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Tipsy Kitty
04-04-2008, 01:11 PM
The Forces of Good

Textbook

Now, I know what you’re thinking. Textbooks are not only ridiculously heavy and expensive, they are also ridiculously boring. I promise that were I able to do anything about that, I would. Unfortunately, I can’t. All I can do is this. For your pleasure I have combated two of the common textbook evils by making this textbook free (cha-ching!) and incredibly light (it pops straight off your computer screen with no physical weight at all! Unless you have a laptop, of course). As for the third common textbook evil, all I can do is try and make this textbook useful enough that you don’t regret the time you spend on it. If I fail, I apologise, please do not throw stones at me.

So what exactly will you find in this textbook? Hopefully you will find pretty much everything you will need to know to get started and flourish in this game. For your enjoyment I have below provided you with tips and tricks, and everything else you need to know before fighting in WWD. Included are links to other resources (NB, their interestingness cannot be guaranteed), ideas for creative moves using various powers and a few good techniques for physical combat, use of weapons, spells, and so forth. You are most definitely encouraged to read through this book of text, and refer to it as often as you can while you practice vengeful attacks on other unsuspecting witches, promenade through the entertainment venues and generally fight the good fight. Good luck!

Contents
Chapter One: Resources
A list of links to threads and/or posts outside of the FGB Textbook which are of just as much help for many purposes (though clearly not as fun).


Chapter Two: Selecting Powers
No matter what level in the game you're at presently, this is the guide to refer to! It notes down which powers could be most compatible with others and which powers you may want to avoid for similarities. However don't just take my word for it, simply use me as a base to leap off when choosing your powers.


Chapter Three: RPG Guide
Never RPed before? Forgotten how? Want just a little reminder or refresher course? Take a squiz here for a basic explanation on how to have your character strut their stuff throughout FGB and WWD.


Chapter Four: Rule FAQs
There’re always those few rules and general ideas about powers and fighting that always confuse us. Come on, admit it, you don’t know it all. So helpfully included for your viewing pleasure is a selection of clarifications on the most commonly confused rules.


Chapter Five: Fighting Tips
Stuck on your latest post? Got no inspiration? Feel like your attacks are going round in circles? Or just feeling too lazy to think entirely on your own? Here we've got some basic guidance on what to do when writing out fighting posts. But wait, there's more! Click now and you'll find a handy explanation of what 'combos' are, and how you, too, can utilise their power.


Chapter Six: Power Guides
For your viewing pleasure, a select group of tips and techniques to best utilise some of the more widely used powers. Though I do not encourage thinking to the point of giving yourself a headache, don't be too lazy and just use my ideas, add some of your own spice to mix it up.


Chapter Seven: Hall of Fame
The place to go to see the achievements of past and present FGBers recorded for your pleasure, and their pride.


Appendix A: Frequently Asked Questions
Got a question? Chances are someone else already asked it. Take a quick peek through our handy FAQ before you ask away. Sadly, it's not actually located within the textbook, but since it's shiny we don't mind.


Appendix B: Glossary of Terms
It’s fine, we’ve all been there. Had that, “Wtf does that mean?” moment. Since I’m in a generous mood, I’ve provided a glossary so you can pretend you knew the answer all along.

Tipsy Kitty
04-09-2008, 09:22 AM
Chapter One

Resources

Welcome to your one-stop place for handy resources about WWD and the FGB. Almost every major thread or forum you need to keep on top of the game is listed here for your convenience. While I cannot guarantee all will be as entertaining or enlightening as others, many will surely come in useful, perhaps when you least expect it!

FGB Guide for Newbies
The FGB Guide for Newbies is, clearly, the ultimate resource for Newbies. It contains pertinent information for any discerning Newbie explaining the details of what the FGB and WWD are, and what they have to offer. It also contains brief descriptions of what every forum within WWD is for. It’s a dandy idea to read this Guide when you first arrive (and occasionally refer back to at later stages) to clarify any questions you’ve got.


The RPG Database: FAQ, Tips, Tricks, Q/A
The RPG Database is simply there to make your life (and the lives of the Guides!) that much easier. It means your character can get his/her very own page (come on, we all like to show off sometimes!) and has a whole range of options and search features to allow you hours of quality procrastination time! However, it can be confusing to navigate at first. So, if you don't want to be staring at the database forms like a dumbo, take a quick read of the FAQ to sort yourself out. If you're still unsure, you can even ask your questions in this same thread.


FGB Tribune (News and Updates)
As the name suggests, this thread (stickied in the main FGB forum) is constantly updated by the Guides with the latest news items, reminders and recent changes (both for WWD and the FGB). Personally, I recommend you subscribe to this thread at once so you never miss an important announcement and feel all left out.


FGB Promotion Guidelines
Feeling ambitious? Want to climb the FGB ladder? The FGB Promotion Guidelines provide you with all the details you need to steadily rise through the ranks from trainee to level 6. They also give details on how to get your ring approved for WWD use and how to pick powers for each level (which is more confusing that you’d first think, so read carefully and ask questions!).


Conclaves (Forum) (http://www.midnight-shadows.org/forumdisplay.php?f=148)
Guides aren’t just there to look pretty and randomly move threads around the forums, they’re also there to help. In this forum you’ll find a thread (a conclave or office) for each Guide. You can use these threads to ask for help (or guidance), or just to chat OOC with others and meet new people. There is also a thread in here (Conclaves Q&A) where you may ask general questions about the game, excluding power questions. Don’t be scared to post! Most people don’t bite… much.


Ancient Scrolls (Forum) (http://www.midnight-shadows.org/forumdisplay.php?f=149)
Ancient Scrolls is your ultimate information centre. This forum is located within the main FGB forum, and contains most of the important information threads (including several on this list). It also contains the Power Questions thread where you can ask any question you have relating to a power and its use (though not the place to question which powers you should pick – try a Guide’s Conclave for that). You will also find the FGB Promotion Thread in here, where you submit your requests for promotions and, if successful, post which powers you choose for your new level. In other words, an uber-important forum to keep a close eye on!


Official WWD Rules
Aeons ago a set of rules was created for the peaceful and smooth operating of WWD. These rules apply to everyone, everywhere, not just in WWD threads. Ignore them at your peril.


Power Tables
The ultimate resource for any magic-hungry witch! The FGB Power Tables (PTs) contain the details of every single FGB power, who they’re available to, what you can do with them and how each power grows with each new level. Don’t be a fool and read it only once. Always refer back to it whenever you use your powers. Even MotCs and Guides frequently check the PTs when they post, and so should you.


FGB Rosters
The FGB Rosters provide two handy lists. One detailing every FGB member, their level and powers; the other grouping members by which Coven they are in. Updating the rosters and keeping them clean is a big job, so if you see any wrong usernames, levels or powers, poke a Guide gently to fix it up. If that Guide doesn’t respond, poke a little harder!


