Post by She Who Watches on Apr 23, 2019 2:09:07 GMT
FACTIONS
Factions are one of the systems on Summit that require cooperation between multiple players. The EDF, The Planet Trade Organization, The Saiyan Army, and more are what we consider Factions here on Summit: a group of individuals for a common goal, cooperating to achieve said goal.
[PTabbedContent][PTab=FACTION Information][PTabbedContent][PTab=Overview]
FACTION OVERVIEW
Click the spoilers below to answer frequently asked questions.
WHAT IS A FACTION?
Factions are powerful, planet spanning, organizations whose interests have designs on, or at least repercussions for, the galaxy at large.
They could be an army hell bent on conquering the universe. A consortium of merchants aiming to establish a galaxy wide fair trade agreement. A crime family. The list goes on.
Factions are powerful, planet spanning, organizations whose interests have designs on, or at least repercussions for, the galaxy at large.
They could be an army hell bent on conquering the universe. A consortium of merchants aiming to establish a galaxy wide fair trade agreement. A crime family. The list goes on.
WHAT ARE THE POINT OF FACTIONS? AM I MISSING OUT IF I DON'T JOIN ONE?
Factions are here to simulate and facilitate a galaxy of conflict for those players who wish to see the universe in that light. Your character is not negatively effected, mechanically speaking, for ignoring their existence. As we can not control player interactions, being attacked by another player for being in / not in a faction may happen.
WHAT ARE THE BENEFITS OF JOINING A FACTION?
Factions grant the user access to any faction bonuses that faction possesses. This includes, but is not limited to:
Their faction trait: An additional in battle or out of battle effect all members of that faction get.
Their faction item: A semi unique item only available to be purchased by members of that faction. This does not prevent the item being stolen later, so be careful with it
Their territory bonuses: As a faction gains territory, planets under their control become easier to travel to, and their faction trait begins to work on other worlds they control. Additionally, it becomes possible to order items from a faction controlled world and have it shipped to your character.
Minor factions modify or replace your major faction trait with something befitting them. They otherwise benefit from the same benefits as the major faction they're under.
HOW MANY FACTIONS CAN I JOIN? IS THERE A LIMIT?
While there are no limits on the number of facrions a player may join, there are a few limitations.
You may not join factions with completely opposed goals. This means, for example, that you can not be both a member of the Planet Trade Organization and the Galactic Patrol at the same time.
You can only use the benefits of one major faction at a time. Switched once per week on your update.
You may only join one minor faction per major faction. This means you can not be a member of the Frieza Force and a member of the Cooler Corps. You must choose.
[/PTab]
[PTab=List]
FACTION LIST
The following is a list of all factions and their home worlds. Please note a faction can not be kicked off of it's home world
[PTabbedContent]
[PTab=EDF]
Faction Name: Earth Defense Force (EDF)
Faction Alignment: Good.
Faction Goals: the defense of the Earth
Faction Type: The EDF is a branch of Earth's armed forces, under the command of general Cerulean.
Leader: General Cerulean
Minor factions: Earth's special forces
Members: -
Home Planet: Earth[/PTab]
[PTab=ERA]
Faction Name: Earth Rises Above (ERA)
Faction Alignment: Neutral.
Faction Goals: The observation of all Xenobiological lifeforms on Earth
Faction Type: The ERA is a political activist group that seeks to bring about the establishment of policies in Earth's government that protects Earthlings by inherently distrusting any and all alien life forms.
Leader: Alexander Voss
Minor factions: Neo red ribbon army, Knights of Human Preservation
Members: -
Home Planet: Earth[/PTab]
[PTab=Namekian clans]
Faction Name: Namekian clans
Faction Alignment: Neutral.
Faction Goals: The development and general enjoyment of life on New Namek
Faction Type: The Namekian clans, lead by Elder Moori, are the settlers, residents, and more or less natives of the planet New Namek. they are, for all intents and purposes, the only society there-in.
