This module allows organizations, guilds, corporations, governments, cults, or criminal networks to act as structured forces in the campaign.
Use factions to create:
Each faction has four ratings (1–5):
1 = Minor group 3 = Regional power 5 = Dominant force
Keep numbers simple.
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.
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 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.
Each major story arc:
Each active faction may take one strategic action:
Resolve with a single roll.
Keep it fast.
Factions may possess:
Assets grant narrative advantages.
Destroying an asset may reduce a stat by 1.
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.
If factions repeatedly clash:
Increase stakes.
Examples:
Escalation should reshape the campaign.
Factions should:
Do not over-simulate. Resolve faction conflicts in minutes, not hours.
ODDS RPG Faction Module v1.0