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Welcome to StarForce RP


SFRP v5 - System Overhaul



The fifth major system change of the Star Force RP includes changes to Weapons, Elements, Virus Threads, the Card Library and more. Feel free to visit the full v5 Updates Thread to see all the changes that have been made.

If you're new, feel free to look around the board. Make yourself known in the Hello & Goodbye Forum, or join the Chat Box at the bottom of the home page. If you have a Discord, follow the link provided and join our much more active Discord Channel. Feel free to ask questions whenever you need help.




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The Unofficial V5 Compilation Thread; Don'ttouchyet
Topic Started: Sep 5 2015, 09:50 PM (650 Views)
Lash
The latest drafts, all organized in one thread. It's slightly different than the rules index proposed two years ago, but somewhat usable. I assume Big Bang Weapons will be merged into the next version of the Weapons Guide.


Table of Contents

Section 1: Basic Rules
- Joining
- General Rules
- RP Rules

Section 2: Battle System
- Elements
- Battle System
- Battle Cards
- Strengths/Weaknesses
- Status Effects
- Noise Gauge
- Ability Waves

Section 3: Character Relations
- Non-Player Characters
- Multiple PCs
- Brother Bands and Link Power
- Jobs

Section 4: Misc. Systems
- Chaos Server
- Panel Conditions
- Indie Frags
- Virus Threads
- Card Trader
- Player Character Mega Cards
- Betting Matches

Section 5: Transformations
- Star Breaks
- Rogue Form
- Tribe On
Edited by Lash, Nov 28 2015, 01:57 PM.
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:: Section One ::

::1a: Joining::

Before joining we advise you to read all the rules thoroughly to help prevent any confusion in your posts. Once you have done that read the [url=starforcerp.com/topic/7249347/1/#new]Character Template[/url] thread to get the template and the descriptions on how to make your profile. Make sure to look over the Weapons Guide while working on your character's weapons. You'll need to post your completed profile in the Approval Board. If you are confused or are having trouble with your character, feel free to ask the staff for help.

There are two types of character approvals: RP Approval and Full Approval. Both types of approvals require 2 staff members before a character is considered either fully approved or RP Approved. A Full Approval also counts as an RP approval, so you do not have to have 2 RP approvals and 2 Full Approvals. Each type of approval is explained in full below:

Two Approvals of any type allows the character to be used, but only 2 Full Approvals allow you to participate in Stat-Based Combat.

--- RP Approval ---
RP approval involves everything related to the RP with your character; such as your human, Wizard, Wave Conversion descriptions, weapon and attack descriptions, and Strengths and Weaknesses. It involves all the flavor text and character details you have, just like in any other RP forum. Anything involving specific stats for weapons, such as damage and effects, are not included with an RP approval. We want to make it easy for new members to get involved with the RP quickly, and we know that it can take a long time to work out weapon specifics and the like. RP approvals get you involved as quickly as possible, but only being RP approved forbids you from using the battle system. You may still form Brother Bands and take part in the additional systems, but you can only be in RP threads and RP battles.

The following is a list of sections required to be RP approved:
  • All parts of the Human section
  • All parts of the EM Being section
  • Wave Conversion name, gender, and description
  • Strengths and Weaknesses
  • Weapon names and descriptions
  • Attack names and descriptions

--- Full Approval ---
Full Approval encompasses everything: characters, descriptions, attacks, all of it. A fully approved profile can partake in the RP as well as the battle system. This approval takes much longer to pass than the RP Approval, but more benefits come from being fully approved. You do not have to have a Full Approval to role play here.

The following is a list of sections required to be fully approved:
  • All parts of the Human section
  • All parts of the EM Being section
  • Wave Conversion name, gender, and description
  • Strengths and Weaknesses
  • Weapon names and descriptions
  • Attack names and descriptions
  • Wave Conversion Element and Sub-Element
  • Attack types, elements, and damages.

Once your character has been either RP or fully approved, you will be asked to repost your character under the PC Profiles section. After that, be sure to check out the After Approval thread for some battle cards and more instructions.

Every new character starts off with 5,000z that they may use in any way they want. We hope you enjoy yourself as much as we have!


::1b: General Rules::

Below is a list of all of the general rules that apply to every section at SFRP. Each rule comes with a consequence for breaking, which in the end could lead to being banned. Please respect our rules and remember that they are here to ensure that everyone enjoys themselves at SFRP.

--- Warning System ---
Failure to follow the rules outlined in this thread will result in a certain amount of warnings. There may be multiple warnings given for breaking certain rules, and cautions for breaking others. Once you accumulate 3 Warnings, you will be banned.

Note: Staff have the right to vary the consequences given for breaking any of the below rules. If you think that you have been treated unfairly, please contact a staff member and we will try to resolve the situation.

--- Racism/Flaming/Trolling ---
Excessive forms of racism, flaming, or trolling will result in an immediate warning. We understand that people like to joke around using these methods, but we do not appreciate blatant slander of anyone. If you have an issue with someone, please handle the matter outside of the forum.

Consequences: Racism or Flaming will result in a written caution, followed by an immediate warning if it is too excessive. Signs of having come here for the explicit purpose of trolling will result in an immediate and permanent ban, while hateful trolling by regular, established members will result in an immediate warning.

--- Spamming ---
Spamming consists of posts that either serve no purpose to a thread or creating multiple threads within a short period of time. Double posting is also considered spam, so we ask that you use the RPG Related Subjects board if you need to bump a thread. The staff have the right to classify spam as they see fit, but if you suspect abuse then please contact another staff member.

Posts that are either incomplete or that serve as placeholders for later posts outside of Approvals are considered spam. These posts, if found, will be deleted immediately.

Consequences: Written Caution for spamming will be given. If the spamming is excessive, a warning will be issued. Massive spamming for the sake of trolling will result in a permanent ban.

--- Language ---
Language is plain and simple. We don't mind the occasional use of swear words, but please don't be excessive. Try to keep your language at PG-13. Proving that you know a handful of offensive words fairly well doesn't prove anything to anyone.

Consequences: Written Caution will be given for language. If the language is overly excessive, a warning will be given.

--- Spelling and Grammar ---
Star Force RP is a role playing forum, which means a certain level of spelling and grammar is expected from members. No one is perfect, so don't feel that your sentence structure needs to be flawless, but we do expect members to put effort into their posts.

Consequences: Written caution to improve grammar/spelling if found to be too excessive.

--- Religious Discussion ---
Freedom of speech is permitted here, but not the freedom to argue over pointless matters. Although we respect the religious beliefs of members (or the lack of beliefs), this does not mean you have the right to push what you believe onto other people. Discussion is permitted, but arguing and debating is not. Threads that the staff think are heading towards a serious argument or fight will immediately be locked. This is a role playing forum, not a philosophy discussion.

Consequences: Written Caution will be given against religious pressure. Overly excessive pressure will result in a warning.

--- Illegal Content ---
SFRP does not condone the use and distribution of illegal content. Discussing illegal content is permitted, but we ask that you refrain from promoting or sharing links to illegal content.

Consequences: Permanent Ban will be issued to the member providing the illegal content, as well as deletion of anything that was posted or provided.

--- Backseat Moderating ---
Back Seat Modding consists of publicly judging other members as if you were on the staff. You may recommend an action the staff takes via PM or in the Suggestion/Complaints board if you feel that you need to speak up. Although we respect the opinions of members, this does not give you the right to post wherever you want. If you are not apart of the staff, then you should not publicly involve yourself with in-character issues if they do not involve your character.

Consequences: Written Caution will be provided against backseat moderating.

--- Auto Play with music/videos ---
No auto play is allowed for any kind of music or video. While some people think it's a good idea, the majority of people don't want to have to stop your music every time they read your posts. Linking to music or videos is allowed, but we ask that you disable auto play.

Consequences: Written Caution and immediate removal of the auto played video.

--- Treatment of Members ---
Everyone is equal here. You are not to annoy them in anyway, nor act above them, even if they can't role play as well as you. Conflicts between members should be done outside of the forum by either Private Message or other means. If a solution or compromise cannot be reached, a staff member has the right to come up with one to solve the conflict.

Consequences: Written Caution will be provided if an argument goes too far. Excessive arguing with other members in the forum will result in a warning.

--- Treatment of Mods and Admins ---
Staff members are not gods. The only thing that separates members from staff is the amount of service they provide to the forum. Staff members are here to ensure that conflicts get resolved, progress gets made, and that SFRP remains active and healthy. They are figureheads meant to help the forum as a whole, not make people's lives miserable. If you are having problems with a certain staff member, contact a different staff member that you think is trustworthy. Remember that although staff members shouldn't be treated better than anyone else, they should still be treated with respect. They serve the forum on a daily basis and keep things in order out of self sacrifice. This doesn't mean you have the right to treat them like garbage, so please respect their decisions.

Consequences: Insubordination will have varying result, either temporary or permanent demotion of the accused staff member. Excessive staff insulting will result in a written caution, followed by a warning if it becomes too excessive.

--- Unwritten Rules ---
Like any other site, there are unwritten rules that are part of the site. Although we try to write down every rule at SFRP, some of them slip through the cracks. It is expected of members to follow common sense and common courtesy while at SFRP. Just because something about some form of cheating isn't in the rules doesn't mean you can do it. If you are unsure about something that isn't written here, ask a staff member if it's allowed before doing it.

Consequences: Written caution to abide by rules of common sense and common courtesy. Excessive failure to follow unwritten rules will result in 1 Warning. Any unwritten rules that are found will be added as soon as possible.

--- Copying Rules ---
All of the rules found in this thread are the property of Star Force Role Play. If you wish to use the rules for this forum for your own use, you may request to use them by Private Messaging a staff member. Credit for using SFRP's rules must be given on your website. If you use these rules without permission, you will be banned and asked to remove the rules from your website.

Consequences: Permanent Ban and a request to remove the rules from your site.

--- Thread Guidelines ---
Remember to keep all Out-of-Character posts out of the role play areas. These comments are allowed in conjunction with In-Character posts, but they may not stand alone in a thread. If there is an issue that requires Out-of-Character discussion, then discuss it outside of the role play section. All Out-of-Character posts will be deleted immediately.

Although there's no clear cut regulation, the recommended amount for an average role player is 3 threads. You may enter more if you wish, however, if you take on too many threads and fail to post consistently, then your character may be skipped over by other members or by staff.

--- The Cbox Rules ---
The CBox is a way for you to be able to talk to other members at SFRP in a live setting. Because it is much easier to break rules when you can talk to someone without a delay, the CBox has its own set of strict rules. Breaking any of the rules will result in a 24 hour ban, and excessive rule breaking will result in a permanent ban from the CBox. A staff member will give you a warning first before you are temporarily banned from the CBox, so please heed their warnings. Remember that the CBox is a privilege, not a right, and we hope to avoid as much conflict as we can. Please note that it is possible to be banned from the CBox and not the forum.

1. No Trolling: We all like to joke around, which we do encourage, but if your playful trolling leads to a negative response from someone else, you will be temporarily banned. Passive aggressive remarks are included in this.

2. No Flaming: Please don't insult each other in the CBox. We're okay with playful insults, but if a staff member thinks you are taking it too far, there will be consequences.

3. No Post Begging: We understand that some of us can be eager for other people to post in a topic, but please don't excessively bug someone to post in a topic. You may remind people, but if you take it too far you will be temporarily banned.

4. No Forum Arguments: Disagreements will come up in the forum, but do not use the Cbox as a debate floor to get things done. We do encourage discussions and clearing up matters, but if the discussion is no longer being beneficial, all members in the discussion will be told to drop the topic before being temporarily banned if the warning isn't heeded.

5. Keep cursing to a minimum: We don't mind if you swear, but if you do it too much you will be cautioned. Continuing do to so despite being told not to will result in a temporary ban.

6. Getting around the ban: If you find a way to get around the CBox ban before your ban is up, those accounts will be banned. We know that this can happen on accident, but if it's clear that you're trying to get around the CBox ban, your ban will be extended accordingly.

All other forum rules apply to the CBox as well. Rules are subject to change.


::1c: RP Rules::

--- God Modding ---
This is one of the most common mistakes, as it is directly related to the way you RP. God Modding is when your character has god-like powers, whether it's dodging every attack or being unstoppable while you attack. This includes, but is not limited to:

- Taking any sort of hit without flinching, being knocked back, or ignoring it. When you characters gets hit, an appropriate reaction must occur. You can't take a bullet to the neck without recoiling and just keep on attacking.

