This is the official guide for the Community Project, to teach you how the rules work here, as we're using an RP style that hasn't been seen on 'Salvation before. Below is the table of contents so that you can easily reach any post you need. Please note this guide is only for the basics of how the Community Project works. The individual genres of the project will have more in depth details of that particular area.
Table of Contents
1. This post
2. The Basics
3. Character Creation
4. Sections
5. Cohort Ranks
6. Skills
7. Magic
8. Character Advancement
9. Quests and missions
10. What next?
The community project (a name hasn't been decided or, even, discussed yet) is a type of world project that hasn't been attempted on 'Salvation before. To put it simply, each character is part of a cohort in a mercenary band. Your role playing will exist on the threads that the cohort visits, or missions you are sent on. This involves a lot of interaction. But don't worry, there'll be a lot of fun.
Here's how this works: You'll create a character, using one of the currently approved races (more will be added on a regular basis) keeping a Section in mind. Sections are explained in a second. Then your character will enter the equivalent of the mercenary boot camp to learn how the game works. Even experienced players playing a second character will have to do this. You'll enjoy one or two missions with other new characters so that you can have time to grow into your character and explore how you will end up playing them. Once you have finished boot camp (which shouldn't take particularly long), the real fun begins.
You will be put into a Cohort after boot camp. A cohort is kind of like a family in some ways; it's one part of the total Company which is self sufficient while still being able to work with the rest of the Company.
Then you'll choose a Section. A Section a specialization within the Cohort that your character takes. Sections are things like medics, archers, front lines fighters, mages, etc.
Your cohort will take part in quests and missions, either as a whole or in small parts. Your Captain, who is the head of your Cohort, acts as your World Project Leader, guiding your quests. He also hands out the rewards at the end, and, in addition, will also tell you what skills of yours went up.
That's this world project in a nutshell. Can't wait to see you guys in boot camp!
Creating a character is easy and (hopefully) fun. You may know exactly what type of person you want to play, such as an Elvish archer that also throws gratuitous amounts of Fireballs, or you may just have an idea for a personality you'd want to explore. The Community Project will work either way. Follow the simple template below, using information found in your imagination and, where applicable, other posts of this guide, and submit! It's truly that easy to begin!
Quote from Character Template »
Name: What is your name? What do people call you?
Age: How old are you? How old do you look?
Height: How tall are you?
Weight: How much do you weigh?
Race: Refer to the races post for this.
Appearance: What do you look like? What identifying marks do you have?
Apparel: What do you normally wear?
Personality: What are you like? What makes you happy? Sad? What makes you laugh?
Background: What is your story, before you came to the company? What made you who you are today?
Abilities: These are not to be confused with magical skills or other normal skills. Abilities are special things you can do that others can't normally do. Like juggling swords, calming people down, or surviving unaided in wilderness.
Skills: Later, you will refer to the Skills post for this. For now, think of two or three useful skills related to a section your character will be in. Bandaging wounds for a healer, or aiming for an archer. If it is something your character would have to practice, it should probably go here. Consider all your skills to be 'level 1', which means you can do it but not very well. This will change as your character uses that skill.
Magic: Please refer to the Magic post. If your character uses magic, choose one school to start with. Consider all sub-skills to be level 1.
Weapons: Your character will not start with a weapon. Keep this as a placeholder for the future.
Armor: Your character will not start with armor. Keep this as a placeholder for the future.
Items: This is for all Sentimental or non-weapon/armor items your character may have or collect. Keep this to a minimum to start.
Sections
Sections, simply put, are segments of a Cohort with specialized skills. While it may be appealing to be a jack-of-all-trades, characters that can do everything are generally boring to play and play with. A character that can do anything has nowhere to go. But, realistically speaking, jacks-of-all-trades are generally really only mediocre at a lot of things. A company of mercenaries has no use for people who aren't the best at their skills. Thus, each cohort is split into sections in order to make sure everyone is at the top of their game.
Depending on the genre, sections could be just about anything. The fantasy project will likely have swordsmen and archers, mages and thieves. The sci-fi project will probably have snipers and marines, medics and helmsmen.
