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| Digimon: Special Operations Rules; Version 2 | |
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| Topic Started: Apr 1 2008, 04:26 PM (245 Views) | |
| Renamon | Apr 1 2008, 04:26 PM Post #1 |
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I fight fast and eat fast.
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WELCOME, ONE AND ALL, TO DIGIMON: SPECIAL OPERATIONS! Yes, yes. Welcome to DigiOps, the Digimon RP that puts the power in the hands of you, the player. Major decisions, like player banning and rules changes, are handled democratically and decided by all the players of Digimon: Special Operations. The administration is here purely to carry out the will of the people. Glory to the Proletariat! You don't have to play if you don't want to. You can join simply to chat with the players. If you are here to chat or advertise, then please refrain from posting in the Role Play area. The Social area should be capable of handling all your socializing needs. If it isn't, just let me know and I'll see what I can do. You only need to create a character if you are playing. If you are here to play, head on over to the Characters board and write up a Character Sheet. Please be sure to follow the guidelines and follow the rules of the game. We can't allow god-moding, after all. So... Whatever you're here to do, have fun and enjoy your DigiOps experience. At least, until you're banned for spamming and god-moding. ^_^ Kidding, kidding! Just fooling around. *Death glare* Credit for the basis of this game goes to Jazz of Battle Network Universe. Although I tried to make this as different as possible, the inspiration for this system came from his game. How to Create a DigiOps Character Are you ready to join the exciting world of DigiOps? Yeah, like I care. First thing you need to do is go to the Characters board. This is where we will be keeping all the character sheets. You may have up to four characters, and they all must be posted in the same thread. If you have four and you want to make another character, you must first retire an existing character. This involves a formal declaration and the role-playing of your character leaving play in some way. This can involve dieing, finding a nice play to settle down and retire, or simply wandering off, never to be seen again. But we're getting ahead of ourselves. A Character Sheet should detail all the necessary information other people need to know about your character. Below is what I believe to be the least amount of necessary information for a basic, no-frills human character. If there is more to your character than is asked for, like if they're a non-human entity or if they have super-human powers or unique training methods or unique tools, be sure to include that as well. Once you start playing with your character, their Character Sheet is binding. In other words, if it's not in their character sheet, that character doesn't have it. The only legal way to add things to a Character Sheet once you've started playing that character is to show that character earning, learning, discovering or otherwise gaining the new thing. I don't want to see you suddenly declare, "Oh, by the way, I'm god and I can do this and this and this," just out of the blue without having written how this happened. An extreme example, but I hope you got the point. Character Name: We gotta call you something, right? Faction: DigiOps, Wild Tamer, Criminal Appearance: What your character looks like Personality: What your character behaves like History: What your character has done, where they've been, etc. Stats:
Personality: History: Evolutions: -Baby: Name -DigiType: (Vaccine, Virus, Data, Variable, Unknown) -Monster Type: See below -Attacks --Attack name (Attack Style, Attack Type): Description -Description: (Of the Digimon) -In-Training: Name -DigiType: (Vaccine, Virus, Data, Variable, Unknown) -Monster Type: See below -Attacks --Attack name (Attack Style, Attack Type): Description -Description: (Of the Digimon) -Rookie: Name -DigiType: (Vaccine, Virus, Data, Variable, Unknown) -Monster Type: See below -Attacks --Attack name (Attack Style, Attack Type): Description -Description: (Of the Digimon) -Champion: Name -DigiType: (Vaccine, Virus, Data, Variable, Unknown) -Monster Type: See below -Attacks --Attack name (Attack Style, Attack Type): Description -Description: (Of the Digimon) -Ultimate: Name -DigiType: (Vaccine, Virus, Data, Variable, Unknown) -Monster Type: See below -Attacks --Attack name (Attack Style, Attack Type): Description -Description: (Of the Digimon) -Mega: (requires FTH *** or higher) Name -DigiType: (Vaccine, Virus, Data, Variable, Unknown) -Monster Type: See below -Attacks --Attack name (Attack Style, Attack Type): Description -Description: (Of the Digimon) Deck: (List all cards you plan to use) -Card Name: (CCG Name) Effect While you can only have up to four characters in your thread, you can create any number of minor non-player