- Dodging everything directed at your character. You don't have super speed or super reflexes, which means you will have to get hit every once in a while. Dodging hits in illogical ways fall under this category as well.

- Having abilities your character isn't supposed to have. You can't start flying without having a specific ability that lets you do this, just like you can't just pull an extra weapon out of nowhere.

- Failing to account for different weapon types. Different weapons behave differently, so you can't expect your character who is a master sword fighter to be able to wield a giant two-handed ax without a problem. This is a relative type of god modding, so we ask that you do what makes sense.

Another category of God Modding is called Power Playing. This is when you control another person's characters without their permission, manipulate the order of their actions to your advantage, or force your will on them by automatically saying that the actions you performed on them are successful. The only character you control is your own. There are exceptions with NPCs, but any form of power playing a member's character without permission is not allowed.

God Modding is a serious offence and a slippery slope, so punishments vary from case to case. If you think somebody is God Modding, talk about it with that person outside of the thread. If a solution can't be agreed on, contact a staff member and they will help you sort out the situation.

--- Metagaming ---
Metagaming is applying Out-of-Character knowledge to In-Character role play. It is easy to forget that your character can't read an opponent's character sheet like you can, so keep in mind the knowledge limitations of your characters. Using little hints in a thread to figure out big functionality of attacks falls under this category as well.

One thing that you're going to learn as you read through the rules is that we use a public Custom system for cards. Every member is obligated to include their cards for their custom in their posts. Although this means that you would have full knowledge of your opponent's cards, once again, you cannot use that knowledge to your advantage, as your character has no way to know what cards their opponents has selected.

If anyone is caught Metagaming, they will be given a written warning. Further cases of Metagaming will result in more serious punishments.

--- Multiple Locations at Once ---
You are allowed to be in multiple places at once. However, you will be cautioned if you are in too many locations since we don't want one member to be in every active thread. Be reasonable, and remember that other people want to role play too. If a staff member thinks you're abusing this rule too much, you will be warned and restrictions will be set on how many threads you can be in at one time.

--- Auto Hits ---
An Auto-Hit is a legal way of declaring that your RP actions will instantly affect someone. If someone declares an Auto-Hit on you, you automatically take any damage you'd have taken. There are two circumstances where Auto-Hits are justified.

The first is when someone ignores your action, doesn't acknowledge it in their post, or just responds poorly to it. This can range from not acknowledging an attack at all to giving an improper dodge based on the situation. Since everyone who role plays here is human (or so we'd like to believe), mistakes are going to be made eventually. In order to help keep an atmosphere of respect, there is a process that must be followed in order to call this type of auto hit.

If you feel that an opponent either ignored one of your actions or gave an improper dodge, you must post a thread in the [url=starforcerp.com/forum/17398/]RPG Related Subjects[/url] board bringing the concern up to staff. Once a staff member agrees that there is an error in the post in question, that member will have 24 hours after a staff member makes their call to correct the post. If the post is not corrected in 24 hours, then auto hits may be called accordingly.

The second form of Auto-Hit is when the other person hasn't replied for a good amount of time, and you want to progress your thread. After a person posts, they can wait 48 hours for the other party to reply. If they don't, then an Auto-Hit can be declared, making all of your most recent actions successful. When you declare Auto-Hits of this sort, you can either let the person post what are the results of your actions, or you can do it yourself.

Alternatively, when you're in a thread with multiple people, 48 hours will be given for the next participant to post in the thread. If the member doesn't post, then their turn can be skipped, and Auto-Hits can be declared, if applicable. This cycle will continue until they either post, or until the thread ends.

After a person declares three successful Auto-Hits in a row on a single member, then that person has the option to forcefully Pulse Out the opposing party and claim victory.

There are times when a member does something that another member doesn't agree on. Members are to work out these kinds of misunderstandings outside of the thread. If both members don't agree about the validity of an Auto-Hit, then they should contact a staff member via PM to solve the issue.

You don't have to feel obligated to Auto-Hit someone if you don't want to. If someone ignores or replies poorly to your actions, you can just politely tell them to edit their post, or be tolerant with them and let it slide. Likewise, if you're patient enough, you can wait for as long as you want for someone to reply. The Auto-Hit rule is merely a way to teach people to pay attention, and also a way to progress with a thread.

Note: If a member has publicly declared that they will be inactive or unable to post for a certain period of time, then Auto-Hits cannot be called on that person unless you have that person's permission to do so. When the person returns and is able to post regularly again, they will be given as much time as necessary to make their post, though if you feel that enough time has passed for an Auto-Hit in that case, you can bring up the case to a staff member.

In the case of a thread with multiple participants, if someone has announced their inactivity, then if all participants in the thread want to move on, they are allowed to skip the inactive person's turn, though outright auto-hitting or excluding them from the thread isn't allowed if the inactive person doesn't give permission for it.


--- Posting Order ---
Establishing a posting order in a thread is important because it stops people from spamming attacks and keeps things from getting one-sided. It's also there to keep either side from getting an extra turn by going against the order, and to keep teams in order.

It's good to keep the order in line just so you don't accidentally skip someone's turn. Although the order between the members of a team isn't set in stone unless stated in an earlier post, it is best to keep everything in a set order. Though if you do wish to post before any of your teammates, you can ask them either in the C-Box or by PM.

Note that if 48 hours have passed and the next in posting order doesn't reply, it's allowed to skip that person's turn and/or call an auto-hit.

--- Post Summaries ---
Sometimes it's hard to keep up with everything that happens in a post. This confusion might result in vague auto-hits, which might end up turning into ugly discussions. As such, we have a new standard for battle posting, and that's including post summaries at the end of your post.

A post summary is a small summary describing the most important actions a character does in a post. This includes any offensive attacks, use of abilities, cards or anything else that takes up an action. Evasive maneuvers or other such doings in a post are not required. It's generally placed after or alongside the custom. It makes life easier for you because you can keep track of how much damage you can deal, and it also helps others by making the attacks clear.

Post summaries are courteous for other members, and as such you aren't necessarily obligated to put them in. It is advisable that you do, since it helps your fellow members keep track of your actions. If there is a disagreement in auto hits or if there are complaints in vague posting, post summaries will be made mandatory for the remainder of the battle.

If you do choose to use post summaries, then you aren't obligated to state defensive/evasive actions, but you are obligated to state your attacks/offensive actions.

--- Thread Tags ---
A Thread Tag is a word or a phrase that you can place anywhere in your thread's title to indicate what kind of thread it is. Thread Tags are an optional way to specify the type of thread you want to have. They are just common courtesy, and it helps other members to know whether they'll want to participate or not, as well as helps a staff member know when they're supposed to NPC.

Below is a small list of possible tags. Don't feel limited to just these: you can put anything you want as long as it is reasonable. Each tag is self-explanatory, though there's a brief explanation for each of them.

  • Open - Indicates that anyone can join your thread.
  • Closed - Indicates a personal RP that nobody can join, or that only specific people may join.
  • Virus - Indicates a Virus Busting thread where a staff will NPC virii for you to battle with.
  • Peaceful - Indicates a thread where its creator doesn't wish for any battle to happen, or even much conflict between characters.
  • RP - Indicates the thread creator has no wish to make us of the battle system. Regular RP conflicts may still take place.
  • Plot - Indicates a plot related thread.
  • Test - Indicates a thread used to obtain Star Breaks. See Star Breaks for more information.
  • Random - Indicates a thread where any member can join, and which staff may choose to add random twists too.


--- Area Descriptions ---
A description of each board and sub board in the RP is provided to help give players an idea of how each location is structured. Each thread gives a general layout of the area, providing an overview of what to expect when role playing in a specific board. The area's current status is also provided, allowing an easy reference to current events that have occurred in an area. Players are encouraged to refer to these threads when role playing in a specific board, although it's not mandatory to follow exactly what's provided in these descriptions. These threads are used to help enhance the RP, as well as track the status of the SFRP world.

Players are encouraged to create their own areas within these overarching boards. Whether its specific shops or towns found outside of an area, creating the world of SFRP is a privilege every member has. We only ask that these areas you create are relevant to the area you post them and that they aren't too off the wall. We don't want desert areas in the middle of Willshire Hills.

Area descriptions can be found in each board in a pinned thread labeled appropriately.

--- Character Deaths ---
There is only one person who may decide whether or not your character dies in a thread: You. Only YOU may decide whether to kill off your characters. No one can force your character to die. It's your character, not a staff member's or anyone else’s, so whether they die or not is up to YOU and you only. Remember to respect other member's wishes with their character, whether it's to have them die or make it out of an impossible situation alive. Take in mind that reaching 0% health means you are forced out of your Wave Form. It does not mean instant death.

--- Retroactive Updates ---
There are times where you obtain a new item while you are in the middle of another thread. In these situations, you cannot use anything that you obtained during a thread in any of your other current threads. All types of items are included, so you'll have to start a new thread if you want to use a new item or ability. Newly attained items or abilities may only be used in threads started after the point in time they are obtained.

- - Character Edits - -
A character can be modified at any time after it is approved, ranging from changing their back story and appearance to rebuilding their Wave Conversion entirely. Any part of a character can be modified, but we ask that you keep modifications realistic and logical. After modifying your character, you cannot edit it for 30 days to prevent constant flip-flopping and abuse. This rule is more of a guideline, so staff may allow you to edit without waiting 30 days since the last edit. If you would like to modify a character, post the modified version in the
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::2a: Elements:

- - Overview - -
Elements are properties of Wave Warriors and attacks that make them unique. Most of the time they relate to the physical elements of the world such as fire and water, but others are more focused on specific types of attacks. Certain kinds of attacks are usually associated with an element, but attacks are not restricted by their element. Elements are divided into different cycles, and each has a strength and weakness against certain elements in their cycle. Using elemental attacks wisely will give you an edge in battle and help turn the tides in your favor.

- - Elemental Weakness - -
Every element except Null has an opposing element that it is weak against, such as a Fire character being weak against Aqua. When you are hit by your element's weakness, the damage from the attack is boosted one damage level. This boost negates the boost given by the Elemental Benefits (see below), as well as boosts from Status Weaknesses (Section 2e).

Both your Main and Sub-Element can be affected by Elemental Weakness, although they are affected in different ways. Main Elements can be effected by both Main and Sub element attributes of attacks or cards. This means that if a card with a Main or Sub Element of Fire hits your Main Element Wood character, the damage boost for Elemental Weakness applies.

Sub Elements can only be effected by the Main element of certain cards or attacks. If you have a Sub Element of Wind and you are hit by an attack with the Main Element of Blade, then the attack is boosted one level by Elemental Weakness. If Blade is the Sub Element of the attack, then Elemental Weakness does not apply in this scenario.

Each Character Weapon must have a Main Element chosen for their attack. The element can have either your Main or Sub-Element's attributes. If you wish to not deal any elemental damage, you may have your attack deal Null damage. A Sub-Element can be chosen depending on the attack type (refer to the Weapon's Guide).

Elemental Weakness cannot boost attacks more than one damage level.

- - Elemental Benefits - -
Once your character is approved, you are allowed to claim special Ability Waves called Elemental Benefits that correlate to the elements you chose for your character. Elemental Benefits can give you extra abilities, increased damage using certain elements, or increased defense against certain elements based on the ability you choose. You are only allowed 1 Elemental Benefit for each element you have, but you can change your benefits at any time.

You can claim two Elemental Benefits, each one matching your character's elements. The one corresponding to their Main Element will cost 0 LP, while the one matching with their Sub Element costs 100 LP. If a character has both a Main and Sub Element that are the same, you may select 2 Elemental Benefits from that Elemental cycle and decide which one is 0 LP and which is 100 LP. You cannot claim 2 of the same Elemental Benefit using this method.

To claim Elemental Benefits, post in the Elemental Benefit Claiming thread after your character is approved. Keep these abilities in mind when you create your character.

- - Character Restrictions - -
When creating your character, you cannot use two elements that are in the same cycle. For instance, you can't have Dark as your Main element and Light as your Sub. Characters made like this will be requested to change. You can, however, have a character with the same element as both Main and Sub, like Null/Null, Poison/Poison, Fire/Fire, etc. Characters like this don't have their Elemental Weakness doubled or anything like that.

