Brotherhood: Specialists

Last time on our faction system walkthrough, we showed you the faction members and how their flaws and strengths will change your faction.

In this post we’re stepping it up a notch and showing the Specialists, members who will do as much for your faction as you will.

Specialists

Specialists are members that take an active role in leading your faction in a specific manner. They aren’t the rulers of your faction, but they certainly are head and shoulders above the rest, and they have a certain set of skills that can guide your faction in specific direction.

Before you can get Specialists, however, you need to get some Specialist Quarters. These are base acquisitions that you can purchase with your faction’s Wealth Skill, and we covered it when we did Base Building. This is because a Specialist isn’t a lone wolf that goes about things in his own way; he needs the support and infrastructure of the faction in order to get his job done. The Specialist Quarters become the office, workshop, design space, classroom, whatever the Specialist needs in order to carry out his duties.

One Specialist Quarters is only good for one Specialist. They don’t bunk up and they don’t share offices. However, once you have a Specialist Quarters, you can choose any Specialist you want; and you can have as many Specialist Quarters as you can afford, and you can also have more than one Specialist of a given type (eg two Quartermasters).

Types of Specialists

Specialists come in 3 flavours: Managers, Mentors, and Minders. Managers are tied into the Faction Skills and they make sure your faction is performing as best as it can. Mentors are tied into the Faction Specialisations and they boost the performance of a specific Spec. Minders are the miscellaneous pile that takes care of the faction in one way, shape or form.

Managers

Getting a Manager on board will immediately make your life easier and your faction better. Each Manager will either raise or decrease a Skill’s Level (depending if it’s good or bad), and this will happen during every Upkeep (in between sessions). So if you have a Quartermaster and you’re lucky, your faction’s Might Level can increase every session like clockwork.

Quartermaster: During Upkeep, GM rolls 1d100. If the result is less than 60, the faction’s Might Level is increased by the first digit of the result (1-9 being a 0). If result is 90 or greater, the Level is decreased by 1.
Lobbyist: During Upkeep, GM rolls 1d100. If the result is less than 60, the faction’s Notoriety Level is decreased by the first digit of the result (1-9 being a 0). If result is 90 or greater, the Level is increased by 1.
Spokesman: During Upkeep, GM rolls 1d100. If the result is less than 60, the faction’s Reputation Level is increased by the first digit of the result (1-9 being a 0). If result is 90 or greater, the Level is decreased by 1.
Sergeant : During Upkeep, GM rolls 1d100. If the result is less than 60, the faction’s Treachery Level is decreased by the first digit of the result (1-9 being a 0). If result is 90 or greater, the Level is increased by 1.
Shopkeep: During Upkeep, GM rolls 1d100. If the result is less than 60, the faction’s Wealth Level is increased by the first digit of the result (1-9 being a 0). If result is 90 or greater, the Level is decreased by 1.

Mentors

Each Mentor is attached to a specific Specialisation, and they allow the players to spend their own Sigils on the faction members Skill Checks as if the players were rolling themselves. This gives the faction a safety net, and gives the players some control over their faction’s destiny.

Coach: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Athletics Skill Checks
Enforcer: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Coercion Skill Checks
Instructor: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Combat Skill Checks
Tradesman: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Craft Skill Checks
Chauffeur: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Drive Skill Checks
Tutor: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Mental Skill Checks
Diplomat: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Negotiate Skill Checks
Lookout: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Perception Skill Checks
Sage: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Special Skill Checks
Scout: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Stealth Skill Checks

Minders

Each Minder does something unique, but each one is geared towards making up for a weakness in the faction. Whether that is actually going out to find recruits, getting missions, or even reducing the costs of base acquisitions. They are the unsung heroes of the faction, but without them, the faction definitely isn’t doing as well as it could.

