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FACTIONS AND MAJOR PROJECTS

The world is wider than the land beneath the party’s


boots. Greater powers and other agents within the cam- Factions Created by PCs
paign backdrop are ceaselessly moving to further their While the rules in this section presume that most fac-
own plans, and many adventure possibilities are born tions will be GM-created tools for livening up the cam-
from their constant struggles. Even when heroes are paign backdrop, it’s quite possible for PC heroes to forge
wholly uninvolved in a conflict, the consequences of a their own factions and reap the benefits of rule. The
victory or loss can have grave repercussions on the things practicality of this is up to the GM, but the process is
and people they hold dear. relatively simple.
Faced with the machinations of existing powers, The PC or party must actively seek to build a base
players often want to enact their own great plans or of followers and assets using the major project rules that
ambitions on a campaign world. It might be a goal as begin on page 336. The scale of the project they must
humble as ensuring the prosperity of their home village, resolve will depend on the scale of the faction they want
or it might be a burning passion to overthrow a wicked to establish and their own personal power; a band of
empire or lead their hard-pressed people to a new home- famous heroes might find founding a knightly order to be
land far away. a “plausible” effort, while a penniless group of vagabonds
These two campaign elements, factional struggles might find it “impossible” in their current situation. In the
and grand PC projects, often cause trouble for GMs. same fashion, founding a new kingdom in a wilderness is
Without the right tools to handle them in play, a GM going to be a much more difficult feat than establishing a
can often feel lost in knowing just how to emulate a liv- politically-influential monastery in a market village.
ing campaign backdrop or fairly adjudicate a great PC The adventurers can use money, adventures, stock-
ambition. This chapter contains rules and guidelines to piled Renown, or other methods to succeed at the project.
help such a GM sort out these difficulties. If they finally bring it to fruition, the GM then creates
an appropriately-sized faction using the rules on page
Factions and Your Campaign 327 and lets the PCs control it. Aside from the cam-
A faction is an organization, government, cabal, gang, paign-scale faction turn actions described in this section,
tribe, business, religion or other group that you mean they get all the usual benefits—and obligations—that
to make a significant player in your campaign. Not every come from ruling their own faction. If they have an order
organization in your campaign setting is a faction; only of knights under their command, they can probably dis-
those groups that are most interesting to you and im- patch several otherwise-unoccupied ones wherever they
portant to the campaign should be given faction statistics. wish and garrison important places with others.
For most campaigns, that means a maximum of six at any These peripheral benefits should match the scale of
time, and quite possibly fewer. the adventures and effort they put into obtaining them. A
The faction system shows you how to stat these faction created through great deeds and dire costs should
groups, assign them appropriate assets, and adjudicate pay off appropriately in local influence, status, and utility.
their conflicts and schemes. It’s an abstracted system, The faction may suffer if the PCs spend its resources too
where damage to a faction asset might just as easily rep- freely and don’t support it out of their own purse and
resent the arrest of a prominent businessman as it could doings, but it should be good for something more than
be a bloody ambush on the road. The system tells the bragging rights.
GM which parts of an organization were hurt, but it’s
up to you to translate that into concrete events in-game. Major Projects in Play
These events then provide a living backdrop of ac- Aside from the rules for factions, this section also in-
tivity to your campaign setting, actions that the PCs can cludes guidelines on major projects, grand session-span-
learn about through tavern talk or personal observation. ning goals that the party might take up. These goals are
If they’re interested enough, they might just choose to get too vast or nebulous to be accomplished just by paying
involved in a conflict and become a powerful weapon in silver or killing a few troublemakers, so GMs often feel
the hands of their patrons. And if they’re not interested, uncertain as to how they’re to fairly adjudicate the players’
the existence of the clashes gives you grist for maintain- efforts in accomplishing them.
ing a sense of motion and activity in your world. The rules in this section provide a framework for
The faction system is meant to be a convenience for identifying the difficulty of the project, measuring prog-
GMs and a tool for adding adventure hooks and addi- ress toward its completion, and turning those vast ambi-
tional verisimilitude to your campaign setting. It’s not tions into adventure hooks that cut down on the GM’s
really set up to be played “competitively”, with all sides own need for content creation. Great goals are a blessing
balanced for a fair game. As a consequence, the extra to a GM; the players are being kind enough to tell you
muscle a capable party brings to the fight can often end exactly what kind of adventures they want to have, and
up deciding the ultimate outcome of a struggle. these pages will help you take best advantage of it.
324• The faction turn

