[@Andreyich] [center][h1][color=gold]UPDATES[/color][/h1][/center] I wrote out a quick key points resource about Refuge. This is all of I could think of being immediately important for now, and I've pretty much got the basics I feel. You are MORE than welcome to help me expand this with ideas. I will notify you of any updates and additions. You can find it under "Player Resources". I know it's an eyesore, I'll make it better someday. I'm just trying to get the IC out. Also, writing the IC Now. [hider=Refuge Key Points][color=linen] [color=lightgreen]•Security[/color][list] [*]12 foot high perimeter scrap-Wall.[list] [*]Patrolled continuously. [*]Pointy edges. [*]Single Entry flanked by guard towers. [*]Guard towers on the ends of the wall.[/list] [*]Streets patrolled by two-man units.[list] [*]Patrol doubled at night. [*]Beaches are patrolled to a lesser extent to watch for incoming watercraft.[/list] [*]Strategic assets under constant guard. [*]Civilians and non-combat personel are permitted small firearms within the wall.[list] [*]Other weapons such as shotguns, rifles, and automatics must be signed out at the armory in the Command Center. [*]No regulation on melee weapons.[/list] [*]Noise Curfew from 7 p.m. until 6 a.m.[list] [*] Things such as screaming, yelling, gunfire, loud work, and etc. during the night are subject to punishment, even up to exile. [*] The mayor states Refuge has a zero tolerance policy for breaking curfew as it puts everybody in extreme danger.[/list] [*]Vehicles are restricted for official use, especially combat personnel and security forces.[list] [*]Watercraft are not restricted, but are closely monitored. [*]Watercraft are kept at a group of piers near the Browns Point Lighthouse. [*]Watercraft are under constant watch, and sailors must sign-out and sign-in when coming or going. [*]Luggage and cargo are checked to ensure the safety of Refuge.[/list][/list] [color=lightgreen]•Supplies and Resources[/color][list] [*]Those who work eat using a system of meal tickets[list] [*]Meal tickets can be traded and are not exclusive to a single person [*]Meal tickets use a complex bar-code algorithm [*]One meal ticket equals one rationed meal [*]Skilled laborers earn more meal tickets, menial laborers earn [u]at least[/u] 3 per day, usually more.[/list] [*]Personal businesses are allowed, but must be permitted through the Head of Expansion and Housing [*]Businesses keep track of work done through logs, which are submitted at the end of the day. [*]Can be turned in at the Command Center, or at Trader's Field to Expansion and Housing reps. [*]No official currency, though the denizens of Refuge have adopted meal tickets as "the new dollar". [*]Refuge utilizes the system of "Trade and Barter"[list] [*]Refuge employs scavengers, but will also trade for goods and materials from other groups and collectors. [*]Refuge will not take what you've earned or found "For the good of the people", but will trade for it. [/list] [*]Refuge is a capitalistic society, businesses are privately owned. [*]Refuge uses menial laborers to break down complex items into raw materials.[list] [*]These workers are called Recylcers[/list][/list] [color=lightgreen]•Population and Expansion[/color][list] [*] Entrants are Screened before entering Refuge.[list] [*]Lie detectors and a series of questions about a person's past and skills are typical.[/list] [*] Houses are not privately owned, and every bedroom will be filled in every house. [*]Citizens are able to build their own shacks and hovels, as permitted by the Head of Expansion and Housing.[list] [*]Refuge will even loan the materials, but the person(s) will accrue debt.[/list] [*]Trader's Field is self explanatory, it serves are a large market grounds.[list] [*]Space is rented by the Expansion and Housing reps for weekly fees. [*]Renters can pay with meal tickets, valuables, food, raw materials, and etc. [*] E.H. reps will ascertain the value of items offered to pay for renting the space.[/list] [/list] [/color][/hider]