FGB Book Of Shadows
Certain threads within fighting forums and entertainment forums (both in WWD and FGB) allow the use of spells. Check out FGB’s very own Book of Shadows to see what spells are available to you at what level. If you do not wish to be eaten alive, I recommend making sure the thread you’re in allows spells (see the first post of said thread for the rules).


FGB Job System and Employee List
Employment is a big part of life, and a big part of the FGB. We have a wide array of jobs on offer. The FGB Job System and Employee List details what jobs are around, who can apply for them, and how to apply. Further down the thread is a list of who has what job, and which jobs are available. While these jobs have a pretty poor salary ($0 per annum) they will greatly increase your involvement in and knowledge of the game, help towards your promotion requests and give you that satisfying sensation of being a bigger part of something great.

Tipsy Kitty
04-09-2008, 12:26 PM
Chapter Two

Selecting Powers

There are many life-altering decisions you will make throughout your life. What do you want to be when you grow up? Will you ask your partner to marry you? Will you say yes if asked yourself? What university will you go to, if at all? Should you have a theme for your birthday celebrations? Will one more drink wipe your memory clean in the morning? The list is endless, and I’d wager many people would not include FGB-related decisions on that list.

However, I beg to differ. Choosing your powers is a tough and weighty process, and not for the faint of heart. Once you’ve chosen, that’s it. All you can do is work with what you have, unless you restart and put in all your hard work all over again. Countless people have spent many a frustrating afternoon trying to decide their scope. Some people wing it, choosing powers in the moment by impulse. Some choose their powers based entirely on their character’s personality and/or history. Others have their future scopes mapped out almost from Day 1. Stress and frustration brought on by hard choices are most certainly not congruent to a healthy lifestyle, so to prevent early death through cardiac arrest I’ve provided a handy guide to help you make (semi) informed decisions*.

For now, this guide only addresses base powers (of which there are six at each level), but may be expanded in the future. Of course, keep in mind that some base powers are also available as ring powers, and if you choose you may substitute a ring power for a base power (except at trainee). If that last sentence totally confused you, you might want to consult the ‘Picking New Powers’ section of Chapter Four: Rule FAQs.

The first, and possibly most important, tip I can offer is do not rush your choice. I’ve heard many a sob story from people who have chosen a power on a whim, or because their favourite character on Charmed had it, and have later come to regret that decision. If you will insist on leaping in feet first and without thought, there’s not much I can do for you and you will not find any pity or comfort here if you later regret it. Tough love, baby. If, however, you’re intelligent, you should make sure you’ve given all the options proper consideration before making a final decision. It can also be helpful to talk to more experienced members, or any member who already possess the power you are considering, to obtain on-the-ground experience and (maybe) wisdom**.

Below you will find a handy overview of many of the powers available. I will not tell you which powers you should and shouldn’t pick, but you may want to take on board this information when considering your options.

*help in decision making is limited to selecting powers. For any other aforementioned questions (or otherwise) you’re on your own.
**wisdom cannot be guaranteed from any source beyond this textbook.

Trainee Powers

New members in the FGB start life out as ickle Trainees (aw, aren’t they cute?). With only one power choice available to you and only 6 options to choose from, this may seem an easy decision, but don’t be fooled. Many trainees are actually old members in disguise who decided to give up on their previous hard work and start all over again because of dissatisfaction with their chosen powers (often at this level). Never forget that you’re stuck with this power forever more unless you take that (some consider, foolhardy) plunge and restart.

Learn from these trainees-in-disguise and take your time. Make sure you know what you’re getting into when you pick one of these 6 powers. Your choices here are Astral Projection, Deflection, Levitation, Telekinesis, Telekinetic Orbing, and Temporal Statis. As you may have noticed the theme of the level is Charmed powers. None of these powers are available at a later level.

Astral Projection (AP)
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Deflection (D)
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Levitation (L)
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Telekinesis (TK)
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Telekinetic Orbing (TKO)
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Temporal Statis (TS)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.Author's name

From here on out you not only have a much wider pool of options when picking your powers but two empty power slots to fill (the base power position and the ring power position). You have several options here: fill both positions with powers taken from your new level’s base power list (below), fill both positions with any two ring powers, or fill the positions with one base power and one ring power. This applies to levels 1 to 5. If that confused you beyond belief, as I mentioned before, you should consult the ‘Picking New Powers’ section of Chapter Four: Rule FAQs. If still confused, ask. Not me, though, I’m just a textbook and won’t reply – ask a Guide/Guardian or other member.

Level One Powers

At level one the theme is molecular. Each of the options here work by affecting the target at the molecular level. For those of you who are Charmed-savvy, you’ll notice Piper’s second power here. The options are Body Alteration, Conjuration, Destruction of Property, Molecular Remotion, Molecular Sizing and Phasing.

Take note that if you pass up the opportunity to choose a power from this list now, you may not be able to pick it ever again. When choosing a base power you may not choose from previous or later levels’ lists. Some powers are also available as rings (which you can choose at any level from 1-6) but make sure you’re aware of which powers are only offered once. Conjuration, Destruction of Property and Molecular Remotion are all only available at this level.

Body Alteration (BA)
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Conjuration (C)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.
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Destruction of Property (DoP)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.
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Molecular Remotion (MR)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.
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Molecular Sizing (MS)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.
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Phasing (Phasing)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.Author's name


Level Two Powers

Level two’s theme is energy. Each of the following powers is based on a different form of energy. Those of you who are more interested in tailoring your scope to match your character than creating the ultimate fighting scope may want to invest some time here deciding which type of energy is most like or most compatible with the kind of character you’ve created.

The options are Chaos Energy, Cosmic Energy, Electricity Generation, Gravitational Energy, Luminakinesis and Kinetic Energy. Electricity Generation, Gravitational Energy, Luminakinesis and Kinetic Energy are all only available at level two.

Chaos Energy (ChE)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.
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Cosmic Energy (CoE)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.
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Electricity Generation (EG)
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Gravitational Energy (GE)
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Luminakinesis (Lum)
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Kinetic Energy (KE)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.Author's name


Level Three Powers

The theme of level three powers is the mind. You’ve tackled decisions of Charmed-, molecular- and energy-based powers, and now you get to literally set your mind to your mind. Mind powers can be especially useful in defining and exploring your character, and can be devastating in a fight when used well. However, keep in mind that these powers will require that extra level of creativity and effort to use them to the best of their abilities and keep them interesting. A poorly used mind power can become one of the most useless or irritating powers. There is almost nothing more frustrating than fighting another player who puts no effort into their use, or, worse, simply endlessly repeats the same mind-based attacks and/or defences.

