User:PowerfulBacon/Factions: Difference between revisions
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{{JobPageHeader | |||
|headerbgcolor = gray | |||
|headerfontcolor = white | |||
|stafftype = EXTERNAL | |||
|imagebgcolor = lightgray | |||
|img_generic = Generic_lawyer.png | |||
|img = lawyer.png | |||
|jobtitle = Representative | |||
|access = Visitor's office | |||
|additional = N/A | |||
|difficulty = Hard | |||
|superior = Their Faction | |||
|duties = Communicate and follow orders from your faction, request additional resources, be a messenger for your faction declaring war. | |||
|guides = N/A | |||
|quote = There are no dangerous weapons; there are only dangerous men. | |||
}} | |||
At roundstart, there is a single job slot available for a | The representative is a unique role that isn't aligned to the station, but to their faction. There are multiple factions which they can belong to which have unique resources to be requested which can either be good, or bad for the station. | ||
This role is role-play heavy and may involve conflict with the station based on the whims of your faction, which is controlled by ghost players. As the representative, you need to act as a messenger between the station and your faction, attempting to negotiate with those controlling your faction. Your job duties range from having meetings with the [[Captain]] to running a black market and will heavily depend on the orders that you are given. Inevitably, your faction will end up sending people to the station and at that point you will probably end up joining or directing them on their mission. | |||
At roundstart, there is a single job slot available for a representative. 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 = | = Available Factions = | ||
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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. | 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. | ||
{{Jobs}} | |||
[[category: jobs]] | |||
Latest revision as of 19:32, 22 October 2025
| EXTERNAL STAFF | |
Representative |
Access: Visitor's office Additional Access: N/A Difficulty: Hard Supervisors: Their Faction Duties: Communicate and follow orders from your faction, request additional resources, be a messenger for your faction declaring war. Guides: N/A Quote: There are no dangerous weapons; there are only dangerous men. |
The representative is a unique role that isn't aligned to the station, but to their faction. There are multiple factions which they can belong to which have unique resources to be requested which can either be good, or bad for the station.
This role is role-play heavy and may involve conflict with the station based on the whims of your faction, which is controlled by ghost players. As the representative, you need to act as a messenger between the station and your faction, attempting to negotiate with those controlling your faction. Your job duties range from having meetings with the Captain to running a black market and will heavily depend on the orders that you are given. Inevitably, your faction will end up sending people to the station and at that point you will probably end up joining or directing them on their mission.
At roundstart, there is a single job slot available for a representative. 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.


