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Introduction: I sometimes read other tabletop RPG systems for inspiration.

This is an
amalgamation of other systems, altered for use with Dungeons and Dragons 5e. Included is a
new system for social interactions. It also describes a system for gaining fame and infamy, along
with proposed benefits. Finally, it expands the Renown system that especially works well for
certain types of campaigns.

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Rank 1: Initiate ................................................................... 8
Rank 2: Agent ..................................................................... 8
Rank 3: Stalwart .................................................................. 9
Rank 4: Mentor ................................................................... 9
Rank 5: Recruiter ................................................................ 9
Rank 6: Politician................................................................ 9
Rank 7: Leader .................................................................... 9
Sidebar: The New Renown System .................................... 9
Change Log ............................................................................. 9
Often players develop relationships with particular
NPC’s, sometimes positively, and sometimes creating
hatred towards the party. This new system allows for
greater application of benefits and penalties for making
friends, influencing people, and doing things to make Your reputation is determined by the choices you make
people upset with them. It also has rules for affecting and how you interact with the world. The people of the
whole settlements, nations, and even races. When word world you live in will hear of your deeds, whether positive
gets around about the party and the individual or negative. A reputation cannot be “good or bad”, “moral
adventurers, will it be beneficial to their interactions, or a or immoral”, etc., as such judgements are relegated to
detriment? alignment. Each group, faction, race, and organization
In addition, there is an expanded Renown system keep separate reputations for you. For example, you can
designed for longer campaigns or campaigns that revolve help out one nation positively increasing your reputation
around one or more factions. It defines benefits for with it, but also negatively with that nation’s enemies. Each
factions and creates new ways of increasing renown. It choice you make can affect your reputation in the world.
also weaves the reputation system with the renown Reputation is tracked using two separate numerical values,
system. Fame and Infamy. Both start at 0 and only increase from
there and can never lessen.
Although both numbers are positive, your overall
Reputation ......................................................................... 2 reputation with a group equals: (Fame) – (Infamy). You can
Fame ........................................................................................ 2
leverage your reputation as a modifier to charisma rolls
with your DM, and your DM may require this modifier to
Infamy ...................................................................................... 3
apply to a charisma roll at their discretion. A DM who
Disposition ......................................................................... 3 applies many reputation points may also rule that every 5
Dispositions ............................................................................. 3 or 10 points adds a bonus or penalty to Charisma rolls. It
Affectionate ......................................................................... 3 is incumbent on the DM to apply a reputation modifier to
Friendly................................................................................ 3 the player’s roll, either in secret or openly as they wish.
Amiable ............................................................................... 3 Each race, nation, settlement, and individual can have a
Indifferent ........................................................................... 3 separate reputation for the party. It is even possible that an
Dislike .................................................................................. 4 individual of a particular race would use both the racial
Unfriendly ........................................................................... 4 and individual Fame and Infamy scores combined. This is
Malicious ............................................................................. 4 very important for roleplay, because even if the party are
Unknown Quantities .............................................................. 4 heroes in a particular settlement, if you’ve killed Orcs by
Recognition ............................................................................. 4 the hundreds, the half-orc mayor in the settlement may be
Non-player Character Notoriety ......................................... 4 torn between accepting the positive Fame reputation
Sidebar: Managing Dispositions as a Player ....................... 4 received for helping his settlement, and the negative
Evolving Dispositions.............................................................. 4 Infamy reputation gained for slaughtering his Orc clan.
Variant: Interactive Social Encounters ............................. 4
Sidebar: Player’s Rolling Against Players ............................ 5
Factions and Organizations ............................................... 6 You gain fame by completing great deeds for a group that
affects them positively. For example, if you help pacify a
Renown.................................................................................... 6
band of marauding orcs for a village as requested, you may
Gaining Renown ................................................................. 6 receive 1 Fame with that village. More importantly, if you
Benefits of Renown ............................................................. 7 see the town’s plight and take care of
Loosing Renown ................................................................. 8 their problem with no promise of a
Advancement and Benefits ..................................................... 8 reward, you can gain anywhere from 2-5
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fame with that village. Fame is expansive, meaning gaining There are seven types of disposition. Three are favorable,
enough fame with one village grants you fame with the three are unfavorable, and the seventh is indifference,
region, and gaining enough fame with a region grants you neither favorable nor unfavorable. Descriptions of each
fame with the nation as a whole. The benefits can allow follow and include the relevant Disposition Rating and
you to leverage contacts, participate in political discourse, modifiers to Deception and Persuasion checks. All of this
or have your voice heard among that group. information is also summarized on the Dispositions Table
below.