Your options here are Empathy, Eokinesis, Illusions, Mind Protection, Psionic and Psyonic Waves. Empathy, Eokinesis and Illusions are only available at this level.

Empathy (Emp)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.
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Eokinesis (Eok)
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Illusions (Illusions)
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Mind Protection (MP)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.
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Psionic (Psi)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.
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Psyonic Waves (PW)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.Author's name


Level Four Powers

Upon arrival at level four you will find yourself immersed in the theme of the elements. Each power at this level controls a different aspect of nature’s brute force. In reality, or in the game, you should never underestimate the sheer power of nature, and it has been very common in the past for players in this game to overload their scopes with elemental powers. Stocking up on as many elementals as you can will give you a scope with great fighting potential in almost any setting, but remember there is more to this game than just fighting. Characterisation and development are just as, if not more, important. Not to mention that other types of powers should never be underestimated for fighting ability and just plain fun! Of course, having said that, elemental powers are often well loved and used because they are all equally strong for attacks and defences; are highly versatile; and can be easily combined with many other powers.

Elemental powers available at level for include Aerokinesis, Glaciokinesis, Hydrokinesis, Lightning, Pyrokinesis and Terrakinesis. Luckily for you each of these powers is also available as a ring so you need not worry so much about missing your opportunities.

Aerokinesis (Aero)
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Glaciokinesis (Glacio)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.
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Hydrokinesis (Hydro)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.
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Lightning (Lightning)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.
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Pyrokinesis (Pyro)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.
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Terrakinesis (Terra)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.Author's name


Level Five Powers

Level five is the last level to offer a list of base powers, and as such has less of a theme and more of a mismatch collection of odds and ends. I like to think of it as the miscellaneous category. Due to the highly advanced level, these powers are all very powerful and can be extremely useful additions to any power scope.

The options here are Acidkinesis, Atmosphere Manipulation, Audiokinesis, Magnetism, Mercury and Weather. Keep in mind that Acidkinesis, Audiokinesis, Magnetism and Mercury are only available at this level.


Acidkinesis (Acid)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.
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Atmosphere Manipulation (AM)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.
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Audiokinesis (Audio)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.
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Magnetism (M)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.
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Mercury (Mercury)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.
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Weather (W)
*insert overview here* Overview should include: summary of power’s abilities, pros, cons, powers which are highly useful in combination with this one, and any other powers which may be similar/have similar effects.Author's name


Level Six Powers

Now comes a time I love – I get to eat my words, to a certain extent, anyway. Remember every time I warned you that certain powers were only available at a particular level and you should make sure you don’t pass up something you may later regret? That’s not strictly, entirely true. Level six provides your last opportunity. Upon reaching the pinnacle of levels (excluding that elusive level 7), your options have blown right open.

You still have two empty power slots to fill. This time, your ring power slot must be taken from the list of rings, as there is no list of base power options for level six. However, the other one of those slots – the base power position – is your glittering opportunity. Having mastered every level you are now able to create your own custom power. Or (watch me eat my words as I say this) here is your chance to pick one of those powers previously listed as only available at a particular level. If you forfeit the right to create a custom power you may fill this power slot with any FGB power you wish (excluding bonus powers/weapons). Though, I warn you now: do not take this path lightly. Creating a custom power is an exciting honour and you would do better in the long run to leave it empty (and thus operate one power short) for as long as it takes to come up with an idea for a custom power. There is next to nothing more exciting than having your own unique creation at your disposal, and no one else’s.

Theoretically there are three types of custom power. The first is simply created for sheer power and usefulness in a fight. The second is merely a variation on an existing power, tweaked slightly to suit a particular character, or the player’s fighting style. The final type is a power primarily geared towards characterisation or character development. Of course, none of these three categories is discrete and generally custom powers will overlap these categories, though usually still falling mainly into one area. For ideas on what custom powers can look like, check the Power Tables for the custom powers of current level 6s and 7s.

A useful tip regarding custom powers is to not get greedy. It’s tempting to simply create an uber-power with the capability to squash any- and everything or do any- and everything. Although this may seem a great idea in theory, in practice it will get you nowhere fast. Every custom power must be submitted to the Guides for approval by both the Guides and the Warlords before it may be used anywhere in the game. Creating a ridiculous power will only slow up the process as it will simply get sent back to you for a rewrite, wasting both your time and the level 7s’ time. If you’re unsure, check existing custom powers, weigh the power of your creation/idea against other general powers, or ask a Guide/Guardian/MotC for help.

Tipsy Kitty
04-09-2008, 12:36 PM
Chapter Three

RPG Guide

Playing a part. We’ve all done it. Whether in a drama class at school, in a professional (or otherwise) performance of some kind, or in a manipulative attempt to alter a situation to your advantage by pretending to be someone you’re not, the idea of playing a role is universal. In essence, this is exactly what RPing is all about – just playing a role. You even potentially have a whole board as an audience! Of course, there are several key differences between an online RPG and your high school drama club, but essentially the idea is the same. Both here and in drama class you are presented with a character you must convincingly portray and develop. To do this, in both situations, you need to be able to get inside your character’s head and really understand what’s going on in there.

In this particular game, you get to play the role of a character of your own creation, and take them almost anywhere you want. Now, I know that’s all very well and good to say, but I can already hear the cries: exactly how do you do that? How do you take on the role of an unknown fictional character and portray it successfully to people who may live on the other side of the world? Fortunately for us, this is not drama class and we have keyboards. The following guide will take you through the basic steps of how to let your character loose in WWD without you even having to do any embarrassing drama warm ups.

Step One
Sussing out your victim character

Before you can even think about how to write an in-character post, you need to know who (or what) that character is. Better quality role-playing often goes hand-in-hand with having a well thought-out character, and a thorough knowledge of exactly who that character is.

When you are creating your character, keep in mind that you will have to play this person for an extended period of time, so it’s a good idea to throw in some quirks, interesting notes, or twists. While it’s easy to just create a bog-standard ‘good guy’ who’s good-looking, friendly and happy, it can get fairly dull fairly fast. Remember, no one is perfect, and often perfect is boring to play. Interesting characters can also lead to interesting situations and issues, providing a wealth of opportunity for storylines and development.

However, having an interesting character is only part of it. You can have the most fascinating and well developed character ever, but if you don’t understand that character properly you won’t be able to play them as well as you could. This is just the same in drama class – you need to be able to get inside your character’s head. While this character is of your own creation, you will have created them a certain way. You can’t create a character whose modus operandi is sarcasm and then barely use it in practice. Think about how annoying it is in a book or tv show when a character behaves totally out of character. Similarly, your character’s history, like any person’s history, is what has made them who they are. If they have always been abandoned by those they love, they might be much more hesitant about forming attachments now. It’s tempting to let your own personality slip into your character’s posts sometimes, but if your character is totally different to you then you have to be aware of that. Make sure you know your character inside and out, and that their reactions and actions are appropriate for them.

