Rules
Obviously if you were chosen to role play at this RPG, you are familiar with our rules and we feel you are responsible. However, there are always instances where the rules will come into play and it is requested that you remember them.
Game Play: We trust that you all know how to RP, actions in either :: :: or whatever works for you, speaking in regular text and OOC in (( )). If you do not know these things you don't belong here.
Most of you will have already started with a Power Level, one of either 10,000 20,000 or 30,000. If you have started with a PL of 10,000 this means you role play well and follow the rules, but otherwise are just a normal member. If you have a PL of 20,000 we felt you went through more hardships throughout the course of our RPG history and otherwise are a good, rule respecting member. If you have started off with a PL of 30,000 you were a key player in the RPG's history and we couldn't imagine it without you. If you feel at all that your PL is incorrect, inform us, but there should be no hard feelings at all about the PL's because if you are here at this site we obviously found you important in one way or another.
Though most of you have started out with one of the previous PL's, if at anytime we let a new member in their PL will be 5,000. As you train your PL will rise as well as your other stats; 2,000 points for basic training, 4,000 for longer and more detailed training, and 8,000 for what we consider your best effort. You will have other stats as well:
Hit Points (HP) - Your life points, or how long you have before you are knocked out. This stat will always be double your Power Level unless your character is unique in this stat and their difference has been approved by an Owner, GM, or Reff.
Ki Energy (KI) - Ki is spirit energy and this stat shows how much ki you can use before you tire out. Ki Energy will be 10,000 more points than your Power Level. As you use ki in a battle your ki points will decrease accordingly.
Telekinetic Energy (TEK) - The ability to move objects with your mind. A member will not have this stat unless an e-mail is sent to a Owner, GM, or Reff for approval. Your Telekinetic Energy will be half your Power Level unless approved otherwise.
Magical Energy (MP) - Like Ki Energy, but magic draws from the energy around you. A player will not begin with Magical Energy unless requested in e-mail. There are two types of magic and a member can only use ONE type unless there is permission for otherwise. The types are light (light, holy, sacred, and creation) and dark (dark, evil, carnage, and destruction.) There is also a neutral element of magic known as Tao that must be approved for a member to have. As your magical level increases you will be promoted to the higher levels of your light or dark attribute. As you use magic your Magical Energy will drop accordingly. Magic begins at one half your Power Level.
Elemental Energy (ELE) - The manipulation of the elements water, fire, earth, and air. A member may only have ONE element and their sub forms unless approved by an Owner, GM, or Reff. A member will not start out with elemental energy unless requested in an e-mail. As you use the power of an element, your Elemental Energy will decrease. Elemental Energy will be one half of your Power Level.
Telepathic Energy (TEL) - To communicate though your mind and enter the minds of others. This is another stat that must be requested or earned. As you use telepathic techniques your Telepathic Energy decreases. This stat will be one half of your Power Level.
Strength (STR) - Your physical condition and attack power. Your Strength will be the same as your Power Level. As you use physical attacks, unlike other stats, your Strength does NOT decrease, but your stamina to use it will drop realistically.
Speed (SPD) - This stat describes how fast you can move and how quickly your attacks strike. This stat also will determine your ability to dodge attacks. Like Strength, your Speed does not decrease.
Defense (DEF) - Defense shows how able you are to block attacks and for how long. If you block a physical hit the damage will be inflicted onto your Defense instead of your Hit Points. If you are open to the attack, however, your Hit Points will be effected. Defense will begin the same as your Power Level.
Ki Defense (KDEF) - Like the regular Defense stat, this stat shows how able you are to block attacks and for how long, but this counts toward ki attacks. If you block a ki attack physically the damage will be inflicted on your Ki Defense instead of your Hit Points. If you are ever open to a ki attack, it will effect your Hit Points. Ki Defense will be equal to your Power Level.
Magic Defense (MDEF) - This stat functions like Defense and Ki Defense, but it's properties work toward Magic Attacks. Magic Defense will be equal to your Magical Energy if you have it. If you don't have Magical Energy then Magic Defense will be your Power Level minus one zero.
