Difference between revisions of "Clans(CoffeeMUD)"

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Clans gain levels by taxing members and controlled areas.  The clan leaders set the tax rate which applies to all guildmembers, and applies to anyone earning experience in an area controlled by the clan.  Clan experience can be used for clan crafting or stored to gain clan levels.  Note:  It is possible for a clan to lose levels due to spending too much experience on crafting, or due to clan member death experience penalties.
 
Clans gain levels by taxing members and controlled areas.  The clan leaders set the tax rate which applies to all guildmembers, and applies to anyone earning experience in an area controlled by the clan.  Clan experience can be used for clan crafting or stored to gain clan levels.  Note:  It is possible for a clan to lose levels due to spending too much experience on crafting, or due to clan member death experience penalties.
  
{|
+
{| class="wikitable" style="margin: 1em auto 1em auto" border=1px align=left
|-
+
|-  
! Level ! Benefits ! Required Experience
+
! | Level  
|- | 1 | | 0
+
! | Benefits  
|- | 2 | *Members automatically gain: Clan Donate|
+
! | Experience
|- | 3 | *Effects: ATTACK+1 HITPOINTS+4 *Members automatically gain: Clan Home |
+
|-  
|- | 4 | *Members qualify for: ClanEnchant Gas *Members qualify for: ClanEnchant Mind *Members qualify for: ClanEnchant Water *Members qualify for: ClanEnchant Cold |
+
| 1  
|- | 5 | *Members qualify for: ClanEnchant Electric *Members qualify for: ClanEnchant Fire *Members qualify for: ClanEnchant Acid |
+
|  
|- | 6 | *Effects: CHA+1 HITPOINTS+2 |
+
| 0
|- | 7 | *Members qualify for: ClanEnchant Poison |
+
|-  
|- | 8 | *Effects: WIS+1 MANA+2 |
+
| 2  
|- | 9 | *Members qualify for: ClanEnchant Disease |
+
| *Members automatically gain: Clan Donate
|- | 10 | *Members qualify for: ClanEnchant Paralysis |
+
|
|- | 11 | *Members qualify for: Flagportation |
+
|-  
|- | 12 | *Effects: HITPOINTS+1 |
+
| 3  
|- | 13 | *Effects: CON+1 HITPOINTS+3 |  
+
| *Effects: ATTACK+1 HITPOINTS+4 *Members automatically gain: Clan Home  
|- | 14 | Effects: INT+1 MOVEMENT+2 |
+
|
|- | 15 | Effects: ATTACK+1 MANA+4 |
+
|-  
|- | 16 | Effects: ARMOR+1 HITPOINTS+5 MOVEMENT+5 MANA+5 |
+
| 4  
|- | 17 | Effects: MOVEMENT+1 MANA+1 |
+
| *Members qualify for: ClanEnchant Gas *Members qualify for: ClanEnchant Mind *Members qualify for: ClanEnchant Water *Members qualify for: ClanEnchant Cold  
|- | 18 | Effects: DEX+1 MANA+3 |
+
|
|- | 19 | Effects: STR+1 MOVEMENT+3 |
+
|-  
|- | 20 | Effects: ARMOR+1 MOVEMENT+4 |
+
| 5  
|- | 21 | Modifies experience gained: Amount +10% |
+
| *Members qualify for: ClanEnchant Electric *Members qualify for: ClanEnchant Fire *Members qualify for: ClanEnchant Acid  
|- | 22 | Modifies experience gained: Amount +10% |
+
|
|- | 23 | Modifies lost faction with any faction: Amount +1 |
+
|-  
|- | 24 | Modifies gained faction with any faction: Amount +5 |
+
| 6  
|- | 25 | Modifies gained faction with any faction: Amount +5 |
+
| *Effects: CHA+1 HITPOINTS+2  
 +
|
 +
|-  
 +
| 7  
 +
| *Members qualify for: ClanEnchant Poison  
 +
|
 +
|-  
 +
| 8  
 +
| *Effects: WIS+1 MANA+2  
 +
|
 +
|-  
 +
| 9  
 +
| *Members qualify for: ClanEnchant Disease  
 +
|
 +
|-  
 +
| 10  
 +
| *Members qualify for: ClanEnchant Paralysis  
 +
|
 +
|-  
 +
| 11  
 +
| *Members qualify for: Flagportation  
 +
|
 +
|-  
 +
| 12  
 +
| *Effects: HITPOINTS+1  
 +
|
 +
|-  
 +
| 13  
 +
| *Effects: CON+1 HITPOINTS+3  
 +
|  
 +
|-  
 +
| 14  
 +
| Effects: INT+1 MOVEMENT+2  
 +
|
 +
|-  
 +
| 15  
 +
| Effects: ATTACK+1 MANA+4  
 +
|
 +
|-  
 +
| 16  
 +
| Effects: ARMOR+1 HITPOINTS+5 MOVEMENT+5 MANA+5  
 +
|
 +
|-  
 +
| 17  
 +
| Effects: MOVEMENT+1 MANA+1  
 +
|
 +
|-  
 +
| 18  
 +
| Effects: DEX+1 MANA+3  
 +
|
 +
|-  
 +
| 19  
 +
| Effects: STR+1 MOVEMENT+3  
 +
|
 +
|-  
 +
| 20  
 +
| Effects: ARMOR+1 MOVEMENT+4  
 +
|
 +
|-  
 +
| 21  
 +
| Modifies experience gained: Amount +10%  
 +
|
 +
|-  
 +
| 22  
 +
| Modifies experience gained: Amount +10%  
 +
|
 +
|-  
 +
| 23  
 +
| Modifies lost faction with any faction: Amount +1  
 +
|
 +
|-  
 +
| 24  
 +
| Modifies gained faction with any faction: Amount +5  
 +
|
 +
|-  
 +
| 25  
 +
| Modifies gained faction with any faction: Amount +5  
 +
|
 
