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Fire Lord Hiraeth - Bella High Monk Reeferdude Water Tribe Chief Vacant Earth King Callum Avatar Avatar Qin (NPC) --- |
| [A'rp] Legend of Avatar Rulebook | |
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| Tweet Topic Started: Mar 3 2014, 02:25 AM (74 Views) | |
| Jon the Penguin | Mar 3 2014, 02:25 AM Post #1 |
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Legend of Avatar Roleplaying Rules ——- In an attempt to make the rulebook more “user friendly,” so that people can view it more quickly and with ease, I present to you: Legend of Avatar Rulebook. Thank you for taking your time to actually read this topic and understanding the rules of the roleplay so that you are not “voided”. The following are the current rules of Legend of Avatar roleplay, please use the “ctrl+f” hotkey to instantly move to the section you wish to read about. For example, pressing Ctrl+f, and typing in “Section 11: Behavior” would bring you directly to the portion about Behavior. ——- Roleplay Rules Chapter 1: The Art of Bending Section 1: Bending Section 2: Specialized Bending Section 3: Masters Chapter 2: Fighting Section 1: Airbending Section 2: Waterbending Section 3: Earthbending Section 4: Firebending Section 5: Word Quota Section 6: Defensive Actions Section 7: Cross-elemental Dueling Section 8: Teleporters Section 9: Random Attacking Section 10: Raiding Section 11: Chatspeak Section 12: Action Markers Section 13: Death Section 14: Reaiming Chapter 3: Miscellaneous Section 1: Brackets Section 2: Forum Information Section 3: Kicking Section 4: Mottos Section 5: Characters Section 6: Away from Keyboard Section 7: Ignoring Section 8: Doorway Actions Section 9: Imprisonment Section 10: Defenses Section 11: Behavior ——- Roleplay Rules Chapter 1: The Art of Bending Section 1: Bending All bending must be done with physical movement, unless you have attained the title of Master for your element (Chapter 1, Section 3). Section 2: Specialized Bending There are certain specialized bending styles that are in the LoA that can only be learned from certain people, and only be used by very few of the population. The ACCEPTED bending styles are : Air - Canon Airbending Water - Canon Waterbending, Bloodbending (MALE), Air-to-Water Manipulation, Plant Manipulation/Swamp Bending, Healing (Female ONLY) Earth - Canon Earthbending, Mudbending, Seismic Sense Fire - Canon Firebending, Lightning Bending & Manipulation, Combustion (BANNED FOR NOW) Legend - For everyone (Used by all), specialized (Used by selected) In order to become a user of one of the specialized subselements, you would need to seek out the master of that element. Section 3: Masters In order to become a Master of one of the 4 (four) Canon Elements, each candidate must be chosen by their respective element council & the Senior Staff. Once they have been approved, that person will be able to teach others how to use that element, and will become one of the teachers of the Avatar (only if asked to do so). Masters terms generally last until the end of the Avatar era, which is around 3-5 months. Roleplay Rules Chapter 2: Fighting & Fighting Styles Section 1: Airbending Airbending is the usage of flexibility, lightness and swift movement which would create powerful bursts of air, that were able to produce incredible feats. However, the Air Nomads are a peaceful people, and do not get into such fights unless pushed to their absolute maximum. For the offensive usage of Airbending, you would need 3 VALID lines of action, with 5+ words per line. For the defensive usage of Airbending, you would need 2 VALID lines of action, with 5+ words per line. Section 2: Waterbending Waterbending is the usage of one's will to manipulate the water around them, and is an emotionally based element. For stronger feats, one would have to have some sort of drive or push towards the action, and the reason would have to be stated in the rp'ing of the waterbending. Healing, is a defensive technique of waterbending and can only be used by female characters. Bloodbending is an offensive technique, and can only be used by male characters (unless its done in secret by female), and requires more energy to do said bending, and can only be done at night time on a full moon. For the offensive usage of Waterbending, you would need 4 VALID lines of action (this includes reason & connection), with 5+ words per line. For the defensive usage of Waterbending, you would need 3 VALID lines of action, with 5+ words per line. Healing requires 4 VALID lines of roleplaying. Section 3: Earthbending Earthbending is the usage of stability & strength to do their feats. Earth is the element of substance, making earthbenders and their people diverse, strong, persistent, and enduring. The first earthbenders, Oma and Shu, learned the art from badgermoles. The key to earthbending involves waiting and listening for the right moment to strike and, when that moment comes, acting decisively. In other words, earthbenders generally endure their enemies' attacks until the right opportunity to counterattack reveals itself. For the offensive usage of Earthbending, you