Star Wars Roleplay: Chaos

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Question A lot of Mandates Are "Map Game" Oriented... But There Is One... That Defies Logic.

✠ Draconis Nihilus Indomitus ✠
Some more.


A Thousand Cuts
"Lock S-Foils in attack position." - Wedge Antilles
  • Strength: This Major Faction has its Starfighter Corps and escort ships prioritised for fast hit and run tactics.
    • In a PvP thread this Major Faction can declare that any Space Combat/Starfighter/Fleeting objective has a top limit in terms of ship size (meter), like only <Starfighters (and smaller), only <Corvettes etc.
  • Weakness: This stratagem can only be used while the Mandate is active.

Blessed By Ashla/Bogan
"Jedi and Sith wield Ashla and Bogan. The Light and the Dark." - Bendu
  • Strength: This Major Faction is spending its time in preparation and meditation to understand the tidings of the Force and strikes at the most opportune moment.
    • The attacker declares that either the Light or the Dark side are blessed before a battle and the one blessings extends to an increase in potency and power for all affiliated Force powers.
  • Weakness:This stratagem can only be used while the Mandate is active.
    • It does not affect neutral/gray Force powers.
    • Option: If both sides share this Mandate, either they are cancelling each other or better, both receive the blessing and empower both sides.

Hearts and Minds
"Together we build [...] into a free and prosperous nation, free from fear and conflict." - Gen. Glen McMahon
  • Strength: This Major Faction is especially apt and skilled at propaganda and subversive operations and can easily sway the people of a world to their cause.
    • When attacking a world, the Major Faction may declare that large parts of the local civilisation are actually in favor of the invasion/attack and will rise up to support their 'liberators', turning against the defenders.
  • Weakness: This stratagem can only be used while the Mandate is active.


The question I would have for such RP-oriented mandates - do they only apply to Invasions? Or do they go for Junctions, Annihilations and Skirmishes as well? Is that something that should be put into the rules for them?
 
I've always sort of ignored mandates because I've never really been overtly interested in the map game.

I would prefer more IC ones.
 
Scrappy
"I'm just like my country, I'm young, scrappy, and hungry - and I'm not throwing away my shot!" - Hamilton
  • Strength:
    • This major faction may select up to two other major factions as their target.
    • When this major faction completes a Skirmish thread with one of their targets, they may submit it to the map update thread to gain a neutral hex as if it were a PVE thread.
    • This major faction may only submit a maximum of two Skirmishes to the map update thread per calendar month.
  • Weakness:
    • This faction cannot initiate PVP with non-target factions.
    • This faction cannot recruit allies to Skirmish threads that it intends to submit as a PVE hex gain; it must scrap on its own (ally slots in Invasions and Annihilations follow normal rules for those thread types).
Edit: Oops didn't meant to quote you, Scherezade deWinter Scherezade deWinter <3
Edit 2: Fixed one of the weaknesses that implied the faction couldn't be targeted by invasions or annihilations.
 
Shadow Politics:
"When you do things right, people won't be sure you've done anything at all."
Strength:
+When this faction claims a hex from another faction, though the map may change (at the discretion of the victor) the attack was made in a quiet, subversive way that the people on the planet may not even know they're under new leadership. As far as the Galaxy is concerned, nothing major may have happened at all - the trains keep running on time, there is minimal evidence, and damage is easily explained away.
+The owner of the faction the hex was taken from must wait a (month or two?) period before being able to attempt to root out the subversive element.

Weakness:
-If the hexes adjacent to this faction's territory are claimed BY ANY OTHER MAJOR FACTION, the status quo is disrupted enough that their existence is revealed and thus imperilled. They cannot gain territory until they successfully go back underground (Rest period or defend against an invasion)



The intention is to create a shadowy parasite state that has an incentive to aid in the defense of the host or engage in aggressive diplomacy. There's been a lot of Illuminati/Shadow Council RP that I feel this sort of flavor might serve.
 

Tilon Quill

Don't worry kid it's not real
These aren't pure IC but this is what came to mind in terms of driving and affecting RP.

Entrenched
"Let 'em know you're still an ape deep down where it counts." — Lorne Malvo
  • Strength: If this faction wins an Invasion that has over 500 posts, or completes a Junction that focuses on combat with the other faction, it gains up to three additional adjacent neutral hexes.
  • Weakness: To claim the Entrenched benefit for an Invasion or Junction, most of this faction's characters must have entered the thread in the middle of trench warfare, a trash compactor, a sarlacc, a POW camp, or a similarly nasty situation.

Speak With Your Chest
"You stand to win everything. Call it." - Anton Chigurh
  • Strength: This faction may get an In-Character recruitment ad placed on the featured content carousel and pinned to the top of the LFG forum, subject to Admin approval.
  • Weakness: In any Invasion, all actions taken by this faction's members can be assumed to turn out big, loud, and obvious. For example, all this faction's cloaking devices and Force stealth will fail rapidly.
  • Weakness: In any Invasion, this faction may accept no more than one quarter (rounding down) of the allies approved under the Requesting Aid rules. For example, if there are ten allies, this faction can have no more than two.
  • Weakness: This faction must designate a Faction Admin to focus on new member inclusion and retention.
  • Weakness: If this faction changes its mandate away from Speak With Your Chest, the recruitment ads are removed from the carousel and the LFG forum.

The Heavens Declare
"Blow, winds, and crack your cheeks!" — King Lear
  • Strength: This faction possesses a named technology or artifact that gives it control over the weather in any Invasion or Junction where it is a participant.
  • Weakness: The technology or artifact can only affect a large indiscriminate area, e.g. an entire battlefield, objective, or planet; it cannot be used to target specific areas or create massive natural disasters.
  • Weakness: The technology or artifact may be stolen or forcibly taken by another Major Faction during any Invasion or Junction where it is used, allowing the other Major Faction to change its Mandate to The Heavens Declare regardless of how recently it has changed its Mandate. This does not affect the original Major Faction's ability to keep The Heavens Declare as its Mandate.
  • Weakness: If two factions with The Heavens Declare Mandates participate in an Invasion or Junction against each other, the competing technologies or artifacts create chaotic weather conditions across the entire thread.
 
Last edited:

Users who are viewing this thread

Top Bottom