Star Wars Roleplay: Chaos

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Question Do you have ideas for Challenge Hex requirements?

A few loose ideas.

  • On a hex where there is a large population, make the choice to save the few or the many. Maybe this is between a vital NPC (or PC) , or a whole population
  • A PC must suffer a permanent injury or loss
  • The faction must experience a betrayal/defection from an important ally
  • A PC must betray/defect
  • A PC must be captured by the opposition
 
You could have a Gamemaster of sorts creating a specific set of challenges per hex. Just an example:

Galactic Empire is trying to capture Hoth. They are invading the planet, and the Gamemaster gives them objectives that must be completed before the hex is claimed.

Objectives could be like:

1. Capture the Ion Cannon
2. Disrupt the Shield Generator protecting the base.
3. Defeat the enemy captain (Likely would be an NPC.)

The faction wouldn't know the objectives until the start of the thread, and they would need to coordinate who could do what with their writing ability.

Just spit-balling ideas here.
 
Residential Archfey
  • Genre/trope requirements! (Ex slasher, murder mystery, spy flick, dream sequence, etc)
  • Uncommon narration styles (second person, starting at what should be the end, etc)
  • Each writer/objective has to play into a more specific theming (boardgames, holiday traditions/figures, etc). Candyland-themed thread, MFOs, just tell me when
 
Taking the current challenge hex as an example it seems that the challenge should be something that only needs to be checked once, and that is at the time of submission. Ideally with as little reading as possible for an admin.

Things such as:
  • Only use droid/alien characters
  • No Force Users allowed
  • Absolutely no dialogue or telepathy
  • Rhyming schemes
  • Egregious div usage
If you want to get experimental with it:
  • MS Paint Comics/AI Generated imagery only, no text
  • Something similar to Consequences where each following post is a continuation of the previous one. Each writer is limited to a single sentence each. It has to form a coherent story or the challenge fails.
 
The Trap Hex – "What's Inside?"
This hex hides something, powerful, forbidden, and possibly cursed. No one knows what it truly is until someone steps inside to claim it. But the moment you try, it triggers. Could be treasure, could be a trap, could be the end of your campaign/reign. The only certainty: once you go in, there's no turning back.

The first post in the thread must involve a character breaching an ancient vault or ruin that cannot be scanned or scryed. The reward, or punishment inside is revealed only in character.
Complication: Once opened, the hex must be resolved to its end; retreat is not an option. The challenge ends with either great reward... or devastating consequence.
(Examples: release of a plague, a collapsing time loop, or awakening an old god.)



The Sacrifice Hex – "One Must Fall"
Capturing this hex means giving something up. Maybe it's the stronghold that guards your flank. Maybe it's a supply route. Either way, taking this spot locks you out of another. One strategic location is secured, but the other is lost.

Challenge: Simultaneously, two key hexes become vulnerable, this one, and another adjacent.
To claim this Challenge Hex, a faction must abandon influence over the second hex. That hex becomes a dead zone: it cannot be reclaimed for 30 days.
Narrative Hook: The terrain is unstable, cursed, or strategically entangled; claiming one triggers the collapse or corruption of the other.



The Trial Hex – "Trial by Fire"
This hex is a crucible. It seethes with danger from raging firestorms, to collapsing terrain, or a battlefield that seems to shift and think. Entering means submitting to the environment's wrath. No fleets. No allies. No reinforcements. Only those willing to face the fire and prove their worth.

To claim this hex, a faction must send a minimum of three PCs into the heart of the storm. Once the challenge begins, there is no aid or extraction.

Challenge: Only one character may emerge unscathed. The others must die, be permanently maimed, or otherwise written out of action. The story is yours to tell, but the cost must be paid in blood.

Narrative Hook: This place could be a sentient arena, an ancient dueling ground, or the heart of a dying world. It calls to warriors, champions, and fools alike, and devours all but the strongest.