Characters will join a section just after boot camp to hone skills related to that section. A character's advancement in their section, and the cohort in general, will be based on their performance in their section. A character may also change sections at any time, by putting a requisition into their captain. They'll have to start training their skills from the start.
Remember, though a character that is in a healing section will be mainly focused on healing, this doesn't mean they can't work on skills such as fighting or magic. It will just take longer, and won't help their progress in the company.
Cohort Ranks.
Please note, ranks are always subject to change.
Within the RP is a ranking system. What you are able to do, who you report to, what orders you must follow, and other such things are dependent upon your rank.
All characters will start at the lowest rank regardless of player skill or experience.
As you work your way up the ranks, your privileges will reflect your position. Higher ranked characters will normally have first pick of loot from various quests, since they have been more valuable to the company and their skill suggests they can use the loot better than a lower ranked character. A higher ranked character will be able to give orders to their subordinates, within reason. And since higher ranked characters are usually more competent than their lower ranked comrades, they will get more exciting, and dangerous, missions and quests.
However, remember that higher rank means higher responsibility, too. You'll be expected to be able to handle your subordinates in crisis situations. You'll have to report to your higher ups on the actions of your subordinates so they can be rewarded, or punished, as needed. You will be expected to post more, and with more content, the higher you go. Lastly, the higher ranks are expected to create storylines and quests for the other players.
Your rank will increase based on the following factors: your skills related to your rank, the number of people in the rank above you, your average posts per week, and the quality of your posts. If you work on the skills you need for your new rank, if there's an opening available, if you post a decent amount and don't make people wait for you, and if your posts consistently respond to the problems at hand and interact with other characters, you're sure to get a rank up soon.
Ranks will generally follow the following template. Additional ranks, number of people at ranks, and other information depends on the cohort and the genre.
Commanders and Generals have limited number of people per World Project.
Commander x1
The Commander is the highest of the high, and is played by the head of the World Project (probably Nai). The Commander is an NPC, a character usually found during intense storyline points and other such times. The player of the Commander is expected to help make sure storylines tie together and create storylines as well.
General x1-3
Generals are played by World Project Leaders, the number depending on the amount of players. Generals are NPCs, like Commanders. They'll be found more often than Commanders at various storylines. They will pass down orders to Captains when needed. A General may also command a Cohort until a suitable Captain may be found. The players of Generals are expected to create storylines to tie into main story-arcs, also created by them.
The following ranks are numbered per Cohort, not per World Project.
Captain x1
The Captain is the head of the Cohort. All characters may be given orders from the Captain, though orders are usually passed down through the ranks. Captains are usually PC characters, though they can be NPCs as well. Captains control the movements and actions of the Cohort. They direct Cohorts in battle and outside alike. They also create storylines and quests for their entire cohorts and for small parties. Captains usually take care of the large storylines and leave smaller and more specific storylines for their subordinates. Captains also decide promotions for all characters in the cohort as well as skill-ups for the cohort. The role of a Captain may be taken over by a General if need be. Captains are expected to post at least once a day on any thread they're involved in.
Lieutenant x1-3
Lieutenants are just under Captains, and their numbers depend on how many characters are in the Cohort. Lieutenants are usually PCs. A Lieutenant is expected to take the general orders of their Captain and begin to send more specialized orders down the line. A Lieutenant is authorized to promote any character up to the rank of Sergeant or below. Such characters are also under their control for skill-ups. Lieutenants give specific orders according to need and may also create storylines or quests. Lieutentants are expected to post at least 5 times a week on threads they are involved in.
Sergeant x1-3
Sergeants are under Lieutenants, and their numbers depend on how many characters are in the Cohort. Sergeants and below are usually PCs. Sergeants will take more specific orders from Lieutenants and help to further specialize the orders to each section. A Sergeant can promote any character to rank Corporal or below. A Sergeant may also grant skill-ups to any character Corporal or below. Sergeants create quests and missions for any character below their own rank, but not storylines. Sergeants are expected to post at least 4 times a week on threads they are involved in.
Specialist x3
Specialists are PC ranks that are filled up by NPCs when there are no characters that can meet the requirements of the rank. Specialists are the first officer classes once a character leaves a section. They handle direct orders to section leaders and any members of a section. Specialists may not promote characters, but they may grant skill-ups to any character below their rank. Specialists create missions for any character below their rank, but not quests or storylines. Specialists are expected to post at least 3 times a week on any thread they are involved in.
