House Rules: Factions - Types

Academic: Academic factions are generally college or university boards, in control of the education of the general populace. Academic factions gain a +1 bonus on Reputation checks and a +1 bonus on Resources checks.

Civil: Civil factions are typically public bodies made up of common citizens of the nation. They usually represent groups of citizens who work towards a common goal. Civil factions gain a +2 bonus on Reputation checks.

Foreign: Foreign factions represent organizations from other nations. These are usually foreign diplomatic entities, but can represent almost any other type of faction (trade, religious, and military are the most common). Foreign factions gain a +2 bonus on Power checks.

Judicial: Judicial factions represent groups who are working to affect the overall legal structure of the nation. Examples include the current rulers, the judges, as well as groups trying to overthrow the current rulers, or trying to create new laws. Judicial factions gain a +1 bonus on Power checks and Reputation checks.

Legal: Legal factions are groups with an interest in maintaining or breaking the law. This includes police forces, city watchmen, border patrols, and thieves’ guilds. Legal factions gain a +1 bonus on Power checks and a +1 bonus on Resources checks.

Magical: Magical factions are groups that focus on training, developing, and using supernatural powers. This includes mage guilds, magic schools, and sellers of magical goods and services. Magical factions gain a +1 on Power checks and a +1 on Resources checks.

Military: Military factions are directly involved in the application of power through armies. They are typically the high command of the military (nations with multiple branches of armed forces may have more than one Military faction). Military factions gain a +2 bonus on Power checks.

Religious: Religious factions are concerned with the spiritual wellbeing of the citizens of the nation. They typically represent a specific faith worshipped in the nation. Heretical groups within a faith are separate factions. Religious factions gain a +1 bonus on Power checks and Resources checks.

Social: Social factions are typically groups of citizens who have joined together because of a shared culture, economic standing, or recreational activity. Generally these groups are formed so that the members can feel as though they are part of something special and unique. Social Factions get a +2 bonus to one type of faction check, a +1 bonus to a second, but a -1 penalty to the third.

Trade: Trade factions are business or trade organizations involved in the manufacture, buying and selling of goods. Examples include guilds, coalitions of shopkeepers, and merchant companies. Trade factions gain a +2 bonus on Resources checks.

Other faction types: The GM is free to create any other type of faction, if they have one that does not fit within the above types. The bonuses to checks for new faction types should not exceed a total of +2.

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