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If you're reading this, chances are your home is gone. You've already survived the worst day of your life, and instead of waiting things out to see if they'll get better, you refused to give up. You chose to stay and fight.

That's brave, braver than many adults can manage.

But this is not a game. It is not a club, or a camp, or a costume party. It's not pretend, and bravery will not promise that you will survive it. It will not erase the scars you may gain, or the friends you will lose. This is a job, and a dangerous one.

But if you still want to stay, then we will do our best to care for, protect you, and guide you. We will teach you how to turn bravery into action, and to protect those who can't protect themselves.

If you decide that this fight is too much, we will make sure that you have a home, and food, and safety. If you stay, then we will continue to honor that choice, but rest is always an option.

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MISSION GUIDELINES
This mini-guide explains who to listen to, how to stay safe on missions, how missions work for Prov. Agents, and what happens before and after.
(Click to Read More.)

Who to Listen to
As an agent with the AotM, you are now part of what's called a Chain of Command. That means that there are people who are older or more experienced than you who tell you what to do in order to keep you and everyone around you safe. We follow the Chain of Command for the same reasons we might listen to what our parents tell us.
  • Clearance Rank comes before age. If an adult with a lower Clearance Number is not listening to instruction, please find an adult with a higher or similar clearance number to you, or your Anchor.
  • You can find out someone's clearance number by looking at how many stripes they have on their gauntlet, looking their name up in the database, or asking them directly. They are not allowed to lie about their clearance number.
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  • If you both have the same clearance number, then it is whoever is older who is in charge.
  • Your Anchor or a member of the Council is always in charge of you over anyone else's rank. If someone tells you to do something and your Anchor says no, listen to your Anchor. It's their job to keep you safe and healthy.

If another agent makes you feel unsafe, tell your Anchor immediately. You can also reach out to any Guardians or our staff in the Med Bay.

Remember, Chain of Command isn't here so that you, or anyone else can push people around, it's here to help keep everyone healthy and safe.


How to Stay Safe
As AotM Agents, it's important that we follow rules when we fight and visit other worlds in order to keep from hurting innocents. You can and should read your Agent's Handbook as soon as you have free time, or ask your Anchor to go over it with you. It will also be explained to you in detail during training.
  • The first most important thing is to listen to your Anchor during combat and dangerous situations, or otherwise whoever is above you or your team in the Chain of Command.
  • AotM Agents never use more force than we have to in order to make a situation safe again. We do not discuss the Omphalos or our missions with people who aren't involved with the AotM, or who haven't been given clearance to know these things. Doing so can hurt your team, the AotM, and even the people you tell. If you're unsure, ask your Anchor.
  • When we fight, it's important that we try to avoid damaging the areas around us whenever we can. People may live and work in those places, and plants and animals may depend upon what you damage. Sometimes this can't be helped, but we must try to be careful whenever we can be.
  • We do not bring back plants, animals, or any items we have bought or found without first asking if those things are safe to bring back. Sometimes there are hidden dangers, like diseases or unsafe magic that you may not know is there at first. Bringing them back or hiding them could hurt you and the people around you.
  • Never turn off or take off your Key Gauntlet when on a mission or away from the Omphalos. Not only does it monitor your health in case you get sick or hurt, it helps you find your way back when you're lost somewhere, and it helps your Anchor or other Agents find you if you get into trouble and need help.

    Before & After Missions
    6306bff50e90.pngSince you are a Provisional Agent and will be until you are considered an adult of your species, most of your missions will be carefully selected for your experience levels and scheduled ahead of time. This is to ensure that your daily routine and education is not too disrupted, as your body and brain is still growing and has different needs than an adult.
    • Each week, however, there will be three teams selected to be 'On Call'. That means that if there's an emergency mission than needs them, they must stop everything they are doing and help with that mission or emergency. At the end of the week, three more teams will take their place.

      If your team is currently On Call, it is important that you remain nearby and connected to your team and your Anchor to ensure that you are ready to go at a moment's notice.

    • Before every mission there will be something called a Briefing. This is when the goals and dangers of your mission will be explained to you, gear will be checked and handed out, and any special instructions for the mission will be given. Sometimes there is less time for Briefings than we would like, so it is important that you arrive promptly, especially for Emergency Missions, or early if you can.

