User:BlackReaper/MurderTimes: Difference between revisions

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4. Window dive and stand up as a zombie (2 AP)
4. Window dive and stand up as a zombie (2 AP)


5. Move to respawn (1 AP[Note: This is a variable as respawn could be a ways off])
5. Move to respawn (1 AP) [Note: This is a variable as respawn could be a ways off]


<i> NOTE: It is essential that the Knight has the [[zombie]] skills 'ankle grab' and 'lurching gate' in order to minimize [[AP]] use. </i>
<i> NOTE: It is essential that the Knight has the [[zombie]] skills 'ankle grab' and 'lurching gate' in order to minimize [[AP]] use. </i>

Revision as of 19:52, 14 February 2009

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Educators Handbook
EducatorsHandbook.png
Group Philosophe Knights.
Goals Assist new Educators in the act of Teaching
Intended Audience Philosophe Knight Educators
Contributors THELORDGUNSLINGER, SilverMemoryPKMPR

About

The Educators Guide is a Philosophe Knight written handbook detailing the correct procedure for Education in the field. It should be used as not only a beginners guide, but a continuing and ever-changing assistant to any Educator. If you are a member of the Philosophe Knights, you may add any information. Deletion of any information will not be tolerated, regardless of group affiliation (even a Knight). Grammar and sentence structuring is welcome.


Introduction

The Educators Handbook is an attempt to create a defined procedure to the act of Teaching the Ignorant located within Malton. This may include: civilians, military or scientists. Any Educator should be prepared to serve a multitude of roles, including: Doctor, Executioner, Teacher, and Guide. You must be equally prepared to eliminate the Ignorant as assist an Enlightened in menial tasks. The Educators are the 'backbone' of the Philosophe Knights and must be prepared to complete any standing requests and orders.

Basics of Educating

Educators in the Philosophe Knights all have different styles of killing and use AP in different ways. However, most often will the knights use their AP along the lines of this:

1. Stand up alive (1 AP)

2. Enter entrance (1 AP)

3. Kill/search/move (44 AP)

4. Window dive and stand up as a zombie (2 AP)

5. Move to respawn (1 AP) [Note: This is a variable as respawn could be a ways off]

NOTE: It is essential that the Knight has the zombie skills 'ankle grab' and 'lurching gate' in order to minimize AP use.


Main Page
Return to the main page.


Philosophy
Philosophe Knight ideology and thoughts.


Policies
Policies supported by the Philosophe Knights


Members
Member ranking and information.


Kill List
A list of all kills made in the name of knowledge.


Diplomacy
Friends, adversaries, and other remarkables.


Educator's Handbook
A guide for all educators


Activities
Information on current and past operations.


All discussion should be kept on the discussion page of the main page or on the forum.

Recognition
This page design was greatly influenced by the designs of Sirens. Thank you. Other influencing figures include Italo Calvino and Rembrandt.