Ranks within factions earn influence, which can be used to improve faction standing, gain support for council votes, steer judgments, or initiate moves to expand power and reach. Higher ranks grant more influence each month. Faction standing ranges from eliminating the party at -5 to offering an alliance at 5+. Neutral standing is at 0. Interactions like helping or hindering a faction affect standing. Factions adopt different postures based on standing, restricting or granting access. Moves require reach to enact within a location, and some moves have additional costs or requirements. Influence can be spent to conceal moves, thwart other moves, or improve reaction rolls.
Ranks within factions earn influence, which can be used to improve faction standing, gain support for council votes, steer judgments, or initiate moves to expand power and reach. Higher ranks grant more influence each month. Faction standing ranges from eliminating the party at -5 to offering an alliance at 5+. Neutral standing is at 0. Interactions like helping or hindering a faction affect standing. Factions adopt different postures based on standing, restricting or granting access. Moves require reach to enact within a location, and some moves have additional costs or requirements. Influence can be spent to conceal moves, thwart other moves, or improve reaction rolls.
Ranks within factions earn influence, which can be used to improve faction standing, gain support for council votes, steer judgments, or initiate moves to expand power and reach. Higher ranks grant more influence each month. Faction standing ranges from eliminating the party at -5 to offering an alliance at 5+. Neutral standing is at 0. Interactions like helping or hindering a faction affect standing. Factions adopt different postures based on standing, restricting or granting access. Moves require reach to enact within a location, and some moves have additional costs or requirements. Influence can be spent to conceal moves, thwart other moves, or improve reaction rolls.
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). 92 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