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Politics Ranks

Every 5th point of standing translates into


a rank within the faction. This may be a
"Ranks earn influence. Influence buys
reach and reach makes moves." formal 'titled' rank or an implied one.
Once any rank has been attained,
Notoriety standing with that faction can no longer
be affected by reaction rolls.
If notoriety is not already established by Going below a multiple of 5 in faction
the fiction, roll 2d6 and if the result is at standing implies loss of the rank it
or below the median level of the party represents.
(including hirelings) the party is known
by name and/or deeds. Otherwise, they Number of ranks: Small factions will
are total strangers. have 2-3 total ranks, medium factions
will have 3-4 and large ones will have 5.
Roll this upon encountering new mem-
bers of a faction. Once the party is known Faction council: If decision making in a
by an important figure in a faction, they faction demands the input of the PC, the
are known by the entire faction. proposal supported by the highest total of
ranks wins. Ties go to the side with the
Faction Standing highest ranked member.
Influence: Each rank grants 1 point of
The party has different standings with
influence (from that faction) every month.
each faction.
Strangers: Strangers do not affect Influence
faction politics and will always have a
Influence from different factions is
faction standing of zero.
tracked separately. Influence may:
Encounters: When a reaction roll is
Improve standing with an allied faction:
made, a result lower than 6 incurs a loss
Each point spent increases standing by 1
of 1 point of standing with that faction
with the allied faction and decreases it by
and a result above 8 grants +1 standing.
1 with the current faction.
Help/Hinder: Helping a faction Gather support for a council vote: The
increases standing with them and expense of 5 influence within a faction is
hindering or hurting them decreases it a pre-requisite to be able secure support
(as long as they know it). Amounts vary from another ranked member on a council
by significance. vote. A favorable (9+) reaction roll is still
Postures: Factions adopt different pos- required (see Social Checks, pXXX).
tures based on the party's standing. Leverage such as bribes or blackmail are
taken into account on that roll only.
Faction Postures
Steer a judgment: See Crime and
Standing Posture Punishment, pXXX.
-5 or less Eliminate Buy reach: At a rate of 1:5.
-4 to -3 Block access to most domains Improve reaction rolls: Influence may be
-2 to -1 Ill will spent to add bonuses to reaction rolls
0 Neutral against members of the same faction at a
1 to 2 Good will 1:1 rate, against members of an allied
3 to 4 Grant access to most domains faction at a 1:2 rate and against members
of neutral factions at a 1:3 rate (as long
5+ Offer membership/alliance as the factions know of each other).
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Reach Moves
Reach is the currency of power and is Any number of moves may be initiated
necessary to grow out of the adventurer each month. Either on their own or as a
role and into the later stages of character set, both by characters and the referee.
development. Conceal moves: A concealed move (or
Reach is spent on 'moves' within a set of moves) completely erases all
dominion or location. Some moves association with its faction of origin.
might require more than just reach, One extra reach point is added to the cost
depending on their nature. What are of the move or set in order to conceal it.
those requirements are a referee's call. Thwart moves: For 1 point spent over its
If characters are strangers in a dominion cost, a move or set can be thwarted if it is
(see Notoriety), they usually cannot not yet concluded, with a 5-in-6 chance.
exercise their reach there unless they If 2 points are spent over its cost, it just
conceal their moves (see Moves). works. While thwarting nullifies the
move, it cannot break their concealment.
The Characters' Faction Thwarted moves cannot be attempted
Characters themselves also represent a again for a month.
'faction'.
Moves and Reach Costs
As such they may spend 6,000 gp and a
Cost Move
month to acquire 1 point of reach and
1d4+1 influence. This represents Employ more than 10 hirelings
socializing, politicking and networking Have guards look the other way
with the right people. Have someone freed
Hire spies or hitmen 1/2 your level
Guilds, dens, strongholds, covens,
hordes, towers, manors or other such 1 Own or run a small business
organizations established by the Pin a crime on someone
characters yield 1 free reach point per Practice Magic in the city
month (not each, but in total). Purchase existing property
Purchase or sell trade goods in bulk
Simplified Book-Keeping Employ mercenaries
for the Referee Employ magic commercially
Have religious followers
Without players' interference, a referee
Gain a minor title
controlled faction will generate 1d4+1
points of influence and 1 point of reach 2 Hire spies or hitmen 2/3 your level
every month. Make 100,000+ gp purchases
Own a trading vessel
Larger and more dominant factions
generate 2 points of reach. Own or run a medium business
Purchase land or build new property
Become a member of the nobility
Form or run an official guild
Hire spies or hitmen of your level
3 Own or run a large business
Request military aid
Run a school, laboratory, library,
temple or equivalent

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