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T&N, Introduction, Application, Feedback - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Role-Playing (https://discoverygc.com/forums/forumdisplay.php?fid=9) +--- Forum: Unofficial Factions and Groups (https://discoverygc.com/forums/forumdisplay.php?fid=67) +--- Thread: T&N, Introduction, Application, Feedback (/showthread.php?tid=67986) |
T&N, Introduction, Application, Feedback - murasaki - 10-26-2011 [font=Agency FB] [Hopefully I'll be able to acquire a banner and a logo to put here soon]
<span style="font-size:24pt;line-height:100%]Tag: T&N. Naming Conventions: T&N.Shipname OR T&N.Nickname OR T&N.Firstname.Lastname, the latter two can ONLY be used if the ship you are piloting has no crew other than the pilot. (Nicknames are ONLY earned after joining, through action. Be it through contributions, traits, or otherwise.) Names: T&N is collectively known as 'Tan', and it's members are usually referred to as 'Tanners'. T&N stands for 'Trust and Nimble', the titles of the founders. Founders: Nimble (Mana Murasaki) and Trust (Jack Lovecraft) Current leaders: Nimble (Violet Murasaki) and Trust (//I'm looking for someone trustworthy and dedicated to fill this position.) Origin: T&N is a quasi-legal splinter group, originally a Junker subgroup. T&N is maintained through lineage. 'Trust' and 'Nimble', are titles that have been passed down from mother to daughter (in the case of Nimble) and from father to son (in the case of Trust). History: According to the documentation passed down through the family, T&N was originally founded in the late 7th century, in the year 644 A.S., two years after the publishing of "Golden Chrysanthemum in Bloom"/formation of the Golden Chrysanthemums (of which, MMI had donated to their cause during it's early stages), by Mana Murasaki I (20) and Jack Lovecraft (21). MMI had originally been from planet New Tokyo, born and raised. Jack, though, hailed from planet Erie in Pennsylvania. They both drifted, and both managed to wind up in employ of the Junkers, where they met. MMI's ship was the official transporter for their group, and Jack's was assigned to her convoy as escort. The two became inseparable, and their ships were ironically dubbed 'Nimble' and 'Trust', which names the two later took on themselves. The two had fallen in love. A couple of years later, after Yuyu Matsuda's suicide in the year 648 A.S., MMI found herself pregnant with twins. The two decided that they didn't want their children growing up as trash collectors, and they themselves were tired of the Junker lifestyle. However, at that time they were still technically a part of the Junkers, and merely a subgroup of Junkers who shared the same ideals. Year 649 A.S., twins were born, named after their parents as Mana Murasaki-Lovecraft II and Jack Murasaki-Lovecraft II (as the two weren't married, they decided that their children should receive both of their last names). Fast forward 20 years, MMII and Jack II make T&N legit, using their parent's saved up money, and money that they had acquired alone, to buy a decent transport ship, and a decent fighter. While still operating through the Junkers, the Junkers had recognized them as their own group. Nothing big happens until five years later, when MMII becomes pregnant with her child, whom the father (of Kusari descent) abandons. The daughter is born the next year and named Mana Murasaki III. Jack II had his son the year after that, with a Bretonian woman, he names the child Craig. Craig drops his last name nineteen years afterward, rebelling against his father while taking the name of his mother, who his father had divorced previously, and Jack II disowns him. Ten years later, MMI (80) and Jack (81) die in the year 704, MMI of old age, and Jack of a heart attack later in the year. Craig does not manage to have any kids before his accident, four years after the deaths of the founders, in an asteroid field, leaving Jack II no choice but to adopt and raise a child, a liberty boy named Caleb. MMIII resigns from the transport business to raise her own family, the naming tradition broken, she has three children, two girls and a boy, Sakura, Yuki, and Shoutaro. Each generation of MMII's progeny has had one child take the helm of 'Nimble' once they were of age, and that line was relatively assured. Jack's line, however, ran into many bumps and stumbles. Caleb flew well, and was an ace fighter, but was very antisocial, and that didn't get him many contracts. Caleb's son, Tank, was downright criminal. MMII and Jack II officially close down T&N. Two years later, Jack dies, followed by MMII three years after that. Nothing worth noting happens until recently, Violet Murasaki manages to trace her lineage through the well-documented journals each of the matriarchs in her family compiled, from MMI, down to her own mother, Nama Murasaki, who hunted down her generation's Trust, and together they reopened T&N for business. Her mother passed down the role to her, at eighteen (now 20), and her Trust passed down the role to his son. Ships: (Currently N/A) ID: (Currently N/A) Ranks: The T&N rank system operates much like a pyramid, or mafia structure. Although it's based off a matriarchy of sorts. (From highest to lowest) Lead (Nimble) (Capofamiglia)- Only held by the current generation of Nimble. Lead (Trust) (Capo Bastone)- Only held by the current generation of Trust. Advisor (Consigliere)- Close, trusted friend and confidant. Devoid of ambition and dispenses unbiased advice. Division Leader - Normally held by the current generation of Trust and Nimble unless otherwise appointed. Squad Leader (Caporegime)- Trusted individuals promoted as the leader of a squad. Ensign (Soldato)- Lowest official rank, obeys only their assigned squad leader and anyone higher than them. Recruit - Trial member, lowest rank, must obey anyone of a higher rank, excluding ensigns, unless otherwise stated. Relations: Allied - Friendly - Junkers / Zoners / (By extension of the Zoners) The Order / Golden Chrysanthemums / (By extension of the GC) Blood Dragons Neutral - <Everything unless otherwise noted> Unfriendly - Hostile - Nomads / Das Wilde At War - Purpose: T&N has four roles, two primary, one secondary, and one tertiary. The primary roles; 1) Transport, this division is headed by Nimble. 