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Mandates Refresh 2019



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Poll: Mandates (50 member(s) have cast votes)

Do you like the Major Faction Mandates?

  1. Yes (38 votes [76.00%] - View)

    Percentage of vote: 76.00%

  2. No (8 votes [16.00%] - View)

    Percentage of vote: 16.00%

  3. What are they (4 votes [8.00%] - View)

    Percentage of vote: 8.00%

Which Mandates do you think are just absolutely useless or bad?

  1. Casino Royale (40 votes [22.35%] - View)

    Percentage of vote: 22.35%

  2. Droid Army (21 votes [11.73%] - View)

    Percentage of vote: 11.73%

  3. Relentless Horde (3 votes [1.68%] - View)

    Percentage of vote: 1.68%

  4. Benevolent Dictator (19 votes [10.61%] - View)

    Percentage of vote: 10.61%

  5. Rapid Expansion (5 votes [2.79%] - View)

    Percentage of vote: 2.79%

  6. Hermit Kingdom (20 votes [11.17%] - View)

    Percentage of vote: 11.17%

  7. Frontier Exploration (8 votes [4.47%] - View)

    Percentage of vote: 4.47%

  8. Galactic Nomads (12 votes [6.70%] - View)

    Percentage of vote: 6.70%

  9. Defensive Stronghold (7 votes [3.91%] - View)

    Percentage of vote: 3.91%

  10. Vigilante Justice (26 votes [14.53%] - View)

    Percentage of vote: 14.53%

  11. Lawlessness (18 votes [10.06%] - View)

    Percentage of vote: 10.06%

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#41
Kaine Australis

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Dueling Banjos

  • Strengths: Invasions, both defensive and offensive, are judged on the outcome of 1v1 duels.
  • Weaknesses: The faction is limited to ONE dominion per month.

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#42
Kaine Australis

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Passive Expansion

  • Strengths: The Faction gains three hexes per month without requiring any dominions. (No SSDs though)
  • Weaknesses: The faction must complete SIX Faction threads per month or it gains 0 hexes.

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'It gives me strength to have somebody to fight for; I can never fight for myself, but for others, I can kill.'

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#43
Natalie LaForte

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Casino Royale (rework)

  • Neutral: On the 1st of every month, 1d6 is rolled by staff for this faction.
  • Strengths: On an even number, another 1d6 is rolled. The outcome of this divided by 2 (and rounded up if a decimal) equals the number of hexes they passively gain that month.
  • Weaknesses: On an odd number, a hex owned by the faction (chosen by staff) is reverted to neutral. Passive hex gain is only possible if this faction has not participated in an invasion in the previous month. Passive hex gain does not contribute to SSD dominion requirements.

Droid Army (rework)

  • Strengths: This faction has refined its droid production capabilities. Droids produced by this faction may utilize any restricted material at one production category higher than usual (Limited). Droid player characters do not contribute to this faction's requesting aid slots. 
  • Weaknesses: This faction's organics in its territory are especially wary of their droid overlords. A rebellion may be declared against this faction at any time in any hex apart from their capital by an organic PC. 

Benevolent Dictator (rework)

  • Strengths: This faction's dictator aims to provide its citizens with their every need. No hexes within this faction may be rebelled against. Any dominions completed by this faction cannot be rebelled against. This faction may have an additional 5 requesting aid slots when they are being invaded.
  • Weaknesses: This faction's dictator is fixated on making their people happy that the its weapon's industry is non existent. This faction cannot declare invasions. Any combat focused technology (weapons, guns, missiles etc) cannot be produced at a level higher than 'Minor' within the factory when affiliated with this faction.

Vigilante Justice (rework) > Bounty hunter guilds

  • Strengths: This faction offers exceptional privileges to bounty hunters it hires, and rewards them well. Bounty hunters may enter any thread created by this faction's members in order to hunt a target (but the target must not be a member of this faction). Any bounty hunters hired by this faction do not count towards this faction's requesting aid slots in an invasion.
  • Weaknesses: This faction focuses its efforts on a private military. Any combat units produced in the codex affiliated with this faction directly have a maximum size of 'Medium' and a maximum deployment availability of 'Uncommon'

Hermit Kingdom (rework) > Inward Perfection

  • Strengths: This faction focuses on the development of land it already owns. Once per month, a force nexus may be created without the need for a development thread. Restricted materials within this faction's borders may be utilized up to a maximum production value of 'Minor' when affiliated with this faction. The requirements in order to claim an SSD may be reduced by 1 dominion for every 3 (idk if that's balanced) codex submissions related to this faction being submitted.
  • Weaknesses: This faction may only claim one dominion per month. This faction has no requesting aid slots when invading or being invaded.

Edited by Natalie LaForte, 22 April 2019 - 04:52 AM.

