Factions as Affiliations

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brass's picture
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Factions as Affiliations

I saw at one point that someone had used the Affiliations system from PHB2 to do some stuff with Factions. It seems to have gone wandering on the net though, so since I didn't agree with all of the write ups. I'm going to post some of the Factions as Affiliations write ups I'm doing for my own game here.

 They are quite rough and under construction at the moment so ideas and opinions are welcomed.

 (also my campaign is before faction war and the modron march)

Quote:
 

The Revolutionary League

"For the Revoultion Brother Blood!"

("Anarchists"), who believe that social order and man-made laws are inherently corrupt and must be destroyed--though none of their members can agree on what, if anything, should replace them. Like the Indeps, they don't have a factol or a headquarters, though they have many safe houses and secret meeting places.

Affiliation Score  Benefit and Drawback



  • 3 or lower  None



  • 4-13 +2 Disguise checks to appear to be a member of another faction,
    +2 on Gather Info and Bluff when disguised as a member of another faction.
    The Harmonium has +2 on Sense Motive and Gather Info checks Versus you when you are not disguised in this way.



  • 14-19 You become a member of an Anarchist’s Cell of 5 members. You know no details about other cells. The members of the cell are generally of 4 levels lower than you, apart from one of equal or higher level who acts as director of the cell and it’s actions. The members of the cell can be asked discreetly for aid. Some cells meet in disguise and the only recognition you can gain from your fellow members is through use of an emergency code word.



  • 20-24 +1 Dex, You may replicate a non- ability bonus benefit from a faction you are impersonating of a lower Affiliation score than 20-24.



    There is a cumulative 5% chance per month spent in Sigil that a group of Harmonium with CR equal to your level catches up with you. They attempt an “arrest” and make you disappear.



     



  • 25-29 +1 Dex, When not in disguise as a member of another faction you are under a Non-Detection effect. This is a supernatural ability. You are now the Director of your Cell.



    The CR of the Harmonium squad sent to find you raises to your Level +2.


  • 30+ You gain the Opportunist Rogue special ability.



    (Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.)



    The CR of the Harmonium squad sent to find you raises to your Level +4.



 


The Doomguard



   ("Sinkers"), who believe in the sanctity and inevitability of entropy. They see the decay and destruction of the universe as necessary; for once it is destroyed all imperfections will be gone with it, paving the way for a perfect new world. Their headquarters is Sigil's Armory, where they forge weapons as tools of destruction.


Executive Powers
Craft, Gift, Raid
Scale 19 (Multiplanar)
Type Faction (counts as Fighting)



 



Affiliation Score  Benefit and Drawback



  • 3 or lower  None



  • 4-13 +2 to Diplomacy and Gather Info checks with members of the Doomguard



  • 14-19 +1 Con, Cure Spells no longer add the caster level of the caster to the damage healed to the doomguard.
    You deal half again as much damage against objects and constructs.



  • 20-24 +1 Con,  Conjuration (healing) spells and effects used on you
    heal only half the normal amount of damage.


  • 25-29 You are now immune to damage from Negative Energy.


  • 30+ DR5/- , You cannot benefit from Conjuration (healing) spells, Gain the benefit of the Improved Toughness feat.





Conditions for Advancement or Demotion

  • Expertise and Power  +1/2 Character  Levels
  • Base Attack +5 or higher +1
  • Base Attack +10 or higher +2
  • Has been to one of the Citadels on the negative quasi-elemental planes +1
  • Per Faction Mission +2
  • 10 or more ranks in Craft (Weapon) +1
  • Cause a non-clueless of your level or higher to join the Doomguard. (This can be taken advantage of once per rank). +1
  • Adventures with another Doomguard +1
  • Clueless -6
  • Associates with a member of The Fraternity of Order and the Harmonium -5


The Society Of Sensation



("Sensates"), who believe that accumulating experiential knowledge through the senses is the only way to achieve enlightenment. Their headquarters is the Civic Festhall, which features a endless series of entertainments and a library of magically stored experiences



Executive Powers
Trade, Holiday, Harvest
Scale 19 (Multiplanar)
Type Faction (counts as Temple)



Score Benefits and Duties



  • 3 or lower  None



  • 4-13 +2 to Diplomacy and Gather Info checks with members of the Sensates.



  • 14-19 +1 Wis, You either gain 30ft Darkvision or add 30ft feet to the range of your Darkvision.



  • 20-24 +1 Wis, +2 on saves versus poison, -2 to Intiative Checks (as you are now easily distracted by sensations of battle).



  • 25-29 Bardic Knowledge of a bard of half your level.



  • 30 or higher Blindsight 15ft.


