Rules:Compass Guard

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  • These are the player character rules and guidelines for the Ranger Guard. For the fluff description of the RG, go [[../Ranger Guard|HERE]] instead.

Being a Compass Guard

Compass Guard characters are members of Cardinal's military. After completing any necessary training, they will receive a variety of items and techniques at half price. More items and techniques will become available as the character ascends in rank. These assets may only be used when the Compass Guard is acting in an official capacity, or when training on military grounds with other Compass Guards (or other authorized personnel, such as members of the Order of the Compass).

Special Training Facilities

Fort Lionwood has the most technologically advanced and extensive training facilities on the planet, specifically designed for Guards of all branches to hone their skills. Amenities include everything from small, durable arenas for close-combat practice to large, matter-projection enabled training fields where entire elaborate scenarios can be constructed and deconstructed by a powerful nano-powered computer node in minutes. These areas and similar, more basic training areas in other military bases are the only places Compass Guards are allowed to spar, train, and practice with their equipment. They are otherwise prohibited from using their equipment for purposes that are not strictly duty necessary.

Some of the small to mid-size rooms at Lionwood, meant for spars, have custom-designed gravity generators built into them. Military personnel using them can increase their normal PL gains by 50% of normal (a 3% gain would become 4.5%), but in any spar taking advantage of it, all sources of durability and stamina (but not durability or stamina recovery mechanisms) are increased by 50% of their normal maximums.

Contracted Services

Some private companies have contracted with the government to provide powered assistance to Rangers, broadening their capacities in combat. Some services may require a certain rank and/or specific training to utilize.

The following is a list of private contractor services and courtesies extended to Ranger Guards, separated by company:

  • Empirical Industries
    • Ortillery Call: Provides fire support for Compass Guards, with minimal potential for collateral damage.
      • 30 base days of training required.
      • Legion Rank: Corporal or better
      • Armada Rank: Staff Sergeant or better
      • Network Rank: Any leadership rank
    • Satellite Surveillance: Provides additional sensory capacity to Compass Guards.
      • 30 base days of training required.
      • No special rank requirement.
      • Requires a racial or technique-enabled visual display.
    • Transference: Provides teleportational abilities to Compass Guards.
      • No training or special rank required.
      • Special circumstances required to use. See tech page for details.

Becoming a Compass Guard

Power wielder characters may enter the military in any division they desire, as listed on the Guard fluff page or in any feasible division you make up. It is entirely possible to be enlisted to a division of a branch that does not particularly make use of powers. Such divisions do not yield many powered benefits, if any. For those that do involve combat, however, there may be some training requirements before characters may begin to reap their rewards.

No player may have more than two characters in the Compass Guard, excluding non-competitive characters and other NPCs.

Requirements

If a division is not listed here, there are no joining requirements for it.

Legion

Legion characters, with the exception of Radians, must train [[../Basic Ranger Guard Training|Basic Legion Training]]. This technique has special training requirements, listed on its page. A Compass Guard character is not fully initiated into the ranks until they complete this technique. Characters may quit early, gaining a full tech day refund for the training, but they may not try again for 6 months.

Characters can only be Radians from creation, using the Radian racial overlay. Competitive characters are always Radians, not Degrees.

Members of the Radiant Fist must be okayed by the Compass Guard moderator.

Armada

Armada characters do not require training, unless they are Roughnecks. Roughnecks require Basic Armada Training. While all Armada characters have access to Armada society techniques, only trained Roughnecks receive the discounted price for them.

Network

Network characters do not have specific training.

Members of the Mysterium may engage in special training where any spell registered as a Mysterium society tech can be learned as a group. The worst bias of the group is used for all, and then 10% of the base tech days for that spell are discounted for each participant beyond the first, to a maximum of a 50% discount. Nobody completes the spell until everybody has completed the spell, though the group training can be broken for a full tech day refund in the event that one or more members is holding the rest of the group up.

Members of Division Tau must be okayed by the Compass Guard moderator.

Conversion from Old Ranger Guard

Ranger Guard from before the changes to structure may refund all tech days invested in Ranger techniques. Old Ranger techniques are considered obsolete. Characters who wish to retain their old equipment may do so, but they may require application (they will be considered original techs and erased from the Common Technique repository) and replacements will not be available in the event a piece of equipment is destroyed, unless your character can create it or acquire it otherwise him/herself.

The refunded tech days may be used to purchase Basic Training, without the need to actually do any training solos with a trainer, as well as any society techniques you may wish to learn.

Equipment Customization

Characters who have the wherewithal to modify Ranger Equipment may do so, but will first need to pay any tech days discounted on it from Basic Training or other Ranger discounts, to cover the character coming to a full understanding of how the weapon works, rather than simply knowing how to use it. These extra tech days will be listed on the tech page of the enhancement. Modifications invented by a character will cost full price as though he or she had invented anything else, but if the modification proves useful, the Rangers may adapt the modification for general service, allowing others to receive it at discount. The Rangers reserve the right to do this for any modification to service equipment done while a character is in the Guard, regardless of consent.

Non-item Ranger Guard techniques may be originally upgraded normally.