Factions! Playable Factions

Discussion in 'Lore Information' started by Anonymous, Feb 13, 2018.

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  1. Anonymous

    Anonymous Guest

    Nobody, including FEMA nor the National Guard, has any information on the infected nor any information concerning them nor the illness. All anyone knows is people are getting sick from the flu.

    Playable Factions:
    (More will be added/removed as the lore progresses)

    6. Mongols M.C. (Motorcycle Club)

    The Mongols M.C. starting faction will be a tad complicated, but with some thorough reading simple enough. Players will be started as one or two concepts, either an outlaw at heart or someone working under Harrison to force the Mongols law & order at any cost. They will be on their way to the current Mongols HQ after the bombing in Fairhaven, you are required to understand the “patches” and list them, as well as their position in the club. You may start out as a prospect, member or enforcer. We will include a sub-division of all ranks that are currently available to be applied as.

    Unlimited Roles

    6.1. Mongol Prospects (Unlimited)

    A Prospect is a person who would like to join the club but still needs to earn his patch. The patch members direct a Prospect to do certain duties that vary and supervise him to make certain they are completed. A prospect may have to engage in illegal activities in order to carry out the requests of the patch Members. A Prospect does not have voting rights, as they are not a member of the Executive Committee. A Prospect may retrieve bikes from police impound lots and guard all the bikes while the club is in a meeting. Prospects try their best to follow all club rules and prove that they are worthy of being a club member and earning a patch. Prospects may be dealt menial tasks and have to endure some level of hazing by the club members. Some clubs allow Prospects to wear the club name on the rear of their cut, or vest, but without the full logo of the club. Prospects are voted in the club by the executive committee and must pledge his loyalty to the club and all the members to receive his patch. He may be referred to as a full patch member or as being patched.

    6.2. Mongol Members (Unlimited)

    A Member is also called a Patch Member or a Rider. Members have earned their patch after graduating from a Prospect. The have the right to wear the clubs colors and attend club meetings. Some clubs simply call them Patches.

    6.3. Mongol Enforcers (Unlimited

    The Enforcer makes certain that the club laws and rules are followed by all members. He protects all of the patch holders and protects the club’s reputation in any type of conflict. The Enforcer assists all members of the club in combat of any sort including any type of weapons or fist fights.

    Limited Roles

    6.4. Mongol Chaplain (0/1)

    The club Chaplain may also be called The Wise One in some chapters. This member oversees all of the spiritual needs of the club. He helps in any way possible when a member is going to jail to be able to protect them. He also conducts any funerals and marriages within a club. The Chaplain in conjunction with the President decides when a Prospect is ready to receive his patch. The Chaplain may be a member of any faith. He may have had training in the area of a Chaplain instead of becoming a clergy member or an ordained minister of faith.

    6.5. Mongol Treasurer (0/1)

    The Treasurer keeps all the financial records of the club. He collects the income from all operations and is responsible for paying all the bills or expenses of the club, while keeping written records. The Treasurer reports the club’s status on payments owed and due at each committee meeting to the members. He may also provide the committee a written report of the financial status at the annual meetings. The Treasurer is also responsible for maintaining all of the club patches that are un-issued as well as a record of the patches and colors that each member has in their possession. The Treasurer collects all dues and fines from the club’s members. - You will be in-charge of trading with outside traders, as well act as a “lieutenant” and be permitted to run your own sub-chapter outpost.

    6.6. Mongol Secretary (0/1)

    The Secretary is responsible for keeping all of the club records, written reports and correspondence between outside organizations. He calls role at the committee meetings and takes notes on each meeting. He is also responsible to notify any members of special meeting times and dates other than the normally scheduled meetings. The Secretary is in charge of telling any members of an election or appointment if it was made while they were not present at a meeting. He maintains the constitution of the club noting any changes to it and handles all written club correspondence.

    6.7. Mongol Road Captain (1/1)

    The Road Captain plans all club runs and tells the Secretary of the plans for a run in advance. When he is on a run, he is the ranking officer if the President and Vice-President are not present and therefore leads the club formation on the ride. If the President is on the run, the Road Captain rides at the front of the group with the President. He is in charge of enforcing all club rules while on a run and he chooses a supervisor for maintenance on all the club vehicles while on a run.

    6.8. Mongol SGT at Arms (1/1)

    The SGT at Arms makes certain to uphold all the laws and rules of the club. He ensures that all the committee orders are carried out as quickly as possible and he keeps order at all club events. If he sees any member acting in a way not supported by the Club, he reports it to the committee. The SGT at Arms is in charge to strip patches and colors from members who are removed from the club by retiring, resigning or being impeached or expelled. The SGT at Arms defends and protects the club members and prospects and is directly responsible for their security and safety. He keeps records of data that relates to the club security. If he sees any type of threat or perceived threat to the club in any manner, he will bring it to the attention of the Executive Committee for appropriate actions to be voted on. The SGT at Arms keeps the clubs firearms and weapons in safekeeping.