2) Escort, this division is headed by Trust. The secondary role; 1) Mining The tertiary role; 1) Mercenary* In addition, their main goal is being able to remain neutral to all parties though service. T&N serves almost all factions, from hiring corsairs/outcasts/etc as escorts in order for them to make easy money, to transporting for IMG/GMG/etc., etcetera. T&N is essentially the 'Jack/Jill-of-all-trades' of factions. By contributing to all factions, they can keep their relations neutral. *Mercenary work is a very iffy role, as it tends to create hostility, it is only done when the pay is good, and as such, mercenary jobs are only taken on personally, with a cut (30%) going back to T&N. T&N will not be held liable for any action taken by a tanner under a mercenary contract. Statement: T&N prides itself on being able to maintain neutrality with all human factions. T&N will never go out of their way to instigate hostile relations with another faction. (And I sincerely hope we don't invoke someone's wrath and have them initiate war against us:() Application- Name: Age: Birthplace: (Space-Region-Planet/Ship/etc. | Ex. Kusari-New Tokyo-New Tokyo) History: Experience: (Particularly experience regard the position you are applying for) Position: (Transport, miner, escort, etc.) Current ship: Why you want to join, what you can contribute: Type: (Are you a team player? Lone wolf? Etc.) Personality: (Explain the blurb answered above, and give us a little detail about your personality) Do you require anything from us?: Roster: T&N.Nimble [Hopefully I'll be able to acquire signatures to put here soon] //Although applications will be submitted here, I will have to have a 'falserun' with you. A 'falserun' is like an rp test, but if I don't find you a suitable candidate, the rp 'never happened'. //Note, T&N is not held accountable for Tanners' actions. While we do issue rules, we can only do our best to enforce them. //It's requested, but not required, that you donate to the group coffer, that way we can supply newer members, and save up for a system/base/barge/whatever. //Members are required to drop contraband upon request of any Liberty Police Incorporated, Liberty Navy, Liberty Security Force, Bretonia Police Authority, Bretonia Armed Forces, Kusari State Police, Kusari Naval Forces, Rheinland Federal Police, Rheinland Military, and Gallic Royal Navy members. If you are caught with contraband, 'I found it.', so try not to get caught. //It is required that members participate in official forum threads. //It is required that members obey superiors (in order of superiority). //It is required that members are active, and spread the word about our existence. //It is required that members do their best to remain neutral and not get involved in gunfights. //It is required that members do not instigate fights. //It is required that members present a clean, neutral image, as when people see you, they see T&N.) // It should be worth noting, that I'm setting this up as neutral, because I'd like for there to exist a mediator faction. One that can run peace offering/treaties, or declarations of war between different factions, etc. //This is still a work in progress, and I would LOVE feedback, preferably constructive. But any response bumps this thread, so I'm okay with it. //Much love. T&N, Introduction, Application, Feedback - murasaki - 10-26-2011 Bump for 43 view and no replies. T&N, Introduction, Application, Feedback - Echo 7-7 - 10-26-2011 Alright, first comment. What is your group's ID and IFF? While it may not seem hugely important to you right now, they are some fundamental things that need to be adhered to for the purposes of the game mechanics. Also, could you break up the History section with some paragraphing? It's a "wall of text" which can be more difficult to read. T&N, Introduction, Application, Feedback - murasaki - 10-26-2011 I've been debating with myself where we'd be aligned and what ID I'd use. But all the ones I can think are are detrimental to our purpose. Most ID's/IFF's make us hostile to some faction or other, and the Neutral ID that I saw on the wiki, makes it so we are dead neutral, which would not allow us to Ally or be Friendly with any other faction. And I do agree, they are quite important. I just can't seem to find one that suits the needs/function of the faction. Sorry about the wall of text. >.> EDIT: Hopefully that's better. T&N, Introduction, Application, Feedback - Echo 7-7 - 10-26-2011 Oh, Neutral ID is not accessible. It's not a RP ID. It's only used by the [Angels]. Perhaps the Independent Trader or Freelancer ID? Edit: Muuuuuuuch better. T&N, Introduction, Application, Feedback - murasaki - 10-26-2011 Independent trader is a no-go. Too restricting. And I would've thought using Freelancer/Merc ID would be good, but, the 3800 cargo restriction is horrid. T&N, Introduction, Application, Feedback - Echo 7-7 - 10-26-2011 The trade off for neutrality and travel access is cargo hold, unfortunately. It's a balance thing. Junker ID, at a stretch? It has a 4300 cargo cap. T&N, Introduction, Application, Feedback - murasaki - 10-26-2011 Junkers have hostile relations. Hogosha Xenos And House Corps T&N, Introduction, Application, Feedback - Echo 7-7 - 10-27-2011 Probably the most neutral (faction) ID you can get, then, is the Zoner ID. There is still the cargo hold limit though. Yeah, there is a pattern here. Edit: What if you started with a Freelancer/Independent Trader ID and then switched IDs later on to follow the path your roleplay takes? T&N, Introduction, Application, Feedback - Stefz - 10-27-2011 I see you mentioned neutrallity with GRN. Then, Zoner ID would be a no-go, as the only one neutral with Gallic lawfuls and still able to fly to Sirius is Junker Guard ID. |