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View Full Version : Perks of Joining a Clandestine Faction



Deaxsa
2014-06-16, 05:03 PM
Some context: the PCs will very soon encounter a large evil empire who is (at least initially) opposed to the party. they will also meet a group of troublemakers who are trying everything they can to stop the evil empire from getting what they want. these troublemakers will attempt to hire or recruit the party one way or another. I'm having some trouble coming up with benefits the troublemakers can provide to an up-and-coming adventuring party.

Keep in mind that this campaign is built around a large, destabilizing conflict, and how the party not just survives through it, but also makes a name for themselves during this conflict. And that if the party ends up siding with the empire, maybe there are some pesky heroes that could use these benefits themselves.

So far i have:
-Jailbreak help, if the party ever gets jailed.
-The occasional mission and the rewards that come with that (loot, gold, etc)
-Access to Hideouts/Disguises (aka: help in laying low)
-Communication with loansharks, should the party ever need a lot of money in a hurry
-Access to restricted goods (poisons, illegal/immoral weapons, etc)

Does anyone have any other ideas?

Edit: actually, if people could help provide a list of perks for joining a large, evil empire, that would be great too! :smallsmile:

draken50
2014-06-16, 05:22 PM
Perks tend to vary pretty wildly depending on the nature of the group.

Ultimately both groups can provide information, though I tend to run the rebellions as having more spies and information on the doings of the empire and the like, said information, even when used well is lest destabilizing than when the empire has info on the rebels.
(rebel info weakens a bit, empire info can wipe out entire groups of rebels.)

That being said, other perks of the rebels would likely be contacts with smugglers, for getting goods or transporting the party, information on government activities/officials. Perhaps allies from other groups.

Empire... So to limit the resources the party can take from the empire, I usually go with a bureaucratic setup. They may be provided basic housing and the like, perhaps a small discretionary fund, but they are held accountable by some kind of structure that they can work their way up in. More success, larger funds/budgets ect. The empire depending on how you play it, may have access to detailed information on powerful people and employee spies and the like as well. The group would also have the benefit of being "Official."

Ultimately rebels, to me, would be about contacts and working around things, while the empire can provide money/legality.

LibraryOgre
2014-06-16, 05:47 PM
The main perks are going to be, pretty much in order of likelihood, information, material support, and personnel.

You're most likely to be able to get information. Their brokers will keep people informed and update you when they're able.

Sometimes, you'll be able to get material support... grub, gear, and gold, in about that order. Food, items that fell off the back of a wagon, actual cash money. They'll be there as available.

Actual personnel to help you do something will be last. Someone to help you break in and out of prison? A bunch of ruffians to cause a distraction? These will be available, but represent a lot bigger investment than items, or even most amounts of cash.

OTOH, I'd say the perks of joining an evil empire are pretty much those, but in the opposite order. They can always divert a few troops to help you with something, or you can turn people over to their specialists for various things. Again, you can get grub, gear and gold wherever you need, and they're probably a lot more available (even if it means flashing a pass to eat at the officer's mess or filling out forms to get things from the armory). Least available is likely to be good, reliable information, as evil tends to flourish in ignorance and secrets.