Leader: Elder Moori
Minor factions: -
Members: -
Home Planet: Namek[/PTab]
[PTab=Super Namekians]
Faction Name: Super Namekians
Faction Alignment: Evil.
Faction Goals: The domination of the universe under the lead of the 12 true Super Namekians.
Faction Type: The Super Namekians are a secret society hell bent on bringing the entirety of the universe under their thumb for their own gain. Those that do not join with them, die.
Leader: Lord Lusk
Minor factions: -
Members: -
Home Planet: Namek[/PTab]
[PTab=PTO]
Faction Name: Planet Trade Organization
Faction Alignment: Neutral
Faction Goals: The conquest and trade of worlds for the highest bidder.
Faction Type: Loose organization. The planet trade is formed from many groups with many goals that all happen to fall neatly under the umbrella of trading planets. There are some that even have smaller groups within them.
Minor factions: Frieza force, Cooler corps,
Leader: None
Members: -
Home Planet: Frieza 1[/PTab]
[PTab=Konatsian Knights]
Faction Konatsian Knights, or the knights of Konats
Faction Alignment: Good
Faction Goals: To fend off the monsters that plague their home and ultimately see the Kashvar destroyed.
Faction Type: Military order. The konatsian knights are made up from a wide array of various disciplines and fighting styles to form a cohesive force that can defend it's king and it's people.
Leader:
Minor factions: -
Members: -
Home Planet: Konats[/PTab]
[PTab=Kashvar Collective]
Faction name: The Kashvar collective
Faction Alignment: Evil
Faction Goals: The corruption and collection of souls for the powering of Kashvar rituals dedicated to their dark god
Faction Type: Shadowy remnant. The Kashvar collective was once destroyed, and while all that seems to remain is idols, these idols are quite able to recruit and create new Kashvar initiates.
Leader: Kashvar Idol
Minor factions: -
Members: -
Home Planet: Konats[/PTab]
[PTab=Machine Mutants]
Faction name: Machine Mutants
Faction Alignment: Evil.
Faction Goals: The elimination, or assimilation, of all organic life.
Faction Type: Society. The Machine mutants make up the current dominant societal structure of M2
Leader: Dr. Myuu
Minor factions: -
Members: -
Home Planet: M2[/PTab]
[PTab=GP]
Faction name: Galactic patrol
Faction Alignment: Good.
Faction Goals: The policing of the entire galaxy under galactic law as set by the galactic king.
Faction Type: Police force. The Galactic patrol represent the law enforcement of the galaxy.
Leader: The chief
Minor factions: Galaxy rangers
Members: -
Home Planet: Galactic prison[/PTab]
[PTab=GBB]
Faction name: Galactic Bandit Brigade
Faction Alignment: Neutral
Faction Goals: The theft of all things of value within the galaxy for the profit of the brigade.
Faction Type: Group of rogues. The galactic bandit brigade, lead by Saganbo, are out to profit no matter what they do.[/div]
Leader: Saganbo
Minor factions: -
Members: -
Home Planet: Space[/PTab]
[PTab=Cabal]
Faction name: The Cabal
Faction Alignment: Evil
Faction Goals: To take revenge upon the kais who have wronged them.
Faction Type: Secret society of mystics. The cabal are made up of wizards, magicians, sorcerers, and warlocks who share information and secrets to get them all toward their one aim: Reveng upon the supreme kai and other deities.
Leader: Babidi
Minor factions: -
Members: -
Home Planet: no home planet[/PTab]
[PTab=Time Patrol]
Faction name: Time Patrol
Faction Alignment: Neutral
Faction Goals: The correction and monitoring of the timeline to prevent calamity.
