L Admin
FLASHPOINT RULES
TARGETS OF FLASHPOINTS
FLASHPOINT MODIFIERS
DOMINION MODIFIERS
REBELLION MODIFIERS
INVASION MODIFIERS
- Flashpoints are the harbingers of chaos and chance, and represent random and sometimes naturally occurring events in the Galaxy of Star Wars RP: Chaos.
TARGETS OF FLASHPOINTS
- Every time a new Rebellion, Dominion, or Invasion is declared, a member of the SWRP Staff Team will roll a 10-sided die in the #flashpoint discord channel. If the Rebellion/Dominion/Invasion thread's roll lands on a 10, a Flashpoint is declared and the prefix of the thread is changed to Flashpoint.
FLASHPOINT MODIFIERS
- When a thread is declared a Flashpoint, it will follow a set of further randomized rules in addition to the rules determined by the type of thread it was prior to becoming a Flashpoint. These rules are decided by a second 6-sided dice roll by Staff in the #flashpoint discord channel, and the corresponding number will decide which modifier to apply to the thread.
- A Role-play Judge will be assigned to a Flashpoint to ensure a modicum of law and to answer all questions arising from the Chaos.
DOMINION MODIFIERS
- If a 1 is rolled, this Dominion is the last Dominion the Major Faction may claim for the month.
- If a 2 is rolled, two unoccupied adjacent hexes have declared their allegiance to the Major Faction that initiated the dominion and will be added to their influence cloud.
- If a 3 is rolled, the Flashpoint may continue as a normal Dominion but is now open to being Invaded, regardless of distance, for the next 10 days.
- If a 4 is rolled, an ancient Flagship is gifted to the Major Faction by the people of the planet being Dominion'd. This Flagship does not count against Faction Flagship limitations determined by the Factory.
- If a 5 is rolled, the Flashpoint may continue as a normal Dominion with a minimum post restriction of 100 posts added to its Victory Conditions.
- If a 6 is rolled, your faction determines that a very rare resource is found abundant deep in the crust of the planet (to be assigned by the Factory Administrator).
REBELLION MODIFIERS
- If a 1 is rolled, the thread remains a Rebellion, but any Minor Faction may join and the 14-day limitation is negated.
- If a 2 is rolled, the Rebellion is immediately crushed and the Flashpoint is to be treated as a Dominion.
- If a 3 is rolled, the Major Faction owning the planet has put up a blockade, limiting the amount of people from each Minor Faction that joins to a maximum of 3 players.
- If a 4 is rolled, two adjacent hexes to this Rebellion (to be determined by Staff) are now also open to Rebellion for the next 10 days.
- If a 5 is rolled, Major Factions may also join the Rebellion.
- If a 6 is rolled, the Rebellion is to be treated as heavily in favor of the defending Major Faction.
INVASION MODIFIERS
- If a 1 is rolled, the attacking Major Faction may also choose to launch a second simultaneous invasion of an adjacent Hex against the same Major Faction.
- If a 2 is rolled, each participating Major Faction may invite a second Major Faction, and all four Major Factions will be judged for victory of the hex.
- If a 3 is rolled, the defending Major Faction can launch two consecutive Invasions of the attacking Major Faction at any point within the next 60 days.
- If a 4 is rolled, the victor will claim two additional hexes of the opposing faction.
- If a 5 is rolled, Requesting Aid restrictions are lifted.
- If a 6 is rolled, the Flashpoint Invasion is to be treated as a Rebellion in addition to a Invasion.