would need 3 VALID lines of action (this includes & connection), with 5+ words per line. For the defensive usage of Earthbending, you would need 2 VALID lines of action, with 5+ words per line. Section 4: Firebending Firebending is the usage of power, consisting of overpowering force tempered by the unflinching will to accomplish tasks and desires. However, during the Hundred Year War, a militaristic Fire Nation twisted this into firebending being fueled by rage, hatred, and anger. Firebending draws its power from the sun, and the first human firebenders derived their firebending techniques from the dragons. For the offensive usage of Firebending, you would need 4 VALID lines of action (this includes & connection), with 5+ words per line. For the defensive usage of Firebending, you would need 3 VALID lines of action, with 5+ words per line. Section 5: Word Quota All role playing actions must contain three words per line minimum. Anything under this requirement will be deemed void. In order to validly fight, one must use at least 5+ words per line. Section 6: Defensive Actions See Chapter 2, Section 1-5. Section 7: Cross-elemental Dueling Cross-Elemental Dueling is allowed, however there are certain stipulations on it. You can duel against someone from the element that is your natural opposite (ie. Water vs Fire, Earth vs Air), however, it would be extremely difficult to win in a duel against them unless your skill level is obviously higher. The roleplaying checks and balances for these duels were set in Sections 1-4 of Chapter 2. Section 8: Teleporters There is a thirty second allowance when someone has just come out of a teleporter. That person must be given time so that the room can load, and therefore cannot be attacked for thirty seconds unless they tell you otherwise. Section 9: Random Attacks Attacking someone randomly (“Randoming”) is valid ONLY IF YOUR NATION IS AT WAR WITH ANOTHER NATION. Other than that, you must always have a valid IC reason for attacking someone. Like stated before, only during wartime will random attacks be allowed in this roleplay. Section 10: Raiding For a raid to take place the raiders must role play breaking into a secure territory or get in through some other entrance (so long as it is role played). A raid should never include trashing rooms, or the stickers within those rooms. In order to validly break into the fortress, you must roleplay 5 VALID lines, with 5+ words in them (not including connection). Section 11: Chatspeak Any form of “Chatspeak” is not considered a word in LoA roleplaying. If you do “U” or “r” or even “qt” it does not add on to your regular word count, so for example: *hits u hard* would be void. It would be void due to the fact that it does not have the regular 3 words needed to preform an action, instead it only has two (See Chapter 2, Section 5 for word Quotas). Section 12: Action Markers When roleplaying out any sort of action, whether it be attacking someone or just picking up a spoon you must use “action markers” around both sides If you only have one action marker on one side, it is still valid, however, an effort to put them on both sides must be noticed. If you simply put an action marker on one side every line, your actions will be void. The action markers which are currently recognised by Legend of Avatar are * and - so if any other type of action marker were used, that action would be deemed void. For example: -picks up a spoon is valid *picks up a spoon* is valid, while ~picks up a spoon* is void. Section 13: Death Death must be agreed OOC if character is 18 and under. For all adults 18 and above, death can be done without OOC greement, BUT must have justified reason (justified is determined by any Mod or Admin members). Upon death, the user may not roleplay for 24 hours with anyone who was at the scene of their death, but may rp on a different character. Suicide This decree alters the usual death sentence of twenty-four hours, in the case of suicide. When a roleplaying character commits suicide, that is roleplayed by the character’s main roleplayer, this decree comes to play. The twenty-four hour death respawn is cancelled and a steeper punishment is administered; Permanent Death. Terminology: Suicide - an instance where a character’s main roleplayer roleplays their own death. Main Roleplay - the roleplayer who created the character in question, or a roleplayer the original has given permission to roleplay the character. Permanent Death - the character can never be roleplayed by any roleplayer, and will not be respawned in twenty-four hours. Can be revived, if revival from the dead is possible. Summary: If someone kills their own character, they are removed from the roleplay from that point forward as a “perm. death”. If you wish to roleplay on another character you may do so immediately after death. However, you may not roleplay with anyone connected to your death, or anyone connected to the scene that you died in, for 2 hours after death. Section 14: Reaiming If a person aims at their opponent, and said opponent moves from their aim BEFORE the action line of the bending occurs, the roleplayer would have to