new_players
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- | Furscape New Player' | + | ====== |
- | + | You can find the guide for newbies | |
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- | To get a permanent character (not a guest character), you must log into the muck and use the @request program. Fill in answers to the questions, then a wizard should check them and approve or deny your character shortly. NOTE: If you already have a character and are requesting a second or third, please use your existing character (not a guest) to run the @request program! | + | |
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- | There are a number of reasons why a character quest might be denied. If you failed to provide a plausible-sounding real name, if you requested a character name the staff consider unacceptable, | + | |
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- | After your character is approved, you should receive an email with a temporary password and instructions for how to login. If you don't get the email after a reasonable time, you should ask a wizard to check on it. It may be that your @request was denied for some reason, or it may be that no wizards were available to process it, and they just need a reminder. | + | |
- | ====== Setting Up Your Character | + | |
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- | After you have logged into your new character, there are several basic steps involved in configuring it. These are things you should do before getting into roleplay. | + | |
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- | First, you need to set a permanent password. The one emailed to you is considered temporary, and you will want to change it to something you can remember. The command is: | + | |
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- | @password (old password)=(new password) | + | |
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- | So, for example. . . If your randomly assigned password was FJ874 and you want to change it to fooble, you would enter: | + | |
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- | @password FJ874=fooble | + | |
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- | Next you want to run the editplayer command. It's a menu-driven program that lets you define how your character is seen by others. The most important things to fill in are: | + | |
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- | * description (or " | + | |
- | * species -- fox, cat, human, robot, etc. | + | |
- | * size -- because [[recom size|recoms vary a lot in size]] | + | |
- | * sex -- usually male, female, herm or [[androgynes|androgyne]], | + | |
- | * scent -- how you smell to others (many recoms have a keen sense of smell) | + | |
- | * say and osay -- murr, chitter, screech, etc. | + | |
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- | We also have a cinfo (character information) program which is used to make information about your character available for others to read, so they can roleplay more effectively with you. You can enter cinfo #help for instructions. Some fields you can set are: | + | |
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- | * affiliation (your employer or faction in the game) | + | |
- | * age (the approximate age your character appears to others) | + | |
- | * birthday (real or in-character, | + | |
- | * desc (a brief, one-line description of you) | + | |
- | * history (a brief story of your character' | + | |
- | * hobbies (character interests and passtimes) | + | |
- | * homeworld (what planet or colony do you come from?) | + | |
- | * image (URL link to a picture of your character) | + | |
- | * occupation (what your character does for a living) | + | |
- | * reputation (anything other characters are likely to have heard about you) | + | |
- | * residence (where you live: apartment, tree, cave, village, spaceship? | + | |
- | * skills (notable in-character skills) | + | |
- | * tinyplot (what are your preferences for plots or RPs?) | + | |
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- | Please note, you are not required to fill out all of these fields! To begin with you need to fill out a few, such as history and skills, so that other players will have at least some idea who you are. More information can be added as you develop your character. It is possible to set custom CINFO fields, so you can add any kind of info that you think others ought to know about you. | + | |
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- | The majority of characters in Furscape' | + | |
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- | ====== Furry Recoms ====== | + | |
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- | Furry recoms originally were developed on Earth prior to the Apocalypse War to serve humans. They were created as soldiers, nurses to care for the elderly, to perform menial tasks, and in some cases for entertainment. They competed against robots in many of these fields and were regarded as " | + | |
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- | Furry species appear similar to common animals of Earth, including wolves, foxes, cats, skunks, rabbits, otters, deer and more. Recoms based on birds or reptiles are less common. | + | |
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- | Mating between different species is commonplace in our setting. Different species often have trouble conceiving naturally, but medical services exist to help resolve any incompatibility. Hybrid or "cross breed" furries with characteristics of both parents are possible, however most often parents have their children gene-tweaked to match one parent species or the other. It is widely believed that this leads to fewer developmental problems and healthier children. Hybrid species may be subject to mild discrimination in some situations. | + | |
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- | ====== Chakats ====== | + | |
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- | Chakats are also furry recoms, however they differ somewhat in history and society. Most recoms were originally created by corporations for profit, designed as servants to humanity. Chakats were created by a non-profit institute who wanted to produce worthy heirs to humanity. Chakats have never had the limitations of gender, speech or intelligence that other recoms were subjected to. All chakats are hermaphrodites, | + | |
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- | Chakats are generally unable to interbreed with other recom species. Sometimes they can breed successfully with other taurs, such as foxtaurs. Successfully producing children with a bipedal mate may be possible through artificial means, but it would require extensive genetic restructuring of the embryo, and would be quite expensive. | + | |
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- | ====== Mutations ====== | + | |
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- | Recom genetics is a mess. Recoms were produced by a wide range of companies using genomic materials from a wide range of sources, and were never designed to be genetically compatible with one another. In addition, mutagenic weapons were used duing the Apocalypse War which entered the gene pool. As a result, it is not terribly uncommon to see recoms with mutations including, but not limited | + | |
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- | During the Apocalypse War, nano-weapons were developed which could physically restructure an adult -- they could change a person' | + | |
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- | ====== Age ====== | + | |
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- | Recoms grow faster than humans until they reach puberty, after which they tend to age more slowly than humans. This was due to their original design as workers. Prior to the Apocalypse War the humans developed a combined treatment which could stop the aging process entirely, however it was never made available to the general public. Only parts of the process are now known. As a result, medical science can slow the aging process of recoms but not prevent it completely. | + | |
