Groups and Territory
Posted May 1, 2018 14:49:24 GMT -7
Post by Kitten4u on May 1, 2018 14:49:24 GMT -7
As mages fight each other across the multiverse, they will gradually begin to reshape the worlds in which they fight. The shape each universe ultimately takes will depend on the conduct of the mages who take control of that universe. The group and territory system is used to determine this influence.
A character's group is a representation of what she fights for. Characters in the same group will find that their victories build upon each other, while characters in different groups will find that their victories counteract each other. The three initial groups are somewhat vague in purpose and structure, lacking any sort of membership criteria or command hierarchy. Being a member of one of these groups just means sympathizing with their goals. However, player-created groups can be much more specific in their structure and aims.
When an Incursion ends, it is considered a victory for the group of the winning side's leader (meaning either the one who started the Incursion or the first character to oppose). When a group has more victories on a board than any other group, it might be given an option to turn the board into its own territory depending on how many wins it has and how much territory it already controls. Ask Serpentarius if you want to know how close a given city is to being flipped to a certain group's control.
When a group scores a victory in a board it already controls, then the options offered to the winning side's leader also have significant effects on that board, which generally means that the board's description is rewritten according to whatever choice the leader makes. The only possible changes are those that are within the goals of the winner's group, which means that player-created groups can be better for trying to make specific changes to the multiverse.
Boards within the Academy cannot become group territory. Universe boards only become group territory when a majority of the city sub-boards are controlled by a single group, but victorious Incursions in the universe board do add fractional progress to taking over each city sub-board. Mass Incursions can take over territory even more quickly than regular Incursions, and they can sometimes have group-wide effects as well.
The current groups are as follow. Every character must belong to a group, but this doesn't necessarily mean following the group's ideology. Pick a group for your character based on what effects it should have on the world when the character is victorious.
This group is for characters who want to make the universe a better place, alleviating suffering and punishing injustice. They use their powers to solve mundane problems like starvation and disease, and also to stop other mages whose plans would end up hurting the common people. Different heroes can have different ideas about which problems are most important, but their efforts generally end up making life better.
Heroic Incursions, by design, have a large impact on the target universe. From overthrowing dictators to bringing lifesaving medical technology into past eras, they can end up completely altering the common people's way of life. Some heroes object to these vast changes, arguing that mages have an obligation to respect the mundanes' self-determination or to preserve their cultures, but this subset hasn't yet gained any serious traction.
The members of this group don't follow traditional morality, but they aren't selfish either. Instead, they believe that the long-term good is best served by expanding the knowledge and resource base of mages as a whole. This means subverting mundane institutions and reshaping each world for easier control by its mage overlords. Seekers aren't part of any central organization, so they have no obligation to help each other, but they can find it easier to work together than with ignorant non-mages.
A seeker Incursion should be an attempt to produce something multiple mages will find useful, like building a magic rapid-transit system or collecting combat data on how modern militaries fare against a swarm of golems. Wherever seekers are successful, it's common to see grand floating castles and other megastructures presiding over a worshipful, obedient populace. There's a schism in the movement between those who want to expand mage power without violating too many non-mage rights and those who consider mages to be a higher species that shouldn't be subject to mundane morality, but so far the two sides have continued to cooperate.
The loosest of all the groups, tyrants are simply in it for themselves. They wield their power to take what they want, whatever the consequences. A few tyrants have an ideological commitment to the idea of survival-of-the-fittest, but most don't even think about things in ethical terms. Any two tyrants will often hate each other even more than they hate heroes or seekers, but the results of their victories are the same: widespread chaos and fear.
Tyrant Incursions should simply be about taking something the character wants, especially if it causes problems for other people. Tyrant-controlled regions are dangerous places, since mundane governments aren't equipped to survive the ravages of warring tyrant mages. A team of allied tyrants could theoretically impose some sort of order or unified purpose, but so far no such alliance has gained traction.
The members of the Isabello family have exactly two universal goals; discover the workings of magic, and support the family as whole. The latter in service of better discovering the workings of magic, of course. Whether or not mages are above humans, or weather they fight for themselves or others, or any other places for disagreement doesn’t matter in face of those two things. The faction is very mafia-like in both structure and tactics, allowing the places they conquer to continue to generate resources and revenue, but channeling it all upwards to the ruling mages. Usually it’s to be spent on the most recent scientific endeavors - but large beach mansions and city blocks dedicated to mages can easily be written off as scientific expenses. The structure comes down to the group’s leader, Vieri de Attato Isabello, followed by the mages of the family, the mundanes smart enough to join the family and smart enough to listen to the mages above them, then everyone else. While on paper no mage within the group technically has power over another, seniority, power, and proximity to Vieri can change that in practice.
Incursions by the Isabello Family are usually in pursuit of finding out more about magic, although the means can vary wildly from establishing stable laboratories to simply stealing information from governments. Cities overtaken by the faction commonly find themselves beholden to extortion and renovations “or else”. Though places under their rule run smoothly, it’s often under the watch of mundanes in suits ready to break kneecaps - or call in the mages, should that not prove enough.
