Sigil Casino Games: d100 Slots

Last time on our Casino Games series, we showed you the grand table of the casino: Roulette.

This time, however, we’ll talk about the everpresent game that lights up the casino: the Slots

d100 Slots

Slots are the easiest of the Sigil Casino Games to play, as there is just one roll to do and no skill (or Skill) involved at all. You put in your money, you press the button/pull the lever, and hope for the best.

Playing d100 slots means simply rolling declaring how much of your Wealth Skill Level you are willing to bet, and then rolling 3d10. That’s all there is to it. Just like real-life slot machines, it’s quick and easy, perhaps too quick and easy, and that’s where the danger lies.

Slots these days have dozens of symbols and colours that can appear on the screen that mix and match to create the random results, but on a d10 there is only 10 numbers to pick from. This means that the results you can get are fewer, but it also means that the odds of winning are greater.

So when you’ve made your “bet” and rolled your 3d10, simply look at the table below and see what you’ve won.

The Slot Results

DescriptionPay-Out
3 identical numbers (e.g.: 2, 2, 2)100 to 1
2 identical numbers (e.g.: 7, 7, 4)25 to 1
3 successive numbers (e.g.: 4, 5, 6)25 to 1
Odds or evens (e.g.: 2, 6, 0)10 to 1
3 odd/even successive numbers (e.g.: 1, 3, 5)50 to 1

Remember that with slots, you don’t have to guess or predict or pick the winning numbers like with roulette. As long as your d10s show any of the results you will get your pay-out.

And that’s it, you are set to go!

Betting

Betting in the Sigil System works by using “points” of your character’s Wealth Skill Level. If you win, you gain a bonus to your Wealth Skill Check equal to the amount of points you’ve won until such a time as your GM decides you have used up all of your winnings (at least for 1 session). Similarly, you won’t lose any levels in your Wealth Skill if you lose a bet, but you will take a penalty to any Wealth Skill Checks equal to the amount of points your lost.

You can bet as many points of Wealth up to your character’s Wealth Skill Level plus any points you have already won. Other characters can “spot” you some money by taking a penalty to their Wealth Skill Checks, and you will gain some “points” to bet with.

Sigil Casino Games: Roulette

Last time on our Casino Games series, we showed you the most famous of casino games: Poker.

This time, however, we’ll talk about the one where it is all about luck, hope and prayers: Roulette

d100 Roulette

The roulette table is where you want to be if you love taking a risk, and love getting even bigger rewards. With 35 to 1 pay-out, you can put in a little and get out a lot.

Sigil Roulette is actually very easy to play, and has only two steps: First everyone places their bets, and then the GM rolls a d100. That’s all there is, simple as that. All you as the player needs to know is how to bet.

The Roulette Board

This is what a roulette board looks like and where your PCs will place their chips to make their bets. There’s 37 pockets on a roulette wheel (running from 0 to 36) and how you bet will depend which of these 37 in whatever combination will get you your winnings.

The Bets

There are 13 types of bets you can place, and we’ll run through them, how they work and what your pay-out will be.

NameDescriptionPay-out
StraightBet on a single number.35 to 1
SplitBet on two adjacent numbers (e.g. 14, 17 or 8, 9).17 to 1
StreetBet on three horizontally adjacent numbers (e.g. 7, 8, 9).11 to 1
CornerBet on four numbers on a corner (e.g. 10, 11, 13, 14).8 to 1
Double StreetBet on six horizontally adjacent numbers from two horizontal lines (e.g. 31, 32, 33, 34, 35, 36).5 to 1
TrioBet on adjacent numbers that include 0 (0, 1, 2 or 0, 2, 3)11 to 1
First FourBet on numbers 0, 1, 2 , 3.8 to 1
Low or HighBet on numbers 1 through 18, or 19 through 36.1 to 1
Red or BlackBet that the number will either be Red or Black.1 to 1
Even or OddBet that the number will either be Even or Odd.1 to 1
DozenBet that the number will be either in the first dozen (1 through 12), second dozen (13 through 24), or last dozen (25 through 36).2 to 1
ColumnBet that the number will be in one of the three columns.2 to 1
SnakeBet on numbers 1, 5, 9, 12, 14, 16, 19, 23, 27, 30, 32, 34.2 to 1

For the pay-outs, 1 to 1 means that you will win as much as you bet (and get your bet back as well). So if you bet 5 points of Wealth, you will win an additional 5 points of Wealth.