characters (NPCs) without creating a Character Sheet for them. When I say minor, I mean minor. Any character your character interacts with for a brief period of time, like a taxi driver, a police officer, or a wild Digimon, does not need a full-fledged character sheet. Or a partially-fledged one, for that matter. An NPC is generally used for one area or event. If you're going to be using this character regularly and in important capacities, you might want to consider giving it a Character Sheet. Character Sheet Explanation: While a lot of the character sheet is explainable in one sentence, some of it, particularly the Digimon area, may require a bit more explanation. A major change from the previous version is the introduction of Tamer Stats. These generally represent how well the Tamer helps out in battle, but lone Digimon can have them, too. (They reflect what the Digimon thinks of itself in that case) Each stat requires a minimum of one and a maximum of five out of a pool of thirteen total. The stats are CRG (Courage), LOV (Love), FTH (Faith), and WIS (Wisdom). WIS shows how good the Tamer is with Modify Cards, FTH affects how fast a Digimon can Digivolve, LOV affects their endurance, and CRG increases attack damage. Here’s a scale: CRG: Courage represents how much spirit the Tamer has, particularly in battle. The more involved the Tamer makes him or herself in combat, the more their Digimon puts into their fights, and this affects how strong their attacks are. *: Your Tamer is a wuss or a space cadet. They aren’t present in battle physically and/or spiritually, and this lack of inspiration has a seriously demoralizing effect on your Digimon’s battle skills. **: Your Tamer is scared to fight, but they’re willing to cheer their partner on from their hiding place. Your Digimon is too concerned for their welfare to concentrate on the battle, causing a noticeable detriment to their position. ***: Your Tamer knows their partner needs them, and they’re going to stay close enough to be of help, but they’re going to stay a safe distance away. Knowing their partner is there is enough for your Digimon to fight on, but otherwise has no appreciable affect in battle. ****: Your Tamer is risking being crushed by falling rubble or stray attacks to assist their partner. Your Digimon is concerned for their safety, but the inspiration gives them a spiritual edge. *****: Your Tamer is fighting the enemy head on!? Your Digimon might not be able to tell if their partner is brave, stupid, or crazy, but having them fighting by their side is a major morale booster. The Fire of Courage burns all enemies! LOV: Love represents the emotional connection between Tamer and Digimon. The deeper the connection, the more the Digimon wants to protect their Tamer, and the more they can push their bodies and spirits towards that end. In wild Digimon, this represents how unbreakable their spirit is. *: As far as your Tamer is concerned, they have no Digimon. Their scorn results in a major hole in their Digimon’s defenses. **: Your Tamer’s life would be better without a Digimon. This conflict leaves their partner distracted in battle, and thus open to attack. ***: Digimon are cool. They make good pets or friends, but they can get pretty dangerous. The two balance out, so defense is normal. ****: Digimon are great! Your Tamer always wanted a Digimon, and now they can battle for real. Their partner’s enthusiasm bolsters their endurance. *****: More than a Tamer. Your Tamer and Your Digimon share an unbreakable bond. They may think of themselves as more than mere partners. Your Digimon’s willingness to die for their partner allows them to push their body to the limit. The Armor of Love is unbreakable! FTH: Faith represents the Tamer's belief in their Digmon's ability to overcome insurmountable odds. The more the Tamer believes in them, the more the Digimon believes in itself, and the higher plateaus the Digimon can reach. Wild Digimon, no matter how high their FTH is, cannot Digivolve on their own. *: Your Tamer thinks their Digimon is weaker than a Numemon, and aren’t afraid to let them know at any given opportunity. Your Digimon has to spend twice as many points to Digivolve, can only move one stage per turn, and can’t go to Mega. **: Your Tamer has serious doubts about their partner’s skill in battle. It costs and extra point to Digivolve, can raise one stage per turn but drop as far as they like, and you can’t go to Mega unless you DNA Digivolve with a second Digimon. ***: Your Tamer sees definite potential in their Digimon, but there is still work to be done. No effect on Digivolution, but at least they can go to Mega now. Warp Digivolution is still out of the question, though, unless you’re using Spirits. ****: Your Tamer knows their partner is up to the challenge, and probably has more confidence than the Digimon itself. Digivolution gets a one-point discount, and you can Warp Digivolve! *****: Your Tamer has absolute faith in their partner, and does all