The following ranks are numbered per Section, not per Cohort.
Section Leader x1
The section leader is considered the most knowledgeable person of their section, their section's skills, and the people with skills of that section. A section leader is generally either someone not ready to be an officer, or someone who has no intention of being an officer class. Section leaders give specific orders to their underlings in order to get jobs done. Such as deciding who is on duty, who should handle a specific mission, and which character needs section-specific items. A section leader may create jobs for their underlings, but they don't create missions or storylines. A section leader may be a PC, or an NPC in control of a higher ranked player. Section leaders may not grant skill-ups, but can recommend skill-up or promotion to their superiors. Section leaders are expected to post at least 4 times a week.
Section Specialist x2-3
Section Specialists are characters who are fairly knowledgeable about their skills and their section but either don't qualify for Section Leader, an Officer Class, or there is no room at either rank. They are expected to perform well at all times in their area of expertise. Section Specialists may guide and help Section Recruits, but they usually do not give orders. They may, however, give recommendations on promotions to their superiors. They do not create any storylines, missions, or jobs. They are expected to post 3 times a week.
Section Recruit x4+
Section Recruits are the lowest rank in a section, and the second to lowest rank in the Cohort. They are either new characters, or characters that do not qualify for the next rank. They are expected to follow their orders dutifully to the best of their ability and practice their skills. They do not create any storylines, missions, or jobs, and cannot recommend promotions to superiors. They are only expected to post twice a week.
The following ranks have unlimited slots, and do not fit into cohorts.
Recruit
All new characters are considered recruits until after basic training. Recruits have no real privileges, but no real responsibilities. They are expected to post at least once a week until out of basic training.
Civilian
A civilian is usually an NPC that forms some function that the cohort needs. Such as a merchant, an ambassador, or other such role. A PC can perform such functions, but they will not be their primary roles.
Skills
Skills are talents that are related to the section a particular character is in. A character is usually expected to excel in the skills of their particular section, but they may increase any other skill at will. All skills start at level 1. This level refers to the character's ability; the character's ability does not rely on this level. As the character practices the particular skill, their captain will pay attention to how skilled the character should be. When a character has advanced enough, they will gain be awarded a new level in their skill. Skill levels will bring new abilities and other rewards.
Skills will generally be grouped in synergy groups. A synergistic skill is easier to level, usually because you are practicing it even as you work on another skill. One such synergy refers to bows: you may be practicing your Aim, but you will still be working on your Draw Strength at the same time.
Skills normally have 10 levels, which will follow the following table:
Skill Levels
Level 10: You have mastered this skill. You have not yet achieved perfection, but there is not much higher you can go. You may create a powerful custom ability, or have an enchanted custom item crafted, that relates to your skill.
Level 9: You are an avatar of excellence for your skill. All but the hardest tests of your ability go achieved.
Level 8: Your prowess in this skill is talked about all over town. You are often asked to help teach others to be as good as you.
Level 7: You can usually do what is needed of you in relation to this skill. On difficult tests of your ability, you usually succeed 2/3 times. You may create a medium level custom ability related to this skill.
Level 6: Your work at this skill is helping you get better. You find that you succeed more often than you fail.
Level 5: You are just about average in what you do, no worse than your peers. You know you have much work to do. You may create a low level ability that relates to this skill.
Level 4: Though you work hard, you fail a little more than half the time at difficult tasks. You know you need to do better. Still, you know what you can and can't do.
Level 3: Your abilities have a lot of work ahead of them, but you're slowly working your way up. Most people know not to come to you when they truly need help.
Level 2: You're barely better than a beginner, and you still help and advise for the most rudimentary of tasks. You gain a low level item to aid you in your skill.
Level 1: You've just begun to work at this skill and, more often than not, you fail at what you must do. You know you'll do better once you give yourself time.
Level 0: You have no knowledge of this skill at all, and you do badly whenever you must use it. Work hard, and you'll get better. This is the default level for all skills for a starting character.
An example of levels in relation to an actual skill:
Archery: Aiming
Level 10: You are a master marksman. You can hit a bullseye on a target a hundred meters away, and your accuracy is deadly on the battlefield.
