Author Topic: [Guild] The Organization  (Read 5114 times)

emeraldfool

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[Guild] The Organization
« on: March 10, 2007, 12:06:37 am »
The sweet tendrils of the Rose's scent waft upwards from the belly of Yliakum, slicing through the haze and luring those with Understanding into Our Garden. Fear not the rose, nor its scent, but the drive of men to acquire it.

[Note: This is a long post. Informative, but long. Took weeks of solid thinking too (and hours of writing). Hope you like it.]


Introduction
The Organization has existed within Yliakum for a long time, with its headquarters situated on the Fifth Level. However it is only now that the decision has been made to move to the First Level.

The first thing that must be understood is that we are not a secret guild - we are anonymous. There is a difference. Secrets breed fear. Weakness. We are the ones which wield fear. Which have no weakness. We are a weapon of the public, and a weapon can bear no blame, nor guilt, for the purposes it is employed with. We have no enemies, nor friends - only those with the means to enlist our aid, and those without.

The second thing you - as one who is interested in us - must understand, is that we stand for nothing. Neither good, nor evil, nor chaos, nor order, nor the neutrality between. We threaten no one by nature, and yet threaten all by practice. The Organization  asks nothing of our operatives except for their loyalty. You will have no ideals forced down your throats, no stipulation on your behavior, no obligations to us other than adhering to the directions set out by any contracts or assignments you may accept, should you accept them.

In simpler terms: This is less a guild, and more a union. We offer protection, and work to acquire contracts for you to realise. You are free to think and act and be as you wish, a freedom that is not truly granted to you outside of The Organization.



Contracts/Assignments

A contractor can be anyone with enough trias to entice an operative into service, and can target anyone who is not within The Organization, or covered by an Active Security Package. The contractor's name will never be disclosed to anyone except for the Agent securing the contract, and the Handler whom double-checks and approves it. 

Contracts
Almost anything can be requested in a contract, so long as the bounty correlates to the task at hand. For example, the price of an assassination contract is related to the strength and capability of the target, and their social/political standing (well-known targets will cost more to eliminate). Most large contracts will be investigated and weighed after submission, and the contractor will be contacted with a quotation. Smaller, more immediate contracts will simply be evaluated by the negotiating Agent and accepted or declined on the spot. 

Assignments
Assignments are different from contracts, in that an Assignment concerns the Organization as a whole, rather than a contractor. Where usually the contract reward is split between the Organization and the Operative based on his/her trust-level, an Assignment has no monetary reward for whoever is sent on them. Instead, Operatives who accept Assignments will receive extra Bounty - or trust - from the Organization in appreciation for free service, which leads to greater benefits in the long run.

Voiding Contracts
As stated, the Organization is completely neutral - we take the side of those who pay the most. Should you take out a security package, or should the contractor allow it, you may be given the opportunity to void a contract taken out against you. In order to do this you must offer the bounty set forth by the contract, plus 50% if you are not covered by an Organizational Security Package. The contractor will then be notified of his/her contract's invalidation, and advised to either increase their pay-off, or take out a contract against someone who is not covered by a Security Package. 



Security and Protection

Aside from informal arrangements and Escort/Protection Contracts, there are two types of security The Organization offers: Active, and Passive Security. As you may have inferred, Active Security is more costly than Passive, but has more benefits...

Passive Security
 Passive Security is inexpensive and can be useful to avoid being targeted by us. It is a simple arrangement: In exchange for a small weekly fee, all members of The Organization will be forbidden from preying on you so long as you are not targeted by a contract. Passive Security also ensures that if you are targeted by a contract, that you will be notified in advance, and given the opportunity to void the contract by paying the reward specified.

Active Security
 Active Security is more expensive than Passive Security, but is far more beneficial. With an Active Security Package you will be entitled to protection just as if you were a member of The Organization. Also, any contracts taken out against you will automatically be denied. Individuals under Active Security will be considered a benefactor, and will be treated with respect and may even be included in important administrative decisions or votes.
In an effort to keep them in favour of us, any individuals or Associates who are denied membership in the Organization will be offered a discount to an Active Security Package to compensate.


