Cults and Conspiracies
A Faction has a leader, a scale (based on the number of people) and an average tech level (quality, in Blades terms.)
Expenses are tracked as faction financial health clock.
- Minor "damage" (-1 effect) needs a small endeavor to rebuild liquidity, and
- Moderate (-1d) requires a serious new source of income.
- Major (push or assist required) means the faction needs external bail out or is going to have to cannibilize large chunks of the org to recover.
The PCs are a faction (if they're working together). Your minion groups are factions, and those factions are part of your faction.
Tiers and Factions
A faction has a numerical tier, which comes from adding scale and tech (quality). Scale goes up by 2 for every 10x difference between the factions, or up/down 1 pt for a 3x difference.
Weak / Strong hold and Turf are tossed out -- to get bigger, you have to buy/build/steal/hire/negotiate enough material and personel. are now the scale 3 rebel group for the area.
Rep / Heat
Heat / Wanted Level designed for a monolythic city doesn't work for flying around a thousand fringe worlds. Nor is the imperial prison system as posh as Doskvol's.
Instead, "wanted level" is rolled into the existing faction relation levels, and heat becomes just another clock therein.
Rep is a currency that can be spent like credits, but also can be spent improving the faction relation.
Entanglements are probably skippable if I'm using SWN2.0 content-generators.
TODO
Crews, Lairs, Ships, upgrades
Related: Building site improvements (like acquiring a machine shop at a hidden rebel outpost) are clock-10.