Professional Documents
Culture Documents
Creating Factions
A given campaign should generally not have more than Attribute Faction XP Cost Hit Point
six active factions at any one time, and three or four are Rating to Purchase Value
generally more manageable. If there are more extant fac- 1 - 1
tions than this in your campaign, then simply run turns 2 2 2
for the three or four most active or relevant ones and
leave the others fallow for the turn. 3 4 4
To create a faction, first decide whether it is a small, 4 6 6
medium, or large faction. A small one might be a petty 5 9 9
cult or small free city or minor magical academy. A me-
6 12 12
dium one might be a local baron’s government or prov-
ince-wide faith. A large one would be an entire kingdom 7 16 16
or a major province of a vast empire. 8 20 20
It’s perfectly acceptable to break a large institution
down into a smaller faction. If the provincial government Example Faction Goals
of Ruhark is the important element in the campaign, the The difficulty of a faction goal is the number of experi-
empire that Ruhark belongs to can be ignored. If the One ence points earned on a successful completion of it.
Red Dawn faction of the Howling God’s clergy are the
ones who hate the PCs, then making them into their own Blood the Enemy: Inflict a number of hit points of dam-
small faction is much easier and better than factionizing age on enemy faction assets or bases equal to your
the entire Howling God hierarchy. faction’s total Force, Cunning, and Wealth ratings.
All factions have a Base of Influence at their primary Difficulty 2.
headquarters with a hit point total equal to the faction’s Destroy the Foe: Destroy a rival faction. Difficulty equal
maximum. The faction’s Magic rating is whatever the to 2 plus the average of the faction’s Force, Cunning,
GM thinks suitable. and Wealth ratings.
For a small faction, give them a 3 or 4 in their best Eliminate Target: Choose an undamaged rival Asset. If
attribute, a 2 or 3 in their second-best, and a 1 or 2 in you destroy it within three turns, succeed at a Dif-
their worst quality. ficulty 1 goal. If you fail, pick a new goal without
Medium factions should assign 5 or 6 to their best suffering the usual turn of paralysis.
attribute, 4 or 5 to their second-best, and 2 or 3 to their Expand Influence: Plant a Base of Influence at a new
worst. They should have two Assets in their primary at- location. Difficulty 1, +1 if a rival contests it.
tribute and two others among the other two. Inside Enemy Territory: Have a number of Stealthed
Large factions should assign 7 or 8 to their strongest assets in locations where there is a rival Base of
attribute, 6 or 7 to their second-best attribute, and 3 or Influence equal to your Cunning score. Units that
4 to their worst quality. They should have four Assets in are already Stealthed in locations when this goal is
their primary attribute, and four others spread among adopted don’t count. Difficulty 2.
the other two. Their Magic rating will depend on whatev- Invincible Valor: Destroy a Force asset with a minimum
er you think is appropriate for their scale, but remember purchase rating higher than your faction’s Force rat-
that it’s harder to concentrate effective magical resources ing. Difficulty 2.
when dealing with a whole province or nation than it is to Peaceable Kingdom: Don’t take an Attack action for
enchant a single city-state or magical institution. four turns. Difficulty 1.
To determine a faction’s maximum hit points, use Root Out the Enemy: Destroy a Base of Influence of a
the adjacent table. Thus, one with a Force of 3, a Wealth rival faction in a specific location. Difficulty equal to
of 5, and a Cunning of 2 would have hit points equal to half the average of the current ruling faction’s Force,
4 plus 9 plus 2, or 15 total. The Base of Influence at their Cunning, and Wealth ratings, rounded up.
primary headquarters will always have a maximum hit Sphere Dominance: Choose Wealth, Force, or Cunning.
points equal to the faction’s maximum hit points, even if Destroy a number of rival assets of that kind equal
it later rises or falls due to attribute score changes. to your score in that attribute. Difficulty of 1 per 2
Lastly, give a faction a goal, either one from the fore- destroyed, rounded up.
going list or one chosen by the GM. When this goal is Wealth of Kingdoms: Spend Treasure equal to four
achieved, the faction earns experience points which it can times your faction’s Wealth rating on bribes and
later spend to increase its attributes. The cost for such in- influence. This money is effectively lost, but the
creases is given on the table adjacent. Earlier levels must goal is then considered accomplished. The faction’s
be purchased before later, so to raise Force from 5 to 7 Wealth rating must increase before this goal can be
will cost 9 XP to raise it to 6, then 12 more to raise it to 7. selected again. Difficulty 2.
