Faction Tracker
Faction Domains
The Faction Tracker is used to record the power and influence of a faction. Each faction
is ranked across four key domains, each scored from 0 to 10: Influence, Resource, Stability,
Agency. These domains are interconnected— increasing one comes at the cost of another.
● Influence – The aim of every faction is to increase its Influence Score in order to expand
control. This is represented by Faction Feats which are selected anytime the score is
increased. If a faction loses an Influence Point, they also lose one of their Feats.
● Resource – The Resource Score represents the ingoing and outgoing assets of the faction.
This might be access to wealth, manpower, materials, trade goods, or magic etc…. The
faction can expend Resource Points to increase the other trackers.
● Stability – The Stability Score represents the internal cohesion, loyalty, leadership
control, and resistance to internal collapse. The higher this score is, the easier things
become for the faction. If the faction does not have enough stability, the faction may start
to break apart and lose its influence on the world.
● Agency – The Agency Score represents the faction’s ability to take meaningful action,
enforce decisions, and implement goals. This might look like influencing a king’s
decision or committing a highway robbery. How much faction can do is determined by
this tracker. The faction can expend Agency Points to increase its Resource or Influence
Score.
Faction Actions
Anytime the GM chooses (once per session should be the maximum), the faction gains 1
Resource Point and a number of actions equal to its Influence Score. Those action can be used to
do the following:
● Redistribute – Expend 1 Resource Point, gain 1 Agency or Stability Point.
● Quest – Expend 1 Agency Point, roll a Quest Check to get more resources (DC = 20 -
Stability Score). On a success, gain 1d4+1 Resources Points. Expending additional
Agency Points adds +2 to the roll.
● Impact – Expend 2 Agency Points, steal 2 Resource Points and remove 1 Stability Point
from another faction. If the target faction is a parent faction, steal 3 Resource Points and
2 Stability Points instead.
● Expand – Roll an Expand Check (DC = 20 + Influence Score - Stability Score). On a
success, gain +1 Influence Point and choose a new Faction Feat. The Stability Score also
becomes half the Influence Score (rounded down). On a Fail, the Stability Score becomes
0. Expending Resource Points adds +1 to the roll, while expending Agency Points adds
+2.
Loyalty and Interacting With Players
Sometimes, the adventuring party will interact with organizations often enough to form
partnerships. This is tracked through the Loyalty Score on a scale from 0 to 10. Anytime the PCs
successfully help a faction or its members, they gain 1d4+1 Loyalty Points which can be
expended to gain access to the Faction Feats that faction has selected. The GM can also choose
to add any number of points to the Resource, Stability, or Agency Scores depending on the
outcomes of the assistance. It may be that a faction and players become enemies. In that case,
the loyalty is never gained points cannot be used until the relationship is mended. Whatever the
case may be, expending loyalty with a faction usually requires players to be interacting with a
related NPC operating in the locations controlled by the faction.
Creating and Flavoring a Faction
An emergent faction should start with 1 Faction Feat, 1 Influence, 1 Resource, 1
Stability, and 2 Agency Points. Otherwise, an older and more established faction can have any
amount of points in any domain. Just be sure to select a number of Faction Feats equal to the
Influence Score.
Along with selecting a name for the organization, GMs may also find it helpful to write
down 1-3 traits that communicate the personality of the faction. These traits should be general 1
word adjectives like careless, secretive, or self-righteous for instance. This might be helpful
when players interact with new NPCs and give an overall sense how the faction and its members
are differentiated from other organizations in the world.
All factions and organizations have a goal. Write down a sentence or two describing the
faction's mission. Perhaps the goal is to “Summon the Demon-Lord, Exanath” or “Maintain
control over the Ulari Kingdom”. Whatever it is, it should give a direction that the faction is
always working toward. The mission does not need to stay the same either. If the faction fails or
succeeds in its goal, the organization can always move on.
