So, following my entry from yesterday afternoon, here’s a fancy-looking table to summarize the faction powers, along with a bit more of an explanation for everything that’s going on — starting with what the powers are expected to do. First, I figured out where the thematic divisions existed…

In the original affiliation system, there seem to be relatively few thematic differences between the druid circles, the temples, and the tribes. I mean, there are a few subtle differences, but the subtlety is the problem. They aren’t thematically distinct. So I put them all together under the banner of the “slaves” faction.

Next, we have the cabals, the thieves’ guilds, and the spy rings. Again, there are only a few, subtle differences between them, mostly ideological. Strictly speaking, ideology doesn’t effect the methods a group uses, it merely effects the reasons they give for using said methods. They use the same methods, they just change the names.

Finally, I tried to choose executive powers that matched the themes I had already developed up to this point — certain powers were cut because their scope was larger than I was aiming for, or because their effects were too ambiguous or otherwise too limited in scope. (Seriously, minting coins only effects the people who use them?)

One of the biggies was the “War” power, which I figured was less of an executive power, and more a state of mind. Since we’re just talking about Norvendae (a vague interpretation of Mythical Greece) war is simply an extended period of hostility. I don’t see a need for special rules to represent people attacking each other continuously.

Princes (government)
powers: assassinate, pariah**
rejected powers: gift, holiday, law, mint, plunder, raid, terrorize, war

Knights (fighting company)
powers: crusade campaign, plunder
rejected powers: raid, terrorize, war

Slaves (druid circle, temple, tribe)
powers: exile, harvest
rejected powers: assassinate, blessing, craft, crusade, curse, gift, holiday, inquisition, plunder, raid, shadow war, terrorize, war

Experts (business, college)
powers: gift, trade
rejected powers: craft, harvest, research

Outlaws (cabal, thieves’ guild, spy ring)
powers: raid, terrorize
rejected powers: assassinate, craft, pariah, plunder, research, shadow war

** Moved here from another group entirely.