If we share spies with the family, can the main faction see who captured them?
They see the stats and which faction the spy came from, never the member. Switch it off under What we share with the family any time.
How factions that work together link up on Torning as a family: a main faction with its sister, academy or feeder factions, or allies. Starting one, inviting factions, partners not on Torning, peace treaties, the members board, handing over, leaving, and timing moves around recruit status.
Torn has no alliances of its own, but many factions work in groups: a main faction with an academy or feeders, sister factions, or allies who fight the same enemies. A family links those factions on Torning, from two up to ten.
Faction › Family › Overview shows every faction in the family on one page:
Faction › Family › Members lists every member of every faction in the family: faction, position, status, level, days in faction, last action and whether they can be revived. Filter it by faction or by where members are.
All of it comes from Torn's public data. Torning reads each faction's treaties, war and chain every fifteen minutes, and every five while it is at war or chaining. Joining a family shares nothing private: each kind of private data is a separate choice for each faction's leadership. Families are free.
Family is a free module, off until a leader turns it on. Flip the Family tile under Faction › Settings › Manage and the Faction › Family tab appears. Anyone who can manage the family opens it; before your faction is in a family, that tab is the settings page.
A faction that is not on Torning can still sit in your family as a partner. The primary faction adds one under List a partner on Faction › Family › Settings with its ID or a link to its Torn profile.
Torn's peace treaties are the one link between factions the game keeps itself. Leaders set them in Torn, and Torning reads them. Each treaty between factions of your family shows on their cards with a bar for the time used and the days left; one with three days or fewer left turns amber, so you can renew it in Torn in time.
A partner with a live treaty with one of your factions on Torning reads Partner · treaty: Torn itself confirms the link. Without one it reads Partner.
Joining a family shares nothing private. Under What we share with the family on Faction › Family › Settings, each switch shares one kind of your faction's data with every faction of the family on Torning. Only your own faction's managers can change it, and every change is written to your audit log and the primary faction's.
A hit from another faction of your family never opens a retaliation window: that is a friend, not someone to hit back.
When your faction shares its revenge hits and one of your members puts someone in hospital who has just hit another faction of the family, inside that faction's five minute window, its window is marked as handled by you. Its Discord card reads Handled by the family. Torn pays the retaliation bonus only to the hit faction's own members, so the card says no bonus was paid; what the family gains is knowing the attacker has been dealt with.
Families are free. The extras below open while someone in the leadership of the faction that runs the family holds a live Ultra; the other factions only need to be on Torning. They are marked with an Ultra pill.
Ultra in the faction that runs the family covers only these family extras. Each faction's own Ultra features, such as Accounting, Competitions, War intel and the Discord bot in its own server, still need that faction's own Ultra leadership.
Switch on Spies under What we share with the family and your faction's spies join the family pool. You see the pool only while you share: every family faction that shares sees the others' faction spies on War › Intel › Faction spies (the Family view), on the enemy roster and in War intel.
A member's own spies reach the pool only if they share them with their faction and also press the family button on War › Intel › My spies.
Torn's ranked wars are one faction against another: hits from the rest of the family never score. They can still keep enemies in hospital. On a war's page, anyone with Manage wars can press Ask the family, with a note such as which enemies to hospitalise.
Torn's matchmaking can pair two factions of the same family. The war page then says so, and the War Terms form on setup starts termed. Nothing is sent until a leader presses Send, and war assist is not offered for that war.
Each faction's own Discord server can follow the family. The bot in that server is the faction's own Discord feature, so it still needs that faction's own Ultra leadership; the family parts below then also need the family extras.
/family overview and /family status work in the server of any faction in the family and answer only the person asking. /war assist lists the wars asking for help.Nothing is posted from one faction's server into another's: each server reads the family for itself.
A family can also share one Discord server. The faction whose server it is presses Share with the family on Faction › Discord › Overview, and each other faction runs /setup there. Every faction keeps its own member role, banker role and alerts, and faction commands answer privately. Joining rides on the family's Ultra, so a feeder needs no Ultra of its own. The Discord bot guide has the details.
Every faction in a family has a role: Main, Sister, Academy, Feeder or Ally. The role is a label for people to read; Torning treats every faction in a family the same.
One faction is the primary, shown as Runs the family. Its managers rename the family, invite and remove factions and change roles.
When the main faction changes, the primary presses Hand over beside another faction on Torning in the family. That faction's leadership sees the offer under Waiting on you and presses Take over or Decline. Nothing changes until they accept. The new primary takes the Main role and the old primary takes the new one's old role.
At the bottom of Faction › Family › Settings, Leave the family takes your faction out. You can be invited back later.
If a family lists your faction as a partner without you agreeing, your settings page says so and offers Remove the listing.
A faction that deactivates Torning, switches the Family module off, or whose leader who activated it is no longer in charge, stays in the family as a partner. The family still sees its public side, and it shares nothing more. Its card reads Partner. Switching the module back on within the hour changes nothing; after that, the faction needs a new invite.
If that faction was the primary, the faction on Torning that joined the family earliest takes over. If no faction in the family is on Torning any more, the family ends.
Torn makes anyone who joins a faction a recruit for 72 hours. A recruit cannot score in ranked wars or chains, join organised crimes or hold a position. Moving a player from an academy or feeder into the main faction just before a war therefore leaves them unable to score.
Faction › Family › Moves plans these moves. Anyone with Manage Family in either faction picks the player (their Torn ID or a link to their profile), the faction they are moving to, and optionally a date to move by and a note. Each move shows:
Torning follows each move through both factions' rosters. When a player leaves one faction of the family and joins another within 72 hours without a plan, the move shows anyway, marked Seen in the rosters. A move into a partner faction is seen only on the side that is on Torning. Torning never moves anyone: the player leaves and is accepted in Torn.
The Recruit clearance tool on the Torning website (Tools › War and chains) takes the time a player joins and when the war starts, and shows when they become a full member, the latest they can join in time, and how many hours short they are if they join too late.
It also checks enlistment: a faction needs at least ten members active in the last 24 hours to enlist for ranked wars. Recruits count toward the ten, so check the faction the player leaves as well.
Every family action is written to the audit log of each faction it touches.
If we share spies with the family, can the main faction see who captured them?
They see the stats and which faction the spy came from, never the member. Switch it off under What we share with the family any time.