Wayback Machine
NOV Jan Feb
Previous capture 6 Next capture
2001 2002 2003
2 captures
28 Nov 01 - 6 Jan 02
sparklines
Close Help
RPG
Main
Rules
Joining
Roster
Information
Shop
Bases and Ships
Battles
Events
Teams
Scale
Mercenaries
Tournament
FFA
Website
Message Board
Chat Room
Member Art
Staff
Links
Rules

In every “community” there are rules that need to be followed in order to create stability, and make sure everyone doesn’t end up murdering each other.  This RPG community is no different.  If you break one of these rules the punishment can be extremely severe.

1. No racist or sexist remarks outside of role-playing.  Failure to follow this rule will result in an immediate suspension of one week; a second offense will result in expulsion from the RPG.  Even in role-playing there are ways of going to far, and if you do go beyond the reasonable limit, you will be banned from the boards.

2.  Keep cursing to an acceptable level.  This is a game, and cursing is part of it.  At times it can add to role-playing experiences.  However, since most of us are “young adults,” we all know how far is to far when it comes to cursing, and I’ll trust you to judge for yourselves as to what the limit is for yourself.  If you judge incorrectly though, you will be banned from the boards and/or chat for a certain period of time, until you can prove that you’re a bit “more mature.”

3.  No religious discussions out of character.  They simply become annoying, and can cause extremely bad arguments.  Due to this fact, religious “movements” and discussions are restricted to the role-playing board.  However, if it is found that you are turning it into an out of character discussion, you will not be allowed to post on the message boards for a week.

4. Don’t argue about things that can’t be changed.  One such thing is battle outcomes.  However, if a mistake is made, inform us, and I will make sure it does not happen again.

5. Stay active.  That’s pretty much a given.  We can’t have a person who isn’t actually playing taking up one of the spots on the roster.  I will do an inactivity check the last non-paused Thursday of every month.  The list will be posted on the main board, and a notification will be put up on the Main page.  You must reply to the message by six o’clock the following Thursday in order to remain on the roster.  I reiterate, reply to the message; do not send an email saying you’re active.  In order to remain on the roster you must reply to the message.  It just helps keep things organized.

6. No non-human pilots.  This probably should go on the Joining page, but I’m putting it here so even current members will see it.  Only humans will be allowed to pilot mobile suits, no matter how humorous a newtype monkey can be.

7. Have fun.  I know there are a lot of rules restricting certain things, but that’s just to keep everything organized and make the update process go a bit smoother.  The RPG is simply here so we can all have a bit of fun.  Yah know, fun and happiness...  And for puppy dogs and Christmas...

Updating

The RPG is open and running Monday through Thursday every week, unless specified otherwise.  During that time you can send in any action you wish.  On Fridays, Saturdays, and Sundays, however, the RPG will be paused for joining; in addition to simply giving the staff a break.  Paused means that repairing days will not be changed, so if you’re repairing three days on Thursday, you’ll have the same amount of damage on Friday, Saturday, and Sunday.  The only updating that will occur on these days will be adding members, or maintenance.

So once again:

Monday: Open
Tuesday: Open
Wednesday: Open
Thursday:  Open
Friday: Paused
Saturday: Paused
Sunday: Paused

Sending in actions on a paused day will result in the loss of ten VP.  Actions involve any type of email that would somehow change your information, be it traveling, giving money, battling, etc.  You may, however, send in mistakes during the paused days, and you will not be penalized.

Occasionally there will be days where I’m not able to update, either because of a holiday season, or some sort of health problem or connection error prevents me from doing so.  When this happens I’ll usually announce it ahead of time, so you all will know that the RPG is paused, and you shouldn’t send in emails.  If you do send in emails on accident, don’t worry about it.  This is the one case where, if it’s paused and you forget, you will not lose VP.

Yet another case where I may not update is one without notice.  I try extremely hard to stick with the regular schedule, and even harder to inform you all if I won’t be able to update.  However, if it’s three o’clock in the afternoon the day after I should have updated, it’s fairly easy to tell that I won’t be updating that day.  If this happens, all damage from the battles will instantly be repaired, and all other actions will simply be added the next night.

Email

Play-by-Email RPGs all revolve around one thing.  Email.  Everyone uses it these days, but if you really need an explanation, it sends and receives mail electronically, cutting the time it takes to communicate down to mere seconds.  Now that you know what it is, leave this site and go shoot yourself.

Email is your way of performing any type of action.  If you’d like to attack a base, send in an email.  If you’d like to duel, send in an email.  If you’d like to purchase something, send in an email.  Later that night, during the update, the actions will be posted, and your battle will be written.

All emails should be sent to:

msg_rpg@yahoo.com


For some odd reason some people have a hard time remembering the two simple acronyms connected by a line, that happens to be hosted by the same service that supports the site.  If you happen to be one of these people, instead of asking what the email is in the chat, use the nifty address book feature to save the email for future reference.  Saves everyone a lot of trouble.

Though email does offer a great way to communicate and run the RPG, it can also get extremely complicated when you need to send in actions.  There are several rules laid out, simply to make it easier and quicker to update.  If you don’t follow these rules, your email will be deleted.