After everyone has placed their bets and their PCs have put their chips on the boards, the GM as the NPC host rolls a d100 to spin the roulette wheel.

The Roulette Wheel

While 37 doesn’t quite divide neatly into 100, a d100 is all you’ll need to simulate the roulette wheel. And when you roll that d100, simply consult the table below to see where the roulette wheel stopped:

1-3 (Green)        0

4-6 (Red)            32

7-9 (Black)          15

10-12 (Red)        19

13-15 (Black)     4

16-18 (Red)        21

19-21 (Black)     2

22-24 (Red)        25

25-27 (Black)     17

28-30 (Red)        34

31-33 (Black)     6

34-36 (Red)        27

37-39 (Black)     13

40-42 (Red)        36

43-45 (Black)     11

46-48 (Red)        30

49-51 (Black)     8

52-54 (Red)        23

55-57 (Black)     10

58-60 (Red)        5

61-63 (Black)     24

64-66 (Red)        16

67-69 (Black)     33

70-72 (Red)        1

73-75 (Black)     20

76-78 (Red)        14

79-80 (Black)     31

81-82 (Red)        9

83-84 (Black)     22

85-86 (Red)        18

87-88 (Black)     29

89-90 (Red)        7

91-92 (Black)     28

93-94 (Red)        12

95-96 (Black)     35

97-98 (Red)        3

99-100  (Black) 26

Betting

Betting in the Sigil System works by using “points” of your character’s Wealth Skill Level. If you win, you gain a bonus to your Wealth Skill Check equal to the amount of points you’ve won until such a time as your GM decides you have used up all of your winnings (at least for 1 session). Similarly, you won’t lose any levels in your Wealth Skill if you lose a bet, but you will take a penalty to any Wealth Skill Checks equal to the amount of points your lost.

You can bet as many points of Wealth up to your character’s Wealth Skill Level plus any points you have already won. Other characters can “spot” you some money by taking a penalty to their Wealth Skill Checks, and you will gain some “points” to bet with.

Sigil Casino Games: Poker

Last time on our Casino Games series, we showed you how to play Blackjack with d10s.

This time we talk about the most famous casino game of them all: Poker

d10 Poker

Many people are familiar with dice poker played with d6s, and for those, this works the same way but just using d10s instead.

For those not in the know, here’s how dice poker works:

Everyone who’s playing needs 5 d10s, and this will be your “hand” for the game. First part of the game is the opening bet where the money can do the talking. Starting on the left of the dealer, everyone gets their chance to “fold” (stop playing for the round) or bet. After the first round of betting has been done, everyone rolls their d10s.

After this, there is the second and final round of betting. Anyone who remains will have the chance to reroll 1 to all 5 of their d10s to make their final hand. Whoever has the best hand takes the pot.

Poker hands

A dice poker hand is made of a combination of numbers, with some combinations being better than others. What you want to do is get the best combination to win.

The combinations below go from best to worst:

  • Five of a kind: all five d10s showing the same value
  • Four of a kind: four out of five d10s having the same value
  • Full house: Three d10sshowing the same value, and the other two showing a same value.
  • Straight: a run of five sequential numbers. (eg: 1,2,3,4,5) The best Straight is a 6,7,8,9,10)
  • Three of a kind: three d10s showing the same value
  • Two pairs: two pairs of d10s showing the same value
  • Single pair: two d10s showing the same value

Not all types of hands are of course equal. One “Five of a kind” can beat another, by having higher values on the d10s. For example: 5d10s showing all 9s will beat 5d10 showing all 4s.

The Bluff

Playing dice poker against other players necessarily means that everyone can see everyone else’s dice, and that’s why the final round of betting above takes place before the final reroll.

