[Legacy Post] Free Game Resource: Faction Power & Resources

Here’s a thing a made for the Liminal Horror Jam and it’s what I’ve used to build my factions for Dungeon23. It’s intended for use with Liminal Horror but can easily work for any system.

Hey there,

Here’s a thing a made for the Liminal Horror Jam and it’s what I’ve used to build my factions for Dungeon23. It’s intended for use with Liminal Horror but can easily work for any system.

Faction Power

A faction’s power represents the resources it has available to it. They’re not all necessarily tangible, although one Power is roughly equivalent to $500,000.

How much Power does a faction have?

* Small Potatoes or a Single Person- d4+1

* Close Knit Group- 1d10+ 5

* Community Player- 2d10 + 8

* We Run This Town!- 4d10 + 10

* Regional Corporation- 3d100 + 50

Faction Resources

Factions can spend their Power on the below resources, usually at the start of a campaign. If you’re unsure what to pick, pick one from each category.

Leader(s):

Charismatic Leader- 1 Power

Someone capable of routinely getting people to follow their exact orders, inside & outside the faction. Attempts to gain allies and break up hostile alliances.

Supernatural Leader- 2 Power

Someone who wields both mundane and magical knowledge & abilities effectively. They have a working knowledge of many mundane and magical subjects. Pick 1 mundane (engineering, logistics, automotives, marketing) and 1 magical subject (rituals, necromancy, The Tenth Tome) they are experts in.

Political Leader- 1 Power

Someone who holds an elected office and can affect change in the community. This could be a school board member, a county assessor, a mayor, a sheriff, or an airport authority. Someone who makes decisions that materially affect change. This can be good for their allies and a bureaucratic nightmare for their enemies, doubly so if they are corrupt. Need to fly a plane under cover of night with no witnesses? Airport authority grounds all other flights. Have a favorite restaurant? Oops, Health Department found a hair in the ambrosia- gonna be closed for 3 weeks while they ameliorate that.

Artifact Holder- 1 artifact per Power

A leader holds a powerful artifact, which they will likely wield at every opportunity.

Faction Feats:

Magic Users- 2 Power

Most members of this faction wield some magic (1 Spell) or are at least familiar with the use of magic and its risks.

Adroit- 1 Power

All faction members have better than average general skill sets/knowledge, +1 to non-combat checks.

Carry a big stick- 1 Power

Faction members always have a melee weapon and +1 Armor, such as sports padding.

Civilian Brigade- 2 Power

Faction members always carry or have access to light firearms or heavy melee weapons. Vehicles have homemade modifications, such as snow plows.

Tactical- 4 Power

The faction can access heavy military equipment, such as assault rifles, breach charges, or grenades. Vehicles are armored. Faction members have +3 Armor if they take the time to gear up (Bullet resistant vests, etc.).

Base(s):

Roughing It- 0 Power

Cave, a vehicle with no sleeping accommodations, or an open outdoor area.

Roof Over Head- 1 Power

A single-story house with lockable doors or a nice camper. Has things like plumbing, electricity, and temperature control.

Nice Place- 2 Power

Multi-story structure with electronic or magical security or tour bus. Has additional amenities like internet, comfortable sleeping accommodations, and a doorbell camera.

Compound- 8 Power

Multi-acre compound with wilderness or farming area, a Warehouse, or a 10-floor building. Room enough that a large group of people could be self-sustaining.

Add-ons:

  • Passive Security (Barbed wire fence, security cameras, magical alarms, etc.) - 1 Power per element
  • Active Security- (Professional guard patrols (not Faction Goons), IT Security Staff, Summoned Magical Guards, Guard Tower) - 2 Power per element
  • Secret Areas (Hidden Rooms or tunnels)- 1 Power per element
  • Extra Secure Storage - 1 Power (Safes, Lockboxes), 4 Power (Vault, Servers)

Goons:

Non-human Modifier- Add +1 Power to cost

Make any of the below as non-human

Mobs- 1 Power

Low-level goons who can complete simple tasks such as navigating a bureaucracy, roughing up people, moving equipment, or soaking damage. Stats: (8,8,8) 4 HP

People in Pockets - 2 Power per category

Professionals on the payroll are not an official part of the faction.

  • Journalists/media- Keep the public in the dark about certain events or shift blame to other persons/factions.
  • Bureaucrats/government workers- Skirt local regulations for their own purposes, substantially delaying the plans of others.
  • No questions-asked lawyers- Get faction members out on bail, avoid or reduce jail time on technicalities, and someone who knows how to deal with the police.
  • Secretive doctors- Perform surgeries, treat illness, and provide therapy. Faction members have +1 Armor & Stability.
  • Police Officers- Police always answer their calls quickly and in large numbers. Detectives may share information on cases they aren’t suspected of being involved in. Hamper enemies with arrests on flimsy charges, even if they’re released in 24 hours. Having your enemies off the streets for 24 hours can be useful.

Cronies- 2 Power

Combat-ready henchpersons are also capable of technical work. (Think stormtroopers who both fight and maintain base operations.) Stats: (8,10,12) 4HP

Heavys- 3 Power

These are usually heavily armored & armored goons or a single-named person capable of taking on multiple hostiles (one hornet vs. many bees.) Stats: (14,14,14) 12HP

Expert(s)- 4 Power

A person or team of people with some of the foremost knowledge on a specific subject and general knowledge of the broader category.

  • Nuclear Physics/Science
  • Conjuration/Magic
  • Drug Smuggling/Logistics
  • Bluegrass/Music

This person/people are well known in their community, or if working in secret, their presence is felt and whispered about by others with similar backgrounds.

Other Resources:

Liquid Cash- 1 Power per $250,000

It’s incredible how fast things get accomplished when you have green money. Factions can spend a faction power to either advance a doom clock or make an element of their plan occur twice as fast.

Vehicle Fleets

The size of the fleet isn’t especially important, just that they are generally always available to faction members.

  • Bikes/Motorcycles/Scooters- 1 Power
  • Cars/Trucks- 3 Power
  • Boats/Semi Trucks/Small Aircraft- 5 Power

Yacht- 16 Power

Large boat with sleeping, cooking, and recreation facilities. Has two attached smaller boats for trips inland.

Private Jet- 20 Power

A plane with a full-time staff that can prepare it for takeoff in a matter of minutes. It can seat 20 comfortably.

Cargo Plane - 30 Power

A plane capable of carrying tons of material or hundreds of people uncomfortably

Small Cargo Boat- 40 Power

Limited sleep and kitchen facilities. Capable of carrying up to 16,000 tons of cargo.

Alien or Supernatural vehicle- 5 Power x # of people it can carry (5 cubic feet)

An alien spaceship, ghost car, invisible jet, literal monster truck, etc.

Furtherance/Backing:

Mundane Benefactor: Money or political protection from someone not necessarily in the faction. Up to 5 additional power that can be spent on mundane resources. If the benefactor withdraws support or is otherwise taken off the board, this faction loses double the loaned Power worth of resources of any type, and the faction is destroyed if it goes below zero.

Ancient/Alien Benefactor: Magical or mystical support from a non-human entity. Up to 5 additional Power to spend on non-human, supernatural, or magical resources. If the benefactor withdraws their support or is otherwise taken off the board, this faction loses all magical resources gained through this resource. They also lose as much loaned power worth of resources against their remaining resources, starting with Leader resources.