Interface Zero 1.5: Upgrade in Progress
The following is adapted from the “Groups and Enclaves” chapter, beginning on p.115 of Other Dust.
Like regular characters, each faction is defined by five Traits:
|Funding||The ability to access and use large numbers of Credits.|
|Influence||A combination of political power and street-level respect for the faction and its members.|
|Morale||The willingness of the faction’s members to complete difficult tasks for its sake, as well as the pride or joy they may take in being affiliated with it.|
|Security||How large and well-equipped the forces defending the faction are, both physically and virtually.|
|Tech||Access to high technology equipment and high-end computing equipment, including research and repair capabilities.|
Each trait has an associated Resource Level (RL) and Resource Cap (RC), written RL/RC. The RL determines the die type rolled for that Trait. For a Tier 1 faction (see below for more on Tiers), each point of RL provides 1 die step:
If the Resource Level exceeds the Resource Cap, any excess is ignored – a faction with Funding 7/4 would have a Funding die of d10, not d12+2.
If all five of a faction’s Resource Levels are reduced to 0, the faction dissolves and ceases to exist in any meaningful way.
Other Faction Stats
A faction’s Tier reflects its power and importance within the campaign area. A Tier 1 faction is relatively small, with limited capabilities, but is also able to improve and grow quickly. A Tier 2 faction is substantially larger and one of the major players in the area. A Tier 3 faction dominates the entire campaign region.
Resource Caps are multiplied by 10 for a Tier 2 faction and by 100 for Tier 3. Conversely, the Resource Level is divided by 10 for a Tier 2 faction and by 100 for Tier 3 when calculating Trait dice sizes, always rounding down to a minimum of 1. A Faction Trait die is only d4-2 if the actual RL is 0.
When rolling Faction Traits, a faction rolls a number of dice equal to its Tier and uses the best result.
Each Resource Level which is at or above the corresponding Resource Cap gives the faction one point of Progress. When factions directly conflict with each other, the result is determined by each rolling its appropriate Trait and adding its Progress to the result.
The other major function of Progress is to determine when a faction may advance to the next Tier. To increase its Tier, a faction must first achieve Progress 5 (i.e., all of the faction’s Resource Levels must equal or exceed their Resource Caps).
A faction’s Ruin level represents the various problems which hinder the faction’s operations and may ultimately destroy it. Each problem plaguing the faction is generally associated with a single point of Ruin, although some particularly significant issues may account for multiple points. These problems may be either internal or external.
If the total Ruin reaches 6 for a Tier 1 faction, 12 for Tier 2, or 20 for Tier 3, that faction collapses under the weight of its problems and is destroyed.
A faction will sometimes need to make a Ruin Check. This is done by rolling a d6 for a Tier 1 faction, d12 for Tier 2, or d20 for Tier 3. If the result of the roll is higher than the faction’s Ruin level, the check succeeds. If the result is equal to or lower than the Ruin level, then the corresponding source of Ruin has interfered and caused the check to fail.
After any roll to conduct or resist a Faction Action (see below), the faction must also roll an additional d10. If this d10 rolls a 1, the faction gains a point of Ruin.
Contributing to Factions
While undertaking missions, characters will sometimes find the means to contribute to the Resource Levels of their favored factions. I currently intend for this to generally be (Rank – 1) Resource points per mission (i.e., 1 for Seasoned missions, 2 for Veteran missions, etc.), but that’s very subject to change once this is exposed to a little playtesting. Note that this is total for the entire group, not per-character.
In addition to deliberate contributions from the player characters, the missions themselves are generally manifestations of a Faction Action taken by their employer and will affect the employer’s (and target’s) Resource Levels accordingly.
Damage to Factions
Factions absorb damage by either reducing their Resource Levels or increasing their Ruin. Reducing a Resource Level by one point will absorb one point of faction damage. Increasing Ruin by one point will absorb four points of faction damage.
The faction taking the damage is generally free to allocate the damage to any Resource Levels or Ruin desired, although certain offensive Faction Actions (see below) will allow the attacker to specify how the damage must be applied.
I haven’t yet worked out best to convert the mechanics of each action, but here’s the standard list from Other Dust 118.
This list is not exhaustive. If a faction wants to do something else, I’ll come up with something.
Acquire Perk – Gain a perk from the list below
Attack – Attempt to inflict damage on another faction
Find Resource – Attempt to increase one Resource Level
Influence – Attempt to control another faction’s actions
Sabotage – Attack targeting a specific Resource
Solve Problem – Reduce Ruin
Subvert – Increase target’s Ruin
Trade – Give Resources to another faction, possibly getting other Resources back in return
I haven’t yet worked out best to convert the mechanics of each perk, but here’s the standard list from Other Dust 121.
Tech Level 2
Tech Level 3
Tech Level 4
And the list of corporate trappings from Hostile Takeover 27:
Slow Response Time
Zeeks on the Payroll
Insert something here relating to Hostile Takeover’s “Murder in the Boardroom” system for buyouts-as-Mass Battles (p.36-38)