If, however, you play against NPCs, you can use slightly different rules.

Instead of rolling outright, every character playing this hand rolls a d100. This counts as your Deceive Skill Check. Whomever fails the Skill Check rolls their dice for everyone to see. Then the first round of betting happens.

Every character left standing either gets their chance to reroll (if they failed their previous Deceive Skill Check) or they roll another Deceive Skill Check. The next and final round of betting then happens.

If it comes to a standstill in the betting, if anyone betting still haven’t rolled their dice, they do so now. Everyone still gets a chance at a reroll, and after all the rolling is done, whoever has the best hand gets to leave with all the money.

Betting

Betting in the Sigil System works by using “points” of your character’s Wealth Skill Level. If you win, you gain a bonus to your Wealth Skill Check equal to the amount of points you’ve won until such a time as your GM decides you have used up all of your winnings (at least for 1 session). Similarly, you won’t lose any levels in your Wealth Skill if you lose a bet, but you will take a penalty to any Wealth Skill Checks equal to the amount of points your lost.

You can bet as many points of Wealth up to your character’s Wealth Skill Level plus any points you have already won. Other characters can “spot” you some money by taking a penalty to their Wealth Skill Checks, and you will gain some “points” to bet with.

Sigil Casino Games: Blackjack

Has your character ever wandered into a bar, tavern or inn and wanted to pass some time? Does your character want to make some quick and have the itch for cards and dice? Or do you just want to play some mini games inside of your game?

Well in this side-series of posts, we’ll cover some popular casino games and how your characters can play them in your games.

First off: Blackjack

Blackjack

The rules of Blackjack are fairly simple: you want to get as close to the number 21 without going over. Go over and you lose, get closer to 21 than the rest of the group (or the dealer) and you win. This works pretty much exactly like a Sigil System Skill Check, so it should be quite familiar.

Rather than using cards, for Sigil Blackjack you use d10s. Just like with the cards, when you roll a 1 you can choose whether it counts as a 1 or an 11. So if you roll a 10 and a 1, you can declare that 1 to be an 11 and you got your 21 right there.

To start a game of blackjack, everyone places their bets (which we’ll get to below), and then and then all the players involved roll 2d10 to get their starting numbers. The players can then elect to stay at their current number, or to roll an additional d10 to add to their total. This goes on until everyone has decided to stay at their totals, or have gotten a number higher than 21. Then, whomever has gotten closest to 21 takes the pot. If more than one person got 21, they share the pot.

Note: that this only counts if you play informally in a group. If your character walked into a casino and is playing against a dealer, then count every player as playing a single game against the dealer, rather than each other.

Extra Rules

Splitting: If you roll doubles, you can decide to turn each dice into its own bet and its own hand. This means that you bet a second time, and roll an additional dice for each existing dice. Playing two hands at once doubles your chances at succeeding, but it also doubles the risk.

And speaking of doubling:

Doubling down: After rolling just 1 more dice (for a total of 3), you can decide you like your hand so much that you are going to double down. This means that you double your bet, but you can’t add any more dice to your totals.

Betting

Betting in the Sigil System works by using “points” of your character’s Wealth Skill Level. If you win, you gain a bonus to your Wealth Skill Check equal to the amount of points you’ve won until such a time as your GM decides you have used up all of your winnings (at least for 1 session). Similarly, you won’t lose any levels in your Wealth Skill if you lose a bet, but you will take a penalty to any Wealth Skill Checks equal to the amount of points your lost.

You can bet as many points of Wealth up to your character’s Wealth Skill Level plus any points you have already won. Other characters can “spot” you some money by taking a penalty to their Wealth Skill Checks, and you will gain some “points” to bet with.

Brotherhood is now on sale

The Brotherhood faction mod for the Sigil System is now available for PWYW on DriveThruRPG. Click the banner above or CLICK HERE to get your hands on it!

Brotherhood is all about getting your characters some friends, family and a home to call their own. It’s about making factions, playing in and against them, and working towards something larger than yourself.