Step Two
The communication barrier: language and structure

Language and structure for RP posts can make or break a post. As you’ve probably noticed, this board does not particularly tolerate any forms of communication except full sentences. If you write here like preteens write text messages you will most likely be driven away. You’re here to tell a story, to write creatively, not to use as few keystrokes as possible. In this world, deportment matters, and online, deportment is all about language, structure (and formatting, but we’ll come back to that).

When writing a post, think of it like a piece of writing for English class. To get a good mark you not only have to come up with a good idea, you have to be able to clearly and effectively express it. It’s no use being brilliant if you can’t get anyone to see it. Spelling, punctuation, grammar and, to a certain degree, choice of words, all matter in role-playing. If you write a post filled with grammatical errors, misspelt words and/or poor punctuation your reader is more likely to get frustrated trying to understand you than be blown away by your prodigious writing skill. Another common problem is the use of tenses. You can pick whichever tense you like (past is most common and easy to use) but make sure you stick to what you’ve chosen. Also, you are generally expected to write in third person (he/she) and not first person (I) or second person (you). This is fairly standard and pretty much no one deviates from this.

Obviously, everyone makes mistakes, so the biggest tip here is to proof read your posts. You’re not writing a 3000 word essay, just a single post, so it’s not like this is some monumental task. Those extra few minutes to check for language errors can really improve a post. If English isn’t your first language, or your strong suit, try writing your posts in a program like Word (which will help pick up most errors, but not all) and/or ask a friend to give your work a quick read before you post. Writing your posts in Word before you submit them will also save you the inevitable heartbreak the day your internet browser freezes and you lose your post! Trust me, this is a most painful experience.

Structure can also play into this. RP posts in this game are (mostly) structured chronologically. If your post doesn’t follow the timeline logically, or if your prose jumps around between topics like fleas on hot coal, then your work will suffer for it. Especially in responding to the timeline it’s important to make sure you’re responding in order and being clear as to when the events of your post are taking place in comparison to events other people have posted. If someone posts that their character hands your character a plate, then asks if you need a fork, and you respond to their question before reacting to the plate transfer you will confuse everyone around you. When you’re fighting, the timeline is especially important. Particularly in a tournament, where every detail matters, if you mess with the timeline you’ll not only lose yourself points but run the risk of your opponent’s head splitting open in annoyance and frustration.


Step Three
Formatting tips and techniques

Formatting is very important, as mentioned before, in making your post clear and understandable. Here I will detail the standard practices and techniques, though of course these are not necessarily set in stone. Some people like to customise them slightly, which is perfectly fine (as long as the posts are still clear).

Posts are generally written much like scenes in a novel. The bulk of the text is contained in logical paragraphs (not a single huge chunk of writing), and includes everything from thoughts to actions to description (though bear in mind that thoughts are often put in italics to make it clear they are internal musings).

Things can get a bit trickier when it comes to speech. Speech should always be contained in the appropriate punctuation (enclosed in “ ”s, with commas and capital letters in the appropriate places). Some people choose to place any line of speech on it’s own line, others like to incorporate it into the main text. Whichever you choose is fine, as long as it’s clear. Of those who choose to put speech a new line, some like to denote who the speech is directed to before the actual speech (ie, Kate: “Where do you think you’re going?” or All: “Ok, what the hell is going on?!”). This is an effective way to make it clear who the speech is aimed at. Most people who include speech in the main text make this distinction by the words around the speech (ie, Sarah glared at Kate. “Where do you think you’re going?”).

The above clearly only applies to speech said by your character. Generally speech said by others is not included in your own posts, and is usually only referred to in your own posts by way of brief description or in your character’s thoughts. But sometimes it makes sense to include the actual speech word-for-word to make the timeline clear. If there has been several sections of speech in the previous person’s post directed at you which you need to respond to in order, or merely that a lot has happened between two sections of speech, it can be useful to include the other person’s speech in your post directly before your response. This should be done by putting the speech on it’s own line, in “ ”s, and in bold so it’s clear that it is a quote and not your own character’s words.

Also note that if you include anything in your post which is out of character, you must precede it with OOC: and post BIC: afterwards so that it’s clear what is you, and what is in the game.


Step Four
Taking the plunge in an IC world

The last step in creating an RP post is actually writing it. This is the part most like writing a piece of creative fiction for school. Some of the most important elements are the descriptive elements. This includes everything from your environment, your character’s physical being, your character’s thoughts and emotions etc.

If you visualise your character’s surroundings and add in a few details in your posts, it will make your character’s position much clearer (which can be a huge help in a fight) and add nice detail to your posts. Adding a few details about your character’s physical being (eg outfit) can also add to your post. However beware of adding too much description. Posts which are overly descriptive can get boring waiting for the juicy parts. Also, super long posts tend to discourage readers. Try and find a nice balance between description and action. If you’re unsure, browse around other IC threads and see how other members handle the balance.

Keeping your posts realistic is also highly important in character development threads, entertainment threads and fight threads alike. In non-fighting threads, keeping up realism adds integrity to your posts and makes them more enjoyable and understandable. Non-fight threads also require realism in reaction to other characters and events. If another character provokes yours, your character is likely to respond in some manner! Realism in fights is also especially important. Characters are also not superheroes or invincible – if your character has taken a beating, they will feel pain.

But most importantly, don’t let your posts get so streamlined they forget to take a second to smell the roses. Even in fights your character should be able to shine through. You character is not a robot - they are a person. Treat them and play them as such.

So, you’ve got a character, you’ve seen the scary inside of their head, you know how to write a post and you’re ready to go. From here it’s all up to you. Let your imagination run free and see what high jinx you can get them into. Remember, every post you write is another bit of practice helping you hone and develop your RP sills.

Tipsy Kitty
04-09-2008, 12:38 PM
Chapter Four

Rule FAQs

Let’s face it: we all get confused. True, some more than others, but in essence we are a chaotic lot, highly susceptible to making silly and unnecessary mistakes. In some ways this is because many of us, in our valiant efforts to correctly remember and abide by a particular rule, often tend to think in circles and confuse ourselves even more. In an effort to stem this behaviour (often resulting in headaches and frustration) I have neatly provided clarifications on those rules most often confused in one convenient place so you’ll always know where to look.

