

Rules, Information, & Directions for Playing
General Rules
- Your starting Level will be one half (½) the average of all the other player characters (rounded up; minimum of Level 1).
- All e-mails sent to me should have a subject in the following form: Clan - Character Name - Topic. The clan name will either be Individuals or your clan's name. The Character Name is your character's name (Megatron, Lisa Pacifist, etc). The topic is the topic of the e-mail. A single e-mail should only contain 1 topic. I reserve the right to simply delete any e-mail that doesn't follow this format, forgetting it ever existed.
- This RPG is multi-dimensional, consisting of three dimensions: living, heaven, and hell. All characters start in the living dimension. When a Good-aligned character dies, he or she enters heaven. Similarly, when an Evil-aligned character dies, he or she enters hell. A Neutral character will randomly enter one or the other, decided by a coin flip.
- When a Good-aligned character dies and enters heaven, he or she must remain there for 7 days. During this time, he or she can perform actions as normal. After 7 days, he or she has the option to return to his or her location of death or to remain in heaven as long as he or she wishes.
- When a Neutral-aligned character dies and enters heaven, he or she must also remain there for 7 days, but he or she is not able to perform any actions. After 7 days, he or she will automatically return to the location of his or her death and he or she may decide to either remain Neutral or become Good-aligned.
- When a Neutral-aligned character dies and enters hell, he or she must remain there for 7 days and cannot perform any actions during this time. However, unlike in heaven, after this 7-day period a Neutral-aligned character can choose to remain in Hell and perform actions. When he or she finally returns to the living dimension, he or she returns to the location of his or her death.
- When an Evil-aligned character dies and enters hell, he or she must also remain there for 7 days and cannot perform any actions during this time. After 7 days, he or she will automatically return to the location of his or her death and he or she may decide to either remain Evil or become Neutral.
- If I feel that your character is monopolizing the game (i.e., the character is many Levels higher than everybody else), you will be eligible to give up Levels in exchange for Cash or Items.
- You can only be one character. If I find that you have multies, I will remove all of your characters from the game.
- You cannot babysit another player's character. This is considered having a multi, and will be treated as such (see previous rule).
- Some of the items on the item list are rare and only a certain number of them exist in the game. These items are listed with their name in white text on the Items pages.
- Try your best to ignore any spelling, grammer, and/or HTML coding mistakes. We're all human, afterall.
Character Creation Rules
- Decide to play either an original character or pre-existing character. You cannot choose a character already being played by someone else, nor can you make a clone (exact duplicate).
- If you choose to play a pre-existing character, you MUST attempt to create that character as closely to the original as possible, within the limits below. You will also begin play with the alignment that that character possesses.
- If you choose to play an original character, you MUST provide a one-paragraph description of the character as well as an image. If you don't have an image, use Google or Yahoo! image search to find something suitable.
- Distribute 15 Stat points between your character's Strength, Agility, Intellect, and Willpower. A rating of 3-4 is "average human level"; see the FAQ for exact ratings and their meanings. A new character can only possess 1 Stat with intensity greater than 10.
- Strength - Guages someone's physical might, muscular development, and stamina. It defines how hard the individual hits something and what he or she can lift. It also tells how resistant the individual is to fatigue, poison, and disease. Of the four, Strength is the one that most often ranges into superhuman levels.
- Agility - Describes the speed of an individual's reflexes and degree of natural flexibility, speed, and dexterity. If a hero has a high Agility, he or she can more easily dodge most projectile attacks, climb walls, and land on his or her feet when taking a tumble.
- Intellect - Measures an individual's ability to reason his or her way out of situations, solve problems, and analyze issues. If a hero has a high intellect, he or she has a better chance of understanding unknown technology and languages, spotting clues, and anticipating the actions of others.
- Willpower - Defines an individual's emotional strength, force of personality, and mental resilience. It measures the mercy and compassion of superheroes, but indicates the depths of a supervillan's corruption. The self-assurance that comes with Willpower helps a hero defend against attacks on his or her mind and soul.
- Pick any four (4) Skills for your character.
- A character cannot have more Skills in a category than the category's related Stat intensity. For example, R2-D2 has an Intellect of 2; he cannot have more than two Intellect-based Skills.
- Distribute 40 Power Points (PP) amongst any Powers you wish to possess.
- Each point of intensity in a Power costs 1 PP, a Stunt costs 4 PPs, and a Limit provides you with 2 additional PPs.
- A character cannot have more than one Power with intensity 20, and no character may have a Power with intensity higher than 20.'
- You may also choose to purchase Artifacts instead of Powers. See the Artifact Rules below for costs.
- Distribute 30 Feebie Points (FP) anywhere you see fit.
