Policy Book

Chapter 1: Search

Search is open to all members of the SeaCraft excluding those titled as Masters and the X1 of the craft. Stand-Onlys are subjected to the same terms as those who apply to Impress.

Staff: Search is not denied to staff members, but it is required that before a person is to become staff, that they inform the craft leadership beforehand. It is the Craft leadership's preogative to deny a staff position from this person -but highly doubtful.
J-men: Heavily discouraged, but permitted if given proper explanation that is acceptable to the Craft leadership.
Apprentices: Open.
Residents: Open.

Everyone must have been with the Seacraft at least one Search-cycle and you must inform the Craft leadership, then receive their formal okay to apply. There is no limit to the number of people who can be Searched from the Seacraft, nor Impress.

Chapter 2: Crosscrafting/Associates

CrossCrafter: Due to a public debate and then handed down by the wizen, crosscrafting has been considered a no-no. Therefore, we no longer allow cross-crafting in the Seacraft.

Associate: This is a casual participation with the craft. This person holds no rank nor is required to participate in any/all craft events. Some associates relations would be considered as: partner/dependants/relatives of Seacrafters, Hold Fishermen, Searched/Impressed Crafters, elsecrafters with a passing interest in Seacraft activities (lessons).

Basicly, anyone who comes currently holds a position in a Craft (apprenitce - master) or who holds a position in a Hold or Weyr, would be considered an Associate. Associates cannot have a ship *exceptions are possible but /extremely/ unlikely*. Associates cannot hold any ranking position in the Seacraft either. Associates cannot have any IC leadership postions (x1 or x2).

The highest IC position an associate in the Seacraft can aspire to is 2nd Mate on a ship. Associates who are crafted elsewhere can hold this postion, but still need to have the same requirements as a Seacraft Journeyman.

Chapter 3: Specialties

Apprentice Master: One devoted to teaching and being a mentor towards the Apprentices of the craft.

Navigator/Cartographer: This involves a specialty towards the navigation of ships, weather patterns, ensuring a safe passage through both Threadfall and the typical rigors of sailing. Cartographers work with charting maps.

Fisher: One of the more popular of the Masteries. Fishers work primarily in locating the fish, catching them, and improving upon their art.

ShipBuilder: Becoming a ShipBuilder Master is the involvement in actual shipbuilding and all the sciences about such, always working to create better, more efficient ships of various designs.

ShipCaptain: One who specializes in Captaining the ships of the craft and is well familiar with all different kinds of craft.

Chapter 4: Commands

Not all commands are listed here, but some of the most asked about and common one are. You can find most commands through the usage of or when on one of the ships .

@lib :the library of books available by area.
@make :objects that can be made by specific areas. Ie: the Ships.
@seacraft-activity :Seacraft's personell activity.
@skills :the learned skills of a player.
@mentors/mentees :mentor/mentee relationships.
clist :a list of members, titles, and their posts.
cwho :what members of the Seacraft are currently connected.
rlist :the ranks of all the members of an area.
@cevents :the current planned events of your area.
@area :who is connected within the general locale you are in.

Shipboard Commands
@shipwho :who is on the ship.
stats :statistical reference to the ship's proportions.
scan :looking at the room the ship is currently in.
lookout to :view something in the same room the ship is in.
+open/+close :used to a specific direction to allow movement or reduce remits.
+knock :to knock on a specific entrance in a direction.
+answer as :to respond to a +knock. ie: +answer port as Come in.

Chapter 5: Expectations

These are not the be-all and end-all of what is expected from members, nor is everything mentioned. This is just a guideline.

Apprentices
IC: Day to day duties and chores, Attendance of lessons, Respect to Superiors, Live in assigned dorms or upon a ship.
OOC: Suggestions, Represent the craft at TPs, RP, etc…, Recruit, Assigned a Mentor, Sethome where indicated by staff.

Journeymen
IC: Begin study in a specialty, Interview prospective apprentices, Take and give lessons, became a 1st or
2nd mate on a ship, Respect to Superiors. OOC: Represent craft at TPs, RP, etc…, Recruit, Suggestions/ideas, Log interviews and give the logs to staff.

Masters
IC: Practice specialty, Mentor, Interview, Give lessons, Become Administration/Leader for your given specialty or post.
OOC: Run/Aid in TPs, Recruit, Ideas/Suggestions, Hold interviews and add members to the craft, Become Craft Administraion and Staff, Aid in any day to day running of the craft.

Chapter 6: Promotion to Journeyman Level

**As we are just now beginning this new style of promotion, primary the skill requirements might be subject to change. Don't worry, we'll inform you if they do change.

These are not the be-all and end-all of what is expected from members, nor is everything mentioned. Exceptions are to be determined and accepted/denied by the Craft leadership.

CabinKid to Apprentice
—Turn the age of 13. All CabinKids must be 'fostered' by a ship captain and the number of kids that a captain can foster depends upon the size of the ship.