re-aim to their opponent immediately. Roleplaying Rules Chapter 3: Miscellaneous Section 1: Brackets If you wish to talk Out of Character while role playing you must use square brackets somewhere in the line. For example: Hello, how are you? [] [Hello, how are you?] Alternatively you can put “OOC:” at the beginning of what you want to say or you could put “OOC” in your motto. Section 2: Forum Information IC information cannot be exchanged on the forum unless the user specifically states that the information you are about to read, or have just read, is IC information. However, if the user starts their post off with IC actions, for example *a letter lands on your lap* then it will also be allowed as a valid exchange of information. Section 3: Kicking You may not under any circumstance kick anybody unless they are: - Breaking LoA Rules - Breaking Habbo Rules - Flooding - Advertising - Banned from LoA You may not kick someone for personal reasons. If you kick someone whom is IC, you may face consequences yourself for disrupting an In-Character roleplaying environment. Section 4: Missions/Mottos To gain entry into LoA (legally) you must have one of the listed mottos below. Any other mottos will NOT permit you to enter the grounds without the prior permission of the Senior Staff. - What House you are in and what year level you are currently at. E.g. [A'rp] Ky l Waterbender l 15 or [A'rp] Waterbender l Obtain icly are both valid for entry (other variations of this are acceptable). - Any job which is listed in either their jobs or their list. E.g. [A'rp] Shopkeeper, [A'rp] Merchant, [A'rp] Water Tribe Warrior and [A'rp] Council of Five are all valid for entry. You may add things on to your motto. For example, any equipment you may have, your Role playing name amongst other things, so long as it does not interfere with the essential part of the motto (namely, your position). Things like [A'rp] [Hooded] ; Eq [Various] is deemed a valid motto (meaning you can role play).. Section 5: Characters LoA permits all members to have as many characters as they want, however only 2-3 “main” characters are to be allowed. “Main” characters are characters with jobs, traits, artifacts, or other applyable characteristics. NPC’s, or non playable characters are not able to kill, hurt, or otherwise harm an actual roleplaying character would be entirely void. Section 6: Away from Keyboard If you say that you are going Away From Keyboard (AFK) you must announce when you are back otherwise any role playing actions will be void. It can be as simple as saying ‘Back’. It is not permitted to attack someone while they are AFK and any attempt at this will be deemed void. However the person must say that they are going AFK otherwise an role playing actions against the person will be valid unless proof to the contrary is provided. Section 7: Ignoring If someone attacks you while you have them on ignore (or vice versa) and it can be proved, the attack is voided and can be redone upon request. Section 8: Doorway Actions If you are in the doorway of a LoA room you are not permitted to perform any role playing actions, nor can anyone perform actions on you otherwise it will be deemed void. Section 9: Imprisonment If your character gets sent to prison you may not use that character in any way throughout the sentence unless you break out which is almost impossible. Even if you leave the room your character is still in his or her cell. If you are sentenced to two or more days you are permitted to use an alternate character for the remaining time after the first day. Your cell automatically unlocks at the end of your sentence. Section 10: Defenses Any official room that can be role played in may have a set of defences which stop others getting into certain areas. If this is the case, all defences must be displayed on stickers within the same room, you must role play putting them up and they must exist in the World of Avatar, in the show, or in the roleplay itself. For rooms which have been described to have defences in either the books, movies or games (i.e. The Fire Nation Palace), there does not need to be any stickers displaying those particular defences. If the room owner wishes to add more than what has already been described officially, they must add further stickers. Section 11: Behavior A high degree of swearing is not tolerated in any room which is connected to LoA in any way, shape or form; insulting other members whether you have a reason or not is unacceptable. Behavior ruled as “bullying” whether in school or on forums, will result in an automatic temporary suspension, with the permanent time decided by Staff. Sexual references and/or describing sexual acts are also not permitted. If you are caught doing this you will be (in order): verbally warned, kicked, suspended and if you continue to show complete disregard for the rules you will be expelled and banned from the rp. Please keep in mind that you must stay within the lines of both the “LoA Community Rules” and the “Habbo Way” to remain part of this roleplay. Edited by Andre, Mar 10 2014, 12:38 AM.
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8:35 PM Jul 10