| CeruleanSpirit |
Hello,
My adventuring group will soon end Souls for Smuggler's Shiv module and start the Racing to Ruin module. I've read the module and find no other advantage of choosing one faction over another except moral considerations and sticking with your best pal NPC from Smuggler's Shiv.
I wanted to gamify a bit the choice of factions by giving ingame advantage for each factions. Some example:
Aspis Consortium: Available Merchant - Can buy and sell stuff on the spot.
Ereder Government: Government Official Status - Get best attitude from Village official and possibly locals.
Pathfinder Society: Available Scholar - Can roll any knowledge check at +12. Get better on each subsequent modules.
I also was thinking of movement advantages since Racing to the Ruin is a race. EX:
Red Mantis: Cover of Darkness - Travel 10% faster when moving at night.
Any other ideas. Maybe giving 1 or 2 bonuses by faction but still making it a hard choice for the players.