The Keepers (Watchmen)
FOUNDING MEMBERS: bartsimpson44 Resident, mothwings3 Resident
OVERVIEW: The Keepers By Joshua Grant (Bartsimpson44 Resident)
TYPE: Faction - Law Enforcement / Arklay Settlement Security
"Oh great, another Law Enforcement group" - Nope. This faction is a reworked and revamped version of those that have come before, taking into account the good and the bad parts of each prior rendition. While similarities between past groups and this current version will be easily noticed, so too will the positive changes that have been introduced. This group is completely remodeled to work side by side with the actual inhabitants and businesses of the town, something prior models have lacked on severely. MISSION STATEMENT & OVERVIEW: Working side by side with the Arklay Town Council, The Keepers were created with one thing in mind - Preserving Arklay's status as a major trade hub. This means keeping Arklay's gates secured and its inhabitants feeling safe and protected from the vast number of things that seek to threaten that. Be it hostile Raiders interested in taking any and all supplies that you've got. Or be it mindless, shambling corpses that are after something far more valuable than mere possessions. The Keepers maintain law and order within the Green Zone, enforcing the town's rules that have been laid out and agreed upon by the Town Council. They have the authority and resources to detain violators or under more extreme circumstances, bar them from entry to the green zone. In this world of monsters, both alive and deceased, it is more important than ever to preserve our morales and ensure that trade and Arklay's economy remains free from disruption by outside forces. REQUIREMENTS TO JOIN: Prospects to the faction would need to meet a number of requirements before qualifying for entry. After meeting the requirements (listed below) a new prospect will be given a rank armband that is colored to identify their rank of Recruit. Depending on that character's behavior and levels of activity, promotions will be given IC by the Commander, Lieutenant, or trusted Veteran member. All faction members will be subject to the same town laws as its inhabitants. In addition, any violation of the requirements below will bar entrance to the faction or result in dismissal from the group. * 1) You must have no criminal record within Arklay - Past or present. * 2) You must be known by multiple town inhabitants who must vouch on your behalf. * 3) You must be active in Arklay for a minimum of one week. * 4) Any theft of faction/town goods will result in expulsion. * 5) You must be ALIVE and free of disease/infection. * 6) Cannibals are barred from entry -- We protect people, not eat them. That's fucked up. IC Goods Provided to PUBLIC: Law and Order / Town Security is first and foremost. Secondly, depending on available resources, Survival Kits would be available to those in town. These kits would contain 1-2 food items and 1-2 bottles of water. These kits would be prepared by faction members who have donated/scavenged the items to give to those in need. This would NOT replace the Shelter care package as this is highly subject to availability. IC Goods provided to FACTION MEMBERS: Ideally, the faction would be responsible for trafficking the same goods currently available - Sidearms and ammunition. These goods would be for faction members only and not available to the public unless during special circumstances such as a town-wide attack / SIM event. IC Services Offered: The function of the group would be largely similar to past models, its members would provide security and a sense of Law an Order to the town. They would work to help resolve disputes between its local businesses and its inhabitants and to ensure that Arklay's economy is free of disruption. Members would enforce the town's laws which they themselves are also subject to. Patrols would be carried out into the town's outskirts / Fringe to keep Arklay's borders safe from walkers and raiders alike. Active bounties will be placed on all known raiders / criminals. The group would have access to a wide variety of disciplinary action depending on severity of crimes such as: JAIL TIME: Characters will be imprisoned in the Keeper's detention center. So long as a guard is present, players are free to attempt a breakout. CONFISCATION OF WEAPONS: While in town, the character's weapon will be confiscated by a Keeper until such a time arises that they can be trusted to carry again in the Green Zone. INDENTURED LABOR: Assuming the character has wronged the town or a business in some way, they can regain the trust of the community by working at a local business for a set period of time. TEMPORARY TRADE BAN: In extreme cases such as theft or another grievous offense within town, individuals will may be banned from trade at local businesses for a set time - Often only a couple days. This puts strain on their ability to gain a paycheck or other needed supplies. The business OWNER(S) must agree to this. TEMPORARY EXPULSION: In extreme cases such as assault, significant property damage, or theft, the individual is temporarily exiled from the Green Zone for a set period of time. Keepers will bar them from entry to town and any attempts to regain entry will result in an extended exile. PERMANENT EXPULSION: The rarest and most extreme form of punishment, this must be agreed to by the Town Council - A collective of local business and faction leads. If an individual has committed an extreme offense such as murder, they will be permanently exiled from the Green Zone until such a time as this decision is revoked by the Council. BOUNTY: If an individual has an active criminal status due to robbery or another grievous offense, a bounty will be set on their head. It will be specified whether the individual is desired dead or alive, or if no preference is given.
POTENTIAL ENEMY: POTENTIAL ENEMIES: Raider / Bandit groups (Any and all) Criminals, thieves & rapists Cannibals POTENTIAL ALLIES: R&R The Founder's Eyes Any and all businesses located within Arklay. Arklay Town Council The Founder
EXPERIENCE:I have been a member of the Watchmen since joining the SIM. Prior to The Keepers and Watchmen's creation, I was in an earlier group that served a similar function though it was far more heavily law-enforcement oriented. Since my return to the SIM I have been actively working to restore relations between the Watchmen and the inhabitants of the town. I've been attempting to restore the Watchmen's damaged name and reputation and have attained support from a number of fellow players.
IDEAS:First and foremost, by actively seeking them out and actually approaching them. I want new players to the SIM to see an organized group of players that have no shortage of things to do and take part in. The entire group has been remodeled to take into account the pros and cons of all prior renditions. With that in mind, there will be numerous new activities that past versions either did not or were not able to include. This includes things such as active patrols into the Fringe, organized trade convoys with businesses in town, the placement and pursuit of bounties and other things such as town-wide firearms training for any and all who wish to participate.
We all have demons, I just choose to embrace mine.
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