Roleplay Tenkaichi

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Valid upon the seventh Wipe and in furtherance (2018-2019)

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(Any complaints regarding rules, admins or other players may be submitted to Michael.Wilk001@gmail.com or bdeavilla@me.com, include "RT Server" in the title or the email will be considered spam and deleted. Please keep the emails concise and include any evidence you may have as an attachment, do not post links to image hosting sites in the email.)

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An Act relative to benefits, rights, validation and enforcement on player concerns and performance

Be it enacted by the Owner’s and Staff assembled, and by the authority of the same, as follows:

ROLEPLAY TENKAICHI GENERAL LAWS ANNOTATED

TITLE I.  CRIMES AND PUNISHMENTS

TITLE II.  GENERAL LAWS

Title III. Combat Rules

Chapter 1: RP Combat

Chapter 2: Phases of Combat

Chapter 3: Resolutions

Chapter 4:  Fleeing and Combat Avoidance

Title IV. Skill & Item Rules

Title V. Rank Rules & Skills

Title VI. Dragonballs

Chapter 1: Dragonball Rules

Chapter 2: Dragonball Wishes

Chapter 1: Introduction

Chapter 2: Conduct


TITLE I.  Crimes and Punishments

  1. All of the crimes and their punishments are subject to admin ruling.

TITLE II.  GENERAL LAWS

  1. Admin Etiquette: In the interest of keeping Administrative work professional and expediting each request for help via ahelp / pm, etc, players and admins will be held accountable for their conduct in these channels. This means no flaming / screaming / being abrasive in either AHELP or admin PM. The rule of thumb here is don’t argue or otherwise incite argument in these channels and keep all conversations in them clear and concise. Avoid general chatting in these channels and avoid overuse (basically, please don’t send every idle thought you have through these channels, OOC or the Discord is for general chatter).
  2. Admin Law: If for any reason an Admin asks you to stop doing whatever it is you are doing, do so. Cooperate with admins when they are asking you questions, especially during any kind of investigation into a claim or bug. If you are exceedingly uncooperative with admins you may be punished appropriately.
  3. Naming: Your name must begin with a CAPITAL LETTER, and contain only alphanumeric characters. (A - Z, 1 - 0). Whilst not strictly enforced, you should consider the naming conventions of your chosen race if you know them, i.e. avoid “Bob” if you’re a Saiyan. In general, be creative and realistic in the scope of your RP environment when choosing a name, and you’ll likely be looked upon more favorably as a roleplayer. The character name you enter at creation should be the one you keep if possible. The structure of admin alerts and verbs makes it difficult to quickly assist “Telorath” if your original name was “CaptainNinjaHeroMan”
  4. NSFW Content: Do not post NSFW content on any channel in the game. This includes pornography or anything else that could be considered exceedingly graphic. Depending on the severity you may face appropriate punishment. If whatever you want to emote could be considered exceedingly vulgar, i.e. "ERP" (erotic roleplay), it is not permitted within the game. If you want to do these things, do it someplace else. You may reference inappropriate events as if they had happened, and may post anything alluding to it, as long as whatever you are posting could be considered "PG-13". Use common sense here, folks. Do not even HINT at rape in roleplay. It is highly distasteful, makes many uncomfortable and in general is not something anyone wants on the server.
  5. Alt Interaction: Any form of direct or indirect interaction with your alt characters is not allowed. Furthermore, alternate characters are not allowed on the same Z plane as any other character you may have logged in. For example, sparring, mating, digging/mana gathering, or anything that would give you any sort of advantage. People playing on the same IP may be scrutinized and asked to prove they are two different people. Major ranks (EG, NE, KS, DL, CL, KoV, Space Pirate King) may not have alts. Minor ranks are only permitted to having one other alt and MUST first get it approved by the admin team via AHELP. The suggested number of alts logged in at once is two at maximum.
  6. EZing: Issuing commands to the game via any method that doesn't involve your active attention is not allowed. This means you may not use a program to click verbs, you may not use a paperweight to hold down a key, and you absolutely may not use any kind of script to automate an action or series of actions. If you are caught doing this, you may be punished appropriately.
  7. Deceptive Iconning: You may not use your ability to change the icons of any object in the game in a deceptive manner. This includes but is not limited to: Invisible charge, armor, teleporter pad, cloning tank, or sword icons, changing the icon of a door to make “hidden” doors in a series of walls, or making your own mob invisible. Common sense rule applies extra hard here and violators will be heavily punished.
  8. Race Icons: You must use an icon that follows your races general appearance “theme” (Kannasans must look like fish or have scales , yardrat must be purple,kaios and demigods must be humanoid, humans can’t have animal traits such as tails or cat ears , etc..).The exception to these rules are Alien(Only custom alien) androids and Demon which have much more freedom.
  9. Buildings: You must include a door or opening leading into a building and all rooms inside of it. You can not have “hidden” rooms inside your building that lack doors, you can not make it so that the only way to enter your house is by abusing solid roof toggling. If we find buildings like these we will admin delete sections of roof to allow anyone to enter. You are also not allowed to place more than one door per tile with nothing under it, due to interactions with the Hacking Console.If you are discovered to be building in a way that could be considered disruptive or obnoxious in any way, (i.e. spam building ugly tiles all over the map or blocking off public access ways) you will likely be punished and have your buildings torn down.
  10. OOC Placement: You are not allowed to be somewhere ‘OOCly’ without expressed admin permission for certain events. Admins are expected to be places OOCly to deal with situations, but players are not allowed to do so. If someone comes up and says that they’re OOC and not actually there in character, adminhelp and a punishment will be applied if deemed necessary.
  11. Portals: You can travel from one planet to another even if you were never there , the only exception is realm travel , you must step foot in the LR or AL if you want to travel from one place to another with a portal.
  12. Accidents: If you or anyone else had an accident and your gravity machine , ship , regen tank , etc … end up broken , you have to deal with the problem ICly.Enter in RP mode and emote the destruction of the item.Admins will not refund any of your accidents but if we find out you are abusing of this rule a ban will be placed.
  13. Teaching: OOC teaching is not allowed, for ranks or for regular players.  All skill teaching requires an emote of sufficient size and detail for each individual skill you are teaching.
  14. Roleplay: In general, you are expected to roleplay any action that would affect another character/player, whether it be positive or negative.

