Welcome to ATS' own wiki.
Read and remember the rules and conventions, they can be found at Help
Feel free to use +tlh to talk to other players. Feel free to ask questions!
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.
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.
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.
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.
Turn it on with open QumwI'. Use is easy.
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.
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.
Add the following to use the auto-describer.
This will move your your current @desc to a new register called old_desc on you (ex me/old_desc to pull it up).
@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 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.
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!
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.
Something missing with instruction is generating your character. We're here to help.
All commands are listed with $HELP @COMBAT
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.
The Specialist is heavy in skills and starship combat, light in feats and personal combat. Good for medical doctors for example.
The Hybrid is average in feats, skills, personal combat, and starship combat. Good for traders.
The Warrior is heavy in feats and personal combat, light in skills and starship combat. Good for joining the Defense Force.
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 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 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.
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.
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:
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:
@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:
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.
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?
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.
There are many things you can learn as a new member of Klingon Defense Force:
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.
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.
See RP Ideas