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Developed and Written By Mark Shirley, Alex Greene, Dan True, and Lawrence Whitaker Editing Brian Pivik Proofing Alex Greene Design and Layout The Design Mechanism Artists Andrew Simmons, Dean Spencer , Daniel Comerci, Jason Moser Factions Mythras is a Registered ® trademark of The Design Mechanism. All rights reserved. This edition of Mythras Factions is copyright © 2023. Find Us At www.thedesignmechanism.com Facebook: https://www.facebook.com/The-Design-Mechanism MeWe: https://mewe.com/join/the_design_mechanism Podcast: https://www.buzzsprout.com/266482 puerretrorsummuisoahcpuerretrorsummuisoahc ahtnarolgestercoreahtnarolgestercore 3 Mythras Factions W elcome to Mythras Factions. These rules spice up adventuring with mystery and intrigue. The characters can further the goals of a faction to which they belong, confound another faction's schemes, or pursue their own agenda amidst social turmoil. The Games Master can manage the plots of conspirators in a campaign, track the different factions' schemes, and give the adventurers insights into the bigger picture, while providing them tools to help them shape that picture their own way. A faction is any group that dedicates itself to pursuing a common cause, by fair means or foul. As such, a political party that lobbies on behalf of its cause is a faction, as are a terrorist cell, a messianic cult, and a benevolent charity. While there is some overlap between factions and the cults and brotherhoods of the Mythras rules, each describes differ- ent operations and effects. These faction rules are “external,” measuring a faction’s role in the larger milieu, whereas the cult/brotherhood rules are “internal,” reflecting the per- spective of its members. Thus, not all cults are factions, and only some factions are cults; however, they are compatible and complementary rulesets. Factions rarely exist in isolation. They are usually compet- ing with other factions for the same resources or striving towards opposing goals. Furthermore, a faction might be beholden to another — a splinter group of radicals within the larger political party, a warrior cult in service to a religion, or a secret cabal of necromancers within a college of magic. These overlapping layers of factions may face entirely differ- ent and quite possibly contradictory goals, providing rich areas of conflict where adventures flourish. Defining a Faction First determine the faction’s type. What position does the faction occupy in society? Factions may be political parties, tribes, ruling governments, mercenary companies, trading confederations, terrorist groups, lobby organisations, spy rings, crime syndicates, religious cults, or sorcerous cabals. Consider the typical members in terms of social class, profession, race, or other signifiers. Are they miners, nobles, space cadets, or alien infiltrators? Factions may be publicly known or their very existence might be a matter of rumour and hearsay. Consider also how members might join the faction. Is it open to all, or is there some qualifying test or quality? Is there an oath of loyalty? A magical induction? A signifying brand? Factions normally have a single Leader, or more rarely, a coalition of leaders. The leader sets the agenda for the fac- tion and determines its goal and practices. In large factions, the leader may delegate responsibilities for goals to subordin- ate leaders. Factions form around a Cause, an overarching principle that brings the members together under the banner of a single leader. Example causes include “Elect a new King of Tharsus,” “Convert the neighbouring pagans,” or “Control all crime in the galactic sector.” Factions should not have more than one cause: if its attention is divided, then it cannot manage to achieve anything. However, nothing stops indi- viduals from being members of more than one faction, each with its own cause. Each cause comprises one or more Goals, which are steps on the way to achieving the cause. Unlike the aspirational — and sometimes nebulous — cause, goals are concrete object- ives that set the agenda of the faction. Dependent Goals require the completion of other goals before they themselves can be completed and the Deciding Goal is a Dependent Goal that achieves the faction’s cause. The Resources of a faction are often synonymous with wealth, not just cold hard cash but also the capacity to gener- ate wealth, whether through hard labour in the fields or mines, or via blackmail and larceny. A faction without wealth is not necessarily poor in resources, however, if it has q w e r t y u i o p a s d f g h j k l z x c v b n Defining Factions q w e r t y u i o p a s d f g h j k l z x c v b n 4 Defining Factions property, trade opportunities, treaties, and information, all of which can be exchanged to achieve the faction’s goals. There are five levels of Resources: Destitute, Poor, Average, Pros- perous, and Bounteous. These levels should scale according to the setting; the Destitute level typically represents the pit- tance available to the lowest social class such as exiles and the homeless, whereas Bounteous represents the level of affluence and influence of the ruling caste. The Membership Size counts only the active members of the faction, including the principal intriguers as well as the foot-soldiers and informants, but not those who do not take an active role, even if they are sympathetic to the cause. Like Resources, there are five levels to Membership Size (Tiny, Small, Medium, Large, and Huge) and they should scale according to the campaign world. Each level is approximately 10 times bigger than the previous. In a Mythic Britain cam- paign, a Tiny faction might have fewer than 20 members (a family), a Small one at least 20 members (a clan), a Medium one at least 200 members (a settlement), a Large faction at least 2000 members (a tribe), and a Huge one 20,000 mem- bers or more (a nation). The Dedication of a faction represents the average com- mitment of its members to the cause. There are five ranks of Dedication: Casual, Moderate, Devoted, Zealous, and Fanatic. Most followers of a Casual faction are members in name only, prepared to attend monthly meetings but little else; very few have a Passion related to the cause. In a Moderate faction, most members are prepared to devote some of their free time once per week to advancing the cause but fewer than half of the members have a relevant Passion. In a Devoted faction, at least half the membership has a relevant Passion and will give up half their working life to the cause. A Zealous faction consists of mostly individuals with a relevant Passion, at least half of them with a score of over 75%. Zealous members will give most of their time to the faction. Finally, a Fanatic fac- tion is made up of the truly devoted; over half of the members devote all of their waking life to the cause and most members have a Passion score of 75% or more. A faction’s Scope is the influence it has over society as a whole and the magnitude of its cause. Minor factions have narrow causes that interest only a small portion of society, typically themselves. Major factions deal with bigger issues that can affect the fate of many more people than are in the faction — at least one Membership Size category larger, and often more. Major factions typically have leaders with a high social status. The Skills of a faction are its capacity to turn its resources into deeds. These skills come from its Membership Size and Resources: either people who have the requisite abilities or the means to acquire them from others. Faction skills are Allies, Following, Information, Intrigue, and Subterfuge. More detail on each is presented in the next chapter. Factions Without a Cause A faction forms around a central principle that unites its members to a common purpose. However, these rules canalso reflect social collectives that are not striving for a cause, When is a Faction Not a Faction? An adventuring party