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Faction Power

A faction’s power represents the resources it has available to it. They’re not all necessarily
tangible, although one Power is roughly equivalent to $500,000.

How much Power does a faction have?


● Small Potatoes or a Single Person- d4+1
● Close Knit Group- 1d10+ 5
● Community Player- 2d10 + 8
● We Run This Town!- 4d10 + 10
● Regional Corporation- 3d100 + 50

Faction Resources
Factions can spend their Power on the below resources, usually at the start of a campaign. If
you’re not sure what to pick, pick one from each category in order.

Leader(s):
Charismatic Leader- 1 Power
Someone capable of routinely getting people to follow their exact orders, inside & outside the
faction. Attempts to gain allies and break up hostile alliances.
Supernatural Leader- 2 Power
Someone who wields both mundane and magical knowledge & abilities effectively. They have a
working knowledge of many mundane and magical subjects. Pick 1 mundane (engineering,
logistics, automotives, marketing) and 1 magical subject (rituals, necromancy, The Tenth Tome)
they are experts in.
Political Leader- 1 Power
Someone who holds an elected office and can affect change in the community. This could be a
school board member, a county assessor, a mayor, a sheriff, or an airport authority. Someone
who makes decisions that materially affect change. This can be good for their allies and a
bureaucratic nightmare for their enemies, doubly so if they are corrupt. Need to fly a plane
under cover of night with no witnesses? Airport authority grounds all other flights. Have a
favorite restaurant? Oops, Health Department found a hair in the ambrosia- gonna be closed for
3 weeks while they ameliorate that.
Artifact Holder- 1 artifact per Power
A leader holds a powerful artifact, which they will likely wield at every opportunity.
Feats:
Magic Users- 2 Power
Most members of this faction wield some magic (1 Spell) or are at least familiar with the use of
magic and its risks.
Adroit- 1 Power
All faction members have better than average general skill sets/knowledge, +1 to non-combat
checks.
Carry a big stick- 1 Power
Faction members always have a melee weapon and +1 Armor, such as sports padding.
Civilian Brigade- 2 Power
Faction members always carry or have access to light firearms or heavy melee weapons.
Vehicles have homemade modifications, such as snow plows.
Tactical- 4 Power
The faction can access heavy military equipment, such as assault rifles, breach charges, or
grenades. Vehicles are armored. Faction members have +3 Armor if they take the time to gear
up (Bullet resistant vests, etc.).

Bases:
Roughing It- 0 Power
Trailer, cave, a vehicle with no sleeping accommodations, or open outdoor area.
Roof Over Head- 1 Power
A single-story house with lockable doors or a nice camper. Has things like plumbing, electricity,
and temperature control.
Nice Place- 2 Power
Multi-story structure with electronic or magical security or tour bus. Has additional amenities
like internet, comfortable sleeping accommodations, and doorbell camera.
Compound- 8 Power
Multi-acre compound with wilderness or farming area, a Warehouse, or a 10-floor building.
Room enough that a large group of people could be self-sustaining.
Add-ons:
● Passive Security (Barbed wire fence, security cameras, magical alarms, etc.) - 1
Power per element
● Active Security- (Professional guard patrols (not Faction Goons), IT Security Staff,
Summoned Magical Guards, Guard Tower) - 2 Power per element
● Secret Areas (Hidden Rooms or tunnels)- 1 Power per element
● Extra Secure Storage - 1 Power (Safes, Lockboxes), 4 Power (Vault, Servers)
Goons:
Non-human Modifier- Add +1 Power to cost
Make any of the below non-human
Mobs- 1 Power
Low-level goons who can complete simple tasks such as navigating a bureaucracy, roughing up
people, moving equipment, or soaking damage. Stats: (8,8,8) 4 HP
People in Pockets- Professionals on the payroll, not an official part of the faction. - 2 Power per
category
● Journalists/media- Keep the public in the dark about certain events or shift blame to
other persons/factions.
● Bureaucrats/government workers- Skirt local regulations for their own purposes,
substantially delay the plans of others.
● No questions-asked lawyers- Get faction out on bail, avoid or reduce jail time on
technicalities, someone who knows how to deal with the police.
● Secretive doctors- Perform surgeries, treat illness, provide therapy. Faction members
have +1 Armor & Stability.
● Police Officers- Police always answer their calls quickly and large numbers. Detectives
may share information on cases they aren’t suspected of being involved in. Hamper
enemies with arrests on flimsy charges, even if they’re released in 24 hours, having your
enemies off the streets for 24 hours can be useful.
Cronies- 2 Power
Combat-ready henchpersons also capable of technical work. (Think stormtroopers who both
fight and maintain base operations.) Stats: (8,10,12) 4HP
Heavys- 3 Power
These are usually heavily armored & armored goons or a single-named person capable of taking
on multiple hostiles (one hornet vs. many bees.) Stats: (14,14,14) 12HP
Expert(s)- 4 Power
A person or team of people with some of the foremost knowledge on a specific subject and
general knowledge of the broader category.
● Nuclear Physics/Science
● Conjuration/Magic
● Drug Smuggling/Logistics
● Bluegrass/Music
This person/people are well known in their community, or if working in secret, their presence is
felt and whispered about by others with similar backgrounds.
Other Resources:
Liquid Cash- 1 Power per $250,000
It’s amazing how fast things get accomplished when you have green money. Factions can spend
a power to either advance a doom clock or make an element of their plan occur twice as fast.
Vehicle Fleets- The size of the fleet isn’t especially important, just that they are generally always
available to faction members.
● Bikes/Motorcycles/Scooters- 1 Power
● Cars/Trucks- 3 Power
● Boats/Semi Trucks/Small Aircraft- 5 Power
Yacht- 16 Power
Large boat with sleeping, cooking, and recreation facilities. Has two attached smaller boats for
trips inland.
Private Jet- 20 Power
A plane with a full time staff that can prepare it for takeoff in a matter of minutes. Can seat 20
comfortably.
Cargo Plane - 30 Power
A plane capable of carrying tons of material or hundreds of people uncomfortably
Small Cargo Boat- 40 Power
Limited sleep and kitchen facilities. Capable of carrying up to 16,000 tons of cargo.
Alien or Supernatural vehicle- 5 Power x # of people it can carry (5 cubic feet)
Alien spaceship, ghost car, invisible jet, literal monster truck etc.

Furtherance/Backing:
Mundane Benefactor: Money or political protection from someone not necessarily in the
faction. Up to 5 additional power that can be spent on mundane resources. If the benefactor
withdraws support or is otherwise taken off the board, this faction loses double the loaned
Power worth of resources of any type and the faction is destroyed if it goes below zero.
Ancient/Alien Benefactor: Magical or mystical support from a non-human entity. Up to 5
additional Power to spend on non-human, supernatural, or magical resources. If the benefactor
withdraws their support or is otherwise taken off the board, this faction loses all magical
resources gained through this resource. They also lose as much loaned power worth of
resources against their remaining resources, starting with Leader resources.

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