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The Rules; Read these, know these, love these.
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Topic Started: Jan 4 2014, 04:48 PM (1,100 Views)
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J.G.
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Jan 4 2014, 04:48 PM
Post #1
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abba-zabba, you my only friend
- Posts:
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- Less erratic, until it becomes more erratic.
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Welcome to the Megaman EXE RPG! If the name didn't clue you in, this site is one of the few, the proud, the still-living Megaman roleplaying sites, dedicated to the Battle Network series of games. We're happy to have you aboard, but there are rules that need to be followed. You'll find that we're a surprisingly laid-back, close-knit family of people of all walks of life, but there are some common tenets that we all need to follow. Below, we'll detail them for you, and we'll also provide all the tools you'll need to get started on this board! We hope you enjoy your stay.
- General Board Rules
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- We are a forum hosted by Zetaboards, rather than hosted on our own server. As such, the Zetaboards Terms of Service apply to this board, except when they don't.
- This board is privately owned. The word of the staff is law. No rules give away that right. Despite this, we do strive to be reasonable human beings. None of the forum's basic rules are to be ignored by staff.
- Keep the themes of your RP at a reasonable level of maturity. Implied sexual content is allowed, to an extent, but if it goes past that we request that you edit the topic title to include a [Mature] tag before its name, for others' sakes.
- Members may use harsh and mature language. This is a thing that will happen at at least one point in your time here. If this offends you, discretion is advised when reading. If that's not enough for you, too bad.
- Don't be an asshole to your fellow members or the staff and be respectful. Play nice and we'll all get along fabulously. As an addendum to this rule, many of the members here have known each other for years and will probably mess around in ways that look like they're insulting each other or generally being offensive. This is just the way of EXE. You'll get used to it.
- The Cbox, everyone's favorite little chatbox at the foot of the board, is its own separate entity, governed by similar, but much more lax rules. Cbox issues are to be handled on the Cbox, or over Private Message on the board itself. Cbox punishment is exclusive to the Cbox in all but the most egregious offences; in cases such as that you may even earn a board punishment, or even a ban if necessary. Bans on the board may include Cbox bans, however. The Cbox is a privilege, not a right, that can be taken away.
- Don't be a drama queen. If you've got personal issues with someone, take it up with them. If they're doing something in-RP that's pissing you off or you think is unfair, talk it out with them calmly and reasonably. If you've got a beef with the staff, come to the staff about it. Remember that it's better to directly talk to the person you've got an issue with, first. Making a big ruckus about something is like to earn a punishment for you as well. Complaining is not going to make it any better. In fact, it's probably going to make it worse.
- If you've already made an account, stick with that one. 'Hydras', as they are called, are frowned upon by the staff and can lead to harsh punishment. And if you're doing it to avoid a ban... if you were banned, you were meant to stay banned if it was permanent. If you're trying to avoid a bad reputation you've garnered for yourself, work to change it. Because the members or the staff will find out. And we don't forget things you've done in the past, but we're willing to change our opinions on people if they've gotten better.
- This board is an English-speaking board. That isn't to say that we turn away those who don't speak English as a native language, and many of us speak other languages. However, English is the language we use for communication on the board. We ask that you use it. If you have trouble, we're willing to help. If you like to speak in illiterate chatspeak, you may want to shore up on proper English or be at risk of being booted. We're not grammar nazis, but we like to understand what you're saying.
- If you want something, ask once, please. If it's really taking that long you can ask again but generally, unless things are going by much too quickly, we heard you the first time.
- Let the staff do their job. Don't try to do it for them and tell them what they should be doing. Backseat moderating isn't looked on very highly at all.
- If you'd like to advertise your site, your roleplaying site, then we'd love to welcome you to do so in the Advertising forum. You can even request affiliation with us, or we might do the same! But we do ask that you have at least 50 posts to your name. That's not a ton, you know. Just enough to let us know that you're not here to advertise only.
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J.G.
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Jan 4 2014, 04:49 PM
Post #2
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abba-zabba, you my only friend
- Posts:
- 3,968
- Group:
- YUUUUUUUP
- Member
- #115
- Joined:
- April 23, 2005
- Florida
- ALL OF FLORIDA
- Posting Schedule
- Less erratic, until it becomes more erratic.
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- General RPing Rules
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- Joining/Character Rules: In order to join and begin RPing, use the Character Template to create your character and submit it for consideration by the staff in the Character submissions forum. Each member is allowed up to two active characters to start with, though they may PM a staff member, who will authorize additional characters based on activity level. Modifications to current characters (including changes to BattleChip Folders) should be posted in the Character Modifications forum, though they are still subject to Moderator approval, and those attempting to modify their characters unreasonably often will be denied.
