Roleplay in the aftermath of the Demon Wars and face off againts the former Trizerion Empire as they struggle for system-wide rule.
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 Skill Rules

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Jonathan Seraph DeLauren

Number of posts : 27
Age : 26
Registration date : 2008-07-13

Status Report
Hit Points (HP):
25000/25000  (25000/25000)
Skill Points (SP):
10000/10000  (10000/10000)
Race: Electromorph (Electricity)

PostSubject: Skill Rules   Sat Jul 19, 2008 3:52 pm

Rule #1: You may only have one ability that can give you an edge against administrator-level opponents. Any others will be deleted on sight without exception.
Rule #2: Natural Elemental Skills cost no SP, but if you want a skill that is against your elemental preference, it must cost double the amount of a normal skill.
Rule #3: Magic takes a while to charge when under fire from your elemental opposite. Take that in mind when creating spells that take time to charge.
Rule #4: As many times as it's been said, I'll say it again. No god-mod abilities, no exceptions.
Rule #5: If the skill/spell/ability is only accessible in one of your forms, please state the name of the form it is used in in the title.
Rule #6: These rules are subject to change at any time by any of the admins. Check back often.
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Number of posts : 19
Age : 23
Registration date : 2008-12-11

Status Report
Hit Points (HP):
20000/20000  (20000/20000)
Skill Points (SP):
7500/7500  (7500/7500)
Race: Vampyr

PostSubject: Re: Skill Rules   Mon Jun 15, 2009 10:38 pm

As with my suggestion in weapons, I suggest that a list be made to help members know how much SP and HP they are allowed, and what requirements there are to go up more. If you wish, I could make these lists, considering I have spare time on my hands
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