Professions

There are 6 professions within the Organization, each with their own specific purposes. As well as these 6, there are 3 non-profession-specific positions that correspond to the Organization's inner-workings. The Professions are divided into three categories: Combat, Stealth and Public Relations. It is best to first consider your strengths to choose the most suitable career within the Organization.


 Assassin
Assassins - also known as "Bounty Hunters" - are assigned to contracts regarding the elimination of a certain individual. They should be adept at killing quickly and efficiently, and then retracting back into the shadows undetected. A working knowledge of disguises is recommended. They are possibly the most feared, and most mysterious profession within the Organization.

 Enforcer
Enforcers are the second combat-oriented profession within the Organization, and are most commonly assigned to contracts requiring some raw muscle. Although they are similar to Assassins in that they must be proficient in eliminating any threats, their role is quite the opposite. Whereas Assassins deal with external and offensive matters, Enforcers deal with internal and defensive matters. It is they that protect the other members of the Organization - especially those that deal with the public - and straighten out any problems that may arise, such as unpaid debts, problematic riots, conflicts with other guilds or anything else that does not warrant a Writ of Execution.


 Thief
The role of a Thief is self-evident. It is their job to attain the otherwise unattainable, and are assigned to contracts which require a skillful contrivance to part an individual from their possessions. In addition to training in pickpocketing, lock-picking and evading capture, Thieves are encouraged to work on their charisma and charm, too. They must be able to talk their way into someone's pockets, as well as simply having manual dexterity. Another function of thieves is to supply the Organization's Fences with stolen goods to sell. Although this is not an obligation, it will quickly earn trust and respect within the Organization.

 Spy
Spies are the most secretive members of the Organization. They are often sent into other guilds - either at the request of a contractor, or simply to keep the Organization's intel up-to-date - in order to gather their secrets and learn of their activities. For this reason, undercover Spies often have little contact with other members of the Organization, and are discouraged from affiliating or communicating with the Organization, in order to deflect suspicion. This is not, however, the sole role of a Spy: they are also very useful for trailing, and spying on certain individuals, and recording their various mannerisms in a profile - from personality flaws to fighting styles and proficiency - to be used against the mark at a later date. Profiles are then stored within the Organization's archives, which can be accessed and perused by anyone with the proper clearance.


 Fence
A Fence deals with the trading and financial aspects of the Organization. They may be contracted to find, sell or transport certain items for another individual, and also serve to sell the Organization's 'acquired' goods. They work closely with both Thieves and Enforcers - Thieves for their supplies, and Enforcers to ensure all transactions run smoothly. They also may - with an official's approval - create and keep track of item or monetary loans.

 Agent
Agents are very important to the Organization. They are the liaisons between the public and the Handlers, and deal with most of the administrative work, as well as anything that doesn't pertain to the other professions. Becoming an Agent is a little more difficult, and takes longer than the other professions, but they are considered The Organization's representatives on a basic level. They negotiate contracts (to be submitted to a Handler for approval), seek out and recruit potential members, deal with minor internal affairs and direct assignments.



The three other positions not related to specific professions within the Organization are as follows:

Associate
 Those who first enter into the Organization spend a brief period learning about their trade, and about the Organization. This stage also serves as a period in which the new recruits are evaluated. Those deemed to be detrimental to the Organization are dropped, and the more resourceful individuals are utilized in whichever profession they have trained for. Associates are usually mentored to a Handler or prominent member of their desired profession, and may observe or even engage in minor assignments.

Handler
 Handlers are the main decision-makers, and leaders of the Organization. They are on almost equal terms with the Controller, and have the say in most instances. Handlers may veto each other's decisions, however, in which there is either a vote, or the Controller makes the final decision. It is their approval that is necessary for most of the Organization's dealings and activities. Ideally there should be 6 Handlers - one for each profession - but in the early stages of the First Level Organization's growth there may be less.

