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Faction Influence - Favors, Alliances and Vendettas


koronuslight

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Since there has been some interest in my idea, I have decided to bring it to the forum for development... 

Every NPC in Through the Breach has an agenda, or is aligned to a Faction, or has some connection to something else, so why not the Fated as well? Think of it like a social network that the players need to maintain and keep up with, in order to acquire favors, influence, or patronage from a specific Faction (or Factions). The concept came to me as I was creating all the Fated with my current group - all of us are veteran Shadowrun players, and the corporate sponsor system was something everyone enjoyed. The premise is simple: you work for yourself, but you also get side jobs from the megacorps in exchange for goods and services. Send a file packet here, take an incriminating video there, next week there's a crate of ammunition and a thank you note delivered to your apartment. 

So why not just do that with TtB? We have Fated characters who, during creation, can already be aligned with any powerful group Breachside, or even more than one depending on your players' backstories. Example: one of my Fated was arrested during a raid at a Resurrectionist "meeting" (read: bored, rich people playing at dark magic), but was offered a plea bargain because of who his family is Earthside. He has access to both Resurrectionist and Guild spheres now, and could be contacted by either group at any time, without the other knowing... and he has been already ;)

Which brings us to the meat and potatoes of the discussion - what, how, when and who. 

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The what is simple - every time a Fated completes a session (easy to do with the published modules), you look at who the major players were in the overall plot and the end result. If the Fated would advance the goals and agendas of a specific power group, they get 1 Influence Point (IP). If the Fated's actions would ruin the carefully laid plans, you remove 1 IP from that Faction. Please keep in mind this is not a group IP, but individual to each Fated. 

Now for the how - once per module (complete adventure from beginning to end), each Fated may spend up to 5 IP on a single favor if they have the points for it. That number of IP is subtracted from their total and must be regained all over again, and never refreshes for any reason. Depending on how much IP you spend, that is the level of favor you can request, with 1 being something trivial, and 5 being monumental in itself. The Fated MUST roleplay the transaction as well - this is not a freebie, this is still part of narrative time (or even dramatic time if things go poorly). 

The when is also pretty easy - the Fated's player simply tells the Fatemaster s/he wants to spend IP to get a favor, as long as it is feasible. Being trapped in a collapsed mine shaft will not allow for spending IP, but being locked in a Guild holding cell and having 2 IP with the Guild is exactly the situation it calls for. Also keep in mind that it takes time for favors to happen. If you spend IP with the Arcanists to get access to an Artefacting lab, someone has to take the message to whoever is in charge of that, they need to make arrangements, then get the message back to you, then you need to travel to the lab - a small time favor can become a literal adventure in itself if handled correctly. 

The who is just as easy - just about every published module has connected NPC's with stats and abilities printed in the back of the book. Even if those characters never come up again in another adventure, your Fated still have dealt with them in the past. You know where they hang out, what they do, and probably how to get in contact with them. You also know how important they are in their parent organization, from a simple Guild Sergeant all the way up to Henchmen and Masters (those 5 IP moments we discussed). Unless an NPC is dead (and even then that may not be an issue), you should encourage your Fated to keep a list of characters they have left on favorable (or not) terms in case they need something in the future. 

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Now, what happens if your Fated keep ruining the plans of the same Faction over and over again? As long as they have IP in their account with that Faction, and you deem that what they did really would have set that Faction back a great deal, you subtract 1 IP to a minimum of 0. If the Fated is already at 0, they will receive the Vendetta +1 condition described below. Every additional instance 1 IP would be removed, the value of the Vendetta condition increases.

Vendetta (Faction) +1: This character receives :-fate to all Social interactions with the listed Faction until this condition is removed. If the character fails a Social interaction duel by 2 or more margins of failure, the other party involved may become hostile at the Fatemaster's discretion. Whenever the character would normally gain 1 IP with the listed Faction, s/he does not, and instead reduces the value of this condition by 1, to a minimum of 0. This condition cannot be removed except by gaining IP. 

Note: If a Fated reaches Vendetta +5 or higher, the listed Faction will no longer tolerate the Fated working against their goals, and the Fatemaster can feel free to send an "appropriate response" in kind. This is entirely up to the flow and tone of the story, from hired goons, to a single monster, to more dramatic acts like arson, kidnapping, and theft. Just trying to remove the Vendetta Condition by itself would make for an excellent session. Go nuts with it...

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So what kind of favors are we looking to negotiate for? This part is a little less clearly cut, because each Fatemaster has a different style. Remember, each IP a Fated character receives comes from completing 3-4 Acts in a single adventure, which is probably 2-3 sessions worth of work. 

As a general rule:

1 IP should get the Fated a single item worth up to 5 Scrip with "no questions asked" or add a margin of success to a single Ongoing Challenge. Similarly, the Fated could arrange for a single pass through a Guild checkpoint, access to limited research materials for :+fate to an Ongoing Challenge (crafting, likely), paid dues for 1 month with the M&SU, etc. If your Fated is stumped at figuring out a clue, this could also be used to get a non-success lead on the search.

2 IP would be a single item of 10 Scrip value, or 2 generic margins of success. Maybe you need a low-level escort (Guild Guard, Union Miner, Desperate Mercenary, etc) through an unfamiliar area for a few hours. Perhaps access to a workshop (just space and equipment, no materials) or small library is more your thing. Even more useful, you can make contact with an Enforcer level NPC. 

3 IP is where we start to get into the bigger stakes - obviously if you're able to drop 3 IP with a single group, you've built up a trustworthy rep with that Faction. These types of favors are usually dangerous or expensive in themselves, around 30 Scrip for a single item, or several items at a combined value. Maybe you need a "get out of jail" card with the Guild, or some hired muscle from the Outcasts. If you're in good with the Neverborn or Gremlins, negotiating for "safe passage" through their lands would be a great help (so long as you mind your manners). 

4 IP is probably the most any Fated would spend at once, either because the campaign is over, or it takes a long time to bank this much on principle. At this level, the Fated could easily get items worth up to 50 Scrip, or even a loan for up to 100 (which needs to be paid back, of course). The Guild may be inclined to have a Guardian, Hunter or Warden accompany the Fated on a dangerous assignment. The Resurrectionists could be convinced to let you borrow a Flesh Construct. The Arcanists may assign a Gunsmith or Mage to assist in the cause, and so on. This could even be used to make contact with a Henchman ranked NPC. 

5 IP is the "anything goes" tier, and should be marked with its own adventure at this point. The Fated can easily negotiate a loan of 200 or more Scrip with the sponsoring agency for some grand undertaking. The Fated may want a base of operations, and their sponsor has just the right location in mind (so long as they get something out of the deal). The Guild may decide to let you take a Peacekeeper into the Quarantine Zone to hunt down fugitives. The Arcanists may agree to trade your services for the location of a Grimoire. You can also use this tier to arrange for meetings with Masters, if you roleplay the correct way. McMourning may have noticed your work during his travels, or the Viktorias know you by name. Von Schill might be pursuaded to give you an audition to join the Freikorps, or Ramos decides you have earned your keep in the organization to be a power player. Fated who are able to spend 5 IP in a single go are already powerful as hell to have survived this long, and shouldn't be calling in favors too lightly. Remember, the size of the favor should match the stakes they are up against to get it, so don't be afraid to make it difficult at times. 

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By all means, beloved public... DISCUSSIONS!!!

(because now I actually have work at the office to do)

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