SUMMARY
- Plotting - Players discuss their potential choices and propose actions their house can take. For a sample listing of what kind of actions you might suggest, visit Factions in Action. After a suitable period of discussion, Voting is done to narrow down the choices to three if there are more than three proposals.
- Initiative is rolled, using each Factions Mental + Perception skill. The higher the result, the better. Ties are broken by the second-highest die result.
- Actions are Declared by each house, in ascending order on the Initiative ladder. Three rounds take place. Each round, the House chooses one of their actions to lock in, with the knowledge of what others before them have chosen. If they need to scramble and rewrite their action, they can do so at a penalty, changing the highest die from the action’s pool into a d4.
- Once all three rounds have been declared, a Maneuvering roll is made using Physical + Logistics. The higher the result, the better; this roll determines WHEN each action happens in a given round. Ties are broken by the second-highest die result.
- The GM arranges each rounds actions in descending initiative order, with the highest acting first. Before each round begins, each house will have one final opportunity to submit a change to their proposed action at a significant penalty, changing two of their highest dice in their pools to d4's.
- The Season begins, spanning roughly the next three months of in-game action. The Players choose where the PC’s might find themselves over the course of the season, and their actions during the sessions that follow may grant bonus dice to the House rolls they are involved in. Events that they are not involved in are resolved offscreen by the GM in the order rolled. They will hear the results of said actions as rumours over the course of the following months.
- At the end of the Season, the House gets one Recovery Action, which they can spend attempting to repair damage or remove negative Complications. If there is a question as to where their efforts should be focused, it can be decided by a group vote.
Actions undertaken by the Houses follow the same rules for skill tests and contests that Characters do, including rules for conceding, earning and spending (including through the use of the Hinder SFX), complications and opportunities.
A House earns 3 Sessions worth of XP for every season, which can be invested into improvements during the Recovery phase.