- - Element Cycles - -
Below are the different elemental cycles, with the addition of the Null element which doesn't belong to any cycle. Keep in mind that one cycle isn't better than any of the others: they are meant to be self contained loops that offer advantages and disadvantages.

Remember, the guidelines provided for elements does not mean only those types of attacks are allowed when using an element. They are meant as a way to show common attributes of attacks associated with that element.

- Null -
Null type wave beings have no weaknesses or strengths against any other type, making this element the most balanced available. Null attacks have no restrictions and can logically be applied to all types of character attacks.
Weakness: None
Strength: None

Cycle 1: Elemental Family

Cycle 2: Aura Family

Cycle 3: Artillery Family

Cycle 4: Force Family



::2b: Battle System::

- - Overview - -
Battles at SFRP are a combination of role playing and statistical ability to create a unique system that is neither relative nor concrete. Unlike the games, characters are not limited to a set grid of movements, but can move and react however you want them to. Attacks and damages are formulated to give our battle system a stat element, but the type of attacks you can have are not limited because of this. Health and damage are all concrete, but the way you avoid attacks is done through role playing. We go by the honor system in this regard, and we ask that you be polite when battling. Overall, the combination of role play and stats makes a unique and free way to do battles.

- - What is a Wave Warrior? - -
Wave Conversion is the transformation that happens when a human merges with a Wizard to form a Wave Warrior. They have greater resistance than regular humans, and can take attacks that would normally cause major harm to their human selves. They have slightly greater strength and an affinity to certain elements, which they can use and manipulate within a reasonable limit. Keep in mind that Wave Warrior's are by no means super-humans; they still have physical limitations that must be considered. As such, they still have human weaknesses such as exhaustion, stress, fatigue, etc. By default, they aren't any faster than regular humans, nor do they have increased or honed reflexes and reaction-time. Your Wave Conversion's Strengths and Weaknesses reflect these enhanced abilities which are explained in a later section. We ask that you be aware of your character's limitation and avoid God Modding to the best of your ability.

- - Damage Scale - -
Attacks can have varying strength depending on their functionality and drawbacks. Damage is separated into different chunks that consists of names, descriptions, and concrete values as damage increases. As attacks become stronger, they are increased by damage levels to the the next highest value. The following chart lists damage names, values, and descriptions.

Damage Scale
 
- Pathetic (1%) -
The lowest amount of damage that can be done by attacks. A single hit of Pathetic can easily be brushed off, but the power of this damage level comes with the number of hits that can be delivered. It is common for attacks that hit more than 5 times to deal Pathetic damage per hit.

- Pitiful (2%) -
Twice as strong as Pathetic, Pitiful damage is felt as more of a sting that Pathetic. It is used for attacks that deliver a moderate amount of hits, allowing for more damage than Pathetic and more hits than Low.

- Low (3%) -
Low attacks are more difficult to shrug off than Pitiful or Pathetic, but only physically hinder Wave Warriors when struck by multiple hits. Attacks that deal 2 or 3 hits with no extra effects generally deal Low damage.

- Moderate (5%) -
The average amount of damage for attacks. These are commonly associated with long range attacks that deal a single hit of damage and cause visible physical hindrance to foes on contact.

- Modest (7%) -
Marginally stronger than Moderate, Modest damage by no means deals a modest amount of damage. Modest damage is usually associated with close range attacks and can pack a punch if used wisely.

- High (10%) -
High attacks are much more powerful than Modest attacks, inflicting physical harm even after the attack has struck. These types of attacks usually come with some drawbacks and are nearly impossible to shrug off.

- Great (15%) -
Great damage is the maximum amount of damage a Character Weapon can deal, inflicting lasting damage to foes that are stuck. Numerous drawbacks accompany these types of attacks, and are usually difficult to pull off. Wounds done by Great attacks are difficult to ignore and are usually considered when making complex movements.

- Immense (20%) -
Powerful attacks that are only available to certain cards, transformations, and NPCs. Immense attacks affect foes physical performance and usually have a natural knock back that comes from their sheer power.

- Incredible (30%) -
Much like Immense attacks, Incredible attacks are extremely powerful and deal a substantial, lasting amount of pain to foes. This damage level is usually reserved for Giga cards and staff NPCs.

- Outstanding (50%) -
The highest amount of damage that can be dealt, Outstanding attacks are the most powerful attacks on SFRP. Being hit by one almost ensures defeat, inflicting bodily damage that can be felt even after a Wave Conversion ends. Sometimes these types of attacks have a permanent effect on a human's physical abilities.


- - Stacking Attack Boosters - -
Attack Boosters are anything that increases the attack of either a Character Weapon or a Battle Card. The main 2 types of Attack Boosters are Damage Level boost such as Elemental Weakness and Static Boosts such as Attack +10. A single attack may only be boosted by a maximum of 2 damage levels, and only one ability or card can increase an attack by Static Boosts.

This means you cannot have a Moderate attack deal more than High damage or be able to use more than one Attack +10 to a single card. If multiple Attack Boosters are possible, the user chooses which Attack Boosters apply. If the limit for Attack Boosters is ignored by the user, only the first declared boosts will be in effect. Damage Level boosts apply before Static Boosts.

- -Health - -
All Wave Warriors start with 100% health. Although percentages are used for both damage and health, they are treated as points as opposed to real percentages. 1% damage translates roughly to 10 damage in the Star Force games, meaning the average Wave Warrior has about 1,000 points of in-game health. Health can be increased to values such as 120% and 150% by using Ability Waves, but all Wave Warriors start at 100% health even with no extra abilities. We understand that this can be confusing, so don't be afraid to take your time and look at examples to understand how it works.

- - Actions and Evasions - -
3 actions are allowed every turn. Actions include anything that is a Card, Character Weapon, or Non-Passive Abilities (Abilities that are either triggered by certain events or activated at will). Attacking with summons also counts towards the 3 action limit, as well as performing any action that is not evasive. Multi Use Cards or Weapon Attacks can only be used once per turn against each enemy Wave Warrior unless stated otherwise. In contrast, you are allowed as many dodges as you want per turn, although God Moding and Meta Gaming rules still apply.

When fighting multiple Wave Warriors, you are allowed 3 actions per enemy. Actions cannot be carried over to other enemies and must be done quickly to prevent confusion in posts. When fighting viruses, you are only allowed 3 actions total to split between all enemies.

Please report to an admin if your battle has something suspicious going on and they will provide answers and try to clear up the battle. Remember, staff's word is law.

- - Unstated Attacks - -
Unstated Attacks are attacks that are not assigned a damage value. These are normally seen as punches or kicks, but they can vary depending on how they are executed. All Unstated Attacks deal Pitiful damage and cannot be chained in a battle. Attacks such as weapons or cards do not get an extra boost because of this rule. This only applies to attacks that have no damage value associated with them.

- - Dice - -
To allow for random variations for attacks, a die roll has been added to the forum. The die roll acts as a random number generator depending on the value chosen, allowing for different ranges and limitations to suit your weapon needs. To use the die roll, follow the guideline shown below:

Code:
 
roll]d(number of sides)[/roll


Note that brackets were left open at either side. This is because the [roll] function surpasses code. However, to make the code work, you have to close the brackets on both sides. To choose the range of values, add the range you want after the "d" within the roll tags. You can do a roll with as many sides as you wish, be it 4, 6, or even 200, and you can include this code in your post however many times you need it. There are many functions for this code, like excess, rolling two dies, and even doing multiple rolls using the same code tag.

This code has several features to prevent cheating. The most important is that once you do a roll, you can no longer edit your post. While this may seem like an inconvenience, it is merely a way to prevent people from cheating. Because of this, it is advisable that you only edit in the die roll until the very end. If you need to urgently edit a post locked by a die roll, contact an Admin to help you. There are checks and measures within the code to prevent cheating, so please remember that you will be caught if you manipulate your dice roll. Forging dice rolls will result in the removal of the system for yourself and any future attacks you may create.


::2c: Battle Cards::

- - Overview - -
Battle Cards are premade attacks that Wave Warriors can use alongside their own attacks. They can range from powerful blades to simple augments, offering hundreds of different attack variations whenever your stock abilities aren't enough. Most of the cards are adaptations of cards in the games, but are designed with free-roam role playing in mind. Much like the games, you have a custom gauge to slot in different cards to use for a certain period of time. You can slot 6 cards into your custom at a time to use over 10 turns, choosing from whatever cards you have available. Cards can only be used once per battle and cannot be used the turn they are slotted in.

When using cards, you must post your custom gauge information and the cards you have slotted in. We recommend you use the following format when posting custom info:

Custom Gauge
 
Custom: Custom# / 10
Cards: [Card1]-[Card2]-[Card3]-[Card4]-[Card5]-[Card6]



Here is a chart that explains when you slot in cards:

Gauge Length
 
Turn 0: Slot In (cards may not be used)
Turn 1: Normal
Turn 2: Normal
Turn 3: Normal
Turn 4: Normal
Turn 5: Normal
Turn 6: Normal
Turn 7: Normal
Turn 8: Normal
Turn 9: Normal
Turn 10: FULL(No Slot In. You may wait as long as you like to slot in more cards)
Turn 0: Slot In (cards may not be used)


You do not slot in cards on the 10th turn, but on the following turn. You also do not have to slot in new cards once the custom gauge is filled.

In the event you gain an extra card slot in your custom through an ability in battle, you can use it in the turn after you receive it to gain another card. If you have any other unused slots, they will remain unused until your next custom.

- - Multi-use cards - -
There are certain cards that can be used multiple times in a Custom. These Multi-Use cards play a big part in battles, allowing you to keep a good offense going while waiting for the custom gauge to fill. Certain cards may be used multiple times per custom which include swords, guns, bombs, and fists. Whether or not a card can be used multiple times is described so in the Card Library, so be sure to take advantage of the quick link at the top of the forum to check it out. Once you download new cards, any Multi-Use cards that you are using disappear with the rest of the cards you used last custom.

As useful as using a card multiple times may be, there are some limitations to using them throughout the fight. Multi-Use cards take up either your left or right hand, meaning whichever hand you choose to use the card in can ONLY be used for that card. If you decide to change it for something else, you cannot get it back. Be very careful when switching between weapons.

- - Card Classes - -
Because there is such a large variety of cards, each card is classified under a specific class. Cards can be divided in four basic classes: Standard Class, Mega Class, Giga Class, and Illegal.

- Standard Class -
The most common cards belong to the Standard Class. There are many kinds of Standard cards, ranging from something as simple as a Cannon to something tricky like Fokx-Fu. You can own as many of these cards as you wish, and there are no specific restrictions to these cards.

- Mega Class -
The second kind of card class is the Mega Class. Though there are quite a few ways to obtain them, they are still much rarer than Standard Cards. As such, each character is only allowed to have up to three copies of the same Mega. Because Mega cards are so much stronger and more useful than Standard cards, you can only slot in up to two Mega Class Cards each custom, including Megas available through Brother Cards. A member cannot use more than three of the same Mega in a battle by any means.

Most Mega cards have an alternative use called an Aspect. Aspects allow your character to use the abilities of an NPC themselves rather than summoning one for them to use. Aspect abilities are slightly different from the Summon abilities, allowing for more RP flexibility and sometimes more power. When using the Aspect, your character will perform the attack themselves in some manner rather than summoning the NPC. You have the choice to either use the Summon ability or the Aspect ability of Mega cards, although you cannot use both. When choosing to summon, the NPC that is created is not harmed by attacks. All attacks simply phase through the NPC without negating or being affected. Whatever part of the NPC is attacking, however, can both block and hurt you on contact.

- Giga Class -
The third class of cards, representing the strongest and rarest cards in existence, is the Giga Class. Even though they are incredibly hard to obtain, they hold immense power. Your character can only own one copy of a single Giga card, and cannot slot more than one Giga card per custom, including through Brother Cards. Since Giga cards consist of the strongest attacks at SFRP, they cannot be boosted in any way. Lastly, a member cannot use more than two Gigas per battle, including through Brother Cards, or use two of the same Giga via Brother Card.

- Illegal Class -
The final class is the Illegal class, consisting of cards associated with Noise. These are cards of stronger power than regular Standards and Megas, and as such are much rarer. Illegal cards are obtained by using Noise Frags in the Crimson Market, although it is not uncommon to see them in giveaways. Only two Illegal Class Cards can be slotted in per custom, including through Brother Cards.