    6.9. Mongol Cook (1/2)

    Cooks are responsible for the preparation of communal meals and managing kitchen stock.

    7. Stonepoint Manor

    The Stonepoint Manor starting faction will be simple. Players will start as a civilian of any occupation who had fled to the Stonepoint Manor prior to the start of the story and had been working under the leader “William Stonepoint” for near six months now. You will be able to apply as the following “roles” in the group, or merely as a member with no current role.


    7.1. Stonepoint Manor Survivor (Unlimited)

    A survivor with no role in the manor is commonly looked down upon, though they are given shelter either in trailers, or merely assuming rooms in the manor and try to pull their weight by helping with whatever needs done, or simply not doing anything at all. You could have arrived recently, or many months ago. This will be the most versatile role.

    7.2. Stonepoint Manor Lead Runner (0/1)

    The lead runner will act as a leader-figure in the group, often planning and leading any and all excursions into town for supplies, or merely scouting missions. He is also responsible for being sure that all survivors who attend these runs distribute supplies fairly to the communal supply for write-up.

    7.3. Stonepoint Manor Runner (0/6)

    A runner will work close with the lead-runner and often go along with them on any and all runs into the town. They are responsible for the gathering of supplies for all of the community and are required to turn over supplies to the communal stock while on an “official” run.

    7.4. Stonepoint Manor Construction Crew Foreman (0/1)

    The construction crew foreman will act as a leader-figure in the group, being responsible for the planning of all requested expansions or lumber gathering by William Stonepoint, as well as acting as a ranking leader when he is not around.

    7.5. Stonepoint Manor Construction Crew (0/6)

    A member of the construction crew will be responsible for carrying out any and all projects planned by both the crew leader and William Stonepoint. They will act as both builders and log-cutters.

    7.6 Stonepoint Manor Doctor (1/1)

    The doctor will act as a leader-figure in the group, being responsible for the care of any and all Stonepoint Manor residents.

    7.7. Stonepoint Manor Nurses (1/3)

    A nurse will be responsible for carrying out any and all procedures, as well as aiding the Stonepoint Manor doctor in any medical endeavours.

    7.8. Stonepoint Manor Head Chef (1/1)

    The head chef will act as a lower-level leader-figure in the group, being responsible for the preparation of communal meals and managing kitchen stock.

    7.9. Stonepoint Manor Inventory Manager (0/1)

    The inventory manager will act as a lower-level leader-figure in the group, being responsible for the groups communal supply, checking out weapons and various other supplies.

    7.10. Stonepoint Manor Constable (0/3)

    A constable will be act as a lower-level leader-figure in the group, being responsible for the limited policing in the town when the leader(s) are not around. They will carry out and enforce the rules of the town.


    Stonepoint Manor Rank Structure

    William Stonepoint (Leader of Community) > Rodney King (???), Doctor, Lead Runner, Foreman, Byron Holliday > Head Chef, Inventory Manager, Constable > Rest of the roles

    Closed Factions:
    1. Citizens for Ethical Infectee Treatment Association (CEITA) (Unlimited)
    The CEITA starting faction will be simple. Players will be required to start out with the obvious concepts of ethical treatment for any and all infected. They will have heard of a supposed refugee camp made by CEITA members in the rural-sections of the map at an abandoned farmhouse meant to protect infectees.

    2. U.S National Guard (6/6)
    The U.S National guard starting faction will be equally as simple as the rest. The players who apply as a national guardsmen will be required to pick their MOS. At the start, they’ll be left with the last sole orders that were last broadcasted in the city, to gather any and all survivors and escort them to the military installation for evacuation.

    3. Federal Emergency Management Agency (FEMA) (2/2)
    FEMA members will have a fairly straightforward objective, provide relief and aid on the ground while trying to organize players and get them to the local military installation.

    4. General Law Enforcement (Fairhaven PD/Illinois General PD) (4/4*)
    Law Enforcement Officers will start out with the objective of trying to maintain the peace and protect uninfected citizens. This cap will be lenient, and we may allow more people past the cap if you show a very, very, very good understanding of the occupation.

    5. Fairhaven Special Weapons and Tactics (SWAT) (1/1*)
    SWAT Officers will start out with the objective of trying to maintain the peace and protect uninfected citizens whilst assisting General Law Enforcement. This cap will be lenient, and we may allow more people past the cap if you show a very, very, very good understanding of the occupation.
    #1 Anonymous, Feb 13, 2018
    Last edited by a moderator: Jul 14, 2018 at 6:38 AM
    Devon Robert likes this.
  2. Pann

    Pann God of Thunder
    Staff Member Take All My Money! Map Builder Forum Manager Contributor

    Mar 5, 2015
    Likes Received:
    Edited- Suck it V

    #2 Pann, Jun 29, 2018
    Last edited by a moderator: Jun 29, 2018
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