could conceivably be a faction, as could a multi-national company, but such entities should only be given faction statistics if the Games Master finds it is useful to do so. These rules serve as a tool to chart the progress of key political and social groups in pursuit of a cause. If a faction’s cause has no effect on the campaign, then the Games Master does not need to track it in such detail. Equally, the Games Master may want to divide particularly large social groups or organisations into several factions. These may have complementary or competing causes, and there may be an executive faction attempting to control the others. For example, the medieval church was rife with internal schisms, secret cabals, reformers, and splinter groups, yet shared a common leadership and creed. Membership Size Sample Membership Resources Dedication Skill Points (Minor) Skill Points (Major) Goal Points Tiny Up to 20 Destitute Casual 5 10 1d4+4% Small At least 20 Poor Moderate 15 25 1d6+6% Medium At least 200 Average Devoted 30 50 1d8+8% Large At least 2,000 Prosperous Zealous 45 75 1d10+10% Huge >20,000 Bounteous Fanatic 60 100 1d12+12% Faction Attributes Table 5 Mythras Factions but whose purpose is more inward-looking. It may be a cult who wants to worship its god, a tribe struggling to survive, or a business trying to get rich. These mechanics can still codify a progression of events for these organisations that adds depth to the characters’ world: the Games Master can create a series of goals for the cause- less faction and add more as they are completed or as the story dictates. Example Faction: The Cult of Nessus Size: Small, Resources: Poor, Dedication: Zealous High Priest Phlegraios is the leader of a deviant religion worshipping Nessus, the bloodthirsty god of centaurs. Phlegraios was once the advisor to Queen Nephele of Tharsus, but once his fanaticism was uncovered, he was exiled to the Peleon Wastes. Nessus forbids the shedding of female blood, so Phlegraios has been unable to take simple revenge on Nephele. Instead, he has devoted the Cult of Nessus to his own vengeful cause: Rule the Kingdom of Tharsus. Goals: 1. Destroy the elite Minotaur Guard who protect the queen. 2. Depose the royal family of Tharsus. 3. Win the loyalty of the Peleonite Horde. 4. Oppress the rebellious Emurites. 5. Outlaw all faiths other than Nessus. 6. Make all cities of the Thar Valley pay tribute in sacrifices, food, and coin. Goal 2 is dependent on Goal 1 (deposing the queen and her family is very difficult while the Minotaur Guard is still around), and Goal 4 is dependent on Goal 3 (Phlegraios must ally with the Peleonite Hordes before he can use them against the Emurites). Goal 3 is directed at increasing the faction Membership Size. Goal 6 is the Deciding Goal of the faction — once complete, the Cult of Nessus will rule Tharsus. q w e r t y u i o p a s d f g h j k l z x c v b nm q w e r t y u i o p a s d f g h j k l z x c v b nm 6 F action skills, namely, Allies, Following, Information, Intrigue, and Subterfuge, represent a faction’s capacity to achieve its goals. These skills indicate the faction’s strengths, which they use to complete missions. Each of these skills has a percentage score just like a character’s skills, and represents the competence of the faction’s members with a range of applicable careers and skills. This is an average score for the faction as a whole, and half the members should have applicable character skill scores similar to that of the faction skill scores. All faction skills begin at 20%. Membership Size, Resources, and Dedication provide points to increase faction skills, as indicated on the Faction Attributes Table. For example, the Cult of Nessus is Small, Poor, and Zealous. It is a Major faction, so it has 125 points to spend on faction skills. Each point spent grants 1% to the faction skill. Minor fac- tions can begin the game with a maximum of 50% in any fac- tion skill; Major factions can begin with a maximum skill of 75%. Whenever a mission (see page 8) succeeds, choose one fac- tion skill used during the mission and roll 1d100. If the roll exceeds the score in the skill, then the skill increases by 1d4+1%; otherwise, it increases by 1%. If the Membership Size, Resources, or Dedication of the faction should change — possible through significant story events that lead to the completion of a goal — the faction gains a bonus number of skill points equal to the difference between their former and their new level (as per the Faction Attributes Table), which can be spent on any faction skill. For example, after converting the Peleonite Horde to the Cult of Nessus, Phlegraios’ faction goes from Small to Medium Membership Size and gains a bonus of 25 faction skill points. Allies Each Ally of a Faction has its own Ally skill. An Ally skill represents the strength of the bond between the faction and that ally. Factions can form alliances even if they have competing goals, but it is rare that an alliance forms between factions with competing causes, unless it is to defeat a common enemy. Alliances may have a limited life — for example, until a certain Dependent Goal is completed — or they might be permanent expressions of support strengthened by treaties, oaths, and/or marriages. If one of the factions is more powerful than the other, then their bond might not be symmetrical, represented by different scores in the Ally skill. The Ally skill allows the faction to use one of the faction skills of their Ally rather than their own to complete a mis- sion. However, each Ally can only assist once on each mis- sion, and the skill is always capped by the faction’s Ally skill. For example, The Cult of Nessus has a poor Information skill, so it might call upon the Information skill of its Ally (Harpies of Mesagros) instead, “borrowing” their capacity for aerial scouting to find out the location of the heroes. Following The Following skill represents the human resources of a faction. This skill covers warriors and soldiers, but also influencers, ambassadors, supporters, workers, campaigners, rioters, and other “feet on the street.” Following indicates the capacity of the faction to coerce its members into mass action, whether that is mustering for a battle, taking part in a protest march, conducting a raid, or raising a barn. Use Following to represent a Combat Style, but also all manner of physical skills such as Brawn, Endurance, Craft, and so forth. A faction can muster a proportion of its membership equal to its Following skill for a major event such as a rally or battle. For skills over 100%, this represents the capacity to sweep others along with the fervour of the action. A faction with low Following can only muster a handful of its members at any one time. A moderate level of expertise can congregate a decent force. Note: If a faction suffers a major military defeat, Faction Skills 7 Mythras Factions it does not necessarily lose Following, since not all of those mustering are faction members: their forces may feature hired mercenaries, household troops, or commoners whipped into a frenzy by powerful rhetoric. Information The Information skill represents the faction’s spies, scholars, and gossip network. A good Information skill allows a faction to be aware of schemes operating against it and can also identify weaknesses in an opponent’s schemes. Information need not only be hearsay and tittle-tattle: knowledge of local history, laws, and genealogies can be invaluable tools to advance one’s agenda. How well the faction uses this information relies on the Intrigue skill. Use Information to represent Customs, Insight, Perception, Locale, and Lore. A low Information skill usuallysuggests disorganised intel- ligence, with no systematic gathering or recording of know- ledge. At higher levels of expertise, a faction usually has a dedicated intelligence service (even if it is not formally recog- nised as such) comprising agents who gather the information, messengers to convey it, and