Controller
 The Controller is the head official of their Level. There are 5 in total, with the Fifth Level Controller sharing most of his power with The Director - the very top of the Organization's chain-of-command - who resides in the Organization's Headquarters. The duties of The Controller is to serve as a figurehead, and primary representative of the Organization, second only to The Director himself. Although in practice they are nothing more than a Handler, The Controller is seen as 'the leader' of each Organization's division.



Trust in Bounty

Unlike most 'guilds', your standing in the Organization is not determined by 'ranks', but by a far more practical and measurable system - Bounty. A member's 'Bounty' is not actually how much money is out for their arrest, but rather a representation of their monetary worth to the Organization - and a constant reminder of our mutual arrangement. The more profitable and enterprising you are, the more money you will be worth - and thusly the more trust you will garner.

The higher your Bounty the more benefits you will receive: bigger cuts, access to sensitive information - including spy profiles and lists of prominent members of the Yliakum community and their weaknesses, more important assignments, discounts on fenced goods, price lists, greater protection, more respect, etc. 
Of course, it is not obligatory to increase your Bounty, and aid the Organization, but it is never a bad thing to have our trust.

Increasing your Bounty
There are several ways to increase your Bounty - and by extension your 'rank' - within the Organization. It is not simply left to some 'higher-up' to acknowledge you and 'promote' you. Every method, however, revolves around the same basic idea: profit. We believe giving of yourself is the ultimate expression of trust, so whenever we make a profit from your activities, the numbers next to your name go up. A Handler may choose to reward you with Bounty for various reasons, but in general, these are the most common ways to move up:

Contracts: Simply put, the money you don't receive from completing a contract (i.e. the money that goes to us) is added to your Bounty.
Assignments: The Bounty received from an Assignment is contingent on several things; primarily the difficulty of it, and any profit or advantage the Organization may have gained from it. Usually - since there is no other incentives to undertake Assignments - these generate the most Bounty.
Fenced Goods: One of the most common and reliable sources of Bounty is fenced goods. The money from fenced goods is usually split three ways in a 10%:20%:70% / Organization:Fence:Thief ratio. The money that goes to the Organization is added to the Bounty of both Thief and Fence.
Donated Goods/Money: Another, even more reliable source of Bounty is donating. Should you choose to donate an item or sum of money to our treasury, you will receive 100% of its value in Bounty.


Infamy, Secrecy and Codenames

Discretion Policy
The Organization advises you not to advertise your affiliation with us unless absolutely necessary (such as when privately recruiting a new member, or when you feel threatened and want to warn off your aggressor), and also to deflect any suspicion on your part - this means dress and act casually, if at all possible. If an individual discovers your identity and begins to extort you - and us by extension - any funds poured into the matter will be deducted from your Bounty. The same goes for any other matter that the Organization is instigated in as a direct result of your actions - you are free to do as you wish, so long as you are discreet, and keep us out of your mess. That is not to say you will not be protected, but our protection does not entitle you to pick fights with whomever you want and expect us to pay the costs.

 
Identification and Communication

The Engraved Emerald
A small emerald with an engraving on its surface is the universal call-sign of the Organization. The actual engraving is immaterial - it could be an intricate design or a simple X-mark - but the significance of it is what is important. They are generally used as warning signs - to mark target's homes, hide-outs, meeting points, murder scenes, and generally anywhere those who are not looking to cross paths with The Organization should stay away from. All Organization Associates are taught some rudimentary engraving techniques, and most Levels, Units or even individuals have their own engraving.

The Enchanted Signet
All members of The Organization are provided with a signet - or circular disc - bearing a design that reflects their profession and standing, as well as identifying them as a member of the Organization. It also may incorporate their personal engraving and/or symbol. The Signet also has a more practical use: some powerful enchantments bind each signet to its bearer's consciousness, and each signet is also linked to one another. This effectively allows Operatives to silently communicate with each other simply by 'aiming' their thoughts at whom they wish to contact through the Signet (it seems odd at first, but it is quite intuitive). This also means that were the Signet's link with its bearer to be broken (for example it is stolen), it would come unstable and disintegrate, making it proof of your affiliation with the Organization.

