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✦ Overview ✦
An alternative to the Claims & Community System, Factions are less based on Eras & Resources and more based on Reputation and Flexibility. A somewhat "Simpler System" than Communities.
✦ Start Up ✦
Starting a faction isn't something that costs nothing friend, instead it costs cap, charm & experience. In fact it specifically costs 1,000 caps reduced by Charisma Score * 10 AND Level * 10 caps.
✦ Passive Recruitment ✦
When you start a faction you gain 5 Tier 1 NPCs of your choice of type, then when a player joins the faction (yourself included) you gain +1d4 NPC recruits! (This cannot be done multiple times per character)
✦ Reputation ✦
The currency of Factions, Reputation is the means of upgrading a faction. It is the currency for gaining troops, upgrading them, making installations installations or other such boons.
✦ Fame & Infamy ✦
Gained via attending events, quests, encounters and simialr - Fame & Infamy are added together, then divided by two. That rounded number becoming your Reputation State. However the number of your Fame and or Infamy is also required to gain some Installations or similar boons.
Paricipants are NPCs who take up population of a community. As well, they come with a few different statistics to be tracked which can be discussed here.
✦ NPC Types ✦
Types of NPCs:
Fighter - Your average fighting force member. They start as Tier 1 fighters when recruited.
Auxillary - Your average non-fighting force member. They start as a Tier 1 Auxillary.
Civilian - Your average noncombatant. They start as a tier 1 Civilian.
✦ NPC Tier ✦
NPCs start at tier 1 and can go up based on your faction identity but by base cannot be increased past tier 1. Each tier taking a rising amount of reputation invested to upgrade and must gain prior tiers to go up to the next tier. These NPCS start as the basic tier block for a chosen npc category.
Tiers & Cost:
Tier 1 - Costs 1 Reputation to recruit
Tier 2 - Costs 2 Reputation to upgrade
Tier 3 - Costs 3 Reputation to upgrade
Tier 4 - Costs 4 Reputation to upgrade
Tier 5 - Costs 5 Reputation to upgrade
✦ NPC Specialty ✦
NPCs come in a variety of Specialty that can be assigned to them but are based around what type they are. These specialties can be granted to an NPC at the cost of 3 Reputation.
Fighter Specialties:
Warrior - Gain +5 per tier to a chosen combat skill & +1 HP per tier.
Garrison - Gain +1 per tier to reactions and +1 to cover effects.
Rallymaster - Gain +Tier to Charisma Variable range and can spend 2 AP to grant an ally -1 DoD to a roll.
Auxillary Specialties:
Wayfinder - Gain +2 mvmnt speed & +1 PER tier.
Medic - Gain +5 per tier to medical rolls and can use a medical item or chem as a free action once per turn.
Engineer - Gain +5 to Repair & Science per Tier & can use a repair kit or robot repair kit as a free action once per turn.
Citizen Specialties:
Worker - Can be tied to an Installation.
Merchant - Can become a player shop or gain the faction +5*Tier Caps per day.
Logistics - Increase community tied bonuses by +1 per tier.
✦ NPC Discipline ✦
NPCs can be diversified in their stat block further within their tier by spending the cost to gain a discipline at the cost of the equivilant tier's reputation, though if an NPC has a discipline and is tier'd up they must spend the cost on to gain a new discipline within their new tier, though they can do it at minus the reputation cost they've already spent on previous discipline(s).
A faction's identity makes up a lot of what makes them special, and they have two of them to boot!
✦ Caravaners ✦
1. Faction can run Caravans & Merchant's tier limit is increased by +1.
2. Faction gains 32 caps per day.
3. Faction, if tied to a community you can assign Worker to the community to increase their Material by the combined Worker Tier total.