Recruiter: During Upkeep, GM rolls 1d100. If the result is greater than the faction’s Might Level, a prospect is recruited.
Liaison: During Upkeep, GM rolls a Reputation Skill Check. If successful, Liaison brings a job opportunity to faction during the next session.
Taskmaster: Handles all faction member missions, and missions gain a +10 bonus to the Skill Check.
Architect: Reduce the cost of a base acquisition by 1, to a minimum of 1.
Physician: Spend a Sigil to reduce the severity of a Might Wound by one step.
Treasurer: Spend a Sigil to reduce the severity of a Wealth Wound by one step.
Bouncer: Spend a Sigil to reroll either the Strength or Flaw of a prospect.

The Righteous Prophets.

Back when we did Base Building, the Prophets didn’t have any money left over to buy Specialist Quarters, so unfortunately for them, they won’t start the game off with any. In saying that, when they do have enough Wealth do get a Specialist, the first one they are going to lay their hands on is a Physician. It’s dangerous work that they do, and they need all hands on deck all the time. They don’t have the luxury of waiting for members to recover, so a household Physician will get them back on their feet in no time.

And that’s it for the Specialists. Tell us what specialists you want to get and how you want to use them; and if you have ideas for more Specialists, we’d love to hear them.

Next time we’ll show you Faction Advancement and how to level up your faction.

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

Brotherhood: Prospects and Members

Last time on our faction system walkthrough, we showed you all the faction specialisations, and brought you the first real contact you can have with faction members.

So for this post, it’s all about the members; what they are, how they affect your faction, and how to use them.

New Prospects

A faction member has two traits, and mechanically speaking those two traits is the sum total of the member. With the faction Specialisations acting as the member’s skills, these two traits sets him apart from the rest. These traits are the member’s Strength and his Flaw. Other than showing a bit of personality to help the GM roleplay that member, the traits have huge mechanical significance. After all, a faction really is just its collection of members. If they are all good at something, the faction is good at something; and the reverse is equally true: you can’t have a combat faction if none of its members are good at fighting.

So each time you get a new prospect and member, look on the table below for his Strength and Flaw and permanently increase the associate Skill/Specialisation of the Faction if it’s a Strength and permanently decrease it if its a Flaw. In this way, your faction’s capability will constantly be evolving as it gains new members, and the faction you start off with may look dramatically different to the one you end up with.

The Strengths and Flaws

When you get new members into your faction, your GM will either choose or roll on the tables below to pick the Strength and the Flaw. When rolling, it’s a single roll that works for both tables. Whatever result you get for the Strength, reverse the numbers on the dice (96 becomes 69) and that shows you what the Flaw is.

You’ll notice that there aren’t just Specialisations and Skills here though, but also Criticals. When you get a Critical Something as a Strength, it means that not only is rolling on the Skill in a Check a critical success, but so is rolling a 1. Get another Critical Something as a Strength, and it means also rolling a 2 is a critical success. The more of these you get, the higher the chance of rolling a critical success. The same works for the Flaw. For each Critical Something you get as a Flaw, you work backwards from 99 (since 100 is always a critical failure), and they become critical failures as well.

The unique option on the tables are Lucky and Unlucky. These either increase or decreases your faction’s Sigil Threshold, and is in fact the only way it can be done. If you ever want to use Sigils for your faction, you better pray for Lucky members.

Roll – Strength – Specialisation/Skill/Critical
01-05 – Adventurous – Drive
06-10 – Agile – Athletics
11-15 – Content – Critical Treachery/Notoriety
16-20 – Brave – Might
21-25 – Cunning – Mental
26-30 – Deft – Craft
31-35 – Dependable – Critical Reputation
36-40 – Diplomatic – Negotiate
41-45 – Discreet – Stealth
46-50 – Formidable – Coercion
51-55 – Gregarious – Reputation
56-60 – Supportive – Critical Might
61-65 – Loyal – Treachery
66-70 – Lucky – Sigil
71-75 – Meticulous – Critical Wealth
76-80 – Observant – Perception
81-85 – Taciturn – Notoriety
86-90 – Thrifty – Wealth
91-95 – Tough – Combat
96-100 – Wise – Special