Codenames

The Organization requires all members to have at least one codename, which they are to be referred to as in any instance where they may be associated with the Organization (such as in documents, or during an Assignment), to conceal their identity. Operatives must also remember to NOT refer to another member by that codename in public, while that member is not in disguise, as this may compromise the codename - once it becomes associated with that individual, it is just as bad as a regular name.

All official codenames must be registered with a Handler, and will be recorded in a list that will be viewable by members of equal or greater Bounty. It is also good practice to change your codename on a regular basis, to prevent that eventuality that your identity be compromised without your knowledge. Feeding incorrect codenames to contacts and other members of the public is also a good idea.

If you do not choose a codename for yourself, you will be given one based on your profession and standing. The profession themes are:
Assassin: Plants (Nightshade, Lotus, Rose, etc.)
Enforcer: Animals (Wolf, Scorpion, Raven, etc.)
Thief: Weather (Cyclone, Zephyr, Squall, etc.)
Spy: Spirits (Spectre, Wraith, Ghost, etc.)
Fence: Gemstones (Ruby, Amethyst, Diamond, etc.)
Agent: Materials (Steel, Ivory, Stone, etc.)
Non-Professionals: Colours (Black, Beige, Turquoise, etc.)

However these are only guidelines, and a codename will only be forced upon you if you request one, or a Handler/Agent deems that your original one has been compromised and has no time to arrange for a new one.



Recruitment

Lastly, but most importantly, is what we are looking for in a recruit, and why you should join us. If you read through this document, you should have a fairly good idea of who and what we are, and whether or not you are interested in joining, or availing of our services. If not, or if you are still not sure, here is a summary:

Requirements
There is little in the way of 'requirements' to join the Organization. Senescence, nor fame, nor influence is important to us, only that you are:
- Fit for the tasks at hand. A weak Enforcer is of no use to us, as is a reluctant Agent or careless Spy.
- Creative and resourceful. Contracts and Assignments are not always straight-forward: quick-thinking and ingenuity will more often than not be required to accomplish your goals.
- Devoted and Loyal to the Organization. To believe in its potential and support its integration into First Level society

Benefits
It's obvious what we're offering you if you've read this far: wealth, freedom, adventure, excitement, power, influence, and support for the habits that would normally see you ostracized from any other guild.
If you are someone who likes to think for themselves; who is tired of the mundane life of hard work and being bossed around; who has been scorned by society and seeks others like him; who wishes to experience the thrills of a life on the edge; who wishes for money and glory and power; or anything else that may make you think twice about 'following the rules'... The Organization exists for you.

Just make yourself known, and we will find you...

emeraldfool

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Re: [Guild] The Organization
« Reply #1 on: March 10, 2007, 12:09:33 am »
(Hmm, just managed to stay under the 20,000 character limit...)


I'm excited to see what you guys think of all this. Especially Sangwa - my dream is to create a guild en par with the Dark Empire...
Anyway, if interested, PM me and I'll keep an eye out for ye in-game, to keep things IC. Also note that this 'Guild' hasn't strictly begun yet, so if you're one of the first, you'll naturally have more power when it kicks off... I want at least one in each profession, plus two enforcers and a handler before I start it.

Also, does anyone with a knowledge of web design wanna help make us a website? I suppose temporarily I could make one of those free forums, but I'd like some eye-candy to attract people... :P

Nurahk

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Re: [Guild] The Organization
« Reply #2 on: March 10, 2007, 12:35:17 am »
Very good.

Much rather you just join the IIA though, Emerald :P


Seriously though: I like it a lot.  I'd love to see this become huge.

Very well thought out and definetly worth the time to read it.
You're definetly giving the IIA a run for it's money.  I look forward to you finding me in the near future so we can talk.

Idoru

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Re: [Guild] The Organization
« Reply #3 on: March 10, 2007, 01:03:34 am »
I like it, very nice.

