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	<id>https://wiki.prn.gg/index.php?action=history&amp;feed=atom&amp;title=Gameplay_Changes_from_WW2RP</id>
	<title>Gameplay Changes from WW2RP - Revision history</title>
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	<updated>2026-10-10T03:52:56Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.prn.gg/index.php?title=Gameplay_Changes_from_WW2RP&amp;diff=1599&amp;oldid=prev</id>
		<title>Slug: 1 revision imported: MITHC Import</title>
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		<updated>2026-10-09T21:54:17Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported: MITHC Import&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:54, 9 October 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
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		<author><name>Slug</name></author>
	</entry>
	<entry>
		<id>https://wiki.prn.gg/index.php?title=Gameplay_Changes_from_WW2RP&amp;diff=1598&amp;oldid=prev</id>
		<title>Slug: /* Main characters and faction conflicts */</title>
		<link rel="alternate" type="text/html" href="https://wiki.prn.gg/index.php?title=Gameplay_Changes_from_WW2RP&amp;diff=1598&amp;oldid=prev"/>
		<updated>2026-10-08T22:10:53Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Main characters and faction conflicts&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;This page covers what has changed from WW2RP and how the new mechanics work.&lt;br /&gt;
&lt;br /&gt;
For other guides, see [[Game Mechanics]] (work in progress).&lt;br /&gt;
&lt;br /&gt;
== Faction payroll ==&lt;br /&gt;
Your salary is based on the configured rank in your character&amp;#039;s name, rather than your player model.&lt;br /&gt;
&lt;br /&gt;
* Pay accrues every &amp;#039;&amp;#039;&amp;#039;30 minutes&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Collect accrued pay through &amp;#039;&amp;#039;&amp;#039;My Payroll&amp;#039;&amp;#039;&amp;#039; at a computer terminal.&lt;br /&gt;
* Salaries are funded by faction bank accounts. If the faction&amp;#039;s budget is empty, no new pay accrues.&lt;br /&gt;
* Missing rank information, inactivity, or imprisonment can prevent payment.&lt;br /&gt;
&lt;br /&gt;
== Computers and permissions ==&lt;br /&gt;
Physical computer terminals provide access to payroll, case files, warrants, firearms licences, weapon tracing, and vehicle plate searches.&lt;br /&gt;
&lt;br /&gt;
* You must remain near the terminal to use it.&lt;br /&gt;
* Restricted functions require permissions assigned to your character by staff.&lt;br /&gt;
* Faction membership or a rank in your character&amp;#039;s name does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; automatically grant computer access.&lt;br /&gt;
&lt;br /&gt;
== Clothing and uniforms ==&lt;br /&gt;
Clothing consists of wearable inventory items, with equipment slots and compatibility restrictions.&lt;br /&gt;
&lt;br /&gt;
* Government uniforms are issued through staff.&lt;br /&gt;
* Government uniforms normally cannot be dropped, traded, or moved into other storage.&lt;br /&gt;
* Captors can strip the uniform from a tied government character, but cannot take that uniform as loot.&lt;br /&gt;
&lt;br /&gt;
== Security clearance ==&lt;br /&gt;
Security clearance determines access to restricted doors.&lt;br /&gt;
&lt;br /&gt;
* Clearance levels range from &amp;#039;&amp;#039;&amp;#039;1 to 6&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Most government factions start at &amp;#039;&amp;#039;&amp;#039;level 1&amp;#039;&amp;#039;&amp;#039;; the Protectorate starts at &amp;#039;&amp;#039;&amp;#039;level 6&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Clearance is separate from computer permissions and ordinary door keys.&lt;br /&gt;
&lt;br /&gt;
== Forensic evidence ==&lt;br /&gt;
Crimes can leave fingerprints, blood and DNA, bullet casings, and bodies. Investigators can collect, analyse, and compare this evidence.&lt;br /&gt;
&lt;br /&gt;
* Handling items and doors can leave fingerprints.&lt;br /&gt;
* Gloves and evidence cleanup matter.&lt;br /&gt;
* Leaving the scene does not remove the evidence trail.&lt;br /&gt;
&lt;br /&gt;
See the [[Forensics Guide]] for detailed guidance.&lt;br /&gt;
&lt;br /&gt;
== Case files and warrants ==&lt;br /&gt;
Investigative factions have private case and warrant databases.&lt;br /&gt;
&lt;br /&gt;
* Cases can contain evidence and typewriter documents.&lt;br /&gt;
* Physical case reports can be produced.&lt;br /&gt;