328• Cunning assets
Cunning Assets
Bewitching Charmer: When the Bewitching Charmer Just As Planned: Some sublimely cunning mastermind
succeeds in an Attack, the targeted Asset is unable ensures that the schemes of this faction are un-
to leave the same location as the Bewitching Charm- imaginably subtle and far-seeing. Whenever the
er until the latter Asset moves or is destroyed. Be- faction’s Assets make a roll involving Cunning, they
witching Charmers are immune to Counterattack. may reroll a failed check at the cost of inflicting 1d6
Blackmail: When a Blackmail asset is in a location, hos- damage on Just As Planned. This may be done re-
tile factions can’t roll more than one die during At- peatedly, though it may destroy the Asset. There is
tacks made by or against them there, even if they no range limit on this benefit.
have tags or Assets that usually grant bonus dice. Mindbenders: Once per turn as a free action, the Mind-
Court Patronage: Powerful nobles or officials are ap- benders can force a rival faction to reroll a check,
pointing their agents to useful posts of profit. A Attack, or other die roll they just made and take
Court Patronage Asset automatically grants 1 Trea- whichever result the Mindbenders prefer. A faction
sure to its owning faction each turn. can only be affected this way once until the start of
Covert Transport: As a free action once per turn, the the Mindbender’s faction’s next turn.
faction can pay 1 Treasure and move any Cunning Occult Infiltrators: Magically-gifted spies and assassins
or Wealth Asset at the same location as the Covert are enlisted to serve the faction. Occult Infiltrator
Transport. The transported Asset gains the Stealth Assets always begin play with the Stealth quality.
quality until it performs some action or is otherwise Omniscient Seers: At the start of their turn, each hostile
utilized by the faction. Stealthed asset within one turn’s movement of the
Cryptomancers: In place of an Attack action, they can Omniscient Seers must succeed in a Cunning vs.
make a Cunning vs. Cunning attack on a specific Cunning check against the owning faction or lose
hostile Asset within one move. On a success, the their Stealth. In addition, all Cunning rolls made
targeted Asset is unable to do anything or be used by the faction for units or events within one turn’s
for anything on its owner’s next faction turn. On a movement of the seers gain an extra die.
failure, no Counterattack damage is taken. Organization Moles: Sleeper agents and deep-cover
Dancing Girls: Dancing Girls or other charming dis- spies burrow into hostile organizations, waiting to
tractions are immune to Attack or Counterattack disrupt them from within when ordered to do so.
damage from Force Assets, but they cannot be used Petty Seers: A cadre of skilled fortune-tellers and minor
to defend against Attacks from Force Assets. oracles have been enlisted by the faction to foresee
Expert Treachery: On a successful Attack by Expert perils and allow swift counterattacks.
Treachery, this Asset is lost, 5 Treasure is gained Popular Movement: Any friendly Asset is allowed move-
by its owning faction, and the Asset that Expert ment into the same location as the Popular Move-
Treachery targeted switches sides. This conversion ment, even if it would normally be forbidden by its
happens even if their new owners lack the attributes owners and lacks the Subtle quality. If the Popular
usually necessary to maintain their new Asset. Movement later moves or is destroyed, such Assets
Hired Friends: As a free action, once per turn, the faction must also leave or suffer the usual consequences of
may spend 1 Treasure and grant a Wealth Asset a non-Subtle Asset in a hostile area.
within one turn’s movement range the Subtle quality. Prophet: Whether a religious prophet, charismatic phi-
This quality will remain, regardless of the Wealth losopher, rebel leader, or other figure of popular
Asset’s movement, until the Hired Friends are de- appeal, the Asset is firmly under the faction’s control.
stroyed or they use this ability again. Saboteurs: An Asset that is Attacked by the Saboteurs
Idealistic Thugs: Easily-manipulated hotheads are enlist- can’t use any free action abilities it may have during
ed under whatever ideological or religious principle the next turn, whether or not the Attack was suc-
best enthuses them for violence. cessful.
