Post by Admin Roc on Jan 17, 2012 0:25:33 GMT -5
Faction Purchasing Guide
[The following items are designed for purchase by Faction Leaders -- not all items will be available to regular players. Compare to the Purchasing Guide and Price List for what non-Faction Leader players have access to.]
TERRITORY
[Create a new Territory owned by your Faction. You must purchase or control a Territory before you can place a Base, Hangout, or Lair on it.]
{Territory name goes here} ~ {Faction name goes here}
{Write a brief description of the Territory including any key features of interest or tidbits of history. Descriptions should be no shorter than five complete sentences and no longer than three paragraphs. If you want to describe the Territory in greater detail use the 'More Details' section at the end of the form; be sure to leave the spoiler and color tags alone.}
Territory Bonus {Recommend Territory Bonuses for each of the current Factions + Freelancers. Bonuses can range from the practical -- such as 2x Point Value if the location is especially valuable to a particular Faction -- to the unusual -- a special power, discount on certain Emporium purchases, access to a custom Minion, Vehicle, or Equipment of your making, etc. Also consider the Recon Bonus, listed below the submission form, for Territories that specialize in information gathering. Feel free to be creative!}
Shibusen:
Witches of the Mass:
Exorcists:
Heretic Cabal:
Freelancers:
More Details:[/ul]
{Add any additional details about the Territory here. Feel free to write as much or as little as you want. If the Territory is meant to have a Mission or special condition attached to claiming it, include that here.}[/size]
[/ul]
BASE, HANGOUT, & LAIR
[All Bases, Hangouts, and Lairs will be added to the description of the Territory they occupy in the 'More Details' section.]
[Adds a Base to an already owned Territory. A Base is typically a military stronghold, tough to destroy and armed to the teeth. It comes with a free S-Rank Minion or Horde to help defend and secure it against attackers. It's a very good purchase for members looking to start their own Faction and wanting a formidable headquarters to go with it. The major downside is that the location is fairly public and a potential target for enemies... but with all that armor, firepower, and hardware surely you can take 'em!]
BASE {Base name - OPTIONAL}
Located on Territory: (Territory name. This line will be removed when the Base is officially part of the Territory.)
Description: (A brief description of the Base. Bases can include structures like castles, military bases, factories, bunkers, or similarly fortified buildings. Feel free to be creative!)
Defense Power: (All Bases come with one free Defense Power -- this is essentially an "Ability" or "Equipment" for the Base itself. If the reviewing staff member determines that the Defense Power is stronger than normal they may choose to up the price accordingly or ask you to rework the power to be more balanced.)
Hangout ~ 1000 Points
[Adds a Hangout to an already owned Territory. A Hangout is the layman's gathering place. A common structure or location, a hangout is more like a clubhouse or rallying point than a stronghold or hideout. Far less expensive than its counterparts, the hangout option is ideal for less-aggressive Factions or as a chill spot for roleplaying purposes. It offers no tactical advantages but sends a message about you or the group you belong to: "this is our turf, and we're cool enough to have it."]
HANGOUT {Hangout name - OPTIONAL}
Located on Territory: (Territory name. This line will be removed when the Hangout is officially part of the Territory.)
Description: (A brief description of the Hangout. Hangouts are generally structures that were never intended for military use and thus rely more on the 'rule of cool' -- a fancy club or bar, training facility, spooky old house, or just about anywhere that the characters of your Faction could rally.)
Lair ~ 6000 Points
[Adds a Lair to an already owned Territory or creates a separate mobile Lair. Lairs are ideal as "secret bases" -- they don't show up on the Territory Control map. If the Lair is stationary then it will "cloak" the Territory against attack, making it impossible for the Territory to be claimed by any Freelancer or Faction without first using a Recon Bonus to reveal the Lair; stationary Lairs effectively guarantee your Faction's control over a Territory as long as they remain hidden.]