Faction Type: Police force. The time patrol is organized by the Supreme kai of time and travel through time on her authority. It's members are selected for training from all across the paraverse.[/div]
Leader: Xeno Trunks
Minor factions: -
Members: -
Home Planet: No home planet.[/PTab]
[PTab=Time Breakers]
Faction name: Time Breakers
Faction Alignment: Evil
Faction Goals: The corruption and destruction of timelines to generate massive quantities of energy with which to do Towa's bidding.
Faction Type: Group of rogues. The time breakers are organized and follow the orders of lady Towa. Some of them whether they like it or not.
Leader: Towa
Minor factions: -
Members: -
Home Planet: No home planet.[/PTab]
[/PTabbedContent][PTabbedContent]
[PTab=Shop]
Equipment
Each alliance has a custom item purchasable only by them!
Item | Cost | Description | Slot |
EDF Alarm | If a planetary destruction mission begins or someone uses a T4 in a populated area on Earth, EDF members with this item may intrude on the battle ignoring normal intrude rules. If an entering EDF member WoDs for the area, it is saved. | Accessory | |
ESF Item | |||
ERA Equalizer | 3x a battle, 1x a turn you may apply the status effect Ionized. Ionized disables a racial trait for 2 turns. A trait can not have Ionized stacked on it. Does not work on Earthlings, and Earthling hybrids can not have Earthling racial traits disabled | Weapon | |
Neo RRA item | |||
kohp item | |||
Namekian clan mark | |||
Super Namekian armor | |||
P.T.O. Contract | |||
Frieza force item | |||
Cooler corps item | |||
Knight's tabard | |||
Kashvar Amulet | |||
Machine mutant's item | |||
TRAITS
Ship | Cost | Description |
Alliance Pod | 3,000z | Can transport 1 person 30% faster than average to an alliance base. |
Alliance Shuttle | 12,000 | Can transport 3 people at average speed to an alliance base. |
Alliance Jet | 18,000z | Can transport 6 people at +90% average to an alliance base. |
[/PTab]
[PTab=Add Ons]
Base Protectors
Item | Cost | Description |
Squad | 2,000z | Adds 3 soldiers equal to 25% of the leaders PL. They cannot leave the base, and only know t1 moves. |
Platoon | 5,000z | Adds 5 soldiers equal to 30% of the leaders PL and 1 soldier at 40%. They cannot leave the base, and only know t1 moves and a single t2. |
Company | 10,000z | Adds 7 soldiers equal to 35% of the leaders PL and 1 soldier at 50%. They cannot leave the base, and only know t1 moves, two t2 moves, and a single t3. |
Battalion | 20,000 | Adds 9 soldiers equal to 45% of the leaders PL and 1 soldier at 60%. They cannot leave the base, and only know t1 moves, 3 t2 moves, 2 t3 moves, and a single t4. |
Upgrades
Item | Cost | Description |
Alarm | 3,000z | Allows Alliance members to travel +15% faster (or +25% faster if using an Alliance Ship) in the event their base is under attack. Minimum 1 day. |
Mail Center | 3,000z | Allows items to be shipped to a base even if no PC alliance member is on the planet at Pod Speed for traveling. |
Reputation | 4,000z | 10% discount at stores on planet. |
Vault | 5,000z | Reduces amount of zeni that can be stolen in a raid by 50%. Vault items must be marked as being in the vault before a raid in order to be protected. |
Hanger | 15,000z | Can house up to three alliance owned ships. Camps and Bunkers cannot house hangers. |
Sergeant | 10,000z | Creates a minion with 65% of the leaders PL. Allows recruitment of one extra Base Protector. No more than one per base. |
Commander | 20,000z | Creates a minion with 75% of the leaders PL. Allows recruitment of one extra Base Protector. Adds an Can only be purchased for Garrisons and Headquarters. No more than one per base. |
Revenue | 10,000z | Doubles weekly alliance allowance. |
Accountant | 15,000z | +15% interest in weekly alliance funds. |
Artisans | 12,000z | Workers that can use supplies to build custom alliance items, with the ability to create Alliance Locked items. |
Vendor | 10,000z | Allows a vendor from a different planet to be in your base, selling the items of that world at a +10% price. |
