RULES


If you have any questions, or want to perform an action of some sort, E-Mail Squall (Me) with your clan name (if you're in one), character name, and actionyou want to take (or question) as the subject. Include in the E-mail what you want to do, and any specifics that may be outlined on each page.


GENERAL RULES


  1. Try your best to ignore the spelling mistakes.

  2. When you join, you will have many choices to make: What the name and type of your weapon is (Only applies to certain characters). What system you want to start out using. What town your character starts in. The special bonuses you get for starting out on a particular battle system. Explanation on system bonuses are at the bottom of this page.

  3. You can only control one character at a time.

  4. You can only hold 100 normal/good items. You may hold as many key items as you like, however. You have a private chest to store any extra items you may have.

  5. When you beat a player in battle, you may only take: Half their gil, and half their normal items. You can take any equipped Relics. You may also take up to 4 Espers/Materia/Add-Ons, whether they are equipped or not. However, each one you take will mean 25% less normal items. So if you take 2 Add-Ons, you would only take 25% of their items. You may take all their gil and items if your class is Thief. If you take a Key Item, that's all you get aside of their gil.

  6. If you are in a clan, you share all your gil with other people in your clan, and have access to the clan chest. This takes the place of your private chest, but other people have access to your gil and items. However, before taking anything, you MUST get permission from both the clan leader, and the owner of each item. The owner's name will be next to the item in the chest.

  7. If you want to form a clan, you must send 2000 gil, to gain some items that go in the clan chest. These are items that everyone has access to, reguardless of permission.

  8. Try not to swear too much, and any racial, sexist, or any other biggoted remarks WILL NOT be tolerated. This does not mean that you cannot say anything about you, just that you can't make fun of people for being anything, or make fun of a certain type of people, just for being that way. Also, no porn of any kind.

  9. To form a party, I must receive an E-mail for all people involved in each party. Any parties with more than 4 people will only be allowed to have 3 characters in a battle at the time, however one player can switch with another character in or out of battle (during battle it must be done during the characters turn. IE: There is a party consisting of Tidus, Rikku, Squall, Terra, and Yuna. The people in battle would be Tidus, Rikku, and Squall. If it was Squall's turn, he could swap places with either Terra or Yuna.)

  10. To join a clan, I must receive an E-mail from the clan leader (unless it's my clan (Seed)) saying that you are allowed in. You may have as many people in a clan as you would like.

  11. There are particular worlds that we shift through at an eventual state. These worlds are from each FFVI, VII, VIII, and IX. Whenever all the quests, and bosses are done, or I feel that the world seems dead, then I will rotate to the next world.

  12. There is a way to change the world yourself, but finding that out is a secret that only I know. To find out, read ATEs very carefully, some may give some clues...

  13. You may only have one chocobo, one dragon, and one airship at a time.

  14. You may leave your airship if it is being manufactuered or upgraded, but you won't be able to call it to you until it is done.

  15. If you are starting out, then you will have as much exp as the weakest character in the game, or maybe a little higher if I feel the weakest character is inactive.

  16. If your character dies, and there is no one to bring them back to life, you will automatically travel to the X-Zone.

  17. While in the X-Zone, you may only train or hide. There are very dangerous creatures, and old bosses lurking there, so I would suggest hiding for the duration. Your chances of encountering monsters you can handle here are VERY low (They're all at Level 100).

  18. If you die in the X-Zone, you will be brought back to your default location, (only I know where it is for sure) with no gil, items, espers, materia, GF, or Add-Ons. And you will lose 1/20 of your total experience.

  19. After a week in the X-Zone, you will may be brought back to your default location, the location you died, or the hometown of your clan (if you're in one), it's your choice, with everything you had at the X-Zone, that wasn't ripped off of you after death.

  20. Going to certain places with the right people will unlock some ATEs.

  21. Most ATEs will contain good information that you could use, or you will get some sort of item, so unlock as many as you can!

  22. Each character is allowed to equip their right hand, left hand, body, and head. If you want a second weapon, buy one from Cid (Not Cheap, as he duplicates your current weapon, with any/all enhancements).

  23. When you switch party members on a quest, you will have to wait for them to arrive. If you use a clan PHS, the character must be at the clan base, but the switch will be instant.