- Godmoding: A person's character is their property. This means that you may not control another person's character in any way without their permission. This means several things. First (and especially in combat), you may never state how a person's character is affected by your actions. "Alice grabs Bob and throws him over her shoulder" is not acceptable, since it leaves Bob no room to decide what his character does; "Alice attempts to grab Bob and throw him over her shoulder" is okay, since it allows Bob the freedom to state whether or not the grab succeeds, and if it does, whether he is thrown. This applies equally to social situations; you shouldn't state that other people's characters react to your character with shock, disgust, or attraction, because that's their decision to make. Second, you may not involve another character in your personal plot (or yourself in theirs) without their permission. It's perfectly fine if you and another person decide that you will play their long-lost sibling (in fact, that sort of interaction is encouraged)--but you may not decide just create a family member/old friend without their permission.
- Godmoding, Definition Two: Your characters are neither invincible nor perfect. A fast navi might dodge many attacks, but they will not be able to dodge every attack. A strong navi will be able to take a large amount of damage, but they will not be able to take full attacks from three opponents for extended periods without being in danger of deletion. An intelligent person might be able to plot, but your child prodigy netop should not know everything about every person he meets. Playing your characters like this not only annoying, it's boring for everyone involved.
- IC/OOC: Posting OOC (out of character) in those forums which have been designated as RPing forums is forbidden except when necessary. If want to have a discussion about something unrelated to the topic, please post it in the General Chat, or discuss it in the CBox, or even offsite. If you must post OOC in the RP forums, designate the part of your post which is not in character.
- [Private] Tag: In addition to the [Mature] content tag, you may add the [Private] tag to their topic title to indicate that it is closed off to people besides those they allow in. Posting in a [Private] topic without permission from the topic creator is a violation of the rules, subject to staff action, but creators of [Private] topics are asked to list allowed posters in the Topic Description, or OOC in their posts.
- Combat-Specific Rules
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- Actions per Turn: While there is no hard restriction to what actions you may take each turn, keep it reasonable--see the above remarks on Godmoding.
- Damage Scale: Attacks by Navis use the EXE Damage Scale, which ranks attacks by their magnitude. The scale is as follows, from strongest to weakest:
- Unimaginable
- Massive
- Truly Incredible
- Incredible
- Very High
- High
- Fair
- Moderate
- Low
- Pitiful
As a general rule, even attacks of Unimaginable damage will not be able to outright delete the average navi when aware and unharmed, but a square hit should make logging out the obvious option; attacks of Pitiful damage are unlikely to delete a Navi even with minutes of sustained fire.
- 48 Hour Autohits: If you make an attack, and your opponent fails to respond within 48 hours, you may post again and state what the attack does (within reason), and take another turn. On the third such autohit, you may choose whether to continue combat, automatically log out your opponent, or delete them automatically (this only applies to Navi combat--human characters may never be killed without the consent of their owner).
- Ignored Attack Autohits: If you make an attack, and your opponent's reply ignores that attack completely, you may then make a reply pointing out their failure to respond. If, after 24 hours, they fail to edit their post to address the attack, you may post again and state what the ignored attack does (within reason). After three such autohits (or three autohits of either type), you may choose to either continue the fight, or automatically log out your opponent, but you may not automatically delete/kill them. (A note on ignored attack autohits: Stating that you "dodge/block all attacks" counts as ignoring attacks. You must, at a minimum, acknowledge each incoming attack and provide a description of if/how you evade or block it.)
- Logging Out/Deletion: A Navi may choose to log out at any time in combat, as an instant action--but a Navi which logs out of a battle may not reenter it. Upon returning to the PET, a Navi is restored to full health (assuming the person controlling them wants them to be). Navis which take too much damage without logging out risk deletion. Deletion occurs only in these situations: 1) When the controlling member decides that his navi has been deleted; 2) When a staff member feels that the controlling member is godmoding by taking more damage than they ought to be able to without logging out/being deleted; 3) A navi has taken three or more 48 hour autohits without logging out, and the person landing the autohits chooses to delete their navi.
Edited by J.G., Jan 13 2014, 05:29 PM.
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J.G.
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Jan 4 2014, 04:51 PM
Post #3
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abba-zabba, you my only friend
- Posts:
- 3,968
- Group:
- YUUUUUUUP
- Member
- #115
- Joined:
- April 23, 2005
- Florida
- ALL OF FLORIDA
- Posting Schedule
- Less erratic, until it becomes more erratic.
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- Battlechip Customization
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Though NetNavis have built-in weapons, they often depend on external combat programs to aid them in battle. These programs are contained in Battlechips, which are used through the Battlechip Customization System.