they can to boost their confidence. Still a one-point Digivolution discount, but now Ultimate and Mega attacks are half off! The Waters of Faith never run dry! WIS: Wisdom just measures how well a Tamer can use Modify Cards, not their overall intelligence. They can be a brilliant wiz-kid student who graduated MIT at age nine, but that doesn't mean they're any good with cards. *: Noob! Your Tamer doesn’t know a Speed Plug-In B from a Misty Seventh. They can only slash one card per turn, and can’t use Digimon cards (the ones depicting Digimon. They can still use Modify Cards). **: Amateur. Your Tamer’s got a firm grasp of what the cards do, but they still have to read the cards to find out. May slash up the three cards, but only one can be an attack. They still don’t know that you can use Digimon cards. ***: Contender. Your Tamer knows what each of the cards do, and has a good idea of how to string them together. May slash up the three cards with no restriction. They can even be Digimon! ****: Card Shark. Your Tamer’s got game. They can slash up to five cards. *****: Ace. Your Tamer is the best there is at what they do. They can slash up to seven cards. The Power of Wisdom is undeniable! Of course, the Digimon will be doing all the heavy lifting. Some Digimon have certain advantages over others. Every Digimon belongs to two categories, their DigiType and their Monster Type, and these can affect how much damage their attacks do. Attacks that a Digimon are weak to do 50% more damage than normal, while attacks they are resistant to do only half their normal damage. DigiTypes: Vaccine -> Virus -> Data -> Vaccine Unknown trumps above (Subject to approval) Variable matches above (Requires Hybrid stage) As you can see, there are five DigiTypes: Vaccine, Virus, Data, Unknown, and Variable. The first three balance each other in a simple Paper, Rock, Scissors fashion. Vaccine sterilizes Virus, Virus corrupts Data, and Data covers Rock. Variable types adapt to whoever they fight, so they usually have an even playing field, but only Hybrid Digimon are Variable. Unknown types are mysterious creatures that don't fit the established circle, and their unpredictable nature gives them the advantage over everything except Variable. Since Unknown is so rare and powerful, most players will not be allowed to use this. There are also certain personality types associated with Vaccine, Virus, and Data, but this is not always the case. Vaccine types have a strong sense of duty and justice, and often fight to protect others. Virus types tend to be wild and hedonistic, sometimes not caring about the feelings of others or even viewing them as lesser beings to be exploited. Data types tend to be more cheerful and innocent than the other two, preferring to play than fight, but when the chips are down they can display great bravery and power. Monster Types: Dragon, Beast, Machine, Mutant, Insect, Plant, Flying, Aquatic, Holy, Demon, Spirit Determines resistances and weaknesses. Can be combined into a statement (Flying Machine, Holy Dragon, Mutant Insect). Words like "Man" can be thrown in for flavor (Dragon Man, Beast Man, Demon Man, etc.) without affecting anything. Monster Types are more specific than DigiTypes. Also unlike DigiTypes, two Monster Types can be combined to further change up a Digimon's strengths and vulnerabilities. The Monster Type should describe what kind of monster the Digimon is, so if your Digimon is a robot bug it can't be a Beast Dragon. Certain neutral words, like "Man," "Knight," or "Puppet," can be added to a Monster Type without changing strengths or resistances. However, if I think the word is too close to an existing type, I may add a note about what to treat the Digimon as. ("Cyborg" is the same as "Machine," or "Sky" may be the same as "Flying.") Unlike Pokemon, Digimon don't have Dragon attacks or Flying attacks. Instead, attacks have their own statistics that are independent of the Monster Type. For instance, a Dragon Digimon is not limited to Fire attacks, nor do they get a bonus for using them. However, Attack Types still do more damage against certain Monster Types and less against others, and some just take normal damage. Attack Styles: Melee, Ranged, Trap Attack Styles reflect how an attack is executed, but is otherwise just there for show and reference. A Melee attack has to be used in close proximity to the target in order to land, and are made with limbs or weapons like swords and maces. Ranged attacks are launched from a distance and include things like lasers, bullets, breath, and arrows. Trap attacks are set up in advance and wait for someone to do something before doing things. Traps include snares, landmines, sirens, and the classic pit. Digimon may have a personal weakness for certain styles, but the won't do more or less damage. Attack Types, on the other hand, are more than just special effects. These are elements and materials that can do more or less harm depending on the Digimon's Monster Type. Attack types