Factions and the Faction Turn


Factions have several statistics to define their overall
qualities. Weak or small factions tend to have low rat- The Faction Turn
ings even in their main focus, while kingdoms and major Every month or so, the GM should run a faction turn.
institutions may have a good rating even in their less This turn may take place more often during times of
important traits, simply because they have so many re- intense activity, or less often if the campaign world is
sources available to them. quiet. In general, a faction turn after every adventure is a
Cunning is measured from 1 to 8 and indicates the good average, assuming the PCs don’t have back-to-back
faction’s general guile, skill at subterfuge, and subtlety. adventures.
Low Cunning means the faction is straightforward or un- At the start of every faction turn, each faction rolls
accustomed to dealing with trickery, while high Cunning 1d8 for initiative, the highest rolls going first. Ties are
is for Machiavellian schemers and secretive organizations. resolved as the GM wishes, and then each faction takes
Force is measured from 1 to 8 and reflects the overall the following steps in order.
military prowess and martial competence of the faction.
A faction with low Force isn’t used to using violence to • The faction earns Treasure equal to half their
get its way, or is particularly inept at it, while a high Force Wealth plus a quarter of their combined Force and
reflects a culture of military expertise. Cunning, the total being rounded up.
Wealth is measured from 1 to 8 and shows the fac-
tion’s general prosperity, material resources, and facility • The faction must pay any upkeep required by their
with money. Low Wealth means the faction is poor, disin- individual Asset costs, or by the cost of having too
terested in material goods, or spendthrift with what they many Assets for their attributes. If they can’t afford
have, while high Wealth factions are rich and familiar this upkeep, individual Assets may have their own
with using money and goods as tools for success. bad consequences, while not being able to afford
Magic measures the amount of magical resources excess Assets means that the excess are lost.
available to the faction. “None” is for factions that have
no meaningful access to magic. “Low” is for those factions • The faction triggers any special abilities individual
that have at best a few trained mages or small stores of Assets may have, such as abilities that allow an As-
magical goods. “Medium” is for a faction where there is an set to move or perform some other special benefit.
established source of magical power for the faction, either
as a sub-group of cooperative mages, a magical academy, a • The faction takes one Faction Action as listed in the
tradition of sorcery in the faction, or some other institu- following section, resolving any Attacks or other
tionalized aid. “High” magic is reserved for those factions consequences from their choice. When an action is
that have a strong focus on wielding magical power, most taken, every Asset owned by the faction may take
fitting for a faction that represents a magical order. it; thus, if Attack is chosen, then every valid Asset
Treasure is counted in points, and the total reflects owned by the faction can Attack. If Repair Asset
how much the faction owns in cash and valuable goods. A is chosen, every Asset can be repaired if enough
single point of Treasure doesn’t have an established cash Treasure is spent.
value; a sack of gold is worthless in itself to a faction that
needs a dozen oxcarts, and a herd of cattle owned by a • The faction checks to see if it’s accomplished its
faction can’t necessarily be turned into a fixed sum of coin. most recent goal. If so, it collects the experience
Hit points work for factions much as they do for points for doing so and picks a new goal. If not, it
characters; when a faction is reduced to zero hit points, it can abandon the old goal and pick a new one, but
collapses. Its individual members and sub-groups might it will sacrifice its next turn’s Faction Action to do
not all be dead, but they’re so hopelessly disorganized, so and may not trigger any Asset special abilities
dispirited, or conflict-bound that the faction ceases to that round, either.
exist as a coherent whole.
Assets are important resources possessed by a fac- The next faction in order then acts until all factions
tion, such as controlling a ring of Smugglers, or having a have acted for the turn.
unit of Infantry. Assets all have their own statistics and
hit points, and all of them require certain scores in Force, Asset Locations and Movement
Wealth, Cunning, and Magic to purchase. Assets don’t Every Asset has a location on the campaign map. This
cover all the resources and institutions the faction may location may not be where all the elements of the Asset
control, but they reflect the ones that are most relevant to are located. It might simply be the headquarters of an
the faction at that moment. A kingdom may have more organization, or the spot where the most active and im-
military than the Infantry unit they have, but that In- portant members of it are currently working. However
fantry unit is the one that’s doing something important. it’s described, it’s the center of gravity for the Asset.
Faction tags •325