* Viewing cases, editing cases, analysing evidence, and managing warrants require separate permissions.&lt;br /&gt;
&lt;br /&gt;
== Firearms licences and weapon tracing ==&lt;br /&gt;
Civilian firearms licences have different classes and additional endorsements.&lt;br /&gt;
&lt;br /&gt;
* Licences can be revoked or blacklisted.&lt;br /&gt;
* Felony records can invalidate licence access.&lt;br /&gt;
* Weapons record the names of characters who equip them, allowing investigators to trace ownership.&lt;br /&gt;
* Serial numbers can be filed off.&lt;br /&gt;
&lt;br /&gt;
== Prison, bail, and criminal records ==&lt;br /&gt;
Arrests involve recorded charges, sentences, bail where available, and persistent felony records.&lt;br /&gt;
&lt;br /&gt;
* Serving your sentence does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; erase your record.&lt;br /&gt;
* Life-sentence PK requests can be accepted or refused.&lt;br /&gt;
* Refusing a life-sentence PK request moves your character into custody awaiting trial.&lt;br /&gt;
&lt;br /&gt;
== Character progression ==&lt;br /&gt;
Playing your character earns attribute points at milestones, beginning at &amp;#039;&amp;#039;&amp;#039;one hour&amp;#039;&amp;#039;&amp;#039; of character playtime.&lt;br /&gt;
&lt;br /&gt;
* Points initially go into random attributes that are below their cap.&lt;br /&gt;
* A paid, &amp;#039;&amp;#039;&amp;#039;one-time attribute respec&amp;#039;&amp;#039;&amp;#039; lets you redistribute your points.&lt;br /&gt;
&lt;br /&gt;
== Main characters and faction conflicts ==&lt;br /&gt;
Players designate a main character, normally with a &amp;#039;&amp;#039;&amp;#039;30-day cooldown&amp;#039;&amp;#039;&amp;#039; before changing it.&lt;br /&gt;
&lt;br /&gt;
* During a faction conflict lock, only designated main characters can participate.&lt;br /&gt;
* Transfers into the faction are restricted during the lock.&lt;br /&gt;
&lt;br /&gt;
== Expanded PK consequences ==&lt;br /&gt;
Alongside ordinary PK-on-death, there are now faction-specific PKs, retaliation PK conditions, and civil-war PKs.&lt;br /&gt;
&lt;br /&gt;
* Being PK&amp;#039;d from most factions creates a &amp;#039;&amp;#039;&amp;#039;seven-day restriction&amp;#039;&amp;#039;&amp;#039; on returning to that faction.&lt;br /&gt;
* Deleting a character in most factions also creates that seven-day restriction.&lt;br /&gt;
&lt;br /&gt;
== Criminal economy and stashes ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Weed growing&amp;#039;&amp;#039;&amp;#039; involves temperature, humidity, and soil quality.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Forged checks&amp;#039;&amp;#039;&amp;#039; provide another criminal income activity.&lt;br /&gt;
* Configured &amp;#039;&amp;#039;&amp;#039;stash locations&amp;#039;&amp;#039;&amp;#039; provide personal storage for civilian and criminal characters.&lt;br /&gt;
* Stash access is blocked shortly after taking combat damage.&lt;br /&gt;
&lt;br /&gt;
== Communications and identity ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Pagers&amp;#039;&amp;#039;&amp;#039; provide an inbox and contacts.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Rotary landlines&amp;#039;&amp;#039;&amp;#039; provide another way to make calls.&lt;br /&gt;
* &amp;lt;code&amp;gt;/wd&amp;lt;/code&amp;gt; privately whispers to the nearby person you are looking at.&lt;br /&gt;
* &amp;lt;code&amp;gt;/rumour&amp;lt;/code&amp;gt; costs &amp;#039;&amp;#039;&amp;#039;100 DM&amp;#039;&amp;#039;&amp;#039; and broadcasts underground advertisements to eligible non-government characters.&lt;br /&gt;
* Ordinary players cannot see other players on the scoreboard, making in-character identification more important.&lt;br /&gt;
&lt;br /&gt;
== Alternate character transfers ==&lt;br /&gt;
Items track which characters have handled them. Passing items between your own characters can be blocked, including transfers made through another player. Your alternate characters&amp;#039; shipments are also restricted.&lt;br /&gt;
&lt;br /&gt;
== Other additions ==&lt;br /&gt;
* A &amp;#039;&amp;#039;&amp;#039;Navigator&amp;#039;&amp;#039;&amp;#039; with saved locations.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Gun bags&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Configurable &amp;#039;&amp;#039;&amp;#039;shipment and target PvP events&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Slug</name></author>
	</entry>
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