1. Do not send any emails after 6:00 p.m. Eastern Time.  If you can’t get home in time, send them the night before.  Any emails received after 9:00 p.m. Eastern Time will be counted as actions for the next day.  Any action emails sent between 6:00 p.m. and 9:00 p.m. Eastern Time will be deleted.

2. Only send in one, well-worded, email per day.  It’s extremely hard to organize something when you have to go back and edit stuff after you’ve posted it.  Plus, when people send in more then one email, their actions tend to get mixed up, and some aren’t posted.  So if you send in more then one email, all emails will be deleted.

3. Summarize your actions for the day in the subject of your email.  If you’re notifying me of a mistake, put “Mistake.”  If you’re dueling, put “Dueling.”  If you’re purchasing something, put, “Buying.”  This is just to help me organize things, and lets me easily see what I have to do during the update.

4.  Make sure you always put the name of your mobile weapon, and the names of any other mobile weapons in your emails.  You can put your pilot’s name in there if you wish, but if you don’t put your mobile weapon’s name, and if you’re fighting someone, the name of their mobile weapon in the email, the action will not be posted.

5.  Don’t send emails for actions on the weekends.  This was explained above in the Updating section, so there’s no need to explain it in detail.  I will remind you that if you do, you will lose ten VP for every action email you send in during the weekends.

6.  Do not send in advanced actions.  They’re entirely too hard to keep track of.  So if you send in an email on Tuesday that reads, “I’d like to attack ‘such-and-such’ installation on Thursday,” the email will be ignored and deleted.

7. Don’t have other people send in actions for you.  It gets to be a hassle if I get an email from someone asking to do actions for you, while still doing actions for themselves.  If you have someone send in actions for you, the person sending the action, as well as you will have your emails deleted.

Sides

Sides are much more then paychecks.  They restrict a number of your actions; as well become the basis for how your character should act, and how you should role-play. 

Sides do not restrict the people who you can attack.  If you’re a member of the Duchy of Zeon, and wish to ambush another Duchy of Zeon member, you may do so (provided your status meets the requirements explained in the “Battling” section).  However, they do restrict what you can attack.  A Duchy of Zeon member may not attack a ship or installation owned by the Duchy of Zeon.  Also, if a ship or installation owned by a Duchy of Zeon pilot is in an area controlled by the Duchy of Zeon, a different Duchy of Zeon pilot may not attack it.  The above applies for all sides.

Sides also do not restrict which teams you can join, lead, and create.  However, teams specifically designed for members of a certain side will obviously get special treatment from that side.

You may change your side only on the first Thursday of every month, or in a role-playing fashion, as long as the role-playing is well done.  Keep in mind that sides do have the ability to reject your request to join them, which will leave you as an independent till you switch again.

There are several different sides in Turn A, and depending on the circumstances of the RPG, various sides can be added or removed.  The fate of the sides below is basically within your hands.  Depending on how well you fight, any side can win, and any side can crumble.

Earth Federation

Once viewed as the most corrupt power in the After Era, the Earth Federation had done an about face under the leadership and guidance of Donovan Booth.  However, due to the events at and during the attack on Side 4, the Earth Federation has become a shadow of its former self.  Now it is merely a few brave pilots attempting to regain control of their home world, and strike back at the Crossbone Vanguard for their quick and merciless assault.

As a member of the Earth Federation you will start out on Earth with three hundred thousand credits in your account.  You will receive an additional one hundred thousand credits every week.  Also, you will be a natural pilot in planetary environments, allowing you to fight better in any planet’s atmosphere, while being somewhat less effective in space.

Duchy of Zeon


The Duchy of Zeon was once the most respected and powerful “super power” of the three major powers in the After Era.  However, a new wave of recruits and top officials that came to power after the deaths of most of the soldiers who fought against Marcus in his revolt has left it somewhat morally bankrupt.  Though Joseph Antioch and Lacein Calintal are both dead, their conspirators and allies still remain within the top rungs of the Duchy of Zeon’s government.

As a member of the Duchy of Zeon you will start out in Side 3 with three hundred thousand credits in your account.  You will receive an additional one hundred thousand credits every week.  Also, you will be natural pilot in space, allowing you to fight better in space and in colonies, while being somewhat less effective in planetary conditions.

Neo Zeon

With the unprovoked attack on Side 4, the last straw had been drawn in the minds of many Zeonic pilots.  Sick of seeing what their fathers, mothers, and grandparents worked so hard to protect from Marcus being stripped of decency by Antioch and his “new recruits,” a group of fighters led by Ming Chow vowed to restore honor to the Zeon.  Though they claimed control of Side 3 they were quickly pushed back to Side 6 during a rebellion that splintered the Zeonic forces.  Upon their arrival at Side 6, Admiral Dick Stevenson was appointed head of the Neo Zeon movement, though Ming Chow remained its greatest figurehead.