Informers: As a free action, once per turn, the faction Seditionists: In place of an Attack action, the Seditionists’
can spend 1 Treasure and have the Informers look owners may spend 1d4 Treasure and attach the As-
for Stealthed Assets. To do so, the Informers pick a set to a hostile Asset in the same location. Until the
faction and make a Cunning vs. Cunning Attack on Seditionists are destroyed, infest another Asset, or
them. No counterattack damage is taken if they fail, leave the same location, the rebelling Asset cannot
but if they succeed, all Stealthed Assets of that fac- be used for anything and grants no benefits.
tion within one move of the Informers are revealed. Shapeshifters: As a free action once per turn, the faction
Interrupted Logistics: Non-Stealthed hostile units can spend 1 Treasure and grant the Shapeshifters
cannot enter the same location as the Interrupted the Stealth quality.
Logistics Asset without paying 1d4 Treasure and Smugglers: As a free action, once per faction turn, the
waiting one turn to arrive there. Smugglers can move any allied Wealth or Cunning
Cunning assets •329
Asset in their same location to a destination within this Asset. If another Asset within one turn’s move
movement range, even if the destination wouldn’t of the Useful Idiots is struck by an Attack, the fac-
normally allow an un-Subtle Asset to locate there. tion can instead sacrifice the Useful Idiots to negate
Spymaster: A veteran operative runs a counterintelli- the attack. Only one band of Useful Idiots can be
gence bureau in the area and formulates offensive sacrificed on any one turn.
schemes for the faction. Vigilant Agents: A constant flow of observations runs
Underground Roads: A well-established network of se- back to the faction from these watchful counterin-
cret transit extends far around this Asset. As a free telligence agents. Whenever another faction moves
action, the faction may pay 1 Treasure and move any a Stealthed asset into a location within one move’s
friendly Asset from a location within one round’s distance from the Vigilant Agents, they may make
move of the Underground Roads to a destination a Cunning vs. Cunning attack against the owning
also within one round’s move of the Roads. faction. On a success, the intruding Asset loses its
Useful Idiots: Hirelings, catspaws, foolish idealists, and Stealth after it completes the move.
other disposable minions are gathered together in
330• Force assets
Force Assets
Apocalypse Engine: One of a number of hideously Magical Logistics: An advanced web of magical Work-
powerful ancient super-weapons unearthed from ings, skilled sorcerers, and trained logistical experts
some lost armory, an Apocalypse Engine rains some are enlisted to streamline the faction’s maintenance
eldritch horror down on a targeted enemy Asset. and sustain damaged units. Once per faction turn,
Brilliant General: A leader for the ages is in service with as a free action, the Asset can repair 2 hit points of
the faction. Whenever the Brilliant General or any damage to an allied Force Asset.
allied Force Asset in the same location Attacks or Military Roads: The faction has established a network
is made to defend, it can roll an extra die to do so. of roads with a logistical stockpile at this Asset’s
Cavalry: Mounted troops, chariots, or other mobile sol- location. As a consequence, once per faction turn,
diers are in service to the faction. While weak on the faction can move any one Asset from any loca-
defense, they can harry logistics and mount pow- tion within its reach to any other location within its
erful charges. reach at a cost of 1 Treasure.
Demonic Slayer: Powerful sorcerers have summoned Military Transport: A branch of skilled teamsters, trans-
or constructed an inhuman assassin-beast to hunt port ships, road-building crews, or other logistical
down and slaughter the faction’s enemies. A De- facilitators is in service to the faction. As a free ac-
monic Slayer enters play Stealthed. tion once per faction turn, it can bring an allied As-
Enchanted Elites: A carefully-selected group of skilled set to its location, provided they’re within one turn’s
warriors are given magical armaments and arcane movement range, or move an allied Asset from its
blessings to boost their effectiveness. own location to a target also within a turn’s move.
Fearful Intimidation: Judicious exercises of force have Multiple Military Transport assets can chain this
intimidated the locals, making them reluctant to movement over long distances.
cooperate with any group that stands opposed to Purity Rites: A rigorous program of regular mental in-
the faction. spection and counterintelligence measures has been
Fortification Program: A program of organized forti- undertaken by the faction. This Asset can only de-
fication and supply caching has been undertaken fend against attacks that target the faction’s Cun-
around the Asset’s location, hardening allied com- ning, but it allows the faction to roll an extra die
munities and friendly Assets. Once per turn, when to defend.
an enemy makes an Attack that targets the faction’s Reserve Corps: Retired military personnel and rear-line
Force rating, the faction can use the Fortification troops are spread through the area as workers or
Program to defend if the Asset is within a turn’s colonists, available to resist hostilities as needed.
move from the attack. Scouts: Long-range scouts and reconnaissance experts
Guerrilla Populace: The locals have the assistance of work for the faction, able to venture deep into hos-
trained guerrilla warfare leaders who can aid them tile territory.
in sabotaging and attacking unwary hostiles. Siege Experts: These soldiers are trained in trenching,
Infantry: Common foot soldiers have been organized sapping, and razing targeted structures. When they
and armed by the faction. While rarely particularly successfully Attack an enemy Asset, the owner loses
heroic in their capabilities, they have the advantage 1d4 points of Treasure from their reserves and this
of numbers. faction gains it.
