FACTIONS

CREATING A FACTION

Star Wars RP: Chaos operates with an "Open Faction Creation System", meaning that any character may create a Faction whenever you want. You do not need permission to do so! For more information on our available Factions, please see the Faction Directory.

No faction may use the terms 'official', 'real' or 'true' or similar in the name of their faction. No faction can claim to be the sole and only version of that group.



MINOR FACTIONS

1. At any time, an Administrator may declare a Minor Faction inactive and remove the Faction.

2. Minor Faction Owners/Admins are responsible for alerting SWRP Administrators of SWRP Rule Violations within their Factions.

3. Minor Factions who meets the minimum requirements to become a Major Faction may post a request in the Factions forum to be declared a Major Faction. If a Minor Faction is declared the victor of a Rebellion, then that Minor Faction is given the choice of being promoted to Major (and gaining the hex) or remaining minor (reverting the hex to neutral.)



SUBFACTIONS

1. If a Minor Faction holds allegiance to, operates under the authority of, or in any way belongs to a Major Faction they are considered a Subfaction and not a Minor Faction.

2. A Subfaction may use the resources of its Major Faction, but may not initiate Rebellions.

Major Factions

MAJOR FACTIONS

1. Major Factions must have maintained activity for 30 days as a Minor Faction before being eligible for Major status.

2. Major Factions must maintain 5 or more unique, individual, active characters to remain active. Each character must be written by a different person.

3. A Major Faction receives a maximum of 7 starting adjacent hexes of their choice for their starting influence cloud.

4. A Major Faction may only submit four completed Player Vs Environment threads every calendar month.

5. Only a Major Faction has the resources necessary to role-play having a large fleet, army, etc.





MAJOR FACTION ADMINISTRATION

1. Members may not be Faction Administrators, Faction Moderators, Faction Owners, or representatives of Faction Leadership in any manner of more than one Major Faction. This applies to all characters/sub-accounts owned.

2. A Major Faction Owner intending to go Minor is required to hold a majority decision vote with their Faction. If the vote is successful, the Major Faction is subject to the rules for Major Faction Recalls.

3. When a Major Faction Owner steps down, a public, faction-wide election must take place on the SWRP forums to choose a new Major Faction Owner.

4. Major Faction Owners/Admins are responsible for alerting the SWRP Staff Team's Administrators of waning activity, gained or lost hexes, SWRP Rule Violations within their Factions, etc.



Influence Clouds

INFLUENCE CLOUDS

1. Major Factions have "Influence Clouds" displayed on the Galaxy Map.

2. A Major Faction spreads its Influence Cloud by invading (Invasion) or dominating (Dominion) a hex near its borders.

3. Planets on the official SWRP Chaos Map whose icon touches a grid line count as a planet for all hexes the line(s) intersect.

4. If a Major Faction's Influence Cloud is completely severed into two or more smaller clouds by an Invasion or any other method, the Major Faction loses the cloud(s) furthest away from it's Capital Planet and only retains the cloud it's Capital Planet resides in.

5. A single hex that is surrounded on all sides by a Major Faction's Influence Cloud will be added to that Major Faction's cloud.

Major Faction Recall

FACTION ACTIVITY

Roughly once a quarter IRL time, the SWRP Staff Team will request an Activity Check of a specific, group of, or all Major Factions. Activity Checks will consist of all roleplays the Major Faction has inspired or contributed to in any form in regards to the forum. The Activity Check will not take into consideration the amount of writers in the Major Faction nor off-site activities of the Major Faction.

Activity Checks are not meant to threaten Major Factions. They are intended to be used to clear the Map of stagnant or inactive Major Factions who refuse to acknowledge declining activity.

ACTIVITY CHECK

For the purpose of making the Activity Check as painless as possible, it is highly recommended Major Factions keep track of their threads. This can be done by tagging threads with your Major Faction's name, keeping a spreadsheet, or posting links in an area in your Major Faction that is easily referenced.

1. A Faction Activity Check, once initiated, is performed by both the Roleplay Judges and the Administrators of the SWRP Staff Team.
2. The Major Faction Owner(s) involved must provide their list of roleplays within 7 days once requested by an Administrator.
3. The SWRP Staff Team will then have 7 days to review the Activity Check and vote whether or not to perform a Major Faction Recall.