- - Trap Cards - -
Trap cards are special cards that negate the effects of other cards while giving negative effects to opponents. These cards sit inside of the Custom Gauge until the criteria for them has been met, which will cause these cards to activate automatically. You do not need to activate a trap card beforehand for it to trigger. Trap Cards appear normally in the Custom and trigger as soon as its trigger requirements are met.

Since trap cards can potentially cause confusion, actions that an opponent takes after a trap has been activated are negated. The actual use of the trap card by a user will take up 1 of the 3 allowed actions per turn. If you forget to trigger your trap card at the appropriate time, then it is negated. You don't get to use it later for a different card. Trap cards cannot negate other trap cards, nor can they trigger other trap cards.

When slotting in multiple copies of the same Trap Card, each triggers individually. All copies of the same trap do not activate at the same time, but rather they negate the next activation of the card type. If an opponent activates a card that would trigger multiple Trap Cards, only the Trap that would affect the Main Element triggers.


::Section 2d: Strengths and Weaknesses::

- - Overview - -
Strengths and Weaknesses give characters unique properties to differentiate them from other characters. They are used to show what a character can do well and what they have difficulties doing, allowing for more concentrated builds that work alongside strategies. Some characters are more powerful than others, while some may be quicker. These attributes are reflected in Strength and Weaknesses, focusing primarily on the role play elements of characters. Because the battle system incorporates both stat and RP elements Strengths and Weaknesses have an indirect impact on battles. Strengths and Weaknesses only affect the role play. They cannot be incorporated into the battle system in any way.

- - Strengths - -
Strengths are any attributes, physical or otherwise, that a character excels at. Whether it's faster speed, better analysis skills, or weaving more convincing lies, Strengths are the defining attributes that make your character better than the average person. However, the enhanced abilities granted by Strengths are fairly minimal, only offering a small edge over others but an edge nonetheless. These are meant to help make characters stand out in the RP, not offer major tactical advantages both in battle and in the RP. At max, a character can only have 4 Strengths but must have at least 1.

- - Weaknesses - -
Weaknesses are the opposite of Strengths. For every Strength a character has, an opposing Weakness is applied to balance out characters, ranging from being easily overpowered to difficulties using specific weapon types. Weaknesses are minimal just like Strengths, but there is no limit to the number of Weaknesses a character can have. Remember that Weaknesses are primarily used in the RP, so any direct stat related drawbacks are not permitted.

- - Strength/Weakness Categories - -
Strengths and Weaknesses are categorized into 2 different types: Physical and Psychological. When creating Strengths, an opposing Weakness must be of the same type for it to balance. A Physical Strength must be countered with a Physical Weakness, and a Psychological Strength must be countered with a Psychological Weakness. The differences in the different types are explained below.

- Physical -
Physical Strengths and Weakness relate to any physical attributes of a character. These are purely external properties that relate to the physical abilities of characters and deal nothing with how attacks or strategies are performed. Speed, power, and reflexes are all examples of Physical Strengths and Weaknesses.

- Psychological -
Psychological Strengths and Weaknesses relate to internal attributes of characters such as personality and decision making. These directly affect a character's actions as well as dictated how they go about forming strategies. Proficiency with specific weapon types also falls under this category, as well as emotions and analysis.


::2e: Status Effects::

Status Effects are lasting effects from attacks, ranging from weakening defenses to temporary immobilization. Certain attacks can inflict different status effects, just like in the Star Force games. However, status effects cannot be stacked on one another to grant permanent immobility or hindrance. If a person is inflicted with a Status Effect, that person cannot be inflicted with another Status Effect on their following turn, even if they would have healed from the ailment they were inflicted to begin with. A status effect can only be inflicted when damage is dealt. Shields, barriers, or blocking prevent status effects from being inflicted.

Poison, Break, Pierce, and Wind are the only Status Effects that can be stacked with other Status Effects. Self-inflicted status effects may be stacked with effects inflicted by opponents, which means you can't avoid being inflicted with a status effect by first inflicting yourself with one. Attacks that stack Status Effects are still allowed, but their inflicting ailment is removed.

All Status Effects have a mandatory cooldown after being used with an attack. The cooldown begins after an attempt is made to inflict that effect with the specific attack regardless of if it hits or misses. Cooldowns and descriptions for Status Effects can be found below.

~Paralysis~
The ailed person's muscles tense up, temporarily disabling any movement. Paralysis is lifted after the completion of the first opponent's attack that connects with the victim or until the end of the opponent's actions that same turn.

Tier 3: 7 turn mandatory cooldown.

~Freeze~
Freeze covers an opponent in ice to disable movement. The ice quickly spreads form the point of contact all over the user's body. Little movement may occur before the complete freeze, but not enough to effectively stop the ice from covering the inflicted's body. Ice begins melting shortly after the start of the effect and is broken after the completion of the first opponent's attack that connects with the victim or until the end of the freezer's actions. Breaking attacks are boosted one damage level while an opponent is Frozen.

Tier 3: 7 turn mandatory cooldown.

~Bubble~
An opponent is encased in a bubble that instantly expands out to trap them in a watery prison. The bubble floats just a few feet above the ground with its prisoner standing inside. The bubble disappears after the completion of the first opponent's attack that connects with the victim or until the end of the user's next actions on the following turn. The bubble may also be broken from the inside by an attack dealing High or more damage, but the entirety of the attack is absorbed into the bubble. Piercing attacks are the only types of attacks that may pass through the bubble. Elec attacks that are dealt while an opponent is Bubbled are boosted one damage level.

Tier 3: 7 turn mandatory cooldown.

~Blind~
An opponent loses the ability to see for a turn. Accuracy is greatly decreased, as well as perception in close combat. No matter how amazing your combat skills are, even master fighters have a hard time fighting without their eyes. Sight is restored after the completion of the first opponent's attack that connects with the victim, or at the end of the victim's next turn.

Tier 2: 3 turn mandatory cooldown.

~Poison~
Poison hinders the inflicted by causing constant excruciating pain. Some have described it as if your blood is trying to escape your body, but it's more like a constant burning, stinging sensation all over the inflicted's body. Despite the pain, Poison does not deal damage to the inflicted. The pain can be distracting to even the most disciplined fighters, making it harder, but not impossible, to work out complicated tactics. Poison lasts for 3 turns and is not ignored by Super Armor. The turn counter resets when inflicted by Poison while another Poison is in effect.

Tier 2: 3 turn mandatory cooldown.

~Confusion~
Opponents afflicted with Confusion are in a daze-like state. Accuracy is poor, as is movement and overall perception. Attacking and dodging become very difficult in this state, but not impossible. Confusion is removed after the completion of the first opponent's attack that connects with the victim, or at the end of the victim's next turn.

Tier 2: 3 turn mandatory cooldown.

~Gravity~
Gravity multiplies the force of gravity on the inflicted by 10 times the normal amount. Moving your legs is near impossible, but upper body actions are just slightly hindered. Gravity's effects are removed after the completion of the first opponent's attack that connects with the victim, or at the end of the victim's next turn.

Tier 2: 3 turn mandatory cooldown.

~Break~
Break allows the user to shatter most all defenses to deal damage. Using a Break attack against a shield destroys the defense immediately, whether or not the attack dealt the appropriate damage, and deals damage to the enemy behind it. Cards that nullify attacks of certain damage levels or barrier-type defense, such as Aura and Barrier, negate the effects of Break. Break also bypasses any defense that an opponent might have to reduce the damage that they take. Any objects or obstacles with a specified health are immediately destroyed when hit by a Break attack. Take in mind that the Break Status Effect is different from the Element Breaking. Cards can only Break if specified in their damage description. This Status Effect can be stacked with other Status Effects.

Tier 1: 1 turn mandatory cooldown.

~Pierce~
Piercing allows attacks to bypass most defenses. Unlike Break, Pierce does not remove defenses, but passes through them to deal damage to an enemy or summon. Any attack or card that an opponent uses to block becomes useless, whether it's cards that make the user intangible, cards that create a shield around the user, or cards that negate damage such as Aura. Piercing attacks essentially ensure an attack will hit if it stays true to its target. Piercing attacks also pass through objects with a specified health to damage them. Piercing attacks do not damage defenses or objects as they pass through them. This Status Effect can be stacked with other Status Effects.

Tier 1: 1 turn mandatory cooldown.

~Blows Aura/Barrier~
Blows Auras/Barriers consists of attacks that remove an opponent's Barriers or Auras upon contact, without actually damaging the opponent themselves. Blows Aura/Barrier is the only method other than pure brute force that can outright remove an Aura or Barrier. This Status Effect can be stacked with other Status Effects.

~Homing~
Homing attacks are guided towards opponents. They give the user a little more accuracy when firing projectiles, helping to ensure that an attack connects. However, an attack with Homing is still not guaranteed to connect with a target. Homing attacks adjust their path towards the designated target, moving up to approximately 30 degrees in any direction to home in on a target. Homing attacks cannot make major turns from where they are fired, nor can they come back towards the user. These attacks go forward, simple as that. Once a Homing attack passes a target, the effects of Homing are lost.

Tier 2: 3 turn mandatory cooldown.

~Wind~
Wind attacks allow you to push or pull either an opponent or an obstacle. These types of attacks are applied as a singular force, not a means to control specifically where a target moves. Wind attacks can only push forwards or backwards from the point where the attack was made, and can push or pull a target even if the attack is blocked. Standard Wind attacks either push a target back 2 meters, or can pull a target forward 1 meter depending on the attack. Cards with a Wind Status Effect cannot choose whether it pushes or pulls, but must instead follow the appropriate description provided. This Status Effect can stack up to 3 times at once. Take in mind that the Wind Status Effect is different from the Element Wind. Cards can only use the Status Effect Wind if specified in their damage description.

Tier 1: 3 turn mandatory cooldown.


::2e:Ability Waves::

Ability Waves are “Wave Warrior boosters”, relying on Link Power. Ability waves can be purchased, or can be gained through plots/missions as prizes. You can upload as many as fit in to the max amount of link power you have. Ability waves also come in many different sizes of capacity. In a players' signature, they must keep a record of which ability waves they own, which one are in effect, how much Link Power they are using, and the capacity of the wave.

Ability Waves can be purchased at a [[shop in Echo Ridge]].

- - Elemental Benefits --
There is also a special kind of Ability Waves called Elemental Benefits. These are AWs you can claim as soon as you get you character approved. You can claim two Elemental Benefits, each one matching your character's elements. The one corresponding to their Main Element will cost 0 LP, while the one matching with their Sub Element costs 100 LP.

To claim an Elemental Benefit, simply go to the [[Elemental Benefits thread]] after you get you character approved. Each of your characters can have their own set of Elemental Benefits, however, unlike regular Ability Waves, Elemental Benefits cannot be shared between your characters.

If you have a character with the same element as both Main and Sub (like Null/Null or Breaking/Breaking for instance) then you're allowed to claim two Elemental Benefits belonging to that same element and designate which one costs 0 LP and which one costs 100 LP. You cannot pick doubles of the same ability, though, so you can't double up on Affinities for example.

- - Other notes --
Also, one important thing to note about the Affinities: They don't stack with one another, nor do they stack with Elemental Weaknesses or the Status Weaknesses of Bubble and Freeze. If you have Breaking Affinity and Fire Affinity, and you have an attack that deals both Fire and Breaking damage, only one Affinity applies. Following the same example, if you fight a Summon user and inflicts him damage with a Breaking attack, then the damage he takes will only be increased by either the Affinity or the weakness, not both. Any other damage-increasing boosts will work as normal.


::2 f: Noise Gauge and Noise Frags::

- - Overview - -
In the world of Starforce, ‘Noise’ is a physical object created by EM devices and beings. When it is found in high enough concentrations, it is capable of causing devices to dangerously malfunction, Wizards to lose control of themselves, and attract large amounts of viruses. In even higher concentrations, it is capable of overwhelming Wave Changed beings, transforming Wizards into more dangerous beings among other things.

In order to combat the dangers of Noise, every Hunter-VG has a built in noise program. This program’s purpose is to protect the user from large amounts of noise, while turning high concentrations of it into a safe currency known appropriately as a ‘Noise Frags’. They can be exchanged at The Crimson Market for Illegal class cards that can’t be acquired from regular stores and viruses, or to upgrade cards to higher versions.