Picking New Powers

As can be seen in the FGB Powertables, there are six trainee power choices, and upon joining you've chosen one of them. When you get promoted, you are allowed to pick two new powers - 1 ring and 1 base power (from your new level), or 2 of either ring/base powers. Picking a ring power allows you to pick any of the normal or Zodiac rings (though not the bonus rings unless you are also awarded a bonus). Base powers are the powers associated with each level (ie TK at trainee, C at level 1 etc). If you decide to pick one or two base powers upon promotion, you may only choose powers from your new level. For example, if Judy gets promoted to level 1 and chose TK as her trainee power, she may choose ONE of the following options:
2 ring powers
1 ring power and 1 of any of the level 1 base powers (C, DoP, MR, BA, MS, Phasing) power list
2 base powers from the level 1 power lists.

If you choose two rings, the first ring you list will fill the 'base' spot, meaning that you cannot use that power in the WWD until you pass that level. You may get the other ring approved for WWD use though. Ditto if you choose two base powers - the second power will fill the 'ring' position and can be approved for WWD use. If you are unsure, check the rosters, and/or ask a guide.

Switching Powers & Restarting

While under normal circumstances you may not switch any of your powers, there are four exceptions.
Occasionally, there may be a power switching tournament. If you win one of those, you will be allowed to switch one or more of your powers.
When you restart a level, you get to choose that level's powers again (but if it's above Trainee, you have to keep the rest of the powers below that level). You will have to go through the whole training and promotion system once again from scratch. You're only allowed to restart once per six months to Trainee or Level 3, or restart once per twelve months to a specific level other than those two. Regardless of what you choose, six months will need to have passed between your restarts.
You can take a power switching mission, which you can do once every four months. This is quite a lengthy process and may take some time, but is worth it if you're just looking to switch out one or two powers in your entire scope. Read the Power Switching FAQ (http://www.midnight-shadows.org/showthread.php?t=8139) for information on how the system works.
Lastly, if a power in your scope is changed drastically, you will be given a two week window in which to change that power. When a power is altered, the announcement will say whether or not the Guides deemed it changed enough to allow switching. If it is allowed, within two weeks of the change, you must post in the roster update thread (found in Ancient Scrolls) and request your change. If you have posted a total leave of absence and are away completely (ie no internet because of connection problems/holiday/serious illness) when the change is posted and during the entire 2 week period, you may PM one of the Guides and request a change. If the Guides accept the circumstances as to why you missed the 2 week period, you will be granted that change. You may only change once, so choose wisely. Your changed power requires a successful Power Mission to be used in the WWD unless it is the base-power of your current level (all other base powers require approval for use in WWD).
Ie, if you are a level 2 with TK, PA, C, Hydro, EG and Phasing, and you switch EG, you do not need to complete a Power Mission, but you do need to amass a good number of practice posts with that new power for promotion. If you switched any other power, though, you would.

Physical Counting Towards Quota
The attack quota is a magical one. Hence why physical does not take up anything when added into magical. This allows for lower levels to combine physical and magical.
The limit for physical is as follows: It is one fluid motion with a combo of two moves at max. So this means, a kick and a punch, a double kick, a headbutt and a push ... etc. Anything that fits into the "fluid motion" description. The two moves limit is to account for reaction time. The opponent is likely to cut into the physical attack by the first move but latest by the second as of standards of this game.

Summons
All summon powers exist in a "dimensional pocket" so to speak. This means that they are entities existing outside the normal time and space continuum. So a split, a clone, a zombie (and any other power that fills the 2vs1 quota) always exist outside the original's time and place.
This means that all it takes to create a summon is to call them forth. Hence why calling a summon even for 6 posts takes only 1 off your quota.
All injuries are retained on a "per power level". This means all splits share a body. All clones share a body. All zombies share a body, etc. So a split could be badly hurt but the zombie called next is fine, and later again if a split is called, it will have the original split’s injuries, but not the zombie’s.
The summon is eligible to be healed by a level 7 but healing takes up one of the healing the original has at their disposal.
If a summon is allowed to be killed (by accepting attack, whatever) they cannot be brought back for the thread at hand. Everywhere else they are fine to go or be called out.
A summon can be dismissed at any time. This is the advantage of the summon powers. The player can save their summons by dismissing them early. Recalling them will take up 1 of their quota again.

1vs2 complements 2vs1
1vs2 complements 2vs1.
This means that one person can only be attacked by 2 people before replying, and it makes sure a person can only attack two people at a time too. (This does not affect the 24 hour rule)
The exception here is arena wide attacks that affect the environment (such as Weather-based attacks, Reality warping [more to be added]). A member has to accept the effects of these even if they were attacked by two opponents prior to it.
Every other arena wide attack will be edited to account for the following. The attack can be focussed on any two people within level range.

Clarification on offence/defence, specifically concerning second entities

Offence: Acting on your own or anyone else's behalf, where actions directly influence an opponent or their attack (when not being directed at you)
Defence: Acting on your own behalf to an attack directed towards you.
This means a clone defending its original without the clone actually being attacked will count towards the offence of the clone.

Tipsy Kitty
04-09-2008, 12:39 PM
Chapter Five

Fighting Tips

Fighting is a major aspect of this game. Technically, it is the underlying reason for the game at all – the epic battle between good and evil, though in reality a great emphasis is put on character interaction and development. Nevertheless, fighting is an important part of the game. Just as you will not get promoted without sufficient character work, you will not get promoted without sufficient fighting, both within the FGB and in the general WWD forums.

Whether you are new to fighting, in search of a refresher course, completely stuck for ideas, or just plain lazy (it’s a wonder you’ve read this far if you’re that lazy, really), this chapter will provide an explanation of combos, and several fighting tips and techniques to jump-start your imagination.

Combos

Before we get to fighting tips, however, an important part of fighting in this game is understanding your ability to produce combos. Combos (from the word ‘combinations’) are attacks or defences which utilise two or more powers at once, one or more powers in combination with a physical move, or two physical moves. In tournaments, it is recommended to attempt combos as often as possible as they will be awarded more points. While they may sound simple, there are some fairly strict rules governing the use of combos. Once you get some practice you will develop an innate feel for what is and isn’t a combo. When you are still learning, don’t worry about making mistakes – we all do. If you have thought up a combo, but are unsure if it is valid, ask a Guide/Guardian/Motc/CT or, if you are in a hurry, another experienced member.

A combo must be a SINGLE attack/defence. For instance, if I throw a knife at your leg from a distance, then run towards you and create a pit of quicksand below you, that’s not a combo – it’s an invalid move because it is actually two distinct attacks. For a combo to be a single attack, every part of it must happen at the same time, and/or two or more aspects must be literally combined at once (ie an electrified water ball), and/or the aspects must follow logically on from each other and occur without pause or hesitation between them (ie, creating the quicksand to trap the opponent so they will find it harder to escape the fire column you then create around them).


