//Colonial Remnant and Colonial Freedom Front are separate factions in every regard, save from sharing root RP.
1.) Introduction
The Colonial Freedom Front is a small organization based in and around the Tau systems, comprising mostly of former Colonial Republic citizens, politicians, soldiers and the occasional Sirius mercenary looking to make some quick credits. The main aim of the CFF is to replace the current militaristic government with a fair and fully democratic system, in essence giving the rights back to the people. The CFF plans to do this by waging a small scale guerrilla and propaganda war against the Colonial Fleet, aiming to eventually gather a majority of the nation's populace and get them to overthrow the current regime and create a fair system their historically democratic-minded principles define.
2.) History
2.2. The Problem
At the latest Colonial election and after the deposing of the President and Prime Minister who engineered the Outcast treaty, no one was surprised when the current government stayed largely the same. The same people sat on the Quorum as have in previous years and, whats more, the Quorum had never even been elected, and its members were merely chosen by the other people sitting in the seats of power. With the recent introduction of a governmental system change designed for, as the CFF considers it, a means of deceiving the public, mainly the replacement of a Quorum with a presidential Cabinet, things haven't changed all that much as the CFF still regards any military involvement in politics, especially such a thorough one as the president and entire leaders of the cabinet being comprised out of active military figures.
In short, the government is stagnating, and the state of the nation is not well enough to allow stagnation. Whats more, the only real ongoing change is the push by the new President and his cabinet of ministers(the governmental system was reworked in the meantime), all comprising of active military figures, to change this nation into a quasi-military state with compulsory military service and limited civilian rights. The citizens rights are slowly being stripped, and opposing voices are being somewhat forcibly quieted, all under the guise of necessity.
The view of the CFF is that everyone is aware of the need that existed for more of an authoritarian rule during the Exodus and the Colonials' search for a home which they've found in the Taus, but that it is utterly unacceptable that a sovereign and secure nation such as the Colonial Republic is still being dictated by the military and is a democracy only on paper, which in itself is barely true and subject to change. This idea of a military controlled government is sadly proven by the fact that the majority of the current government is made out of people who are still actively serving in the military.
2.3. The solution
The ex-prime minister of the colonies, Richard Lampkin, a traditionalist, vehement supporter of all things democratic, and one of the few high ranking politicians with a purely civilian background, and who had a crucial role after the costly decision his predecessor made about the Outcast neutrality treaty, has noticed what is going on and is not happy, nor has he been since he was forced to step down by the workings of various ministers after his efforts to combat political activity by military figures.
One of the early recruits and the current second in command was an ex-CAG of the carrier Rubicon, who was captured and left to rot in a Bretonian prison until a prisoner exchange was finally made. Jack Dedalus Harper is a military man turned part-time pacifist, seeing the lack of loyalty and principle from the military leadership which left him out to dry. These two aimed to create a new political party and slowly gain seats of power with which they could achieve a higher democratic degree and stop these changes into a dictatorship after the next election. So, in light of recent developments, they began quietly recruiting people to a new cause.
However, they were betrayed and discovered by the current administration. Both men were forced to flee in the face of charges of "high treason and conspiracy to disrupt the well-being of the Republic". Through their influence and loyal associates in various parts of the government and even some secret supporters in the military, they managed to capture some space craft and escaped with some of their followers into exile in the Coronado system.
Here, they formed themselves into an official organization, not merely a political party - The Colonial Freedom Front. They are currently in the process of conducting small scale propaganda with which they hope to finally revert the effects created by establishment-friendly media and get the word out to the majority of the people who do not yet know what the future holds in store, as well as leading a guerrilla war against the Colonial Republic, albeit focused solely on military targets, avoiding all civilian casualties and, hopefully, striking at the key supporters of the dictatorship. They also have a lot of supporters inside the Republic in various aspects of society, military and politics still, willing to act as intelligence gatherers, sleeper agents, spies, fighters and, what is perhaps most important, donors of the much needed funds for the cause.
3.) Organization Summary
As previously stated in this document the main aim for the CFF is to eventually replace the government, institute a free, nation-wide, general one-vote-for-all election of both the President and Cabinet headed by the Prime Minister, enforce a ban on political career pursuits for active military figures, restore all human rights and citizenship privileges regardless of previous or current military service record existing, and, lastly, finally return the Colonial Republic to its true glory and achieve its potential - finally restore the idealistic society of the now irreversibly gone nation in the Crayter sector.