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#44
Yularen Nova

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Droid Army (rework) Strengths: This faction has refined its droid production capabilities. Droids produced by this faction may utilize any restricted material at one production category higher than usual (Limited). Droid player characters do not contribute to this faction's requesting aid slots.

Weaknesses: This faction's organics in its territory are especially wary of their droid overlords. A rebellion may be declared against this faction at any time in any hex apart from their capital by an organic PC.

 

I would change this weakness just a little bit. Its slightly unbalanced as its +2 -1.

 

I would change the weakness from rebel at any time to lowering the rebellion requirement of this faction to two doms while leaving the ability for rebellions to happen anywhere and adding that organic allies take up two ally slots rather than 1 so that you get a good +2 -2 balance there.

 

Neutral: On the 1st of every month, 1d6 is rolled by staff for this faction. Strengths: On an even number, another 1d6 is rolled. The outcome of this divided by 2 (and rounded up if a decimal) equals the number of hexes they passively gain that month.

Weaknesses: On an odd number, a hex owned by the faction (chosen by staff) is reverted to neutral. Passive hex gain is only possible if this faction has not participated in an invasion in the previous month. Passive hex gain does not contribute to SSD dominion requirements.

 

I really like this one, but I feel like the weakness here is too insignificant for a mandate that that could potentially net a faction 6 hexes passively, not including the 3 dominions they could do on top. I would maybe tweak the strength to that it is a choice whether or not the faction rolls the dice and if they do add the weakness that they cannot complete any dom that month if they roll even and if they roll odd they take the number they rolled, divide by 2 and they loose that many dominions that month.

 

Benevolent Dictator (rework) Strengths: This faction's dictator aims to provide its citizens with their every need. No hexes within this faction may be rebelled against. Any dominions completed by this faction cannot be rebelled against. This faction may have an additional 5 requesting aid slots when they are being invaded.

Weaknesses: This faction's dictator is fixated on making their people happy that the its weapon's industry is non existent. This faction cannot declare invasions. Any combat focused technology (weapons, guns, missiles etc) cannot be produced at a level higher than 'Minor' within the factory when affiliated with this faction.

 

Vigilante Justice (rework) > Bounty hunter guilds Strengths: This faction offers exceptional privileges to bounty hunters it hires, and rewards them well. Bounty hunters may enter any thread created by this faction's members in order to hunt a target (but the target must not be a member of this faction). Any bounty hunters hired by this faction do not count towards this faction's requesting aid slots in an invasion.

Weaknesses: This faction focuses its efforts on a private military. Any combat units produced in the codex affiliated with this faction directly have a maximum size of 'Medium' and a maximum deployment availability of 'Uncommon'

 

These two have the same issue in my mind in that they require too much extra policing of the factory/codex. I can't think of any solid weaknesses to suggest, but I like that you took two mandates and rolled them into one for your Dictator rework.

 

Hermit Kingdom (rework) > Inward Perfection Strengths: This faction focuses on the development of land it already owns. Once per month, a force nexus may be created without the need for a development thread. Restricted materials within this faction's borders may be utilized up to a maximum production value of 'Minor' when affiliated with this faction. The requirements in order to claim an SSD may be reduced by 1 dominion for every 3 (idk if that's balanced) codex submissions related to this faction being submitted.

 

Weaknesses: This faction may only claim one dominion per month. This faction has no requesting aid slots when invading or being invaded.

 

You're right! The codex buff is a little too strong. If this mandate had been written like this when I wrote for the Mandos we'd have an SSD every month easy. I think part of the appeal as far as weaknesses go for this one originally was that they CAN'T get an SSD. I like the restricted materials and the focus on creating lore here though. Maybe, instead of codex subs towards an SSD you do codex subs towards one passive hex gain. I think here 5 would be the appropriate number and each sub would have to be from a different writer (the logic here being it takes 5 writers to start a major faction with a single hex) and instead of 'Minor' production Restricted Materials, just bring it to limited


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#45
Thorne

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Cunning Subterfuge

  • Strengths: A faction that launches an invasion decides a single opposing faction's force type - fleet or ground forces - that are hindered via subterfuge and no defending allies can participate in that hindered force type.
  • Weaknesses: The attacking faction cannot field allies, due to utilizing them prior to sabotage their enemy's fleet or armies.

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#46
Tathra Khaeus

Tathra Khaeus

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Double post. ree.


Edited by Tathra Khaeus, 23 April 2019 - 02:30 PM.

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#47
Tathra Khaeus

Tathra Khaeus

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Racial Supremacists

 

Strengths: Characters belonging to the major faction's parent species have their posts count for twice as much in dominions, and have unlimited ally slots for members of the parent race in defending invasions.

 

Weaknesses: Characters outside of the parent species must have their posts count for half a post in dominions, non-members of the parent species cannot be allies in invasions.