Chat Rules:

  1. Spam: Do not spam or flood IC, OOC, or LOOC. Try to get your point across with one use of the verb instead of filling multiple new lines with bits of your message. If you are asked to stop spamming and then continue to do so, you will likely be muted for a long period of time.
  2. Harassment: Excessive flaming / harassment may result in an immediate mute. It's okay to sometimes get a little heated, but if you go on a minutes-long crusade to bash/shame/troll others, expect consequences. This goes double for continually hounding other community members about past events. Blatantly inflammatory remarks are especially subject to this rule.
  3. No IC in OOC: Don't post emotes / says or any IC information in OOC. This is can be considered disruptive at best and metagaming at worst. Don't do it. An exception may be made for your own emotes / says for the purpose of humor, etc.
  4. DDoS Threats: You are not allowed to make threats of hacking, cracking, DoS or DDoS against either the server or the player base, even jokingly. You -will- be punished with a ban for a minimum of a day if you’re caught doing any of this. Not appealable.
  5. Advertising: Absolutely no advertising other BYOND games within this one is allowed. Furthermore, you may not advertise THIS game in other BYOND games. If we find out you're doing it you will be punished as severely as if you were caught doing so here.

Title III. Combat Rules

Chapter 1: Phases of Combat        

Each instance of combat has three distinct phases.

  1. (Rolelplay) Main Roleplay
  2. (Battle) Verb Combat
  3. (Resolution) Results Roleplay and Battle Continuation
  4. (Battle) Verb Combat

A) All combatants, anyone that is participating in fighting, harming, healing or otherwise supporting and any targets thereof, must emote their intended actions during the Main Roleplay phase in order to participate in the verb phase. Anyone that does not emote their characters actions or intentions to act will be excluded from the combat phase.

Spectating: Anyone that does not emote during the Main Roleplay phase is an implied spectator and is considered IC.  This means that any collateral damage can fully affect them. Purposefully targeting a spectators will result in punishment for nonRP.

An acceptable Main RP Phase emote must clearly include your character's actions or intentions to act. I.E. you must use clear language communicating what your character's actions will be. The language does not affect IC communication though, and is a player to player based restrictions as opposed to being an in character one.

Once all active participants have posted their role plays, one person must be selected to perform a countdown. At the end of the countdown all participants then enter the Battle phase. During any countdown to initiate combat or perform any action, you may not start your action before the timer reaches zero.