This location is usually in a town or other settlement, Faction Tags


but it could be anything that makes sense. A reclusive Many Factions have at least one “tag”, indicating some
Prophet might dwell deep within the wilderness, and special benefit or quality it has due to its nature. These
a ring of Smugglers might currently be based out of a are merely some of the possibilities you might assign.
hidden sea cave. A location is simply wherever the GM
thinks it should be. Antimagical: The faction is dwarven or of some other
Assets can move locations, either with the Move breed of skilled counter-sorcerers. Assets that re-
Asset faction action or with a special ability possessed quire Medium or higher Magic to purchase roll all
by the Asset itself or an allied unit. Generally, whenever attribute checks twice against this faction during an
an Asset moves, it can move one turn’s worth of distance. Attack and take the worst roll.
As a rule of thumb, for a one-month turn, this is Concealed: All Assets the faction purchases enter play
about one hundred miles. This is as far as an organization with the Stealth quality.
can shift itself in thirty days while still maintaining some Imperialist: The faction quickly expands its Bases of
degree of control and cohesion. The GM may adjust this Influence. Once per turn, it can use the Expand
distance based on the situation; if the campaign is taking Influence action as a special ability instead of it
place in an island archipelago with fast sea travel it’s going taking a full action.
to be easier to move long distances than if the Asset has Innovative: The faction can purchase Assets as if their
to march through mountains to get there. attribute ratings were two points higher than they
Some Assets also have special abilities that work are. Only two such over-complex Assets may be
on targets within one move of the Asset. Again, the GM owned at any one time.
decides what this means, but generally it means that the Machiavellian: The faction is diabolically cunning. It
Asset can affect targets within a hundred miles of its lo- rolls an extra die for all Cunning attribute checks.
cation. Its Cunning must always be its highest attribute.
Sometimes it doesn’t make logical sense for an As- Martial: The faction is profoundly devoted to war. It rolls
set to be able to move to a particular location. A unit of an extra die for all Force attribute checks. Force
Infantry, for example, could hardly walk into an enemy must always be its highest attribute.
nation’s capital so as to later Attack the Court Patronage Massive: The faction is an empire, major kingdom, or
Asset there. In this case, the best the Infantry could do other huge organizational edifice. It automatically
would be to move to a location near the capital, assuming wins attribute checks if its attribute is more than
the GM decides that’s plausible. The Infantry couldn’t twice as big as the opposing side’s attribute, unless
actually Attack the enemy faction’s Assets until they got the other side is also Massive.
into the city itself where those Assets were located. Mobile: The faction is exceptionally fast or mobile. Its
Assets with the Subtle quality are not limited this faction turn movement range is twice what another
way. Subtle Assets can move to locations even where faction would have in the same situation.
they would normally be prohibited by the ruling powers. Populist: The faction has widespread popular support.
Dislodging them requires that they be Attacked until Assets that cost 5 Treasure or less to buy cost one
destroyed or moved out by their owner. point less, to a minimum of 1.
Assets with the Stealth quality are also not limited Rich: The faction is rich or possessed of mercantile skill.
by this, and can move freely to any location within reach. It rolls an extra die for all Wealth attribute checks.
Stealthed Assets cannot be Attacked by other Assets Wealth must always be its highest attribute.
until they lose the Stealth quality. This happens when Rooted: The faction has very deep roots in its area of in-
they are discovered by certain special Assets or when the fluence. They roll an extra die for attribute checks in
Stealthed Asset Attacks something. their headquarters location, and all rivals roll their
own checks there twice, taking the worst die.
Attribute Checks Scavenger: As looters and raiders, when they destroy
Some actions, such as Attack, require an attribute check an enemy Asset they gain a quarter of its purchase
between factions, such as Force versus Cunning, or value in Treasure, rounded up.
Wealth versus Force. Other special Asset abilities some- Supported: The faction has excellent logistical support.
times call for attribute checks as well. All damaged Assets except Bases of Influence regain
To make this check, the attacker and defender both one lost hit point per faction turn automatically.
roll 1d10 and add their relevant attribute. Thus, for a Tenacious: The faction is hard to dislodge. When one of
Force versus Cunning check, the attacker would roll its Bases of Influence is reduced to zero hit points, it
1d10+Force against the defender’s 1d10+Cunning. The instead survives with 1 hit point. This trait can’t be
attacker wins if their total is higher, and the defender used again on that base until it’s fully fixed.
wins if it’s a tie or their roll is higher. Zealot: Once per turn, when an Asset fails an Attack
Some special abilities or tags allow the attacker or action check, it can reroll the attribute check. It
defender to roll more than one die for a check. In this automatically takes counterattack damage from its
case, the dice are rolled and the highest of them are used. target, however, or 1d6 if the target has less or none.
326• Faction turn actions