Roll – Flaw – Specialisation/Skill/Critical
01-05 – Sedentary – Drive
06-10 – Sluggish – Athletics
11-15 – Ambitious – Critical Treachery/Notoriety
16-20 – Coward – Might
21-25 – Inept – Craft
26-30 – Gullible – Mental
31-35 – Rude – Negotiate
36-40 – Unreliable – Critical Reputation
41-45 – Antisocial – Reputation
46-50 – Clumsy – Stealth
51-55 – Meek – Coercion
56-60 – Grouchy – Critical Might
61-65 – Treacherous – Treachery
66-70 – Slovenly – Critical Wealth
71-75 – Unlucky – Sigil
76-80 – Talkative – Notoriety
81-85 – Oblivious – Perception
86-90 – Foolish – Special
91-95 – Greedy – Wealth
96-100 – Frail – Combat

What if I’m special?

Ten of the options on each table has a Specialisation associated with it. If you get a member with one of those (eg Meek or Observant), not only does it increase/decrease your faction’s Specialisation, but if you ever use that character they will get a +15 bonus to using that Specialisation (for a Strength) or a -15 (for a Flaw).

The Righteous Prophets.

With all that has happened to the Prophets, they are ready to rebuild so let’s see what their first new conscripted member looks like. With a roll of 80 their Strength is Observant, so not only will the Prophets’ Perception Spec increase to 41, this fellow will also get a bonus to using it. However, an 80 becomes an 08 so his Flaw is Sluggish, which means the Prophet’s Athletics go down to 29 and we won’t be using this guy when it comes to fast paced action. Looks like he’s going to be stuck on guard duty for a long time.

And that’s it for the Prospects and Members. Tell us what your members look like and how they’ve changed your faction.

Next time we’ll show you the special sort of members: the Specialists.

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

Brotherhood: Faction Specialisations

Last time on our faction system walkthrough, we showed you what the Wealth Skill can do and how you can dip into that collective fund in game.

This time we’re showing off faction specialisations, which is all about using your faction and faction members in game.

From Skills to Specialisations

Much like with characters in the Sigil System, Specialisations are focused form of a Skill that is used in a specific and particular way. What differs in the Brotherhood faction system is that the Skills are what makes up the faction, while the Specialisations are how the faction (particularly) the faction members interact with the world in all its various ways in game. There are ten Specialisations, but before we get there, let’s start at creating the Specialisations.

Faction Generation

During faction generation, after you have rolled your Skill Levels, and after the historical events have added or subtracted from those levels, have a look a the list of Specialisations below and assign to each Specialisation the Skill Level of the listed Skill. In effect, the Skill Levels become the Specialisations

Athletics: Might
Combat: Might
Craft: Wealth
Drive: Notoriety
Mental: Wealth
Perception: Treachery
Negotiate: Reputation
Special: Reputation
Stealth: Treachery
Coercion: Notoriety

This is the only time that the parent Skills and daughter Specialisations will be connected. After this point, if the parent Skill Levels go up or down, the Specialisation won’t be affected, and vice versa. In this way, the faction’s Might can go up or down, but its Athletics or Combat will stay the same.

Using the Specialisations

The Specialisations serve two main purposes in game. The first and most important is that they can form the “Skills” of your faction members. You can always go through the whole Sigil System character creation process for each faction member, but this is only really practical if you have a handful of members. No one wants to go through fifty-odd character sheets to find the one member they are looking for, and it will be even more difficult to remember who is good at what. Instead, you can simply use the Specialisations to act as the character sheet for all your members. You only need to remember ten levels and that’s it. When we get into the members next time, we’ll show you how you can do a little customisation to make each member feel unique, but even this won’t change the fact that if you need a member to go do something, you won’t have to worry about which of the dozens of members you have is the only one that can get it done. All that bookkeeping can go away and you can just use the Specialisations.

