Author Topic: Program Rules & Regulations.  (Read 2260 times)

Offline Nadler

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Program Rules & Regulations.
« on: October 29, 2019, 11:35:10 AM »
General Rules and Regulations:
  • The program fits for new players that are completely new to the World of Darkness theme or to VWH as a whole, however, you may ask to be mentored if you just started or still having issues with character development. If you are a veteran player but are struggling to get ahold on the race you are trying to get, you may apply here as well.
  • Veterans that  previously had an exclusive race (applied for / donated for) do not qualify. Exclusive race means anything other than Vampires, Werewolves and Humans.
  • If someone didn't approach you already then you may request a mentor on your application and the staff will get you one.
  • Characters created through this program are on trial periods, You won't be punished for small mistakes but activity and good effort is expected.
  • When you believe that you are ready to move forward and you have your mentor agreement, you may apply for race-related applications (e.g for a Mage to apply for a sphere, and so on)
  • If you wish to change your mentor or you have problems with your mentor contact Iron (Discord: IronTony#0211) or Mr.death (Discord: Mr.death#9174).
  • If a initiate is removed from the program and is barred from it, their account is Ajailed as per OOC CK. They may get the account released without the race as per the rules.
    Getting Barred:
    • If you are Inactive for two weeks without notifying you are removed. Barred for a month.
    • If you failed the quiz you are removed. Barred until race mod deems otherwise, or Initiation Program Mod.
    • If you break a major rule you are removed. Barred until race mod deems otherwise, or Initiation Program Mod.
  • Removal from the program VIA Ajail doesn't count as a "Rule break" when effecting other accounts, its just for this program only.
  • A initiate is allowed only one race/try. Meaning you can't go for both Race X and Race Y in this program at the same time. There is also a cool-down now. If you pass a initiation, you need to wait 30 days until you are allowed to go for a new initiation.
  • You may only have 2 attempts at the program. Meaning if you succeeded in one race, and then at another under the initiation program, you are deemed a veteran at this point forward. You may not apply for another race using this program.
  • You may not use Contribution points to apply for initiation. You may not use Contribution points to apply for race related things while still in the trial period (We want to see you are progressing nicely).
  • Players that apply to become initiates and have the account of level 1 (upon joining the program) will be granted a free Race Change Token for the race, upon finishing the program. New players that apply for the program with their first-ever made account will qualify either way.
  • Players that apply with an account that's higher than level 1 (2+) and it's not their first ever account will have to acquire the Race Change Token by themselves! (either buying it with $30.000 in game or donating for it)

Race Regulations:
Any Initiate needs to pass a quiz after a certain time (usually 30 days) to keep their character. Below are race regulated rules:
  • Vampire Race:
    • At the start: Your character gets the Ghoul /addon (Vassal)
    • After passing the quiz: You may continue regularly and get embraced down the line. For a 12th to 10th Generation Vampire you do not need to apply for it. For lower generations you need to apply regularly (Though we do not recommend). The Embrace has to be STed by a Vampire moderator.
    • Side note: The only Clans you can choose: Brujah, Gangrel, Malkavian, Nosferatu, Toreador and Ventrue.
  • Changing Breeds Races: (Werewolf & Fera)
    • At the start: You can either be a Kinfolk of the race, or a Cub (Cub is not allowed for Fera, only for Werewolves)
    • At the end: You may do the rite of passage in game by a Werewolf moderator who will Storytell it. After you pass that you get a Cliath Werewolf with the same Auspice and Breed. No gifts.
    • Side note: In case of a Cub, upon creation all you get is the race. No gifts, no Tribe. Only an Auspice and a Breed.
    • Side note: You will be tribeless until the Rite of Passage will dictate which tribe you will go to. Will be done in game.
  • Demon Race:
    • At the start: You get thrall /addon to your character
    • At the end: You get to choose between keeping this character as a Thrall or get a demon with the starting lores.
    • Side note: This race will be difficult to accept, though you may keep the thrallship if we find you do not fit for a full demon character.
    • Side note: In case you choose to go with a demon after you complete the intiation you are only allowed the following Houses - Asharu, Neberu, Lammasu, Rabisu. The only Factions you are allowed are - Faustians, Cryptics, Raveners.
  • Changelings Race:
    • At the start: You get a Kinain Addon (For admins: Needs to be a /rpf for now)
    • At the end: You get to have a Story in game told for you as your character turns into a changeling with no starting powers just yet.
    • Side note: You can choose a common Kith for your changeling, the only exception being the Arcadian Sidhe.
  • Mage Race:
    • At the start: They get a character that is a Mage, with arete 1. The mage is an Orphan. The mage only has 1 sphere and that is their Affinity Sphere at Rank 1.
    • At the end: They get to keep their character, and perhaps a Tradition if they apply for it properly. (Similar to Vampires' Faction change)
    • Side note: Their Foci are set in game. Their Avatar Rating needs to be applied for.
    • Side note: You may only start out as an Orphan, if you are going to be an antagonist please ask a Initiation Moderator's permission to do so.
  • Hunter Race:
    • At the start: They continue to be a human.
    • At the end: Once they pass the quiz and an In game battle test, they gain a Full fledged Hunter character with a Creed tailored to how they did in the battle.
    • The battle: The initiate will fight a low-leveled supernatural using tools at their disposal, once they defeat and choose the fate of the supernatural they will get their creed set by the appointed Race mod or Global Mod.
    • Quiz Regulation: Since the character has no special race, they only have 2 weeks to learn the race (and 2 weeks to get in game to complete it); after the ooc quiz, they do the IC hunt of a superntural being. This should amass to about a month overall.
  • Hybrid Race:
    • At the start: They get a character that is a Werewolf, with their chosen Auspice, Breed and optionally a Tribe. The character is ranked a Cub and has no Gifts, they are also ghoulified (either to the Mentor or a NPC vampire/hybrid), granted the basic Disciplines: Potence 1/Celerity 1/Fortitude 1 (2 of them; combination of their choice). It is advised to pick a Clan for the would-be Hybrid upon starting the Initiation Program to receive tips on properly portraying a Hybrid character of said Clan.
    • At the end: They get to keep their character, Embraced, which turns them into a Hybrid, or they may opt for another character. Regardless of choice, they gain the Disciplines of the Clan they were Embraced in, and the corresponding starting Gifts for their Auspice, Breed and Tribe. Keeping the character they ran the Initiation Program through with is recommended as it is much more comfortable.
    • Side note: Only Veteran players may apply for this, meaning: You must have knowledge in Vampire Race or Werewolf Race. A Race mod of the race you know needs to reply to your application to confirm that you are capable of that race.
    • Side note: Black Spiral Dancers as a Tribe is not an option for Hybrids created through the Initiation Program.