Dispositions
You gain infamy by doing something that negatively affects Deception Persuasion
a group. Committing crimes may be the simplest example, Disposition
Modifier Modifier
but you can also gain infamy for personal, public affronts Affectionate –2 +5
to an important member of an organization. Choosing one Friendly –1 +3
organization’s goals over another may gain you infamy, Amiable +0 +1
especially if the non-player characters feel personally Indifferent +0 +0
disrespected. Like fame, infamy is similarly expansive. Dislike +1 –2
Infamy offers little direct reward and may lead to serious Unfriendly +2 –4
complications. However, as a general rule, gaining infamy Malicious +3 –6
with one group will (almost) always raise your starting
disposition or fame with members of a rival group. For
example, if you rob a particularly snobby noble and get
caught, the nobles will regard you as infamous, but it may Deception Modifier: –2 Persuasion Modifier: +5
lead to a prominent thieves’ guild wishing to recruit and Affection implies love and adoration, feelings of obligation
train you. Sometimes, gaining infamy is worth it. and strong loyalty such as that shared between most
spouses, parents and their children, and so on. A character
of this disposition gives in to most requests even if the
request is to their detriment. Affectionate characters are
likely to overlook faults in the person they adore, and they
A disposition describes a particular outlook as it relates to would give their lives for that person.
how one character sees another. It can immediately
describe whether a character sees you in a good light or
bad, whether he intends you harm or wants to help you. Deception Modifier: –1 Persuasion Modifier: +3
Whereas your reputation is with groups, each character has A Friendly disposition suggests feelings of kinship and
a disposition with each other character. goodwill and is found in most siblings, long-time allies, and
Dispositions are useful roleplaying devices, establishing members of the same household. Friendly can also serve to
parameters about how you might play your character define the relationship between knights bound to a
during a social interaction and helping to frame your common cause and the ties that bind the closest members
responses and reactions. It’s far more difficult to convince of the Watch to each other and their commanders.
a person who hates you to help than a person who loves Friendly characters are willing to do you favors and may
you. It’s rather difficult to mask your disdain when trying take risks on your behalf. They won’t betray you, and that’s
to befriend a long-time enemy, just as it’s hard to dupe a what counts most.
person you love. The effects of disposition on your words,
body language, and other elements of a social interaction
can’t be understated. Therefore, Disposition interacts with
your efforts at Deception and Persuasion, by providing Deception Modifier: +0 Persuasion Modifier: +1
bonuses or imposing penalties to your Charisma roll Amiable characters see you in a positive light and consider
results. you an acquaintance — but not necessarily a friend. Such
Moreover, when a DM allows for opposing Charisma characters are unlikely to put themselves at risk for you, but
rolls or a Charisma (Deception) or (Persuasion) roll against they are helpful if it benefits them. A character with an
a PC, it is customary to have the PC take into account their Amiable disposition may betray you if given a good reason.
feelings about how they feel about the character,
specifically what their disposition towards the character is.
Deception Modifier: +0 Persuasion
Modifier: +0
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An indifferent character has no strong feelings toward you, hard to assess the effect notoriety has on an individual
one way or the other. He may be convinced to help you, character’s reputation. To address this potential
following orders out of duty, and he may consent to other complication, you can always make a Wisdom (Insight)
favors if he gets something in return. Indifferent characters check to see if you can recognize their disposition towards
won’t take risks to help you unless suitably compensated. you. A warning, other characters can make the same check
to determine your disposition towards them.