The other main use for Specialisations is to abstractly portray the way your entire faction does something. If you have a faction vs faction battle going on, rather than trying to manage a combat encounter with possibly a hundred people in it, you can simply use each faction’s Combat Specialisation, and the damage inflicted will be shown by the Might Skill’s number of Wounds. Or if you want to send most (or all) of your faction out on a stealth mission, rather than rolling Stealth two dozen times for each member on the mission, just roll once. Or if you have a building project you want your faction to undertake, or a research project, just roll Craft or Mental (respectively) and it gets done.

High Level or Drill Down

In the uses for the Specialisations above, you can see that the Specialisations allow you the flexibility to abstract the details when you need to, or if you don’t want to do the bookkeeping; but they can also step out of the way if you do want to have a character sheet for all your members, or want to have those mass battles or group crafting sessions. They are what you need them to be.

The Righteous Prophets.

Throughout this walkthrough we’ve been rolling for the Prophets’ Skills, and this is what we got:

Reputation: 10
Notoriety: 50
Treachery: 40
Might: 30
Wealth: 30

This means that their Specialisations look like this:

Athletics: 30
Combat: 30
Craft: 30
Drive: 50
Mental: 30
Perception: 40
Negotiate: 10
Special: 10
Stealth: 40
Coercion: 50

It’s not too bad, although not too good. In fact, the average for this is 32 which makes it completely average for a character and that in turn means it will do exactly what we need it to do. With 22 members, we can confidently use the Specialisations in lieu of character sheets and we won’t be giving ourselves too much of a disadvantage. Looking at the Specialisations we can also see what our faction will be good at. Drive and Coercion is at the top, which makes sense for a smuggling ring, and Perception and Stealth is tied for second place. For the type of people the Prophets are, this is exactly what we are looking for. We can send them on stealth missions and smuggling missions without worrying too much about them, and we can bully our way out of a fair bit should it come to that. All in all, quite pleased with how the Prophets’ Specs turned out.

And that’s it for the Specialisations. Tell us how your faction stacks up and how you plan to use them in game.

Next time we’ll show you how to recruit faction members and how they will shape your faction simply by being there.

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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: Wealth

Last time on our faction system walkthrough, we showed you what the Might Skill can do and how you can use your faction members to help you in game.

This time we’re showing off the last of the faction Skills, the Wealth Skill.

Wealth

When we walked you through faction generation and building your faction’s base, we showed you how you can buy acquisitions for your base with the Wealth Skill. This process isn’t just limited to the pre-game faction generation. As you play the game and increase your faction’s Wealth Skill Level, you can continue to buy acquisitions to build up your base and turn it into the palace or fortress that you want.

This is the major purpose of the Wealth Skill, but like all the rest it does have a function for the PCs. If the PCs are the leaders of the faction, or the leaders have allowed the PCs access to the faction’s funds, the the PCs can dip into those funds to help them in their adventures.

Just like with Might, a faction will have Wealth Wounds (the number of which is equal to first digit of the Wealth Skill Level). When a player has to do a Wealth Skill Check, the player can elect to give the fation a Wealth Wound and gain a bonus to his Wealth Skill depending on the severity of the Wealth Wound Inflicted:

Minor Wealth Wound – +5
Significant Wealth Wound – +10
Grievous Wealth Wound – +15
Wealth Location Destroyed – +40

If a Location Destroyed Wound is ever inflicted (either by choice or because it is the only Wound Slot available), then the Wealth Skill of the faction drops to Level 1 again.

Wealth Wounds “heal” and refresh just like normal Wounds, so after each encounter the Minor Wealth Wounds will refresh, meaning that if a PC has access to the faction’s purse-strings, they will always at least get a +5 to their Wealth Skill Checks

The Righteous Prophets.

With a roll of 62, the Prophets’ Wealth Skill is 30. That’s a healthy Wealth Skill to start the game with. It means they have all three severities of Wound Slots and the players will be able to draw a decent +15 bonus to their Wealth Skill Checks if they need it.

And that’s it for the Wealth Skill. It’s a quick and easy Skill to use, but it will help you out far more than you think.

Next time we’ll give you a quick run-down of the faction Specialisations and you’ll see how to put the faction itself to good use in game.

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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: Might

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

This time we’re showing off the Might Skill.

