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Traveler's Handbook

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    All new agents are required to submit to a health exam within three days of their arrival unless given an excuse by clearance level 4 or above. This exam includes physical and mental health, and if a telepath is available on staff at the time, psychic health as well. All efforts are made to maintain secret identities where it is desired, and medical records are sealed afterwards for privacy.

    All agents wishing to take part in away missions through the Gates must receive a multiversal vaccine in order to prevent the spread of diseases between agents and worlds. This vaccine is part organic, and part nano-machine, designed to adapt to and filter out viruses and harmful bacteria from the body. Please note that it does not work on toxins or fungal matter. It is advised to avoid large doses of electromagnetic energy, as this may render the vaccine less effective or completely inert with too much exposure.

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    Agents who wish to take part in away missions out in the field must first partake in an assessment test on their physical fitness, field survival, and combat capabilities so that no one is sent out on missions above their preparedness levels. Agents in Training will be matched with mentors depending on their areas of weakness, but all agents may seek out additional training within the Hazard Simulator or through fellow agents.

    ☉ OOC Notes

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    All new agents will be paired with a full fledged agent (someone else's character) for training for the first real life week of their creation, then you may apply for full operative status if you wish and if the character qualifies (see clearance levels).

    You're welcome to go longer than this, if that's something you'd like to explore with your characters, but a week is the minimum time. The amount of interaction between your character and their mentor is entirely up to you and the other player, and it doesn't have to be played out, but it's a great way to get your feet wet and to build lasting bonds between characters.

    Minor characters will be placed with a team of up to four other characters of the same age, as well as an adult chaperone who will look out for them and act as a surrogate parent until that character reaches the age of majority. Minor characters may petition for a different Chaperone at any time for any reason (though they aren't always guaranteed to receive it unless you also have an OOC reason).

    If you have spoken to the player of a specific character, and you would like to request them for your character's mentor or chaperone, then you may do so, otherwise your character's mentor/chaperone will be decided by staff. Both you and the player of the mentor/chaperone will receive a DM if this happens.

    Staff typically chooses mentors based on skill levels and player availability. All agents who have been in play for more than two weeks, and are above clearance level one are up for mentorship. Players must actively volunteer their characters to be either mentors or chaperones, however. If you would like to offer up your character as one, you can find the requirements here, but please make sure that you will be able to be active enough for the responsibility. Players who frequently ghost or who only rarely play will be asked not to partake in this role.

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    Skill level assessment can happen off screen, and you can assign your character a skill level yourself, or someone who plays a character with at least a level 3 security clearance (Senior Operative) can roleplay it out with you. Filling out the skill levels isn't a requirement, but it does add more depth to your character's experience, and it makes it easier for staff to figure out which mentor to place them with.

    If you need a reference, or if you would like to display your character's skills on their character sheet, feel free to utilize the graphics below!

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    No skill. Your character is either very bad at, or has had no experience with this subject.

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    Novice. Your character has had a little experience with this skill, but is still a brand new baby at it.

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    Competent. Your character has had some practice with this skill at this point, and they're pretty good with it.

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    Proficient. Your character is good at this skill. They're not going to win any contests, but they can hold their own.

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    Expert. Your character doesn't know everything there is to know about this skill, but they're very, very good.

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    Master. Your character knows nearly everything there is to know about this skill. They are probably the person that others consult when they want to know something about it.


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    Agents who have special skills that they wish to utilize, be it stealth, technical know-how, or cooking, may wish to specialize within the organization and choose a field of interest. If this is something that interests you, please examine the specializations page of this handbook, select a specialization, and then report to the head of that specialization for assessment and training.

    Please note that even if you were an expert in your field in the place where you originated, the Omphalos is a melting pot of cultures, species, and varying needs, and each new agent must be briefed and trained accordingly. Everyone starts at the beginning here.

    Similarly, unregistered arrivals have a security clearance of zero, and will be restricted to certain parts of the Omphalos. Your Key Gauntlet will act as your security key as well as your Gate key, allowing you access to your personal quarters, and any other places within access of your security level.


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    6yxkcm5jal7.pngUpon arrival, you will have been provided an Orientation Package, the same one in which you found this databook. Within has also been included a physical map of the Omphalos, some provisional funds for personal needs, and your Key Gauntlet. The Key Gauntlet can be reconfigured to fit most hand types, but if you require a specialized gauntlet, please contact one of the heads of the tech department.

    It is important that you keep your Key Gauntlet on your person whenever you can. It contains your access keys to your own personal quarters, the hazard simulator, and anywhere else you must go within the Omphalos. It is also your access to Gates during field missions, allowing you to venture out into different universes, and more importantly, to return home. The Gauntlet monitors your vital signs, and allows you to communicate with your team members and even the Omphalos when within range of a beacon. It offers environmental readouts and alerts you to dangerous substances that may be in the air or the water. It is your lifeline. Do not lose it.

    Your food, clothing, and medical needs will be taken care of within the Omphalos free of charge. For more personal needs or wants, or specialized gear maintenance beyond what the Omphalos' resources can offer, a weekly provisional fund will be offered with additional funds available with special request. You are welcome to seek additional funds outside of the Omphalos within your discretion, providing that your activities do not interfere with the mission or put the balance of the societies you are earning from or spending your funds within in danger.

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    KREPTA EVE WALKER
    ALIAS BATMAN


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    ALIAS BATMAN

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    RAZPUTIN AQUATO - ATTENDING PSYCHIC

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    RAZPUTIN AQUATO
    ALIAS THE DOCTOR


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