of significant events, that can lead to a lot of rolling, but the events have a far greater impact than just lore. Each event will modify your faction’s skills and stats so that those stats look like they’ve organically grown over the course of your faction’s history. We won’t go into the stats in this update, so sit back and enjoy the lore.

Faction Age

An easy roll to make, but with huge ramifications. The age of your faction is given as keywords rather than specific timeframes, and this allows your GM to adapt it to whatever genre of campaign they are running. For example, an urban-gang centred campaign can mean an “Ancient” faction is only 100 years old, while a campaign set in a world perpetually stuck in the middle ages could mean an “Old” faction is 1000s of years old.

With regard to the number of events next to each age, you can never have less than 1 event. Since the number of events is pseudo-random, it can mean that a Recent faction has more significant events than an Ancient faction, but remember that these are significant events, not just any old event.

01-10: Ancient (1d10 events)
11-25: Old (1d10-1 events)
26-40: Vintage (1d10-2 events)
41-55: Established (1d10-3 events)
56-70: Young (1d10-4 events)
71-85: Recent (1d10-5 events)
86-100: New (just 1 event)

Significant Events

Fairly straightforward rolls here. Roll on the table for each significant event in your faction’s history. The first event you roll is also the reason or impetus behind your faction’s creation; while the last event is also the most recent thing to have happened to your faction, just before it enters into your story.

In the full mod, each option here will have a nice paragraph detailing all the sorts of things the event can mean, but for now, we’ll just give you the Reader’s Digest version.

01-05: Rise
06-10: Fall
11-15: Champion
16-20: Fiend
21-25: Battle Won
26-30: Battle Lost
31-35: Creation
36-40: Destruction
41-45: Ally
46-50: Rival
51-55: Wisdom
56-60: Lunacy
61-65: Miracle
66-70: Cataclysm
71-75: Loyalty
76-80: Betrayal
81-85: Bribery
86-90: Blackmail
91-95: Sprout
95-100: Shrivel

Rise: your faction rose the ranks of society, or found a way to increase its diplomatic influence and reputation
Fall: your faction lost face, lost influence and lost reputation
Champion: the leader(s) of your faction were great and noble heroes to the world at large, to only a few people, or just to your faction
Fiend: your faction’s leader(s) were villains of the highest order, and your faction is still notorious for their actions
Battle Won: as the name says, your faction won a great battle (physically, socially, diplomatically, magically, spiritually?)
Battle Lost: or your faction lost a battle and still bear the scars
Creation: your faction was involved in a significant endeavour that resulted in the creation of something spectacular
Destruction: your faction destroyed something valuable and important to a lot of people
Ally: your faction found a friend in another group or organisation
Rival: your faction made a lasting enemy out of another organisation
Wisdom: it was a golden age of philosophy, strategy, poetry, science or anything else scholarly for your faction
Lunacy: your faction descended into lunacy and degeneracy that would make Nero proud
Miracle: your faction was at rock bottom when something spectacular and explainable brought them back from the brink.
Cataclysm: like a meteor from outer space (maybe literally), something came along and ruined everything for everyone in your faction
Loyalty: it was a trying time for your faction, but the loyalty of the members are still remembered to this day
Betrayal: it was high time for mutiny and your faction was turned on its head
Bribery: wheels needed to be greased and money had to be spent. Was your faction bribed or did they do the bribing?
Blackmail: as with bribing, was your faction involved in a scandal or did they exploit someone else’s to bring fortune to themselves?
Sprout: your faction had an influx of new members
Shrivel: there was an exodus of members fleeing your faction

Exemplar

As of the last post, we found that our Righteous Prophets, the smuggling ring inside a police force was a racial supremacist group that entrapped new recruits into joining. Let’s see what has happened to them over the years.

With a roll of 11 we know our Prophets are Old, so we can say that while they weren’t around from the very beginning of the police force’s creation, it didn’t take long for them to set up shop. That means we get 1d10-1 events and we rolled a 5, so 4 events it is. A 20, a 68, a 74, and a 94 tell us that we have Fiend, Cataclysm, Loyalty and Sprout. Now let’s put them together to see what the history of the Righteous prophets were.