Level 9: You can hit within two inches of your mark at 100 meters.
Level 8: You can hit within five inches of your mark at 100 meters.
Level 7: You can hit within two inches of your mark at 50 meters.
Level 6: You can hit within five inches of your mark at 50 meters.
Level 5: You can hit within one foot of your mark at 50 meters.
Level 4: You can hit within two inches of your mark at 25 meters.
Level 3: You can hit within a foot of your mark at 25 meters.
Level 2: You can hit within six inches of your mark at 10 meters.
Level 1: You can hit within a foot of your mark at 10 meters.
Level 0: You can hit within a foot of your mark at 10 feet.
Any custom abilities or items are created by the player and must go through approval by an Officer before use.
Magic
Magic refers to any school of skills that change reality in unnatural ways. Magic may be creating fireballs, creating electricity, summoning hordes of creatures, creating weapons instantly out of materials, or plenty others.
Magic works similar to Skills in that all schools of magic have sub-skills that need to be leveled. Magic schools can be considered to be synergistic skills; they are easy to level together, but new schools are harder to level as the magic is different. Initial training in a school must be taught by a master of the school, but training afterwards can be undertaken alone.
The community project does not have spells. Instead, each sub-skill in a school of magic refers to some part of a spell the school can create. A player may mix their skills to create various WPL approved spells.
An example would be the Fire school, which would include heat, volume, smoke, and distance. Heat references to the heat of the flame. Volume is how much you can create. Smoke is how much smoke the flame creates and how thick it is. Distance is how far you can throw a fireball, or how long a flame can be. With medium skill in all, a character may create a large fireball that can be thrown twelve feet, or perhaps a small fireball that creates a huge smokescreen.
Each sub-skill must be leveled independently. But a character may make use of any level of the sub-skill they have achieved so far. They may have level 10 in smoke, but every spell does not need to create copious amounts of greasy thick smoke.
To advance in the community project, a player must do several things:
They must post frequently, at least the minimum of their rank. Posting under the minimum will not mean demoting, but they will not be promoted.
A player must provide content in their posts. They must interact with other players, comment on the subject at hand, fight when needed, etc. Higher ranked officers must also create storylines and missions in order to be promoted.
A character must increase their skills to relate to their newest job. A character that can do nothing will not be able to become an officer. Skills that are not job related are usually not counted.
A player must also show interest in the game and make sure that they are active and fun.
Advancement in the game brings new items, more difficult quests, and much more freedom to do what they wish. Higher level characters can go solo in the world, though that may not be much fun. As well, the highest characters get to create things for the world such as storylines, skills, schools of magic, and more! Advancing may not be for every character, but no one wants to be the bottom of the heap. And, who knows, you may get to be captain of your own cohort!
Jobs, Quests, Missions, and Storylines
What are they, and what do they hold for your character?
Story-arcs
A story arc is created by the Commander or Generals. They include a combination of storylines, missions, quests, and jobs. They help advance the story of the world and bring in new villains, heroes, races, and locations. They, themselves, bring no rewards. But their component parts do. Story arcs usually are comprised of several cohorts.
Storylines
A storyline is a combination of quests and missions that tells a single story with some goal in the world. A storyline will usually not bring a reward unto itself, but the parts will. A storyline is for one cohort.
Missions
A mission is a short storyline for the entire cohort that usually involves large battles or multiple quests that all focus around a single event. Such an event may be defeating an evil overlord, where one group infiltrates the castle, another breaks down the walls, another takes care of the guards, etc. A mission requires cooperation among all of the participants. Missions may not be frequent, but they come with great rewards for everyone involved.
Quests
A quest is an event made for several persons from varying sections. Usually it will only involve six or less characters that work together to achieve a single goal. This goal may be anything from retrieving a relic, fighting a small force, assassinating a leader, capturing a bounty, or any other similar thing. Quests have rewards for each character, but the rewards aren't as good as missions.
Jobs
A job is an event made for several members from a single section that specializes in the section's specific skills. This may be a mission of mercy for the healers, fighting monsters for fighters, creating an ambush for a caravan for archers, etc. They usually have minor rewards that reward for the time spent. Rewards also include section skill-ups.
