Faction Skills: Notoriety

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

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

Notoriety

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

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

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

Notoriety events

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

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

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

The Righteous Prophets.

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

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

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

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

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

Faction Skills

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

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

The Five Faction Skills

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

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

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

Skill Levels

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

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

Reputation

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

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

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

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

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

The Righteous Prophets.

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

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

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

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

Faction Base Building

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

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

The Wealth Skill

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

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

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

Luxuriousness

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

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

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

Acquisitions

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

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

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

Exemplar

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

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

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

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

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

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

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

Faction Creation: Final Touches

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

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

Allies and Rivals

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

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

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

Faction Goals

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

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

Touch Ups

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

Exemplar

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

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

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

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

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

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

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

And that’s it for faction generation!

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

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

Faction Histories

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

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

Reconstructing the Past

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

Faction Age

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

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

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

Significant Events

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

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

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

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

Exemplar

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

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

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

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

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

Faction Oddities and Recruitment

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

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

Oddities

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

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

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

Recruitment Offers

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

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

Exemplar

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

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

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

Making a faction your own

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

This time we are showing you three tables to roll on to find out what who your faction is and what they do. Between these three tables, your faction will be unique and yours alone.

Type

The type of faction you are is clearly the most important roll to make. It is the “what” in “what are you?” and everything else follows on from this. It is also the easiest way to compare and contrast your faction with others. A group of thieves are clearly different to a group of entertainers or socialites.

Each choice or roll on the table also gives you two thematic options. You can either choose between them (eg: if you want either thieves or smugglers, but not both) or you can use them both to make your faction a bit broader in scope (eg: not only are you a bunch of thieves, but you are smuggle goods to and from clients/fences).

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

Theme

This is where we start to drill down into what sort of area your faction does what it does best. You might have a group of Academics/Scholars, but what sort of thing are they studying? Are they philosophers of politics or law professors? Are your Warriors/Soldiers fanatical warriors of a cult or religion, or do they fight the good fight for nature and the environment?

The theme allows you to differentiate factions of the same type into different areas of interest. More importantly, however, it gives you the nuance of having a group of devout, god-fearing lawmen and craftsmen dealing in weapons, armour and all sorts of materiel for war.

01 – 10: Criminal/Underworld
11 – 20: Espionage/Subterfuge
21 – 30: Law/Justice
31 – 40: Money/Trade
41 – 50: Nature/Environmentalism
51 – 60: Politics/Influence
61 – 70: Religion/Cult
71 – 80: Supernatural/Occultism
81 – 90: Technology/Science
91 – 100: War/Combat

Rulership

How a faction is ruled, governed and led will shape its entire outlook on the world outside, and on its members inside the faction. A faction ruled by an autocrat will act and feel far quite different to a faction governed by direct democracy. The twenty options below will further serve to make your faction unique as well as start crafting the mood and feel of the members.

01 – 05: Appointed Merito/Geniocrats
06 – 10: Caste System
11 – 15: Democratic Council
16 – 20: Democratic Single Ruler
21 – 25: Direct Democracy
26 – 30: Divinely Ordained King
31 – 35: Elected For Life Autocrat
36 – 40: Elected Oligarchy
41 – 45: Inherited Oligarchy
46 – 50: Master-Apprentice Diumvirate
51 – 55: Might Makes Right Autocrat
56 – 60: Military Rank Hierarchy
61 – 65: Monarchical Heir
66 – 70: Priest Ruler By Divine Right
71 – 75: Priestly Conclave
76 – 80: Seniority of Service
81 – 85: Sortition (Council)
86 – 90: Sortition (Single Ruler)
91 – 95: Spokesman For The Masses
95 – 100: Tetrarchy/Triumvirate

Exemplar

Last time we rolled for a name and got the Righteous Prophets, so let’s see what sort of faction these prophets are.
We rolled a 61, a 26, and a 57. This means that the Prophets are a group of Thieves/Smugglers, with a theme of Law/Justice, and their rulership is a Military Rank Hierarchy. It’s an interesting combination, being thieves but with a theme of law/justice. What this could be is that the Righteous Prophets are a smuggling ring inside a police force. Their rank and hierarchy are carried over from their work in the police force, and the name Righteous Prophets is a bit dramatically ironic. We’ll see in the next update how this group of corrupt cops develop further.

