User:PowerfulBacon/Factions: Difference between revisions
(Created page with "Factions provide some flavour to the world and a way for players to get back into the round. = Mechanics = There are a variety of mechanics surrounding factions, listed in the subsections below. == Reputation == Each faction has a different reputation factor with the station. Reputation can be gained by completing missions for different factions, or by completing their priority cargo orders. By completing missions or supplying cargo, you increase the capability of...") |
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Factions provide | Factions provide flavour, a job for the Captain to do, and a way to integrate observers into the flow of a round. | ||
At roundstart, there is a single job slot available for a faction role. Only one of each faction can spawn, and they spawn in the civilian office (replacing the lawyer's office). The faction representative role is unavailable to be selected at late-join and cannot be an antagonist. If a representative is selected, then that faction will automatically be chosen. | |||
= Available Factions = | |||
Here is a list of the available factions. | |||
== Merchant's Guild == | |||
The merchant's guild is a conglomerate of merchants. They possess unique items and wish to do dealings with the station to gain a profit, even if that means establishing a station-wide black market. | |||
'''Roundstart Role:''' Guild Representative | |||
== | == Mercenaries == | ||
The | The mercenaries are a group of smugglers, criminals and security personnel who make a living by offering their services to a client in need. They operate by stationing intelligence operatives on various activity hot-spots and then offering their assistance when the station is in need. | ||
They can provide unique weapons and arms, as well as additional manpower against threats but the faction may also order their representative to attempt to spur some drama as an excuse for their hiring. | |||
'''Roundstart Role:''' Intelligence Operative | |||
== Stellar Law == | |||
Stellar law are an independent law and policing body. They provide lawyers as well as independent policing and can audit and arrest members of security who are acting out of line. They are almost always aligned with the Captain and use their faction's influence to request additional powers and units when needed. | |||
'''Roundstart Role:''' Lawyer | |||
= Ghosts = | |||
Ghosts play an important role in the faction's interactions with the station. They take command of the non-station side of communications and have several powers which include: | |||
* Sending messages to the station or representative | |||
* Spawning roles/events based on the reputation | |||
* Voting for which faction to select, if one hasn't been selected via the appointment of a representative | |||
All ghost actions are decided by a communal vote, where to vote you need to spend points. Points are gained over time, but you gain both starting bonuses and points per minute bonuses by gaining karma prior to your death. | |||
Revision as of 19:23, 22 October 2025
Factions provide flavour, a job for the Captain to do, and a way to integrate observers into the flow of a round.
At roundstart, there is a single job slot available for a faction role. Only one of each faction can spawn, and they spawn in the civilian office (replacing the lawyer's office). The faction representative role is unavailable to be selected at late-join and cannot be an antagonist. If a representative is selected, then that faction will automatically be chosen.
Available Factions
Here is a list of the available factions.
Merchant's Guild
The merchant's guild is a conglomerate of merchants. They possess unique items and wish to do dealings with the station to gain a profit, even if that means establishing a station-wide black market.
Roundstart Role: Guild Representative
Mercenaries
The mercenaries are a group of smugglers, criminals and security personnel who make a living by offering their services to a client in need. They operate by stationing intelligence operatives on various activity hot-spots and then offering their assistance when the station is in need.
They can provide unique weapons and arms, as well as additional manpower against threats but the faction may also order their representative to attempt to spur some drama as an excuse for their hiring.
Roundstart Role: Intelligence Operative
Stellar Law
Stellar law are an independent law and policing body. They provide lawyers as well as independent policing and can audit and arrest members of security who are acting out of line. They are almost always aligned with the Captain and use their faction's influence to request additional powers and units when needed.
Roundstart Role: Lawyer
Ghosts
Ghosts play an important role in the faction's interactions with the station. They take command of the non-station side of communications and have several powers which include:
- Sending messages to the station or representative
- Spawning roles/events based on the reputation
- Voting for which faction to select, if one hasn't been selected via the appointment of a representative
All ghost actions are decided by a communal vote, where to vote you need to spend points. Points are gained over time, but you gain both starting bonuses and points per minute bonuses by gaining karma prior to your death.