If there is ever a time where you don't know what you are doing, always ask the superior character. This is especially true whenever you are on an event of some sort.
If you aren't on an event and have nothing to do, strike up a conversation with another character. This is actual role-playing, which isn't always battling and adventuring. Get to know other character and establish your own. You'll probably be playing them for a while. Learn what your character likes and hates, what they love and loathe. Start relationships. Get married, have kids. That kind of thing happens all the time in real life. It could happen here.
If you ever get stuck, ask for help.
If you ever want to do something new, suggest it to your superior. Or, if you're high enough to be able to, do it yourself. Create quests and stories. There's always something to do. Don't wait for someone else if you don't have to. There's never a reason to be bored.
Table of Contents
1. This post
2. The Basics
3. Character Creation
4. Sections
5. Cohort Ranks
6. Skills
7. Magic
8. Character Advancement
9. Quests and missions
10. What next?
My helpdesk should you need me.
The community project (a name hasn't been decided or, even, discussed yet) is a type of world project that hasn't been attempted on 'Salvation before. To put it simply, each character is part of a cohort in a mercenary band. Your role playing will exist on the threads that the cohort visits, or missions you are sent on. This involves a lot of interaction. But don't worry, there'll be a lot of fun.
Here's how this works: You'll create a character, using one of the currently approved races (more will be added on a regular basis) keeping a Section in mind. Sections are explained in a second. Then your character will enter the equivalent of the mercenary boot camp to learn how the game works. Even experienced players playing a second character will have to do this. You'll enjoy one or two missions with other new characters so that you can have time to grow into your character and explore how you will end up playing them. Once you have finished boot camp (which shouldn't take particularly long), the real fun begins.
You will be put into a Cohort after boot camp. A cohort is kind of like a family in some ways; it's one part of the total Company which is self sufficient while still being able to work with the rest of the Company.
Then you'll choose a Section. A Section a specialization within the Cohort that your character takes. Sections are things like medics, archers, front lines fighters, mages, etc.
Your cohort will take part in quests and missions, either as a whole or in small parts. Your Captain, who is the head of your Cohort, acts as your World Project Leader, guiding your quests. He also hands out the rewards at the end, and, in addition, will also tell you what skills of yours went up.
That's this world project in a nutshell. Can't wait to see you guys in boot camp!
My helpdesk should you need me.
Creating a character is easy and (hopefully) fun. You may know exactly what type of person you want to play, such as an Elvish archer that also throws gratuitous amounts of Fireballs, or you may just have an idea for a personality you'd want to explore. The Community Project will work either way. Follow the simple template below, using information found in your imagination and, where applicable, other posts of this guide, and submit! It's truly that easy to begin!
And there you have it! Simple, right?
My helpdesk should you need me.
Sections, simply put, are segments of a Cohort with specialized skills. While it may be appealing to be a jack-of-all-trades, characters that can do everything are generally boring to play and play with. A character that can do anything has nowhere to go. But, realistically speaking, jacks-of-all-trades are generally really only mediocre at a lot of things. A company of mercenaries has no use for people who aren't the best at their skills. Thus, each cohort is split into sections in order to make sure everyone is at the top of their game.
Depending on the genre, sections could be just about anything. The fantasy project will likely have swordsmen and archers, mages and thieves. The sci-fi project will probably have snipers and marines, medics and helmsmen.
Characters will join a section just after boot camp to hone skills related to that section. A character's advancement in their section, and the cohort in general, will be based on their performance in their section. A character may also change sections at any time, by putting a requisition into their captain. They'll have to start training their skills from the start.
Remember, though a character that is in a healing section will be mainly focused on healing, this doesn't mean they can't work on skills such as fighting or magic. It will just take longer, and won't help their progress in the company.
My helpdesk should you need me.
Please note, ranks are always subject to change.
Within the RP is a ranking system. What you are able to do, who you report to, what orders you must follow, and other such things are dependent upon your rank.
All characters will start at the lowest rank regardless of player skill or experience.
