Factions

Faction

Name is a [descriptor] [organization type] that [core function or purpose] and [has a goal]. Despite their outward reputation, they [have a secret]

The Location of a faction's headquarter's is unknown to the common public and must be found via clues in game unless the Character has a connection to it.

Every secret a faction must also be learned to be useful to any in game play.

Goals should be treated like quests. And as Faction Goals can be completed without the interferrance of a player character they will use a phase timer. Each phase has a tally of 5 and must be completed before work can begin on the next phase. The countdown timer resets when a new phase begins. But if the countdown timer is reached first, then both the countdown timer and the phase tally are reset and the phase begins anew.

The Thwart Mechanism (Inter-Faction Interference)

When one faction (Faction A) is working against each other faction (Faction B), Faction A's clues affect the tallys of Faction B.

When a Goal or Plan clue for the Faction is discovered, it serves a dual purpose:

  • Tally Progress: It fills 1 mark on the Faction A's current Tally.
  • Countdown Acceleration: It fills 1 mark on Faction B's Countdown Tally (representing the aggressive suppression methods speeding up the "end-state" of the conflict).

The Reset Condition: > If Faction A's Tally (5 marks) is completed before Faction B's reaches their next Tally Stage:

  • The Faction B's Phase Tally resets to zero (their current task is sabotaged).
  • The Countdown Clock does not reset (the time lost is still gone).
  • Faction A's Tally resets to zero.