include classic elements and forms of damage. Neutral is sort of like a lack of element and has no special properties that Monster Types respond to, so damage bonuses in this case are determined by one's DigiType. Regardless of element, DigiTypes always factor into the damage. Attack Types: Neutral, Fire, Water, Wind, Earth, Energy, Metal, Chemical, Light, Dark Resistance/Weakness breakdown: Neutral/Unknown -No resistances -No weaknesses Dragon -Resists Fire, Wind, and Energy -Weak to Water and Earth Plant -Resists Earth, Water, Energy, and Light -Weak to Fire, Wind, Metal, Chemical, and Dark Flying -Resists Wind and Earth -Weak to Fire, Water, and Energy Aquatic -Resists Water, Fire, and Light -Weak to Earth, Wind, Energy, Metal, and Chemical Beast -Resists Water -Weak to Fire, Wind, Metal, Chemical, and Dark Machine -Resists Wind, Earth, Energy, and Light -Weak to Fire, Water, and Dark Mutant -Resists Fire, Metal, Chemical, and Dark -Weak to Light Insect -Resists Earth -Weak to Fire, Wind, and Chemical Holy -Resists Metal, Chemical, and Light -Weak to Energy and Dark Demon -Resists Metal, Chemical, and Dark -Weak to Energy and Light Spirit -Resists Fire, Water, Wind, Earth, and Metal -Weak to Energy, Chemical, Light, and Dark Damage Calculation: In combat, there are three types at work: DigiType, Attack Type, and Monster Type. The DigiType combines with both of the others, so you generally have Digi+Attack vs. Digi+Monster. For example, Komodomon's Toxic Bite would attack with Virus and Chemical at the same time, since Komodomon is a Virus-type, and it's defense is Virus and Dragon. Toxic Bite would do about 50% more damage to Data-types and things weak to Chemical, like Insect-types, and 200% damage against something weak to both. In the unfortunate incident that said Data-type Insect was also a Spirit, it would do 250% damage. Conversely, a Vaccine-type would only take half damage from the attack, quarter damage if it were also a Demon (which resists Chemical), and an eighth if it were somehow also Holy. A Vaccine-type Insect would cancel out the modifiers, as it would resist Virus but be weak against Chemical. Decks: The last thing you'll notice on the character sheet is a space for your character's deck. When you start a new character, they will get a choice of either the Agumon Deck, the Gabumon Deck, or the Toolbox Deck. (You can find the Starter Decks in the Modify Card List) New characters can not start with a custom deck, aside from three cards. Each deck comes with two Digivice cards in the color of your choice and either the Dark, Light, or Supreme Training Manuals. Once you being playing this character, the only way to change your deck is to buy new cards at the Comix Collective or from Garbagemon with credit earned from fighting Digimon Combat: The DigiPoint System! This is a forum battle system, so it’s turn-based. A turn is one post and when everyone involved has made one post a single round passes. “Turn” and “Round” can be used interchangeably for the most part, but I like to think of a turn as the duration of a post (“When it’s your turn…”) and a round as the duration starting from the end of your post to the beginning of your next one (“For this many rounds…”). To make sure you cover everything and there are no misunderstandings, begin your turn by reacting to whatever happened during the previous round. Also be sure everything in your post happens in a timely manner, as it should represent a short amount of time in battle and your opponent should have a reasonable chance to react to what happened. Everyone begins the battle with 30 DigiPoints. A basic attack (an unnamed kick, punch, bite, etc.) or a Rookie attack is free to launch and costs one point to dodge. That may sound a bit odd, but this is really a system to make sure you dodge fairly more than anything else. Anyway, any attack, not just the basic ones, cost a default single point to dodge. What you can do, however, is spend points to beef up your attack, which will require your opponent to spend more points to dodge it. This can represent anything from more careful aim to a larger area of effect, but the result is the same. If you spend, say, three points to attack, it’ll cost four points to dodge. In other words, Dodge=Attack+1. This bit is important, so pay attention: Once your out of points, you can neither dodge nor attack. However, after you spend a round as a sitting duck, you regain points. Let’s say five. But you don’t get to spend them until after the reaction phase of your turn. Basically, points hit zero, you get hit, then you get more points. In fact, any round in which you don’t dodge or attack, you regain five points. You don’t have to wait until you run out. Now that we’ve got the basics down, let me make things more complicated. This is a Digimon game, so naturally you’ll want to Digivolve at some point. You can freely move along the Digivolution ladder, from Baby to Mega, as long as you don’t change level more than once per turn