Deception Modifier: +1 Persuasion Modifier: –2


Dislike indicates a general unfriendliness, a certain Some individuals may have reputations that already span
uncomfortable frostiness. Whether this disposition throughout the world. You may draw upon your
originates from distrust, reputation, or some past misdeed, knowledge and the reputations of characters you meet to
the character will not take risks for you and may entertain modify your disposition appropriately. After all, if amiable
conspiracies against you. reverence for a political figure should be how you respond
to the character, making this known is beneficial. A
character can make an Intelligence (History) check to
Deception Modifier: +2 Persuasion Modifier: –4 determine who the individual is, and what the legends and
Unfriendly characters simply do not like you. These deeds attributed to them are. A success improves or
feelings may be grounded in good reason or not, but worsens the opponent’s disposition by one step per degree
regardless, they hold you in disdain. Such characters will of success. The character decides how impressive the
not seek to actively hurt you, but they won’t interfere with character is, based on the reputation the Intelligence
those who would and can be easily convinced to conspire (History) check returns.
against you.

Deception Modifier: +3 Persuasion Modifier: –6


Malicious characters actively work against you, doing what
they can to harm you, even if it means putting themselves
at risk. Malicious characters would wage war against you,
harm your family, and do just about anything else they can
to destroy or discredit you. Such characters are your dire
enemies.
Over the course of a social interaction, characters
dispositions are bound to change. The events of a
campaign coupled with roleplaying allow players and the
Whenever you engage a character in a social interaction for DM to adjust their characters’ dispositions in response to
the first time, dispositions usually start at Indifferent – what happened during the social interaction. At the start
unless you are unusually abrasive or trusting by nature of of every new social interaction, each character may have
your first impression. The reason is simple: you haven’t improved or worsened their disposition. Using
had any prior dealings with the character and likely know intimidation almost always causes their disposition
nothing about the character’s personality, history, or towards the intimidator to worsen.
motivations. Of course, some characters are public figures,
and such individuals’ reputations can color how others see
them. A figure’s image can very much shape how you see
them, and when dealing with such an individual, your
disposition should change accordingly. Similarly, others
may also inform their dispositions based on your Using this new system, a DM can change some social
reputation, which can be a boon or a bane depending on interactions into encounters that are like sparing matches.
your previous deeds and actions. A system such as this only works if an NPC or PC would
be capable of being persuaded, deceived, or intimidated. If
the side being “attacked” is capable of or willing to be
The default assumption is that players and the DM will convinced, a social encounter can be initiated by the
pick appropriate dispositions based on the story elements “attackers”. This system is well designed
in the game. While perfectly suitable, it can sometimes be
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for when one persuasion roll doesn’t cut it and some justification for doing so. They attempt to convince the
advanced coercion is called for. rest of their side that their tactics are morally wrong,
1) To begin, each side decides upon starting goals. The won’t work, etc., but if an in-character reason seems
PC’s can choose a goal, for example, “get an NPC to unlikely, the ‘switched’ individual tries to convince
give up their ally”. The DM chooses a goal for the their side that they should just give into the other’s full
NPC’s, in this case, “a magic item worth at least 1,000 demands, just to make this go quicker (they use the
gp”. The goals can be as mundane or complex as the “help” action for the other side). This ‘switched’
DM wishes to trigger using this system. Often times, this individual is not actually on the other side, so the lone
is used when a DM wants to have the PC’s work for it. speaker or smaller group of speakers can still make
2) The DC’s for both sides are determined. Typically, the attacks in this way. Once the one side with the least
starting DC is a character’s Charisma ability score. number of individuals has the majority of speakers on
Using this ruleset, disposition must always apply. It is their behalf, no matter what side they are on, they lose
incumbent for the DM to ask the player’s disposition the ability to make attacks on specific individuals.