The Pact Hex – "The Devil's Bargain"

The hex cannot be taken by force. Not this time. A power dwells here—corporate, arcane, or otherworldly. And it offers a deal.

To claim the hex, a faction must roleplay a binding deal or pact with a neutral or hostile NPC, PC, or Force Entity. The terms must be permanent, written, and public.

Challenge: Breaking the pact later will immediately forfeit the hex, and three random Challenge Hexes will appear adjacent.

Narrative Hook: The deal could involve forbidden knowledge, smuggling Sith relics, sheltering a known war criminal, or outlawing Jedi within the faction's space.



The Mirror Hex – "Reflections in the Dark"

This hex is a mirror; not literal, but thematic. It reveals the worst version of you. Entering it brings you face to face with your darker self.

To claim this hex, each participating PC must face a version of themselves twisted by fear, greed, or ambition in combat or conversation.

Challenge: One character must embrace their darker self by the end of the thread. This means a turn, betrayal, or transformation.

Narrative Hook: Is it a Force nexus playing tricks, or a mind parasite embedded in the terrain? You don't leave the mirror the same. yhis is a mirror, and it always reflects something back.



The Betrayal Hex – "The Knife Inside"
This hex turns allies into enemies. Something here twists loyalty be it political pressure, ancient curses, or simply greed. The hex can only be taken through treachery.

To claim this hex, a PC must betray their faction mid-thread. It must be irreversible. Defection, sabotage, or an act of public betrayal with consequence.

Challenge: The traitor must survive, but their faction cannot aid them. If they die, the hex is lost. If they succeed, the hex is gained, but the faction they turned on cannot challenge for a new Challenge Hex for 30 days.

Narrative Hook: This site could be a throneworld, a hidden archive of blackmail, or a Sith ritual circle that only grants power through betrayal.



The Beacon Hex – "Light the Fire"
This hex is a call to arms. A signal begins to broadcast across systems. ancient, powerful, undeniable. Every nearby faction hears it. Ignoring it risks losing control of the region.

To claim the hex, the initiating faction must post an open thread that draws at least two outside factions into the event, willing or not. There must be conflict. There must be consequence.

Challenge: At least one outside faction must suffer a narrative loss: the death of a PC, the loss of a ship, or the forfeiture of a valuable NPC/world.

Narrative Hook: The beacon may be a distress call, a Jedi holocron reactivation, a forgotten throne awakening, or bait for something far worse.

The Crown Hex – "Claim the Throne"
This hex is a former capital, buried deep in ruin or shadow. But its legacy remains powerful, symbolic, and dangerous to ignore.

To win this hex, the faction must elevate a new leader or figurehead in-character. This must be roleplayed publicly and acknowledged ICly across the faction. The previous leadership must step aside, die, or become subordinate.

Challenge: The ascension must trigger political fallout, internal conflict, schism, or exile of at least one character or faction-aligned NPC.

Narrative Hook: This could be the tomb of an ancient monarch, a throneworld once ruled by Sith or Jedi, or a fortress AI that only bends the knee to someone worthy.



The Heirloom Hex – "Blood Claims Blood"
This hex contains something once lost, likely an artifact, relic, or birthright with deep history tied to a character's bloodline or culture.

To claim this hex, a named PC must prove their claim in character, not through power, but through legacy. They must write their connection and defend it against challenge from at least one rival.

Challenge: If the challenger wins, they claim the prize and the hex. If the claimant wins, the item is restored to its rightful owner, but their past is now part of the faction's future. Secrets, debts, or enemies may follow.

Narrative Hook: Works great for Mandalorians, royal bloodlines, Force cults, or characters with buried pasts and lost names.
 
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Challenge hex. I would say a person acts like a GM like in D&D (Neutral to the ones contesting control.) There is a compiled list (on the GM side) of things that could happen.

The participants use dice rolls to determine their success… or lack thereof. From choosing what is going on (the base encounter) all the way to how successful their actions are.