Telepathic Defense (TDEF) - This stat works exactly like the other Defense stats, but toward telepathy. If you have Telepathic Energy then this stat will be equal to it. If you do not have Telepathic Energy then this stat will be equal to your Power Level minus two zeros.
Note: If at anytime you use an attack to block another attack, the effects will vary:
Using Ki Energy against Ki Energy - The character with the higher Ki Energy will overpower the opponent.
Using Ki Energy against Elemental Energy - If the Elemental Energy of the opponent is three fourths the other's Ki Energy, the two will cancel out. If the Ki Energy is any higher the ki attack will overpower the element. If the Elemental Energy is any higher the element will overpower the ki.
Using Ki Energy against Magical Energy - If the Magic Energy of the opponent is one half the other's Ki Energy, the two will cancel out. If the Ki Energy is any higher the ki attack will overpower the magic. If the Magical Energy is any higher the magic will overpower the ki.
Using Elemental Energy against Elemental Energy - If both players have the same amount of Elemental Energy then the results will occur as follows:
Water against Fire - The character using Water will win the face off.
Water against Earth - The character using Water will win the face off.
Water against Air - The character using Air will win the face off.
Water against Water - The attacks will cancel out.
Fire against Earth - The character using Fire will win the face off.
Fire against Air - The character using Fire will win the face off.
FIre against Fire - The attacks will cancel out.
Earth against Air - The character using Air will win the face off.
Earth against Earth - The attacks will cancel out.
Air against Air - The attacks will cancel out.
If the character using the weaker element against a stronger one has an Elemental Energy double to the opponent, they will win the face off.
Using Elemental Energy against Magical Energy - The character with the higher Elemental or Magical energy will overpower the opponent.
Using Magical Energy against Magical Energy - If both players have the same amount of Magical Energy, no matter what the type, the two will cancel each other out. Otherwise, the character with more Magical Energy will win the face off, but if using the same type of magic against another of the same type the attack will only do half the damage.
As you train against an opponent or by yourself these stats will increase. Your stats will not increase as much if you fight a person weaker than yourself. If at any time you sent in training and it was not yet updated on your bio, you will go by the number on your bio. Also, if the information is not on your bio it is considered cheating to use it, this includes using an ability that is not listed on your bio. If you quit from the RPG then return your stats will restart from 5,000.
If at any time you are caught battling a person stronger than you in one or more of these stats and you refuse to take their hits this is considered moding and you will be punished. Another form of moding is to attack out of turn or assume your opponent dead without waiting for their response. The last form of moding is to avoid your opponents attacks by using the excuse you were away from the computer or doing something else. If at any time you ARE busy, we ask that you either put BRB or AWAY next to your name or leave the chat room. If you are talking in the chat room while either of these is beside your name you are considered active and trying to avoid attacks. You may NOT place either of these beside your name after a battle has begun with the intent of not coming back to finish it.
When you battle or train with another member the fights are turn based, meaning your opponent will attack and you will react to their hit then you will attack. The person with the higher speed stat will go first unless they agree to go second. The result of some attacks also take away turns from you or your opponent and sometimes drop stats temporarily. Look to the characters bio to see the effect of their attacks.
Transformations are optional and you may have as many as youd like. They increase your Power Level and specified stats to a certain agree and allow you to possibly gain the advantage in a battle. You can only advance in skill as high as your bio specifies and you may not transform unless the form is on your bio. You will have a requirement PL you will need to reach in order to advance to the form and you will have a limitation to your power ups. If you are unsure of your limitations, consult an Owner, GM, or Reff. Attacks are necessary for game play and you may have as many as you'd like. If an attack is not listed on your bio then you may not use it in battle. Other attacks and abilities can be learned from the commander of your alliance.
