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Klingon New Players Guide

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Contents

If you need help

Feel free to use +tlh to talk to other players. Feel free to ask questions!

So you've join the Klingon Empire

Welcome to the Empire, commonly refered to as the wo' by Klingons for the Klingon word for Empire.

There are many paths within the wo' for you to choose from. Generally these are divided into two paths. The Klingon Defense Force path and the Klingon Civilian path. At this point you must choose, the red pill or the green pill?

The Klingon Defense Force includes the Klingon Navy which comprises of the Klingon Naval Forces and Marine Forces.

The Klingon Civilian path includes traders, goverment types, and others.

Starting Out

Cadet Orientation: Admissions

All Klingons start in the Cadet Orientation: Admissions room. All starter rooms within the Klingon Empire are under construction...forever....don't ask.

This room simply tells you about the Klingon Out of Character(OOC) Channel tlhIngan, which as mentioned before can be accessed with +tlh <message>. If you want to see colors then

@set me=color @set me=ansi

Then you will see color.

You will see a terminal in this room which will give you a small intro about inspectibles.

Select the Continue exit when ready by pressing C and then the Enter Key.

Cadet Orientation: Quartermaster

Here you are introduced to the @kli/help files. Please read them, except the background, new player, and helpfiles because they don't exist anymore.

In the room you will see a replicator. It depenses a compin, or QumwI' as we call it in Klingon. This will be your short range communication device and will allow you to be beamed out in case of an emergency. Use replicate compin to get a compin.

Compin/QumwI'

Before it can be used, the QumwI' will need to be setup. Use @kli/help communication to get the current communication settings for the Empire.

  • Set the compin frequency to the one listed by using compin freq <freq>.
  • Set the compin encryption code to the one listed by using compin enc <key>. This is case sensitive wejpuH is different then wejpuh and will result in garbled communications.
  • Set the compin p2p encryption code to the one listed by using compin p2penc <key> Again this is case sensitive.
  • Set the compin transponder to the one listed by using compin transponder <key>

Turn it on with open QumwI'. Use is easy.

  • - <message> to send a message on the channel for everyone to hear.
  • p2p <name>=<message> to send a private message to another player.
  • Communication is only possible when within range.
Subspace Channels

Subspace channels are IC communcations used by automated systems and other players for long distance communications. Subspace relays are required to use the system. Such relays do not exist on transports and so communication aboard transports are not possible.

Subspace channels are listed using the @kli/help communications and can be activated by using the command @chan/on <channel name> such as @chan/on subspace-AQ. To use the channels use -<channel> <message> such as -logh This is the loghQumwI' channel. AQ, BQ, DQ, and GQ can not be accessed in this manner. Access to these subspace channels requires a communcations console such as one on a ship, base, or planet.

@descriptions

You've not doubt created your own description when you registered with the Klingon Empire. There is another system that you can use for description management called @SOAP. First things first, to use @SOAP you need to create a Personal Access Display Device(PADD) or in Klingon a De'jan. Instructions for making one are here in this room but to review.

  • @CREATE De'jan
  • @PARENT De'jan=#313
  • @SET De'jan=!NO_COMMAND
  • @SET De'jan=TRUST
  • @PADD SETUP

Add the following to use the auto-describer.

  • @SOAP SETUP

This will move your your current @desc to a new register called old_desc on you (ex me/old_desc to pull it up).

Using @SOAP

@SOAP is easy to use. @SOAP DESCRIPTION LIST' will list all avilable clothing sets you have available. @SOAP SELECT <desc code> will select that clothing description. To add what you look like to your description use &physical_desc me=<desc>. You can add other clothing items, see @HELP PADD SOAP for more information.

Backgrounds

Backgrounds are nice to have, the help define your character. Things it would and wouldn't do. Use @bg/submit to submit your background. It must contain 100 unique words minimum.

Once done in this room use continue to goto the next room.

Cadet Orientation: Rules

Every where there are rules, ATS is no exception. Two big ones are the OOC-IC rule. The room is wrong, use RULES IC-RULES. The other big rule is the Rules of Engagement, basically rules on how to interact with other objects in space. Use RULES ROE to view them. Further read all the other rules as you get time by using RULES.

Okay, jump on the MAGLAV and we'll get upstairs.

Inspect the panel (inspect panel if you forgot). Select Level 2, LEVEL 2. On we go!

Instruction Hall - Qo'noS Academy [Qo'noS]

A new 'simple' combat system was introduced and made everything here pretty useless, except Khogor. He's got things to say on Honor. Speak to him, he will say key words which if you speak, he will give you more information.

Character Generation

Something missing with instruction is generating your character. We're here to help.

All commands are listed with $HELP @COMBAT


Class

Classes are a way to automatically setup your character quickly without having to make a whole bunch of decisions. Think of it as a template gear toward where you want your character to head to. It also assigns feats, skill points, and feat points.