The first event tells us how the faction was founded, and ours was founded by a Fiend, which makes total sense with what we’ve seen of the Prophets. An utterly corrupt and degenerate policeman decided police-life didn’t offer enough, and so started his own criminal enterprise. Then, however, we get to Cataclysm and it all nearly fell apart. Since they are inside a police force, we can say that this was when the police discovered there was a criminal syndicate operating right under their noses and arrested nearly all of them. The faction looked like it was on its last legs. Eventually, however, the police would have moved onto other matters and decided they had gotten all the Prophets. With time to rebuild, it would have taken great Loyalty from its members to stand together and recreate the smuggling ring… but here we run into a problem, why would there be loyalty if they all were recruited by entrapment? The key thing to remember here is that the options we have been rolling for in past posts is what the faction looks like when they enter the story, not how they started. So we can say that the Prophets didn’t always start by recruiting its members by entrapment, that could have come later… which neatly segues into the final event that happens just before the Righteous Prophets enter the campaign: Sprout. They suddenly gained a lot of new recruits when the old guard rebuilt the faction. This is where we can say they decided to use entrapment in an effort to quickly build themselves back up again to a point where they could be a force to be reckoned with.

And that’s it for this update. Have a go at discovering the secret or not-so-secret histories of your faction and tell us what interesting options you discovered. In the next update, we’ll touch up the faction and tie everything together.

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Remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!

Faction Oddities and Recruitment

Last time on our Faction System walkthrough, we showed you how to start off making your own unique faction.

This time we’re showing you two tables to roll on that will make your faction even more unique, but is also chiefly geared to how your faction will present itself to the world.

Oddities

We’re all a little bit strange in our own way, and your faction won’t be any different. The table below will give your faction its own distinct quirk or oddity that will shape how your faction interacts with its own members, but also with the world outside. A faction whose members are only of a single sex or race will look and act quite different than one who is extremely iconophilic or has distinctive clothing.

Bear in mind that just because you are rolling for one oddity doesn’t mean that your faction can’t have as many oddities as you want. Just because your faction didn’t get the Tattoos/Scarification/Piercings option doesn’t mean that they can’t enjoy a good tattoo now and again. If you want more than oddity for your faction, just make sure one oddity is its main quirk, the one that truly characterises it.

01-05: Anonymity among members.
06-10: Arduous joining/initiation rituals.
11-15: Communicates chiefly in code.
16-20: Cut off prior friend/family contact
21-25: Distinctive clothing.
26-30: Distinctive methodology.
31-35: Distinctive weapon/tool.
36-40: Enforced code of conduct/honour.
41-45: Extensive ritualistic practices.
46-50: Has a high level of bureaucracy.
51-55: Has a specific colour theme/style
56-60: Hatred for specific group.
61-65: Iconophiles.
66-70: Is stigmatised by society.
71-75: Secret society to the world.
76-80: Single race faction.
81-85: Single sex faction.
86-90: Specific age restriction.
91-95: Specific social class restriction.
95-100: Tattoos/Scarification/Piercings.

Recruitment Offers

Every faction needs to get its members one way or the other. Whether your faction actively goes out to recruit new members, or people hear of your faction’s reputation and come wanting to join, there will always be something that your faction offers potential recruits as an incentive. If your faction goes out recruiting, this offer is what they will use to entice people to join; or if people come of their own volition, then they will hear about this offer and that can be what brings them on board.

01-10: Brotherhood
11-20: Entrapment
21-30: Faith
31-40: Goal/Cause
41-50: Knowledge
51-60: Might
61-70: Mysticism
71-80: Safety
81-90: Vengeance
91-100: Wealth

Exemplar

Last time we rolled what sort of faction our Righteous Prophets were, and we discovered they were a smuggling ring inside a police force. Now let’s see what quirk they have, and what they offer new recruits. With a 78 and a 20 we have a single race faction that entraps new members into its ranks. Well we knew the Prophets were a bunch of corrupt cops to begin with, organising a smuggling ring and all, but they really have gone all out on the villain checklist this time.

And that’s it for this update. Have a go at seeing what makes your faction odd and quirky and tell us what interesting options you discovered. In the next update, we’ll dive into the history of your faction to see all the things that have shaped them up to this point.

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Remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!