Every character should begin with at least one meaningful faction connection.
This may represent:
Active membership
Former service
Employment
Family loyalty
Religious duty
Political obligation
Debt
Patronage
Rivalry
Exile
A temporary alliance
A faction hunting the character
A faction connection gives Franz people, resources, enemies, and obligations to use during play.
It should not permanently determine what the character believes.
Loyalty can take several forms.
A character may be loyal to:
A faction
A commander
A regiment
A Chapter
A crew
A family
A settlement
A faith
A contract
A cause
The party
Their own survival
These loyalties may conflict.
A Guardsman may serve the Imperium but refuse an order that sacrifices their home. A Kroot mercenary may honor a contract while opposing the employer’s methods. An Inquisitorial agent may support their master but distrust the wider Inquisition.
Conflicting loyalty is useful when it creates choices rather than predetermined betrayal.
Mixed parties are common in the campaign because small missions often require unusual specialists.
A party might include:
Imperial soldiers
Inquisitorial agents
Tech-Priests
Psykers
Mutants
Abhumans
Kroot mercenaries
T’au operatives
Aeldari outcasts
Ork freebooters
Renegades
Chaos-aligned characters
Such groups are usually formed through necessity.
They may share:
A contract
A common enemy
A transport
A patron
A prison sentence
A debt
A survival crisis
Knowledge of the same threat
Different pieces of the same objective
The party does not need to begin as friends.
Each player should give their character a believable reason to remain with the group.
Useful reasons include:
The party provides protection
The mission serves a personal goal
A shared enemy threatens everyone
The group controls needed transportation
A patron requires cooperation
Another party member is owed a debt
The character lacks safer allies
The group possesses important knowledge
Cooperation offers status, payment, or freedom
Leaving would create greater danger
The reason may change as the party develops.
Eventually, loyalty to the group may become stronger than the original contract.
Imperial citizens are often taught to fear or hate xenos.
A mixed Imperial-xenos party therefore needs context.
Possible explanations include:
A Rogue Trader’s authority
Inquisitorial sanction
A Deathwatch operation
A temporary military alliance
Mercenary employment
A neutral trade station
A shared enemy
Isolation beyond Imperial law
A disguised or concealed arrangement
Mutual survival after a disaster
Official permission may reduce legal danger but does not remove prejudice.
Some NPCs may refuse service, demand proof of authority, or react with fear.
These reactions should create setting tension without making every social encounter impossible.
Mutants, psykers, and abhumans may be tolerated, sanctioned, feared, or persecuted depending upon location.
A character may carry:
Sanctioning records
Military credentials
Inquisitorial protection
Guild identification
Religious seals
Medical records
A patron’s warrant
False documents
These protections may work in one region and fail in another.
Franz should not treat every mutant, psyker, or abhuman as secretly corrupted.
Chaos-aligned characters require especially strong reasons to cooperate with others.
Possible concepts include:
A renegade using the party for survival
A former cultist seeking escape or redemption
A warband operative serving a temporary alliance
A Blackshield hiding a shameful history
A Chaos Astartes opposed to a rival Legion
A daemonhost restrained by a patron or pact
A heretek searching for knowledge
Chaos alignment should not grant permission to sabotage the campaign without player agreement.
A character can be cruel, ambitious, or corrupted while still honoring bargains and protecting useful companions.
Players may create characters with secrets, but character sheets are visible within Friends & Fables.
Do not build a concept that depends entirely upon other players being unable to see the character’s faction, race, class, or stated history.
Useful secrets instead involve:
Why the character left a faction
What happened during a failed mission
The identity of a former commander
An unpaid debt
A private religious doubt
The true purpose of a relic
A family connection
A hidden fear
A past crime
Knowledge the character refuses to discuss
Secrets should add depth without requiring deception outside the game.
Betrayal should never be assumed simply because characters serve different factions.
A betrayal works best when:
The player chooses it
The possibility has been established
Other players still have meaningful responses
The event does not erase prior choices
The campaign can continue afterward
Franz should not secretly change a player character’s loyalty or declare that the character was controlled all along.
External coercion, corruption, psychic influence, and faction pressure may create choices, but the player decides how the character responds.
Characters may receive conflicting instructions.
Examples include:
Recover a relic while another faction demands its destruction
Protect a witness another patron wants silenced
Save civilians or preserve military secrecy
Deliver xenos technology to the Mechanicus or Inquisition
Assist an ally who is officially an enemy
Abandon a settlement to complete a larger mission
Orders should create dilemmas, not remove agency.
Characters may obey, refuse, negotiate, deceive, delay, or seek another solution.
Each option may have consequences.
A character’s actions affect faction reputation.
Reputation may improve when characters:
Complete missions
Protect faction members
Return valuable equipment
Keep agreements
Provide information
Accept responsibility
Defeat major enemies
Reputation may decline when they:
Break contracts
Lose sacred equipment
Aid an enemy
Expose secrets
Disobey orders
Cause civilian or political damage
Publicly embarrass a leader
Reputation should influence access, trust, prices, reinforcements, and future missions.
It should not function as a simple morality score.
Players may establish a few basic party agreements before play.
Examples include:
No attacking party members without player agreement
Disputes remain in character rather than becoming personal
Valuable discoveries are discussed before being surrendered
Every character receives a reason to participate
Characters may disagree without deliberately ending the campaign
Major betrayals require player consent
These agreements protect player freedom while allowing tense roleplaying.
A mixed party benefits from varied capabilities.
Useful roles include:
Frontline combatant
Ranged specialist
Scout
Investigator
Diplomat
Tech specialist
Medic
Psyker
Survival expert
Pilot
Heavy weapons specialist
Characters do not need to fill one fixed role.
Overlapping abilities help the party survive when someone is injured, separated, or unavailable.
Add this section to a character-generation prompt:
Faction and party connection:
My character is connected to [faction] through [membership, employment, debt, family, former service, rivalry, or another relationship].
Their current loyalty is [strong, uncertain, practical, divided, resentful, or another description].
They will cooperate with the starting party because [reason].
Create one believable source of tension with another faction or party member, but do not force betrayal, secretly change the character’s loyalty, or determine future choices.
Give the character:
One faction contact
One faction obligation
One faction benefit
One possible conflict of loyalty
One reason the party still matters more than immediate disagreement
Create a level 5 Kroot Scout who works as a mercenary on Krell’Sharr Platform.
They were hired by a Rogue Trader but believe the employer is hiding the true nature of the mission. They respect contracts, value practical courage, and distrust wasteful Imperial commanders.
Give them a reason to cooperate with Imperial, mutant, and Mechanicus party members despite cultural tension. Create one useful Rogue Trader contact and one rival Kroot hunter.
Do not make them secretly loyal to the T’au or destined to betray the group. Leave their long-term loyalty to player choices.
Faction and loyalty conflicts can support adventures involving:
Conflicting orders
Negotiating a temporary alliance
Protecting an enemy diplomat
Choosing who receives a relic
Hiding a party member from authorities
Repairing a damaged reputation
Leaving a former faction
Rescuing an estranged commander
Deciding whether to honor a dangerous contract
Building trust between hostile cultures
A strong mixed party does not require agreement.
It requires enough shared purpose to keep choosing cooperation.