Joinable faction

Factions are an integral part of the DnT world, but rarely do they play a major role in the party's shenanigans. This is not a bad thing, as factions can create unnecessary tension within the party, and are hard to make them play with their adventures, instead of against. That said, they can be the exact opposite, becoming excellent storytelling tools when done right. This page is here to give a framework to designing a faction around the idea that it can be joined by the PC's. It should be said that you are not obligated to have joinable factions, only allow them in your campaign if you think they could align with the story, if your story is centered on the conflicts between factions, or if you want to provide a little extra something that you have full control over how intrusive it becomes.

First, belonging to a faction means having responsibilities. Although they will also support and reward you for your services, they expect you to stick with them for some time (some, for a ***very*** long time) and don't want their investments in you to be fruitless. Your favor with certain factions, how much they are willing to trust and support you, is abstracted into Reputation. Reputation is gained by aiding a faction, and lost by asking things from them. Each faction favors certain actions depending on their goals, which should be detailed in a section called Reputation.

How much reputation you gain or expend with your actions is directly tied to their Threat Class, as shown in the *Threat Class to Reputation* table. For example, completing a Mission (a favorable action) for a faction will directly net you Reputation proportional to its assigned threat class, which can be expended by requesting an artifact, or even giving *them* a mission to complete (requesting a favorable action).

Unless stated otherwise, you can only access a faction's artifacts with Reputation. You buy artifacts at twice their Reputation value, gifting them gives you their full Reputation value, and borrowing them costs one forth of their Reputation value up-front, and one tenth for every day you keep them.

You will also require to have a certain Rank within a faction before they even even consider certain 'requests'. A Rank is exactly what it sounds: your character's position within a faction. Your Rank determines the things you have access to, giving you certain perks, which are entirely dependent on that faction's specifications. A faction can have anywhere from 1 to 10 Ranks, which are respective only to that faction, as the Rank 4 of the Kingdom's faction will very likely have more power and authority than the Rank 10 of Bum-Nowhere, the small-time transportation company.

If you ever betray or leave a faction, you lose all Ranks and Reputation with that faction.

## Creating a Joinable Faction - a Template

On to actually create a faction. What follows will be a quick template that should allow you to put up a faction together.

### **Introduction**

First, give a quick description of the faction, its history, how it came about, its quirks, the things it is usually engaged in, and so on.

## Ethos

### Objective

The faction's ultimate goal, the whole reason they exist in the first place.

### Goals

The factions mid and long-term objectives.

### Beliefs

The particular beliefs of your faction; what it drills into and demands from its members.

## Members

### Noteworthy Members

Members who are important enough to merit a mention.

## Locations

### Other Locations

Other bases, outposts or hideouts controlled by your faction.

## Friends and Foes

### Allies

Other factions that your faction is on friendly terms with.

### Enemies

Other factions who are hostile to your faction, or against whom your faction is hostile.

## Favored Attributes

The Attributes that the faction values most in their members. Certain ranks will have a minimum attribute requirement for advancement.

## Favored Skills

The skills that the faction seeks from their members. Certain ranks will have a minimum skill requirement for advancement.

## Background Information

### Founders

Your faction's founding members. You don't need to detail every member, just name those who became part of the faction's leadership, or who are important enough to merit a mention.

### Founded in

Date or general era where the faction can be said to have been created.

### **Joining the Faction**

Describe the way people would normally join the faction, or how it scouts for new members.

### **Ranks and Privileges**

***Hierarchy***
Ranks are organized from the lowest to highest. They should be displayed with their level first, followed by the name of the Rank, as shown above.
In general, factions will provide perks relative to a Rank's responsibility, meaning they might not give you access to certain Classes of information, artifacts or faction services.

#### **Member Traits**

A short description of the faction member's character. Are they honorable, somber, perhaps psychopathic? Is this the case for the typical member, or only for the lower rank and file? What about the leaders, and the elite? This isn't really essential, but can help the DM in setting the tone for that faction.

#### **Special Equipment**

Factions tend to develop and acquire their unique techniques and artifacts to distribute among their members. These can be spells, magic items, or unique feats. These should either be directly written or linked to in here.