collators or analysts who process it. At the highest level, a faction has sophisticated methods of information gathering and conveyance, and is aware of every action that their rivals take almost as soon as it happens. Intrigue The Intrigue skill represents the faction’s capacity for politics, negotiation, and blackmail. Intrigue covers above-board discussions as well as backroom dealings, encapsulating all manner of manipulating people to achieve the faction’s aims. Use Intrigue to represent Influence, Insight, Seduction, and other social skills. At low levels of expertise, the faction is still a novice at political intrigue and has a lot still to learn. At a moderate Intrigue skill, the fac- tion may have one or more professional intriguers manipulating the strings of local politics, to include having both public ambassadors and hidden agents in strategic locations. When Intrigue reaches a high score, the faction is capable of orchestrating a whisper-war singlehandedly and can topple governments without shedding a single drop of blood. Subterfuge The Subterfuge skill covers all manner of covert activities and dirty tricks. A faction with high Subterfuge is adept at using forgery, spying, assassination, and other forms of skulduggery to achieve its aims. Use Subterfuge to represent all manner of clandestine skills such as Conceal, Forgery, Stealth, and so forth. At low levels of expertise, Subterfuge represents a few amateur ne’er-do-wells at the faction’s beck and call. At higher skill ratings, there is likely to be a small cadre of agents whose primary role is covert missions. Factions with high Subterfuge might have a dedicated secret service, particularly if their Information skill is also high. 8 Faction Skills F actions use their resources and skills to complete goals. Each goal is represented as a percentage score, indicating how complete the goal is. A goal at 10% has only just been started, a goal at 95% is almost complete. When the faction achieves all goals — and in particular, its Deciding Goal (see later) — then the faction has fulfilled its cause. Goals increase in score when the faction completes missions (see below for details). A Minor faction should have 2–4 goals, whereas a Major faction has 4–8 goals. Not all goals are necessarily apparent at the beginning, and new ones can be added through the actions of other factions. Goals are a tool for the Games Master to determine pro- gress, and a faction does not necessarily consider its cause neatly broken up into clear objectives. A faction might pursue other schemes that do not advance the faction’s cause; indeed, it is assumed that all factions to a greater or lesser extent conduct business that does not contribute directly to the cause, either through incomplete knowledge, poor plan- ning, or deliberate misdirection. Such schemes are not goals, but neither do they interfere with the faction’s overall cause. Choosing Goals Goals should be discrete and have an impact on the campaign once achieved, but not be something that can be easily completed. A goal must be large enough to encompass multiple adventures, tasks, or battles (collectively called “missions”) that contribute towards their completion. Some of the goals within a cause may have a natural pro- gression, such that one goal needs to be completed before another can be started; these are called Dependent Goals. One of the goals should be the Deciding Goal, the comple- tion of which achieves the overall cause. If this Deciding Goal succeeds, then the other goals become irrelevant, although the Deciding Goal is usually dependent on the successful completion of many or all of the other goals attached to the cause. Goals can also be directed at increasing the Membership Size, Resources, or Dedication of the faction. When such goals are completed, the relevant attribute improves by one category and the faction gains points to increase its faction skills. These goals are additional to those of the cause itself. Missions A mission has a clear objective that contributes to the completion of a specific goal. Each goal typically requires 5 to 12 successful missions to complete. For example, Phlegraios’ goal of “Depose the royal family of Tharsus” could include the following missions: h Create an alliance with the Harpies of Mesagros. h Have the harpies snatch away the infant children of Queen Nephele. h Sacrifice the infant prince to the greater glory of Nessus. h Raise the infant princess in ignorance of her heritage and train her as a slayer of Minotaurs. h Enslave the queen’s niece and sell her to a foreign nation. h Imprison Queen Nephele. In addition to supporting a faction’s own goals, missions can be directed against the goals of another faction, setting back the rival faction’s plans and reducing the overall level of completion of that goal. Missions generally require violence, negotiation, and/or espionage, in varying amounts. When planning a mission, determine whether it relies on the faction’s Membership Size, Resources, or Dedication. Although most missions require an element of all three attributes, having one as the lead helps to q w e r t y u i o p a s d f g h j k l z x c v b n q w e r t y u i o p a s d f g h j k l z x c v b n Goals & Missions 9 Mythras Factions determine the mission’s description and details. The chosen attribute affects the outcome of a successful mission, and picking the highest-rated attribute usually earns the biggest rewards. The lead attribute may sometimes be constrained by the nature of the mission and/or the goal. For example, battles usually require Membership Size as the key attribute, whereas trade negotiations usually require Resources. When Membership Size drives the mission, the faction relies on sheer numbers or the use of many operatives with different skills from amongst their members. When Resources drive the mission, the faction completes the mis- sion mostly through expenditure or manipulation of resources; money might not actually change hands but favours are spent, key figures bribed, or information bought in back-alley deals. When Dedication drives a mission, the faction relies on the zeal of its members to get the job done; they might use their own funds or skip days at work to com- plete their assignments. A faction usually fulfils a mission in one of three ways. Firstly, it can be the objective of an adventure for the charac- ters, which takes place in the usual way. A mission can also be a battle. Rules for Mass Combat can be found in Mythic Britain or the Ships & Shield Walls supplement. The third method for conducting a mission is as a Conflict (using rules starting on page 11), using the faction skills described earlier. This mechanic can be used to represent character efforts where the mission does not fall under the traditional description of an adventure. For example, trade negotiations do not always present the most interesting role- playing opportunities; similarly, researching the baronial family secret is vital to the cause but pedestrian. However, representing missions as tasks also allows factions to advance their goals without the characters being the focus of every one, representing adventures for Non-Player Characters instead. Factions usually have more agents who are not the characters, and this mechanic allows the Games Master to update goal progress while the adventurers are off complet- ing a different story. First decide on the length of each Round. Negotiations might take a day per Round,but a siege might take a week per Round, and a whisper campaign could take months. In each Round, a roll is made using one of the faction’s skills. It is not necessary to use the same skill each time; in fact, it is better if a mission relies on several different skills, depending on the shifting nature of events. Each Success adds 25% to the mission’s Objective Points. Once a mission reaches the target number of Objective Points then it is successful. The simplest missions have no defender, meaning