- - Noise Meter - -

Raising the Meter
The Noise Meter is the program's way of displaying the amount of Noise that the user has absorbed. It starts at 0% and will remain there unless the user increases the amount of Noise around them in some way. For Wave Warriors, there is one main way to create Noise: through the use of Battle Cards.

Upon activating a Standard card, the user creates the percentage of Noise equal to the damage the card can potentially deal. For example, by using the card Sword, a user would generate enough noise to raise their meter by 7%. Likewise, by using the card Flicker Kick 1, a Card that hits multiple times and has a maximum damage of 6%, the user would generate enough noise to raise their meter by 6%.

Normally, when you activate cards, you intend to use them. If you activate a card and then manage to deal damage with it, you gain a percentage of Noise equal to the amount of damage you manage to deal. A Sword card empowered by the Sword Affinity would give a boost of 10% Noise, because it would now deal 10% Damage. A Flicker Kick 1 card that only landed two hits would only give a boost of 4%, because it only dealt 4% damage.

Multi-Use Cards give you an increase to Noise upon their initial Activation, and each time they land an attack. Damage done to barriers, shields, summoned objects etc does not give any increase to the Noise Meter.

There are two unique cases when it comes to the Noise Meter, and that’s cards that summon objects and cards that are capable of targeting multiple enemies. For cards that summon, only the activation of the card grants the user an increase to the noise meter equal to the highest possible damage the card could do. There are no bonuses for dealing that damage. For cards that target multiple enemies, the Noise gained from activation is only equal to how much damage would be dealt to a single opponent. It is not multiplied in any way. Noise gained from actual damage is capable of being earned from damage dealt to multiple targets from these cards.

Dealing more damage than an enemy has HP results in only build as much noise as the enemy had HP. Meaning if an enemy only has 7% HP left and is hit with a 15% attack, the increase to the noise meter is only 7%.

When using the Noise meter, the current percentage it is at must be included in every post, even if it doesn't change. It’s like your custom and your health. Failure to do so will result in staff having the right to revoke any Noise frags you could have gained in that battle.

- - Noise Frags - -
In order to obtain Noise Frag, a certain Noise threshold must be met. Once a character reaches 75% Noise, they may claim a Noise frag in the Noise Frag Claiming thread once the thread is complete. You may claim a Noise Frag for every interval of 75% that is achieved (150% means 2 frags, 225% is 3, etc). Although battles are the most common way to obtain Noise Frags, they can be given out for various other reasons outside of battles. These outside methods are determined by the staff, ranging from giveaways to plot rewards, or even virus prizes.
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::3a: Non-Player Characters::

- - Overview - -
Non-Player Characters are characters that are not normally allowed in a regular role playing thread. These characters can either be powered-up custom characters, or characters from the Star Force universe. NPCs are a way to increase the role play experience, although they can go outside of the regular approval standards that are in place. They are characters for you to use, but there are certain rules associated with NPCs that are different from regular approval standards.

- Custom NPCs -
Custom NPCs are characters that are similar to regular Playable Characters, but may or may not be stronger than normal characters. They don't count towards the 3 characters that are allowed, and have rather loose approval standards. Custom NPCs can have stronger weapons than normal, and can have all 4 weapons with all attacks. These characters are meant to help develop your own characters, which means you can't use Custom NPCs in regular threads. You may only use Custom NPCs in closed threads or in plots that you create. If you would like to have a Custom NPC enter a thread, you must ask all members currently participating in the thread for permission before bringing in a Custom NPC. You may have an unlimited number of Custom NPCs that each have access to an unlimited amount of Standard Cards. Custom NPCs may not use Transformations and cannot be used in forum wide events or activities that involve obtaining zenny. Exceptions may apply.

- Canon NPCs -
Canon NPCs are characters that are found in the world of Star Force, ranging from viruses to full Wave Conversions. Although we do not allow regular characters to involve themselves with Canon Characters, you may use Major Canon NPCs with permission from at least 2 staff members. If you would like to use viruses, you must ask permission from all participants in a thread before you are allowed to use them. Canon NPCs can only be chosen from the NPCs that have been created by staff and cannot be modified. Canon NPCs cannot use external systems, such as cards or transformations.

- - Moderating with NPCs - -
Since the staff doesn't always have the time or patience to moderate topics, members are allowed to moderate for other members. There are certain types of moderation (or NPCing as we sometimes call it) that members are allowed to do for various reasons.

In order to moderate for someone else, you must ask that member's permission first. If you don't get their blessing, then you can't NPC for them. The NPCs that you use can only be those that are listed for the area that you are NPCing in, unless they are used for plots. It is important to not God Mod while NPCing, but its also important to not make the viruses under powered. When NPCing for someone, do the best that you can to make the battle challenging, but not impossible. Since this is a way for you to serve others, 48 hour auto hits cannot be called if you are the one moderating. You're role playing for the other person when you moderate, not the other way around.

If a member is NPCing for you, you may request for someone else to take over at any time. We acknowledge that not everyone is able to get along with others, so if someone is giving you a hard time, you can get someone else to fill in where they left off.

Since moderating takes time and patience, rewards are given out to those that NPC. After you are finished NPCing, a staff member will judge your performance in a 1 to 10 scale. The quality of your moderation affects the amount of money you earn per post for NPCing. To ensure the right amount of zenny is given, the staff member that judges your thread will also give you the amount you earned. Only In-Character posts that are made by the member moderating count towards pay. Below is a table of pay rates for NPCing.

NPC ratings
 
Rating of 1: 50z per post
Rating of 2: 100z per post
Rating of 3: 150z per post
Rating of 4: 200z per post
Rating of 5: 250z per post
Rating of 6: 300z per post
Rating of 7: 350z per post
Rating of 8: 400z per post
Rating of 9: 450z per post
Rating of 10: 500z per post

Below are the different types of threads that members are currently allowed to moderate for others. These types are also available for pay. Keep in mind that when you moderate Virus Threads, the member that acts as the NPCs does not decide the rewards. All rewards for any type of thread a member NPCs for are decided by staff.
  • Virus Threads
  • Boss Threads
  • Plots
Staff have the right to prevent anyone from NPCing for others.


::3b: Multiple PCs::

We recognize that creating characters is something everyone enjoys. To allow for more creativity, you are allowed to have up to 3 different characters, each with their own items, Wizard, and Wave Conversion. Characters cannot share any of these things, but having more than 1 character does not hinder what any 1 character can have. The following is a list of all items that are separated between characters:

  • Zenny
  • Jobs
  • Wizard
  • Wave Conversion
  • Battle Cards
  • Link Power
  • Ability Waves
  • Brothers
  • Transformations
  • Indie Frags
  • Noise Frags


-- Characters per thread limit --
You can only role play as 1 character in any thread that involves someone other than yourself. However, you may role play with multiple characters if all members of the thread approve of you doing so. You may also freely use multiple characters in a topic if you are doing a solo thread or an approved plot you created. If there is a site wide plot with multiple threads, you may only have one character join the plot. This is to prevent prize hogging and give all members a fair chance at joining the plot.

-- BrotherBanding between own characters --
You may form Brotherbands between your characters, but they do not gain Link Power or Brother Cards. We allow this for the sake of role playing, so there are no benefits or drawbacks to forming these kinds of Brotherbands. This does not count towards your 6 Brotherband limit.

-- Please use PCs reasonably --
We ask that you use Multiple PCs modestly, so don't join every active topics using each of your characters. This normally isn't a problem, but you will be cautioned if staff thinks you are flooding the forum with your characters.

-- Shelving and Scrapping Characters --
Character inventory, including cards, zenny, ability waves, indie frags, and noise frags are permanently attached to each character. Attack slot and weapon slot upgrades are tied to the character slot itself, not the character.

If a character is shelved, the character inventory and brotherband info should be removed from signature and added to the character profile. All cards and items remain attached to shelved characters. If the character is traded, the cards and items go with them.

If a character is scrapped, half of the cards may be redistributed among your remaining characters. Ability Waves are also kept and can be redistributed. Any Zenny, Indie Frags, BrotherBands, Noise Frags, or transformations are permanently lost.


::3c: Brother Bands and Link Power::

- - Overview - -
Brother Bands are friendships you form in the RP. These friendships are registered in your Hunter VG and help give you various boosts for battle in the form of Link Power and Brother Cards. Brother Bands can only be made when two characters in the RP decide to become friends and accept each other's data. Brother Bands are a 2 way connection, meaning you cannot be Brothers with someone who does not have you registered as a Brother. Characters are allowed to have up to 6 Brothers registered in their Hunter VG. Forming Brother Bands outside of the RP is not allowed.

- - Link Power - -
Link Power is a point based system that allows characters to enhance themselves by equipping Ability Waves. Every character starts with 100 LP, but more can be obtained by forming Brother Bands. The amount of LP you receive from Brothers is based on their post count. For every 25 posts a member has, their characters give 10 LP until they eventually give 200 LP. Below is a chart correlating post count with the Link Power you give to your Brothers:
Link Power Chart
 

0-24 ----- 10 LP
25-49 ---- 20 LP
50-74 ---- 30 LP
75-99 ---- 40 LP
100-124 -- 50 LP
125-149 -- 60 LP
150-174 -- 70 LP
175-199 -- 80 LP
200-224 -- 90 LP
225-249 -- 100 LP
250-274 -- 110 LP
275-299 -- 120 LP
300-324 -- 130 LP
325-349 -- 140 LP
350-374 -- 150 LP
375-399 -- 160 LP
400-424 -- 170 LP
425-449 -- 180 LP
450-474 -- 190 LP
475+ ----- 200 LP


- - Ability Waves - -
Ability Waves are abilities that characters can equip using LP. Each Ability Wave has an LP cost attached to it that takes up LP when equipped, limiting the number of Ability Waves you can equip based on your total LP. You do not have to use all of your LP when equipping Ability Waves, but you cannot go over your available LP. Ability Waves can be bought at the Ability Wave Shop and can also be obtained through plots and giveaways.

- - Brother Cards - -
These are cards you can get from your Brothers when you become Brothers with them. Each player is allowed to choose 4 cards and make them their Favorites. When a player uses a Brother Band Card in a battle, they may choose any of the cards their Brother put as their Favorites. You can only use each of your Brother Cards once per battle. While you are allowed to choose any cards your character has for your Favorites, there are some limits. For starters, 2 of your Favorites must be Standard cards, meaning no more than two of your Favorites can be Mega/Illegal/Giga cards. In addition, no more than one Giga card can be selected as a Favorite.

- - Brother Updates - -
Thanks to the growth of technology, you don't have to meet your Brother in person to update. Whenever their post count changes, your LP is directly effected, as are Favorite Cards. Be sure to put your own Link Power, Brothers, and Favorite Cards in your signature so that your Brothers know which cards they can use. Favorite Cards are still affected by the Retroactive Updates rule.


::3d: Jobs::
Table of Contents
 
1. Job Classes
2. Class Change Threads
3. Work Threads
4. Stores


Jobs are possible paths that your character can follow in order to acquire money, and can help define what kind of character you have. There are different kinds of jobs, as well as many aspects to cover, so let's address each matter individually.

--- Job Classes---
There are five possible Job classes for you to choose from. Your character can be either a plain Civilian, an Employed worker, a member of the GSP, an EMC looking for trouble or be an Undefined who doesn't neatly fit into any category.

Civilians:
This is the beginning class for everyone starting their Roleplaying adventure. The most common class, it represents the regular people who do not have a job, and their only source of income is a mere 3,000z provided to them every week. This is the class that represents the most possibilities, because Civilians can choose what path they want to follow depending on what they do.
Job Benefits:
Weekly Paycheck of 3,000z

Employed:
Being Employed is almost like being in an advanced Civilian class. This is the class for anyone with a reasonable job within the law. Like Civilians, they can collect a Basic Income payout of 3,000z each week. Having a tax-paying civilian job also entitles the character to Big Wave discount vouchers. These vouchers, and how they are obtained, is outlined in the Card Stores section.
Job Benefits:
Weekly Paycheck of 3,000z and discount for Big Wave(see Card Stores for more details).

GSP:
The Global Satella Police is, as the name might imply, the class that represents the police in society. Their job is to protect peace and enforce justice. Although their weekly paycheck is 3,000z, their speciality is to patrol areas and to stop crimes. The Satella Police have exclusive access to a special card store, The Satella Armory.
Job Benefits:
Weekly Paycheck of 3,000z and access to Satella Armory, a special card store(see Card Stores for more details).