Faction Turn Actions


Attack: The faction nominates one or more Assets to Expand Influence: The faction seeks to establish a new
attack the enemy in their locations. In each location, base of operations in a location. The faction must
the defender chooses which of the Assets present have at least one Asset there already to make this
will meet the Attack; thus, if a unit of Infantry at- attempt, and must spend 1 Treasure for each hit
tacks in a location where there is an enemy Base point the new Base of Influence is to have. Thus, to
of Influence, Informers, and Idealistic Thugs, the create a new Base of Influence with a maximum hit
defender could decide to use Idealistic Thugs to point total of 10, 10 Treasure must be spent. Bases
defend against the attack. with high maximum hit point totals are harder to
The attacker makes an attribute check based on dislodge, but losing them also inflicts much more
the attack of the acting Asset; thus, the Infantry damage on the faction’s own hit points.
would roll Force versus Force. On a success, the de- Once the Base of Influence is created, the owner
fending Asset takes damage equal to the attacking makes a Cunning versus Cunning attribute check
Asset’s attack score, or 1d8 in the case of Infantry. against every other faction that has at least one As-
On a failure, the attacking Asset takes damage equal set in the same location. If the other faction wins
to the defending Asset’s counterattack score, or 1d6 the check, they are allowed to make an immediate
in the case of Idealistic Thugs. Attack against the new Base of Influence with what-
If the damage done to an Asset reduces it to ever Assets they have present in the location. The
zero hit points, it is destroyed. The same Asset may creating faction may attempt to block this action by
be used to defend against multiple attacking Assets, defending with other Assets present.
provided it can survive the onslaught. If the Base of Influence survives this onslaught,
Damage done to a Base of Influence is also it operates as normal and allows the faction to pur-
done directly to the faction’s hit points. Overflow chase new Assets there with the Create Asset action.
damage is not transmitted, however; if the Base of
Influence only has 5 hit points and 7 hit points are Create Asset: The faction buys one Asset at a location
inflicted, the faction loses the Base of Influence and where they have a Base of Influence. They must
5 hit points from its total. have the minimum attribute and Magic ratings
necessary to buy the Asset and must pay the listed
Move Asset: One or more Assets are moved up to one cost in Treasure to build it. A faction can create only
turn’s worth of movement each. The receiving lo- one Asset per turn.
cation must not have the ability and inclination to A faction can have no more Assets of a particu-
forbid the Asset from operating there. Subtle and lar attribute than their attribute score. Thus, a fac-
Stealthed Assets ignore this limit. tion with a Force of 3 can have only 3 Force Assets.
If an asset loses the Subtle or Stealth qualities If this number is exceeded, the faction must pay 1
while in a hostile location, they must use this ac- Treasure per excess Asset at the start of each turn,
tion to retreat to safety within one turn or they will or else they will lose the excess.
take half their maximum hit points in damage at
the start of the next turn, rounded up. Hide Asset: An action available only to factions with a
Cunning score of 3 or better, this action allows the
Repair Asset: The faction spends 1 Treasure on each faction to give one owned Asset the Stealth quality
Asset they wish to repair, fixing half their relevant for every 2 Treasure they spend. Assets currently in
attribute value in lost hit points, rounded up. Thus, a location with another faction’s Base of Influence
fixing a Force Asset would heal half the faction’s can’t be hidden. If the Asset later loses the Stealth,
Force attribute, rounded up. Additional healing can no refund is given.
be applied to an Asset in this same turn, but the
cost increases by 1 Treasure for each subsequent fix; Sell Asset: The faction voluntarily decommissions an
thus, the second costs 2 Treasure, the third costs 3 Asset, salvaging it for what it’s worth. The Asset is
Treasure, and so forth. lost and the faction gains half its purchase cost in
This ability can at the same time also be used Treasure, rounded down. If the Asset is damaged
to repair damage done to the faction, spending 1 when it is sold, however, no Treasure is gained.
Treasure to heal a total equal to the faction’s high-
est and lowest Force, Wealth, or Cunning attribute
divided by two, rounded up. Thus, a faction with a
Force of 5, Wealth of 2, and Cunning of 4 would
heal 4 points of damage. Only one such application
of healing is possible for a faction each turn.
Creating factions •327