Faction Feats
Faction Feats are traits offered by the faction that the players can use by expending
loyalty (amount determined by the feat). They also indicate the type of organization the faction
is. A list of pre-existing feats have been sorted into one of four categories: Martial, Intrigue,
Commerce, and Magic. Mix and match feats from across any section, or create your own feats, to
create interesting and detailed factions. A faction can have a number of Faction Feats equal to its
Influence Score.
MARTIAL
● Hireling - Cost: 1 Loyalty per session
The faction grants the party a reliable NPC ally. This NPC will assist the party in combat
or travel as long as 1 Loyalty Point is spent each session.
● Medic - Cost: 1 Loyalty per use
A medic can tend to a party member, granting 1d6 temporary hit points per Loyalty spent
for the remainder of the session
● War Mounts - Cost: 2 Loyalty
The faction provides a trained, durable mount suitable for battle. Mounts remain until
slain or abandoned.
● Guard Detail - Cost: 3 Loyalty per session
A squad of guards accompanies the players, defending them from threats and adding
visible authority.
● Siegebreaker Permit - Cost: 5 Loyalty
Grants access to siege equipment or support—battering rams, mobile cover, etc.—for
major assaults.
● Drill Sergeant - Cost: 1 Loyalty per character
Characters gain +1 to all attack rolls for the remainder of the session after faction-led
combat drills.
● Battle Insight - Cost: 5 Loyalty
Learn a non-humanoid creature’s resistances, immunities, and possible attacks but not
damage values
● Repairs - Cost: Varies
Have damaged gear, vehicles, or infrastructure restored. Loyalty Cost is set by the DM
based on complexity or rarity.
● Combat Lessons - Cost: 3 Loyalty per character
Gain proficiency in a weapon, armor, or combat-related tool for one combat encounter.
Does not stack.
● Training - Cost: 6 Loyalty
One player learns a new skill, tool, weapon, or armor proficiency (permanently) justified
by the faction’s expertise.
INTRIGUE
● Informant Web - Cost: 2 Loyalty
Gain a tip about a local threat, secret meeting, or hidden opportunity. The faction might
also offer to alert the party to something they wouldn't have known otherwise.
● Blackmail File - Cost: 3 Loyalty
Leverage a dossier of compromising information. For one session, the party gains
advantage on Persuasion and Intimidation checks against a specific target. Alternatively,
they learn one secret fact about the NPC they didn’t know before.
● Red Herring - Cost: 5 Loyalty
Frame another faction or NPC or organization for a crime, scandal, or betrayal. The target
suffers some kind of backlash or temporary loss of reputation or power (DM’s
discretion).
● Safehouse Access - Cost: 2 Loyalty per session
Grants the party access to a secure hideout — shielded from magical scrying, bounty
hunters, and patrols. Can house and heal the party in secrecy.
● Disguise Kit - Cost: 1 Loyalty per player
Receive professionally tailored disguises complete with accents, documents, and social
cues, granting advantage on Deception and Performance checks for maintaining the ruse.
● Sleeper Agent - Cost: 6 Loyalty
The faction activates an embedded operative. Players choose a friendly NPC. That NPC
is an agent of the faction and always has been. The location where this NPC resides is
now considered under the control of the faction and other faction feats may be used
whenever they are around.
● Safe Passage - Cost: 3 Loyalty
Grants the party official-looking permits, travel documents, or noble credentials, allowing
safe passage through most checkpoints or restricted areas. Alternatively, the faction offers
access to a secret route through which the players may pass undetected.
● Political Favor - Cost: 4 Loyalty
Temporarily sway a local authority figure, court or council to the party’s side, granting
temporary legal immunity, a one-time favor, or behind-the-scenes support. Alternatively,
the players gain 2 loyalty with another faction.
● Assassination Contract - Cost: 8 Loyalty
The faction tries to eliminate a single NPC with which it has no connection. High-ranking
or well-protected NPCs may resist, trigger retaliation, or escape depending on DM
discretion.
● Inside Access - Cost: 4 Loyalty
The faction arranges backdoor access to a secured location. This grants the party either an
alternate entry or exit route, or possibly removes some kind of obstacle such as disabling
alarms, distracting guards and unlocked doors.