|}
 
|}

Revision as of 04:32, 11 July 2016

CoffeeMUD
Administrator                                                  Builder                                                              Player
=CoffeeMUD Player Information=
Basics Info     Commands     Socials     Combat     Groups Character Stats     Races     Classes     Abilities     Expertises     Achievements
World Deities     Areas     Property     Quests     Clans     Triumphs Items Items     Crafting     Ships


Clans

Clans are a group of players banded together for some common purpose, or due to common lineage or fellowship. Clans are created using the CLANCREATE command, and listed using CLANLIST. Once created,CLANPREMISE can be used to describe the clan. Potential members apply to clans using CLANAPPLY, and are either accepted by the clan using CLANACCEPT or rejected using CLANREJECT, after listing the applicants names using CLANDETAILS. Bosses can set up autorejecting qualifications to the clan using CLANQUAL. Once accepted, members can be removed using CLANEXILE or promoted to other offices using CLANASSIGN. Members can leave on their own using CLANRESIGN. Offices like Treasurers can deal with special Clan bankers and postmen on their Clans behalf. Members can cast "Clan Donate" to their clans after the boss has used CLANDONATESET to set a donation room for their clan. Members can share their experience points with the clan if the bosses have set up an experience tax rate using CLANTAX. Members also have access to the spell "Clan Home" which they can use to recall to the room set by the boss using CLANHOMESET. Clan activity is very important. If the minimum number of members is not maintained, then pending or inactive clans may be deleted by the system. Once there are several active clans, the bosses may use CLANDECLARE to declare relations between their clan and others, and members can use CLANKILLS or CLANPVPKILLS to keep track of how their members fair in war.

Include the wait time for creating a clan.


Default Clan Types

There are many different types of clans: GANG, GUILD, UNION, FELLOWSHIP, THEOCRACY, FAMILY, and ANARCHY.

Gang

The traditional Gang is an efficient organization run by a single boss. The boss has all the powers and authority mentioned above, and can assign lieutentants, treasurers, or staff to assist with some menial chores. Gang bosses and lieutenants also have the authority to maintain discipline in the ranks using the ORDER command.