MAJOR FACTION RECALL
A Major Faction Recall is defined as SWRP Staff's ability to demote a Major Faction to a Minor Faction.

1. Any SWRP Staff Member may begin a Major Faction Recall vote.
2. A Major Faction Recall vote requires 2/3 majority vote from the SWRP Staff Team to successfully pass.
3. Once a vote has passed, the Head Administrator(s) will decide on Removal, Delayed Removal, or Recall Warning.



A Removal is defined as a Major Faction's Influence Cloud being instantly removed from the map.
A Delayed Removal is defined as a Major Faction being extended 14 days to improve activity, and a second Recall vote will be cast.
A Recall Warning is a verbal warning only, and is intended to inform the Major Faction it has been targeted by a successful Recall vote.




MAJOR FACTION MERGE

1. A Major Faction may not merge its influence cloud with another Major Faction's influence cloud.
2. A Major Faction may not gift another Major Faction any territory or planets if recalled.



MAJOR FACTION REMOVAL
1. At any time, a Major Faction may request to go Minor via the Map Update Request thread.

Consolidation

CONSOLIDATION

Consolidation allows a Major Faction to voluntarily turn hexes in it's Influence Cloud neutral.


  • At any point, a Major Faction may request any number of hexes in their influence cloud be transitioned to neutral. This may not reduce the Major Faction below a total of 3 hexes. A Major Faction's Capital Hex may not be included in the request.
  • After 14 days the requested hexes will be turned neutral.
  • This request may only be made once every 30 days.

Major Faction Capitals

MAJOR FACTION CAPITALS

Major Faction Capitals are represented as planet icons on the Galaxy Map.

1. Each Major Faction, upon creation, will name one planet as it's "Capital". Major Factions may not invade the hex containing the capital planet unless they have occupied a neighboring hex or the Major Faction has only its capital hex remaining.

2. Major Faction Capitals may only be gained by another Faction by being declared the target of an Invasion.

3. 3. If a Major Faction successfully defends their Capital, the defending Major Faction may annex or nullify any one non-Capital hex that is adjacent to that Capital hex.

4. Major Faction Capital hexes may not be the target of Annihilation threads.

5. If a Major Faction loses its Capital due to an Invasion it must choose a replacement Capital from another hex it currently controls. If it cannot, the Major Faction is reduced to a Minor Faction.

Mandates

MANDATES

  • Mandates are unique characteristics that may be adopted by a Major Faction that provide the Major Faction a bonus.



CHOOSING A MANDATE
  • A Major Faction Owner must declare his/her Mandate in the Map Update Thread upon their Faction being approved for Major status.
  • Major Faction Mandates and their dates changed will be displayed in the Major Faction Mandates thread.



CHANGING A MANDATE
  • A Major Faction Owner may request their Mandate be changed once every 60 days in the Map Update Thread.




MAJOR FACTION MANDATES [Updated 1/07/23]



1. Collateral Damage
"Ruined land was accepted as the collateral damage of progress." -Robin Wall Kimmerer

  • Strength: If this faction wins an annihilation every hex adjacent to the hex with the destroyed planet also turns neutral.

2. Fair Fight
"Honor. That is why a Knight does what he does." -Ser Gawain
  • Strength: This Major Faction may only be targeted by one Invasion every 30 days.
  • Weakness: This Major Faction may only win a maximum of one hex per Invasion.
  • Weakness: This Major Faction loses this Mandate if it forfeits an Invasion at any time, and may not choose it again.

3. Fortress Worlds
"A horse! A horse! My kingdom for a horse!" -Richard III
  • Strength: This Major Faction may designate up to three hexes that count as a capital for purposes of invasions. These hexes must be listed on the Mandate page and can only be changed every 60 days.
  • Weakness: This Mandate may only be possessed by Major Factions with 7 or more hexes in their Influence Cloud.

4. Hyperlane Trader
"When it's raining gold, reach for a bucket, not a thimble." -Warren Buffett
  • Strength: Once per month, this Major Faction may gain a free hex that can be submitted as a Dominion/PvE Thread without any associated thread so long as that hex is adjacent to or directly on an established Hyperlane.
  • Weakness: This Major Faction may only submit three completed Player Vs Environment threads every calendar month.