Might

The first thing that Might does for your faction is say how many members your factions starts off with. When you generate a faction, take the first digit of the Might Skill Level (eg 3 for Level 34), add 1 to it and roll that many d10s (so 4d10 for Level 34). That’s how many members your faction starts off with.

The Might Level also shows how many members your faction can control before things start getting out of hand. For every member your faction has above the Might Level, your Treachery Level goes up by the same amount. If you bring the member level down below the Might Level, the Treachery goes back down again.

Along with just showing how many members your faction can (and does) have, Might is also the health bar for your Faction. Just like a character, a faction has Wounds, and just like a character the number of Wounds a faction has is determined by the first digit of their Might Level (so 3 Wounds for Level 34). The more Wounds a faction takes, the more of its members are out of commission. If the faction has no more Wound Slots left, and takes an additional Wound then the faction is dead.

In game

Might isn’t just used by the faction as whole though. Players and their PCs can also use Might in game. If the context of whatever scene allows for it, the players can use Might to bring faction members into a scene to help them out. To do this, the players declare that they are giving their faction a Wound in return for getting members to join the scene. 1d10 members for a Minor Wound, 2d10 for a Significant Wound, and 3d10 for a Grievous Wound.

An example of this happening is if the PCs are in a city and find themselves ambushed by a rival faction. As the combat are about to begin, the players say they will give their Faction a Significant Wound to bring 2d10 members into the scene. Since it’s in a city where their faction operates, the players argue that their faction would be keeping an eye on them (its leaders) to make sure just this sort of thing doesn’t happen. So the players roll 2d10 and bring in 11 members to help join the fight.

If you are in the middle of nowhere, down deep in a dungeon, on the open seas, or anywhere else that your faction can’t immediately come to your aid, then you can’t use this ability. All the more reason to stick by your faction.

One thing to remember as well is that you can’t bring in more members into a scene than you have in your faction. If you only have 11 members, you can’t bring in 12 or more members.

The Righteous Prophets.

With a roll of 58, the Prophets’ Might Skill is 30, so it means they can start the story with 4d10 members. Four rolls later and they have 22 members, a quite respectable number. A Might Skill of 30 also means that they Faction has 3 Wounds and the players will be able to bring in 3d10 members into a scene if they want to. So if they are lucky, they can bring their whole gang along.

And that’s it for the Might Skill. Tell us what you think about it, what your faction Might Skill Level is and how many members your faction has.

Next time we’ll see what Wealth means for your faction (other than basebuilding) and how you can use your faction’s wealth in game.

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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!

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!

Making a faction your own

Last time on our Faction System walkthrough, we showed you a name generator to give your soon-to-be faction a unique name.

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.

Type

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

Theme

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

Rulership

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

Exemplar

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.

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

Start of the Faction System

Last time we showed you the results of the vote for what we should do next, and that is the Faction system.

We’ve already started working on the Faction Generator which will make up a large chunk of the mod, and in the next few weeks we’ll take you through it step-by-step so you can see how it works, and in turn you can help shape the system as it goes along.

First up (and some would say most importantly) is your faction’s name!

The Name

A name is everything. It doesn’t just tell people who you are; it tells people what you stand for, what you value, and how much of a chance they may have against you. A faction’s name can influence everything about it, from the clothing they wear, the symbols they use, to how they go about doing whatever it is they do. And that’s why it is the first thing you discover about your faction.

How to do so is quite simple: just roll 1d100 on each of the Adjective and Noun tables to discover your faction’s name.