      It is usually your Anchor that will lead you in a mission, but not always.

    • After a mission, Debriefings happen. This is when the details of your mission are talked about and written down so that the AotM can understand what happened during your mission and make sure everything went well. The is why if something important happens during your mission, it is important that you write it down or record it, along with the time, location, and date.


TRAINING SCHEDULE
This mini-guide explains what day to day life looks like for Prov. Agents, and how AotM makes sure you're meeting your goals in training and in learning.
(Click to Read More.)

Training & World Skills
During weekdays, Monday-Friday, every Prov. Agent follows a set schedule as long as they are not on mission. When you are on mission, your Anchor or Team Leader will decide your schedule, but chances are that it will still look similar to your usual one. On weekends, you are free to do whatever you'd like unless your team is On Call.
  • Every day will have different things to learn. You will have a period for training, and one for learning World Skills, like math, science, and history. When on mission, your Anchor or Team Leader will handle these. When in the Omphalos, your teachers will differ depending on the day and the subject.
  • Your personal schedule will be updated in real time on your databook and key gauntlet. While on mission, training and classes will happen with your team, but while off mission, you may find yourself in different classes. Your classes are tailored to what you in particular still need to learn or work on.
  • Your databook and key gauntlet will also mark on your map where you need to go for your classes and training so you don't get lost. Please be there on time, or a few minutes early if you can be.
  • Your teachers will tell you how they wish to be addressed. Please respect their requests. During lessons they are in charge, no matter what their clearance is.

Checking Progress
3eee24f3cee4.pngAt the end of each month, your Anchor will do a one on one progress report with you to discuss where you're struggling and how you might overcome those challenges.

At the end of every season, your Anchor will meet with the AotM's education & wellness teams to discuss your progress over the course of that season. From there, they will decide things like security clearance, responsibilities, and if your Anchor needs extra help helping you.

If you're having trouble in any of your lessons, or with other agents, it's very important that you tell your Anchor so that they can help.



TEAM STANDARDS
This mini-guide explains what's expected of you as an Provisional Agent of the Multiverse, and what the consequences of ignoring those expectations are.
(Click to Read More.)

Caring for Your Gear
Chances are high that you have gear you use in the field that you have brought with you to this program. You will also be supplied new gear, both in your orientation package and through the Technology Hangar.

You are expected to keep all of your gear in neat and working condition, not only because gear that isn't well taken care of is expensive to replace, but because gear that isn't treated well can break when you need it most.

Every day before training there is a period of time set aside to tune and care for your gear. If you need help, or replacements for your gear, please let your Anchor know promptly.


Breaking Team Trust
For a team to work, there has to be trust. That means trust in each other, and trust in the leader of your team. When you sneak off without telling people, break rules, or fight with your team mates, then you are breaking that trust and making it harder for your team to operate safely in danger.

When you break team trust, most of the time it is up to your Anchor to decide how to address that broken trust. They may take away privileges, or ask you to do repair work for the people you harmed. You are required to listen to what your Anchor asks you to do in order to remain in this program.


Final Consequences
When trust is broken badly enough, or often enough that your Anchor can no longer help you on their own, AotM's Guardian Council must get involved. This is a very serious thing, and Anchors, teachers, and our mental health doctors will do everything in their power to try to make sure a challenge doesn't reach this point.

It's at this point that we will talk about if what's best for you is to remain in the Provisional Agent program. You will be given three chances to find solutions.

  • During the first meeting, a very long and serious conversation will happen between you, your Anchor, and the AotM Council. You will be given a warning about your behavior, and a chance to leave on your own if you would like to do that. If you decide to stay, it will be with the knowledge that you may be asked to leave if your behavior continues.
  • During the second meeting, the Council will make the choice to become more involved in your life at the Omphalos in order to ensure that you're getting the help you need in order to find solutions to the problems bringing you this point. You may find yourself restricted in where you can go and what you can do.
  • During the third meeting, you will be removed from the AotM Provisional Agent program. If you do not already have somewhere to go, a place will be found for you with a foster family in Sanctuary. You will not be allowed back to the Omphalos except for as a civilian.
  • If you attempt to get around this final decision in a way that puts yourself and others in danger, you will be placed on the fast track of Sanctuary's Relocation list. This means that as soon as there is a safe world for you to go to, your memories will be altered, and you will be placed with a family in that new world.