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

Cunning Asset Cost HP Magic Attack Counter Qualities


Cunning 1
Informers 2 3 None C v. C/Special None Subtle, Special
Petty Seers 2 2 Medium None 1d6 damage Subtle
Smugglers 2 4 None C v. W/1d4 damage None Subtle, Action
Useful Idiots 1 2 None None None Subtle, Special
Cunning 2
Blackmail 4 4 None C v. C/1d4 damage None Subtle, Special
Dancing Girls 4 3 None C v. W/2d4 damage None Subtle, Special
Hired Friends 4 4 None C v. C/1d6 damage None Subtle, Special
Saboteurs 5 6 None C v. W/2d4 damage None Subtle, Special
Cunning 3
Bewitching Charmer 6 4 Low C v. C/Special None Subtle, Special
Covert Transport 8 4 None None None Subtle, Special
Occult Infiltrators 6 4 Medium C v. C/2d6 damage None Subtle, Special
Spymaster 8 4 None C v. C/1d6 damage 2d6 damage Subtle
Cunning 4
Court Patronage 8 8 None C v. C/1d6 damage 1d6 damage Subtle, Special
Idealistic Thugs 8 12 None C v. F/1d6 damage 1d6 damage Subtle
Seditionists 12 8 None Special None Subtle
Vigilant Agents 12 8 None None 1d4 damage Subtle, Special
Cunning 5
Cryptomancers 14 6 Low C v. C/Special None Subtle
Organization Moles 8 10 None C v. C/2d6 damage None Subtle
Shapeshifters 14 8 Medium C v. C/2d6 damage None Subtle, Special
Cunning 6
Interrupted Logistics 20 10 None None None Subtle, Special
Prophet 20 10 None C v. C/2d8 damage 1d8 damage Subtle
Underground Roads 18 15 None None None Subtle, Special
Cunning 7
Expert Treachery 10 5 None C v. C/Special None Subtle
Mindbenders 20 10 Medium None 2d8 damage Subtle
Popular Movement 25 16 None C v. C/2d6 damage 1d6 damage Subtle, Special
Cunning 8
Just As Planned 40 15 None None 1d10 damage Subtle, Special
Omniscient Seers 30 10 High None 1d8 damage Subtle, Special