As you work your way up the ranks, your privileges will reflect your position. Higher ranked characters will normally have first pick of loot from various quests, since they have been more valuable to the company and their skill suggests they can use the loot better than a lower ranked character. A higher ranked character will be able to give orders to their subordinates, within reason. And since higher ranked characters are usually more competent than their lower ranked comrades, they will get more exciting, and dangerous, missions and quests.
However, remember that higher rank means higher responsibility, too. You'll be expected to be able to handle your subordinates in crisis situations. You'll have to report to your higher ups on the actions of your subordinates so they can be rewarded, or punished, as needed. You will be expected to post more, and with more content, the higher you go. Lastly, the higher ranks are expected to create storylines and quests for the other players.
Your rank will increase based on the following factors: your skills related to your rank, the number of people in the rank above you, your average posts per week, and the quality of your posts. If you work on the skills you need for your new rank, if there's an opening available, if you post a decent amount and don't make people wait for you, and if your posts consistently respond to the problems at hand and interact with other characters, you're sure to get a rank up soon.
Ranks will generally follow the following template. Additional ranks, number of people at ranks, and other information depends on the cohort and the genre.
Commanders and Generals have limited number of people per World Project.
Commander x1
The Commander is the highest of the high, and is played by the head of the World Project (probably Nai). The Commander is an NPC, a character usually found during intense storyline points and other such times. The player of the Commander is expected to help make sure storylines tie together and create storylines as well.
General x1-3
Generals are played by World Project Leaders, the number depending on the amount of players. Generals are NPCs, like Commanders. They'll be found more often than Commanders at various storylines. They will pass down orders to Captains when needed. A General may also command a Cohort until a suitable Captain may be found. The players of Generals are expected to create storylines to tie into main story-arcs, also created by them.
The following ranks are numbered per Cohort, not per World Project.
Captain x1
The Captain is the head of the Cohort. All characters may be given orders from the Captain, though orders are usually passed down through the ranks. Captains are usually PC characters, though they can be NPCs as well. Captains control the movements and actions of the Cohort. They direct Cohorts in battle and outside alike. They also create storylines and quests for their entire cohorts and for small parties. Captains usually take care of the large storylines and leave smaller and more specific storylines for their subordinates. Captains also decide promotions for all characters in the cohort as well as skill-ups for the cohort. The role of a Captain may be taken over by a General if need be. Captains are expected to post at least once a day on any thread they're involved in.
Lieutenant x1-3
Lieutenants are just under Captains, and their numbers depend on how many characters are in the Cohort. Lieutenants are usually PCs. A Lieutenant is expected to take the general orders of their Captain and begin to send more specialized orders down the line. A Lieutenant is authorized to promote any character up to the rank of Sergeant or below. Such characters are also under their control for skill-ups. Lieutenants give specific orders according to need and may also create storylines or quests. Lieutentants are expected to post at least 5 times a week on threads they are involved in.
Sergeant x1-3
Sergeants are under Lieutenants, and their numbers depend on how many characters are in the Cohort. Sergeants and below are usually PCs. Sergeants will take more specific orders from Lieutenants and help to further specialize the orders to each section. A Sergeant can promote any character to rank Corporal or below. A Sergeant may also grant skill-ups to any character Corporal or below. Sergeants create quests and missions for any character below their own rank, but not storylines. Sergeants are expected to post at least 4 times a week on threads they are involved in.
Specialist x3
Specialists are PC ranks that are filled up by NPCs when there are no characters that can meet the requirements of the rank. Specialists are the first officer classes once a character leaves a section. They handle direct orders to section leaders and any members of a section. Specialists may not promote characters, but they may grant skill-ups to any character below their rank. Specialists create missions for any character below their rank, but not quests or storylines. Specialists are expected to post at least 3 times a week on any thread they are involved in.
The following ranks are numbered per Section, not per Cohort.
Section Leader x1
The section leader is considered the most knowledgeable person of their section, their section's skills, and the people with skills of that section. A section leader is generally either someone not ready to be an officer, or someone who has no intention of being an officer class. Section leaders give specific orders to their underlings in order to get jobs done. Such as deciding who is on duty, who should handle a specific mission, and which character needs section-specific items. A section leader may create jobs for their underlings, but they don't create missions or storylines. A section leader may be a PC, or an NPC in control of a higher ranked player. Section leaders may not grant skill-ups, but can recommend skill-up or promotion to their superiors. Section leaders are expected to post at least 4 times a week.
