Star Wars Roleplay: Chaos

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Suggestion Give me mandate ideas

Celestial Guardians
"To conquer oneself is a greater task than conquering others." - Siddhartha Gautama

Strength: In assuming the role of Celestial Guardians, this Major Faction becomes a beacon of peace and stability in the galaxy. Through their dedication to diplomacy and defense, they earn the admiration and support of minor factions, who contribute resources and manpower to bolster the Major Faction's defenses. Each successful Faction thread or defensive alliance forged grants them additional defensive structures or technologies, enhancing their defensive capabilities and fortifying their territories against Invasions. Additionally, successful Codex submissions or humanitarian missions may result in diplomatic recognition and the acquisition of new hexes through peaceful annexation.

Weakness: However, their unwavering dedication to peacekeeping may inadvertently limit their capacity for aggressive expansion. By prioritizing defensive alliances and diplomatic engagements over offensive actions, they risk falling behind more assertive factions in the race for territorial dominance. Additionally, their commitment to non-aggression may be perceived as weakness by opportunistic adversaries, inviting exploitation and aggression from factions seeking to gain strategic advantages. Triggering an Invasion or Skirmish may result in loss of hexes as factions perceive their reluctance to engage in conflict as a sign of weakness.

tl;dr


Celestial Guardians

Strength: This Major Faction excels in diplomacy and defense, gaining support from Minor Factions to bolster their defenses and expand their territories peacefully. Successful diplomatic endeavors and defensive alliances may result in the acquisition of new hexes.

Weakness: Their dedication to peacekeeping may make them vulnerable to aggressive factions, risking loss of territories if they're perceived as weak. Triggering conflicts may result in the loss of hexes and tarnish their reputation.
 
Decided to take another swing at this one with a couple of changes.


Hegemonic League
"It is the destiny of the weak to be devoured by the strong" - Otto von Bismarck

Strength:
  • This Major Faction may choose up to three Hexes, that must be within their territory, and designate them as the Capital of a Protectorate State.
  • They will be labeled on the Map as "League" of the Major (Ex. Coruscanti League, Mandoa League, etc).
  • This Major Faction may submit 3 additional Dominions each Calendar Month.

Weaknesses:
  • The Protectorate State can only grow via Dominions marked as "League Dominions".
  • This Major Faction may only use its 3 additional Dominions each Calendar Month to expand a Protectorate State.
  • This Major Faction may be Invaded additional times per Protectorate State present.
  • The Capital of a Protectorate State may be Invaded directly.
  • If this Major Faction loses an Invasion that targeted a Protectorate State, all Hexes allocated to that Protectorate State turn Neutral.
 
Galactic Hegemon

"The true conqueror is one who conquers their own fears and limitations." - Kublai Khan

Requirement:
A faction choosing this mandate must have been a major faction for over 12 months and own over 100 hexes.

Strength: When this faction completes a dominion/populate it gains three hexes instead of one.

Strength: When this faction invades another major faction it may claim up to six hexes

Weakness: When this faction loses an invasion or rebellion, it may not start another dominion/populate or invasion thread for 60 days.

Weakness: This faction may be targeted by rebellions by major factions, so long as said faction has been major for 30 days.
 
SUFFERING TEFKA

STRENGTH: WHEN TEF @everyone IN A PUBLIC DISCORD GAIN A FREE HEX

WEAKNESS: IF THE MFO FAILS TO POST AN OUTDATED, UNFUNNY MEME ONCE A WEEK TO Tefka Tefka THEN THEY LOSE A HEX

(Dumb joke one. Might have an actual suggestion come morning.)
 

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