5. Lucky Looter
"You have to create your own luck. You have to be aware of the opportunities around you and take advantage of them." -Bruce Lee
  • Strength: A designated writer of this faction gains one thousand credits per post in any Map Update thread (Dominion, Invasion, etc.) their faction submits. This person may change per thread and can be noted on the Map Update Request.

6. Rampant Frontier
"One needs a vision of the promised land in order to have the strength to move." -War and Peace
  • Strength: In the place of Dominion threads, this Major Faction may submit four quality unique Codex Location submissions by four unique writers completed that month to the Map Update thread.
  • Weakness: This Major Faction may not submit more than one Dominion thread a month.
  • Weakness: This Major Faction may not submit more than 12 Codex Location submissions to the Map Update thread a month.

7. Rebel Storm
"It doesn't take a majority to make a rebellion; it only takes a few determined leaders and a sound cause." -H.L. Mencken
  • Strengths: A Major Faction with this mandate may mark a Major Faction as its Oppressor. Invasions against this Major Faction may target any valid hex within its cloud, up to three at a time. They can choose a new Oppressor once every 60 days or retain the same one.

  • Weaknesses:
  • This Major Faction may not gain territory on the map at all.
  • This Major Faction may only target its chosen Oppressor.

8. Relentless Horde
"If you had not committed such great sins, God would not have set a punishment like me upon you." -Genghis Khan
  • Strength: This Major Faction may invade two different Major Factions simultaneously.
  • Strength: This Major Faction may submit a completed Invasion thread as a Dominion to the Map Update thread to claim an unrelated hex.


9. Self Destruct
"Sometimes we want what we want even if we know it's going to kill us." -Donna Tartt, The Goldfinch

  • Strength: This faction cannot be invaded against its will.

  • Weaknesses:
  • This faction must designate a hex on the outer edge of its cloud as a starting point. From there, every month, a hex will be removed traveling the path of least resistance toward their capital. If the capital is reached before the Mandate gets changed the faction will implode and return to minor status. Any claimed adjacent hexes belonging to other factions also turn neutral.
  • This faction may only invade adjacent hexes.
  • This faction may not regain any hexes that have been lost due to this mandate for any reason unless the mandate gets changed.
  • This faction may not change its capital while the mandate is active.
  • A faction choosing this mandate must have at least two other hexes connected to the capital.

10. Total War
"Total war is the most humane in the long run." -C.S. Lewis
  • Strengths:
  • This Major Faction can invade and claim 6 Hexes with a single invasion in any order or shape as long as 1 Hex is adjacent to their cloud.
  • Can be used to cloud break.

  • Weaknesses:
  • If they lose the invasion they lose 6 Hexes of the winner's choosing.
  • Can be used to cloud break.

11. Vassal States
"It is always the adventurers who do great things, not the sovereigns of great empires." -Baron de Montesquieu
  • Strengths

  • This Major Faction can choose to sacrifice 5 Hexes and claim a "Secondary Cloud" of 3 Hexes anywhere on the map, excluding, Major Faction Capitals.
  • Once every 60 Days, this Major Faction can choose to sacrifice 2 Hexes in order to add 1 Hex to the Secondary Cloud.
  • Once every 60 Days, this Major Faction can reset the Secondary Cloud and relaunch the Mandate from scratch somewhere else.
  • Invasions can be launched from this cloud.
  • It can be used to cloud break.
  • They will be labeled on the Map as a "State" of the Major. (Ex. Empire/Alliance/Sith State).

  • Weakness:
  • The Secondary Cloud can only grow through a 2 Hex sacrifice or an Invasion Victory.
  • If the Mandate is changed or is reset after 60 Days the initial Secondary Cloud is lost and the hexes become neutral.
  • When claiming space occupied by another Major an Invasion can be launched in an attempt to block the claim. If this faction fails they lose 2 Hexes.
  • Only one Secondary Cloud per Major can exist at a time.


2024 Mandates

12. Capital Gains
"When solving problems, dig at the roots." -Anthony J. D'Angelo
  • Strength: Each hex in this Major Faction's influence cloud is a Major Faction Capital Hex.
  • Strength: Whenever this Major Faction declares an Invasion, this Major Faction may relocate the defending Major Faction's Capital Hex.
  • Strength: Whenever this Major Faction succeeds in defending a Major Faction Capital Hex, it may nullify three non-Capital hexes of the invading Major Faction's influence cloud.