Adjective

1-2: Azure
3-4: Black
5-6: Blessed
7-8: Blind
9-10: Bloody
11-12: Blue
13-14: Broken
15-16: Brutal
17-18: Burning
19-20: Cold
21-22: Crimson
23-24: Cursed
25-26: Dark
27-28: Defiant
29-30: Dread
31-32: Drunken
33-34: Fallen
35-36: Fiery
37-38: Floral
39-40: Forgotten
41-42: Golden
43-44: Green
45-46: Hidden
47-48: Holy
49-50: Jagged
51-52: Lazy
53-54: Little
55-56: Lone
57-58: Lost
59-60: Onyx
61-62: Patient
63-64: Purple
65-66: Red
67-68: Righteous
69-70: Rotting
71-72: Runic
73-74: Sacred
75-76: Severed
77-78: Shadow
79-80: Shattered
81-82: Silent
83-84: Silver
85-86: Spectral
87-88: Stone
89-90: Swift
91-92: Tarnished
93-94: Twisted
95-96: Unholy
97-98: Violet
99-100: White

Noun

1-2: Axes
3-4: Bears
5-6: Blades
7-8: Crystals
9-10: Daggers
11-12: Daughters
13-14: Dragons
15-16: Eagles
17-18: Fists
19-20: Frogs
21-22: Giants
23-24: Gryphons
25-26: Guards
27-28: Gulls
29-30: Hawks
31-32: Hunters
33-34: Jesters
35-36: Killers
37-38: Kings
39-40: Knights
41-42: Knives
43-44: Lanterns
45-46: Lillies
47-48: Lions
49-50: Martyrs
51-52: Masks
53-54: Monks
55-56: Musketeers
57-58: Pistols
59-60: Priests
61-62: Princes
63-64: Prophets
65-66: Rats
67-68: Rifles
69-70: Roses
71-72: Saints
73-74: Saviours
75-76: Scions
77-78: Serpents
79-80: Skulls
81-82: Snakes
83-84: Sons
85-86: Stalkers
87-88: Stallions
89-90: Strangers
91-92: Swords
93-94: Tears
95-96: Thorns
97-98: Witches
99-100: Wolves

Exemplar

Throughout the walkthrough of the faction system, we’ll be creating a faction one step at a time to give you an example of how it can be done.
For the name we rolled a 67 and a 63 which means the name of the faction we’ll be creating is: the Righteous Prophets. Let’s see what fate has in store for them.

This is just one way of randomly creating a faction’s name, and we are keen to hear if you have another method. If you can think of a different or better way of generating a name for a faction, come to our Discord Server and show us.

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

Our next mod

You voted on what our next mod should be, and here are the results!

It was a close vote between a martial mod and a factions mod, but at the end of it all the factions faction won the day. So that is the next mod you will see: a mod about creating and playing as and with factions. In fact, we have already got the barebones of the faction generator going so it won’t be long before you see this mod appearing.

And while we work on this mod (and everything else we got going on behind the scenes), you can start voting on what we should do after the factions mod. This time there are extra options, and not all of them are mods. On the list as well will be updating the Runed Age to Sigil 1.2 rules, a system for creating entire worlds, and the wildcard is a King Arthur/Arthurian Britain game.

So CLICK HERE to place your vote and make your voice heard.

Sigil Synergy is released!

We have a new mod that has just gone on DriveThruRPG: Sigil Synergy!

Although it isn’t quite a mod. Instead, it’s a meta-mod. It’s a mod about our other mods. As the name implies, Sigil Synergy shows how you can combine the other mods of the Sigil System so you can use them all in the same game. Every mod in the Sigil System range is meant to work with one another, so that you can use as many (or as few) mods in your games as you want, and they will all seamlessly fit together. Sigil Synergy is here to show you just how you can do that.

Sigil Synergy is a mod that will never end, it will just keep growing. This is because each new mod that we make for the Sigil System will mean new synergies for the document. The more mods we get, the bigger Sigil Synergy will get and the more complex its characters and factions, and through this you will be able to trace how to make the simplest of characters with the fewest mods to the most complex ones with all the mods available.

Sigil Synergy is more than just the rules and information about them. For each character (and factions when we get to them) that is in it, there will be some lore and history about them to help you get to know them and play as them. All such background needs a basis to work from, and we have chosen the Final War setting, our WIP setting made on World Anvil. You can follow its progress on World Anvil and see how it develops as we make it.

So what are you waiting for? Click on the hex-rune image above or CLICK HERE to get your hands on Sigil Synergy