This time we are showing you three tables to roll on to find out what who your faction is and what they do. Between these three tables, your faction will be unique and yours alone.
The type of faction you are is clearly the most important roll to make. It is the “what” in “what are you?” and everything else follows on from this. It is also the easiest way to compare and contrast your faction with others. A group of thieves are clearly different to a group of entertainers or socialites.
Each choice or roll on the table also gives you two thematic options. You can either choose between them (eg: if you want either thieves or smugglers, but not both) or you can use them both to make your faction a bit broader in scope (eg: not only are you a bunch of thieves, but you are smuggle goods to and from clients/fences).
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
This is where we start to drill down into what sort of area your faction does what it does best. You might have a group of Academics/Scholars, but what sort of thing are they studying? Are they philosophers of politics or law professors? Are your Warriors/Soldiers fanatical warriors of a cult or religion, or do they fight the good fight for nature and the environment?
The theme allows you to differentiate factions of the same type into different areas of interest. More importantly, however, it gives you the nuance of having a group of devout, god-fearing lawmen and craftsmen dealing in weapons, armour and all sorts of materiel for war.
01 – 10: Criminal/Underworld
11 – 20: Espionage/Subterfuge
21 – 30: Law/Justice
31 – 40: Money/Trade
41 – 50: Nature/Environmentalism
51 – 60: Politics/Influence
61 – 70: Religion/Cult
71 – 80: Supernatural/Occultism
81 – 90: Technology/Science
91 – 100: War/Combat
How a faction is ruled, governed and led will shape its entire outlook on the world outside, and on its members inside the faction. A faction ruled by an autocrat will act and feel far quite different to a faction governed by direct democracy. The twenty options below will further serve to make your faction unique as well as start crafting the mood and feel of the members.
01 – 05: Appointed Merito/Geniocrats
06 – 10: Caste System
11 – 15: Democratic Council
16 – 20: Democratic Single Ruler
21 – 25: Direct Democracy
26 – 30: Divinely Ordained King
31 – 35: Elected For Life Autocrat
36 – 40: Elected Oligarchy
41 – 45: Inherited Oligarchy
46 – 50: Master-Apprentice Diumvirate
51 – 55: Might Makes Right Autocrat
56 – 60: Military Rank Hierarchy
61 – 65: Monarchical Heir
66 – 70: Priest Ruler By Divine Right
71 – 75: Priestly Conclave
76 – 80: Seniority of Service
81 – 85: Sortition (Council)
86 – 90: Sortition (Single Ruler)
91 – 95: Spokesman For The Masses
95 – 100: Tetrarchy/Triumvirate
Last time we rolled for a name and got the Righteous Prophets, so let’s see what sort of faction these prophets are.
We rolled a 61, a 26, and a 57. This means that the Prophets are a group of Thieves/Smugglers, with a theme of Law/Justice, and their rulership is a Military Rank Hierarchy. It’s an interesting combination, being thieves but with a theme of law/justice. What this could be is that the Righteous Prophets are a smuggling ring inside a police force. Their rank and hierarchy are carried over from their work in the police force, and the name Righteous Prophets is a bit dramatically ironic. We’ll see in the next update how this group of corrupt cops develop further.
And that’s it for this update. Have a go at starting off your faction now that you have your faction’s name from last time. In the next update, we’ll show off some faction quirks and what the faction offers to new recruits.
And remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!