Specialist

The Specialist is heavy in skills and starship combat, light in feats and personal combat. Good for medical doctors for example.

Hybrid

The Hybrid is average in feats, skills, personal combat, and starship combat. Good for traders.

Warrior

The Warrior is heavy in feats and personal combat, light in skills and starship combat. Good for joining the Defense Force.

Attributes

NOTE: These have recently been redone. If you have not redone them sense Nov 1st 2008 Then take a look to double check. There are six basic attributes Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Three resistant modifiers, Reflex, Fortitude, and Will. Four Combat Statistics, Defense, Vitality, Level, and Experience.

You have the ability to buy, unbuy, reset, or select class defaults for your attributes.

For help on the commands to set up your character's attributes, feats, classes and skills check out the base help file $help @combat. You'll also want to check out char help talents and char help attributes as well as char help classes and char cons list to show your console points. char cons buy TYPE will buy a console skill point.

Feats

Feats are special actions that can be used in combat situations. These are bought with feat points. For example, you need Weapon Proficiency: Light Ranged to use a standard disruptor pistol. To wear Klingon armor would need the Armor Proficency: Medium feat.

Skills

Skills are one of two types general and console. Console skills are those skills that relate to the using of consoles aboard ships. They map out to the various consoles and commands, without the specific console skill you can not operate that console or function.

For example, to fly a vessel you will need the help skill, to switch between various modes on the consoles you will need each skill. Generally if you have engineering, helm, tactical and damage control you have the basics covered but consider also picking up transporter, operations, science or communications if you can. In the future having more points in each console skill will allow to special abilities - a helmsman may be able to coax out more speed, a tactical console specialist more accuracy or so on.

General skills are more tuned to skill checks, such as using specific types of equipment or objects.

The higher the skill, the greater the bonus.

This completes generating your character and puts you read to go out into the world.

If you are tripping Intruder Alerts contact an admin. Use &firstname me=<housename> to set your house name. &lastname me=<rank> to set your rank. For new members that rank is rewebe or civilian.

So you want to join the Klingon Defense Force?

If you'd like to join the Klingon Defense Force, contact an active Klingon Naval individual for further instruction.

Generally this is meeting up with a Klingon Commander who can bring you into the Defense Force.

So you've joined the Klingon Defense Force, now what?

All new members of the Klingon Defense Force start out as crewmembers. It is through training and proving yourself that you will recieve promotion and assignment to a vessel or station, until then you are crewmember. You will need to contact a Klingon Naval Officer to get started. Check out Klingon Navy to see the ranks of the Klingon Navy so you can identify officers and other crewmembers. They will no doubt have information on who you may need to contact to get to work.

Once you have located a member of the Klingon Defense Force you need to communicate with them your want to join the Klingon Navy.

You have a few methods:

OOC vs IC communication methods.

You have several OOC methods available to you:

Paging: You can use pages to communicate with players OOCly.

Channels: You can use the +tlhIngan channel to ask for help or chat with other players. This is not IC information.

@mail: You can use OOC @mail to communicate with other players. This can be very useful if they are not online. Here is a look at your average @mail look after one month of no deletions: Image:@mail.jpg

@mags: Many of the magazines available to you are OOC - the (10) Klingon Imperial Affairs OOC or Personal OOC magazines can be used to communicate with players on a wide spread basis. A common example of the way it should look when you type @mags could be this: Image:@mags.jpg

And likewise, you have many IC options available to you:

Subspace: Channels like Subspace-loghQumwI' (-logh) or the various quadrant channels (-bq,-aq,-dq) and shared channels (-ksfj for the Klingon/Starfleet subspace channel) can help you communicate real-time with other players. This is heavily used in space combat and communication.

Compin: You can use your compin to communicate with other nearby Klingon players (wide-band) or a peer-to-peer communication, private and encrypted (p2p). This requires transmitters however so will not work on public transports or in an area without repeaters to transmit the signal. NOTE: To find the frequency that Klingons are using, type @KLI/HELP COMM

IC Mail: You can use your PADD to write IC mail. You will often receive IC mail to notify you of re-assignments or new duties. @PADD HELP MAIL can help you learn more about this.

@mags: Some @mags are IC - specifically 85 (KDF Patrol Reports), 32 (KE-Civilian Affairs), 11 (Klingon Defense Force Notices). You will often see IC information posted here and should make sure you are subscribed to these magazines and kept up to date.

Intercom: Vessels and bases have an IC intercom system you can use to communicate with small or larger areas.

1. Coordinate with someone OOCly to come pick you up. This can provide you with excellent RP.

2. Take the transport systems. Transports are available at each space port and entering one will show you a list of it's available destinations. You can use @trans/select DESTINATION to head in that direction. Don't be afraid to use your IC and OOC communication methods to help get guidance on where you need to go.

What do I do now that I'm here?