- Raise a Stat 1 intensity: 1 FP
- New Skill: 1 FP
- New Power or raise a Power's intensity: 1 FP
- New Stunt: 4 FPs
- Additional Resource Rank: 1 FP
- Additional Health (you begin with 10): 1 FP
- Bonuses/Hindrances: Cost varies by each
- You may only receive an additional 10 FP from Hindrances, but you may have as many as you want.
Artifact Rules
- Artifact - any item, weapon or otherwise, that possesses more power than its "real-life" counterpart does.
- Examples: a laser rifle, since normal firearms just shoot bullets; a magic talisman that provides Invisibility; an enchanted sword that increases its user's Strength; etc.
- All Artifacts possess Levels, just like a character, and a single intensity score. All "non-Rare" Artifacts are acquired at Level 0 power. An Artifact's Level is determined by summing its intensity score and the total number of Powers and Ablities it possesses.
- Example: The Ram possesses a 10-intensity suit of armor with the following Powers/abilities: Ability Boost, Body Armor, Horns, Unbreakable, Unremovable. Its Level is 15.
- One can increase an Artifact's Level and imbue it with new Powers and/or abilities through one of two methods: upgrading it in Braddock's shop or spending Experience points.
- Increasing an Artifact's Level or imbuing it with Powers/abilities through a Cash transaction requires only the values listed on Braddock's shop. The maximum Level an Artifact may possess that is created in the shop is equal to the character's Level.
- In order to create your own Artifacts with Experience, you must possess the appropriate Skills. For instance, to create a suit of Iron Man armor, one would need Construction, Bionics, Computers, Energy Control, Mechanics, and Weapons Systems at the very least. It would also help to have Repair and other Skills in order to keep it running at full capacity..... See the Experience Rules for Exp costs. An Artifact created in this manner may not have a Level greater than four (4) times the character's Intellect score.
- All weapons found during a Search action are considered to automatically be level 0 Artifacts (0 intensity with no Powers or abilities).
- The SUM TOTAL of all of your Artifact levels cannot be greater than your character's Level or 40, whichever is higher.
Companion and Mercenary Rules
- Companion - a henchman gained from a Battle, Spar, or Storyline (usually the latter).
Mercenary - hired muscle.
- Mercenaries do not work for free. Each month you must pay them a certain amount of Cash for services rendered. That amount is dependant on two things: race and Level. Also, Mercenaries DO NOT, under any circumstances, give any items they have to ANYONE, not even the people that hired them. If you buy them something, it is their's. If they find money, it is their's. If you tell them to buy something, that item is their's. So anything you give them, they keep, no refunds or exchanges.... though buying something from them may work.
| . |
1 - 10 | 20 - 30 | 40 - 50 | 50+ |
| Human | 50 | 100 | 200 | 400 |
| Namek | 75 | 150 | 300 | 600 |
| Saibaman | 25 | 75 | 150 | 300 |
| Saiya-jin | 100 | 200 | 400 | 800 |
| Android | 50 | 200 | 500 | 1,000 |
- You can only have 2 Companions or mercenaries. Fused Companions still count as seperate for your total.
- If you have a Companion, you have the choice of naming it. E-mail me and tell me the name you want to give to your Companion. Companions can be male or female, but must be in good taste. Mercenaries come pre-named; you don't get to choose it.
- Companions are people just like your character. If you abuse them, over-work them, or neglect them, they may turn on you. It's best to often give them a couple days of rest and buy them some manga. Mercenaries will continue to work as long as they get paid.
Clan Rules
- Forming a clan costs 3,000 Cash. The minimum number of characters a clan can have is 3; the maximum is 5. Companions and Mercenaries do not count towards this total.
- A clan has 2 official positions: Leader and Treasurer. The Leader acts as a diplomat. He or she is the only member of the clan that can declare war on another clan, or end one. The Leader is also the only person that can accept new people into the clan, or remove unwanted people. The Treasurer is the only member that has access to the clan's vault. This vault can hold Cash and items.
- When creating a clan, the character that is to be the Leader must be on the planet the clan wishes to claim. He or she must also have all 3,000 Cash required to create the clan. Once you've chosen a planet, a training hall is placed on it. Only your clan has claim over this planet and only your clan has access to this facility.
- The training hall is considered a sub-section of the planet it is located on. Thus, while in the training hall, you cannot search for items. However, unlike other sub-sections, the training hall only takes 1 day to go to.
- A clan has 5 Emergency Transport Units to use. These ETUs can only be used to transport a character from any location in the living universe back to the training hall. An ETU is a one use item, so they should probably be used only in defensive actions....
Action Rules
- Here are the actions you can perform:
- Buying, Selling, or Equiping takes 1 day.
