mourningstarmods (
mourningstarmods) wrote2015-09-11 01:28 pm
Entry tags:
The Merit System and Keys
This section covers two parts of the game: The Merit System, as well as information about the mysterious Keys that Wardens can use to fetch new Inmates to the ship.
The Merit System is how your characters can get perks for playing the Premise. Every month, through a special post in the OOC comm, you can submit links to relevant activity that has shown how your Warden has guided an Inmate (or made things worse for them) or how your Inmate has grown as a person (or has started to backslide) through your plotting during regular events, floods, and ports. The mods will review these and award points.
Regular events will not earn as many points as ports, where your characters should have had a job to do. The most you can receive per event, per month, is 10 points. Regular events will not receive more than 5, unless it involves a major breakthrough or setback of some kind.
Assumed events do not count, and you need to be showing that you tagged more than once per day in these threads -- they should be at least MOSTLY finished. Your character's major milestones should not be handwaved, and if you don't handwave them, you get rewarded.
When your character reaches 50 points, they can earn a merit. For Wardens this might include putting in a request for personal items returned to them, a chance to go home and visit family with a Key, special weapons, etc. For Inmates, this can include a return of a power without need of a Warden request, or personal possessions or other special requests. Mods may request that you pick a different merit if they feel it is too much.
To obtain a Merit, PM the mod account with the following form:
The Keys are special objects given by the Captain, usually to Wardens, in order to go and fetch an Inmate. These fit into any door with a lock, and they transport the holder to the world in question, usually to offer a potential Inmate their second chance BEFORE they can be killed. If they accept (or they are killed before they CAN accept), the Warden must use the key on another lock to take them back to the ship. This can be on another door or on other relevant objects -- for example, if the Inmate has manacles on them. A dead body once returned to the ship is no longer dead. The Key vanishes once they have returned to the ship. This is their most basic function. However, the Keys CAN be used for other things. However, it comes with a price.
The Keys are specific to the worlds the user might go to, granted by whatever powers negotiate to send their souls to the ship in the first place. They are boons and are not meant to be toyed with, hence the horrible repercussions.
Keys can be used to travel to other places for other reasons -- such as returning home briefly to check on matters, finding a passenger who has been left behind in a hostile port, or any other reason someone might have to go to a specific location. This can include going somewhere to recruit another Warden.
The trouble is that, like the death toll, this has a particular effect on the user, depending upon what they did. If they just really wanted Starbucks, for instance, the effect might be mild (but still severe enough to make it a heavy price, like losing a major sense for a period of time, a sudden deterioration in health that cannot be instantly cured, etc). However, disrupting a timeline would be the sort of thing that might have a heavier impact on the user. (For instance, accidentally saving someone who was supposed to die or being dead in your canon and appearing there after your death, in front of people that could recognize you, would count.) This might include the loss of a precious memory or a permanent, unfixable injury. Deliberate attempts to go back in time and change what has already happened for you will kill you. You will feel the horrible feeling of being un-made, and then wake up back on the ship with only a vague, nightmarish feeling that you made a huge mistake.
The Keys also have limitations to what they can do. Users cannot, for example, invade other ships like this one with the use of keys. Users cannot enter other rooms on the ship using them. (There IS a key that leads to the most secret part of the ship, and the Captain has hidden it.) Once a user has gone to one world, they cannot use the Key to go anywhere else but back to the ship.
Players can request a Key as a Merit, but for plot-related purposes, such as part of an Inmate's path to redemption, non-Merit requests, via PM to the Mod Account, will be considered.
The Merit System is how your characters can get perks for playing the Premise. Every month, through a special post in the OOC comm, you can submit links to relevant activity that has shown how your Warden has guided an Inmate (or made things worse for them) or how your Inmate has grown as a person (or has started to backslide) through your plotting during regular events, floods, and ports. The mods will review these and award points.
Regular events will not earn as many points as ports, where your characters should have had a job to do. The most you can receive per event, per month, is 10 points. Regular events will not receive more than 5, unless it involves a major breakthrough or setback of some kind.
Assumed events do not count, and you need to be showing that you tagged more than once per day in these threads -- they should be at least MOSTLY finished. Your character's major milestones should not be handwaved, and if you don't handwave them, you get rewarded.
When your character reaches 50 points, they can earn a merit. For Wardens this might include putting in a request for personal items returned to them, a chance to go home and visit family with a Key, special weapons, etc. For Inmates, this can include a return of a power without need of a Warden request, or personal possessions or other special requests. Mods may request that you pick a different merit if they feel it is too much.
To obtain a Merit, PM the mod account with the following form:
The Keys are special objects given by the Captain, usually to Wardens, in order to go and fetch an Inmate. These fit into any door with a lock, and they transport the holder to the world in question, usually to offer a potential Inmate their second chance BEFORE they can be killed. If they accept (or they are killed before they CAN accept), the Warden must use the key on another lock to take them back to the ship. This can be on another door or on other relevant objects -- for example, if the Inmate has manacles on them. A dead body once returned to the ship is no longer dead. The Key vanishes once they have returned to the ship. This is their most basic function. However, the Keys CAN be used for other things. However, it comes with a price.
The Keys are specific to the worlds the user might go to, granted by whatever powers negotiate to send their souls to the ship in the first place. They are boons and are not meant to be toyed with, hence the horrible repercussions.
Keys can be used to travel to other places for other reasons -- such as returning home briefly to check on matters, finding a passenger who has been left behind in a hostile port, or any other reason someone might have to go to a specific location. This can include going somewhere to recruit another Warden.
The trouble is that, like the death toll, this has a particular effect on the user, depending upon what they did. If they just really wanted Starbucks, for instance, the effect might be mild (but still severe enough to make it a heavy price, like losing a major sense for a period of time, a sudden deterioration in health that cannot be instantly cured, etc). However, disrupting a timeline would be the sort of thing that might have a heavier impact on the user. (For instance, accidentally saving someone who was supposed to die or being dead in your canon and appearing there after your death, in front of people that could recognize you, would count.) This might include the loss of a precious memory or a permanent, unfixable injury. Deliberate attempts to go back in time and change what has already happened for you will kill you. You will feel the horrible feeling of being un-made, and then wake up back on the ship with only a vague, nightmarish feeling that you made a huge mistake.
The Keys also have limitations to what they can do. Users cannot, for example, invade other ships like this one with the use of keys. Users cannot enter other rooms on the ship using them. (There IS a key that leads to the most secret part of the ship, and the Captain has hidden it.) Once a user has gone to one world, they cannot use the Key to go anywhere else but back to the ship.
Players can request a Key as a Merit, but for plot-related purposes, such as part of an Inmate's path to redemption, non-Merit requests, via PM to the Mod Account, will be considered.