  24. You are only allowed one form of encounter cuts or boosters per party.

  25. There are times that your character will be involved in ATEs. Sometimes that character will have to respond to something, when this happens, I'll E-Mail you, letting you know the situation, and asking what you would like to do. Because of this, I ask that you check your mail on a daily, or bi-daily basis. NOTE: It's not urgent, but it would help to get ATEs done faster.

  26. Feel free to send me any ATEs you'd like to write (any topic, but most likely will be placed under humor). You could be rewarded. (This is also how the opera house works, you send a little skit or play or something (could be pieces of a story), and I'll decide how much gil the audience will get you, or I'll leave it up to everyone on the MB).

  27. You have no more than a total of 100 of any type of item. (IE: If you have 99 Potions in your chest, and 1 on you, you have a total of 100 Potions, and can't carry any more Potions).

  28. Stealing from another player's chest: If a player is in the X-Zone, another player may go into a town and bribe Cid (not cheaply) to get items/materia out of their chest. These prices vary in dependancy of Cid's attitude towards the player in the X-Zone.

  29. Rows: We are now implementing front and back rows to FF: A. The front row is a good spot for physical fighters. Damage inflicted and received is normal. The back row is more suitable for magic casters, or people with long range weapons. What this does is reduces physical damage (from short range weapons and attacks) by 1/2, both given and received. Magic attacks remain the same though (but it allows you better protection if you have lower Vit).

ACTION RULE

  1. Here are the actions you can take: Buying/Selling/Trading in shops or among other character, Battling/Sparing other characters, training, questing/searching for a boss (can be done seperatly or together), journeying, upgrading a weapon, changing a battle system, or merging to MASTERED battle systems together. You can also form a party with other characters, or train with other characters.

  2. You can't trade with shops.

  3. It only takes a day to trade, buy, sell, and get a weapon upgrade.

  4. When training, you will encounter 4 battles each day. When questing, or searching for a boss, you will encounter 1 battle each day. When journeying, you will encounter 2 battles each day.

  5. When training with other characters, the total experience is divided by the number of people in the party, but the more characters you have, the better your chances of surviving are.

  6. When questing and searching for a boss together, take half the days it would take to find a boss, then add that to the amount of days it takes to finish a quest.

  7. Some bosses are encountered automatically when questing or journeying through an area. This won't add any days to your amount of search time, because they come automatically.

  8. To form a party, your party members must head to, or be in, the same town, and a group group leader MUST be in charge. The group leader is designated by all the party members, and each one must state who the group leader is. If there are any problems, then I will reply to all party members what problem was encountered. It is up to all of you to decide what you want to do.

  9. When you use the PHS, you can change your party members, or add/get rid of a party member. However, the group leader cannot switch out, unless they are in trouble, and need to switch out, in which case a new leader is decided on.

  10. You can only change group members who are in your clan. You may have as many people outside of your clan in your party as you want, but you can only change group members who are in your clan, to other players who are also in your clan.

  11. If I receive an E-mail from everyone in the group leader's party, designating a new leader (yes, the new leader must be the same person), then that person will become the new leader of the party, without the original group leader's consent.

  12. Anyone in a group may have specific demands as to why they want to join your group (IE: they want some gil, or a particular item), these demands MUST be included in the E-Mail from both the demander(s) and the demandee(s).

BATTLE RULES

  1. Battles will be held in the battle chat room on an agreed date and time, by all the players, and me. If for some reason somebody can't make it to a battle, then each player will include thorough information detailing their battle strategies to me, or designate another person to fight for them.

  2. Only the battles involving players vs. other players, or players vs. bosses will be written.

  3. I will keep careful track of everyone's HP, MP, and Trance Guage. I will tell you when you are in danger, and when you hit your Trance. I will also tell you when you've reached 3/4, 1/2, 1/4, and 1/8 of your total HP, and MP.

  4. It's up to you to keep track of the casting cost and moves your character has, as well as any status effects you may have had in previous battles, or during the battle you are in. If you use an attack that you don't have, or you are not able to use, then you will go through a round with a false attack, and will do nothing for that round.

  5. Each character may lose a different amount from their Trance Guage. (IE: 25%, 50%, or 100%). This signifies how many times they can use their Trance.