towards the NPC as well. Similarly, a player’s or party’s 7) The social encounter lasts for as many rounds as it takes
reputation score modifier usually also applies. for a combined total of 3 points to be scored. To win, a
3) Separately, determine intimidation DC’s. A general side must get three points. If they do so, they meet their
rule for PC’s is Charisma ability score +10, but NPC’s goal entirely, without having to give anything up. If they
always changed based on the DM’s will. A DM can also are somewhere in the middle after the three rounds, the
rule that any condition that gives advantage, or DM chooses an intermediary compromise. For
immunity, on becoming feared would provide a +5 example, if the NPC in our example has the most
bonus on their DC for becoming intimidated. points, they will be granted a magic item worth less than
Similarly, a DM’s NPC’s and each player should choose 1,000 gp. Remember that both sides agreed to honor
a “hot button” fear, usually tied to their bond, that if the goals of the other out of character. If the players
applied in an intimidation check, would provide a +20 want this information, they will fork over the magic
bonus on the roll. item. Nothing else will get this NPC to willingly share
4) Multiple individuals can participate on both sides, but the information they seek, period. In fact, if attempted
only one may speak during their side’s turn. An ally of murder or magic is used following such a social
the speaker may take the “help” action, but only if they encounter, the individuals on the side that won the
are proficient in the skill they are attempting to help encounter have a +10 bonus to any check to save or
with. If there are people within the area that have a evade such an attempt. If the PC’s have more points
stake in the outcome, they are automatically part of the however, the NPC will certainly settle for coin, probably
social encounter, even if they don’t ever participate. If at less than the 1,000 gp ask.
one side doesn’t wish to be overbalanced, they would be a. A DM can always extend out the number of
best to leave extra individuals at home if they cannot required points to win to 5, 9, even 21. It just
contribute to the social encounter. depends on the stakes. If a Kingdom is at stake, the
5) The two sides take speaking turns, rolling either conversation would certainly last for much longer
persuasion or intimidation and attempting roleplay than 3 measly rounds.
making the check. Depending on content and context, 8) Some “attacks” are really incompetent, or touch on a
the check either falls flat, i.e. “misses”, or “hits” and key point, and “miss” as described above. In this case,
deals “damage” in the form of the “defenders” side the “defender” of a badly roleplayed “attack” would roll
loosening their position. An individual can also roll a persuasion against the attacker’s roll persuasion or
deception “attack” when it is their turn in the intimidation roll, as a reaction, or ‘counterpoint’ in a
encounter, and this is always a contest against a contest of wills. If the “attacker” had advantage, so too
defender’s “insight” roll. does the “defender” making this contest roll. The
6) A social “attack” is performed on a whole side, but a “defender” can then either use their normal DC or the
special type of attack exists when one side has less result of their contest roll. If the defender’s contest
participating individuals than the other. While it seems check is successful, they gain one point towards their
logical that a side should gang up on a smaller group of total, then get to take their own turn as normal.
individuals, or a single individual, the side with most
individuals has a major weakness. The side with the
lesser number of individuals can make an attack on a
specific individual on the other side. If an “attack” on a
single individual is successful, they ‘switch sides’
technically speaking, and find an in-character
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Temples, guilds, orders, secret societies, and colleges are
important forces in the social order of any civilization.
Their influence might stretch across multiple towns and
cities, with or without a similarly wide-ranging political
authority. Organizations can play an important part in the
lives of player characters, becoming their patrons, allies, or
enemies just like individual non-player characters. When
• characters join these organizations, they become part of
something larger than themselves, which can give their
adventures a context in the wider world. Adventurer
organizations are also a great source of special rewards
beyond experience points and treasure. Increased standing
in an organization has value in and of itself, and might also
come with concrete benefits such as access to an
organization's information, equipment, magic, and other
resources.

