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.

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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: 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.

    ———-

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

    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.

    ———-

    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.

    ———-

    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.

    ———-

    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.

    ———-

    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.

    ———-

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

    Faction Skills: Treachery

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

    Now onto the main post:

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

    This time we’re showing off the Treachery Skill.

    Treachery

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

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

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

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

    Treachery events

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

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

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

    The Righteous Prophets.

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

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

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

    ———-

    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.

    ———-

    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.

    ———-

    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.

    ———-

    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.

    ———-

    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!