House Rules: Factions - Operations

Each faction may undertake a number of Operations in a given faction turn. These operations either boost their own power, or limit the power of other factions within the nation. The number of operations a faction may perform per turn is determined by faction size and set at the beginning of the Operations Phase. Size increases occurring during that turn do not affect the number of operations a faction may perform.

There are two types of operation, Maintenance and Active. Maintenance operations are activities that the faction performs where the result is a change to the faction itself, while Active operations alter the nation or other factions. Maintenance operations may be performed more than once per faction turn, but only one of each type of Active operation may be performed in a given turn.

Several operations apply modifiers to nation and faction attributes, with larger modifiers costing more WP. A faction can always choose to use a modifier lower than the maximum result generated by their faction check.

Sometimes an attribute from the nation (or a modifier to a nation attribute) is used for faction checks. Unless otherwise stated, this is in addition to the existing faction bonus. Use the following table to determine which faction attribute is modified by bonuses and penalties to which nation attribute.

Table: Faction Operations by Size

Faction Size Modifier Operation Per Turn
+0 1*
+1-10 1
+11-25 2
+26-50 3
+51-100 4
+101-200 5
+201 7
+(+100) (+2)
*Factions with size modifier +0 may only make Recruitment operations.

Table: Faction and Nation Attribute Equivalencies

Faction Attribute Nation Attribute
Power Stability
Reputation Loyalty
Resources Economy

Abandon Goal (Active)

The faction no longer wishes to pursue this goal. The faction makes a Reputation check against the Goal DC + its current amount of GPP. If successful, the goal is abandoned and may be removed from the faction’s goals. If the check failed, Tension increases by 1.

Advance Goal (Active)

The faction works to advance one of its existing goals. Choose one existing goal for the faction and make a Resources check against the Goal DC. If successful, the faction gains 1 GPP towards that goal. For every 5 points by which the check succeeds, the faction gains an additional GPP. The WP cost for this operation equals the goal's DC.

Aid, Faction (Active)

The faction attempts to support the work of another faction. Make a Power check. If successful, you may choose to either remove a point of tension from the target faction, or apply a +1 modifier to one of the target faction’s attributes. For every 5 points by which the check succeeds, you may remove another point of tension or add another +1. The benefit of this operation does not have to apply to the same attribute from a single operation. Each point of tension removed or attribute bonus applied costs 3 WP. Bonuses to attributes last until the start of the next Faction Turn.

Aid, Nation (Active)

The faction tries to help one of the leaders of the nation. The faction chooses one of the nation’s leaders and makes a Reputation check. If successful, the faction applies a +1 bonus to the target leader’s nation leadership bonus, increasing by +1 for every 5 points by which the check exceeds the DC. Multiple Aid operations do not stack – only the highest modifier applies. Each point of bonus costs 5 WP, unless the leader affected is the Ruler, in which case it costs 7 WP. The cost must be paid at the time the bonus is applied. This bonus applies until the start of the next Faction Turn.

Alliance (Active)

The faction joins forces with another faction. The two factions must have a Goal subject in common (though the Aim and Scale of the Goal do not have to be the same) and agree to the alliance. Each Faction makes a Reputation check. The Faction which gets the highest result is the dominant partner, and can choose whether the alliance is balanced or unbalanced. If the alliance is balanced, both Factions gain a bonus to all Faction attributes equal to 50% of the bonus the other faction has. If the alliance is unbalanced, the dominant partner gains a bonus equal to 75% of the bonus the other Faction has, while the other partner gains 25%. These bonuses are lost if the alliance dissolves. At any time two Factions are in an alliance with each other, either of them can attempt to absorb the other Faction. This requires another Alliance Operation. The allied Factions make opposed Power checks. The winning faction permanently gains Power, Resources and Reputation equal to half the losing Faction’s attributes. Add together the Size of the two Factions to determine the new Faction’s size. The winning Faction may make a Reputation check to remove any of the losing Faction’s Goals (one check may be made per Goal). Success means that the goal is removed entirely. Failing the check by less than 5 means that the Faction may reduce the Scale of the Goal by 1 step (for example from Nation to Settlement). Failure by 5 or more means that the Goal is added to the winning Faction’s Goals in full. Since a faction cannot have itself as the subject of a goal, all goals from either faction with the other faction as a subject are automatically removed. An alliance costs each faction 10 WP, plus 2 WP per turn thereafter. Merging factions which are already allied costs 10 WP.

Earn Capital (Maintenance)

Factions earn capital by spending WP. Convert the WP to gp to purchase or earn the desired capital.

Earn Wealth (Maintenance)

The faction’s members work to obtain money for the faction’s coffers. The faction makes a Power check. If successful, the faction gains +2 on the determine income roll during the income phase. For every 5 points by which the check succeeds, the faction gains an additional +1 to the determine income roll.