[Mobile Lairs do not conceal Territory but are also not bound to it; they can go anywhere and are useful for launching surprise attacks on enemy Territory. The Lair itself is resistant to detection -- since it can move around Recon Bonus only reveals mobile Lairs for THREE DAYS; any attacks MUST be declared and all the attacking Faction's characters confirmed within a three-day window of using the Recon Bonus. If the Recon Bonus is used on a mobile Lair the Faction Leader MUST publicly state a rough geographical location for the Lair to give the attack some context.]
LAIR {Lair name - OPTIONAL}
Stationary / Mobile: (Choose one.)
Located on Territory: (Territory name. This line will be removed when the Hangout is officially part of the Territory.)
Mobility Type: (For mobile Lairs only. Choose one of the following: land, air, water, amphibious. Air and Amphibious Lairs cost an extra 1000 Points Land and water Lairs are limited to that particular terrain when moving.)
Description: (A brief description of the Lair. If stationary it could be any concealed or easily overlooked location: a cave or underground hideout, an enchanted forest, remote monastery, or any place hidden by magical or other means. If mobile the Lair's ability to move must be described as well as the means it uses to remain hidden, whether that be camouflage, illusions, digging underground, submerging deep into the seas, generating clouds, etc. Be sure to still describe the appearance and overall nature of a mobile Lair as well.)
Add a Defense Power ~ 400 Points
[Adds a Defense Power to a Territory, Base, Hangout, or Lair. If added to a Base, Hangout, or Lair the Defense Power will be destroyed if the Base, Hangout, or Lair is destroyed. If added to a Territory the Defense Power is permanently part of the Territory regardless of who owns it (or doesn't). Faction Leaders can also pay 400 Points to remove a Defense Power on conquered Territory if they wish.]
Defense Power: (This is essentially an "Ability" or "Equipment" for Territories, Bases, Hangouts, and Lairs. If the reviewing staff member determines that the Defense Power is stronger than normal they may choose to up the price accordingly or ask you to rework the power to be more balanced.)
Add to: (List the Territory, Base, Hangout, or Lair to add the Defense Power to.)
Improve Defense Power ~ 200 Points
[Reworks an existing Defense Power, usually to make it stronger or better in some way. Uses the same submission form as 'Add a Defense Power'.]
[/ul]
MINIONS
[All Faction Leaders, regardless of their character's Specialist Class, can purchase Minions for Faction use at face value. When purchased these Minions start at your Headquarters by default but can be moved around to different Territories you control (or battles you're declaring) to give your Faction some extra UMPH! wherever it's needed. Note that these are not your personal Minions; they can stride into battle alongside your Faction Leader character but they can also be controlled by your Faction's Loyalists -- you don't have to be there (wherever 'there' happens to be) for them to do their job.]
[There are a few special rules relating to Minions and Territory, however. If you move a Minion or Minion Group to a Territory you control they are considered "garrisoned" -- garrisoned Minions in a Territory ensure that, even if none of your Loyalists show up to defend a Territory, any attacker still has some fighting to do. The fight will be one-sided, however; the attackers will be the only ones posting in the thread, thus they'll be posting for the Minions as well. This might sound like an easy victory for the fight-pickers, but it adds an extra consideration for the staff to judge the thread with: Minion "fairness". If you have a cadre of elite troops or a giant dragon guarding your Territory and another Faction just walks in and knocks them around like brain dead third-rate mooks the attackers WILL be stiffly penalized and probably lose the fight. If, however, the attackers write up an epic battle scene against your troops or dragon, then odds are the attack will be successful. On the flip side, any TC attack has to have at least one Loyalist -- it can't be all Minions, though you can include as many Minions as you want in addition to one or more Loyalists. Minions increase your chances but can't replace Loyalists!
[/ul]
EQUIPMENT & VEHICLES
[The following items are designed for purchase by Faction Leaders -- not all items will be available to regular players. Compare to the Purchasing Guide and Price List for what non-Faction Leader players have access to.]
TERRITORY
[Create a new Territory owned by your Faction. You must purchase or control a Territory before you can place a Base, Hangout, or Lair on it.]