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

Force Asset Cost HP Magic Attack Counter Qualities


Force 1
Fearful Intimidation 2 4 None None 1d4 damage
Local Guard 3 4 None F v. F/1d3+1 damage 1d4+1 damage
Summoned Hunter 4 4 Medium C v. F/1d6 damage None Subtle
Thugs 2 1 None F v. C/1d6 damage None Subtle
Force 2
Guerrilla Populace 6 4 None F v. F/1d4+1 damage None
Military Transport 4 6 None None None Action
Reserve Corps 4 4 None F v. F/1d6 damage 1d6 damage
Scouts 5 5 None F v. F/2d4 damage 1d4+1 damage Subtle
Force 3
Enchanted Elites 8 6 Medium F v. F/1d10 damage 1d6 damage Subtle
Infantry 6 6 None F v. F/1d8 damage 1d6 damage
Temple Fanatics 4 6 None F v. F/2d6 damage 2d6 damage Special
Witch Hunters 6 4 Low C v. C/1d4+1 damage 1d6 damage
Force 4
Cavalry 8 12 None F v. F/2d6 damage 1d4 damage
Military Roads 10 10 None None None Action
Vanguard Unit 10 10 None None 1d6 damage Action
War Fleet 12 8 None F v. F/2d6 damage 1d8 damage Action
Force 5
Demonic Slayer 12 4 High C v. C/2d6+2 damage None Subtle, Special
Magical Logistics 14 6 Medium None None Special
Siege Experts 10 8 None F v. W/1d6 damage 1d6 damage
Force 6
Fortification Program 20 18 None None 2d6 damage Action
Knights 18 16 None F v. F/2d8 damage 2d6 damage
War Machines 25 14 Medium F v. F/2d10+4 damage 1d10 damage
Force 7
Brilliant General 25 8 None C v. F/1d8 damage None Subtle, Special
Purity Rites 20 10 Low None 2d8+2 damage Special
Warshaped 30 16 High F v. F/2d8+2 damage 2d8 damage Subtle
Force 8
Apocalypse Engine 35 20 Medium F v. F/3d10+4 damage None
Invincible Legion 40 30 None F v. F/2d10+4 damage 2d10+4 damage Special

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

Wealth Asset Cost HP Magic Attack Counter Qualities


Wealth 1
Armed Guards 1 3 None W v. F/1d3 damage 1d4 damage
Cooperative Businesses 1 2 None W v. W/1d4-1 damage None Subtle, Special
Farmers 2 4 None None 1d4 damage Action
Front Merchant 2 3 None W v. W/1d4 damage 1d4-1 damage Subtle
Wealth 2
Caravan 5 4 None W v. W/1d4 damage None Action
Dragomans 4 4 None None 1d4 damage Subtle, Special
Pleaders 6 4 None C v. W/2d4 damage 1d6 damage Special
Worker Mob 4 6 None W v. F/1d4+1 damage 1d4 damage
Wealth 3
Ancient Mechanisms 8 4 Medium None None Special
Arcane Laboratory 6 4 None None None Special
Free Company 8 6 None W v. F/2d4+2 damage 1d6 damage Action, Special
Manufactory 8 4 None None 1d4 damage Action
Wealth 4
Healers 12 8 None None None Action
Monopoly 8 12 None W v. W/1d6 damage 1d6 damage Action
Occult Countermeasures 10 8 Low W v. C/2d10 damage 1d10 damage Special
Usurers 12 8 None W v. W/1d10 damage None Action
Wealth 5
Mad Genius 6 2 None W v. C/1d6 damage None Action
Smuggling Fleet 12 6 None W v. F/2d6 damage None Subtle, Action
Supply Interruption 10 8 None C v. W/1d6 damage None Subtle, Action
Wealth 6
Economic Disruption 25 10 None W v. W/2d6 damage None Subtle, Action
Merchant Prince 20 10 None W v. W/2d8 damage 1d8 damage Action
Trade Company 15 10 None W v. W/2d6 damage 1d6 damage Action
Wealth 7
Ancient Workshop 25 16 Medium None None
Lead or Silver 20 10 None W v. W/2d10 damage 2d8 damage
Transport Network 15 5 None W v. W/1d12 damage None Action
Wealth 8
Golden Prosperity 40 30 Medium None 2d10 damage
Hired Legion 30 20 None W v F/2d10+4 damage 2d10 damage Action

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.

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