One of the biggest problems for the CFF is the fact that they are still a rather fringe and struggling group, as well as a lack of funds. They need enough money to maintain their ships and weapons, simply to continue living.
The CFF has a few primary ways of gathering the necessary funds. The first is the operation of a small commando unit, led by a former Colonial Fleet Captain, Alexander Swift. This unit operates in all areas of the Tau systems and often strikes at Colonial merchant convoys, disabling the ships and stealing cargo and credits while leaving civilians and workers very much alive before disappearing yet again.
The secondary mode of gathering funds is from merchants and contacts within the Republic. They offer clandestine donations in return for promises of protection from the commando squads and also just for the reason that they agree with what the CFF stand for.
These two methods are not the only way however. There is a secondary, completely separate and also very different way they make money. The CFF has set up an unofficial wing which acts as a mercenary service for the more shady organizations throughout the Taus and the surrounding regions. Due to the highly sensitive nature of such actions, the CFF does not officially recognize them and only the top brass of either groups knows of the interconnectivity of the two.
4.) Personnel
The current size of the organization is relatively small. There are only a couple of hundred civilians who left to support and work for the organization, remaining undiscovered supporters and sympathizers within the Colonial Republic, and an even smaller number of soldiers and pilots. These pilots are spread throughout the commando and intelligence wings. The main leader and figurehead of the Colonial Freedom Front is Richard Lampkin, the ex-Prime Minister of the Republic. His first adviser and the second in command of the organization is Jack Harper, who no longer claims military rank but keeps his old call sign of Dedalus. The current leader of the commando wings is Alexander Flamewing Swift. He is a strong believer of the cause and a keen military mind. There is no official leader of the mercenary wing currently, instead it is being handled as a side project by the two leading men of the organization until a suitable person is found.
5.) Goals in short
Deposing of the current quasi-militaristic government
Full exclusion of military from all political dealings
Non-compulsory military service
Full control of the military by a civilian government elected in a population-wide democratic election
A charter of undeniable rights for all citizens
6.) Basic faction specifications:
ID Pirate (In lack of a better one)
IFF Freelancer
Naming convention and roster - The membership roster will be withheld from anyone besides the admins because of possible bad feelings and members' factions bullying them about it.
As for tags, some ships will have them, some will not. Those who have them will be our main force, performing almost all of our operations. The tagless ones will be in-RP undercover, posing in various roles and generally acting as sleeper agents. You mostly won't spot them 'till it's too late, but maybe you will - that's the charm.
The tag is, for now, CFF|.
Primary ZOI; Taus and Coronado.
Secondary ZOI; An unofficially supported mercenary wing's operations subject to contract details. Commando strikes are known to happen on trade convoys outside of the Tau territories due to the higher success rate.
Ships and technology: Civilian and Borderworld ships and technology, technology payments for contracts are possible. Use of Nyx or Pytho vessels for deserters from the Colonial Fleet. (Used for more special occasions like events, infiltrations, and flown with OORP permission from the Colonial Remnant and, if needed, administrators)
Diplomacy: The relations with specific factions and groups will depend on future developments defined by many variables including ingame activity, as well as unforeseen circumstances. All Colonial factions are considered hostile.
7.) Ranks
As this is a rather small faction, ranks aren't needed per say, at least for the time being. All RP decisions are basically to be made with a consensus from all the members after a discussion, with some exceptions like emergencies. As long as you can make your point well I don't see why you can't change the faction in some ways, of course keeping to the general RP itself.
In battle and various actions, decision making won't be a problem because of the fact that we don't intend to operate in too large quantities of manpower. There'll be someone to coordinate it all, but things will be somewhat liberal, maintaining the RP of a somewhat amateurish quasi-terrorist movement.
In-RP, though, decisions for the movement will be made by the top two men, but they'll reflect our common opinions.
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A Few OORP Notes
In regards to the Colonial Remnant, the only thing in common these two factions have is that they're both tied to Colonial roleplay. However, there are no OORP or RP ties between the two besides the RP ones already described in the faction introduction and our common desire to make the Taus a better place.
I do not care who you are, what your name is, whether you're in the Colonial Remnant, some other faction or none at all, all we require of anyone wishing to join is knowing that we're not intending on allowing this to become a random nest of foolhardiness. The ultimate goal of this faction is to have quality roleplayers who are interested in increasing the RP depth of the Taus and having a blast while they're doing it, figuratively and sometimes literally.