B) The Verb Combat phase remains active until: all sides except one are knocked out, all but one successfully flee, when knocked out you must turn on RP mode until the beginning of the Resolution phase. At the end of the Verb Combat Phase the side that still stands after combat must apply their intended injuries, and then begin their Resolution and Continuation Phase RPs from there. (Lethal combat will automatically trigger RP mode)

Combat Pause: Combat pauses may only be requested during the Verb Combat Phase of fighting. Upon the call of a pause, everyone must go into RP mode. Everyone involved in the combat gets to change their RP intentions; or RP a specific action.  Pauses do NOT allow a new party to join the Verb Combat Phase if they were not already participating. Each side gets a single pause that must be honored when called for, to include desired transformations.

Player Disconnection: If anyone involved in an active or imminent combat suddenly disconnects, a free pause will be given to wait for their return. If they do not return in a timely manner (ten minutes), the situation may be continued without them by using another person to set a countdown.

C) Once the battle phase has ended all parties immediately move to the resolution phase, all participants must have RP mode on. The victor(s) may use the Injure verb on one of their targets or steal one item from one target.

Any parties directly affected may post a response RP detailing their side of the struggle/injury/etc, but are not required to do so.  Once all result and continuation emotes have been posted, the combat may move on to the next battle phase.

Chapter 2: Resolutions

A.         Injure: The Jack of All Trades: The Injure verb can now kill targets with 30 or less WP and is the primary way fights will be mechanically resolved.

a.         A limb will follow the following progression:

Healthy →  Broken →  Maimed → Removed

Note: The ‘Injure’ verb will control the progressions of Injury for the user, and will make sure that they injury provided is within the correct parameters.

  1. Willpower is reduced by 30 after each time you are knocked out while the opponent is using Lethal. If fighting a lethal opponent, you will be flagged as participating in lethal combat and your health regeneration will drain a small amount of Willpower throughout combat.

  1. Lethal actions are no longer limited by rounds of combat, but instead are mechanically based on the target’s Willpower (WP). 70 or less WP for injuries, 30 or less to Kill, and you need 30 or more to flee.  Anyone above 0 WP can be rescued by an ally in a save attempt and then once combat has stopped, regenerate by normal means. Anyone that has been reduced to 0 WP can not be saved.
  2. Coincidental/Accidental Injury: Accidental injury can occur during spectating a malicious fight or being close to a battle.  This will happen mostly through collateral damage in the Battle phase and any injuries or death are considered IC.
  3. Stealing: Stealing must be roleplayed during the Resolution Phase in order to steal an item from the losing party. You may not injure and steal in the same Resolution phase, and you may only take one item per combat round. (Resources or Mana count as 1 item each)
  4. Defenselessness: Having your Willpower depleted to 0 puts you in a defenseless state. This state will be in effect until the death of your character, 3 IC days have passed or you have had your Willpower restored by another party through some supportive means. When you are defenseless you must enter RP Mode.  While defenseless, you may be the target of malicious intent but may not take action yourself. You may still emote but you must roleplay your dire condition and may not use any skills.

Chapter 3:  Fleeing

  1. Fleeing requires clear flee intent in the emote. Once your emote is prepared based upon the results of your respective flee, or chasing roll, you may act accordingly.
                    1a. Anyone fleeing or pursuing someone that is fleeing is considered to be in a separate Battle phase from everyone that is not fleeing or pursuing and the two conflicts may resolve separately.
                    1b. If you fail your flee roll, you are ‘caught’ and you MUST fight out the round normally. Once the round is completed, and verb results have been RP’d, you may then roll to attempt to flee again.
  2. If a flee roll is failed, and the pursuer catches them, the verb commences and RP commences from that point. If the individual who attempted to flee before attempts to flee again, the same separate battle phase continues until they either can no longer flee, succeed in the flee roll, or die.
                    2a. If the fleeing party decides to stop fleeing for any reason, the verb combat returns to normal combat rules.
  3. Flee rolls are counted individually. In a group battle setting, all players involved that wish to flee must roll individually, and all those that wish to pursue them must also roll individually.
                    3a. All results are
    final. Those that roll to flee MUST flee. Those that chase MUST chase. If you are in a situation where your chosen target for pursuing succeeds, you may not enter a new combat situation for one round. (See Chapter 4, clause 4.)