and you have the right cards. Keep in mind, however, that with power comes responsibility; That is to say, it comes at a cost. Digivolving costs two points to go to Champion, four to go to Ultimate, and six for Mega, and devolving earns you two points for Rookie, three for In-Training, and four for Baby. You can warp, too, (with FTH **** or more, of course) at a combined cost, so going to Mega costs you twelve points and dropping to Baby earns you eight. With me so far? As you rise in the ranks, you’ll put out more energy to attack, which means greater point expenditures. Champion attacks cost one point, Ultimate attacks cost two, and Mega attacks cost four, but they all still cost one default point to dodge. In other words, if you beef up your Mega attack to eight, it’ll cost five points to dodge. Modify Cards get these rankings, as well. To make matters worse, once you run out of points for any reason, you’ll drop back to Rookie with no devolution bonus. And why would you want to drop below Rookie, you ask? ‘Cause I’m paying you to, that’s why! At the In-Training stage, you gain six points per turn, four more points for not attacking, and dodges are free, while at the Baby stage, you gain nine points per turn, dodging earns you one more point, and not attacking earns you six more points. Attacking will cost you one at In-Training and two at Baby, but against anything higher than Rookie you won’t do significant damage without equally significant point expenditures so you might as well conserve your energy. How do you hit an In-Training, then? Simple: Spend more points. While an In-Training may be able to dodge an attack for free at the default cost, they still have to match the amount of points used to attack them with. In that respect, Babies get a discount while dodging. These lower stages can still lose points dodging if you match their point gains, but this can still seriously drain your own points. Default Point Expenditure(-)/Gain(+) Breakdown:
Credit System Everyone starts with the same cards, but you won't be stuck with them for long. Once you earn enough credits, you'll be able to buy cards you can customize your deck with. You cannot increase the size of your deck, though, so you'll have to choose wisely which cards to remove and what to replace them with. How do you earn credits? Simple: Battling Digimon. Be they wild or tamed, player or NPC, you can earn credits through victory. If they run away, you only get half credit. Full credit comes from knock out or deletion. DigiOperatives get a 50% bonus for capturing Digimon alive and bringing them in to HQ. Earnings scale according to what stage the winner had to be, compared to the loser. The lower you are in relation to your foe, the higher your earnings. A Rookie earns more from defeating a Mega than the other way around. High risk earns great awards! General scale Same stage or higher: 100 1 stage lower: 200 2 stages lower: 400 3 stages lower or more: 800 You can only earn credits from wild Digimon if I, or another admin assuming one exists, give you wild Digimon to fight. Be sure to tell me via PM if you want a battle. Then again, I reserve the right to throw one at you regardless just to make things interesting. You will be able to dictate the entire battle yourself in most cases, meaning you don't have to wait for me to reply with the wild Digimon's attacks. However, if I don't think you did a good job or won the battle too easily, you might not get full credit (or any credit, depending on just how bad), but you might get a bonus if the battle was written exceptionally well. As I said, you can earn credits fighting tamed Digimon, and by that I mean other players. Tamed Digimon can also be NPC'ed, but that situation falls under ruling with wild Digimon. When fighting against other players, also known as Player Versus Player (PvP), you may choose to make a wager. You may wager credits, cards, or whatever you want, but if you wager credits you'll only earn what was wagered. You won't gain credits based on stages, nor will you gain bonuses/penalties based on performance, running away, or capturing. In either case, the loser gains nothing, but they won't lose anything either unless they made a wager. Note: While letting a Digimon escape normally only cuts your winnings in half, if the opponent gets away using an escape technique, like Bokomon's Wild Escape Dash, you earn nothing! Even if they wagered something! Burn! The Gold Card You don't need a Gold Card to earn credits. However, you will need it in order to buy stuff. Be warned! If someone else uses your Gold Card, you will foot the bill! Fortunately, Sully can void your old card if it gets stolen and will confiscate stolen cards. Garbagemon, on the other hand, is less scrupulous. If you don't already have a Gold Card, you can get one from Sully at the Comix Collective or Garbagemon. Criminal Acts This is option number two for raising funds. You can be a Criminal from the start, or you can become a Criminal by