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The Seraphim | Information and Feedback - Printable Version

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The Seraphim | Information and Feedback - The Seraphim - 03-26-2016

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A few weeks after the foundation of the Zoners Consensus, while the Outer Rim University and the Seraphim were starting their projects, it appeared these two organizations had pretty different operational modes and that situation was slowly leading to a global loss in efficiency. Therefore, it was commonly decided to split these two Consensus sub-divisions into two independent organizations, in order to improve their mutual effectiveness.

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The Seraphim are a group of involved and motivated zoners dedicated to improve the welfare of human beings across Sirius regardless of their affiliation, origin, history or religion. Considering the magnitude of this goal, priorities in actions are given to situations where the lack of welfare is obvious and important. Nevertheless, a large variety of projects can be set-up by the Seraphim.

Some projects :
  • Provide food for the hungry
  • Evacuate refugees affected by war or disaster
  • Provide essential consumer supplies to people in need
  • Investigate about slavery, forced labor and other human rights threats
  • Monitor nomad activity
  • Evaluate, report and mitigate environmental risks and pollutions
  • Support charitable organizations
  • Preserve cultural heritages
  • Promote zoner way of life and philosophy
Considering the limited resources and expertises of the Seraphim, achievement of these humanitarian actions is likely to involve other zoner parties such as Medical Force One, or even non-zoner factions such as Synth Food or Cryer. The Seraphim might act on their own, be assisted by partners, cooperate with other groups, coordinate actions or just report actions if they are entirely accomplished by another group.

The Seraphim also believe in the transition to a better society based on wealth sharing, equity, social justice, prosperity, and sustainability. For that reason, they work closely with the Outer Rim University that has the mandate to develop the knowledge required to built and lead the path to this desirable society.

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ID: Zoner ID
IFF: Zoner IFF
Tag: (>S<)

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The headquarter of the Seraphim is located in Freeport 9. The Members are allowed to go anywhere they need to fulfill a mission that has been validated by the Seraphim.

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Allied: The Outer Rim University, Med Force Enterprises
Cordial: OSI, IRG, IMG, The Order, Bundschuh
Suspicious: The Core, Nomad and Wild

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The Seraphim has no official leader, the decisions are made by agreement of the members and any member in charge of a project is allowed to manage it on his way as long as he follows the Seraphim principles. However, Dankien Moebus, as a regular member, will also be the guardian of the Seraphim. The role of the guardian is to ensure the faction will not deviate from its primary goal, will act consistently with its values and will always apply the consensus protocol to make decisions. If judged necessary or in a critical situation, the guardian has the right to impose his will to safeguard the fundamental principles of the Seraphim. The guardian decisions overcome any other consensus or vote of the members. It is desired and expected the guardian will never have to intervene.

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Dankien Moebus (active member):

Tara Williams (active member):

Dr. Lara Grey (unknown status):

Capt. Alex Mush (reported missing):

Jason Kelly (unknown status): ...

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The tasks are organized by priority: emergency actions, non-urgent actions, routine tasks and funding activities. Most of the tasks are related to the aid projects but a few of them are linked to the funding of the Seraphim.

Typical emergency actions includes:
  • Provide food to the hungry
  • Evacuate refugees (and help them to resettle and/or return home later)
  • Find missing persons and reunite families
  • Protect civilians from conflicts
  • Provide essential consumer supplies to people in need
  • Provide emergency medical cares to people in need
  • Investigate about slavery, forced labor and cheap labor
  • Monitor nomad activity and defend threatened zoner interests
  • Investigate about nomad contamination
Typical current non-urgent actions includes:
  • Provide non-urgent medical assistance to people in need for it
  • Support education (provide funds to students from lowes social condition
  • Preserve cultural heritage
  • Develop and provide technologies for zoners and civilians
  • Evaluate, report and mitigate environmental risks and pollutions
  • Facilitate exchanges of allied prisoners when captured by hostile parties
  • Donate funds to charitable organizations
  • Promote zoner way of life and philosophy among Sirius
Typical routine tasks that may require emergency actions:
  • Monitor emerging conflicts and new crisis and prepare action plans when needed
  • Facilitate peace process when our allies need it
  • Investigate and denounce human right violations
Possible funding activities:
  • H-Fuel resale from GMG
  • Alien organisms harvest and trade
  • Trade with zoners and allies


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Authorized equipment:
Zoner
Civilian (Sirius)
Codename weapons
Other equipment require a special roleplay permission granted by the Seraphim

Ship Classes:
Fighter, bomber, freighter, transport, gunboat
Liners and capital ships require a special roleplay permission granted by the Seraphim


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The transport of some commodities is regulated. Class 1 commodities can be transported in small amount, in a scientific vessel, for a scientific purpose and cannot be traded. Class 2 commodities can be transported and delivered only to zoners. Forbidden commodities cannot be transported.