- Solo Training takes 3 days, for which you earn 1 Exp. Group (2 or more, henchmen included) takes 2 days, for which you also earn 1 Exp.
- You can Rest as long as you want.
- Taking an action that requires the expenditure of Experience Points takes a number of days equal to the amount of Experience spent.
- Searching for a random item takes 1-14 days depending on the item. Rare (white) items are not included in random searches. Searching for a specific item takes twice as long.
- Battles, Spars, and Storylines take place on Sunday, but must be requested by Thursday.
- Travelling to sub-sections of a planet takes time, which is dependent on the travel method.
- Walking to or from a sub-section takes 7 days.
- Driving to or from a sub-section takes a number of days depending on the vehicle. See Nappa's Junk Yard for times.
- Flying is unique in regards to Travel times because you don't have to travel back to the main planet before going to another sub-section. The Locations page features a table for each planet describing the Base flight time. Note that having a vehicle will reduce this time; see Nappa's Junk Yard.
- Sending an item through the LoA Postal Service takes an amount of time dependant on the number of items sent and how far it's going. See Rule A9.
- Sometimes you may find an Item spontaneously. This usually happens in a battle or storyline.
- When you are doing an action, there will be a number by the action. This number represents the number of days you have left on that action. The number will count down until you finish. For example, you are doing Solo Training. On your first day there will be a 3; on the second day there will be a 2; on the third day a 1 and on the fourth day, your experience will be increased by 1 and there will be a 3 again, signaling that you have started over.
- After completing any action, you will Rest. This will continue until you tell me you want to do something else.
- You can only do one thing at a time (example: you cannot Train and Shop at the same time). However, you can Battle or Spar without interrupting other actions (assuming you survive the fight, anyway).
- If you are on the main part of a planet, you cannot search for things on other sub-sections of the planet (ex: you cannot search for a senzu bean from the main part of Earth). The same applies for learning moves. On the other hand, if you are on a sub-section of a planet, you CAN search for things on the main part of the planet. (ex: You can search for Cash from New York).
- If you wish to send items or Cash to other players who are not in the same location as you are, then you must either: (a) buy a Wormhole card (currently unavailable) and go there; (b) Teleport to their location; or (c) use the LoA Postal System. The LoA Postal System is a mail system for the game. It isn't free, but it is rather cheap. Sending an item or up to 1,000 Cash to another player costs 100 Cash. It takes 1 day to send to a sub-section and 3 days to travel to another planet. This time is independent of your own actions, thus you do not suffer. Additions work as follows:
- +100 Cash per extra item sent.
- +100 Cash per extra 1,000 Cash sent.
- +1 day per extra sub-section.
So say Tifa wants to send Cloud a picture of herself. Let's say she's on Planet Namek and Cloud is in Neo Tokyo on Earth. It will take 4 days to get there (3 to go to Earth, 1 to get to Neo Tokyo) and cost 100 Zeni. If you have any questions, post them on the MB.
Experience Rules
- You can spend Experience in the following ways, with the required time being equal to the total Experience spent:
- Raise Stat: 0.5 x (current intensity), rounding up
- New Skill: 3
- New (intensity 1) Power: 4
- Each Limit taken with a new Power lowers this amount by 1 EXP.
- Stunt: 5
- Immortality or an Invulnerability power: 20
- Raise Power intensity: 0.25 x (current intensity), rounding up
- Health: 0.25 x (current intensity), rounding up
- Bonus: (listed cost) x 2
- Remove a Limit: 3
- Remove a Hindrance: (listed cost) x 2
- New Artifact: (Total PP cost) x 1.25, rounding up
- Add a new ability to an Artifact: 2
- Add a new Power to an Artifact: 0.5 x (artifact intensity), rounding up
- Add a Stunt to an Artifact Power: 5
- Raise an Artifact's intensity: 0.5 x (current intensity)
- Temporal Adjustment
- You can also spend Experience to reduce the number of days it takes to finish an action on a one-to-one basis. This expenditure of Experience is on top of any required Experience for that action, but no extra days are incurred from the increased Experience cost. Examples are listed below.
- You can spend 3 Exp to reduce the time it takes to raise a Stat from 8 to 9 by 3 days, thus it would cost 7 Experience and only take 1 day to raise.
- You can instantly raise an Power from intensity 13 to 14 if you spend an additional 4 Exp, bringing the total cost to 8 Exp.
- While Group Idle Training you can acquire 7 Levels every 8 days, but only gain 1 Exp. This is accomplished by spending the 2 Experience you gain every 4 days on an additional two days of Training, thus gaining 3 Levels in this time; you then spend the last two Experience gained from the extra Levels on one further Level.
- You can spend Experience to reduce the build time for an Artifact on a one-to-one basis. See Braddock Industries (shop) for build times on Artifacts.