Faction Conflict (Active)

The faction mobilizes its members to compete with an opposing faction. This is not necessarily a violent altercation, but can be resolved either using a modified version of the House Rules: Mass Combat rules, or the normal combat rules (GM’s choice).

The number of members of each faction involved in the contest is equal to the size of the faction. If using the Mass Combat rules, create an army unit of 1st level warriors based on that size (rounded down to the nearest unit size). Damage done is solely used to determine the success or failure of the faction in the contest, though a faction can choose to deal lethal damage during a contest if it wishes. The winning faction gains +2 Reputation until the start of the next edict phase, and the losing faction suffers a permanent -1 Reputation. If the faction has an organized militant force (created using the downtime system Organization rules, see optional rules), then the army may be created using the appropriate levels presented in those rules. This costs WP equal to the army’s recruitment cost.

The operation causes the Feud event to occur in or the nearest the settlement of the faction conflict.

Improve Secrecy (Maintenance)

The faction puts in additional effort to keep itself and its goals secret from the public eye. The faction makes a Resources check. If successful, the faction add +1 bonus to all DCs to gather information on it if it is a covert or disguised faction, and to learn all of its secret goals. For every 5 points by which the check succeeds, the bonus increases by 1. Each point of the bonus costs 1 WP. This bonus applies until the start of the next Faction Turn.

Lobbying (Maintenance)

The faction chooses one leadership role (except Ruler) in the nation, and makes a Reputation check. If successful, they may apply a bonus to one single appropriate faction check equal to the leadership bonus the leader in that leadership role is providing, as described in Table: Faction and Nation Attribute Equivalencies. Each point of bonus costs 1 WP.

New Goal (Active)

The faction creates a new goal for itself. Make a Reputation check against the Goal DC. If the check is successful, then the new Goal is added to the Faction’s list of Goals.

Publicity (Maintenance)

The members of the faction spend their time making speeches and kissing babies. Make a Reputation check. If successful, the Faction may apply the Ruler’s leadership bonus to one of their Faction attributes until the start of the next Edict phase. Publicity costs the faction 2 WP per point of bonus applied.

Reduce Upkeep (Maintenance)

The faction invest funds in a variety of properties and businesses within the nation, for the benefit of their members. This results in them being able to maintain the faction at a lower cost than normal. The upkeep cost for the faction is permanently reduced by 1. The upkeep cost may never be reduced below zero. This operation costs 10 WP.

Recruitment (Maintenance)

The Faction works to recruit new members and increase its Size. Make a Resources check. If successful, the Size of the Faction increases by 1d6 members, and may be increased an additional 1d6 for every 5 points by which the check beat the DC. Recruitment operations cost 1 WP per attempt.

Relieve Tension (Maintenance)

The faction takes some time to demonstrate to the members that they are progressing towards their goals, and makes its members feel valued and useful. The faction makes a Reputation check. If successful, the faction may reduce its current tension by 1. For every 5 points by which the check beats the DC, an additional 1 tension may be removed. Each attempt to relieve tension costs 2 WP.

Spying (Active)

The faction attempts to learn information about a known target faction. Make a Resources check. If successful, the faction learns information about one Goal of the target faction. Choose one of Aim, Scale, or Subject. For every 5 points by which the check beats the DC, the faction may learn one more piece of information about the goal, or may learn one piece of information about another goal of the same faction. Alternatively, the faction may choose to learn the Power or Resources attribute of the target Faction. Each piece of information obtained costs 3 WP.

Spying can also be used to learn of the existence of covert factions. Make an opposed Power check, if successful, your faction learns of the existence of a single covert faction operating in the nation, but learning any further information requires another Spying operation. This use of Spying costs 3 WP.

Subversion, Faction (Active)

The faction attempts to undermine the work of another faction. Make an opposed Power check. If successful, add 1 point of tension to the target faction. For every 5 points by which the check beat the target faction’s check, add an additional point of tension. Each point of tension caused costs 2 WP.

If the opposed check fails, add 1 point of tension to the initiating faction. For every 5 points by which the check failed to beat the target faction’s check, add another point of tension.

Subversion, Nation (Active)

The faction works to undermine one of the leaders of the nation. The faction chooses one of the nation’s leaders, and makes a Reputation check. If successful, the faction applies a -1 penalty to the target leader’s nation attribute modifier, increasing by -1 for every 5 point by which the check exceeded the DC. Multiple Subversions do not stack – only the worst penalty applies. Each point of penalty costs 5 WP, unless the leader affected is the Ruler, in which case it costs 7 WP. The cost must be paid at the time the penalty is applied. This penalty lasts until the start of the next faction turn.

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