Renown rules are used to track an adventurer's standing


within a particular faction or organization. Renown is a
numerical value that starts at 0, then increases as a
character earns favor and reputation within a particular
organization. You can tie benefits to a character's renown,
including ranks and titles within the organization and
access to resources. A player tracks renown separately for
At the end of a social encounter, it is very likely that each organization his or her character is a member of. For
dispositions change. If deception was caught, chances are example, an adventurer might have 5 renown within one
this will drop disposition towards the liar. If intimidation faction and 20 renown within another, based on the
was used against a side, individuals on that side have a character's interaction with each organization over the
guaranteed drop in disposition by at least 1 step per time course of the campaign.
intimidation was used against them. If a “hot button” fear
was used in this intimidation, their disposition drops by at
least 2 steps per intimidation used, but possibly more. A character earns renown by completing missions or quests
Typically, if such a social encounter would otherwise push that serve an organization's interests or involve the
an individual’s disposition past Malicious, they become an organization directly. Renown is awarded at the DM’s
active enemy/rival and will work to kill or bring down the discretion as player-characters complete these missions or
individuals in the side that used “intimidation” against quests, typically at the same time as experience points.
them. A DM could also rule that using a “hot button” fear Advancing an organization's interests increases a
in an intimidation would automatically create an character's renown within that organization by 1.
enemy/rival, regardless of their starting disposition. Even Completing a mission specifically assigned by that
if it’s your mother who is Affectionate towards you, and organization, or which directly benefits the organization,
you threaten to kill her other beloved son to get something increases the character's renown by 2 instead. For example,
you want, chances are she will despise you for the rest of characters with connections to the noble Order of the
her life. Gauntlet complete a mission in which they free a town
from the tyranny of a blue dragon. Because the order likes
to punish evildoers, you might increase each character's
renown within the order by 1. Conversely, if killing the
dragon was a mission given to the
adventurers by a senior member of the
order, completing the task might instead 6
increase each character's renown by 2, showing the these types of potential consequences, you’re on the right
adventurers as effective allies. Meanwhile, the party's rogue track. Conversely, failing such a quest would have dire
might have looted a box of rare poisons from the dragon's consequences. The corrupt King may become totalitarian,
hoard and sold it to a fence who is secretly a Zhentarim stamping out opposition and killing off all Harpers in the
agent. You might increase the rogue's renown within the city. The city guard may flip Zhentarim members, causing
Zhentarim by 2 since this action directly increased that the party to become wanted fugitives, unwelcome in any
group's power and wealth, even though the task was not settlement with ties to the Lord’s Alliance, or the party
assigned by an agent of the Zhentarim. members were just captured outright and jailed for 10
years. The awakening magic might fall into the hands of
Variant: Epic Missions the unseelie Fey, who use it to corrupt animals and turn
There are several ways to implement secret missions. The them rabid. Therefore, it is best to warn your players
simplest is to have a NPC member of the faction give beforehand that an epic secret mission will have these types
quests. Any quest, no matter how mundane or easy, of potential consequences. A player gains 6–8 renown for
assigned by any NPC such as this within the faction grants successful completion of an epic secret mission and each
extra renown. This might rob players and DM’s from count as 3–4 “secret missions” as described in the
something epic, where players can impact the course of advancement table in a later section.
faction politics forever. Instead, consider using the sub-
system below for assigning renown.
Petitioning for Renown. Any quest completed that The benefits of increasing renown within an organization
advances the cause of a faction can award renown to a can include rank and authority, friendly attitudes from
character, as long as they petition a high-ranking NPC members of the organization, and other perks.
faction member for this. A player gains 1 renown if the Rank. Characters can earn promotions as their renown
petition is successful. increases. There are certain thresholds of renown
Standard Missions. Any quest that is assigned directly established that serve as prerequisites (though not
from a NPC counts as a standard secret mission. It could necessarily the only prerequisites) for advancing in rank, as
be as simple as rescuing another member from jail or as shown in the Faction Advancement table later. For
difficult retrieving a magical ring from a dragon. example, a character might join the Lords' Alliance after
Regardless, a player gains 2 renown for successful earning 1 renown within that organization, gaining the
completion of such a quest and each standard secret title of cloak. As the character's renown within the