{Territory name goes here} ~ {Faction name goes here}
{Write a brief description of the Territory including any key features of interest or tidbits of history. Descriptions should be no shorter than five complete sentences and no longer than three paragraphs. If you want to describe the Territory in greater detail use the 'More Details' section at the end of the form; be sure to leave the spoiler and color tags alone.}
Territory Bonus {Recommend Territory Bonuses for each of the current Factions + Freelancers. Bonuses can range from the practical -- such as 2x Point Value if the location is especially valuable to a particular Faction -- to the unusual -- a special power, discount on certain Emporium purchases, access to a custom Minion, Vehicle, or Equipment of your making, etc. Also consider the Recon Bonus, listed below the submission form, for Territories that specialize in information gathering. Feel free to be creative!}
Shibusen:
Witches of the Mass:
Exorcists:
Heretic Cabal:
Freelancers:
More Details:[/ul]
{Add any additional details about the Territory here. Feel free to write as much or as little as you want. If the Territory is meant to have a Mission or special condition attached to claiming it, include that here.}[/size]
[i][u]{Territory name goes here}[/u][/i] ~ [b]{Faction name goes here}[/b]
{Brief description.)
[ul][b]Point Value: [/b]
[b]Territory Bonus[/b]
Shibusen:
Witches of the Mass:
Exorcists:
Heretic Cabal:
Freelancers:
More Details:[/ul]
[/ul]
BASE, HANGOUT, & LAIR
[All Bases, Hangouts, and Lairs will be added to the description of the Territory they occupy in the 'More Details' section.]
[Adds a Base to an already owned Territory. A Base is typically a military stronghold, tough to destroy and armed to the teeth. It comes with a free S-Rank Minion or Horde to help defend and secure it against attackers. It's a very good purchase for members looking to start their own Faction and wanting a formidable headquarters to go with it. The major downside is that the location is fairly public and a potential target for enemies... but with all that armor, firepower, and hardware surely you can take 'em!]
BASE {Base name - OPTIONAL}
Located on Territory: (Territory name. This line will be removed when the Base is officially part of the Territory.)
Description: (A brief description of the Base. Bases can include structures like castles, military bases, factories, bunkers, or similarly fortified buildings. Feel free to be creative!)
Defense Power: (All Bases come with one free Defense Power -- this is essentially an "Ability" or "Equipment" for the Base itself. If the reviewing staff member determines that the Defense Power is stronger than normal they may choose to up the price accordingly or ask you to rework the power to be more balanced.)
[i][u]BASE [/u][/i]
[b]Located on Territory:[/b]
[b]Description:[/b]
[b]Defense Power:[/b]
Hangout ~ 1000 Points
[Adds a Hangout to an already owned Territory. A Hangout is the layman's gathering place. A common structure or location, a hangout is more like a clubhouse or rallying point than a stronghold or hideout. Far less expensive than its counterparts, the hangout option is ideal for less-aggressive Factions or as a chill spot for roleplaying purposes. It offers no tactical advantages but sends a message about you or the group you belong to: "this is our turf, and we're cool enough to have it."]
HANGOUT {Hangout name - OPTIONAL}
Located on Territory: (Territory name. This line will be removed when the Hangout is officially part of the Territory.)
Description: (A brief description of the Hangout. Hangouts are generally structures that were never intended for military use and thus rely more on the 'rule of cool' -- a fancy club or bar, training facility, spooky old house, or just about anywhere that the characters of your Faction could rally.)
[i][u]HANGOUT [/u][/i]
[b]Located on Territory:[/b]
[b]Description:[/b]
Lair ~ 6000 Points
[Adds a Lair to an already owned Territory or creates a separate mobile Lair. Lairs are ideal as "secret bases" -- they don't show up on the Territory Control map. If the Lair is stationary then it will "cloak" the Territory against attack, making it impossible for the Territory to be claimed by any Freelancer or Faction without first using a Recon Bonus to reveal the Lair; stationary Lairs effectively guarantee your Faction's control over a Territory as long as they remain hidden.]