COMMERCE
● Preferred Rates - Cost: 1 Loyalty per use
Gain a 5% discount on goods or services per loyalty point with vendors affiliated with
faction.
● Letter of Credit - Cost: Varies
The faction arranges a recognized line of credit for the party, granting them an agreed
amount of coinage. The debt must be repaid within a set timeframe or interest applies
(DM’s discretion). Loyalty Cost varies based on amount.
● Cargo Contract - Cost: Varies
The faction assigns a merchant vessel or caravan to deliver goods to any destination of
the party’s choosing as long as the location resides within the faction's control. Loyalty
Cost varies based on distance. Smuggling operations may cost more.
● Black Market Access - Cost: 4 Loyalty
Grants the party access to illicit goods, services, or contacts such as stolen magic,
poisons, smuggled items, or outlawed relics, depending on region.
● Warehousing Rights - Cost: 3 Loyalty
The faction offers secure storage space for cargo, loot, or vehicles based on the
operations of the faction. It can be accessed at any time at its designated location. The
faction may ask for a money payment or the Loyalty Cost to be repaid in intervals.
● Skilled Labor - Cost: 2 Loyalty per session
Players gain access to skilled workers such as builders, enchanters, or blacksmiths for
long projects. This could reduce project time, grant advantage on checks, ect….
● Appraiser - Cost: 2 Loyalty
A faction appraiser can evaluate artifacts, documents, magic items, weapons and armor,
or similar objects revealing its approximate value, properties, and origins. It also exposes
fakes or hidden enchantments.
● Custom Goods - Cost: 8 Loyalty
Commission the crafting or modification of a specialized item or modification without
monetary cost.
● Investors - Cost: 4 Loyalty
The faction invests party funds on their behalf. Gains and/or losses are made after some
time. (DM’s discretion). If there is a loss, players regain 2 Loyalty Points.
● Negotiator - Cost: 3 Loyalty per session
A skilled NPC represents the party in negotiations, the party gains advantage on
Persuasion, Insight, and Deception checks during these negotiations/trials.
MAGIC
● Guest Lecture - Cost: 2 Loyalty
A scholar, arcanist, or researcher teaches one character, granting advantage on any skill
of their choice for the session.
● Scroll Commission - Cost: 2 Loyalty per spell level
The faction produces a single-use scroll of any spell known to their order (DM's
discretion).
● Forbidden Texts - Cost: 6 Loyalty
The faction grants access to highly restricted knowledge—such as a lost ritual, forgotten
history, or cursed item lore—with potential risks or side effects.
● Loaned Relic - Cost: 1 Loyalty per session
Players may borrow a magic item, artifact, or research tool for the session. The item’s
power is determined by the faction.
● Archive Access - Cost: 2 Loyalty per session
Players gain entrance to a hidden or prestigious archive. They may request lore such as
monster ecology, royal records, or ancient maps, and receive valuable in-game
knowledge.
● Enhancements - Cost: Variable
Gain an enhancement or magical enchantment to any item or object. The more powerful
the effect, the more Loyalty it costs (DM Discretion).
● Proof of Theory - Cost: 5 Loyalty
The faction commits resources to help test one of the party’s experimental ideas —
magical, mechanical, or philosophical. If successful, the result becomes permanent (e.g. a
new spell, item, or invention). If it fails, something unintended occurs (DM’s discretion).
● Research Funding - Cost: 4 Loyalty
The party receives a stipend and access to research materials. This reduces a project’s
time by half and may attract talented NPC collaborators (DM’s discretion).
● Experimental Brew - Cost: 1 Loyalty
Gain a potion or elixir developed by the faction such as (but not limited to) a healing
potion. Effects are determined by region or research field and might include rare or
unstable results.
● Protective Wards - Cost: 3 Loyalty per session.
The faction provides protective glyphs and wards. Players can choose anything or anyone
from amongst themselves, NPCs, weapons and armor, residences, or any physical object.
It is protected from one type of damage, magical effect, or creature type of their choice.