Chapter 7: Faction Turns
Super Haplo
Posted: Aug 10 2007, 11:22 AM


Lord of Elemental Wind


Group: Admin
Posts: 293
Member No.: 2
Joined: 18-February 07



This is how Faction Turns work. Faction Turns will be instrumental in plans to become the dominant group in Edgewater.

Date: Month, Year

Faction Name: Name of the faction.
Faction Leader: The leader of the faction.
Faction Fame/Notoriety: How well respected/feared your faction is.
Faction Headquarters: The location of your faction headquarters
Faction Areas: The areas in which your faction holds sway.
Faction Money: Total money your faction has.
Faction Members: The name of every member of that faction, with skills.

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Area-specific Information

Area Number: Number for the area.
Area Name: Name for the area.
Commercial Value: CV for the area.
Safety Value: SV for the area.
Defensive Value: DV for the area.

Action Rule:

All actions are boosted by selecting faction members to do it. For every Skill at level I, the character gets 1 Stat Boost point. For every level above level I, the character boosts the stat by an extra .5. This is referred to as "S" in formulae.

Each member gets one action, not counting defensive actions, quests, battles, etc.

Actions

Pay Members
Pay, every month, every member the agreed upon amount.

Increase Commerce
Increases the Active Commerce Value. Can be done three times per turn. (Formula is S*1.)
20 dollars per person.

Example: Louis Vuitton, Super Strength I, Super Speed II, develops Commerce in Area 5. Commerce increases by 2.5.

Increase Commerce Max
Increases the Maximum Commerce Value. Can be done once per turn.
(Formula is S*.5)
50 dollars every time.

Example: Coco Chanel, Ice Breath V, Super Speed II, develops Commerce Max in Area 5. Commerce Max increases by 4.5 


Increase Safety
Increases the Active Safety Value. Can be done three times per turn.
(Formula is S*1.)
35 dollars per person.

Example: The Dark Lord of Silikonia, Ice Breath V, X-Ray Vision V, Energy Manipulation V, Super Flight V, develops Safety in Area 5. Safety increases by 12. 

Increase Defences
Increases the Defence Value. Can be done three times per turn.
(Formula is S*1.)
50 dollars per person.

Example: Harry Potter, Super Flight III, Energy Manipulation II, Super Athletics III, Super Ranged Abilities IV, develops Defenses in Area 5. Defences increase by 8

Search
Searches for NPCs willing to join. Can be done as many times as they want. Formula is hidden.

Example: George Washington, Super Athletics II, Super Strength III, searches.

Pay Officers
Pay officers. PCs get any amount the leader wishes. NPCs must be paid at least the following: NPC's SP*10. So, an NPC with 15 SP would be paid 150 dollars a month (15*10 = 150)

Expand into Area
Expands into an area with the general idea of taking it over. Can be taken by an unlimited number of people, but costs 500 for miscellaneous costs, plus 100 dollars per person. A maximum of 2,000 extra may be spent for bonuses.
Example: Lucas of Gondor (Strength III, Regeneration V), Harry Potter ( Super Flight III, Energy Manipulation II, Super Athletics III, Super Ranged Abilities IV), and Coco Chanel (ce Breath V, Super Speed II), attack Area Six. Cost is 300 dollars.

Every three months (January, April, July, October), your faction collects income. Just post "Collects income" in your FT and we'll calculate it for you.


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William Redspring, the Lord of Elemental Wind, 11, Male.
Energy Manipulation II, Gaseous Manipulation III: Air, Super Athleticism I, Super Constitution II, Super Flight II, Super Regeneration I, Super Speed I, Telekinetic Abilities I, Psychic Capabilities I

Doctor_Zemopheus: Kebs, how does 'around Haplo' translate to 'you die!'
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