[Mobile Lairs do not conceal Territory but are also not bound to it; they can go anywhere and are useful for launching surprise attacks on enemy Territory. The Lair itself is resistant to detection -- since it can move around Recon Bonus only reveals mobile Lairs for THREE DAYS; any attacks MUST be declared and all the attacking Faction's characters confirmed within a three-day window of using the Recon Bonus. If the Recon Bonus is used on a mobile Lair the Faction Leader MUST publicly state a rough geographical location for the Lair to give the attack some context.]
LAIR {Lair name - OPTIONAL}
Stationary / Mobile: (Choose one.)
Located on Territory: (Territory name. This line will be removed when the Hangout is officially part of the Territory.)
Mobility Type: (For mobile Lairs only. Choose one of the following: land, air, water, amphibious. Air and Amphibious Lairs cost an extra 1000 Points Land and water Lairs are limited to that particular terrain when moving.)
Description: (A brief description of the Lair. If stationary it could be any concealed or easily overlooked location: a cave or underground hideout, an enchanted forest, remote monastery, or any place hidden by magical or other means. If mobile the Lair's ability to move must be described as well as the means it uses to remain hidden, whether that be camouflage, illusions, digging underground, submerging deep into the seas, generating clouds, etc. Be sure to still describe the appearance and overall nature of a mobile Lair as well.)
[i][u]LAIR [/u][/i]
[b]Stationary / Mobile:[/b]
[b]Located on Territory:[/b]
[b]Mobility Type:[/b]
[b]Description:[/b]
Add a Defense Power ~ 400 Points
[Adds a Defense Power to a Territory, Base, Hangout, or Lair. If added to a Base, Hangout, or Lair the Defense Power will be destroyed if the Base, Hangout, or Lair is destroyed. If added to a Territory the Defense Power is permanently part of the Territory regardless of who owns it (or doesn't). Faction Leaders can also pay 400 Points to remove a Defense Power on conquered Territory if they wish.]
Defense Power: (This is essentially an "Ability" or "Equipment" for Territories, Bases, Hangouts, and Lairs. If the reviewing staff member determines that the Defense Power is stronger than normal they may choose to up the price accordingly or ask you to rework the power to be more balanced.)
Add to: (List the Territory, Base, Hangout, or Lair to add the Defense Power to.)
[b]Defense Power:[/b]
[b]Add to:[/b]
Improve Defense Power ~ 200 Points
[Reworks an existing Defense Power, usually to make it stronger or better in some way. Uses the same submission form as 'Add a Defense Power'.]
[/ul]
MINIONS
[All Faction Leaders, regardless of their character's Specialist Class, can purchase Minions for Faction use at face value. When purchased these Minions start at your Headquarters by default but can be moved around to different Territories you control (or battles you're declaring) to give your Faction some extra UMPH! wherever it's needed. Note that these are not your personal Minions; they can stride into battle alongside your Faction Leader character but they can also be controlled by your Faction's Loyalists -- you don't have to be there (wherever 'there' happens to be) for them to do their job.]
[There are a few special rules relating to Minions and Territory, however. If you move a Minion or Minion Group to a Territory you control they are considered "garrisoned" -- garrisoned Minions in a Territory ensure that, even if none of your Loyalists show up to defend a Territory, any attacker still has some fighting to do. The fight will be one-sided, however; the attackers will be the only ones posting in the thread, thus they'll be posting for the Minions as well. This might sound like an easy victory for the fight-pickers, but it adds an extra consideration for the staff to judge the thread with: Minion "fairness". If you have a cadre of elite troops or a giant dragon guarding your Territory and another Faction just walks in and knocks them around like brain dead third-rate mooks the attackers WILL be stiffly penalized and probably lose the fight. If, however, the attackers write up an epic battle scene against your troops or dragon, then odds are the attack will be successful. On the flip side, any TC attack has to have at least one Loyalist -- it can't be all Minions, though you can include as many Minions as you want in addition to one or more Loyalists. Minions increase your chances but can't replace Loyalists!
[/ul]
EQUIPMENT & VEHICLES