Lions, Foxes, Wolves – A Set of Procedures for Political Play

Recently, I’ve been running a campaign for a single player attempting to gain influence amidst a sea of other political actors. The key to this kind of play are characters with clear objectives in conflict (and a bit of drama), which these procedures do not provide for you. What they do provide, however, is a way to track the incremental shifts of power occurring behind the scenes.

Figures

A Figure is an agent of political power. Before play, detail each Figure with objectives, desires, a reputation, a history, etc. These will drive their decision-making moving forward.

Usually, a Figure is a single person, but it may often be two, or sometimes a group, as long as all people are completely aligned on their objectives.

Status

A Figure’s status describes the authority they wield: Major, Minor, or Supreme. Create a handful of Major Figures who wield greater authority than the more numerous Minor Figures.

If the system of government allows, create one Supreme Figure who wields ultimate authority.

Status may change as the fiction demands.

Attributes

Each Figure has three attributes: Knowledge, Riches, and Sway. Minor Figures roll 2d6 to determine their attribute scores. Major and Supreme Figures roll 3d6.

No attribute score may be higher than 20, or lower than 0.

You can easily estimate a Figure’s political power by adding their attributes together and comparing them with others’.

Knowledge

The Knowledge attribute reflects a Figure’s awareness of hidden information.

Each week, a Figure may freely learn one Secret with a score equal to or under their Knowledge score. They may learn two Secrets, if both have a score equal to less than half their Knowledge score.

Riches

The Riches attribute reflects a Figure’s weekly disposable resources.

A Figure may spend an amount of Riches equal to their attribute score per week. If they spend no Riches in a week, they add +1 to their Riches score permanently. Riches may be loaned between Figures, if desired.

Sway

The Sway attribute reflects the percentage of the population that are loyal to the Figure or their ideas.

Once per week, a Figure may roll 1d100 on or under their Sway score to control the public’s opinion on a matter, modifying the roll by up to ± 40 at the Referee’s discretion. If multiple Figures are coordinating, they may combine their Sway scores together, then roll. If a Figure contests this – and both succeed – the one who rolled higher wins.

Relationships

Before play, note down who each Figure considers an ally, and who they consider an enemy. They may have as many allies as they wish, but may only choose up to three enemies of the same status or higher. The rest are regarded neutrally. Relationships are generally public information – even a false alliance must be upheld for appearances’ sake.

Figures apply relationship modifiers to the attribute scores of their allies and enemies. The modifier depends on the Figure’s own base attributes.

Consult the table below to determine what modifier should be applied, adding to allies’ corresponding scores and subtracting from enemies’.

Base Attribute Score

Relationship Modifier

0-3

± 0

4-7

± 1

8-11

± 2

12-15

± 3

15-19

± 4

20

± 5

 

If a Figure’s attribute score is reduced to 0 by modifiers, treat its base score as 0 when determining relationship modifiers.

Each week a Figure’s attribute is modified higher than its base score, add +1 to the base score. If it is lower, add -1 instead.

Influence

A Figure may gain Influence over another. Note down what favor or threat the Figure wields to control the other –  a necessary resource, an incriminating secret, authority over an important position, an imprisoned heir, etc.

Assign each Influence a score from 1-20. If Riches or Secrets were used to acquire this Influence, use those scores as a guideline.

When the Influence score reaches 0, it no longer has an effect. The controlled Figure is free to demand another favor or ignore what was threatened, unless more Influence is obtained.

Traits

Each Minor Figure has a 2-in-6 chance of a random special trait. Major and Supreme Figures have a 4-in-6 chance.

  1. Beloved: When attempting to sway public opinion, subtract 30 from the d100 roll.
  2. Despicable: Enemies have no effect on relationship modifiers. Sway cannot be higher than 0. Allies apply a -3 relationship modifier to Sway.
  3. Fearsome: May demand Figures to take actions as though they were one status higher.
  4. Libertine: Must take the Gamble action each week, but may take an additional action. All actions have a 4-in-6 chance of being public information.
  5. Loose-tongued: Each week, add -1 to the score of all known Secrets.
  6. Observant: May learn an additional Secret each week.
  7. Secretive: May take the Obscure action each week, in addition to other actions.
  8. Stalwart: Provides double relationship modifiers to allies. Cannot break an alliance without losing this trait permanently.
  9. Spiteful: No limit to enemies of the same status or higher.
  10. Two-faced: Allies and enemies are kept secret.
  11. Wealthy: May spend up to double their Riches score each week.
  12. Unremarkable: Count as one status less than actual. Begin with no enemies. Cannot make enemies without losing this trait.

Secrets

Before play, note down each Secret. Assign all Secret a score – the higher the score, the less people know about it.

This score is malleable, and will change throughout the game. You can use the table below as a guide:

Score

Publicity

0

Public knowledge.

1-5

Common gossip.

6-10

Open secrets.

11-15

Court whispers.

16-20

Secrets spoken only in confidence.

21+

Buried secrets.

Actions

Weekly Actions

Each week, a Figure may take an action to achieve their objectives. Consult the list below for possible actions, or adjudicate more specific ones as you see fit.

  • Gain Knowledge: Roll a d6. On a 4+, add +1 to Knowledge score.
  • Gain Riches: Roll a d6. On a 4+, add +1 to Riches score.
  • Gain Sway: Roll a d6. On a 4+, add +1 to Sway score.
  • Investigate: Choose a Secret to investigate. Roll a d6 + Knowledge modifier. Note down the result, and add it to the sum of previous results. Once this amount meets or exceeds the Secret score, the Figure learns it.
  • Obscure: Roll a d6. Add that amount to any known Secret’s score. This result can be saved for future purposes, if desired.
  • Gamble: Choose a Figure. Wager a number of Riches. Flip a coin to determine the winner. The winner adds the wagered amount to their Riches score. The loser subtracts this amount.

Riches may be spent to increase the chance of success. Add +1 a die roll for each point of Riches spent.

Actions not found on this list may often require Riches to accomplish, or multiple weeks of investment.

Issuing Demands

Major and Supreme Figures may demand lesser Figures take actions on their behalf. 1-in-6 chance this reduces their relationship from ally to neutral, or neutral to enemy. Enemies do not obey demands.

Similarly, a Figure may demand others they have Influence over to take actions for them. If they do so, add -1 to the Influence score.

In the face of conflicting demands, Figures generally follow the desires of the one with greater political power or greater Influence over them. 1-in-6 chance this reduces their relationship with the demanding Figure from ally to neutral, or neutral to enemy.

Note that any Secret gained as a result of taking actions on another’s behalf becomes known by both parties.

Concluding the Week’s Actions

After the week ends, log all actions as Secrets. The Secret score generally depends on the Figure’s status. Use the following as a guideline:

  • Minor Figures: 12 points
  • Major Figures: 6 points
  • Supreme Figures: 4 points

All actions taken may result in the gain or loss of Riches, Sway, status, etc.

Changelog

  • July 29, 2025: Changed “Information” to “Secrets” because it’s all assumed to be hidden anyway. I don’t really know why I made the distinction there. 
  •  July 29, 2025: Base score is now permanently modified by 1 per week towards the modified amount. For a slower pace, I may switch to a month, but going to test it out.


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