An Owner is a position a member cannot earn or train for and the Owner's of the site have the final say in any circumstance. A GM is a position that is very limited that only certain people will be able to train for. The GM does updating and is authorized to make decisions based on the Rules and their opinions, but if at anytime what an owner says conflicts with a GM, go by what the owner says. A reff is authorized to make decisions about stats and training alone and one MUST be present during a battle. If at anytime a member argues with one of these authority figures, the punishment will be entirely up to them and it will be carried through.
When you train you need to e-mail the training to a GM or Reff if one is not present and your Power Level will increase based on their judgement. You may NOT continue to ask GMs for the update of your PL and asking for updates over a messenger is forbidden, all requests must be submitted through e-mail or posted on the message board. If you are challenged to a death match either verbally or in actions you must follow through with the battle unless you have approved reason otherwise. If your character dies in result to a death match you may not come back to life without your approved resurrection or use of the dragon balls. Resurrection/healing abilities are only GM approved and if you have them it will be listed on your bio. Also, you may only be resurrected twice unless a GM says otherwise. You may train while you are dead with others that are dead.Story Lines: Also called sagas, story lines are very useful for character development. If you wish to have your character have a personal story line among peers it must be approved by an owner or GM beforehand and they will set limitations of your abilities. The sites story lines will be posted and if you have interest in participating in them e-mail a GM. The story line evils are considered reffs and what they say goes. They are allowed to punish disobedient members and request bans. Ignorance to who the story line evils are is the players fault for not looking at the story page to find out.
Quests: Quests are missions that a player may go on to gain many things: money, transformations, items, or perhaps the dragon balls. When you go on a quest you will type out a detailed post on the message board of your journey and what you wish to obtain. A GM or reff will observe your post and tell you if your quest counts toward what you wished it to your not. The more detailed and accurate your quest the better chance of it counting.
Shops: Any member may open a shop to run and receive all the profits from it. Your idea must be approved by an owner or GM who will then post it on the site page. You may only have one shop and you need 10,000 Z to open a shop. You can sell anything you want and for any price you wish. When you restock your shop you must pay half of what the item costs to post it again. When a member buys something from a shop they must e-mail it to the shop owner and a GM. Having items can be very useful so it is recommended to buy what you can with your money. You will start out with 1,000 Z when you join.
Joining: You must first acknowledge that you know the rules and agree to them. After The Haven Staff approves your role playing abilities your bio will be made and posted on the Free Lancers page of the Alliance section. When you choose to be in another alliance your bio will be moved there. You can gain ranks in the alliance from how hard you work and you can even create your own alliance as long as a member of the staff approve it. It is entirely possible you will be turned down from our site and we ask for no hard feelings if this happens.
OOC Talk: In the chat room it is perfectly alright to discuss RPG related manors in the OOC bubbles (( )). You may also discuss other things that do not have something to do with the RPG as long as it is to a minimum and you remain IC as well. Any OOC fights will result in punishment of both involved. Another rule we must inforce is there will be NO negative OOC reactions to IC actions unless a member feels it is a violation of rules. We want a friendly RPG and the Mystic Haven Staff will work hard to achieve this.
Punishments: If a member disobeys any of the rules or argues with a member of the staff they will be punished. The first action is a warning to the member. The second is a 12 hour ban. The next is a 24 hour ban. If the member continues with their insubordination the staff will vote on whether or not to ban the member from the site entirely. If there is a tie then the reffs will vote on their ban as well. We hope to never punish or ban any members but in order to run the RPG successfully some sacrifices have to be made.
Chat Options: The chat room currently used has many options open to the members. You may change your font, insert smileys or sounds, and even display actions though we still recommend the :: :: method. When you ascend to your next form in the chat you simply type /nick, then the name of your form. We strongly urge members to not be in other chat rooms while participating in The Haven room unless a staff member says it is alright. Once you have joined Haven and have been approved, go to the chat with your character name (after receiving the password) and double click your name. You will then be asked for a character password and profile to make your character an official member. If at anytime you wish to use a personal chat room for Alliance Meetings and such you must first ask permission and an Owner or GM must be present in the room and not interact IC.
If you have any ideas for the rules or another page, don't hesitate to send them in to an Owner or GM.