Be aware of your quota limits. If you are a level 3 that means your combo can use a maximum of three magical elements – ie, you can create one electrified water ball and telekinetically throw your opponent towards it, but you CANNOT create TWO electrified water balls (as that would be two counts of hydro + two counts of an electrical power). Physical moves do not count towards your magical quota, although in the interests of being fair and sportsman like, higher levels are encouraged to deduct one quota point per physical aspect.


In accordance with the above point, only players level 2+ may combine more than one magical power to create a combo. Anyone at any level may combine a magical power and a physical move for a combo.


Combos which consist of two physical moves must combine to form a smooth, continuous movement, for instance you could grab your opponent’s shoulders and try to roughly force them forwards and down to the ground, then bring up your knee and attempt to connect with their face. There is a limit in physical combos of two physical actions because anything more is highly likely to be unrealistic with regards to timing. Furthermore, your opponent is more likely to be able to interrupt your flow the longer and more convoluted your combo is, so the shorter and faster the better.


Other pertinent rules and tips may be added here.


General Fighting Tips and Techniques

Utilising your (perhaps newfound) understanding of combos, you will be able to create better and more creative attacks and defences in any fight. So, without further ado, here is that list which I just know you’ve been waiting for this entire chapter.

First and foremost, be aware of what’s going on around your character. If you’ve just been attacked, formulate your reaction/defence and allow your attack to flow smoothly along after. For instance, if your reaction/defence involves running, think about how your character would be able to use their skills while on the move. Is there some way you can use that running to your advantage? Also, do not forget to be aware of arena-wide attacks. If someone before you has created a flood lasting 3 posts, react to it! Maybe you can use it to your advantage, too.


Similarly, what is your opponent doing? Sometimes it is possible to use your opponent’s situation against them. For instance, are they moving swiftly straight at you? Can you create some kind of solid blockade in front of them to not only protect yourself but cause them injury if they are unable to avoid collision? Or, are they standing under something which, if damaged or broken, could crash onto them? Be creative – don’t just continue to literally throw stuff at them.


Try to describe your actions specifically. Don’t just say that your character flings a knife at another character. What kind of knife is it? Have you imbued it with any magical boosters (ie heat, electricity)? How did you throw it? What is your opponent doing while you’re carrying out this attack? Where exactly on your opponent are you aiming for? To a certain level, the more specific you are, the harder it will be for your opponent to escape unharmed. However, make sure you play fair. It is very rare to be able to realistically create a situation which is completely impossible for your opponent to effectively defend against in some way, not to mention unsportsmanlike. Also be careful not to god-mod. You cannot state what your opponent will do or how your attack will affect them, merely how it might affect them if successful.


If possible, try teaming up with another player. Working as a team will not only sway the odds in your favour but will provide you with backup, a whole other set of powers, and a whole extra attack/defence quota. Make sure, though, that you are not exceeding the 2v1 rule.


If you find yourself alone against two opponents, why not try using their own attacks against each other? In a realistic fight, your character is unlikely to have the time or energy to consistently keep up with two other people. Sending one opponent’s attack towards the other, for instance, will save you time and energy.


Never forget your surroundings. What is the fight’s setting? Is there anything in your environment that your character can use to aid their attack or defence? Think big and small with this – can you manipulate the physical properties of a part of your environment to the detriment of your opponent, or are there objects you can use to boost your attack? Settings are often designed to contain potentially useful environments, so keep your mind on that at all times.


If you have any tips or techniques, why not suggest their addition here to a Guide? Keep in mind that these tips should be about actual fighting, not different moves you can make with specific powers. Those should go in the Power Guides.

Tipsy Kitty
04-09-2008, 12:41 PM
Chapter Six

Power Guides

It’s horrible, that feeling of complete and utter blankness in trying to think up a way to use your powers. You can sit there, staring at the screen, entirely unsure as to what to do next. This frustrating situation can arise in several different ways. Perhaps you’re new to these powers and are at a bit of a loss as to how best to use them. Perhaps your brain has simply switched off for the day and refuses to restart. Perhaps you’re just plain lazy. Or, more dreaded, perhaps you’ve reached that time, which comes in every RPer’s life, where you simply lose the plot your inspiration. This risk is especially high if you’ve been using the same powers for a long time and have got yourself into a bit of a rut. Getting stuck in a rut, while not recommended, is not uncommon.

If you find yourself in such an unfortunate situation you may have come to the right place. Below you will find tips and technique suggestions for some of the more widely used powers. Though I firmly believe that too much thinking is dangerous and unhealthy, try not to simply rip off the following ideas. If you’re that lazy, how can you muster the energy to even read this sentence? Instead, try using these suggestions and tips as a base from which to add your own individual flavour.

Powers are listed below in alphabetical order (because it’s neat and easy).

Power name here
This is a template format for power guides. In the spirit of Powerpoint I’ll fill this space with random text so that the general picture of what the template will look like can be clear.
Clearly, the power name goes in the above bold and colour tags.
Insert the actual power guide here.
A good suggested way to structure a power guide is to begin with a very short introductory paragraph summarising the power’s abilities – optimally one sentence.
Especially if this is a base power, there is no need for much detail (as the detail for bases is in Chapter Two: Selecting Powers).
These dot points should then contain any tips and techniques pertinent to the power.
Tips and techniques can include useful, effective and efficient ways to combine the power with other powers.
Power guides may also contain cautionary warnings – what not to do – but this should be limited.
Author's name

Power name here
This is a template format for power guides. In the spirit of Powerpoint I’ll fill this space with random text so that the general picture of what the template will look like can be clear.
Clearly, the power name goes in the above bold and colour tags.
Insert the actual power guide here.
A good suggested way to structure a power guide is to begin with a very short introductory paragraph summarising the power’s abilities – optimally one sentence.
Especially if this is a base power, there is no need for much detail (as the detail for bases is in Chapter Two: Selecting Powers).
These dot points should then contain any tips and techniques pertinent to the power.
Tips and techniques can include useful, effective and efficient ways to combine the power with other powers.
Power guides may also contain cautionary warnings – what not to do – but this should be limited.
Author's name

Tipsy Kitty
04-09-2008, 12:44 PM
Chapter Seven

Hall of Fame

Come on, admit it: you love glory. Just imagine your name up there in the shining lights for all to see, the opportunity to go down in infamy. Who wouldn’t want that? Or, at least, a little recognition (for the oh-so-modest among you). What’s a competition without a little incentive? Sure, some have prizes, but none is as indelible as an entry in the FGB Hall of Fame. Thus, observe the aforementioned shining lights below.

