Wednesday, January 30, 2013

The Island - Playing with Fate - The Repentant and the Innocent

Factions on the Island

Here are some of the Factions I'm planning on having existing on the Island, even prior to a collaborative world building. Of course, specific GMs can keep them or discard them as they wish. I, however, will likely be keeping them in any games I run.

The Repentant
Description: The Repentant is a religious sect on the Island. They believe that the Creature is the physical embodiment of the guilt of those who live on the Island. They believe the only way to be able to leave the Island and get free of the Creature is to declare repentance of their sins. They also believe that everyone on the Island IS guilty of the crime they were convicted of. This causes problems when they encounter people who remain steadfast in their innocence.
Aspect: Everyone is Guilty
Emotional Offense: +4
Magic Offense: +2
Mental Offense: +1
Physical Offense: +2
Social Offense: +3 
Emotional Defense: +1
Magic Defense: +2
Mental Defense: +2
Physical Defense: +2
Social Defense: +3
Trade (Cartography): +2

Franchise Affiliation Benefits
1-3: +2 Resource when attempting to trade for supplies
4-6: Guilt Stunt - Characters may use Empathy instead of Deceit when trying to talk someone into doing what they want
7-9: Evangelical - When using Guilt, character may add +2 to the roll. 
10: Hero of the Repentants - Free access to all Repentant maps, an additional +2 Resource when trading for supplies, open access to all Repentant Holds (free room and board)


The Innocent
Description: The Innocent is a group made up of all kinds of races and creeds. The only thing that binds them all together is the fact that every one of them attests that they did not commit the crime they were sent to the Island for.
Aspect: Live and let live
Emotional Offense: 2
Magic Offense: +2
Mental Offense: +2
Physical Offense: +2
Social Offense: +3 
Emotional Defense: +2
Magic Defense: +2
Mental Defense: +2
Physical Defense: +2
Social Defense: +3
Trade (Caravans): +2

Franchise Affiliation Benefits
1-3: +1 to bartering for supplies, +1 to Rapport interactions with X factions
4-6: +1 to Barter when trading for supplies, +1 Rapport interactions with X factions
7-9: True Soul Stunt - May spend a Quantum point to turn a successful Rapport roll with the Innocent and X factions into a Success with Style
10: One of Us Aspect; free room and board in Innocent Holds as well as ability to freely travel with trade caravans

I left off the consequence boxes because I think that is going to be dependent upon the collaborative world building (deciding which Factions have more Holds, etc). Once the world building is done the GM can assign consequence boxes as needed.

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