And that’s it for this update. Have a go at starting off your faction now that you have your faction’s name from last time. In the next update, we’ll show off some faction quirks and what the faction offers to new recruits.

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

Start of the Faction System

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

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

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

The Name

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

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

Adjective

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

Noun

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

Exemplar

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

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

———-

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

Our next mod

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

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

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

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

Sigil Synergy is released!

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

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

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

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

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

Leadership Name Generator

To go with our Event Generator from last week, we have a Leadership Name Generator for you. What good is a historical event if you don’t know who took part in it? Or better yet, if you have to come up with past leaders of nations, or even current ones for far flung countries your players want to get to, this will quickly make one for you.

The generator has three parts. First, it will give you a title, all the way from Chief to Empress and any Lord in between. Then there are a selection of 25 names culled from real life historical royalty. Lastly, there is the royal nickname. Nearly every great person in history had one; some were “the Great”, other’s “the Conqueror”, the the unlucky were “the Fat” or “the Short”.

With these three you will have a leader made in no time.

Title (d20)

1. Archduke/Archduchess
2. Chancellor
3. Chief/Chieftainess
4. Commander
5. Count/Countess
6. Despot/Despotissa
7. Duke/Duchess
8. Elder
9. Emperor/Empress
10. Governor
11. Grand Duke/Grand Duchess
12. Grand Prince/Grand Princess
13. High King/High Queen
14. High Priest/High Priestess
15. King/Queen
16. Lord/Lady
17. Lord Protector/Lady Protector
18. President
19. Prime Minister
20. Prince/Princess

Name (d100)

If you want the sex of your leader to be determined randomly, then if your roll is an odd number it’s a lady, and if it’s an even number it’s a gent.

1-4. Alexander/Agnes
5-8. Charles/Amalia
9-12. Constantine/Anne
13-16. David/Beatrice
17-20. Donald/Bianca
21-24. Duncan/Caroline
25-28. Edgar/Claudia
29-32. Edmund/Constance
33-36. Edward/Eleonore
37-40. Francis/Elizabeth
41-44. Frederick/Francesca
45-48. George/Helena
49-52. Harold/Irene
53-56. Henry/Isabella
57-60. James/Jacqueline
61-64. John/Jane
65-68. Louis/Judith
69-72. Magnus/Julia
73-76. Oliver/Louisa
77-80. Philip/Margeret
81-84. Richard/Mary
85-88. Robert/Matilda
89-92. Sigmund/Priscilla
93-96. Stephen/Sofia
97-100. William/Theresa

Nickname(d100)

1-4. the Affable
5-8. the Amorous
9-12. the Beloved
13-16. the Bold
17-20. the Conqueror
21-24. the Cunning
25-28. the Desired
29-32. the Elder
33-36. the Fair
37-40. the Fat
41-44. the Gallant
45-48. the Great
49-52. the Just
53-56. the Lion
57-60. the Mad
61-64. the Martyr
65-68. the Peaceful
69-72. the Pious
73-76. the Short
77-80. the Tall
81-84. the Tyrant
85-88. the Unready
89-92. the Victorious
93-96. the Wise
97-100. the Young

And there you have it. With this generator you can have your very own Elder Frederick the Amorous, or Commander Beatrice the Bold, or even Lord Magnus the Lion.

Event Generator

Following on from our Motto Generator and the Quick NPC Generator, here’s another little generator for you. This is the Event Generator and it’s perfect for worldbuilding and setting creation. If you want to quickly come up with names of famous and significant events that have happened in any given area, you can use this generator to come up with their names. Then you can build on those names, to create some interesting and flavourful events.