Probationary Apprentice to Seaman Apprentice
—Accomplishment of at least 1 skill and a noticed improvement in the game's theme and Moo knowledge.

Seaman Apprentice to Able-Bodied Apprentice
—1 skill point in each skill, except for shipwright. There must also be a noted competancy in RP, relations, and craft knowledge.

Able-Bodied to Journeyman
—The skills of Sail, Seamanship, and Navigation all need at least 3 skill points, and a total of 14 skill points are necessary. It is then upon the disgression of the Craft leadership to okay for the starting of a person's Journeyman project: a high competancy in Craft matters and information.

A Journeyman project could be in the form of a small bit of code, a book, lesson plan, or event.

As a Journeyman, you are now okayed to have your own boat, be it a rowboat or a skiff *rowboat with a mast*. This is only 1 room with a small hull. Maybe as long as 2 men, but no more. Ie, keep it simple.

Chapter 7: Promotion to Master Level

**As we are just now beginning this new style of promotion, primary the skill requirements might be subject to change. Don't worry, we'll inform you if they do change.

Journeyman to 2nd Mate
—You need to either approach or be approached by a current ship captain.

2nd Mate to 1st Mate
The move to 1st Mate is solely upon the discretion of the Captain you are mating under. Except for the single requirement that a 1st Mate has a Sail skill large enough to actually sail the ship. Generally, seniority, ability, and initiative are the best quailites in a 1st Mate. Activity is also required. The ship's Captain can demote a person from 1st Mate to 2nd for IC or OOC reasons. ICly, it could be a product of disiplinary actions, health, etc… OOCly could be because of activity, lack of initiative, etc…

Journeyman to Master
There are three main restrictions before being okayed for a Master's project: a minimum of 30 skill points, a minimum of 6 RL months as a Journeyman, and at least 18 IC turns of age. This is where you get to build your ship. You can either do it when you are okayed for your Master project or after you have become a Master. A ship of up to 8 rooms is possible *quota enlargement will be possible if requested and is agreeable*. But a basic outline of what your new ship will look like and be fore must be submitted to the leadership to be okayed for construction.

Once permitted by the Craft leadership, the Journeyman must now submit a Master's project that will relate to their specialty of choice in some way. If there is no defined specialty, then the project can be in more general terms. The project can be in the form of code, but dependant upon the complexity and need, some form of a TP/event might be required. The second choice is a Major TP that chiefly involves the Seacraft at at least 2 other areas that will be held over an extended period of time beyond 2 days. For either option, a general idea much be submitted to the seacraft's leadership. If tentatively okayed, a far more detailed outline is required: once more, pending acceptance. Following the completion of the project, the craft leadership will determine if it is acceptable and merits promotion.

Chapter 8: Skills

There are 7 major skills concerned with the Seacraft: sail, seamanship, navigation, crosscraft, ooc, @make, and shipwright.

sail: This skill is needed to be able to actually sail a ship. They way to get points on this skill to participate in lessons and RP that involve: rowboats, skiffs, sailing, sails and rigging, actuall sailing trips, etc…

seamanship: This skill show just now competant a seaman you are: fishing, trawling, knots, ropes, terms, general info, etc…

navigation: This skill proves how well one is at navigation and Pernese geography. Events involving: geography, weather, tides, charts, astronomy, navigation, symbols, etc…

crosscraft: When one participates in public lessons given by other areas or takes part in events sponsored by different crafts for the express purpose of education: swimming lessons, first aid, flamethrower lessons, weaving rope, etc…

ooc: This is basicly the brownie-point section. If there are lessons in Hell, roleplay or description lessons, these will work here too. But if the leadership asks for people to help with descriptions, guiding new people, and anything else the craft asks for help with in an OOC light.

@make: @make is a skill that is required in order to make a fishing rod or build a ship. You will get 1 skill point after completeing some Seacraft-style RP and keep that solitary skill point until you are able to make your own ship.

shipwright: This skill is required for making a ship. Only those who are prepared to make their skill will get this skill.

Chapter 9: Products

The Seacraft provides a great amount of products besides the usual sailing from place to place. Not only do we fish *which consists of the main portion of our tithe* but we also make the ships that we sail.

Right now, we aren't selling ships for other people to use, unless there is a plausable reason behind it. Boats cost /alot/ of marks, be them a simple rowboat or a skiff. As a loose figure, your average rowboat would cost about 20 marks and that is without the lead plating. A skiff would be at about 4 times that. Lead plating would double if not triple those figures.

We do have a coded Fishing Rod. You need to have taken at least one lesson and recieved an @make skill of 1 to be able to make one. You need to use the command '@make' to be able to make one.

Generic Rod *straight from @make): 1 mark, but you are free to haggle about it and I even prefer that instead you do a trade for something from the one who wishes to buy the rod. If the person wants some embelishments to the rod: more bait or lure messages or a better desc, then you are free to ask for more. It is at your own disgression, but fishing rods over 3 marks is a bit much. Marks should be RPed and not payed the coded way, but it is up to you if you wish to do it that way.

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