Also, for the time being the faction isn't intended to have a large membership as its RP is that of a fringe group.
As we are an unofficial faction, we are not allowed to recruit on these boards and so the procedure is to PM me, inquire about it and we'll then show you to the rest of it.
However, don't assume from the above that we are about elitism. If you are genuinely interested in RP, are prepared to learn, and at least have some experience and brains, you're more than welcome.
Also, note that we do not plan on being authoritarian about anything besides the quality of your RP. Everyone's free to pursue the kind of story they want with their character as long as it fits in and makes sense, by that meaning not that it caters to my personal taste, but that it has objective worth.
<span style="font-familyalatino Linotype">
<span style="color:#000000">All morons hate it when you call them a moron.
The idea sounds great. I'm just curious as to how we will be able to judge your players RP in game due to the fact that you're keeping it all a secret. But other than that, it sounds great.
Well, although we'll be acting covertly most of the time, the thing is that we're still going to be performing some of those actions described up there, mainly ambushes and trade convoy raids. Sort of like a cross breed of terrorists and Robin Hood, to put it a bit humorously.
But anyways, the main principle is "You'll know us when you see us." We won't be seen all that much, but people'll get glimpses of us, or RP with us and a bit later find out who we actually were and so on and so forth.
Also be aware that our people'll mostly probably travel under disguises so our chars will periodically change their names (although their in-RP identities, personalities, all things in-RP that make them that char, will remain). We'll organize all that through a google doc or perhaps some small free forums where we'd coordinate such things so we can recognize each other.
<span style="font-familyalatino Linotype">
<span style="color:#000000">All morons hate it when you call them a moron.
It's more in the service of the Colonial Remnant's more... eager, members not being able to give us OORP trouble about what we do in RP. I'm not insulting anyone but I know that occasional people there can get a bit possessive at times. However, if anyone is wronged by any of the characters, you're free to talk to me and I'll give you their identity if needed, though I hope that won't happen in the first place.
Also, the admins are of course free to ask for a list and we're obligated to provide one.
But the point of it is, if someone doesn't want others to know he's in there because another faction of his would object to him RPing on multiple sides, they're safe. We wouldn't be the only ones with such a system.
Which aspect of it precisely do you have a problem with, Richard?
Edited in note: As for us being tagged (meaning player name tag), I don't see how we should have tags as we're supposed to act covertly. I find that this is a good way to avoid metagaming. Works for the LH.
<span style="font-familyalatino Linotype">
<span style="color:#000000">All morons hate it when you call them a moron.
As a slight change, well not so much a change as something I didn't quite explain too well, some of our chars will have player name tags, and some will not.
Mostly every one of our members will have two characters - a tagged one used for direct spreading of propaganda, some shipment raids and such, and an untagged one (this one'd also be changing transponder signatures, meaning "names", periodically) which'd serve for the more covert operations.
I don't want to reveal everything as it negates its effectiveness somewhat, but their covers will be various, some perhaps civilian, some freelancers looking for work, etc.
It's a bit of a compromise designed to make us go more public and not seem so intentionally mysterious, but still retain our ability of operating secretly when needed.
I'll edit this into the faction description in a bit.
<span style="font-familyalatino Linotype">
<span style="color:#000000">All morons hate it when you call them a moron.
I think it looks rather good and should, as intended, help to color up the taus a little. As I assume that this faction is mostly created to give CR some more quality activity, I won't go into possibly lack of action you might find your self confronted with.
In the case of your finance plan, I see that the main target of your secondary funding source would be the IMG it self that, from what I hear, already has enough trouble to coupe with the outcasts gameplay wise. Of course, this is only what I heard so you might as well correct me.
In any case I'd suggest that you rater rely on a more sophisticated mercenary wing or simply on being funded from the citizens of the colonial state (The Bundschuh, for example, is entirely funded by intellectuals from all over rheinland) while having a routined merc wing will get you more activity, of course.
About the Tag: It seems that you are taking those reasons you listed for not having a tag rather serious and that's ok. However, without tag, you'll find your self in a difficult position from a game play point of view: you won't just be able to /fi [XXX anyone when occasionally logging and you'll rather have to search the players list instead which - imo - is a blasted pain. Then of course there is the long-run recruitment thing, where you attract members simply by buzzing around in your tagged fighter swarm.
Even if its only half of the time, I thought I'd bring that up anyway.