Due to their importance and influence on the sword and sorcery adventures, Factions can effectively be treated as characters and, as such, can influence the events of the campaign in a myriad of ways. But how do we resolve the outcome of their actions in a fair and neutral way?
This system proposes assigning them scores in 4 main Attributes similar to those of the PCs: Warfare, Subterfuge, Machinations, and Influence. These scores will normally vary from 0 (meaning complete inaptitude in that particular area) to 5 (meaning a very strong focus on that particular area).
Warfare
This faction Attribute will determine how well a faction perform in battles, such as wars or even small skirmishes in the narrow alleys of a corrupt City-State.Subterfuge
This governs how competent a faction is in more underground activities such as thievery, smuggling, assassinations and other actions normally related to criminals and other underbelly actors.Machinations
This Attribute determines how skillful a faction is in the arts of political intrigue, manipulation, espionage, courtship, backstabbing and all sorts of intellectual interactions to gain advantage or hinder rivals or enemies.Influence
This defines the social aptitude of a faction and their capacity to influence outside organizations and individuals. With a high enough influence, a faction can convince another group to fight their battles for them.Resolving Actions
When a faction is trying to accomplish something (usually in the background, between adventures), they make and Faction Roll, rolling a d6 and trying to get a result equal to or below than their appropriate faction Attribute.Success
If they succeed in obtaining a result equal to or below than the appropriate score, they either accomplish their deed or get a step closer to doing that.Simple actions that do not require a lot of work and preparation are simply considered done. More complex actions, those that require a lot of steps and preparations are done in Steps. Mildly complex task requires 4 steps, highly complex tasks require 8, and extremely complex acts can require from 12 to 16 steps. Each success grants one step, unless the Faction Roll was made with a Positive Die and both dice were successes.