====== Faction System ====== This module allows organizations, guilds, corporations, governments, cults, or criminal networks to act as structured forces in the campaign. Use factions to create: * Political tension * Territory conflicts * Long-term campaign arcs * Strategic consequences ---- ===== Faction Stats ===== Each faction has four ratings (1–5): * Influence (social & political power) * Force (military strength) * Intelligence (information network) * Mobility (reach & logistics) 1 = Minor group 3 = Regional power 5 = Dominant force Keep numbers simple. ---- ===== Faction Scale ===== Use scale appropriate to campaign: Small Scale: Street gangs, village guilds, pirate crews Mid Scale: Corporations, city governments, knightly orders Large Scale: Empires, megacorps, galactic alliances Scale determines narrative scope, not stat changes. ---- ===== Faction Conflict ===== When two factions clash: Roll: 1d20 + relevant stat Winner: Rolls 2d10 and reduces opposing stat by that amount (minimum 0). Example: Gang A (Force 3) attacks Gang B (Force 2). Gang A rolls: 1d20 + 3 If successful, reduce Gang B’s Force by 2d10. If a stat reaches 0: That domain collapses. Examples: Force 0 → Military defeat Influence 0 → Public support lost Intelligence 0 → Network exposed Mobility 0 → Cut off from operations ---- ===== Player Influence on Factions ===== Player actions may: Increase a faction stat by 1 Reduce a faction stat by 1 Create temporary Advantage Introduce new faction rivalry Major story arcs should impact factions. ---- ===== Faction Actions per Arc ===== Each major story arc: Each active faction may take one strategic action: * Expand territory * Sabotage rival * Recruit forces * Influence public opinion * Acquire resources Resolve with a single roll. Keep it fast. ---- ===== Faction Assets ===== Factions may possess: * Safehouses * Armories * Political leverage * Blackmail material * Smuggling routes * Research labs Assets grant narrative advantages. Destroying an asset may reduce a stat by 1. ---- ===== Reputation with Factions ===== Track simple Reputation: Hostile Unfriendly Neutral Friendly Allied Reputation shifts based on player actions. Friendly factions may: Grant resources Provide reinforcements Offer intelligence Hostile factions may: Send assassins Spread rumors Block access Issue bounties Keep reputation visible to players. ---- ===== Faction Escalation ===== If factions repeatedly clash: Increase stakes. Examples: * Turf war becomes city-wide conflict * Corporate sabotage becomes open warfare * Cult activity becomes public panic Escalation should reshape the campaign. ---- ===== Design Guidelines ===== Factions should: * Move even when players are inactive * Create long-term tension * Provide allies and enemies * Influence setting evolution Do not over-simulate. Resolve faction conflicts in minutes, not hours. ---- ODDS RPG Faction Module v1.0