The generator is split into two parts. First decide what sort of event you are looking for, since there is four type: Conflict, Diplomacy, Culture, and Belief. Roll a d10 on any of these to see whether you got a War, a Pact, a Discovery or even a Festival. Then roll a d100 on the Names table to see what the people of your world gave this event. By the end of it, you can have the War of the Elders, the Pact of the Forest, the Discovery of the Usurpers, and the Festival of the Moon.

Event Type

Conflict

1 Battle
2 Campaign
3 Clash
4 Conflict
5 Conquest
6 Crusade
7 Dispute
8 Engagement
9 Invasion
10 War

Diplomacy

1 Accord
2 Arrangement
3 Bond
4 Concordat
5 Contract
6 Convention
7 Covenant
8 Entente
9 Pact
10 Treaty

Culture

1 Advancement
2 Breakthrough
3 Composition
4 Development
5 Discovery
6 Exhibition
7 Gala
8 Innovation
9 Invention
10 Publication

Belief

1 Blessing
2 Commission
3 Day
4 Feast
5 Festival
6 Martyrdom
7 Miracle
8 Remembrance
9 Tide
10 Vision

Names

1-4 the Children
5-8 the Conspirators
9-12 the Dawn
13-16 the Desert
17-20 the Dusk
21-24 the Elders
25-28 the Fathers
29-32 the Forest
33-36 the Gods
37-40 the Kings
41-44 the Mercenaries
45-48 the Merchants
49-52 the Moon
53-56 the Mothers
57-60 the Mountain
61-64 the Ocean
65-68 the Princes
69-72 the Princesses
73-76 the Rebels
77-80 the Revolutionaries
81-84 the Roses
85-88 the Stars
89-92 the Sun
93-96 the Usurpers
97-100 the Veterans

Quick NPC Generator

Since our Motto Generator was so popular, we thought we’d give you a few more randomisation tools that you can use in your games. Next up is a Quick NPC Generator made by James from Stormforge West. Just like the Motto Generator, you’ll eventually see this being used in a future game, and that will most likely be Grim Gears, so keep an eye on James’ Skies of Himinil setting over on World Anvil.

———-

To create an NPC, simply roll a d100 for each of the three tables below and see what sort of NPC they’ve made.

Personality Quirk

The personality quirk of an NPC is something noticeable that will make the NPC memorable and appear to have more depth. These quirks are a combination of personality traits, moods, and circumstances, which may be determined with context of the other tables. This is how the NPC acts at the given moment, and it may or may not actually represent their character if you wish to make them more in depth.

1-5 Angry
6-10 Skittish
11-15 Cheerful
16-20 Sorrowful
21-25 Nervous
26-30 Quiet
31-35 Blunt
36-40 Funny
41-45 Cold
46-50 Mean
51-55 Haughty
56-60 Humble
61-65 Logical
66-70 Kind
71-75 Motherly
76-80 Careful
81-85 Crazy
86-90 Rushed
91-95 Cruel
96-100 Generous

Goal

This is the NPCs goal at the moment. If you stop someone on the street or sitting at a table, they are either going somewhere for a reason or waiting for something. Sometimes, this goal might not fit with the current situation. In these cases, the goal is what is on the person’s mind.

1-5 Hungry
6-10 Bored
11-15 Need to relax
16-20 Making Money
21-25 Meeting a friend
26-30 Finding love
31-35 Has nowhere to go
36-40 Needs to be alone
41-45 Needs to help someone
46-50 Betraying someone
51-55 Commiting a crime
56-60 Running from something
61-65 Spend money
66-70 Confront enemies
71-75 Lost
76-80 Lying about… (roll again)
81-85 Going Home
86-90 Trying to learn something
91-95 Putting off something
96-100 Wants to have fun

Something Unique

Everyone has something unique about them. This can range from who they are to what they have. This list is of things that are noticeable right away that seem interesting, a bit off, or is just hard to ignore.

