Phantom Pain
These are some ideas that a few others and myself have been workshopping lately, and feel like sharing the as possible faction mandates.
I Love Democracy
"I love democracy." — Sheev Palpatine
Strength: The Major Faction Owner may request that an Invasion/Annihilation involving their faction be decided by a public vote instead of the normal Staff judging process.
Neutral: Any writer who did not participate in the Invasion may vote. Each eligible writer receives one vote, and the poll remains open for seven days. Votes should also remain anonymous to all but site staff to lessen the impact of peer pressure.
Weakness: Once requested, the public vote is binding. The faction may not withdraw its request or demand conventional judging because the result did not favor them.
Jury Duty
"The Senate will decide your fate." — Mace Windu
Strength: The Major Faction Owner may request that an Invasion involving their faction be judged by a community jury instead of the normal Staff judging panel.
Neutral: Five or Seven (just needs an uneven number) eligible writers will be selected to serve as jurors. Each juror must have been active on Chaos within the previous fourteen days, cannot belong to either Major Faction involved, and cannot have participated in the Invasion.
Jurors review the completed Invasion and vote independently. The majority decides the victor.
One alternate juror will also be selected to replace an unavailable juror
Weakness: Once the jury has been summoned, its verdict is binding. The faction may not withdraw its request or demand conventional judging because the verdict did not favor them.
Scorched Earth
"The more you tighten your grip, Tarkin, the more star systems will slip through your fingers." — Leia Organa
Strength: When this Major Faction loses a defensive Invasion, it may neutralize the invaded hex instead of surrendering it to the victorious faction.
Neutral: This decision must be declared when the Invasion result is submitted for its Map Update.
Weakness: If this ability is used, the Major Faction must also neutralize one of its own eligible hexes adjacent to the invaded territory. The faction cannot reclaim either neutralized hex for sixty days.
Pyrrhic Victory
"Another such victory and we are undone." — Pyrrhus of Epirus
Strength: When declaring an Invasion, this Major Faction may invoke Pyrrhic Victory and raise the territorial stakes. If the Mandate holder wins, it may claim up to three eligible hexes from the defending faction instead of the ordinary reward.
Neutral: Pyrrhic Victory must be publicly declared before the Invasion begins and cannot be withdrawn once roleplay has started.
Weakness: If the Mandate holder loses the Invasion, the defending faction may claim up to four eligible hexes from the Mandate holder.
Safe Harbor
"In a dark place we find ourselves, and a little more knowledge lights our way." — Yoda
Strength: This Major Faction may designate one non-capital hex within its Influence Cloud as a Sanctuary Hex. The Sanctuary Hex cannot be targeted by an Invasion unless it is the faction's final remaining hex.
Neutral: The Sanctuary Hex must be publicly listed with the faction's Mandate information and may only be changed once every sixty days.
Weakness: The Major Faction cannot launch an Invasion from its Sanctuary Hex or use a thread located within that hex to claim additional territory.
I Love Democracy
"I love democracy." — Sheev Palpatine
Strength: The Major Faction Owner may request that an Invasion/Annihilation involving their faction be decided by a public vote instead of the normal Staff judging process.
Neutral: Any writer who did not participate in the Invasion may vote. Each eligible writer receives one vote, and the poll remains open for seven days. Votes should also remain anonymous to all but site staff to lessen the impact of peer pressure.
Weakness: Once requested, the public vote is binding. The faction may not withdraw its request or demand conventional judging because the result did not favor them.
Jury Duty
"The Senate will decide your fate." — Mace Windu
Strength: The Major Faction Owner may request that an Invasion involving their faction be judged by a community jury instead of the normal Staff judging panel.
Neutral: Five or Seven (just needs an uneven number) eligible writers will be selected to serve as jurors. Each juror must have been active on Chaos within the previous fourteen days, cannot belong to either Major Faction involved, and cannot have participated in the Invasion.
Jurors review the completed Invasion and vote independently. The majority decides the victor.
One alternate juror will also be selected to replace an unavailable juror
Weakness: Once the jury has been summoned, its verdict is binding. The faction may not withdraw its request or demand conventional judging because the verdict did not favor them.
Scorched Earth
"The more you tighten your grip, Tarkin, the more star systems will slip through your fingers." — Leia Organa
Strength: When this Major Faction loses a defensive Invasion, it may neutralize the invaded hex instead of surrendering it to the victorious faction.
Neutral: This decision must be declared when the Invasion result is submitted for its Map Update.
Weakness: If this ability is used, the Major Faction must also neutralize one of its own eligible hexes adjacent to the invaded territory. The faction cannot reclaim either neutralized hex for sixty days.
Pyrrhic Victory
"Another such victory and we are undone." — Pyrrhus of Epirus
Strength: When declaring an Invasion, this Major Faction may invoke Pyrrhic Victory and raise the territorial stakes. If the Mandate holder wins, it may claim up to three eligible hexes from the defending faction instead of the ordinary reward.
Neutral: Pyrrhic Victory must be publicly declared before the Invasion begins and cannot be withdrawn once roleplay has started.
Weakness: If the Mandate holder loses the Invasion, the defending faction may claim up to four eligible hexes from the Mandate holder.
Safe Harbor
"In a dark place we find ourselves, and a little more knowledge lights our way." — Yoda
Strength: This Major Faction may designate one non-capital hex within its Influence Cloud as a Sanctuary Hex. The Sanctuary Hex cannot be targeted by an Invasion unless it is the faction's final remaining hex.
Neutral: The Sanctuary Hex must be publicly listed with the faction's Mandate information and may only be changed once every sixty days.
Weakness: The Major Faction cannot launch an Invasion from its Sanctuary Hex or use a thread located within that hex to claim additional territory.