that the conflict rolls are simple skill tests rather than Differential rolls and no Conflict Special Effects are generated. Mission success is vir- tually guaranteed given enough time, resources, and lack of opposition. However, many missions have constraints. Typ- ical constraints include the following: h The mission must be completed within a certain number of Rounds. h After a certain number of Rounds, an opponent becomes aware of the mission and interferes, becoming a defender in the conflict. h The group must abort the mission after a Fumble or three Failures in a row. The Games Master should make these constraints clear before the mission commences. Luck Points generally cannot be used to affect the outcome of Task Rounds, as they are an abstraction of the concerted effort of a group of people rather than the actions of a single individual. Missions as Conflicts Contested Missions Contested missions involve two factions at odds, for example, competing over the same resource or directly fighting against each another. Missions directed at reducing the goals of another faction are nearly always contested. A mission might start normally but becomes contested once the rival faction becomes aware of the enemy action (either at a certain point in the mission or due to a Failure or Fumble by the character’s faction). Alternatively, a rival faction that succeeds in an Information roll might learn about a mission directed against them and prepare a mission of their own to counter it. For more on resolving contested missions and other types of inter-factional conflict, see the Conflict chapter, starting on page 11. Dependent & Deciding Goals Sometimes a faction might try to complete a Dependent Goal before the goals upon which it depends have been completed. This might be down to impatience, time constraints, misinformation, or sheer inexperience. For example, High Priest Phlegraios might try to depose the royal family before first destroying the Minotaur Guards who protects them or oppress the Emurites before fully winning over the Peleonite Horde. Missions to complete Dependent Goals are made at one Difficulty Grade harder if one or more of the goals upon which it depends is less than 75% complete. This penalty increases to two Difficulty Grades if the goals are less than 50% complete. The Deciding Goal is dependent on all other goals, and the Difficulty Grade penalty for attempting this goal before the others is cumulative. For example, Phlegraios suffers a penalty of three Difficulty Grades if he starts on the Deciding Goal when three of his goals are at 100%, but “Depose Royal Family” is still at 70% and “Oppress the Emurites” is only 45%. 10 Goals & Missions Unrealistic Missions & Goals Faction leaders are not always the most logical individuals due to arrogance, stubbornness, or insanity, and they may make demands of their membership that are beyond their capacity to complete. The Games Master should penalise unrealistic missions or those completing unrealistic goals with one or more Difficulty Grades. Specialist Missions The faction skills are very general in scope and encompass a wide range of character-level skills. If a faction’s membership can be reasonably assumed to have a Professional skill that is particularly relevant to a mission, at a similar level to the faction skill, then the Games Master might grant a reduction in the Difficulty Grade to one or more mission rolls. Standard skills and Combat Styles are too generic to offer up this bonus. For example, The Cult of Nessus comprises mostly priests. When Phlegraios sets them to proselytise the Word of Nessus, they can make Easy Intrigue rolls for this mission, since they all have the Oratory skill. However, these priests are not trained in Courtesy and so could not claim a similar bonus on an ambassadorial mission to a chieftain’s court. Consequences of Success If the mission is successful (whether by adventure, battle, or achieving the required Objective Points in a conflict), its goal advances by the Goal Points indicated on the Factions Attribute Table based on the mission’s leading attribute. For example, a mission based on a faction’s Large Membership Size advances its goal by 1d10+10%. If the instigator in a Conflict earns at least twice as many Objective Points as the defender, then the mission was an Exceptional Success and the targeted goal advances (or decreases an enemy’s goal) by the maximum amount. For missions completed by adventures or battles, the Games Master must adjudicate whether the mission was a Failure, an ordinary Success, or an Exceptional Success, and adjust the goal score respectively. Note these categories can be independent of the outcome of the mission — a battle does not necessarily need to be won if the mission’s objective was achieved, for example. Successful missions directed at another faction’s goals reduce the goal score by the indicated Goal Points. However, if the rating in the mission’s attribute (Membership Size, Resources, or Dedication) is equal or lower than the defend- ing faction’s attribute, then the Goal Points earned are reduced by half (if the same rank or one step lower) or else reduced to 2% (if two or more steps lower). For example, The Cult of Nessus is planning a mission against the Minotaur Guards. The cult’s best attribute is Dedication, but since the Minotaur Guards are also a Zealous faction, Phlegraios would earn only half of the 1d10+10 Goal Points against his enemy’s goal. Phlegraios might instead choose to base the mission on Resources: even though the Cult of Nessus is at the Poor rank, this is still better than the Destitute rank of the Minotaur Guard, and as such, is worth 1d6+6% Goal Points on a Success. Faction Upkeep At regular intervals — perhaps after each adventure — the Games Master should review the factions not controlled by a character and consider which goals could have advanced since the last update. They can use the task mechanic to determine the success of missions towards those goals or else simply decide whether the mission was a Failure, Success, or Exceptional Success; in any case, the goal score should be modified accordingly. Similarly, the Games Master should resolve missions directed at reducing enemy goals. It is useful (but not necessary) to describe the specific missions that produce these changes because these help build the campaign backdrop for the characters. Where appropriate, the characters learn about missions conducted by Non-Player Characters. Those that advance the goals of the characters’ faction(s) are probably known to all the faction’s members, unless there is a reason for secrecy from the faction’s leaders. Similarly, they should hear about missions (successful or not) directed against the goals of their own faction. Missions conducted by allied and rival factions might also be public knowledge, or they might require a successful roll on the faction’s Information skill. Some factions have public goals that are widely known to all. Factions with no public goals are a mystery to outsiders; indeed, their very existence may not be common knowledge. Unless a character is part of a faction’s leadership struc- ture, the Games Master should not tell the adventurers the actual goal scores of that faction; indeed, the characters may not even know the goals of a rival faction. However, by keep-ing track of missions, the adventurers may be able to intuit the goals and get an idea about their rivals’ progress. q w e r t y u i o p a s d f g h j k l z x c v b n q w e r t y u i o p a s d f g h j k l z x c v b n 11 Mythras Factions S ometimes, two or more factions come into direct conflict with one another. Individual characters might be swept up in machinations which only make sense at the faction level — one faction making a move to gain territory, or to demonstrate superiority over a rival, or even a skirmish between two feuding factions who've been at each other's throats for years, decades, even centuries. This section