It's recommended you do a few things once you are assigned to a new duty station:

1. Learn your new assignment location: take the turbolift and travel around. Learn where places are at so in an emergency you can get to the right location (and also, this can help you find RP!)

2. Learn who your ship/basemates are: @KLI/HELP PLAYERS Who are your fellow crewman? Who is your commanding officer, your executive officer? Make a note of these names and seek them out for RP- the more people you meet, the more active you can be and the more options will come available to you!

3. Read recent AAR (after action reports) and magazines so you are familiar with what is going on.

4. Meet with a member of the medical department: Get a physical and full checkup and workup. (Good RP!)

5. Meet with a member of the security department: Are there additional items you should be issued?


How do I get promoted?

Promotions are semi-automatic. You can see the minimum TiG (Time in Grade) requirements in the Klingon Navy article page in order to understand how that works. In general, as long as you are active your promotions will come.

To become an officer you must attend the Klingon Command Academy. This means you must be a minimum of rank of nom and also means applying and getting approval for a slot and then training for a three month plus period ranked as a mangHom. During this time you will be given command opportunities (for example, as a division head) and closely watched to see how you interact with enlisted and officers. At the end of your training period you will be promoted to lagh unless you do not meet the minimum requirements.

What things can I learn?

There are many things you can learn as a new member of Klingon Defense Force:

  • Familiarize yourself with the ships in the fleet! @listclass will show you all the various classes that the Klingon Empire uses. You can use @KLI/STAT SHIPS so that you can match classes with their actual ships.
  • You can learn more about your De'jan: Your De'jan contains a built in text editor, file sharing utility and IC mail options to name just a few. You can link your bank accounts to it and use it as a variety of tools. Use @PADD HELP to begin learning about it.
  • You can open a bank account on Qo'noS - this will allow you to deposit your paychecks and take advantage of the Klingon aggressive interest rates. Find an ATM object in the commerce area of Qo'noS and use $help ATM to learn how to open an account. Once you've opened the account make note of your account number - you can link your De'jan to it!
  • Learn how to use security panels - they can be used on vessels, stations, and planets for a variety of effects. See Security How To for how!
  • You can begin studying for your flight certification. This base helm certification will allow you to crew vessels and fly at a basic level. See the IC mags for the latest certification information, as of this writing the certifications are being rewritten but you should feel encouraged to still work on them while they are being reworked. The current certifications are listed on @mag 10. This will also allow you to take on merchant missions on behalf of the Klingon Empire when you are not on duty. Talk to your department head and XO/CO to learn when you are expected to be on duty and when you could take on these merchant missions. You will need to open a bank account for the Empire to take their portion of your profits. Boris has written an excellent Economy How To if you are interested in trading.
  • Look for fellow crewmembers ranked as beq - they can teach you what you need to know. Crewmembers with ranked at ne' are advanced pilots capable of instructing you further or teaching you the finer arts of combat flying or manual control.
  • If you have interest in learning more about consoles or space flight you can visit the sim site - the sim site allows you to study and practice space combat without the real risk of being killed. It can be found at ats.trekmush.org 1702.
  • Ask someone to teach you more about consoles - learn about damage control, or tactical, or science! Keep in mind even as a security person you can learn how to fly and fight, even as a science department member you could be a very competent pilot. You are limited only by your interest!

List of ship console commands

Ship Command List


So you want to be a Klingon Civilian?

The options for being a Klingon Civilian are limitless. If you want to be a trader, you'll need starting cash. This is gotten by contacting a member of your House or in Klingon, tuq. Your tuq may have their own ships, if they do, they will connect you with the ship. If your tuq doesn't have a ship, you can use any IMC ship that you find. Remember to put aside 15% of your profit to keep the Freighter running.

Boris has written an excellent Economy How To if you are interested in trading.

When should I use IC and when should I use OOC?

In general you should learn towards IC over OOC methods. However, you may run into situations where OOC methods are preferred because it makes no sense from an IC perspective to contact someone about this. For example:

1. You may want to ask for directions on how to get to where your ship is berthed. From a strictly IC perspective your character would have been booked flights and given directions and would not be required to ask for help on how to get there. Either someone would pick them up or they would have pre-arranged travel. However, you could always ask IC and it's not going to hurt - but you aren't required to.

2. If you are a medical petty officer and have a foreign patient staying in sickbay. They are ready to be released but you do not have seclar (security clearance) to allow them to leave the ship. You wouldn't have to ask IC permission to handle an OOC issue - in this case OOC communication is preferred to IC.

3. You want to ask about a recent series of attacks. You should not use OOC communication for this (if your character is asking) and instead should use the IC methods available to you.

What are some ideas to stay active?

See RP Ideas

  • Speak to your tuq members about creating holiday events, or other interesting tuq events.
  • Have your joH (tuq Leader) issue a challenge to another tuq for some prize.