Invincible Legion: The faction has developed a truly irre- Summoned Hunter: A skilled sorcerer has summoned a
sistible military organization that can smash its way magical beast or mentally bound a usefully dispos-
through opposition without the aid of any support able assassin into the faction’s service.
units. During a Relocate Asset action, the Invincible Temple Fanatics: Fanatical servants of a cult, ideology,
Legion can relocate to locations that would other- or larger religion, these enthusiasts wreak havoc on
wise not permit a formal military force to relocate enemies without a thought for their own lives. After
there, as if it had the Subtle quality. It is not, how- every time the Temple Fanatics defend or success-
ever, in any way subtle. fully attack, they take 1d4 damage.
Knights: Elite warriors of considerable personal prowess Thugs: These gutter ruffians and common kneebreakers
have been trained or enlisted by the faction, either have been organized in service to the faction’s causes.
from noble sympathizers, veteran members, or Vanguard Unit: This unit is specially trained to build
amenable mercenaries. bridges, reduce fortifications, and facilitate a light-
Local Guard: Ordinary citizens are enlisted into night ning strike into enemy territory. When its faction
watch patrols and local guard units. They’re most takes a Relocate Asset turn, it can move the Van-
effective when defending from behind a fortified guard Unit and any allied units at the same location
position, but they have some idea of how to use to any other location within range, even if the unit
their weapons. type would normally be prohibitive from moving
Force assets •331
there. Thus, a Force asset could be moved into a for- Warshaped: The faction has the use of magical crea-
eign nation’s territory even against their wishes. The tures designed specifically for warfare, or ordinary
unit may remain at that location afterwards even if humans that have been greatly altered to serve the
the Vanguard Unit leaves. faction’s needs. Such forces are few and elusive
War Fleet: While a war fleet can only Attack assets and enough to evade easy detection.
locations within reach of the waterways, once per Witch Hunters: Certain personnel are trained in sniffing
turn it can freely relocate itself to any coastal area out traitors and spies in the organization, along with
within movement range. The Asset itself must be the presence of hostile magic or hidden spellcraft.
based out of some landward location to provide for
supply and refitting.
War Machines: Mobile war machines driven by trained
beasts or magical motive power are under the fac-
tion’s control.
332• Wealth assets
Wealth Assets
Ancient Mechanisms: Some useful magical mechanism Healers: Whenever an Asset within one move of the
from ages past has been refitted to be useful in local Healers is destroyed by an Attack that used Force
industry. Whenever an Asset in the same location against the target, the owner of the Healers may pay
must roll to make a profit, such as Farmers or Man- half its purchase price in Treasure, rounded up, to
ufactory, the faction may roll the die twice and take instantly restore it with 1 hit point. This cannot be
the better result. used to repair Bases of Influence.
Ancient Workshop: A workshop has been refitted with Hired Legion: As a free action once per turn, the Hired
ancient magical tools, allowing prodigies of produc- Legion can move. This faction must be paid 2 Trea-
tion, albeit not always safely. As a free action, once sure at the start of each turn as upkeep, or else they
per turn, the Ancient Workshop takes 1d6 damage go rogue as the Free Company Asset does. This As-
and the owning faction gains 1d6 Treasure. set cannot be voluntarily sold or disbanded.
Arcane Laboratory: The faction’s overall Magic is count- Lead or Silver: If Lead or Silver’s Attack reduces an ene-
ed as one step higher for the purposes of creating my Asset to zero hit points, this Asset’s owner may
Assets in the same location as the laboratory. Mul- immediately pay half the target’s purchase cost to
tiple Arcane Laboratories in the same location can claim it as their own, reviving it with 1 hit point.
increase the Magic boost by multiple steps. Mad Genius: As a free action, once per turn, the Mad
Armed Guards: Hired caravan guards, bodyguards, or Genius may move. As a free action, once per turn,
other armed minions serve the faction. the Mad Genius may be sacrificed to treat the Mag-
Caravan: As a free action, once per turn, the Caravan ic rating in their location as High for the purpose
can spend 1 Treasure and move itself and one other of buying Assets that require such resources. This
Asset in the same place to a new location within boost lasts only until the next Asset is purchased
one move. in that location.