allows the players to assume the role of an entire faction, and pit their faction in conflict with another run by the Games Master or even another player. These rules expand upon the Social Conflict rules (page 287 of Mythras), and focus on conflict between factions and add Special Effects to introduce variety to the possible out- comes. For resolving social conflict between individuals (i.e., at a character level, rather than a faction level), the Social Con- flict rules presented in the Mythras Companion can be used if desired. Objectives Every party in a conflict must have an objective. Some objectives are simple, such as "defend our reputation," "acquire another faction's prized resource", while others are more involved, such as "apply a barrage of rhetoric and propaganda to sway rank and file members of the rival cult to join ours." The objective is what frames and drives the conflict, but the wider effects of the conflict can be varied and much more far-reaching than a simple victory. Sometimes the objective is a convenient reason for engaging in a conflict, a stratagem where the true goal is to harm the rival faction. When a conflict begins the games master determines the length of time each task round of scheming will take, repres- enting how quickly the scheming will develop and at what units of time events occur. In addition, the games master decides how difficult the objective is to attain, measured in Objective Points. Use the Task Length and Objectives Points table as a guideline: Some conflicts may have a fixed deadline, rather than an Objective Point target, as a goal: an election in two weeks, for example. When the deadline arrives, the participant with the highest number of Objective Points wins. Resolving Conflicts When conflict begins, one faction is called the instigator, and its objective is declared. The other faction, the defender, declares its own objective, which could be to attain a conflicting objective, or to stop the instigator from achieving theirs. The conflict is handled over a number of rounds of the given task length, and continues until either party reaches the Conflicts Example Task Length OP Needed Receiving rights to a coveted property 1-3 days 5 Prevail in a delicate negotiation 1-6 days 5-10 Add a nearby street to the turf of a gang 1 Week 8-12 Winning a high-priority court case 1 week 8-15 Lobbying to pass legislation 1-2 weeks 10-30 Be appointed to the council 1 month 30 Convince a rival to become an Ally 1-12 months 50 Task Length and Objective Points Examples 12 Conflicts needed Objective Points, or until a party withdraws from the contest. When a conflict is resolved, the winner attains the designated objective. If one or more parties of the conflict attain the required Objective Points during the same round, the one with the higher number of Objective Points wins the objective. If the number of Objective Points are equal, the conflict continues until one side has an advantage. Before the conflict begins in earnest, each side decides which of its skills to use to achieve its objectives. To an extent, the chosen skill determines how the faction conducts itself. A faction would choose Intrigue or Subterfuge if it doesn't want to reveal its motives, or wants to act subtly; a faction that wants to make a point openly and perhaps destructively, might use Following. Using Allies indicates the faction works through others to achieve victory. The skill chosen remains in play throughout the conflict (with the exception of the Hamper Special Effect, which can temporarily alter the skill being used). Each round all participants in the conflict make a differen- tial skill check against the chosen skill. If the roll is successful, Objective Pointss are gained according to the following table. As with normal combat, if one side scores a higher success (a Critical vs a Success, for example), then that side also attains one or more Special Effects (see Differential Rolls, Mythras page 51). Choose Special Effects before rolling for Objective Points gain, from the Objective Points Gained table. For example, a faction with Following 75% would therefore gain 1d6 Objective Points on a successful skill roll, whereas if it used its Allies 30%, it would only gain 1d3. External Factors External factors can also influence the conflict, perhaps through making skill use harder or easier. Such factors can be unrelated events or intended actions taken by the conflicting parties to influence the game of schemes and intrigue — though such actions should always come at a cost in funds, personnel, and materials. Factors are varied and difficult to enumerate, but inspiration for the Games Master is provided in the examples below: Example 1: Ditwin is the lawyer representing a merchant family in a legal dispute against a guild. He realises his opponent has too strong a case and will soon win the dispute. Ditwin spends a task round distributing costly bribes to key officials, and forging documents backing his charge's cause. The Games Master rules that the merchant family’s skill roll in this task round will be one grade easier (i.e., Easy rather than Standard) as a result of the bribes. Example 2: Still facing defeat in the legal dispute and having placed his reputation on the line, Ditwin goes to drastic measures: he pays a group of thugs to beat up a key member of the opposing guild. The assault breaks several of his limbs and leaves him bedridden for days. The Games Master rules that the skill checks of the guild are at Formidable difficulty this task round. Example 3: Famine strikes the region, resulting in an unruly populace. The Games Master determines that all skill rolls for Faction Conflicts are at Formidable difficulty while the towns and cities isolate, and most sensible residents remain in their homes, fearful of infection. Withdrawing from Conflicts Conflicts can be abandoned or joined at the beginning of any task round without any penalties. Multiple Sides It is possible for conflicts to have more than two participants, e.g. it might be a conflict between three or four separate factions. In such cases, Objective Points gain is as normal, but Special Effects are gained based on the highest levels of success from opposing sides. If the Special Effect enables targeting another faction, they can choose whatever faction they wish. Example: The Alderman of the Merchant Guild is dead and the guild has announced an election for his successor. Rather than assigning an Objective Points goal, the games master decides the election will be in two weeks and have three task rounds of 5 days each. Three merchant houses (Adler,Baum and Chastell) throw their lot into the election, trying to gain the coveted leadership post. The first task round is resolved as normal, the various parties using their influence skill to gain voter support, host dinners and make campaign promises. House Adler and Baum succeed on their Ally checks and gain Skill Rating OP Gained 1-20 1d2 11-40 1d3 41-60 1d4 61-80 1d6 81-100 1d8 101-120 1d10 121+ 1d12 Objective Points Gained 13 Mythras Factions Objective Points, while house Chastell fails. Since both Adler and Baum succeeded,no Special Effects are gained. In the second task round, house Chastell decides to start using bribes and gifts to secure votes. Adler succeeds on the Ally check, Baum fails and Chastell rolls a critical. House Adler and Chastell both gain Object- ive Points, and Chastell can choose a single critical Special Effect. House Chastell decides to use ‘Gain Asset’ on house Baum – one of Baum’s supporters abruptly switches sides and pledges support to Chastell. The bribes are clearly working... In the third task round, Houses Adler and Chastell succeed on their skill checks and gain Objective Points, while Baum fails, gaining noth- ing. In total Adler has gained 6 Objective Points, Baum has 4 and Chastell has 3. The games master announces that Adler has won the coveted position, but has only secured less than half of the