Inside the mod you’ll find:

  • A full generator for building your faction’s history alongside its skills and attributes
  • Rules for creating a base for your faction and how to upgrade and expand it during play
  • A system for recruiting prospects that subtly change your faction the more members you get
  • A mission system for sending your faction out on assignments
  • Random events that can destabilise your faction if not managed
  • Sample factions to start your campaign with

Brotherhood: Bards’ Guild

Last time on our faction system walkthrough, we showcased the Thieves’ Guild.

And with Brotherhood finally done now, here is the last of the guilds.

Bards’ Guild

Faction Fluff

Name: The Twisted Lillies
Faction Type: Entertainers/Bards
Theme: Money/Trade
Motto: Beauty And Fame
Rulership: Seniority of Service
Recruitment offers: Brotherhood
Oddities: Distinctive weapon/tool
Faction Goal: Extend/increase their influence over an area/faction.
Allied Faction: Socialites/Bourgeois
Rival Faction: Thieves/Smugglers
Age: Old
# of Events: 6
Events: Bribery, Creation, Miracle, Betrayal, Betrayal, Champion
# of Members: 29

Skills

Reputation: 66
Wealth: 58
Notoriety: 24
Treachery: 40
Might: 38

Specialisations

Athletics: 37
Coercion: 24
Combat: 37
Craft: 58
Drive: 25
Mental: 59
Negotiate: 62
Perception: 46
Special: 62
Stealth: 46

Faction Base

Luxuriousness: Rich
Acquisitions: Crew Quarters, Entertainment Space, Hygiene/Bathing, Kitchen/Dining, Dock/Garage, Vehicles, Specialist Quarters, Office Space
Specialists: Diplomat

And that’s it for all the Guilds. Next time we’ll give you a sneak peak at what the faction sheet will look like before Brotherhood gets released .

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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!

Turn yourself into a Sigil character

For the Sigil System as well as the next supplement for Z-LAND, we are working on creating a character generator that will model your character after you (the real life you) in the most faithful way possible. In essence, we want to turn your into a Sigil character.

To build that generator, we need to know one thing: how the 20 Sigil Skills fit together. We need to know which ones go with which, what Skills are contrasted, and if there are groups of Skills that naturally flow together.

That’s where you come in. We made a survey just for you. It has the 20 Sigil Skills in it and you just have to say how good you think you are at each Skill in real life. We’ll then take all the responses, do some fancy data analysis on it, and see what pops out. After all that, we will build the character generator and publish it.

So if you’ve ever wanted to really play as yourself in a tabletop RPG, here is the survey: https://goo.gl/forms/9mdYvxTv7IxzVSiV2

Brotherhood: Thieves’ Guild

Last time on our faction system walkthrough, we showcased the Warriors’ Guild.

And with Brotherhood just around the corner, here is the Thieves’ Guild.

Thieves’ Guild

Faction Fluff

Name: The Black Rats
Faction Type: Thieves/Smugglers
Theme: Criminal/Underworld
Motto: Wealth Through Silence
Rulership: Democratic Single Ruler
Recruitment offers: Wealth
Oddities: Communicates chiefly in code.
Faction Goal: Gain more usable, spendable money.
Allied Faction: Entertainers/Bards, Assassins/Contractors
Rival Faction: Vigilantes/Lawmen
Age: Vintage
# of Events: 6
Events: Blackmail, Betrayal, Bribery, Fall, Sprout, Friend Gained
# of Members: 37

Skills

Reputation: 22
Wealth: 37
Notoriety: 39
Treachery: 75
Might: 70

Specialisations

Athletics: 70
Coercion: 41
Combat: 70
Craft: 38
Drive: 41
Mental: 38
Negotiate: 27
Perception: 72
Special: 28
Stealth: 72

Faction Base

Luxuriousness: Poor
Acquisitions: Armory, Camouflage, Crew quarters, Dock/Garage, Hygiene/bathing, Jail, Kitchen/dining, Office space, Safehouse, Specialist quarters, Misc (eg storage)x2, Training grounds, secret passageway, Vehicles, Defensive structures
Specialists: Scout

And that’s it for the Thieves’ Guild. Next time will be the last of the premade faction showcase, and we’ll cap it all off with the Bards.