Inactivity Guidelines:
  • If a Mentor is inactive (and notifies about it), it is the Mentor's duty to find a suitable replacement for the initiate.
  • If the Mentor is inactive and did not inform, therefore did not find a suitable replacement, he is removed from the program. The initiate is to contact me (See Discord above).
  • If the Initiate is inactive with no reason they have 2 weeks before their race is stripped from them and they are barred from the program for a month.

« Last Edit: April 29, 2020, 19:50:38 PM by Iron »

Offline Iron

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Re: Program Rules & Regulations.
« Reply #1 on: November 20, 2019, 17:46:09 PM »
What is the Mentor's Job?
The mentor has to teach the following: Rolling Mechanics, basic World of Darkness Lore in general (what are vampires, werewolves, and so on), and expanded knowledge of the race they are apart of (IE - Mages need to know the traditions, what is Paradox, quintessence and so on).

Who can qualify as a Mentor?
Any veteran player that is seasoned in the race can apply to be a mentor, of course, if mistakes are made for both the initiate and the mentor it comes back to them.

Mentor benefits:

  • The mentor gets recognition by the staff; if they'd wish to join the staff, things will be much easier for them down the line.
  • For each successful mentor-ship (meaning if a Initiate passes the test after a month) he gets 50 contribution points.

What is the Initiate's Job?
To understand all that is taught to him both IC and OOC, and to read the book as they go along. This does not remove the need for the book, but it adjusts it in a way that the Mentor can refer to specific pages, and from there on the Initiate can go along on their own. Meaning, after the quiz, they will be able to find the answers themselves.

Who can qualify as an Initiate?
Although this system is for totally new players, for both WoD and VWH as a whole, anyone is capable of being an initiate. Both old members who want to try a new race, and totally new players.




Trial Period and Test:
You have a trial period of a month (30 days) to learn the basics of the race: Mechanics & basic lore. A race mod or a high-level admin with the proper knowledge will quiz the initiate about their knowledge on the race. If the initiate fails the test they will be deemed unfit for the race at that moment and they will be stripped from their race, and will be referred to apply on the forums if they still want a chance (The idea here is that, those who apply on forums take a much more dedicated study session, by reading the books and developing something much more sustainable).
If they fail it's also a question about the mentor, and through it, no additional initiate should be added to that mentor (It is the mentor's duty to teach the initiate the basic, if they fail at that, perhaps it is not suited for them).
If they pass, they are no longer an initiate and now a full fledge in that race, therefore they can be removed from the program in that regard (this means that their mistakes are now viable for race changes and so on, and they will no longer be referred as Initiates). In-character wise, the initiate will still be considered as an apprentice by their mentor and will be roleplayed as such.

The Limit:
For each race, there is a limit to how many initiates are allowed. If the max is reached any application for that race is denied until a slot opens up.
A slot can open up once an initiate passes the test.
A mentor can have up to 2 initiates, more than that and its too many. The point is to have a larger quantity of veteran players doing this, and this shouldn't fall upon the already busy Race mods.