Conditions for Advancement or Demotion

  • Expertise and Power  +1/2 Character  Levels
  • 10 or more ranks in Perform. +1
  • 10 or more ranks in Appraise +1
  • Visit all the Inner Planes +2
  • Visit every plane on the Great Ring +2
  • Cause a non-clueless of your level or higher to join the Fated. (This can be taken advantage of once per rank). +1
  • Adventures with another member of The Sensates. +1
  • Clueless -6
  • Associates with a member of  the Doomguard. -5
  • Using recorder stones, contribute five worthwhile experiences to the Public Sensorium’s library, each of which focuses on a different sense - sight, sound, smell, touch, or taste.  +2
  • Shy away from a, non lethal, new experience 4 times in a year. -2 Less than 5 ranks in either spot or listen -1





 


The Fated



   ("Takers", "The Heartless") believe that those with power and ability have the right to own what they control and to take what they can from those who are unable to keep it, and that it is their right to exploit any situation to their advantage, regardless of how it affects anyone else. Their headquarters is the Hall of Records, where they serve as the tax collectors of Sigil. They are derived from real-life Social Darwinists and the philosophies of Ayn Rand.



Executive Powers
Research, Tax (as Plunder), Shadow War
Scale 19 (Multiplanar)
Type Faction (counts as Business)


Affiliation Score  Benefit and Drawback



  • 3 or lower  None



  • 4-13 +2 to Diplomacy and Gather Info checks with members of the Fated.



  • 14-19 +1 Cha, +2 on Intimidate Checks, -2 on Diplomacy Checks.



  • 20-24 +1 Cha, +2 on Will saves versus mind affecting effects.


  • 25-29 Gain the Slippery Mind ability.


  • 30+ Borrow 15,000gp from the tax monies of Sigil to be re-payed within one month.





Conditions for Advancement or Demotion

  • Expertise and Power  +1/2 Character  Levels
  • 5 or more ranks in either appraise or intimidate. +1
  • Pass the Final Entrance Exam at Rowan Academy of Training. +1
  • Per Faction Mission +2
  • Steal, cheat or otherwise take 10,000gp (or equivalent wealth) from another. Do not share or hide the fact. +1
  • Cause a non-clueless of your level or higher to join the Fated. (This can be taken advantage of once per rank). +1
  • Adventures with another member of The Fated. +1
  • Clueless -6
  • Associates with a member of  the Harmonium -5
  • Of the Good alignment -10
  • Have another taker take 1000gp (or equivalent wealth) or a job from you. -2
  • Less than 5 ranks in either appraise or intimidate. -2
  • Accept less than “your share” in any division of treasure among compatriots -5
  • Be in debt -2


The Dustmen



   ("The Dead") believe that both life and death are false states of existence, that there is a state of True Death which can only be accomplished by denying one's emotions and physical wants and needs (a conception similar to oblivion, but also conceivably to Nirvana) Their headquarters is the Mortuary, where Sigil's dead are interred or cremated. Their philosophy is closely related to acosmism, with a more death geared ideal. The faction shares similarities with the Stoics as well.


Affiliation Score  Benefit and Drawback



  • 3 or lower  None



  • 4-13 Gain the use of a 2HD Zombie Servant from one of the following races (Human, Dwarf, Elf, Halfling, Gnome, Half-Orc, Orc, Goblin, Aasimar, Tiefling, Mephling, Githzerai and Githyanki). They will not take part in combat, they can take simple instructions and perform day to day tasks (deliver messages, lift heavy loads, clean, cook, etc...)



  • 14-19 You gain a Extraordinary ability that is identical to the spell Hide From Undead with unlimited duration, except it only effects mindless undead. This ability ceases to function if you attack any undead or group of undead affected by it.



  • 20-24 Gain the ability to Rebuke Undead as a Cleric of half your level. If you already have the ability to rebuke undead you may do so as a cleric of 4 levels higher.



    You have only a 50% chance to be resurrected. If this roll fails then nothing short of a Wish or Miracle can restore the Dustman back to life.


  • 25-29 You are now immune to damage from Negative Energy.


  • 30+ You may now cause a dead creature (once living but not currently undead) to enter a state of True Death. The truly dead may not be raised or contacted by any means. The ritual induce true death requires 5,000gp in rare materials and 24 hours uninterrupted. You cannot enter a state of True Death yourself unless you step down from current rank, as a Dustman to allow another of this rank to perform the ritual.






Jem
Jem's picture
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Joined: 2006-05-10
Skipped the

Skipped the advancement/demotion conditions for the Revolutionary League and the Dustmen.

By the way, every time this idea has come up, it has looked interesting to me, but I don't own PHB2.  What are the rules that govern obtaining and holding on to affiliation points?  Once obtained, are they retained permanently, or do they expire?  Are there any limitations on how often or how fast they can be obtained?

brass's picture
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Joined: 2008-08-18
Hey gem, I'm only doing the

Hey gem, I'm only doing the advancement/demotion conditions  as my players need them at the moment. There is also alot more to be posted, some not complete. But working on the ciphers, harmonium, free league etc ...

Affliations are easy enough to join, with your basic score being worked out as half your level. Modifiers are then applied from some of the above charts.

Affliations also have Executive powers which range form minting currency to declaring war. PHB2 is one of the best rulesy additions to 3.5.

brass's picture
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More to come, the Athar

More to come, the Athar final score may be too overpowered.