Guild

The Guild is run by several elite members called Guildmasters. These guildmasters reserve many tasks for themselves, though they must often vote amongst themselves on matters affecting the good of the whole clan. The guild is very hierarchical, so that those with rank above the others may use the ORDER command to those below to maintain discipline. They may also assign a treasurer to help them handle money, though like the CLAN, the masters of the guild also reserve that authority as well.

Union

The Union is a clan where all members can vote to elect Senators to handle important decisions such as membership, interclan relations, and setting clan polity. The Senators, like the Guildmasters in a guild, must vote amongst themselves on these matters. All the union members may also vote to elect secretaries to handle clan property, treasurers to take care of money, and sheriffs to take care of military matters. In a Union, there are no members who may use the ORDER command on other members.

Fellowship

The Fellowship is a clan where all members vote on any and all clan related matters. Interclan relations, membership, elections to office, and clan policy are able to be placed to the vote of the entire membership by any member at any time. For safety, only two powers are reserved to clan offices: the power to withdraw from the clan bank account is given only to the Treasurer, and the power to maintain clan property is given only to the Manager. Soldiers may also be appointed to handle military matters out in the field.

Theocracy

The theocracy is an organization that is always run by the highest level cleric. All other clerics enjoy second-in-command privileges. All members are required to worship the clans deity, which is have the authority to maintain discipline in the ranks using the ORDER command.

Theocracies have a unique benefit among all other clan types. They are the only clan type that can attain conquest control points by converting the area inhabitants to their religion. They are also uniquely allowed to sanctify churches in conquered areas and hold services.

Family

The Family is a clan that only family can join, and is ruled by either a Matron, a Patron, or both. The traditional powers of treasurer and enchanter can be held by any of the adult members of the family, which includes Misters and Mistresses. All other minor powers are held equally by all members, including the cousins, the children, and even the black sheep of the family.

Anarchy

The most primitive and purely human of social arrangements. Anyone can join, so there is no acceptance or rejection. Any member can perform any clan function, from moving the clan home to declaring war.

Controlling your Clan

Clan Level Bonuses

Clans gain levels by taxing members and controlled areas. The clan leaders set the tax rate which applies to all guildmembers, and applies to anyone earning experience in an area controlled by the clan. Clan experience can be used for clan crafting or stored to gain clan levels. Note: It is possible for a clan to lose levels due to spending too much experience on crafting, or due to clan member death experience penalties.

Level Benefits Experience
1 0
2 *Members automatically gain: Clan Donate
3 *Effects: ATTACK+1 HITPOINTS+4 *Members automatically gain: Clan Home
4 *Members qualify for: ClanEnchant Gas *Members qualify for: ClanEnchant Mind *Members qualify for: ClanEnchant Water *Members qualify for: ClanEnchant Cold
5 *Members qualify for: ClanEnchant Electric *Members qualify for: ClanEnchant Fire *Members qualify for: ClanEnchant Acid
6 *Effects: CHA+1 HITPOINTS+2
7 *Members qualify for: ClanEnchant Poison
8 *Effects: WIS+1 MANA+2
9 *Members qualify for: ClanEnchant Disease
10 *Members qualify for: ClanEnchant Paralysis
11 *Members qualify for: Flagportation
12 *Effects: HITPOINTS+1
13 *Effects: CON+1 HITPOINTS+3
14 Effects: INT+1 MOVEMENT+2
15 Effects: ATTACK+1 MANA+4
16 Effects: ARMOR+1 HITPOINTS+5 MOVEMENT+5 MANA+5
17 Effects: MOVEMENT+1 MANA+1
18 Effects: DEX+1 MANA+3
19 Effects: STR+1 MOVEMENT+3
20 Effects: ARMOR+1 MOVEMENT+4
21 Modifies experience gained: Amount +10%
22 Modifies experience gained: Amount +10%
23 Modifies lost faction with any faction: Amount +1
24 Modifies gained faction with any faction: Amount +5
25 Modifies gained faction with any faction: Amount +5