This is not a punishment. It's meant to keep you and others safe, and it is not a decision that the AotM makes lightly.

If things come to that final meeting, you will be allowed to speak in your defense, and an adult will accompany you as your advocate as well, either one you have chosen, or one the AotM can provide.



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When this gets sent to you via private messages upon approval of a character, this is the area that staff will include anything that needs to be checked over or discussed, like what your character's starting reputation might be. This is also a great time in the process to ask any questions you might have!

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TIME TO REST
8abb8a20aa51.pngEvery Prov. Agent has a scheduled wake up time and lights out time on the weekdays. Weekend wake up and lights out are up to either your Anchor or your legal guardian. It's important to go to sleep at a good time so you can wake up well rested!

PERSONAL PLACES
There are certain places that only you, your Anchor, friends & family, or a level five agent can go. The Youth Dorms have a special doorway at the start of the Youth common area in each wing. Only those who have permission to be there can enter these places. Please do not hold the door open for anyone who doesn't live there. They can get in with their key gauntlet or a guest card if they're allowed in.

You will also have your own personal room inside of your team's dorm that you may decorate any way that you would like. You are expected to keep it clean and undamaged.

If you are not staying in the Omphalos, then you are welcome to go home after your last lesson of the day and on weekends.


FOOD & SNACKS
085c99d8074b.pngThere are three meals scheduled each day during your regular learning week, and one snack after training. If you are still hungry outside of these times, make sure to let your Anchor or your teachers know!

Your team dorm will also have a kitchen and eating area, so breakfast and dinner may sometimes be served there by your Anchor when they would like to cook for you.

Weekend meals and snacks are up to your Anchor as well. They may decide to cook, or they may bring you to the mess hall for meals.

Often during breakfast and dinner, day and night agents will have overlapping meals. This is a great time to get to know them!


FREE TIME
During the weekdays, there is time for you to do what you'd like included in your schedule. The weekends are completely free time. You may go wherever your clearance allows you in the Omphalos, or to other cleared worlds like Sanctuary when accompanied by your Anchor, or alone if your Anchor has given you permission to do so.

SELF CARE
0181fefb1a7f.pngTaking care of your body is important, so you are expected to eat healthy meals, get good sleep, and bathe and tend to your physical needs, or to ask for help if you are struggling.

To make sure you're eating healthy, the food you can get at the mess hall is locked to the prov. program's Health Points Program. How much water you're drinking and what your body is saying, like your temperature and heart rate, are also tracked with the program. These are called your vitals, and they go to the AotM's health team so that if you're getting sick, they can help you before it gets too bad!

(Click to Read More!)

Health Points
When you check in for a meal in the mess hall, you'll need to do so with your Key Gauntlet! After scanning, your gauntlet will inform the mess staff what your dietary requirements are. If your doctors have decided you need more veggies or protein, you'll be asked to select enough protein or veggies to fill the points bar, for example, but you may choose what that protein or those veggies are!
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The Health Points program also keeps you from selecting food that may make you sick, like food with things you're allergic to, or that aren't safe for your species.

Each meal also comes with a treat point that you may use for something particularly tasty or sweet!

Your gauntlet is also capable of monitoring your hydration levels and will play a small sound if you are becoming dehydrated, and will alert you when its time to go to meals. Keeping hydrated and going to meals on time will ensure that you get a little bonus allowance on your card each week!

If your gauntlet senses that your vitals are off, and that you might be getting sick, it will send them to the AotM's medical team, and a doctor may call you or your Anchor to make sure everything is alright.



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WORLD SKILLS
While with the AotM you will be learning World Skills, like math, science, and history, as well as how to care for yourself in the real world. You'll learn cooking & nutrition, sewing, basic first aid, and several languages, as well as any other subjects your teachers may wish to introduce you to, like art and music.

TAKING CARE OF YOUR MIND
It's important that we take care of our minds as well as our bodies, particularly when we face the dangerous things we do as agents. Prov. Agents are required to meet with a therapist twice a month for as long as they're in the program, or more if your Anchor decides it's needed.

SMART SPENDING
Like all agents, you will be paid for your work. AotM agents get $2000 a week, but while you're learning financial responsibility, your Anchor will decide how much of that you see per week in your allowance.