- When you create a Navi (whether at Approval or after your current Navi has been deleted) you must submit a 30-chip folder, using the Battlechips listed here. You may have no more than 5 of any specific chip in your folder; certain chips, classified as Rare Chips, are limited to one per folder, and you may only have 5 total Rare Chips in your folder. Your folder's theme should bear some relation to your Navi's theme, widely construed.
- Once per turn, an Operator may send a single Battlechip to their Navi to use. Navis may store up to three chips worth of data at one time, with active chips counting towards that total (Navis storing up chips to use as part of a Program Advance may store as many as necessary to use the PA). Once a chip has been used (or unequipped, in the case of reusable chips--see below), it cannot be used again during that battle. (For example, I may only use a Minibomb as many times as I have Minibomb chips)
- Chips can be used to create powerful combo attacks called "Program Advances". To use a Program Advance, you must slot in all the requisite chips, one per turn, without using any of them. On the turn the last chip is slotted in, you may activate the program advance.
- Battlechips which are specified as being "Reusable" can be used repeatedly once equipped. If they are unequipped, however, they are spent, and in order to use that attack again, you must slot in another battlechip. All chips not labeled as such are one use only--they expend themselves immediately upon use. (Ex: A Sword chip is reusable, so you can use it to attack on three different turns if you keep it equipped that entire time. If you unequip it, however, you must use a different Sword chip if you wish to use the Sword again. A MiniBomb is not reusable--you may only throw one bomb per chip.)
- As a general rule, a Navi may only have as many chips equipped as it has hands. If your navi already has a Sword and a Cannon equipped, and wishes to use a MiniBomb, it must unequip one of its weapons first. Certain chips use more than one hand; this will be specified in their description.
Edited by J.G., Jan 8 2014, 09:06 PM.
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J.G.
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Jan 4 2014, 04:52 PM
Post #4
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abba-zabba, you my only friend
- Posts:
- 3,968
- Group:
- YUUUUUUUP
- Member
- #115
- Joined:
- April 23, 2005
- Florida
- ALL OF FLORIDA
- Posting Schedule
- Less erratic, until it becomes more erratic.
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- Elements
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Many NetNavis have an affinity for one of the four Elements: Fire, Aqua, Elec, and Wood. A Navi's elemental affinity is chosen during its creation, and cannot be changed without creating an entirely new Navi. Having an Elemental Affinity comes with some advantages, including access to Elemental-type weapons and a boost to using same-typed Battlechips (each hit with a same-typed battlechip deals additional moderate damage)--but it also comes with a weakness to another Element. - Element Descriptions
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FireFire element Navis have attacks that utilize flame or lava, and which may (if so stated) create Lava panels. Advantages:- Can walk on Lava Panels without taking damage
- Attacks burn Grass Panels, dealing double damage to targets standing on them
Disadvantages:- Take double damage from Aqua-type attacks
- Take pitiful damage per turn while standing on Sea Panels
AquaAqua element Navis utilize water or ice in their attacks, and may have the ability to create Sea or Ice Panels. Advantages:- Can walk on Ice Panels without slipping, and suffer no loss of speed on Water or Sea panels
- Aqua-element attacks can remove Lava Panels from the field
Disadvantages:- Take double damage from Elec-type attacks
ElecElec element navis use electricity or magnetism in their attacks, and may have the ability to create Magnet or Metal Panels Advantages:- Unaffected by Magnet Panels
- Deal double damage with Elec-type attacks to targets standing on Sea, Metal, or Ice Panels
Disadvantages:- Take double damage from Wood-type attacks
WoodWood element navis use the power of nature or earth in their attacks, and may have the ability to create Grass Panels. Advantages:- Recover Pitiful health per turn while standing on Grass panels
Disadvantages:- Take double damage from Fire-type attacks
Other elements, while not usable as Affinities, may still be present in weapons and chips, and have certain consistent properties. These are Sword, Cursor, Obstacle, Breaking, Recovery, Wind, Variable, and Stealth.
- Sword type attacks are self-explanatory--they used bladed weapons (though not necessarily swords) to attack. Such attacks can penetrate "Shadow" effects, and can cut through the pushing effect of Wind attacks if so specified.
- Breaking type attacks can destroy obstacles (such as the RockCube) or panels with far greater ease than other types. In addition, they can go through (but not destroy) damage-reducing effects such as auras, though they are still affected by Invis-type effects.
- Wind type attacks can push and pull both Navis and Obstacles that are not specifically resistant to them, giving them the ability to control the battlefield. In addition, the use of Wind weapons may (if specified) give the user the ability to throw off the tracking abilities of Cursor-type weapons.