 

​I am massively in support of this mandate. Because, as it stands there is a big problem with getting more isolated groups off the ground. This should be a mandate that helps get groups like the Bryn'adΓ»l [soonTM], Chiss Ascendancy or whatnot off the ground. Something that, due to its nature is harder to gain members.

 

​Its obvious that factions that can accept just about anyone and be just about anything would have an advantage in terms of productivity and memberbase. This, evens things out a bit and gives more tonally and narratively strict groups a chance to be as relevant as the beautiful amalgams that exist.

 

​It allows for more variety. It allows, for a greater amount of concepts to stand a chance at getting out there. I think its a big step forward for chaos to put something like this forward.

 

​But it should remain, species or something that keeps it for those harder groups. However, maybe change the name and drop the post count to 1.5. 25 posts can be done in a few hours. We don't want the map to suddenly be engorged by speed doms. I also think if this were to be implemented, a sort of cap on how many people can participate in a dominion should be applied.


Edited by Tathra Khaeus, 23 April 2019 - 12:14 PM.

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#48
Natalie LaForte

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Yularen Nova

 

Not gonna lie I just sort of wrote these up one day when I was bored but thanks for the feedback!

 

Haven't RPed in a while so as to what's balanced I'm probably out of the loop, I'll leave that up to whoever is implementing these ideas


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#49
Lucius Varad

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Will replace formatting later, but this is something that popped into my mind that might be interesting for us. While I know that we have an expansion based mandate already, I think this would be perfect for newly founded factions with a highly active writer base, as they'd be able to swallow up large swathes of territory; naturally coming with greater risks.

GRASP THE VOID

  • Strength: This Major Faction gains the ability to submit an additional ~2+ Dominion's per month, both of which are subject to Rebellions.
  • Weakness: This Major Faction loses the ability to launch Invasion threads.

Edited by Lucius Varad, 23 April 2019 - 03:28 PM.


#50
Fatty

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The Tarkin Doctrine:

  • Strength: This faction may invade a hex and destroy (or otherwise decimate) one planet contained within it of their choosing, should they win, in a manner that is creative and unique (the description of how it is potentially destroyed/decimated, and its creativity shall be an additional factor for determining invasion victory).
  • Weakness: This faction is always subject to rebellion, in every hex, including the capital. - OR - Whenever they are defending, the invader has unlimited ally slots (this choice must be made from the adoption of the mandate and can only be altered by changing to this mandate a second time and choosing which weakness to accept).

 

Pros: Inspired by Star Wars Canon and comes with a legitimate strength that hopefully inspires creativity. It's weaknesses also have the potential to spark natural board wide events, where factions and characters from all over reacting to the destruction of planets band together to fight the threat.

Cons: Comes with an option of two potentially unbalanced, significant weaknesses, which have the potential to cause undue grief.



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#51
Judah Lesan

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The Art of War

  • Strengths: Invasion winners are granted one additional hex in their influence cloud not subject toward dominions 
  • Weaknesses: Additional Hex may not count toward SSD

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#52
Gilamar Skirata

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Orbital Yards
  • Strength: This Major Faction is able to submit for SSDs after two dominions and their SSD gets one rating bump over normal balance.
  • Weakness: The Second dominion this faction completes is able to start a Rebellion anywhere in the Major Faction's influence cloud except the Capitol. This Major Faction can only complete two dominions per month. This faction can only invade hexes adjacent to its own influence cloud.


#53
Gilamar Skirata

Gilamar Skirata

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Isolationist Superpower
  • Strength: This Major Faction can submit for an SSD by submitting 3 Codex submissions written by different writers and after the faction has completed3 faction threads, skirmishes, invasions or any combination of the three. Faction threads and Skirmishes must meet a similar level of quality as Dominions.
  • Weakness: This major faction can only own a maximum of 3 hexes and cannot invade adjacent hexes to their cloud.If the third thread of a month is a Faction thread this thread opens the faction up to a Rebellion on any of its non-Capitol hexes. All Faction threads must be in Open Roleplaying.

Edited by Gilamar Skirata, 24 April 2019 - 08:29 PM.


#54
Gilamar Skirata

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Galactic Bully
  • Strength: This Major Faction can enter any thread labeled Faction Thread and can invade up to 3 Major Factions at once.
  • Weakness: This faction has 0 requesting aid slots and its territory immediately opens up to a Rebellion if the faction posts any Faction Thread after its first Dominion.

Edited by Gilamar Skirata, 24 April 2019 - 08:43 PM.


#55
Gilamar Skirata

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Apex Predator 
  • Strength: This Major Faction can create SSDs up to 19Km
  • Weakness: SSD ratings are considered the same as the current max 10Km

Edited by Gilamar Skirata, 24 April 2019 - 08:57 PM.