FGB Challenge 2003

Etude



Halloween Scary Skit Contest Oct 2003

First Place: Unseen Beauty and Titus
Second Place: Infectious Sorrow, AmarisyFuller, Atropos and Taskinlude
Third Place: Bewitched and Seaside Mist



Halloween Costume Contest Oct 2003

First Place: myst
Second Place: Deja Vu
Third Place: Omission



FGB Writing Contest Nov 2003

First Place: Evergreen
Second Place: Titus



FGB: The Gauntlet Jan 2004

Group 11: Relentless, Dispiacere & Unseen Beauty



Heartbreaker's Tournament Feb 2004

Girls: Starbuck, Callistra, Nefertiti & Omission



FGB Motto Contest Feb 2004

Crimson



Lucky FGB'er Contest Mar 2004

First Place: Wanderlust
Second Place: Bermuda
Third Place: Unseen Beauty



St. Patrick's Day Tournament Mar 2004

Syren, Amaryllis, Da B!tch & Serenity



Love Potion Contest Winners 2004

First Place: Nefertiti
Second Place: Oblivious
Third Place: Amaryllis



Equinox Tournament Jun 2004

Callistra, Serenity, Funny Girl & white light



FGB: The Gauntlet 2 Oct 2004

Group 23: Pretty Reckless, Nefertiti & Controversy



Group Mission Wannabe Nov 2004

First Place: Cherry Blue Skies
Second Place: Hero
Third Place: Nefertiti



The Ring Feb 2005

First Place: Titus & Oblivious (Facial Reconstruction)
Second Place: Requiem (Cyber)
Third Place: Kamikaze (Scope)



Summer Physical Tournament Aug 2005

Virtue & Six



Royal Flush Tournament Nov 2005

Ace of Spades: Drunk Puppy - Givenchy
King of Spades: Obsidian - Drown The Demon
Queen of Spades: Fall From Grace - Inoxydable
Jack of Spades: Sexcapade - Cardinal Sin
Ten of Spades: Alyssa Milano - Illuminance



FGB: The Gauntlet 3 May 2006

Forgotten Illuminati Coven:
Elixir, Relentless & Tipsy Kitty



Royal Flush Tournament #2 Aug 2006

Ace of Spades: Pretty Reckless - Givenchy
King of Spades: Cardinal Sin - Sexcapade
Queen of Spades: Starry Heavens - Aphrodisiac
Jack of Spades: Kujo - Dr Jellybean
Ten of Spades: Tipsy Kitty - Harmonic



Magical Tournament Sept 2006

Tipsy Kitty & ~Senescence~



Witch Wars Dec 2006

Nefertiti



Les Meilleurs 2007

First Place: Kissing Crimson
Second Place: Drown The Demon
Third Place: Nefertiti



The Quintwizard Tournament Aug 2007

Winning Representatives:
Silver Rose Coven: ~Senescence~
Crescent Moon Coven: Six Degrees
Coven of Divine Evenings: Constriction
Coven of Eternal Shadows: Aphrodisia
Ethereal Coven: Lanvin



FGB: The Gauntlet 4 Feb-May 2008

First Place: Crescent Moon Coven #1: Six Degrees, Tipsy Kitty & Dr Jellybean
Second Place: Wildcard #2: Death Note, Solstice & Relentless
Third Place: Ethereal Coven #1: Givenchy & Vingt-Trois
Fourth Place: Crescent Moon Coven #2: Drunk Puppy & Elixir



WWD Tournament Dec 2010-Feb 2011

First Place: Sobriquet & Elixir



FGB: The Gauntlet 5 Feb-April 2011

First Place: Calan Beltane #2: Nefertiti, Hellion & Navy Taxi
Second Place: Ethereal Reveries #2: Nefertiti, Sobriquet & Tigerlily
Third Place: Tempus Aeternus #1: ~Senescence~, Elixir & Tigerlily

Tipsy Kitty
04-09-2008, 12:45 PM
Appendix B

Glossary

They say ignorance is bliss. In fact, ‘they’ say a lot, and often what ‘they’ say is loaded with jargon and random words and phrases you swear you’ve never heard before. Ignorance in conversation is not bliss, I know. We’ve all had that moment when some know-it-all spits out some phrase and looks at you like, ‘What, don’t you know what that means? God, you poor, ignorant fool.’ Of course, when this happens face-to-face you can’t quietly slip off to enlighten yourself as to the phrase’s meaning, but thankfully, this place is not face-to-face. Now you can freely converse with any know-it-all at any time of day knowing this trusty glossary of terms is ready to back you up at any moment so you can pretend you knew the meaning all along. Who knows, maybe you’ll find something in here to stump the know-it-all!

