3. FACTION PROPERTIES --------------------- 3.1 Attributes -------------- Factions have attributes which are used as bonuses to Action rolls. Resources (RES): The amount of logistics, energy, feedstock, capital or labour that can be brought to bear. Intrigue (INT): The faction's surveillance technology, its ability to research, to act in secret, to find out information and to engage in subterfuge. Cohesion (COH): How quickly, reliably and completely the populace will contribute to factional goals, whether from pride or fear. Strength (STR): How much military might, in troops, equipment and training, the faction possesses. 3.2 Stats -------- Attribute Health Stat ---------- ----------- Resources (RES) <-----> Infrastructure (INF) Intrigue (INT) <-----> Technology (TEC) Cohesion (COH) <-----> Solidarity (SOL) Strength (STR) <-----> Populace (POP) 3.3 Structure ------------- Economy: Old, Transitional, New Government: Anarchy, Technogovernance, Council, Corporate, Cell Memes: The general attitudes and responsibilities that the faction and its populace share. Diplomacy: Friends and Foes See "Attributes" Chart 3.4 Memes --------- Memes give Factions some bonuses and special abilities. A Faction may have up to 3 memes. Anarcho-Capitalism: Produce action costs are reduced by 1 AP. Cult of Personality: Mogul actions are free. Independence: May use SOL for Home Turf Advantage. Also, add SOL to Rally Rolls. Armed Society: May use POP instead of STR for Home Turf Advantage. Also, add POP to Rally Rolls. Legalism: RES and COH actions costs are reduced by 1 AP. Isolationism: Remote attacks against the faction MUST be Planned. This Planning confers no bonus for the attacker; it only makes the attack possible. Singularity: INT action costs are reduced by 1 AP, and Research costs are halved (round down). Clandestine: All Faction Assets are Covert, including Units, Facilities and Vehicles. Security Clearance: INT attacks against the faction MUST be Planned. This Planning incurs no bonus for the attacker; it only makes the attack possible. Subsidiaries: Once per turn, an Agent may use any Faction Attribute bonus in an attack Roll, even if it is not a Related Attribute. Ego Trafficking: May convert Infugees to another Unit type as a Free Action, with a production time of [Level] rounds. Hedonism: SOL and TEC damage both recover by [RES/2] Points (minimum 1) if no Faction or Asset Actions are taken in a round. Open Culture: COH and INT unit action costs are reduced by 1 AP. Censorship: Remote attack damage is halved (round down). Conscription: STR Asset action costs are reduced by 1 AP. Martial Society: POP and SOL damage automatically recover by [RES/4] points per round (minimum 1). Conspiracy: May use INT as the bonus for any Opposed Faction Roll. 3.5 Habitats ------------ Each Habitat owned by a Faction gives it a Health Stat bonus based on its orbital position in the Solar System, and the local terrain. Factions with no Habitat also gain bonuses for being secretive and distributed. See "Full Factions", "Simple Factions" and "Health" spreadsheets. 3.6 Assets ---------- Assets have the following properties: -Category (Facility, Vehicle, Unit, Asset) -Type (RES, INT, COH, STR) -Level (1 to 4) A Faction may have only one of each Asset of type "Facility" or smaller, except for Moguls. Facilities: Structures and corporations that work toward a common goal. Facilities confer Attribute bonuses to their respective Factions. Vehicles: Interplanetary spacecraft. Units: Groups of transhumans led by a skilled commander for a specific task. Agents: Elite individuals or small teams, plying their talents for the good of the faction.