A character's group is a representation of what she fights for. Characters in the same group will find that their victories build upon each other, while characters in different groups will find that their victories counteract each other. The three initial groups are somewhat vague in purpose and structure, lacking any sort of membership criteria or command hierarchy. Being a member of one of these groups just means sympathizing with their goals. However, player-created groups can be much more specific in their structure and aims.
When an Incursion ends, it is considered a victory for the group of the winning side's leader (meaning either the one who started the Incursion or the first character to oppose). When a group has more victories on a board than any other group, it might be given an option to turn the board into its own territory depending on how many wins it has and how much territory it already controls. Ask Serpentarius if you want to know how close a given city is to being flipped to a certain group's control.
When a group scores a victory in a board it already controls, then the options offered to the winning side's leader also have significant effects on that board, which generally means that the board's description is rewritten according to whatever choice the leader makes. The only possible changes are those that are within the goals of the winner's group, which means that player-created groups can be better for trying to make specific changes to the multiverse.
Boards within the Academy cannot become group territory. Universe boards only become group territory when a majority of the city sub-boards are controlled by a single group, but victorious Incursions in the universe board do add fractional progress to taking over each city sub-board. Mass Incursions can take over territory even more quickly than regular Incursions, and they can sometimes have group-wide effects as well.
The current groups are as follow. Every character must belong to a group, but this doesn't necessarily mean following the group's ideology. Pick a group for your character based on what effects it should have on the world when the character is victorious.
Heroes
Informal group - no founder
Informal group - no founder
This group is for characters who want to make the universe a better place, alleviating suffering and punishing injustice. They use their powers to solve mundane problems like starvation and disease, and also to stop other mages whose plans would end up hurting the common people. Different heroes can have different ideas about which problems are most important, but their efforts generally end up making life better.
Heroic Incursions, by design, have a large impact on the target universe. From overthrowing dictators to bringing lifesaving medical technology into past eras, they can end up completely altering the common people's way of life. Some heroes object to these vast changes, arguing that mages have an obligation to respect the mundanes' self-determination or to preserve their cultures, but this subset hasn't yet gained any serious traction.
Seekers
Informal group - no founder
Informal group - no founder
The members of this group don't follow traditional morality, but they aren't selfish either. Instead, they believe that the long-term good is best served by expanding the knowledge and resource base of mages as a whole. This means subverting mundane institutions and reshaping each world for easier control by its mage overlords. Seekers aren't part of any central organization, so they have no obligation to help each other, but they can find it easier to work together than with ignorant non-mages.
A seeker Incursion should be an attempt to produce something multiple mages will find useful, like building a magic rapid-transit system or collecting combat data on how modern militaries fare against a swarm of golems. Wherever seekers are successful, it's common to see grand floating castles and other megastructures presiding over a worshipful, obedient populace. There's a schism in the movement between those who want to expand mage power without violating too many non-mage rights and those who consider mages to be a higher species that shouldn't be subject to mundane morality, but so far the two sides have continued to cooperate.
Tyrants
Informal group - no founder
Informal group - no founder
The loosest of all the groups, tyrants are simply in it for themselves. They wield their power to take what they want, whatever the consequences. A few tyrants have an ideological commitment to the idea of survival-of-the-fittest, but most don't even think about things in ethical terms. Any two tyrants will often hate each other even more than they hate heroes or seekers, but the results of their victories are the same: widespread chaos and fear.
Tyrant Incursions should simply be about taking something the character wants, especially if it causes problems for other people. Tyrant-controlled regions are dangerous places, since mundane governments aren't equipped to survive the ravages of warring tyrant mages. A team of allied tyrants could theoretically impose some sort of order or unified purpose, but so far no such alliance has gained traction.
The Isabello Family
Founder: Vieri di Adatto Isabello
Founder: Vieri di Adatto Isabello
The members of the Isabello family have exactly two universal goals; discover the workings of magic, and support the family as whole. The latter in service of better discovering the workings of magic, of course. Whether or not mages are above humans, or weather they fight for themselves or others, or any other places for disagreement doesn’t matter in face of those two things. The faction is very mafia-like in both structure and tactics, allowing the places they conquer to continue to generate resources and revenue, but channeling it all upwards to the ruling mages. Usually it’s to be spent on the most recent scientific endeavors - but large beach mansions and city blocks dedicated to mages can easily be written off as scientific expenses. The structure comes down to the group’s leader, Vieri de Attato Isabello, followed by the mages of the family, the mundanes smart enough to join the family and smart enough to listen to the mages above them, then everyone else. While on paper no mage within the group technically has power over another, seniority, power, and proximity to Vieri can change that in practice.
Incursions by the Isabello Family are usually in pursuit of finding out more about magic, although the means can vary wildly from establishing stable laboratories to simply stealing information from governments. Cities overtaken by the faction commonly find themselves beholden to extortion and renovations “or else”. Though places under their rule run smoothly, it’s often under the watch of mundanes in suits ready to break kneecaps - or call in the mages, should that not prove enough.