Faction Maker
Factions
The faction rules are intended for GMs to quickly generate factions in a consistent manner, and have them interact with the players and each other in a balanced manner. While players can build and develop their own factions using these rules, they should not feel that their actions these mechanics. They develop and run their factions with more in-character choices and actions, and GMs can translate their effects using the faction mechanics.
Faction Basics
Size represents roughly how many members belong to it, as well as the breadth of its impact. Your faction starts at size 0, and increases by 1 for every 10 members. Other modifiers not tied to member count can increase or decrease your size.
Capital
Capital are resources and services that can be invested into assets or expended for operations.
Comfort: attracts recruits and retains members
Food:
Goods: buildings, equipment, and tools possessed by the faction, used by members and in operations
Influence: favours and negotiation strength with the public
Magic: helps with all other capital
Materials: raw materials that can be crafted into goods or used as reagents
Security: protects the faction and fights its foes
Wealth: pays members and upkeep, buys supplies for the faction, funds operations
Capacity is the maximum amount of all combined capital your faction can carry. Your faction has a base capacity equal to the total number of levels of your members. This represents the amount and quality of capital each member is carrying on their person. Assets with the storage feature allow your faction to increase its capacity.
Hirelings
Crafters
Laborers
Mages
Performers
Priests
Professionals
Sages
Scoundrels
Soldiers
Thugs
Officers
You can assign individual faction members as officers. Officers can perform Operations using their statistics.
Each officer increases upkeep costs by their level (in addition to their base faction member upkeep).
Upkeep
Each faction member increases your monthly upkeep costs by 1 Wealth point per level.
Assets
Assets allow your faction for perform Operations.
To acquire an asset, you invest at least the asset's minimum cost from your capital into it.
Hireling minimum can be met by combining the amount of levels of your hirelings. For example, if the hireling minimum is Crafters 5th, you can meet the minimum by investing one 5th-level crafter, five 1st-level crafters, or two 2nd-level crafters and one 1st-level crafter.
A hireling check in asset operations requires a faction officer to roll 1d20 + that hireling's levels invested in the asset. For example, if you invested 15 levels of Crafters from your faction's total of 100 Crafters' levels in your asset, if an operation requires you to make a Crafters check, you roll 1d20 + 15. The officer gains a bonus on the check based on their proficiency in Profession ()
Every 10 points of any combination of capital invested in an asset allows for 1 level of hirelings of any combination to be invested in it as well.
Features
You can choose to add a feature to your asset if you invested the required capital. You can add a feature to an asset for every 100 points of any combination of capital invested in it.
Auditorium
Every 100 Comfort and 100 Goods grants creatures a +1 circumstance bonus on Perform checks made in the asset.
Housing
Every 10 Comfort and 10 Goods provides a place in the asset to take shelter, rest, and store personal effects for 1 Medium creature.
Storage
Every 10 Goods invested in your asset increases your faction's capital capacity by 1.
Workstation
Upon selecting this feature, select one type of Craft skill. Creatures gain a +1 circumstance bonus for every 100 Goods invested in the asset on checks made with the selected Craft skill while in it.
Craftshop
Minimum 100 Goods, Crafters 3rd, Professionals 1st.
Operations:
- Craft Goods: Your craftshop can transform your faction's Materials capital into Goods. Make a Crafters check against DC 10 + your target amount of Goods to produce. On success, you lose 1 point of Materials for each point of Goods gained. For every 10 your result is above the DC, you lose 1 less point of Materials (to a minimum of 1 point of Materials) to produce the target amount of Goods. On failure, increase the amount of Materials used to craft the target amount of goods by 1 + 1 for every 10 your result is below the DC.
- Sell Goods: Your craftshop can sell your faction's Goods to the public in order to gain Wealth. Make a Professionals check against DC 10 + your target amount of Wealth you are seeking. Increase the DC by the number of levels the province' Goods level is above its consumption, and reduce the DC by the number of levels it is below its consumption. On success, you lose 1 point of Goods for each point of Wealth gained. For every 10 your result is above the DC, you lose 1 less point of Goods (to a minimum of 1 point of Goods) to earn the target amount of Wealth. On failure, increase the amount of Goods sold for the target amount of Wealth by 1 + 1 for every 10 your result is below the DC.
Farm
Minimum .
Operations:
Magemporium
Minimum 100 Goods, 100 Magic; Mages 3rd, Professionals 1st.
Operations:
- Acquire Magic: You are able to gain Magic capital by buying magic items from your magemporium's patrons. Make a Professionals check against DC 10 + the target amount of Magic to acquire. Increase the DC by the number of levels the province's Magic is above its consumption, and reduce the DC by the number of levels it is below its consumption. On success, you lose 1 point of Wealth for each point of Magic gained. For every 10 your result is above the DC, you lose 1 point less of Wealth (to a minimum of 1 point of Wealth) to gain the target amount of Magic. On failure, increase the amount of Wealth spent towards the target amount of Magic by 1 + 1 for every 10 your result is below the DC.
