Feats_&_Favors_Moves_Reference_v1.2
Feats_&_Favors_Moves_Reference_v1.2
MOVES REFERENCE
When you Fulfill your Vow to a faction and score a hit, • Choose a favor of a rank equal to or lower than
your commitment has been noticed. your membership rank among the typical favors
of this faction, or make up your own favor with
On a strong hit, take +reputation per the rank of the
an appropriate rank.
quest.
• Suffer -reputation equal to the cost of the favor.
• troublesome: +2 reputation
Don’t forget that being higher-ranked grants you
• dangerous: +4 reputation discounts on lower-rank favors.
• formidable: +6 reputation • Envision how this favor helps you in your
• extreme: +8 reputation adventures and do all the appropriate narrative
• epic: +10 reputation and mechanical modifications.
On a weak hit, as above but take only half the reward. FACE RETRIBUTION
Your total reputation cannot exceed +10 for each faction. When you rouse the anger of a faction enough that they
decide to act against you, roll +shadow. If you are a pariah
BREAK YOUR WORD
to this faction, score an automatic miss.
When you Forsake your Vow to a faction, you severely
damage their opinion of you. Suffer -reputation equal to On a strong hit, they can’t find you this time or are willing
the rank of the vow (troublesome=1; dangerous=2; to turn a blind eye.
formidable=3; extreme=4; epic=5) along with the other On a weak hit, you are given a chance to redeem yourself.
outcomes of the move. Envision what they ask you to do ( Ask the Oracle if
If your reputation with this faction is -10 and you still unsure) and Swear an Iron Vow (formidable or extreme)
have to suffer -reputation, Face Retribution. to complete that quest. If you fail to score a hit when you
Swear an Iron Vow, or refuse the quest, lose one
ENDURE BLAME membership rank for that faction and set your reputation
When you betray, trick, anger or otherwise displease a to 0. If you were a recruit, you fall down to contact and
faction, suffer -reputation as appropriate to the situation. clear the bond tick corresponding to this faction. You’ll
Then, roll +reputation or +shadow, whichever is higher. If have to Forge a Bond with them again to become a
your reputation is -10, score an automatic miss. member anew. If you were already a contact of this
faction, you are now a pariah.
On a strong hit, choose one.
On a miss, as above but you do not have the option to
• Camouflage your slip-up: Suffer -1 momentum
Swear an Iron Vow. If you are a pariah, Pay the Price as
in exchange for +1 reputation.
they take punitive action against you.
• Assume responsibility: Take +1 momentum.
On a weak hit, you press on.
On a miss, also suffer -1 momentum. If you are at -10
reputation, Face Retribution.
ACCOMPLISH A FEAT
When you do something that pleases a faction, take +1
reputation with this faction.
The typical feats of each faction’s type and ideology are a
good overview of what this faction likes, but you are not
restricted to them to trigger this move.
Roll Result
The faction suffers from strong disagreements
among its leadership. Lower the faction’s rank
01-30
to formidable, then create two new formidable
factions with the same type and ideology.
The faction undergoes a schism. Lower the
faction’s rank by one, then create a new
31-60
extreme faction with the same type and a
different ideology.
The faction reforms its administration to
accomodate for its rapid expansion. Add +1
61-90
growth to the evolution clock (after clearing
it).
The faction branches into a new type of
91-00 activity. Create a new dangerous faction with
the same ideology and a different type.
SCHEMES & AGENDAS MOVES
TIME PASSES A FACTION ACTS
When a significant amount of time has passed in your When a faction has accumulated enough time, resources
world, fill one segment of the event clock. or resolve...
Then, if the clock is full, make the A Faction Acts move • If it already has an active scheme, clear it. Then,
for every active faction. if your character was involved in the success or
failure of this scheme, envision the consequences
of this result. If not, compare the rank of the
scheme with the rank of the faction and Ask the
Oracle a yes/no question to know if the faction
has succeded in its scheme according to the table
below.
Faction rank
Troubl Danger Formid Extrem
Epic
esome ous able e
Eviden
t (any
Troubl Almost other
50/50 Likely Likely
esome Certain result
than
01)
Danger Unlikel Almost
50/50 Likely Likely
Schem ous y Certain
e rank Formid Unlikel Unlikel
50/50 Likely Likely
able y y
Extrem Small Unlikel Unlikel
50/50 Likely
e Chance y y
Hopele
ss (00 Small Unlikel Unlikel
Epic 50/50
on the Chance y y
dice)
Roll Result
The faction puts a new plan into motion.
1-40 Give a new mission scheme to this
faction.
The faction confronts its enemies. Give a
41-65
new conflict scheme to this faction.
The faction sends minions to find you.
66-90
Give a new player scheme to this faction
The faction is too busy with its internal
91-00
affairs to start a new scheme.