votes. House Adler may have won the election, but will have to tread carefully in the coming months. Meanwhile, House Chastell has turned one of Baum’s major supporters, incurring House Baum’s ire, and the promise of reper- cussions further down the line. Multiple Conflicts A faction can be a part of any number of conflicts at the same time; indeed large factions are always engaged in some scheme or legal conflict at any given time. However, being embroiled in multiple conflicts takes However, fighting a battle on multiple fronts takes a toll: for every third simultaneous conflict a faction gets embroiled in, all of that faction's skills become one grade harder Thus, if a protagonist faction is fighting two other factions, its skills are unaffected, but if a third antagonist faction joins in, the protagonist faction's skills become one grade harder. This enables smaller organisations to bog down larger organisations by coordinating their conflicts to offset their power level penalty. Special Effects Select Special Effects from the following selection. Note that some may only be applicable under certain results. Acquire Resources Boon from a benefactor, selling your possessions, seizing property of rivals or vassals, committing a robbery... The faction acquires some temporary funds. The next 1d3+1 uses of the Conflict skill are one grade easier. These bonuses can is applicable in other conflicts as well. This Special Effect can be selected multiple times. Change Tactics Recruit allies to the cause, create wellspring of popular opinion, smear a winning opponent's reputation... In order to make best use of a new asset, or to capitalise on changing fortunes, the faction changes which skill it uses to make Conflict skill checks. This change remains in force until changed again, and can negate the Hamper Special Effect. 14 Conflicts Damage Relations Public humiliation, graffiti on the streets, spreading vile rumours... The opposing side (or its Ally, if the opposing side has help from a faction during the conflict) loses 1d3+1 Objective Points as it suffers humiliating defeats undermining its successes or credibility. This Special Effect can be selected multiple times. Delay Impeding the legal process, accepting a ceasefire, restructuring after a setback... Factions gain some respite: no skill rolls for either side are made during the next task round. This Special Effect can be selected multiple times. Deny (Critical Only) An asset is exposed, a rally disrupted by heckling, lands and properties are seized, a valuable resource is hijacked ... This Special Effect nullifies an acquired asset or resource (from the Gain Asset or Acquire Resources Special Effects). The opponent may not continue to use this instance of the Special Effect, and must reapply the Gain Asset or Acquire Resources Special Effects in future rounds of this conflict, assuming they earn Special Effects in future rounds. Gain Asset (Critical Only) A servant to your rival approaches you, an important document surfaces, a young boy has an interesting story to tell... The faction gains a new asset related to the opposing faction. The asset is chosen by the games master, but the Gain Asset Examples table below can be used for inspiration: It is up to the Games Master to decide what these assets are useful for, but at the very least, they should make a future important skill check up to two grades easier. Ideally, assets gained like this should further the story and seed future events and conflicts. Gain Momentum (Opponent Fumble) Making common cause against a brutal enemy, convincing others your cause is just, family coming to your aid... Through the inept actions of the opponent, the faction gains some form of momentum in the conflict. For their next Conflict points roll, gain the maximum Objective Points allowable (for example 3 points rather than 1d3). Additionally, the opponent’s next Conflict skill check is one grade more difficult. This can be applied to an opposing faction’s Ally instead, if any are present. Hamper Something urgent requires your attention, a curfew is imposed, bad weather halts operations, angry commoners hinder your agents... For its next skill roll, the opposing faction must use its lowest scoring skill. This Special Effect can be selected multiple times, with additional instances being used over consecutive rounds. Increase Effect (Critical only) A particularly clever deception, a pinch of luck secures your victory... Roll the Objective Points twice and choose the best result. 1d10 Asset Gained 1 Undercover agent 2 Incriminating documents 3 Insider knowledge about a locality 4 Knowledge of another conflict the opponent is embroiled in 5 A layout of goals for the near future 6 A witness to a crime 7 The plan for an operation 8 Insider knowledge of a rival's routines, customs etc. 9 An otherwise well-kept secret 10 Plant false information with the rival Gain Asset Examples 15 Mythras Factions T hese sample factions show how the faction rules can be applied to many different kinds of organisation, large and small, from a variety of different settings and backgrounds — most of which are drawn from various Mythras supplements. Details can be easily adjusted to reflect different circumstances. Generic Factions Warband/Mercenary Unit Leader: Warlord or Chieftain Cause: Gain glory through battle Size: Small Resources: Average Dedication: Devoted Goals • Find opportunities to fight • Gain Favour with the Lord • Gain Wealth and Reputation • Retake Lost Territory/Establish New Territory Skill Points: 75 Allies 30% (typically the lord served) Following: 60% Information: 30% Intrigue: 35% Subterfuge: 20% This is a typical small warband of 20-50 warriors fighting for a common cause and supporting a central figurehead, such as a Lord, Lady, King, Queen, or even another faction such as a clan, tribe or corporation. Engaging in battle suc- cessfully helps advance their goals, as warbands can stand to gain significant favour, and so be selected foremost for future missions, gaining greater wealth or spoils in the process (which may or may not be distributed equally across the membership. Eventually, by retaking territories lost to the enemy, or gaining new territory, the warband may grow con- siderably in strength, reputation and power, so that it evolves into a very different kind of organisation. Minor Religious Cult Leader: Charismatic Prophet or Priest Cause: Promote the cult’s tenets Size: Small Resources: Poor Dedication: Zealous Goals • Spread the Word • Create Converts • Subvert Enemies and Rivals • Establish Local Dominance Skill Points: 75 Allies 25% (typically related cults or patrons) Following: 20% Information: 50% Intrigue: 25% Subterfuge: 50% A small but fierce group of believers in some deity, or reli- gious philosophy. The cult may even be a small faction within a larger religion, sharing an overall central belief, but having developed separate views that put it at odds with the main community. A charismatic leader or figurehead is common, and throughcunning use of information and subterfuge, this leader is able to gain converts, keep them, and have them recruit others in turn. The strength of the faith is of para- mount importance, rather than size or resources. Those who q w e r t y u i o p a s d f g h j k l z x c v b n q w e r t y u i o p a s d f g h j k l z x c v b n Sample Factions 16 Sample Factions waver in their belief are punished: either physically or psy- chologically. The making and setting of examples helps keep the faithful on the right path. Criminal Guild (Major City) Leader: Shadowy Council of Elders Cause: Protect the Group’s Interests. Consolidate power. Size: Medium Resources: Prosperous Dedication: Devoted Goals • Protect Members’ Interests • Gather influential information • Control important criminal activity • Covertly influence local politics Skill Points: 175 Allies: 45% (typically certain criminal bosses) Following: 50% Information: 65% Intrigue: 65% Subterfuge: 50% Working