#56
Kaine Australis

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Isolationist Superpower Strength: This Major Faction can submit for an SSD by submitting 3 Codex submissions written by different writers and after the faction has completed3 faction threads, skirmishes, invasions or any combination of the three. Faction threads and Skirmishes must meet a similar level of quality as Dominions. Weakness: This major faction can only own a maximum of 3 hexes and cannot invade adjacent hexes to their cloud.If the third thread of a month is a Faction thread this thread opens the faction up to a Rebellion on any of its non-Capitol hexes. All Faction threads must be in Open Roleplaying.


Solid mandates. This ones weakness needs adjustment I think. If a faction takes this mandate, theyre going to ensure their third thread of a month is not a faction thread.

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'It gives me strength to have somebody to fight for; I can never fight for myself, but for others, I can kill.'

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#57
Tathra Khaeus

Tathra Khaeus

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Galactic Bully
  • Strength: This Major Faction can enter any thread labeled Faction Thread and can invade up to 3 Major Factions at once.
  • Weakness: This faction has 0 requesting aid slots and its territory immediately opens up to a Rebellion if the faction posts any Faction Thread after its first Dominion.

 

 

​I love this, factions can't hide in their Faction Threads anymore. Perfect. This sounds like, ALL of the fun.


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#58
Kaine Australis

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Galactic Pacifists

  • Strength: Any Invasion/Rebellion targeting this Major Faction must be contested through non-violent means. Including but by no means limited to : Propaganda, politics, rap battles, grand speeches, or musical or other dramatic contests.
  • Weakness: Members of this faction cannot participate in any other Invasion or Rebellion as allies, nor can the faction itself launch Invasions or Rebellions.

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'It gives me strength to have somebody to fight for; I can never fight for myself, but for others, I can kill.'

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#59
Karon

Karon

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Galactic Pioneers

A faction that goes out to the edge of the Galaxy to discover new planets and species. Not attached to any one particular planet, they instead focus on pushing the boundaries of the known Galaxy.

 

Strength: This faction is not subject to Rebellion while performing a Dominion, provided the Dominion centers on a planet submitted by one of its faction members within the past three months.

 

Strength: While this faction is invading or defending, characters whose species was submitted by a member of this faction do not count towards using up ally slots. 

 

Weakness: This faction's Capitol has no special qualities protecting it from Invasion. 

 

High Society

A faction that is made stronger by its rich culture; it spreads its influence through art and religion as well as force of arms.

 

Neutral Trait: This faction, when invading or invaded, has an additional criterion for judgement:

Cultural Influence

The faction that most protected its in-character and player-submitted architecture, books, history, etc. is to be judged favorably in this category, or the faction that most spread its in-character and player-submitted cultural works to the other. 

 

Pervasive Swarm

A ravening faction, more infection than political society, that can strike from anywhere. Other factions may go out of their way to use their resources for erasing this faction's influence - stamping it down wherever it may rise up.

 

Strength: This faction's Influence Cloud does not need to be contiguous. This faction may invade and perform dominions of hexes not adjacent to any of its other hexes. 

 

Weakness: When defending a planet not contiguous to its Capitol, this faction cannot field allies. When invading a hex not adjacent to another controlled hex, this faction cannot field allies.

 

Weakness: Dominions of non-adjacent hexes are always subject to Rebellion if a faction wishes to rebel.

 

Weakness: This faction can be invaded regardless of whether it is adjacent to the invader's influence cloud. If they lose the invasion, the cloud becomes neutral and cannot have a Dominion performed on it by the faction for the next three months. 

 

 


Edited by Karon, 25 April 2019 - 08:23 PM.


#60
Kiff Brayde

Kiff Brayde

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​TOTAL WAR

A faction may declare Total War on another faction and invade, with all normal invasion rules applying; if the invasion turns out to be a victory, the invaded hex and the two adjacent hexes that are a) controlled by the defeated faction and are :cool: closest to the invading/victorious faction become neutral. If the invasion is unsuccessful, then the invaded faction can counter invade without repercussion. This mandate cannot be used against a Major Faction with five hexes or less, and may be not used more than once a year.

 

Strength: The potential to invade and wipe off three hexes of a rival faction is something that would make invasions more palpable, and clear up territory for dominion if two adjacent factions are going head to head.

 

Weakness: This hinges on the faction winning the invasion; if they lose, the defending faction can counter invade and potentially take three of their own hexes. Additionally, this mandate cannot be used more than once a year. 

 

 

I'm thinking this would be a good mandate for factions that want to seriously hurt another's influence cloud, but it takes away the stress and rigor of writing three invasions and turns that into one invasion.


Edited by Kiff Brayde, 06 July 2019 - 06:25 PM.

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