✦ Doctors ✦
1. Faction medic's tier limit is increased by +2.
2. Faction gains 16 caps per day.
3. Faction, if tied to a community can increase their happiness by the faction's total Medic Tiers combined.
✦ Engineering Corps ✦
1. Faction engineer's tier limit is increased by +2.
2. Faction gains 16 caps per day.
3. Faction, if tied to a community you can assign engineers to the community to increase their Power or Water by the combined Engineer Tier total.
✦ Guardsmen ✦
1. Faction Garrison Fighter's tier limit is increased by +2.
2. Faction gains 16 caps per day.
3. Faction, if tied to a community you can assign Garrison Fighters to the community to increase their Defense by the combined Garrison Tier total.
✦ Humanitarian ✦
1. Faction Worker's tier limit is increased by +2.
2. Faction gains 16 caps per day.
3. Faction, if tied to a community you can assign Worker to the community to increase their Food by the combined Worker Tier total.
✦ Mercenaries ✦
1. Faction Warrior's tier limit is increased by +2.
2. Faction Garrison's tier limit is increased by +2.
3. Faction gains 32 caps per day.
✦ Preachers ✦
1. Faction morale loss is halved.
2. Faction gains 16 caps per day.
3. Faction reputation costs on upgrading NPCS are done at -1
✦ Prospectors ✦
1. Faction Wayfinder's tier limit is increased by +2.
2. Faction gains 32 caps per day.
3. Faction, if tied to a community you can assign Wayfinder to the community to increase their Material by the combined Wayfinder Tier total.
✦ Raider Gang ✦
1. Faction can run Raiding Parties & gain +1 Infamy when Infamy is gained.
2. Faction gains 32 caps per day.
3. Faction Warrior's tier limit is increased by +2.
✦ Slavers ✦
1. Faction gains 1d4 Worker Slaves on a "Population Increase".
2. Faction gains 64 caps per day.
3. Faction, if tied to a community you can assign Workers to act as Laborers, Farmers or Ranchers for a settlement.
✦ Soldiers ✦
1. Faction Warrior's tier limit is increased by +2.
2. Faction Garrison's tier limit is increased by +2.
3. Faction Rallymaster's tier limit is increased by +2.
✦ Traders ✦
1. Faction Merchant's tier limit is increased by +2.
2. Faction gains 64 caps per day.
3. Faction, if tied to a community you gain that community half your income as well.
✦ Tribesmen ✦
1. Faction Warrior's tier limit is increased by +2.
2. Faction Wayfinder's tier limit is increased by +2.
3. Faction specialty cost is halved.
✦ Command Center ✦
Size: 10x10x10 Block(s)
Requires:
-Scrap Metal 4x64
-Scrap Wood 5x64
-Small Parts 6x64
-Steel x16
-Scrap Electronics x32
-Scrap Paper x64
-Concrete 2x64
Produces: -1 Reputation Cost for 10 Rallymaster Fighters
✦ Warrior's Hold ✦
Size: 7x7x10 Block(s)
Requires:
-Scrap Metal 4x64
-Scrap Wood 5x64
-Small Parts 6x64
-Steel x16
-Concrete 2x64
-Cloth x32
Produces: -1 Reputation Cost for 10 Warrior Fighters.
✦ Garrison Hold ✦
Size: 7x7x10 Block(s)
Requires:
-Scrap Metal 4x64
-Scrap Wood 5x64
-Small Parts 6x64
-Steel x16
-Concrete 2x64
-Cloth x32
Produces: -1 Reputation Cost for 10 Garrison Fighters.