Note: If absolutely no emotes have happened in a given situation, you are not obligated to sit and type about your exit. An RP situation does not begin until there is emote!

Chapter 4: RP Combat

  1. Any action in combat (Actively participating in combat, Fleeing, Supporting, Rescuing or otherwise interacting with a combatant) must be started with an emote, and a thirty second countdown. This emote must be at least 50 words (This rule is light in that being within a few words is alright, but being more than 5 words away, especially if done repeatedly, will render the RP invalid).
  2. Any hostile action that may result in injury or death or whose intentions are injury, death or robbery must include a Malicious Intent tag at the end of the emote in a bracket, including the target of the action. You must clearly describe or communicate what your character will do during the situation. All combat that is not a spar or directly for training can be or become malicious.  Malicious intent covers both intent to injure and to kill an enemy. If you do not include this, the RP is not valid and must either be submitted with clear targets or omitted and ignored. If someone is fleeing, you must indicate you are pursuing them if you intend to. If you intend to perform a "support" action, such as healing, grabbing, etc, it must also be indicated with a Tag. Example: (Malicious Intent: Luke) (Heal: Chewyy)
  3. INF: Any party present may request INF or for response time in order to act in the coming scenario.  Anyone that has the typing overlay is considered to have asked for INF and must be allowed adequate time to roleplay. (Using the INF rule in order to stall or prolong a fight is considered combat avoiding. See combat avoiding.)
  4. Participation: Arriving to a combat scenario will not immediately enter you into that combat.  When you first arrive, you are in a “Witness” state and you may not interact until the Resolution Phase RP is complete and the Main RP Phase begins again.  If you happen to arrive during the Main RP phase you are typically allowed to participate unless you show up when the countdown is at 10 or less.  In a group battle, if you are KO’d before the end of the battle, you must RP mode until all combatants have finished combat.
  5. Building During Combat: You are not allowed to build roof, walls , tiles , etc in combat. You are allowed to build items (magic or tech) in the middle of the fight but you should allude to them in your emote. The items you are attempting to build must be built at the start of the combat phase.
  6. Pre-Emptive Anger: You may not start any combat with anger unless that anger is the result of a recent death or coming from an earlier round of the same combat.
  7. Mulligans: A situation where rules are broken or a bug feasibly alters the result of combat -MAY- result in an admin declaring a redo of the situation. Combatants will be restored to where they were before combat began, and the situation will resume from the beginning after a countdown.
  8. KO Verbs: Auto KO verbs such as stun chips, Augment KOs, Soul Contract, etc., are considered an act of combat and must be RPed and follow regular combat rules. You may also use one of these in place of an injury if you win a round.
  9. AFK Rules: You may not harm any player that is AFK in any way. You may not build around them to wall them off. You are only protected by the AFK tag itself. You may not flag yourself as AFK to deliberately avoid harm.
  10. Grab Rule: You are not allowed to grab items in combat that would disrupt players from dealing damage to you. Examples are training dummies and punching bags. Grabbing other players is fine as long as you have the intent to use a damaging ability on them, such as Throw or Megaton Throw.
  11. Combat Avoidance is spending more than half the time running away from an opponent. Combat Avoidance is not dodging or evasion, it is fleeing in a non-flee situation.

    Tile Limits: You should stay within 15 tiles of a person at all times. Spending longer than 5 seconds outside of the 15 tile range, or dipping out of the 15 tile range repeatedly can be considered a breach of the rule. Generally speaking, you should stay within the default screen limit of your opponent.

    Changing Z: Changing Z-Coordinates is not allowed with pods or ships. Changing Z’s after a combat situation requires a full RP, and CD of your means; be it a telepad, a magic portal, or another Z-shifting skill. Using pods and ships to escape a Z-coordinate requires combat to be over entirely. If you wish to change Z’s, it must be done between rounds and fights.

