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)
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.
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?