✦ Valiant Hall ✦
Size: 10x10x10 Block(s)
Requires:
-Scrap Metal 2x64
-Scrap Wood 5x64
-Small Parts 6x64
-Steel x16
-Concrete x64
-Cloth x32
-Fame Level: >100
-Infamy Level: <100
Produces: +2 HP per tier Fighter NPCs, maximum of one of this installation
✦ Vile Hall ✦
Size: 10x10x10 Block(s)
Requires:
-Scrap Metal 2x64
-Scrap Wood 5x64
-Small Parts 6x64
-Steel x16
-Concrete x64
-Cloth x32
-Infamy Level: >100
-Fame Level: <100
Produces: +1 DMG per Fighter NPCs, maximum of one of this installation
✦ Mess Hall ✦
Size: 5x5x5 Block(s)
Requires:
-Scrap Metal x32
-Scrap Wood x64
-Small Parts x32
-Copper x5
-Small Metal Plates x8
-Coolant x32
-Power x1
Produces: Gain +1% Morale per "Population Growth", maximum of one
✦ Laundry Facilities ✦
Size: 3x2x2 Block(s)
Requires:
-Scrap Metal x32
-Scrap Wood x64
-Small Parts x32
-Copper x5
-Small Metal Plates x8
-Scrap Electronics x20
-Abraxo x32
-Power x2
Produces: Gain +1% Morale per "Population Growth", maximum of one of this installation
✦ Funeral Hall ✦
Size: 5x5x5 Block(s)
Requires:
-Scrap Metal x32
-Scrap Wood x64
-Small Parts x32
-Concrete x32
Produces: Gain +2% Morale from a Funeral, maximum of one of this installation
✦ Recreational Hall ✦
Size: 5x5x5 Block(s)
Requires:
-Scrap Metal x32
-Scrap Wood x64
-Small Parts x32
-Copper x5
-Small Metal Plates x8
-Blank Holotape x32
-Glass x16
-Scrap Electronics x64
-Power x1
Produces: Gain +2% Morale from a Mission Success, maximum of one of this installation
✦ Storage Hold ✦
Size: 5x5x5 Block(s)
Requires:
-Scrap Metal x32
-Scrap Wood x64
-Small Parts x32
-Copper x5
-Small Metal Plates x8
-Concrete 3x64
-Steel x64
-Glass x16
-Scrap Electronics x64
-Power x1
Produces: Gain +2% Morale from a High Value Asset Acquisition, maximum of one of this installation
Morale sits in opposition to Reputation as how happy your troops are. This number goes down over time and from failiure and must be offset to continue your faction's growth.
Morale Decay:
Monthly - Faction Morale decreased by 5%
Inactive Monthly - Faction Morale decreased by 10%
NPC Death - Faction Morale decreased by 10%
Player Death - Faction Morale decreased by 25%
Inoptimal Mission - Faction Morale decreased by 10% (Your faction attends a partially failed combat event)
Mission Failiure - Faction Morale decreased by 20% (Your faction attends a failed combat event)
Morale Boons:
Player Joins - Faction Morale increased by 10%
Funeral - Faction Morale increased by 5% (Roleplay Funeral done when NPCs/Player die, does not stack per death)
Mission Success - Faction Morale increased by 10% (Your faction attends a successful combat event)
Socialize - Faction Morale increased by 10% (Your faction attends a social event)
R&R - Faction Morale increased by 10% (Your faction runs a player event)
High Value Acquisition - Faction Morale increased by 10% (Your faction acquires a "High Value Asset".)
Moral Thresholds:
<50% Morale - You cannot recruit new NPCs.
<25% Morale - NPCs might begin to abandoned the Faction.
0% Morale - The Faction is disbanded
✦ Overview ✦
Factions gain access to a more diversified selection of squadron flavors depending on the Faction's Indentities. Creating a squad costs Reputation equal to half the combined Tier of the NPCs forming the squad. (Note: If a faction has two identities the squad it is done -1 reputation cost.)
Req: Tribesmen Identity
✦ Benefits ✦
Silent - The squad gains +5 to any sneak rolls.
Fearless - The squad is immune to the menace keyword or scared effect.
✦ Detriments ✦
Simple - The squad gains +1 DoD to any intelligence based skill check or attribute roll.
Req: Caravaners Identity
✦ Benefits ✦
Caravaners - The squad gains +Benefit to an attached caravan (COMING SOON!)