- Cursor type attacks are ranged attacks, and all have the ability to pierce invisibility effects, such as those granted by the Invis chip. In addition, they often have either greater accuracy than other attack types, or the ability to home in on their targets.
- Obstacle type attacks focus on summoning and manipulating objects on the battlefield. Depending on the Navi (or chip), these obstacles may have effects ranging from simple defense (Rockcube) to the ability to harm opponents (Anubis).
- Recovery type "attacks" focus either on healing the user (or their allies), or on status buffs/debuffs (excluding damage increase/decrease, which is given to Variable type).
- Variable type atacks involve either the increase/decrease of attack power through buffs and debuffs, or depend on an external factor such as the conditions of the battle or even random chance.
- Stealth type attacks focus on damage avoidance, typically through illusion, misdirection, and teleportation. Stealth effects are always penetrated by Cursor-type attacks, with the exception of Shadow effects, which are penetrated by Sword-types. Weapons which utilize stealth will be subject to extra scrutiny in approval, and watched closely for abuse.
A Navi may possess one of these special subtypes for each of their weapons, in addition to their main element type, and apply both their main type and a selected subtype to each of their weapons. Null type navis, those who have no main type, may choose one of these subtypes, and substitute the same subtype for the main type in both weapons. (Example: Gutsman has no main element affinity, and so he chooses the "Breaking" subtype as his substitute. He makes his main attack the "Guts Punch", and it has the ability to break through obstacles (he chooses not to give it another subtype). He makes his secondary attack the "Guts Boulder", giving it the obstacle subtype; it allows him to create large rocks to throw, and (because it has the breaking type as well) cracks the panel it lands on.)
Edited by Clarent, Jan 18 2014, 09:03 PM.
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J.G.
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Jan 4 2014, 04:55 PM
Post #5
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abba-zabba, you my only friend
- Posts:
- 3,968
- Group:
- YUUUUUUUP
- Member
- #115
- Joined:
- April 23, 2005
- Florida
- ALL OF FLORIDA
- Posting Schedule
- Less erratic, until it becomes more erratic.
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- Elemental Panels
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The makeup of the Net is far from homogenous, created with its human-like residents in mind. As in real life, the terrain is a factor when fighting (or running). The different Net Areas have different Panel makeups, listed in their respective forums; the descriptions of each panel are below.
- Normal/Null panels are the bog-standard ground; they appear as featureless grey plastic, and have no special effects.
- Water/Sea panels make up the aquatic parts of the net. Navis standing on either take double damage from all Elec-type attacks, and move at 3/4 speed while standing on them. In addition, stepping on Sea panels cause navis to sink in and be reduced to 1/4th normal speed.
- Grass panels are just as they sound--patches of foliage in the Net World. They revert to Null panels when hit by Fire type attacks, and Navis standing on them when hit by Fire attacks take double damage.
- Lava panels are bubbling pits of molten earth that put off immense heat. Navis who step on them take moderate damage per turn they remain, though Aqua attacks cause them to revert to Null panels.
- Sand panels cause all navis who stand on them to move more slowly as they try to find traction. If a Wind effect is used when sand panels are present, all navis on the field take low damage per turn it is active as they are buffeted by sand. Having more than one wind effect active at one time increases this to Moderate damage.
- Ice panels are nearly frictionless, and cause (non-Aqua type) navis to slide uncontrollably over them, until they can either stop themselves on something or slide onto a different panel type. Aqua attacks that hit navis on Ice panels freeze them until the beginning of their next turn, and Elec attacks deal 1.5x normal damage to those on Ice panels. Fire type attacks melt Ice panels into Water panels.
- Magnet panels resemble Null panels, but have blue and red leads running through them. They repel non-Elec type Navis, often at an angle, usually causing the unaware to lose their balance.
- Metal panels are stainless-steel and bolted into the network. They cannot be broken or dug into; they are the unmoving object unless changed into a different type of panel.
- Cracked panels look like Null panels that have been damaged, and after being stepped on once, they collapse into Holes.
- Holy panels create an aura of protective golden energy, and Navis standing on them to take only half damage from all attacks, except those with the Breaking type.
- Unholy panels radiate malicious dark energy, and Navis standing on them take double damage from all attacks, except those which break panels.
- Poison/Swamp panels bubble with a toxic substance, and Navis standing on them take pitiful damage per turn they are on them.
- Hole panels are where there are gaps in the network. Navis falling into hole panels reappear immediately on the closest panel to the hole they fell in, take fair damage, and may not attack until the beginning of their next turn.
Edited by J.G., Jan 8 2014, 09:08 PM.
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