1-5 Speaks with a strong accent
6-10 Ethnicity not common
11-15 Carries a weapon
16-20 Wearing clothes beneath their station
21-25 Is obviously wealthy
26-30 Has a unique hairstyle
31-35 Is obese
36-40 Unhealthily skinny
41-45 Is wounded
46-50 Wears a mask
51-55 Uncommon hair color
56-60 Bad breath
61-65 Exotic scent
66-70 Exotic clothing
71-75 Unique jewelry
76-80 Noticeable Scar
81-85 Strange tattoos or piercings
86-90 Carrying a strange object
91-95 Is mildly deformed
96-100 They make you feel uncomfortable for no apparent reason.

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Share the weird and wonderful NPCs you’ve generated on our Discord server!

d100 Motto Generator

As we tinker away on our various projects, we also happen to make some things that very rarely see the light of day. The Motto Generator is one of them. It’s too good to keep in the dark, however, so we’re sharing it with you so you can use it in your own games. Eventually you’ll see it in one of our games or mods, so keep your eyes on this space, but for now, see what you can do with the generator.

———-

To create your own motto, all you need to do is roll 3d100. Take your first result from the Word List, your second result from the Joiners, and your third result from the Word List again. That’s it, you got your own motto now that you can use for any character, faction, organisation or who-knows-what in your settings and games.

Joiners

01-10. and
11-20. comes before
21-30. creates
31-40. from
41-50. gives us
51-60. is
61-70. in
71-80. over
81-90. through
91-100. thus

Word List

1. Advancement
2. Adversity
3. Authority
4. Beauty
5. Blood
6. Boldness
7. Bravery
8. Brotherhood
9. Charity
10. Compassion
11. Courage
12. Damnation
13. Danger
14. Darkness
15. Death
16. Destiny
17. Devotion
18. Dignity
19. Dishonour
20. Duty
21. Equality
22. Eternity
23. Everything
24. Excellence
25. Faith
26. Fame
27. Family
28. Fear
29. Fortune
30. Freedom
31. Glory
32. Gluttony
33. Greed
34. Haste
35. Health
36. Honour
37. Hope
38. Humility
39. Humour
40. Independence
41. Joy
42. Justice
43. Kindness
44. Knowledge
45. Labour
46. Laughter
47. Life
48. Love
49. Loyalty
50. Luck
51. Madness
52. Magic
53. Might
54. Misery
55. Nothing
56. Order
57. Pain
58. Peace
59. Perfection
60. Perseverance
61. Pleasure
62. Power
63. Precision
64. Pride
65. Prosperity
66. Protection
67. Sacrifice
68. Service
69. Silence
70. Sin
71. Sincerity
72. Solidarity
73. Sorrow
74. Sovereignty
75. Splendour
76. Steadfastness
77. Strength
78. Success
79. Suffering
80. Technology
81. the Law
82. the Spirit
83. the State
84. the Throne
85. the World
86. Time
87. Triumph
88. Trust
89. Truth
90. Unity
91. Valour
92. Vengeance
93. Victory
94. Vigilance
95. Virtue
96. War
97. Wealth
98. Wisdom
99. Worship
100. Wrath

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Share what amazing, awesome and funny mottoes you’ve created on our Discord server!

What mod should be done next

We always have a few ideas for future mods floating around. Unfortunately we can’t work on them all at the same time, so we have to pick one and leave the rest on the back burner for now. Here’s your chance to tell us which mod you’d like us to work on next.

CLICK HERE to check out the poll and have your say. You can only pick one of the proposed mods, so if you like more than one idea, remember that all these ideas will eventually get worked on, and we’ll make new polls as we go through the mods.

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If you want to join in the discussion about new mods with us and other Stormforge players, then come join our Discord server!