Difference between revisions of "Factions"

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==Ranks==
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This is a listing of ranks used by all the major factions at Multiverse Crisis MUSH. Alternate titles may be used at Staff or Fachead discretion.
  
 
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===Union/Confederate Ranks===
  
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X. President/Emperor (ADMIN/PLOT ONLY) (This rank is not represented in the code.)
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1. Field Marshal (FacHead, x1)
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2. General (FacHead)
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3. Colonel
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4. Major
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5. Captain
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6. Lieutenant
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7. Ensign
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8. Probation
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<nowiki># - Reserve (# = Equiv. Rank, caps at 3.)</nowiki>
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20. Ally
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21. Provisional Ally
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22. Last Chancer (Union Only)/Wraith (Confederate Only)
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23. Mercenary
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===Syndicate Network Ranks===
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The ranks of the Syndicate Network are not as formal as those of other groups. Nevertheless, they do have the following ranks. Note that these do not correspond to factional ranks at all, and most will simply be Lookouts or Recruits.
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1. Administrator
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2. Co-Administrator
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3. Supervisor <- Syndicate Management.
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4. Envoy <- Trusted representatives of other groups or factions.
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5. Lookout <- Most members.
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6. Recruit <- New members.
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The highest that may be applied for without special permission from facheads and staff is 6 - Lieutenant. Higher ranks have tools to help manage their faction, like kicking trouble players off of channels and will not be given to new players or those we aren't sure can handle this responsibly. Abuse is grounds for severe disciplinary action.
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'''Allies''' are somewhere between mercenaries/contractors and enlisted members. They have full factional access and are expected to help out, but they have a lot of freedom and usually aren't expected to take orders unless they are involved in a military situation.
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'''Provisional''' Allies are allies who aren't considered completely trustworthy, or who made a bad call and got demoted to this as punishment. Many defectors from the enemy end up under this designation.
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'''Reserve''' Ranks were formerly referred to as '''Senior Allies'''. They are for all practical purposes just Allies with authority. This is a special rank with less pronounced activity requirements, which requires Admin permission to be issued.
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'''Mercenary''' is exactly what it sounds like. Mercenaries that are applied into factions are on retainer. They have somewhat more restricted access to their factional boards and channels than most, though.
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'''Last Chancer''' is a special designation for a variety of possible character concepts, with an emphasis on characters too evil for the Union to be directly associated with, or simply those who have gotten into trouble in-play. '''Wraith''' fulfills a similar purpose in the Confederacy, granting a discreet position to those who may want to be less open about their ties to an evil organization, or to those the Confederacy would like to deny association with in the right circumstances.
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Unaffiliated characters may simply put 'None' or 'N/A' in their rank field.
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[[Category:News File]]
 
[[Category:News File]]

Revision as of 01:25, 23 October 2015

Overview

At Multiverse Crisis MUSH, most characters are part of a large organization. This file summarizes those organizations, while the following news files talk about them more in depth. Unaffiliated characters also exist, but are not recommended for first-time applicants. Note that the default assumption is that, if your character is a part of a faction, their world is too. The reverse is not true: Just because your character leaves a faction, doesn't mean your world does.


The Union is based out of Njorun Station, a biomechanical ship that resembles a large flying plant. They are nominally our "Good Guys", and where the protagonists of most series would find themselves. As the name implies, they are heavily centered around ensuring that the Warpgate Network is not monopolized by malign interests.


The Confederacy is based out of The Citadel, a vast fortress-plane created by its last Emperor with the conceptual energy of Union members being heroic blowhards at the Confederacy. They are our "Bad Guys", and where most antagonists would find themselves. Their goal is to control as much of the Multiverse as they can, primarily by seizing control of the Warpgate network.


The Syndicate is based out of Bilious Slick, a universe created inside the Multiverse in October of A.U. 21. They are not a true faction, and their alignment is best described as, "Enlightened Self-Interest." Because their universe exists due to Confederate and Union help, they don't involve themselves in the war directly. At least, not on purpose. Most characters can work in the Syndicate, but characters focused on the "Good vs. Evil" conflict shouldn't go here.


The Union

Alignments: Primarily Good and Neutral. Lawful Evil characters are acceptable in the Union, but more extreme forms of evil are antithetical to the Union's ideals.


Goals: Secure the Warpgate network against malign influence, protect member states, make sure the Multiverse doesn't blow up.


Uniform/Colors: Colors pending. Their symbol is an open, wrought iron archway with a path winding up to a vast tree.


Recommended Concepts: Good-Oriented characters from any form of media.


The Union is an alliance of worlds dedicated to keeping the Multiverse safe, with a strong emphasis on keeping the Warpgate Network secure and free for use. Members are required to defer to the authority of the overall government body of the Union, to have a benevolent and non-harmful form of government, and to allow free travel between their world and member worlds. In return for this, a small portion of contributions of each member world is distributed throughout the Union.


The organization to which every Union PC belongs is the Specialist Response Division, or SRD for short. Members are made up of people with the ability to change worlds with their actions: Chosen Ones, State Alchemists, Wizards, Vampire Hunters, Starfleet Captains, etc. They exist to combat threats that normal soldiers can't hope to face, and they have saved the Multiverse many times. When the worlds of the Union are in dire need, it is the SRD they turn to.


