guts Faction Application Information

So, you want a faction! Hanging around in a tree house without a channel to go with it just isn't fun anymore, is it?! Well, you'll want to complete and submit a faction application form.

Applying for and receiving a faction is serious business. There are responsibilities to go with it, and an obligation to ensure that your faction pushes RP forward for the entire MUX, through both plots and personal RP. In addition, you'll need at least 5 player-character members, all of whom have been approved, before a faction is officially created. You'll also receive an @malias to deliever @mails to your members, a channel and a faction summary listing on the website.

Faction Application Form

FACTION NAME: The name of your IC faction, what they go by, etc.

FACTION LEADER: Who is the designated leader of this group?

FACTION MEMBERS: Who are the player-character members of this group--NPCs should not be mentioned here.

PURPOSE: What is the purpose of this faction? What goals does it serve? Why have they come together?

HISTORY: What is your faction's history? (How did its members meet, what events occurred to organize themselves in such a way?)

HIERARCHY: Does your faction have divisions? (ie: R&D, Security, etc. Are they loosely formed? What type of chain of command is used, if any?)

RESOURCES: What are your faction's resources? (Such as assets, bank accounts, buildings, vehicles, weapons, technology. Please supply a full list, like a stat write-up.)

BASE OF OPERATIONS: Where does the faction operate out of? Is any building of rooms required?

FOREIGNER TECH: Does your faction have any access to otherworldly materials or technology?

FUTURE PLANS: What are the future plans for the faction? (Please supply an outline, in particular if any may branch into a larger TP--which we encourage.)

And that's the application. Once completed, please @mail it to *Staff for approval by the faction wizards. Do note that not all factions may be deemed approvable; it may be best to discuss your faction idea with the faction staff members prior to applying for one.

Faction Information




Not every Foreigner that is taken from their world into this world want to cooperate with the DFA, or even the 'Anti-DFA.' In fact, nine times out of ten these two groups have to place a call to their respective home office for backup, as a particularly nasty Foreigner decides to take a few heads before they go out to explore this new playground. This sort of experience happens more often than either group would like to admit.

However unfortunate it may be, it happens. And what's worse is some of these 'unhappy' Foreign men and women decide to stick together--outside of the influence of the DFA and other organizations. Ultimately they organize and grow in numbers, forming coteries of men and women with common interests and varying goals from group to group. Some groups include the following:

'The Harbingers'

These guys love chaos and violence--they also love messing with the DFA on a regular basis. Most members of this organization feel superior to Natives and Altereds--so much so that they regularly indulge in malacious, destructive behavior, both of property and bodily harm. This organization is always run by a Foreigner who proves his (or her) worth by killing off the current leader.

Organizational Habits

When not out and about doing it is whatever the likes of these men and women do on their free time they tend to congregate in abandoned houses or warehouses in the slums. They meet only when they want to gather together to plan something big, something reckless and most likely in spite of the DFA and other 'good intentions' groups, or simply to fight with each other for the hell of it.

To say they are an 'organization' is stretching things a bit--they're not exactly the most organized men and women. The majority of its members have their own, selfish reasons for wanting to join the group, be it simply to find new fodder for their sadistic tendencies or men and women to prove their strength against. The only real, common goal that keeps the 'group' structured is their want to cause mischief and chaos, and really get under the skin of authority--like the DFA.

Rank and Credibility

Anyone who proves their worth--usually by fighting the Marshall and either surviving long enough to continue breathing or by winning--is usually enlisted. Once taken into the fold it is typically up to that Foreigner (or some Altereds and bored Natives that prove their worth) to keep his crediblity with the others. Moving up and down within the group simply comes to 'if you let your fists do the talking for you--and win--you get recognition.' Conversely, those who lose their fights or don't get anywhere are laughed and and otherwise demoted until they do something to gain some sort of worth among the higher-ups.

Hierarchy

At the top is a single Foreigner who typically proves his worth among his peers. He is considered to be the final say, the ultimate word when it comes to every single matter in the organization. Those beneath him either love him or hate him, depending on their standpoint; after all, there wouldn't be new leaders if everyone shared the same points of view.

Beneath the figurehead of the group are usually two men or women--called 'Marshals'--trusted with the duty of protecting the leader and testing the mettle of those interested in joining the group, or protecting the leader from those who dare rise to power. These men and women are usually rather powerful, as they must fight to keep the leader safe.

From there we have very few in the way of authority save for a small handful of Marshal underlings and yesmen, who typically do the work that neither the Marshals or the leader himself want to do. Yet, not surprisingly, it's among these ranks that dislike is bred, and usually those who oust the leader from his spot started as little more than a yesman under his Marshals.

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'The Brain Trust'

These men and women are what most would fondly refer to as 'geeks and nerds,' the sheer geniuses from all across various universes, time periods and worlds who come together for one real, obvoius purpose--to share their knowledge with one another. By doing so they can make and reinvent technologies from their respective worlds as best they can or simply invent new, wonderful things to share with the public--through laundered means, of course.

The Brain Trust does not want to hurt--they simply want to help better society as they see it with their knowledge--and the DFA and 'Anti-DFA' both want them for their own purposes and intentions.

Organizational Habits

When they aren't busy with their own daily lives the Brain Trust tend to meet on a regular basis for discussion when not conversing via email or text messages with one another. When they do meet, most tend to favor small and resonably quiet places, such as huddled at the back of an internet cafe, sipping latte and discussing their take on the theory of relativity between their world and another's world.

When the Brain Trust meet for the express purpose of creating that which has been put on paper they do so at someone's residence--usually the most 'influential' of the Trust's ridiculously elaborate and no doubt expensive loft or townhouse where they can breathe life into their ideas.

The Trust only wants to help improve society with its 'behind the scenes' contributions. But to help contribute and improve they must not take 'sides' when lines are drawn in the proverbial sand. Thus they offer their services to all, good or bad. They repair broken robot helpers or damaged cybernetics. They are an 'equal opportunity' organization who do not lament their misfortune of being put into this strange (and perhaps poorly constructed) world--instead they celebrate and embrace the challenge it presents.

Rank and Credibility

The Brain Trust is generally those of considerable IQ or intelliect, though creativity is another trait most of the Trust possess. Other than 'recruiting' smart Foreigners and other sorts there's no appointed leader or head, or even those who assume a position that is 'superior' to the others in the group. To gain the best results they should have equal opportunity among all its members. Rank would only stifle creativity, after all.

Contributions

The Brain Trust has done a few things for modern society--few being an understatement. Most notably of their endeavors would be the invention of desktop computers, MRI, the microwave and, of course, DVD formatted movies and discs.

While they are as a whole essentially behind the scenes, the usually give credit to one or a few members, or a supporter 'yesman' of the group--their most well-known being who they refer to as B. Gates in their emails.

Application Information Players are encouraged to start their own groups for RP purposes; however, it's best to speak with the Factions wizard about possibly starting up your own group before just doing so.

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