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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: Warriors’ Guild

Last time on our faction system walkthrough, we showcased the Mages’ Guild.

This time we’re showcasing the most noble of factions, the Warriors’ Guild.

Warriors’ Guild

To be in the Warrior’s Guild is to be amongst brothers who’ve bled and fought alongside you.

Faction Fluff

Name: The Broken Blades
Faction Type: Warriors/Soldiers
Theme: War/Combat
Motto: Death Gives Us Honour
Rulership: Might Makes Right Autocrat
Recruitment offers: Might
Oddities: Arduous joining/initiation rituals.
Faction Goal: Build up and expand their offensive power.
Allied Faction: Traders/Craftsmen, Vigilantes/Lawmen
Rival Faction: Assassins/Contractors
Age: Ancient
# of Events: 9
Events: Champion, Battle Won, Sprout, Destruction, Sprout, Fall, Friend Gained, Battle Lost, Loyalty
# of Members: 42

Skills

Reputation: 1
Wealth: 27
Notoriety: 42
Treachery: 37
Might: 63

Specialisations

Athletics: 62
Coercion: 42
Combat: 63
Craft: 28
Drive: 43
Mental: 27
Negotiate: 1
Perception: 32
Special: 1
Stealth: 32

Faction Base

Luxuriousness: Poor
Acquisitions: Armoury, Crew Quarters, Training Grounds, Dock/Garage, Vehicles

And that’s it for the Warriors’ Guild. Next time we’ll show you what the Thieves’ Guild is like.

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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: Mages’ Guild

Last time on our faction system walkthrough, we showcased the first of the premade factions that you’ll find in the mod, the Assassins’ Guild.

This time we’re showcasing the most otherworldy of factions, the Mages’ Guild.

Mages’ Guild

To be a mage is to be a god amongst men, so what happens when you put of gods together?

Faction Fluff

Name: The Runic Prophets
Faction Type: Academics/Scholars
Theme: Supernatural/Occultism
Motto: Knowledge Thus Magic
Rulership: Appointed Merito/Geniocrats
Recruitment offers: Mysticism
Oddities: Extensive ritualistic practices.
Faction Goal: Become better at what they specialise in.
Allied Faction: Bureaucrats/Officials
Rival Faction: Warriors/Soldiers
Age: Old
# of Events: 5
Events: Creation, Lunacy, Destruction, Wisdom, Miracle
# of Members: 34

Skills

Reputation: 100
Wealth: 82
Notoriety: 3
Treachery: 1
Might: 56

Specialisations

Athletics: 55
Coercion: 3
Combat: 56
Craft: 82
Drive: 3
Mental: 82
Negotiate: 98
Perception: 1
Special: 96
Stealth: 1

Faction Base

Luxuriousness: Lavish
Acquisitions: Base, Crew Quarters, Specialist quarters x4, Office Space x3, Kitchen/Dining, Hygiene/Bathing, Training Grounds, Misc (library).
Specialists: Tutor, Sage, Bouncer, Physician

And that’s it for the Mages’ Guild. Next time we’ll show you what the Warriors’ Guild is like.

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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: Assassins’ Guild

Last time on our faction system walkthrough, we showcased the first of the premade factions that you’ll find in the mod, the Adventurer’s Guild.

This time we’re showcasing the deadliest of all factions, the Assassins’ Guild.

Assassins’ Guild

They live for one thing and one thing only: death. Whether they do this in service of chaos or order, is up for you to decide.