EMC:
The EletroMagnetic Criminals are the 'evil-doers' in society. They generally break laws and disturb the peace, causing distress and despair wherever they want, whenever they want. Aside from their weekly paycheck of 3,000z, their main way of getting money is by comitting crimes. They also have access to a special card store restriced only for criminals.
Job Benefits:
Weekly Paycheck of 3,000z and access to Back Alley, where a special card store is located(see Card Stores for more details).

Undefined:
This last class represents those who do not fit in any other class, and so acquire money by their own means. If you are a regular vigilante, a rogue assassin or just a plain mercenary, then you are Undefined. Members of this class get 3,000z each week, and they are able to do pretty much anything they want - though they might end up considered as either EMCs or GSPs if they stray more towards one way than the other. They also have access to all card stores, though they can't get the better cards from the GSP and EMC stores.
Job Benefits:
Weekly paycheck of 3,000z and access to both the Satella Armory and the Back Alley (see Card Stores for more details).

---. [Class Change] Threads - Getting / Changing a Job Class.---
[Class Change] Threads are a special type of thread that allows your character to change class. By conducting a job interview or doing a type of task normally limited to another class, your character can change jobs to that class.

All characters begin as Civilian.

For example, by comitting a crime in a [Class Change] thread, one can become a Criminal. One can become Employed by simply going to a job tryout. GSP hopefuls should apply at the Electopia Headquarters. Undefined, for example, could start at a private defence contractor. These are by no means an exhaustive list of options, merely examples.

Restrictions:

---.[Work] Work Threads---

Naturally, people have to work to get money, whether it is by playing on the streets, selling clothes in a store, delivering food, or anything else that involves doing a job.

Work threads are closed, meaning nobody can interfere. This also means that the money you claim will be completely related to your personal RP skills.

What is expected in these threads is that the character in question can perform the job with efficiency, not causing much propriety damage, not bringing attention to themselves, etc.

For example, a GSP member would be expected to do something like stopping a crime while keeping civilians safe or keeping damage to their surroundings to a minimal. For an EMC, it would involve performing a crime without getting caught, stopped or otherwise detected. For an Undefined character, it would involve doing what they do best without hinderance or being stopped. Employed characters could perform their job position to the best of the character's ability.

Work Rewards:
After you make a thread like this, post a link to the thread under the Job Payment board to have 2 staff members judge your thread. Depending on your performance, they might give you a reward ranging from 0 to 2500z. After you make a thread like this, you are restricted from making another Work thread for seven days. If only 1 staff member gives you zenny within the seven day waiting period, you are welcome to take double the amount that was given by the one staff member to compensate for the missing judge. Disregarding the waiting period will result in punishment decided by the staff.

Please note:
Members are discouraged from outright killing people in these threads.

Staff reserve the right to veto a Work thread. Behaviour not befitting the character's job class, such as a GSP officer using a civilian as a shield, can result in a thread being denied.

--- Stores---
As you probably noticed already, there are three different card stores; the Big Wave is one, and there is also one store for GSPs and one for EMCs. Each store and their features are detailed below.

Big Wave:
An ordinary card store with no special features. It is open to everyone and anyone, regardless of their class.
There is, however, one class that gets more benefits than others in this class; the Employed class. Members of this class get a discount ticket on cards depending on the number of Work threads they do in a row. A single work thread results in a 10% discount, while doing two of these threads in a row gives a discount of 20%, and doing at least three Work threads in a row will further raise it to 30%.

Note that discount tickets can only be used once. After using a discount ticket on a purchase (which can be of multiple cards) an Employed member's Work Thread count is reset, and they'd have to do more Work threads if they want to regain the discount.

GSP Card Store(Satella Armory):
A special card store which only GSPs and Undefined members have access to. The store has its merchandise divided in tiers: tier V1, tier V2 and tier V3. Undefined class have access only to Tier 1 and Tier 2 cards.

EMC Card Store(Back Alley):
A special card store which only EMCs and Undefined members have access to. Like the GSP store, this store has its merchandise divided in tiers: tier V1, tier V2 and tier V3. Undefined class have access only to Tier 1 and Tier 2 cards.
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::4a: Chaos Server::

- - Overview - -
The Chaos Server is a randomized Wave Conversion enhancer of unknown origins. No one knows how the Chaos Server came to be, but it is thought to be a product of the chaos in the universe. Special cards and Ability Waves have been created to harness this power, allowing Wave Conversions random boosts and drawbacks in battle. The effects are always random and can either turn a battle in your favor or against you. It all depends on what the Chaos Server decides.

- - Accessing the Chaos Server - -
In order to access the Chaos Server, you need either the Chaos Card or the Chaos Server Ability Wave. The Chaos Card is available in the starting folder, but can also be purchased in the Big Wave. The Chaos Server Ability Wave is only available as an Elemental Benefit to Chaos users. There are other ways to access the Chaos Server, but these are the 2 most common methods.

- - Using the Chaos Server - -
To use the Chaos Server, check the box labeled "Access Chaos Server" to generate both the benefit and drawback when you submit a post. The results will then be placed at the end of your post and must accompany all other battle info when used. The effects granted by the Chaos Server last depending on the length specified by the mode of access and cannot be turned off at will.

Any abuse of this system will result in the removal of it for a user. Remember to use the honor system with the Chaos Server.


::4d: Panel Conditions::

-- Overview --

Panel Condition is a special type of effect, similar but not equivalent to Status Effects, that usualy affect a Wave Warrior's interactions with the ground they step on, but can also have other hindering or positive effects.

At the beginning of a battle, all fighters are treated as having a Null Panel Condition, meaning there's no effect applied to them. Panel Condition can be changed either by your own attacks or your opponent's, and these changes are usually caused by card attacks. In general, Panel Conditions can be either an additional effect of a damaging attack, and thus only apply on hit, or they are the effect of a non-damaging attack. Only a single Panel Condition may be in effect on a single player, with any new Condition overwriting the old one.

Attacks that change Panel Conditions do not, in fact, affect the terrain. What they do is alter the EM Waves around the affected battlers and change their perception of the terrain. For example, if the Ice Stage card is used, the battlers affected will feel as if the terrain lost its friction, and will find it hard to move without slipping if they don't have an Aqua Element. However, the actual ground under them does not freeze up.

-- Panel Condition List --

Below are the different types of Panel Conditions that a fighter can be afflicted with.

Possible Panel Conditions



::4c: Indie Frags::

- - Overivew - -
The Indie Frags are powerful fragments that are said to be originated in Mu and have now become a built in feature in the Hunter VG. Indie Frags are an alternative way to use LP that doesn't rely on Brother Bands, making it perfect for solo characters. To use these Indie Frags, a character must completely abandon bonds, meaning they cannot form Brother Bands while using Indie Frags. A single individual can have up to 10 Indie Frags and use an alternative LP system to use Ability Waves.

- - Indie Ability Waves - -
Indie Ability Waves are much like regular Ability Waves, but instead of using Link Power, Indie Frags are used. For each Indie Frag a character has, they gain a slot which can be used to equip Indie Ability Waves, with a maximum total of 10 Slots possible with 10 Indie Frags. Some of these particular Ability Waves require multiple slots to be used, roughly relating 1 Indie Frag to 100 LP. All of the Indie Ability Waves are available at all times, but you can only equip these Ability Waves the moment you obtain an Indie Frag. You cannot change the abilities you have equipped until after you obtain another Indie Frag, or paying 3,000z.

Whenever you first obtain your Indie Proof, you also gain 3 Indie Frags worth of Indie Ability Waves, as well as a free 'Link' Ability Wave (Not counting Link Counter), to attach to your Indie Proof. Boosts and Ability Waves applied by the Indie Proof are only active while Rogue Form is active.

To equip Indie Ability Waves, post what you are equipping in the Indie Ability Wave Thread after obtaining an Indie Frag.

- - Obtaining Indie Frags - -
There are two main ways to obtain Indie Frags; however, before you can begin claiming them, your story must have a definitive starting point. A single post needs to define the starting point of your Indie journey. Once this post is decided, no Posts made before that one can be used to claim Indie Frags. If you lose your Indie Frags, you have to start all over again with a whole new starting point; so, you can't use any posts from your previous journey.

The first way to claim Indie Frags is to participate in a thread with another character that is not your own. The thread must contain at least 10 in-character posts from the people you wish to claim Indie Frags from, meaning each participant has to post at least 10 times in the thread to be eligible to give you an Indie Frag. You may claim an Indie Frag per person you roleplay with, allowing you to obtain multiple Indie Frags from a single thread. You can obtain multiple Indie Frag from a single character, although you must submit different threads to obtain multiple Indie Frags for a character. However, in order to properly gain Indie Frags in this fashion, you must not use a Star Break or a Brother Card during the fight.

The second way to obtain Indie Frags is to break a Brother Band. For each Brother Band that is broken, an Indie Frag is obtained. This includes if your Brother breaks a Brother Band or if you break it. This allows you to obtain multiple Indie Frags at once, as explained later.

In order to obtain an Indie Frag, post a thread that fulfills the requirements in the Indie Frag Claiming thread. You can automatically claim an Indie Frag once you post in the thread. If you post a thread that does not meet the requirements, a staff member will inform you and the Indie Frag that you claimed will be void. You can also claim Indie Frags when you break your Brother Bands, in which no proof will be needed to claim the Indie Frags.

Once you have claimed at least six Indie Frags, you can then claim your Indie Proof at any time thereafter.

- -Drawbacks - -
The only way one can use the power of the Indie Frags is to completely forsake bonds. Using the power of the Indie Frags automatically sets your Link Power to 0, even if you had 1,300 LP before. You are still allowed to use Brother Bands alongside Indie Frags, but doing so comes at a price. For each Indie Frag you have, you lose the ability to use one of your Brother cards.

Indie Frags are not transferable between characters. They also cannot be sold or given to anyone. Once you form a Brother Band, or gain a Star Break, you immediately lose all of your Indie Frags as well as your Indie Proof. You cannot use threads that have been previously submitted to reclaim Indie Frags.


::4d: Virus Threads::

- - Overview - -
Virus threads are an opportunity for you to get cards and zenny by fighting assortments of weaker enemies. Much like the games, you can fight different viruses to either get the cards that are associated with them, or possibly get some zenny to spend however you please. These threads can be moderated by anyone, or you can moderate these threads yourself.

Virus battles are done in waves. A set number of viruses will appear in each wave that you will need to defeat before moving on, each virus attacking once per turn. Once you finish a wave, you have the option of moving on to another wave, or ending the thread and claiming your rewards. Each wave that you progress to will be harder than the last, so keep that in mind when choosing to move on with a virus thread.

Once you complete 3 consecutive waves, you will have the opportunity to fight one of the many boss characters that are found in the Star Force games. These boss fights are similar to a regular one-on-one match. Encountering a boss is not random, so you may choose to end a virus thread instead of attempting to defeat a boss. The entire cycle of 3 waves followed by a boss character is called a round.

After completing a round, you may choose to start another round if you wish. There are 4 levels of difficulty for rounds, which have higher payouts and better rewards the higher you go. Choosing to continue a virus thread will allow you to have a bigger payout with rewards, but you will keep the same battle status that you had from the previous round. Your health does not regenerate, and all cards that have already been used cannot be used again.

At the end of a round, you may also choose to take a Round Pass instead of moving on. A Round Pass allows you to start a new thread at a higher round to fight more difficult battles and get stronger cards. The payout isn’t as high if you automatically start at a higher round, but you do get to start the round with full health and a fresh stock of cards. To get to a more difficult round, you must have a Round Pass from the round before it (A Round Pass 1 is needed to start at Round 2). Round Passes are not restricted to area or boss, so you can use a Round Pass at any location. You must wait 2 weeks after you finish a Virus Thread before you can use the Round Pass. Only 1 Round Pass is allowed per character, and cannot be traded or given away.

Below is a list of the flow of each round. It is important to note that the increasing difficulty of the boss characters also increases their health.