Restricted class 1 (scientific items)
  • • Artifacts
  • • Cardamine
  • • Gaian wildlife
  • • Holo tainment bands
  • • Liquid cardamine
  • • Nomad artifact
  • • Nomad power cell
  • • Nomad remains
  • • Nox
  • • Ore (any type), Helium-3, Raw hydrocarbon, Uncut diamonds
  • • Sorted artifact
  • • Stabiline
Restricted class 2 (military and radioactive materials)
  • • Armaments
  • • Black market munitions
  • • Energy field equipment
  • • Light arms
  • • Military vehicles
  • • Mox
  • • Munitions
  • • Nuclear devices
  • • Plutonium
  • • Prometheum
  • • Side arms
Forbidden:
  • • Exotic entertainers
  • • Jump gate parts
  • • Propaganda
  • • Sunbucks coffee and donuts
  • • Trade lane parts



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      Ship classes:
      Passengers must be transported in suitable conditions. Depending on their accomodation, ships might use their entire cargo or only a part of it to transport passengers (that is a roleplay rule). The cargo capacities for passenger transport are explained below:

      Shuttles, Yachts and Liners:
      Following ships are truly designed to transport human beings:
      IDC K-LF-337 "Stargazer" Civilian Shuttle
      "Pelican" Civilian Armored Transport
      "Democritus" Luxury Yacht
      SL-17 "Geisha" Kusari Luxury Yacht
      L-584 "Enterprise" Luxury Liner
      L-584-B "Oasis"-class Passenger Liner
      TTR-1130 Series Pilgrim Liner
      DL-Hai "Grizzly" Liberty Shuttle
      "Shukensha" Renzu Luxury Liner
      "Bison" C5 Liberty Transport
      Rule: 100% of the cargo capacity may be used to transport human cargo.


      Explorers, Gunboats and Capitals:
      Following ships have the capacity to transport human cargo. However, not all the cargo capacity may be used to transport human beings.
      XDS-2 "Voyager" Deep Space Freighter
      T-833-GB "Ahoudori" Kusari Explorer
      Series Z "Montante" Border Worlds Gunship
      CTE-12400 "Condor" Civilian Gunboat
      "Conference" Zoner Gunboat
      "Corvo" Zoner Deep Space Explorer
      Zoner "Fearless" Destroyer
      "Bustard" Civilian Light Carrier
      "Aquilon" Zoner Carrier
      "Nephilim" Zoner Dreadnought
      Rule: 50% of the cargo capacity may be used to transport human beings


      Fighters and Bombers:
      Fighters and bombers are partially adapted to transport passengers, they can use up to 10% of their cargo capacity to transport human beings.

      Other ships:
      These ships are not adapted to transport passenger, the number of people they can transport is limited: 10 persons/freighters and 20 persons/transport.

      Passenger categories:
      Like commodities, transport of passengers is regulated. Class 1 passengers can be transported in the context of a mission that has been validated by the Seraphim. Class 2 passengers cannot be transported unless they are found in space and require immediate assistance. In this situation they should be transported to the the closest friendly or neutral base unless the local authorities decide differently (we comply with them). In this special situation, the cargo limitation may be bypassed.

      No restriction:
      • • Crew member
      • • Passengers
      • • Scientists
      • • Tourists
      • • VIP
      • • Vacationers

      Restricted class 1:
      • • Casualties
      • • Marines
      • • Refugees
      • • Slaves

      Restricted class 2:
      • • Criminals
      • • Fugitives
      • • Pilots (any affiliation)
      • • Prisoners
      • • Royal marines






RE: The Seraphims | Information and Feedback - Jazzi - 03-26-2016

Just a head's up for you: http://discoverygc.com/forums/showthread.php?tid=134021

There are already things called Seraphim running about in game. There may be some confusion.

Cool idea though, like it.


RE: The Seraphims | Information and Feedback - Swallow - 03-26-2016

I like everything about it, but, maybe, the tag. I don't think it looks really good. Nevertheless, I think that there must be a major part written about the faction income. Providing such a wide range of services and R&D work demands funding.

EDIT: I'd gladly join BTW, but I am occupied with RL.


RE: The Seraphims | Information and Feedback - evanz - 03-26-2016

I like the sound of all this, good RP stuff and hopefully itll work for you

btw whats the font used, i like it


RE: The Seraphims | Information and Feedback - moebus - 03-26-2016

Thank you Jazzi D for the info. I've contacted the story teller to check this issue.

Thank you Swallow. I am open to tag suggestions. Also, the income will be roleplayed ingame. It is clear that currently the Seraphims cannot achieve all the tasks. Partnership will also be an important part of the faction.

evanz, for the fonts:
The Seraphims titles are written with Biblo Swash Caps (found in google-doc)
The text is written with Merienda One (found in the text editor of the forum)


RE: The Seraphims | Information and Feedback - moebus - 03-28-2016

Just to mention HuggieSunrise told me it was ok to name the faction "the Seraphims".


RE: The Seraphims | Information and Feedback - Durandal - 03-28-2016

Seraphims isn't grammatically correct, the plural is still Seraphim.

Anyway, the writeup looks interesting enough. Should be cool to see you guys around.


RE: The Seraphims | Information and Feedback - moebus - 03-29-2016

Thank you Durandal, I've corrected the logo and text in the 3 official threads (I hope I did not missed one)


RE: The Seraphim | Information and Feedback - moebus - 07-05-2016

Hi, just to mention I'll be away for one month. Back in business on August 2. Anyway, Alex Mush will be around so do not hesitate to contact him if needed (@casualty).


RE: The Seraphim | Information and Feedback - moebus - 08-09-2016

Back in business!