Faction Fluff

Name: The Crimson Thorns
Faction Type: Assassins/Contractors
Theme: Politics/Influence
Motto: Death And Eternity
Rulership: Divinely Ordained King
Recruitment offers: Goal/Cuase
Oddities: Extensive ritualistic practices.
Faction Goal: IGrow their number of members, contacts, specialists.
Allied Faction: Thieves/Smugglers
Rival Faction: Vigilantes/Lawmen
Age: Established
# of Events: 2
Events: Fiend, Lunacy
# of Members: 29

Skills

Reputation: 15
Wealth: 29
Notoriety: 34
Treachery: 88
Might: 48

Specialisations

Athletics: 47
Coercion: 36
Combat: 48
Craft: 29
Drive: 35
Mental: 29
Negotiate: 20
Perception: 84
Special: 20
Stealth: 84

Faction Base

Luxuriousness: Poor
Acquisitions: Base, Crew Quarters, Camouflage, Jail, Safehouse, Training Grounds, Defensive Structures, Misc (storage).

And that’s it for the Assassins’ Guild. Next time we’ll show you what the Mages’ Guild is like.

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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: Adventurer’s Guild

Last time on our faction system walkthrough, we finished off the rules of Brotherhood.

So while we turn the blog posts into the Sigil Mod, we’ll showcase some example factions that you can use. First up: the Adventurer’s Guild

Adventurer’s Guild

The Adventurer’s guild is a staple of heroic fantasy stories and RPGs. It’s a place where adventurer’s congregate, share stories, and most importantly find new jobs, missions and quests.

If you want a quick Adventurer’s Guild in your game, here’s what it can look like:

Faction Fluff

Name: The Drunken Stallions
Faction Type: Adventurers/Mercenaries
Theme: Money/Trade
Motto: Fortune Creates Freedom
Rulership: Military Rank Hierarchy
Recruitment offers: Wealth
Oddities: Iconophiles
Faction Goal: Increase their fame/infamy.
Allied Faction: Thieves/Smugglers
Rival Faction: Adventurers/Mercenaries
Age: Established
# of Events: 3
Events: Fiend, Champion, Destruction
# of Members: 25

Skills

Reputation: 66
Wealth: 28
Notoriety: 21
Treachery: 33
Might: 43

Specialisations

Athletics: 42
Coercion: 21
Combat: 42
Craft: 28
Drive: 21
Mental: 28
Negotiate: 66
Perception: 33
Special: 66
Stealth: 33

Faction Base

Luxuriousness: Average
Acquisitions: Base, Crew Quarters, Dock/Garage

And that’s it for the Adventurer’s Guild. Next time we’ll show you what the Assassin’s Guild is like.

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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: Party Based Factions

Last time on our faction system walkthrough, we finished off the main rules for factions by showing you faction advancement.

In this post we’re showing you how to turn your current party into a faction.

Skills

Getting faction Skills out your party is easy to work out:

  • Your newly made faction’s Notoriety and Treachery will be 1 by default, so that’s two out of the way.
  • Your Might Skill will be the number of player characters in the party
  • For the Wealth Skill, add together the first digit of each player character’s Wealth Skill Levels (so a 3 for a Level of 34)
  • Lastly, for Reputation, each player chooses a Social Skill for their characters; add together the first digit of these.
  • And there you are, you’ve turned your party into a faction. It probably won’t be the grandest of factions, but then it is only the few of you thus far.

    Specialisations

    Until you get another member (that isn’t a player character), there is no need for Specialisations. But, you can already work them out beforehand to make life easier.

    Much like Wealth and Reputation, for each Specialisation you will add together the first digit of each player character’s assigned Skill Level to create the Specialisation Level. Each Specialisation is tied to a character Skill (or sometimes more than one, and you can choose one of the Skills to use), so just have a look at the list below for which Specialisation goes with which Skill.

    Athletics: Athletics
    Combat: Fight or Shoot
    Craft: Broad-Craft or Fine-Craft
    Drive: Drive
    Mental: Logic
    Perception: Perception
    Negotiate: Diplomacy
    Special: Special
    Stealth: Stealth
    Coercion: Intimidate

    As an example: say you have three player characters with Logic Skill Levels of 39, 37 and 41. To work out their faction’s Mental Specialisation Level, add together 3, 3, and 4 to get 10.

    Using a party faction

    In nearly all respects, a faction created from a party works exactly the same way as a faction created through the faction generator. The main difference will come from the lack of members. If the faction only consists of player characters, then there won’t be any Treachery Events, since there are no (potentially) treacherous NPCs. Similarly, without NPCs in the faction, you can’t roll faction Might Skill Checks to get faction members to come help you in times of trouble, since you are already there.