Cooperative Businesses: If any other faction attempts Manufactory: Once per turn, as a free action, the Asset’s
to create an Asset in the same location as a Coop- owner may roll 1d6; on a 1, one point of Treasure
erative Business, the cost of doing so increases by 1 is lost, on a 2-5, one point is gained, and on a 6,
Treasure. This penalty stacks. two points are gained. If Treasure is lost and none
Dragomans: Interpreters, cultural specialists, and go-be- is available to pay it by the end of the turn, this
tweens simplify the expansion of a faction’s influ- Asset is lost.
ence in an area. A faction that takes an Expand Merchant Prince: A canny master of trade, the Merchant
Influence action in the same location as this Asset Prince may be triggered as a free action once per
can roll an extra die on all checks there that turn. turn before buying a new Asset in the same loca-
As a free action once per turn, this Asset can move. tion; the Merchant Prince takes 1d4 damage and
Economic Disruption: As a free action once per turn, this the purchased Asset costs 1d8 Treasure less, down
Asset can move itself without cost. to a minimum of half its normal price.
Farmers: Farmers, hunters, and simple rural artisans are Monopoly: Once per turn, as a free action, the Monopoly
in service to the faction here. Once per turn, as a Asset can target an Asset in the same location; that
free action, the Asset’s owner can roll 1d6; on a 5+, Asset’s owning faction must either pay the Monop-
they gain 1 Treasure from the Farmers. oly’s owner 1 Treasure or lose the targeted Asset.
Free Company: Hired mercenaries and professional Occult Countermeasures: This asset can only Attack or
soldiers, this Asset can, as a free action once per inflict Counterattack damage on Assets that require
turn, move itself. At the start of each of its owner’s at least a Low Magic rating to purchase.
turn, it takes 1 Treasure in upkeep costs; if this is Pleaders: Whether lawyers, skalds, lawspeakers, sage
not paid, roll 1d6. On a 1-3 the Asset is lost, on a elders, or other legal specialists, Pleaders can turn
4-6 it goes rogue and will move to Attack the most the local society’s laws against the enemies of the
profitable-looking target. This roll is repeated each faction. However, Pleaders can neither Attack nor
turn until back pay is paid or the Asset is lost. inflict Counterattack damage on Force Assets.
Front Merchant: Whenever the Front Merchant suc- Smuggling Fleet: Once per turn, as a free action, they
cessfully Attacks an enemy Asset, the target faction may move themselves and any one Asset at their
loses 1 Treasure, if they have any, and the Front current location to any other water-accessible loca-
Merchant’s owner gains it. Such a loss can occur tion within one move. Any Asset they move with
only once per turn. them gains the Subtle quality until they take some
Golden Prosperity: Each turn, as a free action, the fac- action at the destination.
tion gains 1d6 Treasure that can be used to fix dam- Supply Interruption: As a free action, once per turn, the
aged Assets as if by the Repair Assets action. Any Asset can make a Cunning vs. Wealth check against
of this Treasure not spent on such purposes is lost. an Asset in the same location. On a success, the
Wealth assets •333
owning faction must sacrifice Treasure equal to half Usurers: Moneylenders and other proto-bankers ply
the target Asset’s purchase cost, or else it is disabled their trade for the faction. For each unit of Usurers
and useless until this price is paid. owned by a faction, the Treasure cost of buying As-
Trade Company: Bold traders undertake potentially sets may be decreased by 2 Treasure, to a minimum
lucrative- or catastrophic- new business opportu- of half its cost. Each time the Usurers are used for
nities. As a free action, once per turn, the owner of this benefit, they suffer 1d4 damage from popular
the Asset may roll accept 1d4 damage done to the displeasure.
Asset in exchange for earning 1d6-1 Treasure points. Worker Mob: The roughest, most brutal laborers in ser-
Transport Network: A vast array of carters, ships, smug- vice with the faction have been quietly organized to
glers, and official caravans are under the faction’s sternly discipline the enemies of the group.
control. As a free action the Transport Network can
spend 1 Treasure to move any friendly Asset within
two moves to any location within one move of either
the target or the Transport Network.