In this post we’re showing you faction advancement, and how to increase your faction’s Skill and Specialisation Levels.
Advancement
Faction advancement comes in three forms; and we’ve already shown you the first. The members and specialists will be the main driver in your faction’s advancement. Each time you recruit a new member, one Skill or Specialisation will be increased, and another will decrease. It won’t add anything to your faction, but it will change it. The specialists on the other hand, will add a lot to your faction. If you get a Manager, you can bet good money that your faction’s Skills will increase.
The other two ways that your faction will advance works much in the same way as character advancement. The only main difference will be whether you are advancing a faction Skill or Specialisation. Regardless of which one it is, just like character advancement, it will happen between each session so that it doesn’t interrupt gameplay.
Specialisations
Specialisation advancement works just like character advancement. At the end of each session, if certain criteria are met, your GM will give you some EXP. You can then spend that EXP on the Specialisations that you actually rolled in that session. You can also trade 1 Level from 1 Specialisation to another, but it must be from a Specialisation you didn’t roll, to one you did.
For each criteria below, you will get 1 EXP:
So there’s a lot that can give you EXP, and if you’re lucky and get all of them in a single session you’ll get a whopping 10 EXP to play around with.
Skills
Skill advancement is a bit more nebulous, as the Skills don’t really show what your faction can do, but rather what your faction is. As such, Skill advancement (other than through the changes brought about by members) is entirely handled by the GM. Each session your GM will make a judgement call for each of the five Skills to see if what the faction has done that session has been good for that particular Skill, neutral, or bad; and he will either add 1 Level to the Skills, subtract 1 or leave it alone.
For example, if the faction (and players in particular) have gone around and bullied whomever they saw to get their way, the GM might feel that this hasn’t been good for their faction’s Notoriety and so at the end of the session will increase the Notoriety Skill by 1. However, if through all this bullying, the players got a new money-maker for the faction, the GM would also increase the Wealth Skill by 1. In the same session, with all the bullying going on, the players insulted the wrong person who turned out to be the local noble of the lands, who decided to confiscate some of the player faction’s weapons as punishment. This was disastrous, so the GM decreases both the faction’s Reputation and the Might Skills by 1. The faction members are more angry at the local noble than the players, so the GM doesn’t touch the faction Treachery Skill.
Each session, the GM can do this for all five Skills to advance the faction based on what has happened.
However! There are two Skill that have an extra rule: Notoriety and Treachery. If there is a Notoriety or Treachery event going on and it is not finish by the end of the session, then the Skill gains 2 Levels. If the Event is finished successfully, then that Skill is decreased by whatever the Event Roll was that started it all (so if you rolled a 39 for which treachery event to happen, the Treachery Skill will be reduced by 39). If however, the players fail to stop the Event and it all ends in tears, if the faction is still left standing, the Skill in question is increased by 10.
And that’s it for Advancement. Next time we’ll show you how to turn your own party into a faction.
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