FactionRPG Rules Primer
From Myth-Wiki
FactionRPG is a political game in which each player takes on the role of a powerful faction in its entirety. Factions must collaborate with and scheme against each other in order to accomplish their own agendas.
The resources at the disposal of each faction are represented as a collection of assets. Assets are used to either help or hinder other assets, and it is in this way factions exert their influence on each other.
Every turn of play has three phases:
- Negotiation: in which players attempt to strike deals with and mislead each other
- Orders: in which each player secretly assigns orders to their assets
- Consequences: in which the results of the actions for the turn are determined and published
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Assets
Any source of power wielded by a faction is represented as an asset, be it political, financial, technological, martial, or otherwise.
- Each asset has a numerical rating which describes how valuable the asset is relative to other assets.
- Assets can be public or hidden.
| Public assets | Hidden assets |
|---|---|
| are visible (every faction knows their value, owner, status, etc.) | are invisible |
| can be targeted by any action | cannot be targeted by any action |
| perform their actions publicly | perform their actions secretly |
| contribute their full value to any actions they attempt | contribute one less than their value to any actions they attempt |
Profiles
Factions can gain profiles on hidden assets. Factions always have profiles on their own hidden assets.
Having a profile on a hidden asset allows you to:
- target the asset with any action
- know what actions are attempted by the asset
Game Play
Negotiation Phase
The Negotiation Phase is the bread and butter of the game.
Each faction has a Contact Point which serves to set the scene for in-game discussions. Each turn, any faction may send a representative to any Contact Point and begin a scene which may include, but is not limited to: making threats, asking for help, sharing information, spreading rumours, etc.
Nothing said during the Negotiation Phase is binding. Players are free to order their assets any way they please, regardless of promises made.
If you have a profile on a hidden asset, you may share it with any faction at this time.
Orders Phase
Eventually each faction is required to commit their resources to a particular set of actions. Orders are submitted secretly to the GM. Narrations should be submitted for each asset's action.
Each asset can be assigned one action each turn. Assets can collaborate by performing the same action on the same target.
The possible actions are:
- Damage - reduce the value of the target at the risk of reducing the value of your assets
- Infiltrate - gain profiles on hidden assets or seize control of the target at the risk of unknowingly compromising your assets
- (may target a faction as a whole instead of a specific asset, in which case the highest value hidden asset belonging to the faction is targeted)
- Shroud - defend the target and render it hidden
- Enhance - defend the target and increase its value
Consequences Phase
The GM processes the results of each action and publishes those results to the appropriate players. In order to determine if an action is successful or not, the GM compares the strength of each action with the defense of the target.
The strength of an action is the sum of the contribution of every asset collaborating on the action.
The defense of an undefended asset is its value. The defense of an asset can be raised with defensive actions.
Consequences of Attack Actions
The margin of success of an attack is the difference between the action's strength and the target's defense.
- If the margin of success is zero or less, the action is a failure.
- If the margin of success is one or more, the action is a success.
- If the margin of success equals or exceeds the value of the target, the action is considered an exceptional success.
| Action | Failure | Success | Exceptional Success |
|---|---|---|---|
| Damage | attacking assets lose value equal to the margin of failure at the end of the turn | target loses value equal to the margin of success at the end of the turn | also, attacking assets increase in total value by the target's value minus one at the end of the turn |
| Infiltrate (asset) | attacking assets are unknowingly compromised | attackers gain a random profile on a hidden asset belonging to the owner of the target at the end of the turn | also, one of the attackers seizes control of the asset at the end of the turn |
| Infiltrate (faction) | attacking assets are unknowingly compromised | attackers gain a profile on the faction's highest value hidden asset at the end of the turn | (no additional effect) |
Consequences of Defensive Actions
Defensive actions:
- always add their strength to the defense of the target
- are exceptionally successful if the strength of the action exceeds the value of the target
| Action | Automatic | Exceptional Success |
|---|---|---|
| Shroud | target's defense is raised by the action's strength | also, the target becomes hidden at the end of the turn |
| Enhance | target's defense is raised by the action's strength | also, the target's value increases by one at the end of the turn |