Do members get paid? is this based purely on them doing jobs or do they get like a weekly payment as some kind of retainer?
Would a pascifist guild be able to take out the 'Active protection' thing for all guild members? Might be a good money maker.

"May there only be peaceful and cheerful Earth Days to come for our beautiful Spaceship Earth as it continues to spin and circle in frigid space with its warm and fragile cargo of animate life."

emeraldfool

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Re: [Guild] The Organization
« Reply #4 on: March 10, 2007, 01:07:54 am »
Thanks, Nurahk. Actually, you guys were the closest guild to The Organization I could find, so I'm glad you're not all up-in-arms about it. I also plan be an outlet for other guild's RP needs. For example, if you want some drama you could have an alt take a contract out on your Guild leader. (Hehe, just  an example...)


Edit: Idoru, no regular payments - this is more a union than some kind of agency. (Well, it's a lot like an agency, but you know what I mean...)
Also, I'm hoping to get some funding with that second idea ;)

Nurahk

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Re: [Guild] The Organization
« Reply #5 on: March 10, 2007, 01:17:43 am »
Thanks, Nurahk. Actually, you guys were the closest guild to The Organization I could find, so I'm glad you're not all up-in-arms about it.

Hehe, don't worry about it.

It's far from being a copy, though you did take a few of the ideas, it's ... well... pretty impossible not to take those ideas and they were pretty basic.
All in all, I look forward to the competition
« Last Edit: March 10, 2007, 01:20:10 am by Nurahk »

lordraleigh

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Re: [Guild] The Organization
« Reply #6 on: March 10, 2007, 03:18:44 am »
I heard rumors about it IC

Finally a real Mafia in Planeshift!

I think they will eventually compete more with other criminal organization, but a much less discrete one: the Outlaws.

emeraldfool

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Re: [Guild] The Organization
« Reply #7 on: March 10, 2007, 12:43:16 pm »
I heard rumors about it IC

Finally a real Mafia in Planeshift!


That's the idea. I'm hoping this will give a new shade to Yliakum's community, giving it a kind of seedy underbelly. The IIA and the Outlaws and the other underground guilds are all fairly benign - with their own goals and agendas - but with the Organization, we could be targeting anyone or anything and you'd never know. At least that's the theory...

Parallo

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Re: [Guild] The Organization
« Reply #8 on: March 10, 2007, 05:29:32 pm »
I like it alot. I found the signet a bit weird though.
I suggest the statue of Laanx gets turned into a statue of Parallo <3. An NPC could never replace the huge hole he left in my heart when he died  :'(

Dintin

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Re: [Guild] The Organization
« Reply #9 on: February 03, 2009, 12:20:26 am »
Wait how do we contact you?

XF25

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Re: [Guild] The Organization
« Reply #10 on: May 09, 2009, 03:22:30 am »
i would like to join! please?

Contact me-Harrt

carua

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Re: [Guild] The Organization
« Reply #11 on: May 11, 2009, 10:39:58 pm »
well,to the guys ^^^ up there
I'm a member of the Organisation,So feel free to contact me whenever you want
(I'm not 100% sure if it is the same guild.I wasn't here at the start and some of the older members have since quit)

Dintin

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Re: [Guild] The Organization
« Reply #12 on: July 02, 2009, 04:26:31 am »
Alright I've given up on Tainted Silver :P sighn me up, plz! Azlim is my char.

kiou

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Re: [Guild] The Organization
« Reply #13 on: July 02, 2009, 04:52:21 am »
harrt we should talk
http://thewhitecorps.webs.com/
my guild website, still being worked on~
* kiou thinks gms should be elected and reviewed~
"Im very smart in some ways, and much stupider in infinitely more ways"

greato

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Re: [Guild] The Organization
« Reply #14 on: October 23, 2009, 11:58:48 am »
i m old guild member. I am greato_kaushal give me guild website. Sorry i can't come on game client becoz i m away from my home for upto may.