Section Specialist x2-3
Section Specialists are characters who are fairly knowledgeable about their skills and their section but either don't qualify for Section Leader, an Officer Class, or there is no room at either rank. They are expected to perform well at all times in their area of expertise. Section Specialists may guide and help Section Recruits, but they usually do not give orders. They may, however, give recommendations on promotions to their superiors. They do not create any storylines, missions, or jobs. They are expected to post 3 times a week.
Section Recruit x4+
Section Recruits are the lowest rank in a section, and the second to lowest rank in the Cohort. They are either new characters, or characters that do not qualify for the next rank. They are expected to follow their orders dutifully to the best of their ability and practice their skills. They do not create any storylines, missions, or jobs, and cannot recommend promotions to superiors. They are only expected to post twice a week.
The following ranks have unlimited slots, and do not fit into cohorts.
Recruit
All new characters are considered recruits until after basic training. Recruits have no real privileges, but no real responsibilities. They are expected to post at least once a week until out of basic training.
Civilian
A civilian is usually an NPC that forms some function that the cohort needs. Such as a merchant, an ambassador, or other such role. A PC can perform such functions, but they will not be their primary roles.
My helpdesk should you need me.
Skills are talents that are related to the section a particular character is in. A character is usually expected to excel in the skills of their particular section, but they may increase any other skill at will. All skills start at level 1. This level refers to the character's ability; the character's ability does not rely on this level. As the character practices the particular skill, their captain will pay attention to how skilled the character should be. When a character has advanced enough, they will gain be awarded a new level in their skill. Skill levels will bring new abilities and other rewards.
Skills will generally be grouped in synergy groups. A synergistic skill is easier to level, usually because you are practicing it even as you work on another skill. One such synergy refers to bows: you may be practicing your Aim, but you will still be working on your Draw Strength at the same time.
Skills normally have 10 levels, which will follow the following table:
Skill Levels
Level 10: You have mastered this skill. You have not yet achieved perfection, but there is not much higher you can go. You may create a powerful custom ability, or have an enchanted custom item crafted, that relates to your skill.
Level 9: You are an avatar of excellence for your skill. All but the hardest tests of your ability go achieved.
Level 8: Your prowess in this skill is talked about all over town. You are often asked to help teach others to be as good as you.
Level 7: You can usually do what is needed of you in relation to this skill. On difficult tests of your ability, you usually succeed 2/3 times. You may create a medium level custom ability related to this skill.
Level 6: Your work at this skill is helping you get better. You find that you succeed more often than you fail.
Level 5: You are just about average in what you do, no worse than your peers. You know you have much work to do. You may create a low level ability that relates to this skill.
Level 4: Though you work hard, you fail a little more than half the time at difficult tasks. You know you need to do better. Still, you know what you can and can't do.
Level 3: Your abilities have a lot of work ahead of them, but you're slowly working your way up. Most people know not to come to you when they truly need help.
Level 2: You're barely better than a beginner, and you still help and advise for the most rudimentary of tasks. You gain a low level item to aid you in your skill.
Level 1: You've just begun to work at this skill and, more often than not, you fail at what you must do. You know you'll do better once you give yourself time.
Level 0: You have no knowledge of this skill at all, and you do badly whenever you must use it. Work hard, and you'll get better. This is the default level for all skills for a starting character.
An example of levels in relation to an actual skill:
Archery: Aiming
Level 10: You are a master marksman. You can hit a bullseye on a target a hundred meters away, and your accuracy is deadly on the battlefield.
Level 9: You can hit within two inches of your mark at 100 meters.
Level 8: You can hit within five inches of your mark at 100 meters.
Level 7: You can hit within two inches of your mark at 50 meters.
Level 6: You can hit within five inches of your mark at 50 meters.
Level 5: You can hit within one foot of your mark at 50 meters.
Level 4: You can hit within two inches of your mark at 25 meters.
Level 3: You can hit within a foot of your mark at 25 meters.
Level 2: You can hit within six inches of your mark at 10 meters.
Level 1: You can hit within a foot of your mark at 10 meters.
Level 0: You can hit within a foot of your mark at 10 feet.