Some will go towards expenses like clothing for you, and anything leftover at the end of the week will be put away in a savings account for when you become an adult.

Your allowance may be loaded onto a card for you to use, or may be given to you in coins to use at Sanctuary or similar. This is up to your Anchor.


GROWING CONNECTIONS
It's important to build connections with both your team, your anchor, and people outside of the AotM. Meal times are a great time to get to know other Prov. Agents, as is free time like weekends. You will have access to the Youth commons in both the Day and the Night wings where you can hang out with others your age! You may also access the youth commons in the aquatic quarters if you have been given permission and it has been decided that you are a strong enough swimmer.
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The schedules below are what all Provisional Agents within their listed age range are required to follow while present in the Omphalos. When afield with your Anchors, your guardians dictate the pace of the day, but are encouraged to stick to as close to the normal schedule as possible and include lessons and training related to the worlds and cultures you are visiting. Saving the world is important, but so is building your skills.

These schedules will remain the same Monday through Friday. You are free on the weekends to do what you'd like.

Missions will be scheduled as needed and will be determined by the skill set of individual teams. For unscheduled missions and emergencies, three Provisional teams at a time will remain 'On Call', and will swap out at the end of each week to avoid burn out or continued educational disruption.



DAY AGENTS ▬▬▬▬
U13/PRE-ADOLESCENT


(∘ Click to Expand Schedule)

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Day Group Schedule :: Agents Under 13 or Pre-adolescent Equivalent
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06:00 AMWake up, getting ready
07:30 AMBreakfast



08:00 AM – 11:00 AMWORLD SKILLS
11:00 AM1 hour freetime



12:00 PMLunch

01:00 PM – 03:00 PMPHYSICAL TRAINING & GEAR MAINTENANCE
After training snack boost, may be taken to World Skills if activity permits food and drink.

03:00 PM – 05:00 PMWORLD SKILLS

05:00 PM1 hour freetime
06:00 PMDinner
FREE TIME UNTIL BED

08:30 PMBEDTIME
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DAY AGENTS ▬▬▬▬
A13/ADOLESCENT


(∘ Click to Expand Schedule)

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Day Group Schedule :: Agents 14+ or Adolescent Equivalent
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09:30 AMWake up, getting ready
10:00 AMBreakfast



11:00 AM – 02:00 PMWORLD SKILLS
02:00 PM30 Min freetime



02:30 PMLunch

03:30 PM – 05:30 PMPHYSICAL TRAINING & GEAR MAINTENANCE
After training snack boost, may be taken to World Skills if activity permits food and drink.

06:00 PM – 07:30 PMWORLD SKILLS

07:30 PMDinner
FREE TIME UNTIL BED

11:00 PMBEDTIME
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NIGHT AGENTS ▬▬▬▬
U13/PRE-ADOLESCENT

(∘ Click to Expand Schedule)

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NIGHT Group Schedule :: Agents Under 13 or Pre-adolescent Equivalent
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06:00 PMWake up, getting ready
07:30 PMBreakfast



08:00 PM – 11:00 PMWORLD SKILLS
11:00 PM1 hour freetime



12:00 AMLunch

01:00 AM – 03:00 AMPHYSICAL TRAINING & GEAR MAINTENANCE
After training snack boost, may be taken to World Skills if activity permits food and drink.

03:00 AM – 05:00 AMWORLD SKILLS

05:00 AM1 hour freetime
06:00 AMDinner
FREE TIME UNTIL BED

08:30 AMBEDTIME
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NIGHT AGENTS ▬▬▬▬
A13/ADOLESCENT

(∘ Click to Expand Schedule)

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Night Group Schedule :: Agents 14+ or Adolescent Equivalent
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09:30 AMWake up, getting ready
10:00 PMBreakfast



11:00 PM – 02:00 AMWORLD SKILLS
02:00 AM30 Min freetime



02:30 AMLunch

03:30 AM – 05:30 AMPHYSICAL TRAINING & GEAR MAINTENANCE
After training snack boost, may be taken to World Skills if activity permits food and drink.

06:00 AM – 07:30 AMWORLD SKILLS

07:30 AMDinner
FREE TIME UNTIL BED

11:00 AMBEDTIME
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