- | ====== Gender ====== | + | |
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- | There are four generally recognized genders in modern society: male, female, herm (or hermaphrodite), | + | |
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- | The " | + | |
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- | Due to the prevalance of mutations among recoms, it is possible for other types of herms to exist. It is possible for a recom to appear outwardly female but possess only male sex organs. The opposite is also possible, and a recom can appear outwardly male while having female sex organs. And of course, it is possible to have recoms of intermediate appearance. All of these are considered " | + | |
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- | The tolerance of herms in society is usually good, although it varies from region to region. Tolerance is highest among chakat communities, | + | |
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- | Androgynes remain fairly uncommon among the population. However, they never seem to disappear completely. Some recoms are born as androgynes due to genetic mischance. If their condition is not identified and corrected by the early embryonic state of development, | + | |
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- | Although androgynes lack sex organs and cannot have children in the normal way, it is not impossible for them to produce offspring. They can be cloned, and the clone implanted in a host mother. Also, androgyne cells can be converted medically into haploid cells and used to fertilize a female cell, so androgynes can effectively become fathers. | + | |
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- | ====== Belters ====== | + | |
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- | Belters are recoms designed to live and work in outer space, in microgravity (or "zero gee") environments. They were created using the same technology that created furry recoms, but they are very different in other ways. They do not resemble any animal species, but they look generally similar to humans. The main distinguishing trait of belters is that they never have any legs, and they almost always have more than two arms. Their society is very independent of other recoms, with its own customs and traditions. | + | |
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- | ====== Aliens ====== | + | |
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- | It has been known for a long time that the Milky Way contains numerous other alien civilizations. None of those technically advanced, star-faring civilizations are very close to populated recom space, and there are no regular channels of travel, trade or communication with any of them at this time. However, a number of alien stragglers and small colonies can be found in recom-colonized space. These include: | + | |
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- | Eisshari. Long ago the Dallen civilization founded a colony on Annyrion. They brought the Eisshari along with them as servants. Later, for reasons unknown, the Dallens abandoned Annyrion, but they left some Eisshari behind. For several thousand years the Eisshari have survived and maintained a primitive culture. Eisshari ruins are found in Lopanga continent, but no Eisshari live there now. Small numbers of them still live on Inaria continent. (note: Very little is determined about the Eisshari. Any player who wants to flesh them out would probably be welcome to do so, but it must be done in consultation with the staff) | + | |
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- | Odontonians. When the first recoms settled on Annyrion, they found semi-sentient mobile plants. (These were referred to by early colonists as " | + | |
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- | Kirru. Resembling a hybrid of squirrels and monkeys, Kirru integrate well with recoms. Thousands of years ago, Kirru had a starfaring civilization that sent out exploration and colony ships. At least one of those ships visited Earth and picked up animal specimens which later became the Irbis. Kirru also settled on Jalan (Wildplanet) where some are still found today. However, Kirru have lost most of their starfaring technology and now live relatively simple lives. It is utterly impossible for Kirru to interbreed with recoms. | + | |
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- | Skiltaire. These are among the most recom-like aliens yet seen, as they generally resemble fishers (aroboreal skiltaire) or otters (aquatic skiltaire). It is widely believed that Skiltaire may share a distant ancestor with the Kirru. It is utterly impossible for Skiltaire to interbreed with recoms. The Skiltaire recently arrived in recom space in a large colony ship, then they founded a colony | + | |
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- | Irbis. The Irbis are aliens that aren't really alien. Their ancestors were snow leopards take from Earth by the Kirru and later genetically enhanced. They are, in effect, Kirru-created recoms. It can be quite difficult to tell the difference between an Irbis and a snow leopard recom that originated from Earth. However, Irbis are never able to interbreed with other recoms without significant artificial aid. The vast majority of Irbis remain on Jalan where they lead relatively simple lives. | + | |
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- | Other aliens. . . Once in a while a stray alien ship makes its way into recom-colonized space. It could be a deep space exploration ship, a colony ship, or an off-course trader. These incidents are uncommon, and contact with them is usually handled by the various space navies in our setting. Exploration ships manned by recoms also sometimes encounter aliens during deep space exploration missions. The crew have special training for these situations. | + | |
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- | ====== Robots ====== | + | |
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- | Robots wre the " | + | |
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- | That doesn' | + | |
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- | Each colony world has its own high-speed network, its own version of the " | + | |
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- | If you want to play a robotic character, you should be very mindful of the advantages and disadvantages. You can be in more than one place at a time, using multiple drones. You can send your drones into risky situations, and not worry about " | + | |
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- | Drones are humanoid but generally can't be mistaken for living humans or recoms. With some effort you might be able to disguise one with elaborate coverings that would fool somebody at a distance, but not really up close. | + | |
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- | Finally. . . If you play as an AI, you can have your CPU installed on a spaceship. Spaceships are highly automated in our setting, and it's considered perfectly normal to have an AI on board. Then you can take your drones with you wherever the ship goes, and control them on any colony world where your ship lands or is in orbit. (The only real disadvantage is the obvious one: you have to get your hands on a working spaceship before you can play this type of character.) | + | |
- | ====== Humans ====== | + | |
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- | [[Human]] are distinctly out of fashion in the world of Furscape. The majority of them were wiped out during the [[Apocalypse War]] on [[Earth]]. Survivors have faced discrimination due to their history. Many humans have interbred with recoms and chosen to have their children genetically engineered to be completely " | + |
new_players.1281569563.txt.gz · Last modified: 2010/08/11 23:32 by abiri