13. Kingmaker
"Coming together is a beginning, staying together is progress, and working together is success." – Henry Ford
  • Strength: Whenever this Major Faction completes a Junction with another Major Faction, they may claim an additional hex for free.
  • Strength: Whenever this Major Faction submits a completed Dominion to the Map Update thread, they may gift an additional legal hex to another Major Faction of their choosing.
  • Strength: Whenever this Major Faction submits a completed Dominion to the Map Update thread, they may begin a Junction with a Major Faction regardless of limits or rules.

14. Techno Boom
"Technology made large populations possible; large populations now make technology indispensable." - Joseph Krutch
  • Strength: In the place of Dominion threads, this Major Faction may submit four quality Factory submissions by four unique writers completed that month to the Map Update thread.
  • Strength: In place of Invasion threads, this Major Faction may opt instead for a Technology Race. During a Technology Race, each faction submits technology, vehicle, starship, lore, or location submissions with their Major Faction listed as the Affiliation in the submission. In lieu of roleplaying in the Invasion, writers post a single link to a submitted submission, with roleplay writing optional. The Major Faction with the most submissions submitted within 30 days is declared victor. A successful Invasion will obey normal rules, but upon failure to win, the defending Major Faction is granted two free hexes.

15. Strength Of The Matriarchy
"We can endure much more than we think we can." -Frida Kahlo
  • Strength: Each PvE thread that rewards hexes rewards double that many hexes. This only triggers if the overwhelming amount (66%>) of characters involved in the thread are all female.

16. Functional Parity
"Equality is the soul of liberty; there is no liberty without it." -Frances Wright
  • Strength: This Major Faction may select another Major Faction to be listed as a Target of this mandate. Whenever the Target gains a hex for any reason, this Major Faction also gains a hex so long as it owns less hexes than the Target.
  • Weakness: Whenever the Target loses one hex or more, this Major Faction loses as many hexes.

17. Megacorpopolis
"Greed is good." -Gordon Gekko
  • Strength: This faction may pay 100,000 credits to a SWRP Staff Administrator to gain a hex for their faction, up to a maximum of six times per month. This does not count as a Dominion.

18. Extragalactic Planetary
"The probability is almost certain." -Buzz Aldrin
  • Strength: This Major Faction may target planetless hexes outside the blue Galaxy.
  • Weakness: So long as this Major Faction exists on the map, other Major Factions may invade and own hexes an Extragalactic Planetary mandate previously owned. Once this Major Faction leaves the map entirely, other Major Factions may not continue to own hexes outside the blue Galaxy unless another Major Faction has this mandate.
19. Horcrux
"I am the captain of my soul." -William Ernest Henley
  • Strength: Once this mandate is chosen, this Major Faction loses all hexes it doesn't share with another Major Faction and targets another Major Faction's influence cloud to "share". For the purposes of existing as a Major Faction, the target influence cloud is also considered this Major Faction's influence cloud.
  • Strength: Whenever this Major Faction submits a Dominion, Junction, or Invasion to the Map Update thread, it must list its Mandate, its Major Faction name, and the Major Faction it shares an influence cloud with. Successful Dominons, Junctions, and Invasions add hexes to the shared influence cloud. PvE thread and PvP thread limits are not shared between Major Factions that share an influence cloud.
  • Strength: Whenever this Major Faction changes its mandate from Horcrux to another mandate, it may reapply to be a new Major Faction. If accepted by the SWRP Staff Team, this Major Faction will start with the number of hexes it gained while sharing an influence cloud. These must be new hexes, as the target will keep all hexes gained during this Major Faction's tenure as a Horcrux.
  • Weakness: This Major Faction must keep track of the hexes it gains while in a shared influence cloud, though the Major Faction Owner may periodically request this number be added next to it in the Major Faction Mandate Update list. This only includes hexes gained by this faction, not any other faction in the shared influence cloud.
  • Weakness: This Major Faction may not possess its own influence cloud while it shares another's.
  • Weakness: This Major Faction does not have a Capital Hex.
  • Weakness: This Major Factions' target may invade or annihilate its own hexes. If this Major Faction loses the Invasion/Annihilation, it is disbanded and may not reclaim hexes through this mandate.
  • Weakness: If this Major Faction or its target loses any Invasion, the attacking Major Faction may opt to remove this Major Faction's mandate. If lost in this manner, this Major Faction may not reclaim hexes through this mandate.