ADA - The ADA, otherwise known as The Academy of Demonic Arts, is FGB’s life-long rival.
Approved power – An approved power may be used anywhere in the WWD.
Base power – Formally known as level powers, base powers are the first power listed for each level, including your trainee power. They may not be used in the WWD general forums until you reach the next level.
BIC - Standing for Back in Character, this phrase is most commonly used whenever you make a post for your character but also want to say something yourself, such as asking a question for whoever you are RPing with, providing an explanation for something etc. Once you’ve written whatever you want to say which is not in character you write ‘BIC’ so everyone knows what parts of your posts are part of the game, and what parts are you.
Bonus power - The bonus powers can be found on the second page of the PTs and are awarded by the Guides to members who have shown, among other things, skill and dedication. They are for FGB use only.
Bonus weapon - All available bonus weapons are listed on the second page of the PTs. A bonus weapon may be awarded to a member deemed appropriate by the Guides, and may only be used within the FGB.
BoS – BoS refers to FGB’s Book of Shadows, located in Ancient Scrolls. It details all spells available to FGB members at each level.
Christmas Premonition – The Christmas Premonition thread is a yearly tradition which generally operates through the month of December, and allows each member to (in that thread only) play their character as one level higher than normal (including the use of those two extra powers).
Combo – A combo is an attack or defence which uses more than one source of power, be it multiple powers, or a combination of physical/physical or physical/magical. See Chapter Five: Fighting Tips for a more detailed explanation.
Conclave – Another name for a Guide’s office.
Coven – Coven does not refer to which side your character is on (ADA or FGB) but rather to which group within the FGB you belong. Each Guide runs their own coven. Covens are like your character’s family. Switching covens is possible, but you must have a very good reason. The Guides reserve the right to deny entry into any coven.
CM – Combat Master (CM) is the title a Guide takes when involved in helping the CTs. Every Guide is automatically a CM, and all large decisions made by CTs must be passed by the CMs.
CT – A CT (Combat Trainer) is responsible for helping run Divine Crusades. This can involve monitoring fight threads; planning, running and judging tournaments; and matching up members looking for Grudge Matches.
Custom power – Members who have reached level 6 or 7, whichever comes first, may create their own power. This power may not be used by anyone else and cannot be copied by any other power (ie mimic, split, PA etc). Custom powers must be approved by the Guides and Warlords before they may be used.
Dark Elder – Dark Elders (DEs) are the ADA equivalent of FGB’s Guardians.
Employee Lounge, The – Another name for The Sentinels. The Sentinels forum was once called the Employee Lounge (EL) but old habits die hard and the name continues to linger.
Faction – When the FGB did away with Groups, each Guide created their own coven (yes, this was the birth of covens as we know them). At this time each Guide had so many students that they were split into factions within the covens. As numbers dropped, the factions were merged, creating the system we have today.
FGB - The FGB, otherwise known as The Forces of Good, is us. If you’ve got to here and haven’t worked that out yet you may need a touch more study. If you’re wondering about the missing ‘B’ in the expanded version of the name, it’s a silent ‘B’. (Historically, this side was known as The Forces of Good on the Boards. The name was officially changed in 2006 to reflect growing opinion that it should not contain any out of character references. Many suggestions were made to replace the ‘B’ word, but in the end it just became silent. Alternatively, FGB can stand for facultas gigno benevolentia (the power to bring forth benevolence) though this name is not commonly used.)
FiF - The FGB in Focus was the (generally) monthly newsletter created to highlight events and news within the FGB, also including games, interviews, quizzes and more. The FiF ran for many years under the watchful eye of many an editor but was merged with the ADA version to create a WWD wide paper in 2008.
Gauntlet, The – The Gauntlet (TG) is a semi-regular intercoven tournament. It is generally one of the biggest and most tiring tournaments run, pitting the covens against each other. The original Gauntlet tournament, which began in late 2003 and concluded in January 2004, was pre-covens and merely pitted the students of different Guides against each other.
Group – There have been two types of Groups in FGB’s history. Before covens were around, each Guide’s students were split into numbered Groups. At this time, each of the five Guides had five groups of around 7-10 members. Later, inactive people were removed and the groups were condensed to around 20 in total. In 2004, Groups were done away with entirely and covens and factions were devised. The other type of Group in FGB’s past are the FGB Groups. FGB has seen many different FGB groups come and go, each consisting of a varying number of members. FGB Groups were designed to organise members to fight ADA, train together, and socialise. Membership was sometimes open, but mostly by invitation only. Members could create new Groups by submitting an application to the Guides for approval. Since their inception, however, FGB Groups had a problem with rapidly becoming inactive, and were thus removed from the system entirely several years ago.
Guardian - A Guardian is a member who has reached level 6 and has access to The Hollow. A member can become a Guardian in one of two ways: by stepping down from the position of Guide, or by climbing through the levels to level 6 and being invited into the Guides’ Lounge by the current Guides. Guardians assist the Guides behind the scenes, though do not generally have an official vote when decisions are being made. They may also assist and offer advice/opinions on the running of the game in The Hollow.
Guardians of Hell – This secret forum is the ADA equivalent of FGB’s The Sentinels.
Guide - A Guide is a level 7 member of the FGB. Guides assist in the training of members, the running of FGB and, working with representatives of the ADA, the game as a whole. Guides are elected by the current Guides and the members in two stages. First, members submit a vote for one or more eligible members to one of the current Guides. These votes are tallied in the GL to create a ‘Top 5’. Secondly, the current Guides choose one of the Top 5 to become the new Guide (note: this process is subject to customisation according to the context of the election). Generally, elections occur when an existing Guide steps down, however depending on many factors an election may not take place until a few months later or not at all.
Guides’ Lounge, The - Often called the GL, the Guides’ Lounge is a secret forum within The Hollow where all the behind the scenes work and planning takes place to help run the FGB.
Hollow, The - The Hollow, often shortened to TH, is a secret forum where the leaders of each side plan and work at running the game as a whole.
Liaisons, The – This secret forum operates in the same way as FGB’s The Sentinels, but for WWD-specific employees.
MotC - A MotC (Master of the Craft) is a skilled and experienced member who has climbed through the levels to reach level 6. Motcs do not have TH/GL access.
OOC - Standing for Out of Character, this phrase is most commonly used whenever you make a post for your character but also want to say something yourself, such as updating level/power details, greeting a newcomer to a thread etc. You would write ‘OOC’ before your out of character comments, and follow them with ‘BIC’.
PM - PM is a tricky acronym, to be sure. There are two common meanings for this term: Power Mission and Private Message. You’ll have to use common sense and logical analysis of context of use to determine which meaning is appropriate. Power Missions are one-post missions which members may sign up for to practice their magical/physical skills. Private Messages are exactly what they sound like and a function of the board in general not specifically related to this game.
PMA – A PMA (Power Mission Approver) is involved in running the Power Missions training system. PMAs are primarily responsible for evaluating approval missions, thereby having the power to approve ring powers (or equivalent). They may also assign missions, and evaluate non-approval missions if a PMT has not done so in a certain time. Guides and Guardians may also step into this role if no official PMA is available to evaluate an approval mission.
PMT – A PMT (Power Mission Trainer) is involved in running the Power Missions training system. PMTs also assign Power Missions to members who request them and evaluate non-approval missions.
Power quota – Your power quota is the amount of power uses you have per attack and defence per post. You will have a quota for your attack (a new one per opponent), and a separate quota for a defence (also separate quotas per opponent). Your quota is the same as your level number, with trainees having a quota of 1. For example, a level 3 can use 3 counts of magic in their attack against their opponent (eg throwing three fireballs). If you use a combo, your combo cannot exceed your quota.
Power scope - Your power scope is your collection of powers including base powers, rings, and any custom or bonus powers/weapons you may have.
PT - Standing for Power Tables, the PTs are where you’ll find information and usage rules for every power available in the FGB.
Quota – Quota can be a shortened version of the phrase ‘power quota’.
Ring power – A ring power is the second power you choose upon promotion to each new level. Ring powers are initially unapproved but by completing a power mission you may get them approved for general WWD use.
RPG - Standing for Role-playing game, that’s exactly what this game is. The title is fairly self-explanatory – you create a character and play that character according to the rules of the game.
RP-ing - Verb. RP-ing means to be role-playing.
Sentinels, The – A secret forum within the FGB where FGB employees can plan events and generally complete their work. Sometimes referred to as the Employee Lounge.
Stepping down – To step down means to remove yourself from a job within the FGB. Most commonly the phrase refers to a Guide deciding to relinquish their position, but has been known to be occasionally used when a member quits a job.
Unapproved power – An unapproved power may not be used in the WWD. In this sense, WWD is referring to the general areas where both sides may post. Unapproved powers may thus only be used in the FGB until they are approved (by promotion for base powers or by a successful power mission for ring powers).
Warlord – The Warlords are the ADA equivalent of the Guides.
WWD - Standing for Wrestling With Demons, it is the name of this game as a whole.


If you have any suggestions for terms to be added to the Glossary, don’t hesitate to let a Guide or Guardian know.