mission counts as one “secret mission” as described in the organization increases, he or she might be eligible for
advancement table in a later section. further increases in rank. There are often other rank
Epic Missions. An epic secret mission is a special affair. prerequisites. For example, a character affiliated with the
It is a significant quest, one that advances the faction’s plot, Lords' Alliance might have to be at least 5th level before
requires above average amounts of planning on the DM’s becoming a stingblade, at least 10th level to be a warduke,
part, and has significant consequences for the party, and at least 15th level to be a lioncrown. These thresholds
whether its a success or failure. It might even involve of renown can be set by the DM to any numbers that work
several standard secret missions’ worth of planning and for their game, creating appropriate ranks and titles for the
execution. An example of an epic secret mission for the organizations in their campaign.
Harpers would be to expose and bring down a corrupt Dispositions of Organization Members. As a character's
King. An example of an epic secret mission for the renown within an organization grows, members of that
Zhentarim would be to rob the royal coffers of Waterdeep. organization are increasingly likely to have heard of the
An example of an epic secret mission for the Emerald character. You can set thresholds at which the default
Enclave might be to find a lost bit of magic that has the disposition of an organization's members toward the
ability to permanently awaken beasts, giving them character becomes indifferent or friendly. For example,
consciousness. As one might imagine, these types of epic members of the Emerald Enclave – a faction dedicated to
missions would undoubtedly alter the course of the preserving the natural order – might be amiable toward
campaign’s world and cause great upheaval in the faction characters who have not cultivated at least 3 renown within
itself. Who would protect the power to cause beasts to have that organization, becoming friendly by default only when
consciousness and who would use it, or even who would a character has gained 10 renown within the Emerald
use it indiscriminately? If they did use it everywhere, where Enclave. Likewise, a druid may have a natural bonus to
would humanoids find protein? So much of their economy dispositions of members of the Emerald Enclave. These
and nutrition comes from hunting, wouldn’t some thresholds apply only to the default
settlements hunt and kill intelligence beasts, or even resort disposition of most members of an
to cannibalism? If your proposed epic secret mission has organization, and such dispositions 7
aren't automatic. NPC faction members might dislike an
adventurer despite that character's renown – or perhaps
because of it. As a character allied with one of the factions goes on
Perks. Earning a rank within an organization comes with adventures, he or she earns renown for accomplishing tasks
certain benefits, as defined by the DM. A character of low that align with the faction’s goals. This is expressed in the
rank might gain access to a reliable contact and adventure awarding of renown points at the end of an episode or
leads, a safe house, or a trader willing to offer a discount adventure. As previously mentioned, completion usually
on adventuring gear. A middle-ranked character might gain earns 0 renown (no interest to the faction), 1 renown (some
a follower, access to potions and scrolls, the ability to call interest to the faction), or 2 renown (great interest to the
in a favor, or backup on dangerous missions. A high- faction). Each faction can award different renown points
ranking character might be able to call on a small army, to adventurers. As characters earn renown, they progress in
take custody of a rare magic item, gain access to a helpful the ranks of their factions, granting them greater authority
spellcaster, or assign special missions to members of lower and additional benefits. The Faction Advancement table
rank. below is a summary of requirements.
Downtime Activities. Characters can spend downtime
between adventures building relationships and gaining Faction Advancement
renown within an organization. For more information on Rank Renown Other Requirements
downtime activities, see chapter 6, "Between Adventures", 1 0 —
2 3 —
of the Player’s Handbook. In addition, each faction has a
3 10 5th level, 1 secret mission
special downtime activity that players can participate in
4 25 11th level, 3 secret missions
which usually are unique and grant significant rewards.
5 50 14th level, 10 secret missions
6 100 17rd level, 25 secret missions
Variant: Party Renown 7 200 20th level, 50 secret missions,
Sometimes, having several different party members each additional requirements (see below)
with their own goals may cause faction conflict within a
party. More importantly, if one PC wants to do a Harper
quest, and another PC doesn’t, there may be problems
with assigning renown or conflict at the table. This is the rank a character receives when first joining a
Additionally, as PC’s may die all renown they accrued faction. It is available at character creation or any time the
would naturally be lost if they were the main point of character wishes to join.
contact between the faction and the party. Instead of Participate in Faction Activities. You can participate in
assigning renown individually, consider creating a list of any activities that are considered faction-specific for your