The limits are so:
  • Vampire: 10 Initiates
  • Werewolf: 10 Initiates
  • Mage: 8 Initiates
  • Hunter: 4 Initiates
  • Demon: 3 Initiates
  • Changeling: 2 Initiates
  • Hybrid: 1 Initiate

Quiz Specific Rules:
  • The initiate at the day where a month has passed since their initiation has been accepted have up to 14 days to log in game and preform the quiz, if they do not do so, their race is taken away regardless, and it counts as inactivity.
  • It is the initiates responsibility to come forward and request the quiz, if they fail to make a time slot with the race moderator to quiz them, they may come to me (Iron - Discord: IronTony#0211) about it.
  • IN CASE OF ANY ISSUES: Please come to me if you have any issues regarding taking the exam, we will discuss it and decide what is best. Extensions for quizes are possible.
  • You may opt to do the quiz before the time.
  • When doing the quiz before your "end time" you get 2 chances at the test. If you fail that one, you need to wait until the correct Quiz date to take it again. These are your only options. If you fail both, you failed the program and are kicked out of it.



NPC Mentors:

Sometimes a veteran player wants to help out the new fella but can't because their characters do not fit in together, this is where the NPC Mentor comes in.
The potential mentor player will assist the initiate in picking out a proper Mentor Background for them and they will Roleplay as the mentor whenever they are needed.

For example:
George Baily is a new character made by Player_X (the initiate) and wants George to become a Mage, and so, Player_Y (The mentor) will assist Player_X by making the RPFs needed for the Mage NPC. They will then post the needed information on the Initiation application and from there on out they will become the NPC (with the proper skin label as well).
This will skip the need to post an application on the Character-Related Applications section for this specific background.


« Last Edit: April 14, 2020, 18:44:46 PM by OldBen »

Offline Iron

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Re: Program Rules & Regulations.
« Reply #2 on: December 12, 2019, 23:15:25 PM »
Updated.

Log:
  • Reformatted the General Rules and Regulations
  • Edited the Race Regulations
  • Added explicit rules regarding the inactive users
  • Added benefits for Mentors in the program

Offline Iron

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Re: Program Rules & Regulations.
« Reply #3 on: January 29, 2020, 16:59:02 PM »
Updated:

Added an option for NPC Mentors STed by Veteran Players (The mentor).

See the format for more information.

Offline Iron

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Re: Program Rules & Regulations.
« Reply #4 on: March 05, 2020, 19:36:46 PM »
Updated the Regulations as per what to do when a Initiate is barred from the program.

Getting barred from the program works like so:
If you are Inactive for two weeks without notifying you are removed.
If you failed the quiz you are removed.
If you break a major rule you are removed.

Updated the Quiz section, we have specific timesets for the quizes. All initiates have to make sure they are aware when they should be quized.
Feel free to contact me in that regard if you are unsure.

Updated the tracking program, we now have an automated Google Sheet for it.

Updated the Race Regulations - Have a look at it.
« Last Edit: March 05, 2020, 20:50:53 PM by Iron »

Offline Iron

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Re: Program Rules & Regulations.
« Reply #5 on: March 12, 2020, 08:47:17 AM »
Updated the Race Regulations - Have a look at it.

Offline Iron

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Re: Program Rules & Regulations.
« Reply #6 on: March 28, 2020, 16:36:24 PM »
Updates:
Quote
Removal from the program VIA Ajail doesn't count as a "Rule break" when effecting other accounts, its just for this program only.

A initiate is allowed only one race/try. Meaning you can't go for both Race X and Race Y in this program at the same time. There is also a cool-down now. If you pass a initiation, you need to wait 30 days until you are allowed to go for a new initiation.

Getting Barred:
If you are Inactive for two weeks without notifying you are removed. Barred for a month.
If you failed the quiz you are removed. Barred until race mod deems otherwise, or Initiation Program Mod.
If you break a major rule you are removed. Barred until race mod deems otherwise, or Initiation Program Mod.

And

Quote
  • You may opt to do the quiz before the time.
  • When doing the quiz before your "end time" you get 2 chances at the test. If you fail that one, you need to wait until the correct Quiz date to take it again. These are your only options. If you fail both, you failed the program and are kicked out of it.

Added Hybrid. Thank you Simon!
« Last Edit: March 28, 2020, 16:51:22 PM by Iron »

Offline Mr.death

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Re: Program Rules & Regulations.
« Reply #7 on: April 03, 2020, 00:12:32 AM »
Updated:
- New regulations regarding Race Change Tokens and what are the requirements to get them;
- Veteran players will have a harder time getting into the program.



Offline Iron

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Re: Program Rules & Regulations.
« Reply #8 on: April 26, 2020, 17:05:42 PM »
Updated limitations for each race.

Vampire clans are limited.
Werewolves will be Tribeless upon completion.
Mages are allowed to be Antagonistic (meaning marauder or Nephandi) but it has to be approved, and done in game.
Changelings Kiths are limited as well.
Hybrid will be the same as Vampires and Werewolves.
Hunters are not limited.