Virus Rounds
Round 1
 


Round 2
 
Wave 1: Four V2 viruses
Wave 2: Two V2 viruses, two V3 viruses
Wave 3: Two V2 viruses, one V3 virus, one X virus
Wave 4: EX Boss NPC (Base health +50%)


Round 3
 
Wave 1: Wave 1: Four V3 viruses
Wave 2: Three V3 viruses, one X viruses
Wave 3: Two V3 viruses, two X viruses
Wave 4: SP Boss NPC (Base Health +100%)


Round 4
 
Wave 1: One V3 virus, three X viruses
Wave 2: Four X viruses
Wave 3: 5 X viruses
Wave 4: X Boss NPC (Base Health +150%)


- - Virus and NPC locations - -
Different viruses and bosses are likely to appear depending on where you create your virus thread. Each main location has a list of viruses and bosses that can be found in the Virus Location Thread and the Canon NPC Location Thread. The person moderating the virus thread is allowed to choose whatever viruses and bosses that they want from those two list, but they cannot use anything that is not listed, nor is blatant Meta Gaming allowed (choosing all viruses that an opponent is weak against, for example).

- - Virus Rewards - -
Rewards are given for passing the various waves in a virus thread. There are several factors that are considered when giving out rewards, ranging from performance to how difficult the thread actually was. There are also other random factors set in place to simulate the games. Below is a list of the different components that are considered when giving out virus rewards.

  • The base zenny amount given for the first wave is 500z. This amount will either increase or decrease depending on other factors.
  • The base zenny increases by 200 for each consecutive wave finished (Wave 1 is 500, Wave 2 is 700, Wave 3 is 900, etc.)
  • Cards will be given out randomly in place of zenny for a wave. A random virus will be chosen for the corresponding wave if a card is to be given. Only 2 cards can be given per round (excluding the Mega Card), but may decrease or increase depending on the thread’s difficulty. The version of the card correlate with the round (Round 1 has V1s, Round 2 has V2s, etc.)
  • Post quality of the thread is judged on a 3 point scale: poor, normal, and high. Each of these scores will either add or subtract a zenny amount from the base zenny. Poor decreases it by 200z, High increases it by 200z, and Normal does not change anything.
  • Post quality affects the odds of receiving a Battle Card in place of zenny. Poor quality gives a 1/4 chance, normal gives a 1/3 chance, and High gives a 1/2 chance.
  • Difficulty of the thread is judged on a 3 point scale as well: easy, normal, and difficult. Each of these scores will either add or subtract a zenny amount from the base zenny. Easy decreases it by 200z, Difficult increases it by 200z, and Normal does not change anything.
  • Difficulty also affects how many cards can potentially be received in a round (excluding Mega Cards). Easy difficulty allows for only 1 card to be obtained, Normal difficulty allows for 2, and Difficult allows for 3 cards.
  • After defeating a boss character, you will be entitled to their corresponding Mega Card unless the staff member judging your thread thinks otherwise.
  • After you post your Virus thread in the Virus Rewards Thread, a staff member will give you your rewards, as well as post the Post Quality and Difficulty ratings for your thread. You do not need to post in the thread to claim your rewards.
  • Virus Rewards are claimed once a virus thread is complete.
  • You cannot claim any rewards if your virus thread was self moderated.


For thread moderator rewards, please refer to Section 3a: Non-Player Characters.

- - Multiple Participants - -
You may choose to team up when starting a virus thread. You can have as many people as you want participate in a thread (within reason), but all participants must post at the start of the thread in order to join. A party member cannot join midway in a virus thread. When teaming up, all rewards are divided among the participants as they see fit. If a Mega Card is obtained, a staff member will decide which participant deserves the Mega Card. You cannot gain or use Round Passes when forming a party for a virus thread. If there are any disagreements about how the rewards should be divided up, a staff member will decide for themselves how things should be distributed.
[/spoiler]


::4e:Card Trader::

- - Overview - -
The Card Trader is a way to exchange your cards for randomly generated new ones, allowing you to utilize cards you wouldn't otherwise use. To accommodate the number of cards found in the Card Library, there are 4 different traders that can be used: V1, V2, V3, and Support. The trader you use depends on the card you input, so don't expect to get V3 cards by inserting a V1.

- - Using the Card Trader - -
The Card Trader exchanges cards in a 1-to-1 ratio so you're never losing the total amount of cards you have. To prevent abuse, there is a fee tied to each trader in order to use the Card Trader. Mega and Giga cards can be put into any trader if you wish, although the odds or the amount of cards you can get do not change when doing so. To use the trader, simply post in the Card Trader thread, list the card you are inputting, and state the remaining funds in the account. Before hitting "post", select the "Card Trader" drop box, and choose the tier of card you've entered. Below is a list of the fees associated with each trader.

Card Trader Fees
 
V1 Trader
- V1 Card OR any Mega* OR any Giga
- 1,000z

V2 Trader
- V2 Card OR any Mega* OR any Giga
- 2,000z

V3 Trader
- V3 Card OR any Mega* OR any Giga
- 3,000z

Support Trader
- Support Card OR any Mega* OR any Giga
- 1,000z


*Note: Player Mega-Class Cards cannot be used in the Card Trader.

- - Cards/Tiers - -
If a card has a version attached to it, then it can be used to access the corresponding trader. For cards that do not have a version number, use the following lists to determine what Card Trader you can use.

V1 Not Numbered

V2 Not Numbered

V3 Not Numbered

Support Cards



::4f:Player Character Mega Cards::

--- Introduction ---

Player Character Mega Cards are like any other Mega Card found in the card library. However, these Mega-Class Cards hold the signature attack of your Characters; immortalized in the form of a devastating Battle Card.

--- Creation Requirements ---
In order to Create a Mega-Class card fashioned after your character, you must first have at least 50 Posts. For every 50 Posts to your name, you are allowed to create a Mega-Class card for one of your characters; meaning you would need a total of 150 Posts in order to craft a card for each of your three characters. Once you are capable of creating your Mega-Class card, simply refer to the Mega-Class Card Template.. If you need ideas as to how your Mega-Class Card can work, you can also look over the already existing Mega-Class Card list.

--- Card Guidelines ---
Like most Battle Cards, your Character's Mega-Class Card would have a Name, Element/Sub-Element, Damage/Effects and a well-worded Description as to how the attack actually works. However, as a unique guideline to Mega-Class Cards alone, a Character's Mega Card will also have an Aspect.

A Mega-Class Card's Aspect allows the user to use the Mega-Card without summoning the Wave Warrior the Card is fashioned after. Whenever designing your Mega-Class Card, you will not only specify what will happen if your Character is actually summoned, but also what can be done by the user instead. Aspects should give the user access to a Weapon, Skill or otherwise necessity of power used by your Character; that the new owner may attack with it. Once telling what it gives the character, detail out what can be done by the Character with the Aspect.

Aside from the Mega-Class Card's Aspect, everything else about them can be described below:

  • A Mega-Class Cards can have an Element and Sub-Element, as applicable.
  • A Mega-Class card must be offensive by nature; buffs, abilities and support-based cards are forbidden.
  • Range-Based Mega-Class Cards have a Base (and cap) of High Damage.
  • Melee-Based Mega-Class Cards have a Base (and cap) of Great Damage.
  • A Mega-Class card is allowed Status Effects. However, added Effects lower the Damage Level by 1 Level less than normal. Tier 1 Status Effects now have No Damage Nerf, Tier 2 Status Effects now have a 1 Level Damage Nerf and Tier 3 Status Effects now have a 2 Level Damage Nerf.
  • Mega-Class Cards with multiple Hits are allowed more than 1 Status Effect. However, no more than 3 Status Effects can be placed on the same Mega-Class card, and no effect over Tier 1 can stack with others.
  • As a rule, Mega-Class Cards should be based off of a Weapon from your Character.
  • No matter how a Mega-Class is used (Aspect or Normal), it is always one-use.


--- Obtaining a Card ---
Card creator
Copies can be purchased by the Creator for 3000z each. Once purchased, the cards can be put into your inventory. However, you cannot use them. As another precaution, you must also buy multiple copies of the card if you wish to give multiple copies away.

Others
Once purchased by the Creator, Cards can be Traded, Sold and Given Away just like any other Card.

BrotherBand
Brothers can use their Brother's Mega Card instead of selecting a Tribe-ON or Favorite Card.

--- Limits ---
There can only be 1 Mega-Class Card per Character. Upon editing your Character, if you wish to change the nature of your Mega-Class Card, you would put it up for Re-Approval like anything else.

No 1 person can own more than 1 Copy of a Mega-Class card of the same name.

Player Mega-Class cards cannot be used in the Card Trader.

--- Card Usage ---
Like anything else, before the Mega-Class Card can even be used, it must first be approved by Two Staff Members in the Mega Card Approval Forum.

The card can be slotted in and used just like any other Card in the user's possession. However, as stated above, it is one-use.

Characters can use a Mega Card created by the very member that controls them, except if that Mega Card is the one fashioned after that same character (ie. Exampleman cannot use the Exampleman Mega Card).

If a character that had a Mega Card made after them is retired, any copies of that Card remain in circulation, but additional copies of that card cannot be bought, and the Card cannot be used via the Brother Band function.


::4f: Betting::

Battling and money are two important things in this board, so we have a feature where you're able to battle for money; in other words, betting.

At the Betting Arena in Time Square, two fighters can battle and risk some of their money for the possibility of obtaining even more money, while spectators are allowed to bet on who they think will win to get some profit, too.

Battles in this arena are only between two opponents. Each of them must bet the same amount of money, within the range of 100z-500z. Whoever wins gets money equal to five times the amount they bet, and the loser simply loses their money. So if a fighter bets 100z and wins, they'd get 500z, which would effectively be a profit of 400z.

Each fighter is only allowed to use 2 of their character's weapons. These weapons must be chosen at the beginning of the battle, and cannot be switched out until the end of the battle.

Spectators can bet on any fighter they want, and can bet any amount of money they want, though it should go without saying that they can only bet on one fighter. The payout rate for them depends on the amount of non-Standard Class cards(Secret, Illegal, Mega and Giga cards) the fighter they bet on to win has in comparison to their opponent. If the fighter they bet on to win has [blank] non-Standard cards than their opponent, the payout rate is:

5+ less: 4.25x
4 less: 4x
3 less: 3.75x
2 less: 3.5x
1 less: 3.25x
The same: 3x
1 more: 2.75x
2 more: 2.5x
3 more: 2.25x
4 more: 2x
5+ more: 1.75x


-- Set Up --

Each battle in the Betting Arena contains two threads. The first, which should be located in the Arena itself, is labeled "{Opponent} VS. {Opponent} Battle" which is the thread for the battle itself. The first post for each fighter in the thread must contain the amount bet by both fighters, along with the weapons each of them will use and the difference in number of non-Standard cards between the opponents.

The second thread, which should be located in the Betting Arena Bets forum, is labeled "{Opponent} VS. {Opponent} Betting". This is where non-fighters post who they're betting for and how much money they're betting. The first post in this thread should contain a link to the battle thread, along with the payout rates for each fighter.

The battle ends when somebody has 0% health or if they give up. In the unlikely event that a draw occurs and both reach 0% health at the same time, everybody who placed a bet, including both fighters, gain 1.5 times the amount they bet.

Note that battles in the Betting Arena must be set up in advance. This can be done OOCly in the C-Box or by PM, and ICly in the Message Board or by Email.
Edited by Lash, Nov 28 2015, 02:24 PM.
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::5a:Star Breaks::

- - Overview - -
Star Breaks are modes of power that can be triggered by using an Admin Card of the corresponding Star Break. An extra slot is granted in your Custom when you slot in an Admin Card to activate your Star Break, but an Admin Card slotted in this way can only be used for activating a Star Break. You may use an action at any time during that custom to sacrifice the Admin card and activate your Star Break. The Star Break only lasts for a certain amount of time, but it is possible to deactivate it in the middle of a battle if you choose to do so. However, Star Breaks may only be used once per battle. The original elemental attributes of the user are overwritten by the Star Break's elements, and certain physical attributes are added. New abilities are also granted, as well as new attacks which may be used in place of your own cards, and eventual access to the Star Break's True Big Bang. At any point of time, you may sacrifice the specified number of cards in you custom in exchange for these Admin Cards. You may not use another Star Force Admin Card while in a Star Break.