The Confederacy

Headquarters: The Citadel


Alignments: Primarily Lawful Evil and Neutral Evil. Other shades are evil are permissible if they can keep in line, or if not as off-the-books members. The full spectrum of Good is acceptable as long as they don't interfere in the Confederacy's conquests.


Goals: Seize control of the Warpgate Network. Conquer the Multiverse.


Uniform/Colors: Colors Pending. Symbol Pending.


Recommended Concepts: Evil Overlords and those who serve them. The Galactic Empire is just as at home here as the World Trade Organization or the Decepticons. Antagonists of all kinds.


The Confederacy is composed of conquerors, and its allure is simple: If you're strong enough, they allow you to take anything you want. It does have a simple code of conduct: Respect other members of the Confederacy at all times, do not (directly) target children with violence, do not sexually assault anyone, and do not try to destroy the universe everyone lives in. Because their rules are so relaxed, the Confederacy is exponentially more harsh at enforcing them than the Union, and members who do violate them rarely survive to tell the tale.


Member states must contribute resources and yield authority to the greater Confederacy, but they're less prone to interference than the Union, provided a member state pays its dues and listens when it counts. The benefits are massive amounts of shared resources and manpower. The Confederacy's greatest resource is the Multiverse Reclamation Division, or MRD for short. Like the Union's SRD, the MRD is composed of individuals who can change worlds with their actions. They are more offensively-oriented than the SRD, but the idea is similar: Shake the foundations of worlds with your might.


The Syndicate

Headquarters: Afterus


Alignments: All, except extreme evil. Most alignments can and do find a place here, but the Syndicate is not tolerant of extremely evil characters, and won't accept them even as unofficial partners.


Goals: Survive, protect Syndicate interests, establish positive working environment with other powers, avert apocalypse situations.


Uniform/Color: Colors Pending. Symbol is a frog within a spirograph.


Recommended Concepts: Characters who are mercenary and self-involved, rather than good or evil. True neutrals, and those for whom the Warpgate War just isn't a motivating factor.


The Syndicate is the least of the powers. Formally it is not a super nation or a "proper" faction, more of a loose association of worlds that are still establishing contacts. But, they still require sharing of wealth and manpower between member states and organizations. Unlike the Union and Confederacy, they're not interested in conquering anybody or enforcing their will on Multiversal resources. Their mission is to spread awareness of ongoing events in the Multiverse, with a careful eye towards apocalyptic scenarios.


The Syndicate came about as a result of Confederate and Union assistance in a game called "Sburb", and it is in essence the "Little Brother" of the greater organizations. It helps both factions however it can, but avoids getting involved in the War directly. Their conduct of conduct is simple: Don't cause SERIOUS trouble with other members.


Ranks

This is a listing of ranks used by all the major factions at Multiverse Crisis MUSH. Alternate titles may be used at Staff or Fachead discretion.


Union/Confederate Ranks

X. President/Emperor (ADMIN/PLOT ONLY) (This rank is not represented in the code.)

1. Field Marshal (FacHead, x1)

2. General (FacHead)

3. Colonel

4. Major

5. Captain

6. Lieutenant

7. Ensign

8. Probation


# - Reserve (# = Equiv. Rank, caps at 3.)

20. Ally

21. Provisional Ally

22. Last Chancer (Union Only)/Wraith (Confederate Only)

23. Mercenary


Syndicate Network Ranks

The ranks of the Syndicate Network are not as formal as those of other groups. Nevertheless, they do have the following ranks. Note that these do not correspond to factional ranks at all, and most will simply be Lookouts or Recruits.


1. Administrator

2. Co-Administrator

3. Supervisor <- Syndicate Management.

4. Envoy <- Trusted representatives of other groups or factions.

5. Lookout <- Most members.

6. Recruit <- New members.



The highest that may be applied for without special permission from facheads and staff is 6 - Lieutenant. Higher ranks have tools to help manage their faction, like kicking trouble players off of channels and will not be given to new players or those we aren't sure can handle this responsibly. Abuse is grounds for severe disciplinary action.

Allies are somewhere between mercenaries/contractors and enlisted members. They have full factional access and are expected to help out, but they have a lot of freedom and usually aren't expected to take orders unless they are involved in a military situation.

Provisional Allies are allies who aren't considered completely trustworthy, or who made a bad call and got demoted to this as punishment. Many defectors from the enemy end up under this designation.

Reserve Ranks were formerly referred to as Senior Allies. They are for all practical purposes just Allies with authority. This is a special rank with less pronounced activity requirements, which requires Admin permission to be issued.

Mercenary is exactly what it sounds like. Mercenaries that are applied into factions are on retainer. They have somewhat more restricted access to their factional boards and channels than most, though.

Last Chancer is a special designation for a variety of possible character concepts, with an emphasis on characters too evil for the Union to be directly associated with, or simply those who have gotten into trouble in-play. Wraith fulfills a similar purpose in the Confederacy, granting a discreet position to those who may want to be less open about their ties to an evil organization, or to those the Confederacy would like to deny association with in the right circumstances.

Unaffiliated characters may simply put 'None' or 'N/A' in their rank field.