Any custom abilities or items are created by the player and must go through approval by an Officer before use.
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Magic refers to any school of skills that change reality in unnatural ways. Magic may be creating fireballs, creating electricity, summoning hordes of creatures, creating weapons instantly out of materials, or plenty others.
Magic works similar to Skills in that all schools of magic have sub-skills that need to be leveled. Magic schools can be considered to be synergistic skills; they are easy to level together, but new schools are harder to level as the magic is different. Initial training in a school must be taught by a master of the school, but training afterwards can be undertaken alone.
The community project does not have spells. Instead, each sub-skill in a school of magic refers to some part of a spell the school can create. A player may mix their skills to create various WPL approved spells.
An example would be the Fire school, which would include heat, volume, smoke, and distance. Heat references to the heat of the flame. Volume is how much you can create. Smoke is how much smoke the flame creates and how thick it is. Distance is how far you can throw a fireball, or how long a flame can be. With medium skill in all, a character may create a large fireball that can be thrown twelve feet, or perhaps a small fireball that creates a huge smokescreen.
Each sub-skill must be leveled independently. But a character may make use of any level of the sub-skill they have achieved so far. They may have level 10 in smoke, but every spell does not need to create copious amounts of greasy thick smoke.
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To advance in the community project, a player must do several things:
They must post frequently, at least the minimum of their rank. Posting under the minimum will not mean demoting, but they will not be promoted.
A player must provide content in their posts. They must interact with other players, comment on the subject at hand, fight when needed, etc. Higher ranked officers must also create storylines and missions in order to be promoted.
A character must increase their skills to relate to their newest job. A character that can do nothing will not be able to become an officer. Skills that are not job related are usually not counted.
A player must also show interest in the game and make sure that they are active and fun.
Advancement in the game brings new items, more difficult quests, and much more freedom to do what they wish. Higher level characters can go solo in the world, though that may not be much fun. As well, the highest characters get to create things for the world such as storylines, skills, schools of magic, and more! Advancing may not be for every character, but no one wants to be the bottom of the heap. And, who knows, you may get to be captain of your own cohort!
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What are they, and what do they hold for your character?
Story-arcs
A story arc is created by the Commander or Generals. They include a combination of storylines, missions, quests, and jobs. They help advance the story of the world and bring in new villains, heroes, races, and locations. They, themselves, bring no rewards. But their component parts do. Story arcs usually are comprised of several cohorts.
Storylines
A storyline is a combination of quests and missions that tells a single story with some goal in the world. A storyline will usually not bring a reward unto itself, but the parts will. A storyline is for one cohort.
Missions
A mission is a short storyline for the entire cohort that usually involves large battles or multiple quests that all focus around a single event. Such an event may be defeating an evil overlord, where one group infiltrates the castle, another breaks down the walls, another takes care of the guards, etc. A mission requires cooperation among all of the participants. Missions may not be frequent, but they come with great rewards for everyone involved.
Quests
A quest is an event made for several persons from varying sections. Usually it will only involve six or less characters that work together to achieve a single goal. This goal may be anything from retrieving a relic, fighting a small force, assassinating a leader, capturing a bounty, or any other similar thing. Quests have rewards for each character, but the rewards aren't as good as missions.
Jobs
A job is an event made for several members from a single section that specializes in the section's specific skills. This may be a mission of mercy for the healers, fighting monsters for fighters, creating an ambush for a caravan for archers, etc. They usually have minor rewards that reward for the time spent. Rewards also include section skill-ups.
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If there is ever a time where you don't know what you are doing, always ask the superior character. This is especially true whenever you are on an event of some sort.
If you aren't on an event and have nothing to do, strike up a conversation with another character. This is actual role-playing, which isn't always battling and adventuring. Get to know other character and establish your own. You'll probably be playing them for a while. Learn what your character likes and hates, what they love and loathe. Start relationships. Get married, have kids. That kind of thing happens all the time in real life. It could happen here.
If you ever get stuck, ask for help.
If you ever want to do something new, suggest it to your superior. Or, if you're high enough to be able to, do it yourself. Create quests and stories. There's always something to do. Don't wait for someone else if you don't have to. There's never a reason to be bored.
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