Training Yard | 14,000z | Builds a training yard in your base. If training with one or more alliance members, you gain +10% to all gains. Can only be for Garrisons and Headquarters. |
Armaments | 10,000z | +5% Strength to alliance members in battle when defending a base. One per base. |
Fortifications | 10,000z | +5% Durability to alliance members in battle when defending a base. One per base. |
Enhancements | 10,000z | +5% Ki to alliance members in battle when defending a base. One per base. |
Stimulants | 10,000z | +5% Agility to alliance members in battle when defending a base. One per base. |
Gravity Chamber | 60,000z | Allows you to train up to 40G. May train with up to two other alliance members to receive an additional +10% training gains. |
Gravity Amplifier | 30,000z | Allows you to train over 40G and up to 90G. May train with up to two other alliance members to receive an additional +10% training gains. |
Gravity Maximizer | 50,000z | Requires Artisans and Gravity Maximizer from M2. Allows training up to 1000G. May train with up to two other alliance members to receive an additional +10% training gains. |
Alliance Teleporter | 15,000z | Teleports you to any alliance base. Once per month, one way. Multiple bases require several of these. |
[/PTab]
[PTab=Property]
Bases
Base | Cost | Description |
Camp | 1,000 | Three add ons. Can only hold a Squad. Can support one of Armaments, Fortifications, Enhancements or Stimulants. Must complete mission to purchase. |
Bunker | 5,000z | Five add ons. Can hold a Platoon or 2 Squads. Can support two of Armaments, Fortifications, Enhancements or Stimulants. Must complete mission to purchase. |
Garrison | 15,000 | Seven add ons. Can hold a 1 Company, 2 Platoons, or 3 Squads. Can support three of Armaments, Fortifications, Enhancements or Stimulants. Must complete mission to purchase. |
Headquarters | 25,000 | Ten add ons. Can hold a 1 Battalion, 2 Company, 3 Platoon, or 4 Squad. Can support all of Armaments, Fortifications, Enhancements or Stimulants. Must complete mission to purchase. |
[/PTab][/PTabbedContent]
[/div][/PTab][/PTabbedContent][/PTab]
[PTab=Planetary Takeover]
Protecting/Destroying Planets
[PTabbedContent]
[PTab=Rules]
Destroying Planets | Conquer/Protect Planets |
To destroy a planet, you must have a base PL of 100,000 and must use a Tier 4 technique that takes three days in real time to charge. Your post to destroy the planet must be in the form of a 3,000 WC minimum post in the appropriate planet's Subforum. Anyone who wants to defend the planet must initiate a Death Battle with the destroyer before the three-day charging period is finished. If a planet is destroyed, it will return of its own accord after three months | To conqueror or protect a planet you must have a base PL of 100,000 and an alliance base purchased on said planet. You have to complete a series of five (5) Missions (across your alliance) to work toward this goal In Character. At that point people then have a total of 5 days to try and stop your attempt and protect the planet before you successfully conquer the planet! If a planet is taken over you must complete the process to take it from the owner, who can attack you to try to stop you. |
Each time you attempt to take over/destroy a planet the total WC required in the final thread goes up by 1,000 WC. Also, the number of planets you can take over is limited by the number of separate alliance members you have; for every one (1) member you can take over one (1) planet. Whether you Conquer or Protect a planet, for the duration of you ruling it 3,000z will be gifted straight to your Alliance bank per week. |
[/PTab]
[PTab=Missions]
All five (5) threads below need to be completed before the planet can be conquered or Protected. You must have at least unlocked and bought any type of Alliance building on the planet first. Any member of your Alliance can do these threads.
Name: A Beginning
Requirements: 1,500 WC Minimum
Rewards: 500z | 100 XP | 200 SP | 1 TP
Description: It is time to begin in earnest. Whether your goal is to conquer or protect, all paths begin with a single step forward.