- Craft Magic Items: Your magemporium is able to use your Magic capital to craft magic items. After calculating the crafting cost for your magic item, make a Mages check against DC 10 + the item's level. On success, you can use Magic capital to pay for the item's crafting cost at a rate of 1 point for every 1,000 gp. For every 10 your result is above the DC, increase the amount of gp per 1 point of Magic by 1,000 gp. On failure, increase the amount of Magic capital per 1,000 gp of the item's cost by 1 + 1 for every 10 your result is below the DC.
- Generate Magic: Your magemporium has the facilities to allow your Mages to produce Magic capital for your faction. Make a Mages check against DC 10 + the target amount of Magic capital to produce. On success, convert any combination of your faction's Goods, Materials, or Wealth into the target amount of Magic capital. For every 10 your result is above the DC, reduce the amount of capital to convert by 1. On failure, increase the amount of capital to convert to the target amount of Magic by 1 + 1 for every 10 your result is below the DC.
- Sell Magic: You are able to sell magic items and magical services your faction possesses. Make a Professionals check against DC 10 + the target amount of Wealth you are seeking. Increase the DC by the number of levels the province's Magic level is above its consumption, and reduce the DC by the number of levels it is below consumption. On success, you lose 1 point of Magic for each point of Wealth gained. For every 10 your result is above the DC, you lose 1 less point of Magic (to a minimum of 1) to gain the target amount of Wealth. On failure, increase the amount of Magic spent towards the target amount of Wealth by 1 + 1 for every 10 your result is below the DC.
Palace
Minimum 500 Comfort, 500 Goods; Laborers 5th, Performers 5th, Professionals 10th.
Operations:
- //Host //
Quarry
Minimum .
Operations:
- :
Safehouse
Minimum 100 Goods, 100 Security; Scoundrels 3rd.
Operations:
- Hide
Spy Network
Minimum Scoundrels 10th.
Operations:
- :
Stronghold
Minimum 1,000 Goods, 200 Security; Soldiers 20th.
Operations:
- Security Services: Your faction can sell its Security from its stronghold. Make a Soldiers check against DC 10 + the target amount of Security development points to produce. On success, the target amount is added to the province's Security development. In return, you gain Influence or Wealth, or any combination of the two, equal to that amount. For every 10 your result is above the DC, you gain 1 more point of capital.
- Train Soldiers: Your stronghold has what it takes to train Soldiers. Make a Soldiers check against DC 10 + the target amount of Soldiers development points to produce. On success, the target amount is added to the province's Soldiers development. In return, you gain Influence or Wealth, or any combination of both, equal to that amount. For every 10 your result is above the DC, you gain 1 more point of capital.
- Warfare Development:
military base and settlement
Thaumadrasa
Minimum 1,000 Goods, 1,000 Magic; Mages 5th, Sages 5th.
Operations:
- Craft Magic Items: Your magemporium is able to use your Magic capital to craft magic items. After calculating the crafting cost for your magic item, make a Mages check against DC 10 + the item's level. On success, you can use Magic capital to pay for the item's crafting cost at a rate of 1 point for every 1,000 gp. For every 10 your result is above the DC, increase the amount of gp per 1 point of Magic by 1,000 gp. On failure, increase the amount of Magic capital per 1,000 gp of the item's cost by 1 + 1 for every 10 your result is below the DC.
- Generate Magic: Your thaumadrasa has the facilities to allow your Mages to produce Magic capital for your faction. Make a Mages check against DC 10 + the target amount of Magic capital to produce. On success, convert any combination of your faction's Goods, Materials, or Wealth into the target amount of Magic capital. For every 10 your result is above the DC, reduce the amount of capital to convert by 1. On failure, increase the amount of capital to convert to the target amount of Magic by 1 + 1 for every 10 your result is below the DC.
- Train Mages: Your thaumadrasa contributes to training of Mages. Make a Mages check against DC 10 + the target amount of Mages development points to produce. Adds your Sages level to your check as a bonus. On success, the target amount is added to the province's Mages development. In return, you gain Influence or Wealth, or any combination of the two, equal to that amount. For every 10 your result is above the DC, you gain 1 more point of capital.
Vehicle
Minimum ; .
Operations:
- :
University
Minimum ; Sages 10th.
Operations:
- Train Professionals: Your university contributes to training Professionals. Make a Sages check against DC 10 + the target amount of Professionals development points to produce. On success, you add the target amount of Professionals development points to the province's Professionals development. In return, you gain Influence or Wealth, or any combination of both, equal to that amount.
- Train Sages: Your university contributes to training Sages. Make a Sages check against DC 10 + the target amount of Sages development points to produce. On success, the target amount is added to the province's Sages development. In return, you gain Influence or Wealth, or any combination of the two, equal to that amount. For every 10 your result is above the DC, you gain 1 more point of capital.
Autonomous Operations
The following operations do not require your faction to have an asset in order to be performed.
Hireling checks are made with your faction's hireling levels that are not invested into an asset.
Recruit Members
Time Once per month.
Work For Hire
Time 1 day.
Select one of your faction's hirelings, and make its hireling check against DC 10 +

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