through clandestine cells and a complex hier- archy that protects the upper echelons, this guild aims to con- trol all illicit activity within the city, and through that power, direct — and even control — political decision making at higher and higher levels. Low level crime is only one part of its operation, and provides financing for the more important work and influential work: bribery, manipulation of com- munity finances, and control over labour rates and tariffs. The guild is ruthless in pursuing its aims, with torture, assas- sination and murder all considered legitimate means to an end. Sorcery Order Leader: Cabal of Powerful Magicians Cause: Master the Secrets of Reality Size: Small Resources: Prosperous Dedication: Zealous Goals • Identify and train those adept in sorcery • Collect all artefacts pertaining to the order’s teachings • Create and protect new artefacts for the order • Achieve mastery over the nature of reality related to the order Skill Points: 105 Allies: 25% (typically related sorcery orders) Following: 25% Information: 70% Intrigue: 45% Subterfuge: 40% Working quietly and diligently, this dedicated band of sor- cerers .is unrelenting in its pursuit of knowledge and expert- ise. It has spent decades or even centuries identifying the lost fragments that, when brought together, will unlock the immense powers that control the very fabric of the universe. They play a long game; locating and retrieving what they need may take decades or centuries more, but they are patient and will not stop until their aim is complete, renewing and refreshing the order’s ranks constantly. Major Cult Leader: High Priest/Priestess Cause: Lead and promote the worship of the God(s). Size: Large Resources: Prosperous Dedication: Devoted Goals • Worship the God(s) • Root out and destroy heretics • Ensure the Temple is influential in all matters • Discredit and destroy False Gods Skill Points: 225 Allies: 65% (typically rulers and major influencers) Following: 65% Information: 65% Intrigue: 65% Subterfuge: 65% The cult has thousands of loyal followers, ranging from casual worshippers through to a faith militant, and under- pinned by a wealthy, devout, well-organised priesthood. The cult is prominently positioned in political affairs, and it is fre- quently consulted on all matters of state, such is its influence and reach. Major Ducal House Leader: Duke or Duchess Cause: Gain influence for the family Size: Medium Resources: Bounteous Dedication: Devoted Goals • Secure leverage over rival houses • Gain Favour with the Ruling Power • Gain control over key national assets • Obtain international influence Skill Points: 200 Allies: 55% (typically other ducal houses) Following: 55% Information: 70% Intrigue: 60% Subterfuge: 60% 17 Mythras Factions A wealthy and powerful noble house with substantial fin- ancial assets and holdings. It has likely spent decades man- oeuvring itself into its current position, and has done so through careful intermarriage with rival houses, cultivating useful allies, and using Intrigue and Subterfuge to gain lever- age over both its rivals and the powers it supposedly serves. Indeed, the power it serves — the Crown — may owe its position to the ducal house, and so a curious symbiosis is formed. The house may not seek supreme executive power for itself, but remain content to control that power from behind the scenes: safer that way. Mythras Campaign Factions These factions are all related to various campaign settings and source books produced for Mythras. Fioracitta, a setting with many factions, has four, alongside samples from After the Vampire Wars, Luther Arkwright, Worlds United, and Mythic Constantinople. They offer examples for direct use, and to act as templates for Games Masters’ own creations. After the Vampire Wars The Vrykolak Society Leader: Dr Justine LeMarche, PhD Cause: To obtain rights for vampires in the community Size: Medium Resources: Average Dedication: Zealous Goals • To gain recognition for vampires in the EU and UK as legal citizens, with all the rights granted to living citizens • To create, and obtain support from, sympathetic human and other legal groups • To obtain funding for the cause • To provide legal protections for vampires from persecution by states • To provide assistance to mortal allies Skill Points: 90 Allies: 50% Following: 50% Information: 30% Intrigue: 30% Subterfuge: 30% Founded a mere six months after the end of The War, Dr Justine LeMarche – who had been converted to a vampire as a casualty of The War – found herself feeling appalled at the lack of basic rights of vampires. Keenly aware of what she'd lost, and what she had taken for granted as a breathing woman and activist for a mortal feminist pressure group, Justine now finds herself fighting for non-breathing EU citizens' rights. The Vrykolak Society has allies across the EU and in the UK, and uses its resources to campaign for greater freedoms for vampires and other supernatural species. Fioracitta The Repairers of Reputations Leader: Laurelia Mattia, holder of the Mattia Stone Cause: Reverse injustice by punishing the unjust Size: Small Resources: Prosperous Dedication: Zealous Goals • Bring justice to those who have been wronged (and who can afford them) • Eliminate specific people who drive injustice • Protect and Strengthen Reputation and Mystique • Recruit new members • Aid members who get into trouble • Protect the anonymity of the Repairers Skill Points: 100 Allies 30% Following: 50% Information: 50% Intrigue: 40% Subterfuge: 30% The Repairers of Reputations' greatest secret is that they are the direct descendants of the original Dragons of Shadow, who were formed to oust the Bragoni conquerors. The leader of the Dragons was Darro Mattia, whose best friend, Tolan Gianni, coveted Darro's fiancee Tiria Canna. Tolan betrayed Darro. The Dragons were caught by the Bragoni in Vindia, and executed. Tiria took on the mantle — and the Mattia name – after poisoning Tolan out of vengeance. Tiria and her friends continued the Dragons' work, infiltrating and undermining the Bragoni, and arranging "accidents." After the Bragoni left, they became the Repairers of Reputations. As long as the Mattia line exists, so will the Repairers of Reputations. The Puppet Masters Leader: Tamarina Catolli Cause: Cultivate Covert Power Size: Small Resources: Prosperous Dedication: Devoted 18 Sample Factions Goals • Seek out and recruit like-minded illusionists, and help them “part the curtain” (awaken) • Collect vital intelligence on the comings and goings of the city's most influential people and factions • Cultivate alliances among the most unlikely factions; everybody has something useful • Achieve self-mastery before mastery of others • Keep the faction's own secrets away from prying eyes Skill Points: 140 Allies: 45% Following: 25% Information: 70% Intrigue: 50%Subterfuge: 50% Working quietly, industriously, but most of all secretly, the Puppet Masters are unrelenting in their pursuit of knowledge and application of leverage. They have spent centuries identifying and covertly guiding the most influential people and factions in Fioracitta and Fiorese society. They specialise in the long game, planning their strategies well in advance, grooming their pawns and helping them rise to power. They hoard operational intelligence on their pawns, collecting everything they need to keep their pawns on their side, including blackmail evidence, and even knowledge of their pawns' worst nightmares. Their leader, Tamarina Catolli, is a direct descendant of the legendary Duke Catolli — the last of the Bragoni. The Massi Family Leader: Elders of The Massi Family, originating from Santadelimano Cause: Protect the Family's interests. Maintain a Code of Silence. Size: Medium Resources: Prosperous Dedication: Devoted Goals • Above all, protect the Family's name and reputation • Gather influential information to hold over clients • Control important criminal activities • Acquire important civic