The duration for which Star Force lasts are as follows:

Quote:
 
Normal Admin Card (e.g. DragonSky) : 10 turns

Admin Card EX (e.g. PegasusMagic EX) : 15 turns

Admin Card SP (e.g. LeoKingdom SP) : 20 turns

Giga cards GX (e.g. Aquilla Thunder GX): 30 turns


- - Obtaining a Star Break - -
In order to obtain a Star Break, a character must have one of the Admin Cards. Whether it's the Mega or Giga version, the Admin Cards are your keys to unlocking the power of Star Breaks. The only way to obtain an Admin Card is to be given one by a Satellite Admin: either Dragon Sky, Leo Kingdom, Pegasus Magic or Aquila Thunder. Unlike regular items, these cards cannot be shared between your characters, meaning only the character that obtained them would be able to use them. However, since these are still normal cards, they can be used by your Brothers if you Favorite one of them, and if your Brother is fortunate enough to have the same Star Break as you, they can use that Favorited Card to access their own Star Break if they please. These cards cannot be given away or sold.

Once you reach the 100 post marker, you can post a topic in the Earth's Satellites Sub Board with a [Test (___)] tag in the title requesting the Satellite Admins to share their power with a character. Fill in the name of the admin whose Star Break you are requesting in the title of your thread. In this topic, the Admins will question your character's actions and motives to make sure that your will is aligned with theirs. The admins will also be looking into whether or not you value friends, whether or not they believe you will misuse/abuse their power, and whether or not their power is right for you.

As another part of this test, you will be asked to show evidence that you deserve a Star Break in which you will have to post at least 3 non-virus, non-job threads. These threads must also be fairly recent and must reflect your character's personality clear enough to be judged. You can post these topics either in-character or out-of-character, but at least 3 must be provided when you are prompted to provide them. If the Admins deem you worthy, you will be granted an Admin Card to use its corresponding Star Break.

You may re-test for a different Star Break or to upgrade your Admin Card. These re-tests work the same way as the regular test, but the topics provided must be those made after the last Star Break test you took. If you failed the first time, then you are still allowed to re-test to obtain a Star Break. Re-tests may be done at any time so long as you have three new threads to present for the character. Be warned though that the Admins' criteria for bestowing their power may become more stringent when applying for higher versions.

- - True Big Bangs - -
True Big Bangs (TBBs) are powerful attacks that can only be used once per battle. These attacks draw directly on the power of the admins, bestowing a piece of the respective admin into the user of the Star Break when used. This strength does not come without a price:TBBs may only be used no less than 8 turns into the Star Break for Normal and EX card users, and 12 turns in for SP and GX card users.

To activate the TBB the user must perform a whole turn, three action charge during which the admin's power is called upon and gather within the user. On the next turn, the user is enveloped in an aura of their admin's silhouette. Their first action is automatically used to bestow the user with a physical boost in battle. The following two actions of the TBB are optional attacks that may be used or denied in favor of other actions using the newly gained buffs.

The physical buffs bestowed by TBB lingers in a lesser form on the following turn. For example, after using Leo's TBB, Might of Regulus, you would have slightly increased Strength on the following turn, and for Pegasus the opponent would still feel some slight debilitation on the following turn.

The second action of a TBB always requires a free hand to use, and the third action of a TBB requires two free hands. All True Big Bangs are usable once per battle, and may not have their damage boosted in any way.

- - List of Star Breaks - -

Dragon Sky
Main Element: Wood
Sub Element: Wind
Abilties:
- Wood Affinity
- Side Select
- Wind Body
- Confuse Body

Dragon Sky is an emerald armored serpent composed of lime green EM waves. Angled golden whiskers extend from his elongated head beneath his narrow eye sockets. Cylindrical plates of armor line his back down the twisting length of his figure towards the sharply pointed tail. A pair of somewhat stubby arms with three-pronged claws extend from its upper body, and similar legs appear closer to it's tail. A swirl of green winds constantly surrounds Dragon's figure.

Weapons


Leo Kingdom
Main Element: Fire
Sub Element: Breaking
Abilities:
- Fire Affinity
- Super Armor
- Blind Body
- Poison Body

Composed of fiery gold EM waves, Leo Kingdom takes the form of a fierce lion. Golden armor forms its mane, shoulder armor and feet, while the remaining armor of its face and body is a bright red. A ring of flames emanates from its claws, those claws consisting of three thin, razor sharp blades on each foot. Its ruby red tail trails behind, a small flame burning from the torch at its tip. A fluctuating mass of flames appears in a shape akin to solar flares about Leo's being.

Weapons


Ice Pegasus
Main Element: Aqua
Sub Element: Blade
Abilities:
- Aqua Affinity
- Air Shoes
- Bubble Body
- Freeze Body

Taking the form of a majestic winged horse, Pegasus Magic is comprised of blue-violet EM waves, with aqua blue armor, and white hooves, as well as white wings with blue trimmings about them. Its head, legs, and wings all float separately from the main body, connected to it though EM wave that form her upper legs, neck and joints. An aura of light blue shards of ice whisk around her in streams, giving the illusion of a blizzard.

Weapons


Aquila Thunder
Main Element: Elec
Sub Element: Shadow
Abilities:
- Elec Affinity
- Quick Gauge
- Gravity Body
- Para Body

With the shape of a graceful eagle, Aquila Thunder is composed of bright yellow EM waves, with golden armor of a deeper hue. Her head rests over the main body with a sharply pointed beak. Feathered wings extend from the main body. She also carries a pair of sharp talons comprised of 4 curved blades. Arcs of lighting are constantly dancing around her form, much like a thunderstorm.

Weapons



::5b: Rogue Forms::

- - Overview - -
Rogue Form is the pinnacle of strength that one can draw from within. A force like no other, this form grants unimaginable power, but at the cost of rejection. . .the rejection of help, allies and outside powers. Your strength is now defined, not by who you can call, but by what you can do.

In order to use Rogue Form, your character cannot have access to Star Breaks, which is its polar opposite; nor can you have any Brother Bands. Upon obtaining the Rogue Form, if you have either, they will be immediately destroyed.

- - The Indie Proof - -
The Indie Proof is the key to the Rogue Form. In order to gain access to it, you must first have at least 50 Posts. Beyond that point, your character must gain access to the Indie Proof by means of the Indie Frags.

The Indie Proof is obtained once you have six Indie Frags. Unlike the other Transformations, your Indie Proof is your own; as a symbol of your independence, you have complete control of how you want your Indie Proof to work. Your Indie Proof can be personally designed in order to benefit you.
As soon as you gain six Indie Frags, you gain access to your Indie Proof; as well as 3 Indie Ability Waves worth of Indie Frags, and a single "Link" Indie Ability (Not including Link Counter). Abilities attached to your Indie Proof are only active while Rogue Form is active.

- - Transforming - -
Upon obtaining the Indie Proof, you gain access to the Rogue Form Transformation. This addition will immediately nullify and destroy any Star Breaks and/or Brother Bands you may have; regardless if you ever even use it.

The Indie Proof can be activated at any given point during your turn, and is a simple ability that you can use; much like a Tribe On. There isn't a Battle Card for it. However, in order to activate it, you must have dealt with any and all attacks aimed at your character, and cannot have used a previous Transformation. Transformation takes up an Action during your turn, and can only be done once per battle. You cannot use any other Transformations during the same Battle as the Rogue Form.

Below is a list of all effects given to your character both by simply owning a Rogue Form and, then, by Activating it in battle.

Rogue Form
Rogue Special Attack
 
The Rogue Special Attack is available to the user, regardless of whether they choose the Rogue Weapon or the Rogue Boost. However, it immediately ends the Transformation upon use.

Attack Name: Rogue Burst
Type: Explosion
Element: Dark
Description: The user spreads their limbs out, hovering slightly above the ground as a large aura of energy forms around them. This aura then flashes, exploding in a 5 meter radius. Anything within 5 meters, regardless of it the attack was blocked or not, will be pushed back 5 meters. Anything between 5 and 10 meters away will be pushed back 2 meters.
Damage: Pitiful Damage Base. Increased by the amount of Health lost from Rogue Form's Health Bug. Caps at Incredible Damage.
Effects: User can pay Modest Health to add Pierce to this attack.
Restrictions: After use, Rogue form will end. User will be vulnerable to Attacks for 5 turns after use, taking an additional level of damage from attacks
[/spoiler]


::5c: Tribe On::
Index


Transformation
No matter which version of the Transformation you use, they each have a set rules that must be followed in order to transform.

First and foremost, you must qualify for the Transformation. In order to Tribe ON, you must be in possession of the OOPart. In order to activate a Remnant, you must be in possession of a Remnant.

Second, you have to have addressed any and all attacks aimed at your character. If your opponents have attacked you, you must respond to all of their attacks before you start Transforming. Both Transformations are limited to once-per-battle, and they cannot be used during the same battle.

The next thing to know is that your Remnant/Tribe ON changes your character. While the Transformation is active, the Remnant/Tribe ON's Elements replace your own. This does not change your Elemental Benefits/Affinities, nor does it change the elements of your character weapons. Also, the Transformation's respective Attacks and Abilities are added to your already existing ones.

Transformations take up an action during your turn. However, you can only use one transformation per battle - meaning you cannot Tribe ON after you've already done so, and you can't use another Transformation with your Tribe ON.

Tribe ON VS Remnant
Each of the Transformations are also different in their own accord. When using your separate Transformations, you need to keep in mind all of the limitations and benefits come with each one.
  • Tribe ONs require possession of the respective OOPArt.
  • Remnants require possession of a Remnant from an OOPArt gained through Rotation.
  • Tribe ONs last 15 turns upon Activation.
  • Remnants only last 10 turns upon Activation.
  • Tribe ON's gain access to their respective Tribe's LFB, which takes up an action during a turn and immediately ends the Transformation.
  • Remnants do not gain access to a LFB.


Remnants
Once your character obtains an OOPArt, they have complete access to that Tribe's Power; attacks, abilities and elements. However, once you lose your OOPArt, it will leave a permanent impression on your Character; but only if you gained it through Rotations. You can use this impression of the OOPArt's power, called a Remnant, to access your Tribe On.

Remnant Tribe Ons start out as a far cry from the OOPArt Tribe Ons. For instance, you only have 1 Ability and 1 Attack; chosen from your previous Tribe's repertoire. These Abilities and Attacks are chosen upon creation of the Remnant, and cannot be changed as you please.

A Remnant begins with the Main- and Sub-Elements of your most recent Tribe. Whenever you gain your second Remnant, the Sub-Element from your most recent Tribe replaced the Sub-Element of your current Remnant. Beyond the second, each time you gain access to a new Remnant, you can choose to either alter your Main- or Sub-Element to match the respective Elements from your most recent Tribe.

Once you gain a new Tribe On, you will have your time with the OOPArt. Once that OOPart leaves your possession, it will enhance your Remnant. You are allowed to choose 1 Weapon and 1 Attack from your previous Tribe to add to your current Remnant.

Should you gain an OOPArt from rotations that you have already owned, you have to choose a different Ability/Attack. No more than 1 Attack/Ability of the same name can be chosen to add to your Remnant. A character can have no more than 3 Attacks and 3 Abilities on their Remnant.

Each time you gain a new Tribe, with which to add on to your Remnant, you can change the Remnant to decide which Attacks/Abilities from each Tribe you want. Also, if you gain the chance to have another Remnant after your third, you can choose whether or not to overwrite any of your Remnants with the new one.

Attainability
OOPArts can only be gained through Rotations. Every two months, all of the OOPArts currently in the world will be taken up from their owners. From there, a dice roll will be made to randomly decide which Player gets the OOPArts. Once you are given the OOPArt, you can decide whichever character it goes to.

Gaining OOPArts through Rotations is the only way to ensure that you will have access to a Remnant. If you gain an OOPArt through any other way, you will not be able to claim a Remnant.

Whenever you gain your first Remnant, you will need to visit [insert link]this page in order to post your Remnant's information. This is simply a safeguard, so that we can keep track of your Remnant once it is created. As your Remnant grows and changes, you will be able to update it.

As for any users who have had OOPArts in the past, and passed the trials to earn them: You will gain 3 Remnants from your most Recent Tribe. Whatever OOPArt you may have had last, you will gain full access to that Tribe's power, but as though through a remnant. You can change it as you wish once you gain a new Remnant.

Tribe Ons
Shinobi


Dinosaur


Leviathan


Berserker
Edited by Lash, Sep 6 2015, 12:05 AM.
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Posting to bump. Except for Star Breaks and Panels, V5 is ready to go. Consider this a preview of the upcoming rules release.
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