Post by Varos Talantos on Jun 26, 2011 21:15:30 GMT -5
Factions are organizations that your character(s) can join. Factions all have particular purposes and beliefs they promote. Joining a faction has perks, such as a wider system of information, allies, resources, etc., but also requires your character's servitude to higher-ranking members' wishes. Disobedience to a Faction that your character belongs to may result in expulsion and/or execution; this depends on the misdeed, the Faction, your rank at time of misperformance, and the discretion of those in charge of the Faction. Though Factions differ greatly in purpose, name, location, and such, all Factions have essentially the same layout in many areas.
Hierarchy:
These numbers are not required before a Faction can become existent, merely the maximum number of people allowed per position.
One Faction Leader - Oversees the entire Faction. Has the power to promote, demote, induct, and expel all other members.
One Faction Sub-Leader - Voice of the Faction Leader and enforcer of rules within a Faction. Can promote and demote other members of lower rank. Cannot promote Faction Elders. Can induct and expel other members freely, but should be sure that the Faction Leader will not be angered by such actions.
Two Faction Elders - Advisors to Faction Leaders and Sub-Leaders. Can promote anyone that is at least two ranks their lesser. Can induct Applicants as long as five votes have been made in favor of the applicant and the tasks assigned the Applicant are completed. Generally this power is only exercised if a Faction Leader is not in place.
Three Faction Trusteds - Expected to be most active within the Faction as henchmen. Must perform duties actively and well and be role models for those below them and put the Faction ahead of selves.
Four Faction Members - Lowest-ranking members within the Faction. May be tasked with ambassadorial, secretarial or some other clerical duty or perhaps (for Factions that are violent) some sort of violent task to prove loyalty. These fellows have little power except to come up with tasks for Faction Applicants.
Five Faction Applicants - Those who seek entrance to a Faction must first undergo a series of tests that must be completed before they may be inducted unless the Faction Leader inducts them before they have finished their tests. Though generally, Applicants perform their tasks before induction.
Everyone on the Faction list above is allowed to vote in favor of or against the induction of an Applicant except the Applicant level.
Support:
All Factions have different supporters. A Faction designed to assassinate others might have a system so people can buy protection from them, where a Faction designed to protect a certain area might have Nobles with businesses or shops or something that willingly donate to the Faction to ensure the safety that that Faction bestows.
Death-Marks:
All Factions also have different ways of Death-Marking individuals with different names, but in all Factions it essentially works the same. Death-Marked individuals are prime targets of the Faction and are hunted constantly by Faction members until the Death-Marked individual has been killed or a deal bartered or some logical, in-character reason for the Faction to remove the Death-Mark has occured. Cabal Leaders and Sub-Leaders have the power to deal Death-Marks upon individuals or remove them.
Hierarchy:
These numbers are not required before a Faction can become existent, merely the maximum number of people allowed per position.
One Faction Leader - Oversees the entire Faction. Has the power to promote, demote, induct, and expel all other members.
One Faction Sub-Leader - Voice of the Faction Leader and enforcer of rules within a Faction. Can promote and demote other members of lower rank. Cannot promote Faction Elders. Can induct and expel other members freely, but should be sure that the Faction Leader will not be angered by such actions.
Two Faction Elders - Advisors to Faction Leaders and Sub-Leaders. Can promote anyone that is at least two ranks their lesser. Can induct Applicants as long as five votes have been made in favor of the applicant and the tasks assigned the Applicant are completed. Generally this power is only exercised if a Faction Leader is not in place.
Three Faction Trusteds - Expected to be most active within the Faction as henchmen. Must perform duties actively and well and be role models for those below them and put the Faction ahead of selves.
Four Faction Members - Lowest-ranking members within the Faction. May be tasked with ambassadorial, secretarial or some other clerical duty or perhaps (for Factions that are violent) some sort of violent task to prove loyalty. These fellows have little power except to come up with tasks for Faction Applicants.
Five Faction Applicants - Those who seek entrance to a Faction must first undergo a series of tests that must be completed before they may be inducted unless the Faction Leader inducts them before they have finished their tests. Though generally, Applicants perform their tasks before induction.
Everyone on the Faction list above is allowed to vote in favor of or against the induction of an Applicant except the Applicant level.
Support:
All Factions have different supporters. A Faction designed to assassinate others might have a system so people can buy protection from them, where a Faction designed to protect a certain area might have Nobles with businesses or shops or something that willingly donate to the Faction to ensure the safety that that Faction bestows.
Death-Marks:
All Factions also have different ways of Death-Marking individuals with different names, but in all Factions it essentially works the same. Death-Marked individuals are prime targets of the Faction and are hunted constantly by Faction members until the Death-Marked individual has been killed or a deal bartered or some logical, in-character reason for the Faction to remove the Death-Mark has occured. Cabal Leaders and Sub-Leaders have the power to deal Death-Marks upon individuals or remove them.