party renown, which tracks with the adventuring faction.
company/party the players represent. This way, new PC’s Earn Renown. You can earn renown points in your
will automatically have the relevant renown with an faction and advance in rank.
organization. Players may still gain extra renown on their Receive Your Faction’s Insignia. All new faction
own, in addition to the party renown, adding the values members receive an insignia of their faction, fashioned
together. If a PC wants to do additional quests with a into a wearable or held item.
faction on their own, consider DM’ing outside of the table,
or assigning downtime for them to use the “Gaining Faction Insignias
Renown” downtime activity with a bonus. Faction Item
Harpers Pin
Order of the Gauntlet Pendant
Emerald Enclave Leaf clasp
Disagreements with members of an organization aren't Lords’ Alliance Signet ring (symbol palm side)
enough to cause a loss of renown within that organization. Zhentarim Gold coin (stamped symbol)
However, serious offenses committed against the
organization or its members can result in a loss of renown
and rank within the organization. The extent of the loss
depends on the infraction and is left to the DM’s Rank 2 characters have shown that they’re aligned with the
discretion. A character's renown within an organization faction’s goals, and are able to take on more responsibility.
can never drop below 0, but consider adding infamy if the Secret Missions. During certain adventures, you might
infractions continue after the drop to 0. be given the opportunity to undergo a
secret mission on behalf of your faction.
8
Completion of these missions might earn you additional minor branch that you do not have immediate
benefits. credentialed access to.
Apprenticeship. Your character can be apprenticed to Access. Where ever you go within the faction’s holdings,
another higher-ranking adventurer from your faction. You you are greeted with the respect afforded to your status.
can now utilize something important that only trusted You earned this access, with hard work, and, possibly,
apprentices of a faction are able to. This can be such things blood. You are present for all major debates, and time is
as a high-interest earning bond, a secret slave market, or reserved for you to share your opinion on the issue. You
discounted fast travel. are also granted the ability to politically use your power to
shift supplies, acquire resources, deal in favors, and all
other types of backroom deal making.
Rank 3 characters are reliable faction members, entrusted Influenced Dispositions. Depending on your political
with many secrets and deserving of additional support stance the dispositions of the members of the faction either
during adventures. increase or decrease. As a generally public figure, even
Faction Downtime Activity. You gain access to a faction- members of other factions may adjust their disposition
specific downtime activity that gives you additional benefits based on your political opinions.
when you use it. The specific downtime activities for each
faction are detailed in the Adventurer’s League.
Rank 7 characters are ensconced within the leadership of
the faction and have a great degree of influence, guiding
Rank 4 characters are trusted voices within the faction’s faction decisions. Different factions may have different
leadership. They are looked upon as champions of the rules for advancing to this rank. For example, you may have
faction’s beliefs, and as mentors by those of lower rank. to become elected, appointed, or complete some ritual.
Become a Mentor. You can designate other rank 2 or 3 Become a Faction Leader. You gain the ability to make
NPC characters as your pupil. You can have multiple decisions on behalf of your faction and influence current
pupils if you wish, up to 1 pupil per 10 points of renown. and future faction direction. Your voice is the most
You send these pupils on secret missions, and they succeed recognized within the faction, but not necessarily the only
or fail based on the difficulty of the mission and a d100 voice. Many factions will require joint leadership (possibly
roll. For example, a mission may be to steal an object; it with your party), but some will raise you as a single
takes a tenday and has a 61 percent chance of success. After visionary leader. The full benefits of this are only
a tenday, you roll a d100 and if the result is 61 or below, constrained by your DM.
you gain the rewards of the mission. This can be items,
coins, experience, or something much greater.

Rank 5 characters have one directive, to advance and swell


the ranks of the faction. No longer are you constrained by
regional issues, rather you are dealing with the main
branch of the faction.
Headquarters. You gain the location of the main base of
operations of the faction. You can visit it at your leisure,
but cannot bring unapproved guests. Each faction’s
headquarters are highly different, but all are designed with
efficiency in mind. The entire base has a single, driven
purpose which you are now a part of. Chances are, there
are curiosities available here that are not available
elsewhere in the realms. Also, you can attend, but not v001 Initial release. Yay!

influence, political debates of the faction at large.

Rank 6 characters become involved with the direct political


decisions that affect the faction as a whole. There is no
non-personal room that you do not have access to, and no
9

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