Requirements: 1,500 WC Minimum
Rewards: 500z | 100 XP | 200 SP | 1 TP
Description: It is time to begin in earnest. Whether your goal is to conquer or protect, all paths begin with a single step forward.
Name: True Motives
Requirements: 2,000 WC Minimum | Must have completed "A Beginning"
Rewards: 750z | 150 XP | 300 SP | 1 TP
Description: Your Alliance has begun and there is no turning back now. With each step you take the stakes get higher, but with that increase so too do the dangers raise. Push on and further your ultimate goal.
Requirements: 2,000 WC Minimum | Must have completed "A Beginning"
Rewards: 750z | 150 XP | 300 SP | 1 TP
Description: Your Alliance has begun and there is no turning back now. With each step you take the stakes get higher, but with that increase so too do the dangers raise. Push on and further your ultimate goal.
Name: We're Half Way There
Requirements: 3,000 WC Minimum | Must have completed "True Motives"
Rewards: 1,000z | 200 XP | 400 SP | 1 TP
Description: Things are starting to take shape and people are no longer oblivious. You may think that this is a good thing but it also has its downside. For good or evil, there are always those who would stand against you. Stop the uprising.
Requirements: 3,000 WC Minimum | Must have completed "True Motives"
Rewards: 1,000z | 200 XP | 400 SP | 1 TP
Description: Things are starting to take shape and people are no longer oblivious. You may think that this is a good thing but it also has its downside. For good or evil, there are always those who would stand against you. Stop the uprising.
Name: Penultimate Scene
Requirements: 4,000 WC Minimum | Must have completed "We're Half Way There"
Rewards: 2,500z | 500 XP | 1,000 SP | 5 TP
Description: Everything that you've been working toward is finally drawing to a close, but you're not quite done yet. This is perhaps the most important time in your campaign for it all rests on the edge of the precipice. Your actions will determine which way it falls
Requirements: 4,000 WC Minimum | Must have completed "We're Half Way There"
Rewards: 2,500z | 500 XP | 1,000 SP | 5 TP
Description: Everything that you've been working toward is finally drawing to a close, but you're not quite done yet. This is perhaps the most important time in your campaign for it all rests on the edge of the precipice. Your actions will determine which way it falls
Name: The Final Act
Requirements: 5,000 WC Minimum | Must have completed "Penultimate Scene"
Rewards: 5,000 | 1,000 XP | 2,000 SP | 10 TP
Description: This is it. Everything you have been working toward comes down to this. This will determine whether you succeed or fail... only sometimes fate isn't kind enough to leave it in your hands. Face whatever final trial is thrown at you with the cards fate has dealt you. Win; there is no other option for you now.
Requirements: 5,000 WC Minimum | Must have completed "Penultimate Scene"
Rewards: 5,000 | 1,000 XP | 2,000 SP | 10 TP
Description: This is it. Everything you have been working toward comes down to this. This will determine whether you succeed or fail... only sometimes fate isn't kind enough to leave it in your hands. Face whatever final trial is thrown at you with the cards fate has dealt you. Win; there is no other option for you now.
Earth | ||||||||||||||
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[/PTab]
[PTab=New Namek]
(New) Namek | ||||||||||||||
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[/PTab]
[PTab=Sadala]
Sadala | ||||||||||||||
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[/PTab]
[PTab=Konats]
Kontas | ||||||||||||||
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[/PTab]
[PTab=Imecka]
Imecka | ||||||||||||||
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[/PTab]
[PTab=Yardrat]
Yardrat | ||||||||||||||
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[/PTab]
[PTab=Frieza I]
Frieza I | ||||||||||||||
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[/PTab]
[PTab=Hera]
Hera | ||||||||||||||
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[/PTab]
[PTab=Kanassa]
Kanassa | ||||||||||||||
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