K.E.P.T.

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THIS GROUP PAGE IS STILL UNDER CONSTRUCTION

Krinks Engineers, Pioneers, and Technicians
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Abbreviation: K.E.P.T. or just KEPT
Group Numbers: Brand New
Leadership: Jonathan Davis
Goals: The reclamation, reconstruction, and maintanence of Krinks Power Station in Williamsville
Recruitment Policy: A willingness to stay in/around Krinks Power Station and making sure it stays safe and running
Contact: N/A

"With spanners in hand, we meet every demand!" - K.E.P.T. motto


Welcome to the Krinks Engineers, Pioneers, and Technicians info page!


Mission

Primary Objective: To keep Krinks Power Station fully functional, @ EHB+2 and fully fueled generators in each corner.

Secondary Objective: To ensure the safety of all refugees using Krinks Power Station as shelter against the zombie hordes.

Tertiary Objective: To assist the surrounding areas, including the whole of Williamsville, in whatever endeavors they may face.

Our priority is to keep the Krinks Power Station operational at all times. Krinks is Williamsville's only 2x2 building, and as such, makes for an excellent base of operations. Look at us as caretakers, if you will; we don't own the building, and it isn't really our "headquarters", but we have designated its safekeeping as our responsibility. Sure, Krinks is not even remotely useful in terms of resources (searching warrants nothing), but its four spaces make it a potential fortress.

Guidelines

"Come equipped for the job!"

Krinks offers no searching benefits whatsoever. This means that all servicemen are to come to the Power Station with all the essentials necessary for their tasks. Dibbings Police Department is just northwest to provide weapons, ammo and flak jackets. St. Faustina's and St. Patrick's Hospitals are directly north to provide medical assistance. Grannum Auto Repair is directly south, and has various tools such as crowbars, generators, and fuel cans in stock. You wouldn't go to work without your pants, so don't go to Krinks without your equipment!

"Keep at your post until quitting time!"

Basically, stay in Krinks until you either run down to about a dozen APs, or for a minimum of six hours. When you hit either of these, then your work is done for the day. I know six hours sounds a little crazy, but I'm not asking you to sit at your computer for six hours. What is required, however, is that employees stay for six hours (whether their actual users are online or not). That way, if Krinks is attacked, at least there is a fast response team available to defend. In regards to the dozen APs: I set up this rule so that employees can properly exit the building and return to a nearby safehouse, if they desire (in case some feel uncomfortable staying in Krinks overnight). Also, for those who stay in Krinks overnight, that dozen AP can be used to either get off a couple of shots or evacuate Krinks in the event of a severe zombie break-in. Safety first!

"A roaming employee is a dead employee!"

Make sure you are aware of any and all assignments given by your superiors. Many jobs won't be more complicated than simply securing the general area around and including Krinks. But, I must insist that all idle employees remain within a ten-block radius of Krinks. One thing you must expect as a member of K.E.P.T. is a lot of down time. However, if the warning klaxons start going off, you must be ready to act in a moment's notice. Going AWOL is a serious no-no, and proves that you do not have K.E.P.T.'s mission and ideals in mind. Unaccounted for employees will be promptly removed. Though if you ever feel restless or an itch to go exploring, then by all means, take off! Which brings me to the next rule...

"Personal/sick/vacation/sabbatical day(s) is/are encouraged!"

Now, first and foremost, laziness is not encouraged; taking time off, for whatever reasons (in-game or real life), however, is completely understandable. Just as with any real job, though, K.E.P.T. must know where you are heading off to/staying at, in the event of an emergency. Responding to an emergency is a matter of distance; if you are four suburbs over, you will not be expected to race to Krinks. However, if you are in Buttonville or Arkham (no more than a suburb over), you are accountable, and if you do not answer the call, reprimands shall be issued. Maximum time off allowed is one week per month, unless there is a real, serious issue you must tend to (once again, 100% understandable). In the event that you cannot access your character for an extended period of time, you will be put in employment limbo; you will not be fired, but you are at an employment plateau and, for fairness' sake, may have your rank/assignment(s) forfeited to other employees. If contact is lost for more than two weeks, you are considered AWOL; you are fired.