20. Wild Magic
"People believe the only alternative to randomness is intelligent design." -Richard Dawkins
  • Strength: Each time this Major Faction submits a Map Update, they may make a request in their update to have the SWRP Staff Administrator add or remove a hex from any Major Faction on the map, to include their own. This is decided by flip of the coin.
  • Strength: The Major Faction Owner of this Major Faction may determine the success of any PvP thread their Major Faction is involved in by requesting a public flip of a coin, performed by a SWRP Staff Administrator.
  • Strength: Whenever this Major Faction submits a completed Junction, a SWRP Staff Administrator will flip two coins. If both heads, this Major Faction will receive an extra hex. If both tails, another Major Faction in the Junction will receive an extra hex at the Administrator's discretion. If mismatched, no extra hexes are rewarded.
  • Weakness: Each time this Major Faction makes a request using the Wild Magic mandate, this Major Faction may lose any number of hexes as determined randomly by the coin flip of an SWRP Staff Administrator. This may only happen a maximum of once per month.

21. Eternal Fleet
"You can't go back and change the beginning, but you can start where you are and change the ending." -Unknown
  • Strength: Each time this Major Faction submits a Map Update, the Major Faction Owner may opt to move it's Major Faction Capital Hex up to two hexes away from its original starting position. If the target hex is owned by another Major Faction, unless it is the opposing Major Faction's Capital Hex, this Major Faction nullifies that hex then gains it.
  • Strength: Whenever this Major Faction moves its Major Faction Capital Hex, it gains all hexes not adjacent to it's Major Faction Capital Hex that do not belong to another Major Faction's influence cloud.
  • Strength: There is no limit on how many Invasions this Major Faction may simultaneously initiate.
  • Weakness: This Major Faction may not exceed more than 7 hexes, to include its Major Faction Capital Hex. If any event supercedes this due to another mandate, the Major Faction may not gain more hexes until it has fewer than 7.
  • Weakness: Whenever this Major Faction moves its Major Faction Capital Hex, it loses all hexes not adjacent to it's Major Faction Capital Hex.
  • Weakness: This Major Faction may only initiate Invasions on hexes adjacent to it's Major Faction Capital Hex.
22. Rebellion
"To steal from the Empire, you just walk in like you belong." -Cassian Andor
  • Neutral: This Mandate may only be chosen by a newly established Major Faction as its first Mandate, and must be announced during its Major Faction application.
  • Strength: This Major Faction may choose three connected hexes a Major Faction owns as it's starting location, with one as its Major Faction Capital.
  • Weakness: This Mandate may only target Major Factions that occupy 12 or more hexes.

23. Beyond The Void
"Nothing exists but atoms and the void." -Democritus
  • Strength: This Major Faction owns an artifact that can be activated in one of two ways during an Invasion or Annihilation.
    • It can dampen the usage of the Force, nullifying it to negligible levels.
    • It can dampen the usage of any announced technology, forcing ships down from the sky.
  • Weakness: The artifact can only be used while this Mandate is active.

24. Wrath Of God
"Damnation does not slumber." -Jonathan Edwards
  • Strength: Annihilations this Major Faction initiates will count instead as three simultaneous Invasions against up to three target Major Factions, with starting and ending hexes decided by the Major Faction Owner. If the Annihilation is won, all three Invasions are won, and all legal hexes between this Major Faction's cloud and the target hexes are gained.

25. How About You Hypergate THIS
"I seriously hate Hypergate fans more than anyone else that has ever existed on Chaos." -Tefka
  • Strength: If this faction has a Hypergate in its cloud, it may dominion any hex that also has a Hypergate regardless if the targeted Hypergate hex is connected to its cloud or not.
  • Strength: Once every 60 Days, this Major Faction can reset the Secondary Influence Cloud and relaunch the Mandate from scratch somewhere else.
  • Strength: Invasions can be launched from this cloud.
  • Strength: It can be used to cloud break.
  • Strength: They will be labeled on the Map as a "State" of the Major. (Ex. Empire/Alliance/Sith State).
  • Weakness: This Major Faction can only have one Secondary Influence Cloud.