  6. You do not have to use your Trance right away. And you do not have to use it consecutively after the first time you use it. Simply tell me before you make an attack "Trance: Omnislash" or whatever.

  7. If you don't know what your Trance does, then ask me, or post it on the MB, so other people can try and answer.

  8. When you hit your Trance, it will carry over after battle, even if you use it once (Unless it's a 100% decrease).

  9. Please note that there are NO LEVELS for a Trance. So, you have full control of your trance, and you can use, for example, Braver, then Meteor Rain in the same battle.

  10. When a person is attacked, they cannot be attacked for another 5 days. If someone dies, they have the option of giving themselves a 7 day immunity from being attacked after coming back from the X-Zone. However, should they take this, they will not be allowed to engage in any battles, unless it is standard training (this means that they can't attack players OR bosses until their 7 days are up). While in the X-Zone, a player may fight another player ONCE during a 7 day period. After that, if they stay behind they may attack again. Anyone who fights in the X-Zone will have 1/2 their max health.

  11. Changing rows takes 1 round to do. Changing the weapon(s) you're equipped with takes no time at all.

BATTLE SYSTEM RULES/BONUSES

  1. When you start, you are allowed to select any battle system you want.

  2. Here are the battle systems you can choose from, and what they give you:

    • FFV Crystals: You gain the second AP. You find, use, and level up different classes. You have 4 abilities, 2 taken up by the Fight and Item command (except certain classes). You can work on one Job Class at a time and learn various abilities for each class.

    • FFVI Espers: You gain MP, you use MP, and you permanantly learn spells, and can use them once you have learned them. You are limited to one esper per equipping time. Your skill is based upon your job class. You may equip 4 relics. All relics are open to you.

    • FFVII Materia: You gain the first AP, you use MP, and you only have spells while your materia is equipped. You can equip as much materia as your weapons/armband have slots for. You may equip 2 relics. Some relics you may not equip (IE: Economizer)

    • FFVIII GF: You gain the second AP, you have quantities in magic, instead of MP, and can only summon GFs, and use the Magic, Draw, and Item Commands when they are junctioned to your commands. You are limited to three extra commands, but you can equip as many GFs as you'd like. You have 4 extra abilities to equip.

  3. It takes 7 days to change to a new System.

  4. It takes 14 days to merge two systems.

  5. You can only merge MASTERED systems, but once they are merged, you will no longer need to merge them again, unless you split them, which takes 5 days to do. Once two systems are merged, you may not equip them seperately (IE: You merge Materia and Add-Ons, you won't be able to switch to just Materia).

  6. To master a system:

    • FFV: You must find and master each class, and have a set of equipment for each class to equip.

    • FFVI: You must know all the spells.

    • FFVII: You must have every materia mastered on your list in your abilities page (this means that all materia will be white). Materia will only be listed as mastered if you yourself did the mastering (this is to prevent a group of people trading mastered materia in one day).

    • FFVIII: You must have Completed all 16 GFs, learing all their abilities, junctions, etc, and getting them up to level 100, as well as all the spells at a stock of 100.

  7. When you receive a GF etc., you will get the other forms of it for the other systems if it applies, (IE: Recieving Ifrit as an esper will get you the Ifrit materia, and GF. But when you recieve the Ramuh Esper, you only get the Ramuh Materia, because Ramuh is not a GF. This is excluded with the Crystal System.)

  8. Here are the special bonuses for starting out with each system:

    • FFV: You always start with your own class (whether you start with this system or not). You may also pick up to 5 other classes to work on, 3 different weapons, 3 different armor, and 2 different headger.

    • FFVI: 1 weak Esper, and 1 weak spell learned, or 2 weak Espers. You also get 10 weak items.

    • FFVII: 5 weak Materia, or 1 Weak Summon Materia (or semi strong materia like Counter Attack), and 1 Weak Materia. You also get 10 weak items.

    • FFVIII: 2 weak GF, or 1 weak GF and 300 weak spells. You also get 10 weak items.

    If you're not sure if an item, GF, etc. is weak or not, then E-Mail me with an alternative item just in case. I will E-mail you with any problems, or to tell you that your character has been added.

NOTE: Once a system has been mastered, it cannot be unmastered if say, you lose something (like a GF).