Quote:
Free League   ("Indeps"), who reject the other factions and their bureaucratic, hierarchical dogmatism; in fact, they don't consider themselves a faction at all. For this reason, they don't have a factol or an official headquarters, though Sigil's Great Bazaar serves as an unofficial one. They believe in individual freedom as the highest good and could be considered similar to libertarianism. 
  • 3 or lower   None

  • 4-13 +2 to saves versus mind affecting affects.

  • 14-19 +2 on Bluff, Gather Information and Diplomacy when in Sigil or the Outlands.
    The Harmonium now have +2 to survival and sense motive checks relating to you.

  • 20-24 +1 Con, You always receive a save against mind effecting effects and Power Word spells.

    Members of the Harmonium now gain a + 1 to melee damage rolls against you.

  • 25-29 +1 Con, you gain slippery mind.

  • 30 or more +1 Con, you gain slippery mind. 30 or higher
    You gain a “Safe House”, generally on the outlands or in sigil. This safe house is under a constant Antipathy effect against law enforcers and a Private Sanctum effect. The save DCs are 10 + ½ HD + Wis mod.

    There is a cumulative 5% chance per month spent in Sigil that a group of Harmonium with CR equal to your level +2  catch up with you. They attempt an “arrest” and make you disappear.

The Athar

("Defiers", "The Lost"), who deny not only the gods' right to pass judgment over mortals, but their very divinity. They claim that the gods (whom they call "powers") are powerful but do not deserve worship. Their headquarters in Sigil is the Shattered Temple, the former temple of the dead god Aoskar. The Athar are broadly derived from real-world atheists, agnostics, and Deists.

Affiliation Score  Benefit and Drawback

  • 3 or lower   None

  • 4-13 +2 to saves versus Divine Spells and Effects.

  • 14-19 The Athar is now under the effects of Non-detection spell versus divine spells and effects with a caster level of their HD.

  • 20-24 Clerics who are also Athar of this rank may now reject their deity and still access their spell casting abilities and all other abilities of the cleric class.

    Non-Clerics of this rank instead use all Relics (see Magic Item Compendium) as if they were a follower of the appropriate god and alignment, with the True Believer feat. They may only use one relic at a time.

  • 25-29 The Athar gains Spell Resistance equal to 12 plus their HD versus Divine Spells and Effects.

  • 30+ Athar of this rank may ignore any protection a creature employs using a divine source (miss chances, AC boosts, etc ...).

    Entrances of divine sites (temples and graveyards and the like) may not be barred to the Athar's entry. Doors of all sorts open, traps fail if placed around the entrance, in extreme cases where there is a lack of entrance one is made by an unseen force in a suitably dramatic fashion.

Really Under Construction

Transcendent Order

("Ciphers"), who believe that by tapping in to the 'cadence' of the planes and acting through pure instinct they can achieve a higher state of being. Their headquarters is the Great Gymnasium, where members can train to improve their bodies and minds. Their philosophy could be considered similar to Zen Buddhism.

Affiliation Score  Benefit and Drawback

  • 3 or lower   None

  • 4-13 Add +5 ft to the cipher's base speed.

  • 14-19 A cipher acts and thinks as one, when in combat the player has to the count of 2 to decide his actions. While role-playing you must goes with your first idea, dithering means you do nothing.

    +2 Insight bonus to Initiative Checks, +1 Insight bonus to Reflex Saves .

  • 20-24 +1 Dex, The Cipher now has 10ft in total added to your base speed.

  • 25-29 +1 Dex, ?????

  • 30 or more ????? (posibly +10 intiative).

Xaositects

("Chaosmen"), who believe that the only truth is revealed in chaos. The Xaositects have been quite accurately described as being "totally off their rockers, every one of 'em." Their headquarters is the Hive, which is the most disorganized part of the Sigil ward of the same name. Some may consider their philosophy a slight twist to accidentalism, but a far more relevant parallel is the Cynics (Greek κνικός "dogs") of antiquity. There is even a gang of Xaositects called the "Starved Dogs Barking" featured in Planescape: Torment. Compare with real life discordianism.

  • 3 or lower   None

  • 4-13 +2 to Diplomacy and Gather Info checks with Chaotic creatures

  • 14-19 -1 Wis, +1 to Cha or Int, Gain a language named Scramble-Speak that is unintelligible to everyone but another chaosman of this rank. Spells such as tounges and even the epic polyglot feat cannot made Scramble-Speak understood.

  • 20-24 -1 Wis, +1 to Cha or Int, You are under a Non-Detection effect. This is a supernatural ability.

  • 25-29 +2 to saves versus mind affecting effects. If a creature attempts read the Xaositect's mind by any means, they must take a will save (DC 10 + ½ HD + Cha Mod or Int mod) or become stunned for 1 round and gain no information.

  • 30 or more ????? (no idea what to put here in the last edition they had powers that changed each week).

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