Title IV. Skill & Item Rules

  1. Self Destruct: You may not use Self Destruct on the first Verb Combat round.
  2. Stun Chips: You are allowed to activate a stun-chip during any round of combat, as long as it is a clear intent.
  3. Conjure: Demonic conjuration requires admin permission. Always admin-help before conjuring your demon or you may face a punishment and have the demon sent back with no refund.
  4. False Moons: Emitters require admin permission.
  5. Homing Finisher: You are allowed to move to avoid this skill, but you must return to combat the moment the skill has finished firing. You are not allowed to move Z-Levels whilst avoiding the technique.
  6. Imitation: You are allowed to imitate anyone around you as long as you post a roleplay.
  7. Absorb: You can only use this skill instead of using Injure as part of the Resolution phase. If you are trapped inside of the Bio Android or Majin, you are not allowed to use any means to escape. This includes portals, Instant Transmission, being conjured by another player as a demon, telepads etcetera. When the Bio Android or Majin is killed, you will be released at the location of the Bio Android or Majins death. This is the only time you will be released, barring extenuating circumstance.
  8. Instant Transmission: A maximum of two people can be taken with you when this skill is used. Outside of combat, you are free to use this technique with no restrictions so long as you emote and CD each use, barring the barrier over the Afterlife, if it is active.
  9. Planet Destroy: You must construct a narration to be posted by the admin. Once this is posted, you must wait for players on the planet to arrive and attempt to stop the Planet Destroy. You must beat them in three rounds of combat, after which they will be considered too injured to make another attempt at stopping it.

Upon roleplaying the use of the Planet Destroy technique after the third round, there is no way for the skill to be stopped, short of someone else teleporting you out of the area through Instant Transmission. Telepads and portals are not applicable. You require a good reason to request this and must be of a significant Battle Power to attempt it.

Title V. Rank Rules & Skills

  1. Rank Activity: Ranked players are expected to play at least 4 days per week for at least 15 hours total. Some leniency may be given if you inform admins of a prolonged absence for a good reason, and we would like it if you gave us a 24 hour advance notice if possible.
  2. HBTC Usage: The Earth Guardian may allow up to a maximum of (2) people to enter the HBTC during a time where there is a major Universal/Planetary threat. No more than (2) players may enter the HBTC at a time. In order to receive the boost, you will need admin approval and admin assistance and only the EG can open the door.
  3. Reincarnation: You may not force reincarnate someone if you have the ability to do so.
  4. Restore Youth: You may not use this skill without consent OOC from the other player.
  5. Black Water Mist/Augment: You are allowed to infect 1 person per fight at the end of any round.  Infecting falls under the same rules of Injury.
  6. Mystify/Majinize:

Majin and Mystic override each other, meaning that if someone has Majin and is mystified, their Majin will be removed and replaced with the Mystic skill and vice versa. If you have mystic, or have been mystified, your character alignment becomes Lawful Good, whilst Majin will bind you to the Majinizers will if applicable, and your alignment is locked to Chaotic Evil whilst you have the skill, but more specifically in.

If you have been Majinized, you are forced to obey the orders of the one who initially Majinized you. You are allowed to attempt to break free from your Majin bonds only once per character. If failed, only being Mystified will remove it from you. To break free of the Majin mark, you must defeat your master in combat and reduce their Willpower to below 50, then you must roleplay your intent as breaking free of the binding. The only ones allowed to assist you in this endeavour are those who bear the same mark from the same person who initially Majinized you.

  1. You must have an established IC relationship with someone in order to teach them a rank exclusive skill.

Note: In this instance, a teacher may only select TWO students at a time, and may not try to teach a "group" of people this buff all at once. This process must be repeated for every individual student.

Title VI. Dragonballs

Chapter 1: Dragonball Rules

  1. Dragonballs and their wishing power will scale off of the individual responsible for spawning them. The formula being Energy, and as energy increases, likewise so will the Dragonball’s wishing power.
  2. Dragonballs are to remain on their intended planets, that being the planets they were created on. Do not take them off planet and do not attempt hiding them within pocket dimensions.
  3. You are free to collect and interact with any Dragonballs you come across, but do not metagame what they are and what they are capable of.
  4. Do not steal dropped Dragonballs from AFK players. Do not steal them from a player that has logged out via relog, crashing, connection issues and so on. It is frowned upon and not productive for server roleplay, and just poor ethics as a whole. You are however, free to steal them legitimately by adhering to fighting and robbing protocol found in the rules page under Combat.
  5. The wish must be conducted outside, and may not be done inside of a building.
  6. To use the Dragonballs, the user must have the Namekian language mastered (100%)
  7. Each wish with the Dragonballs require admin permission and assistance (This is when you will find out what you may or may not be allowed to wish for).
  8. After a wish has been granted, the balls will turn to stone and become inactive for a set amount of time.