committing crimes. When you commit a crime, be sure to change your alignment in your character sheet. If you're a DigiOperative, you'll lose that alignment and not get bonuses for capturing Digimon. Furthermore, if Commander Krueger discovers you're a Criminal, he'll confiscate your Digimon and your deck, and turn you over to the proper authorities. A bounty is placed on your head the moment you become a Criminal. Wild Tamers and Wild Ones get 50% more credits for defeating you in battle, any time, anywhere. DigiOperatives will get double battle credit, and can treat your Digimon like a Wild One (i.e. they get another 50% for capturing it alive). To commit a crime, post somewhere describing what crime you're committing, then change your alignment to Criminal. You have to wait for an Admin to tell you if you were successful or not, so be sure to leave that open. If someone else gets to you before an Admin does, the scenario has to be resolved before anyone earns anything. This can include combat or less violent methods. If you commit a criminal act successfully, 300 credits will magically appear in your account. If a non-Criminal attacks you while you're in the act and battles you, the winner gets the 300 credits in addition to what they would normally earn in combat against a criminal. If a non-Criminal convinces a Criminal not to go through with it, the non-Criminal gets the 300 credits, but nothing else unless there was actual combat. If this was the Criminal's first crime, they can change their alignment back. The 300 credits you earn are not necessarily from what you committed the crime against. For instance, if you successfully snake another player's Gold Card, you get the 300 credits and can use their Gold Card. If you successfully prevent someone from taking your Gold Card, you get 300 credits from out of nowhere. To lose Criminal status, you'll have to serve some jail time (voluntarily or otherwise). Your Digimon will be sent to Digimon Island. After that, your status will return to either Wild Tamer or Wild One, and you'll be reunited with your Digimon and your deck. If you were a DigiOperative, you'll have to prove yourself to Commander Krueger before he'll let you rejoin. Restrictions: Your character can not be an important character from the show or video games. This means Tai, Matt, T.K., Sora, Mimi, Joe, Izzy, Kari, Davis, Cody, Yolei, Ken, Rio, Takato, Rika, Henry, Suzie, Kazu, Kenta, Takuya, Koji, Zoe, Tommy, Marcus, Thomas, Yoshino, or any other character of major importance to the story of the video games or show or their specific Digimon. You can use their species, but not their characters (i.e. a Gomamon, but not Joe's Gomamon), This is a different continuity all together, so none of them actually exist. The following Digimon are restricted for power and story reasons: Garbagemon, Baihumon, Zhuqaiomon, Ebonwumon, Quinlongmon, Cherubimon, Seraphimon, Ophanimon, Lucemon (any form), Arkadimon (any form), Calumon, Apocalymon, and MaloMyotismon. Most of those are just so there's no confusing your Digimon with major figures, and the others are just too powerful. Gaining approval for these forms is unlikely. You can create new Digimon if you want. Which brings us to our next character restriction: No super-powerful, omnipotent, or know-it-all characters, Digimon, or equipment. If you are even CLOSE to matching this level of power, you're too powerful and I must kill you for the sake of humanity. Well, okay, I won't kill you, but disciplinary action may be taken, and I hate being forced to perform disciplinary action. Conduct There are rules to this game and there is a code of conduct on this board. Defying any of them will get you in trouble. Some rules have already be outlined above and elsewhere on this board, but I think it's a good idea to expand a bit further. The DigiOps board is a public area and, considering that the subject is Digimon, it stands to reason that there may be children present. We will expect you to act as though you were in such an area. This means you should keep your RPs, behavior and language PG, PG-13 at most. I believe that would be TV-14 for television ratings and, I guess, E according to the ESRB video-game-rating scale. Avoid being pornographic, keep swearing to a minimum, and don't use graphic levels of gore and violence. Let's try to remain family-friendly, shall we? Try to get along with everyone else. The idea is to interact and have fun. If you want to go off on your own and write solo stories while ignoring everyone else, I suggest going to FanFiction.net or MediaMiner.org. If you're not going to interact, why are you even here? If you want to chat and post your solo fanfics, I believe there's room somewhere in the Fan Gallery. No god-moding. I already mentioned that you cannot have characters or gear that are omnipotent, invincible, and all-knowing, but you don't have to be a god to god-mode. This involves doing anything major to other people's characters without their