Business Protection - The squad will always come back alive from a caravan voyage, even if failed.
✦ Detriments ✦
Professional Fee - Creating a Caravan Guard Squad costs +2 Reputation or 1 Star cap per combined NPC Tier.
Req: Mercenaries Identity
✦ Benefits ✦
Ruthless - The squad gains +1 AP per NPC when a target foe is downed.
Flexible - The squad has the effect where 2 AP reactions only cost 1 AP instead.
✦ Detriments ✦
Money Oriented - Making this squad costs 2 star cap per combined NPC tier.
Req: Preachers Identity
✦ Benefits ✦
Well Travelled - The squad gains a free dash mvmnt action once per round.
Unassuming - The squad gains the effects of the Harmless Perk.
✦ Detriments ✦
Unorganized - The squad gains -1 Bonus Action per round.
Req: Soldiers Identity
✦ Benefits ✦
Disciplined - The squad gains +1 DoS to resist the scared effect or things that would cause retreat or routing.
Well Trained - Squad Disciplines gain -1 Rep Cost (Minumum of 1)
✦ Detriments ✦
Extensive Training - Forming this a squad with this flavor takes +2 Reputation Cost.
Req: Doctors Identity
✦ Benefits ✦
Healer's Touch - The Squad can spend 1 AP to fix a crippled limb if healing a target for 5+ HP.
Quick Response - The squad gains +3 mvmnt speed if moving toward a downed target & not making an attack that turn.
✦ Detriments ✦
High Value Target - Raiders, Bandits and other similar groups will target paramedics first if possible.
Req: Traders Identity
✦ Benefits ✦
Insured - If an NPC of this squad dies you will gain half their gear back (The looter won't) and their reputation cost (Not including squad fees) back as their Reputation Spent amount of star caps.
Familiar Territory - The squad gains the benefits of the Home Turf perk when guarding your faction's locations.
✦ Detriments ✦
Professional Fee - Creating a Caravan Guard Squad costs +2 Reputation or 1 Star cap per combined NPC Tier.
Req: Slavers Identity
✦ Benefits ✦
Bound & Broken - Slaves in a Prowler Squad gain +3 mvmnt speed & will always obey orders no matter what they are.
Silent - The squad gains +5 to any sneak rolls.
✦ Detriments ✦
Vile Reputation - Lawbringers, High Morale NPCs and other similar groups will target them first if possible.
Req: Raider Gang Identity
✦ Benefits ✦
Raiders - The squad gains +Benefit to an attached caravan (COMING SOON!)
Bloodthirsty - The squad gains +2 movment speed until the end of next turn when damaging a foe's HP.
✦ Detriments ✦
Vile Reputation - Lawbringers, High Morale NPCs and other similar groups will target them first if possible.
Req: Humanitarian Identity
✦ Benefits ✦
Kindhearted - The squad gains +2 AP per NPC when a target foe is brough back from a downed state.
Community Values - The squad gains +1 to community tier effects per NPC.
✦ Detriments ✦
Selfless - The squad takes +1d4 DMG from attacks until the end of next turn after aiding, buffing, healing or otherwise helping an ally.
Req: Guardsmen Identity
✦ Benefits ✦
Familiar Territory - The squad gains the benefits of the Home Turf perk when guarding your faction's locations.
Community Values - The squad gains +1 to community tier effects per NPC.
✦ Detriments ✦
Close Knit - The Squad loosed 1d4 AP each time an ally dies within 10 blocks of them.
Req: Engineering Corps. Identity
✦ Benefits ✦
Industirous - The squad, if assigned to a community will increase a number of material creating facilities by +1/2 combined tier where the number of facilities is equal to the number of NPCs in the squad.
Community Values - The squad gains +1 to community tier effects per NPC.
✦ Detriments ✦
Undisciplined - The squad gains +1 DoD to resist the scared effect or things that would cause retreat or routing.