Edit: To give clarity, the dice are meant to interject a modicum of chaos. Such as

E.g. a planet is in the hex. After players are declared. A dice roll occurs and it comes out on the sheet as a plague is ravaging the planet.

In this case the group(s) would work towards the end goal of stopping the plague. Maybe some dice rolls to see if there is a mutation (good or ill) whether an idea works better than another etc. along with creativity points in the end.
 
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Challenge hex. I would say a person acts like a GM like in D&D (Neutral to the ones contesting control.) There is a compiled list (on the GM side) of things that could happen.

The participants use dice rolls to determine their success… or lack thereof. From choosing what is going on (the base encounter) all the way to how successful their actions are.

The problem with this is the Venn diagram for those that enjoy forum roleplay and dice/wargaming is actually not as tight as people think. Lots of people hate using Dice as its random. Nothing is worse than trying to do something badass and falling flat on your face.

I love the idea of dice but it doesn't seem like its popular on Chaos.
 
Spitballing a bunch of ideas here in case something sticks for someone:

  • Challenge hex requires assistance of an outside party (major/minor faction or independents)
  • Challenge hex requires (codex) creation of a location within the hex
  • Challenge hex requires (factory) creation of specialized equipment, vehicles or tools to overcome extreme environmental conditions
  • Challenge hex requires creation of a character native to the hex (as a representative, turncoat, resistance, or opposition)
  • Challenge hex requires creation of a planet/stellar object in an empty hex (to help populate new map area?)
  • Challenge hex requires creation of species native to the hex (flora/fauna or playable species)
  • Challenge hex requires link to previously failed Dominion or lost invasion/ any other thread where the faction has failed to take or keep a hex.
  • Challenge hex requires the loss of another hex elsewhere.
  • Challenge hex requires the defeat of a ‘raid boss style threat (maybe created by chaos staff, or just left vague for the attempting faction to create.) The hex is treated as impassable/unclaimable until the ‘boss’ challenge is defeated in a dedicated thread, like a mini dominion. Then the hex is unlocked for regular claiming methods.
  • Challenge hex has a longer cooldown time than normal required
  • Challenge hex requires another specific hex to be owned by the same claiming faction to be unlocked
  • Force insensitive; contributions by force using characters count for half the normal contribution amount
  • Force sensitive: contributions by Non Force Users count for half the normal amount
  • Favors nonhumanoid: as above, but debuffs humans and humanoid characters
  • Favors inorganics: as above, but debuffs everything but droids/machines.
  • Challenge hex requires an existing character to leave claiming major faction
  • Challenge hex requires an existing character to join major faction
  • Challenge hex requires a character from a different faction to die (better play nice or good luck claiming the hex)
  • Propaganda wars: challenge hex can only be claimed by winner of a ‘last post wins style article/blog/thread posts rebuking one another. Once a set time has passed before a rebuttal has been posted, the hex may be claimed normally by the faction represented by the last unchallenged article.
  • Challenge hex requires dominion/claiming thread to be open to all characters (and advertised in the title maybe). Maybe the claiming faction must outnumber the number of posts by non-faction members to succeed
 
The problem with this is the Venn diagram for those that enjoy forum roleplay and dice/wargaming is actually not as tight as people think. Lots of people hate using Dice as its random. Nothing is worse than trying to do something badass and falling flat on your face.

I love the idea of dice but it doesn't seem like its popular on Chaos.

Dont contest others, this is a thread for proposing ideas, not contesting them.

Wait for Staff to implement a bad idea and then contest it. We’ll listen and it’ll be a more productive conversation. I’d rather the focus of this thread be on creation, please.
 
  • When a challenge hex contains no planets, the hex can only be gained by first submitting a Codex planet for that hex, and then starting a junction, dominion etc to gain the planet. This way, challenge hexes can help add something to empty space on the map.
  • To gain a challenge hex, you have to submit a new location on a planet in that hex. For example, a palace, a city, a Force nexus etc
 

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