permission - like killing them, moving them great distances, or stealing their stuff - or it can be something as simple as being undefeatable. You're not playing this game to win, remember. The game itself has no goals but the ones you choose to seek. Being undefeatable is no great challenge, and god-moding can just receive god-moding in return. Did you really just stab your opponent in the heart, or did she use Shadow-Clone Jutsu to distract you while she snuck up behind you? Hopefully, the DigiPoint system should help keep things fair, but it's not infallible. Also, be sure to give everyone a fair chance to respond. I've seen people charge through interactions in ways that leave others in the dust, and I've seen others take several days to respond. Both can really cheese people off. If you think someone is taking far too long, especially if they're playing a major role in the interaction, try to discuss this impediment with them. Try to understand their situation, or at least get permission, before leaving them behind. Disciplinary Action If you break the rules, you will first be warned. If you are warned, it is your responsibility to fix the offense. This may involve deleting or editing posts, or writing another post that reverses the action you took in the offending one(s). If you continue to break the rules too often, we will take action. A poll will be started concerning whether or not you will be banned from the board. If you're not voted off the board, you better thank your lucky stars and shape up. I cannot guarantee that you will be able to survive another poll. Losing this election will expel you from the board and the game permanently. Nice things to do. Use proper spelling and grammar. At the very least, I want you using capital letters and periods where necessary, and avoid chat-speak and unnecessary punctuation. None of this "LOL I M D GR8EST U ALL SUCK!!!!!!!" junk. Writing in narrative format is good, too, and you can use www.spellcheck.net if you have no other means of checking your spelling. If you think you need more guidance than these rules can provide feel free to ask questions. It is my responsibility to make sure you can have a good time, but I can't do anything if you don't ask. Don't use HTML or BB Code in your posts. Not the Story posts, at least. Trust me, it can get irritating. You can have some in your signature, but don't go overboard, and keep images to a respectable size. Bathe every once in a while. Sure, we can't smell you, but it's a good habit to get into. Post often. Especially if you're playing the game. Things can get dull real quick if no one plays. Have a sense of humor. If you can't take a joke, get out of the kitchen. Or something like that. What I mean is, don't take everything so seriously. It's only a game, after all. Well, that's all I have to say. Now get out there and tame some Digimon. -- Chet Weaver, a.k.a. Renamon |
Management reserves the right to generate random Digimon battles without provocation. ![]() Click here to feed EX 45 a Soul! Click here to feed H-Rex a fruit! Get your own at PokePlushies! | |
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| Renamon | Apr 21 2008, 04:34 PM Post #2 |
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I fight fast and eat fast.
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Cards have been added to the rules.
Also, playing Garbagemon is now restricted, since he now sells cards. |
Management reserves the right to generate random Digimon battles without provocation. ![]() Click here to feed EX 45 a Soul! Click here to feed H-Rex a fruit! Get your own at PokePlushies! | |
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| Renamon | May 7 2008, 02:10 PM Post #3 |
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I fight fast and eat fast.
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The Credit System and Crime System have been added. While these are probably the primary ways to earn credits in this game, quests may pop up from time to time that offer rewards of credits and cards. I'd also like to point out that you can only have one alignment at a time. You cannot, for example, be a Wild Tamer that is sometimes a Criminal. You are either a Wild Tamer or a Criminal, and if you have committed a crime you will remain a Criminal until you are sent to, and subsequently released from, prison. And, just so we're clear, these are the four alignments: Wild One (a Digimon without a partner) Wild Tamer (a Tamer not affiliated with the next two groups) DigiOperative (secret government agent trying to capture or destroy Digimon before anyone sees them) Criminal (a Digimon and/or human that commits crimes for money)
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Management reserves the right to generate random Digimon battles without provocation. ![]() Click here to feed EX 45 a Soul! Click here to feed H-Rex a fruit! Get your own at PokePlushies! | |
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4:31 AM Nov 26