contracts • Covertly control the Arti, Senate, and Parliament Skill Points: 175 Allies: 45% Following: 50% Information: 65% Intrigue: 65% Subterfuge: 50% Working clandestinely, the Massi Family aims to maintain a façade of respectability and legitimacy, using city contracts as cover for its illicit activities. Bribery, blackmail, control over labour rates and tariffs, legbreaking, literal rabble rousing, and running businesses as fronts for illegal rackets are its bread and butter. They already have direct influence over a number of Arti – Guilds – and at least one Senator. Massi mobsters maintain control over influential citizens through those individuals' vices, holding gambling markers and evidence of indiscretions over people's heads. The Massi can claim direct descent from the island of Santadelimano and the time of The Wars of Faith preceding the downfall of the Rhonan Empire. They have been doing this for a long, long time. 19 Mythras Factions The Ophidian Nest in Fioracitta Leader: The Ophidian High Priests of Isaaa and Shai- Hebul in Fioracitta Cause: Gain influence for The Nest; keep it safe from plunderers Size: Medium Resources: Average Dedication: Devoted Goals • Secure leverage over the humans • Gain favour within the Arti, Senate, and Parliament • Gain control over key civic assets, and final say over zoning and construction contracts • Obtain support, resources, and aid from The Council of Fifteen and First Nest in Turapha • Keep the existence, and location, of the Nest a secret from the humans Skill Points: 200 Allies: 50% Following: 40% Information: 70% Intrigue: 70% Subterfuge: 70% The Ophidian Nest in Fioracitta lies in an undisclosed location somewhere within the city or its condato. It is relatively new — it was founded in the year 1200, during the Great Aeste Eclipse. The Nest has spent 220 years building its power, using Subterfuge and Intrigue to safeguard its existence from becoming public knowledge. The Nest maintains connections with The First Nest in Turapha, but it operates autonomously. The Ophidians have a particular interest in controlling zoning laws, and seek to vet planning applications, to prevent construction work from threatening the Nest. Luther Arkwright ANGRBODA Squad Delta Leader: Vladimir Kurtz, former Texas Cossack, Soviet Parallel 22-06-74 Cause: Get rich; live the high life Size: Small Resources: Prosperous Dedication: Casual Goals • Chase down rumours of advanced technology • Grab whatever tech they can, and don't take no for an answer • Find someone who would pay big money for their liberated technology • Live like monarchs on the proceeds Skill Points: 110 Allies: 30% Following: 30% Information: 30% Intrigue: 40% Subterfuge: 80% Only one thing is worse than Disruptors, and that is a rogue VALHALLA unit. Task Force ANGRBODA had a specific mission: to seek out and obtain through legal means, or reverse engineer, technology which can be used by VALHALLA against Disruptors and other threats to the multiverse. Vladimir Kurtz, former Cossack from The United Soviet State of Texas, betrayed his colleagues and VALHALLA by opting for theft and robbery to obtain technology. The squad is now considered rogue, and is officially being hunted across the parallels by various Valhalla agents and operattions teams. The Unity Leader: Danielle Sin Cause: Every member is a cell. All cells form a Unity. We are Unity. We are One. Size: Large Resources: Bounteous Dedication: Fanatical Goals • Actively recruit new members • Break up and absorb rival organisations • Condition rivals and enemies to serve The Unity • Be on the lookout for potential threats to The Unity Skill Points: 200 Allies: 40% Following: 60% Information: 60% Intrigue: 70% Subterfuge: 70% The Unity is a front for a Disruptor organisation that has representation on numerous parallels, and led by variations of Danielle Sin. The Unity was initially created as a consultancy service to the business community, which has spread across the UK with bases in every major British city. The Unity initially sold itself through a series of slick, corporate self-help seminars, but now it promotes solutions to students and business people alike to overcome conditions from examination anxiety to imposter syndrome. The solution proposed by The Unity, however, is always the same: psychological assimilation, and subsumption of the individual's needs and even individuality in favour of serving the greater needs of The Unity and, unwittingly, the Disruptors. Intelligence agencies find it difficult to penetrate The Unity; the faction tends to convert infiltrators by unknown means, most probably some form of advanced cult- 20 Sample Factions like indoctrination technology. VALHALLA however, has been studying The Unity for some time, and is preparing its agents in various parallels to begin moves to neutralise The Unity’s effectiveness. Mythic Constantinople The Sons of Pera Leader: The Triumvirate of Pera Cause: Promote the Genoans' interests in Constantinople; protect Genoans; influence Constantinople's politics from the community of Pera Size: Large Resources: Prosperous Dedication: Devoted Goals • Ensure the safety of Genoans arriving in the city • Provide safe transport to the island of Galata • Protect Genoans living in, the city proper • Influence politics within Constantinople Skill Points: 100 Allies: 40% Following: 30% Information: 40% Intrigue: 50% Subterfuge: 40% When the Genoans moved to Galata on the other side of The Golden Horn in 1267, the secretive Sons of Pera formed to maintain the interests of Genoans still living within Constantinople, as well as those living on the island, in the community of Pera. The Triumvirate operates independently of the rulers of Pera, and all records of their existence are kept off the written record. The Sons of Pera operate stealthily, infiltrating the other Frankish communities as well as the city proper, using every means necessary to promote Genoan interests at home and abroad, to stifle voices who would act against them, and to protect Genoans who must still work within the city of Constantinople. Worlds United The Omnilingual Society Leader: Dr Martha Piper Cause: Understand the Octopoid Martians from whatever archaeological records they can find, and however much of their language they can learn, to prevent a Third Worlds War Size: Medium Resources: Average Dedication: Devoted Goals • Examine the archaeological artefacts, sites, and languages of the ancient Martians • Locate and examine any written records the Octopoids had attempted to keep from their human slaves • Learn the Martians' languages, cultures, and psychologies • Learn the underlying cause behind the Octopoids' supremacist attitudeSkill Points: 150 Allies: 60% Following: 60% Information: 50% Intrigue: 40% Subterfuge: 40% Martha Spader Piper has been fascinated by the Octopoid Martians since she was a child. Her father, Colonel Carter O'Neill Piper, fought and died on Mars during the Second Worlds War. Dr Piper has sought to try and end the strife between the Octopoids and the humans. To do this, she is seeking out any kind of Rosetta Stone which will help her to understand their cultural and psychological attitudes, in order to find a way to ensure a permanent peace: or, at the very least, find a way of preventing the Octopoids from ever becoming a threat again. Defining Factions Factions Without a Cause Example Faction: The Cult of Nessus Faction Skills Allies Following Information Intrigue Subterfuge Goals & Missions Choosing Goals Missions Missions as Conflicts Faction Upkeep Conflicts Objectives Resolving Conflicts External Factors Withdrawing from Conflicts Multiple Sides Special Effects Sample Factions Warband/Mercenary Unit Minor Religious Cult Criminal Guild Sorcery Order Major Cult Major Ducal House The Vrykolak Society The Repairers of Reputations The Puppet Masters The Massi Family The Ophidian Nest in Fioracitta ANGRBODA Squad Delta The Unity The Sons of Pera The Omnilingual Society