    If you start a faction as a party, the first goal is to get more members into your faction in order to get the most benefits out of your new faction.

    And that’s it for party factions; and the rules of Brotherhood!. Next time we’ll start showcasing a few factions to show you what can be done with the system, and so that you can quickly pick up a faction and run with it.

    ———-

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

    Brotherhood: Advancement

    Last time on our faction system walkthrough, we showed you the silent heroes of the faction, the Specialists.

    In this post we’re showing you faction advancement, and how to increase your faction’s Skill and Specialisation Levels.

    Advancement

    Faction advancement comes in three forms; and we’ve already shown you the first. The members and specialists will be the main driver in your faction’s advancement. Each time you recruit a new member, one Skill or Specialisation will be increased, and another will decrease. It won’t add anything to your faction, but it will change it. The specialists on the other hand, will add a lot to your faction. If you get a Manager, you can bet good money that your faction’s Skills will increase.

    The other two ways that your faction will advance works much in the same way as character advancement. The only main difference will be whether you are advancing a faction Skill or Specialisation. Regardless of which one it is, just like character advancement, it will happen between each session so that it doesn’t interrupt gameplay.

    Specialisations

    Specialisation advancement works just like character advancement. At the end of each session, if certain criteria are met, your GM will give you some EXP. You can then spend that EXP on the Specialisations that you actually rolled in that session. You can also trade 1 Level from 1 Specialisation to another, but it must be from a Specialisation you didn’t roll, to one you did.

    For each criteria below, you will get 1 EXP:

  • Making at least one Faction Skill Check.
  • If the faction was instrumental to advancing the current plotline.
  • Finishing a faction based mission or quest.
  • Getting a Might Location Destroyed Wound.
  • Getting a Wealth Location Destroyed Wound.
  • If you roll a Specialisation Check and you roll exactly on the Specialisation Level, that Specialisation automatically increases by 1 Level.
  • Getting a new member into the faction.
  • Getting a specialist.
  • Purchasing a new base.
  • Accomplishing your current faction goal.
  • So there’s a lot that can give you EXP, and if you’re lucky and get all of them in a single session you’ll get a whopping 10 EXP to play around with.

    Skills

    Skill advancement is a bit more nebulous, as the Skills don’t really show what your faction can do, but rather what your faction is. As such, Skill advancement (other than through the changes brought about by members) is entirely handled by the GM. Each session your GM will make a judgement call for each of the five Skills to see if what the faction has done that session has been good for that particular Skill, neutral, or bad; and he will either add 1 Level to the Skills, subtract 1 or leave it alone.

    For example, if the faction (and players in particular) have gone around and bullied whomever they saw to get their way, the GM might feel that this hasn’t been good for their faction’s Notoriety and so at the end of the session will increase the Notoriety Skill by 1. However, if through all this bullying, the players got a new money-maker for the faction, the GM would also increase the Wealth Skill by 1. In the same session, with all the bullying going on, the players insulted the wrong person who turned out to be the local noble of the lands, who decided to confiscate some of the player faction’s weapons as punishment. This was disastrous, so the GM decreases both the faction’s Reputation and the Might Skills by 1. The faction members are more angry at the local noble than the players, so the GM doesn’t touch the faction Treachery Skill.

    Each session, the GM can do this for all five Skills to advance the faction based on what has happened.

    However! There are two Skill that have an extra rule: Notoriety and Treachery. If there is a Notoriety or Treachery event going on and it is not finish by the end of the session, then the Skill gains 2 Levels. If the Event is finished successfully, then that Skill is decreased by whatever the Event Roll was that started it all (so if you rolled a 39 for which treachery event to happen, the Treachery Skill will be reduced by 39). If however, the players fail to stop the Event and it all ends in tears, if the faction is still left standing, the Skill in question is increased by 10.

    And that’s it for Advancement. Next time we’ll show you how to turn your own party into a 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!