As a member of the Neo Zeon you will start out in Side 6 with one hundred thousand credits in your account.  You will receive an additional fifty thousand credits every week.  You will be a natural pilot in space, allowing you to fight better in space and in colonies, while being somewhat less effective in planetary conditions.  Your newtype control and abilities, if you happen to pilot a newtype suit, will be natural, requiring very little concentration and ability to use newtype weaponry.

Crossbone Vanguard

Though dormant for many years before and after Marcus’s Revolt, Marcus’s son Archibald has brought the Crossbone Vanguard out of isolation, and back into the main fold of things.  Sealing their “super power” status in the brief “Tri Wars,” they continued to prosper throughout the Earth Sphere while their leaders secretly planned other means of obtaining more power.  Archibald, having always been a man of great ambition was “pulled to Earth,” and when the Earth Federal Forces and Duchy of Zeon clashed at Side 4, he introduced several of his operatives directly onto the planet, officially entering into war with the Earth Federation.

As a member of the Crossbone Vanguard you will start out in the asteroid belt with three hundred thousand credits in your account.  You will receive an additional one hundred fifty thousand credits every week.  Also, you will be a natural pilot within the asteroid belt, though you will have no other distinct combat advantages.

Rogues

Rogues are those that choose to not align themselves with any of the sides, instead, wishing to go their own ways, or benefit by selling their services out to others.  Rogues are the only side that may offer mercenary services, through both the mercenary board and the mercenary page.  In order to be added to the mercenary page, simply send in an email with the required information (listed on the page).  Rogues also have the ability to enter any planet or Side controlled by a team or side without being kicked out.  However, if the rogue draws to much attention to them self, like by attacking an installation or ship in the territory, the side or team may throw them out.

As a Rogue you will start out anywhere in the galaxy that you wish, and will receive no weekly paycheck.  You will also have no special piloting abilities.

Battling

The only true constant during the After Era has been wars.  Even during the Reconstruction period people found ways to kill each other.  Governments, colonies, suits, pilots, all come and go, but the fighting remains.

In the RPG, battles are not done through a message board or chat room.  Instead, you send in requests for battles, the writers write them, and I edit and post them during the update.  This type of battling has been around for years, and has more then proven itself to be fun and effective.

There are a few rules that “govern” battles.  These rules are mostly to prevent people from doing impossible things, and shouldn’t be to hard to remember or follow.

1. You must be at the same location to battle someone.  Like I said above, this is fairly obvious, but it is actually a common mistake.  Keep in mind that you may not attack someone that is stationed at an installation on the planet or area of space you are in.  For example, if the GM was inside a base on Earth, and you were simply on Earth, you wouldn’t be able to ambush or duel it, and it wouldn’t be able to ambush or duel you.  Or, if you were in Side 3, and the Zaku II was in a colony located in Side 3, you wouldn’t be able to ambush or duel it, and it wouldn’t be able to ambush or duel you.

2. All participants in the battle must have Ok by their status.  That means that they aren’t dead, repairing, or upgrading.  If it says, “Repairing - 1 day,” “Pilot dead - 1 day,” or “Upgrading - 1 day,” you may not battle or be ambushed.  Only when the status reads Ok will you be capable of battling.

There are currently five types of battles you can participate in, each with certain stipulations.

Blackout: Blackouts are cowardly attacks in which the attacking party is never revealed.  Their identity may be hinted at through descriptions of their weapons, though.  The VP reward for both parties is usually low, but the chance that the attacker will take more then a day’s damage is extremely little.  On the other hand, the chance of the defending party taking damage is quite good.

- Only the attacking party must send in an email for this attack to take place.

- This attack cannot take place in installations or ships.

- You may not perform this attack on your teammates.

Ambush: Ambushes are when one party attacks another party without the party being attacked knowing about it.  Depending on the experience and suits, the ambush can give out various amounts of VP and damage.  Generally, though, it will be a quick battle in which the attacking party has a clear advantage.

- Only the attacking party must send in an email for this attack to take place.

- This attack cannot take place in installations or ships.

- You may not perform this attack on your teammates.

Duel: Duels are fair battles between two or more people, in which all participants of the duel know that the battle will take place before it actually starts.  This is the most versatile of all the battle types, and allows you all to specify rules, such as handicap duels or only specific weapons that are legal.  The VP rewards and damage are dependent on the participants, but generally this offers a good amount of VP and an equally high amount of damage.

- All participants in the duel must send in their email for the battle to take place.

- This is the only attack that can take place on installations and ships.

- This is the only way you may fight others on your team.

Installation Attack: Installation attacks are just what the name makes them sound like.  They’re attacks designed to weaken the defenses of an installation or ship, or completely destroy the installation or ship.  Keep in mind that when attacking an installation all of its defenses, and all defenses on bases on it, will come out to oppose you.

- All attackers must send in emails to participate.  Those that don’t send in emails will not participate in the attack.

- Each attacker is only required to send in a single email that will begin their movement towards the installation.  So if you’re a day away from the installation, all you have to do is send in an email stating that you’re going to it to attack it.  The next day you will automatically attack it, and sending a second email is not required.

- You may specify a plan while attacking.  In other words, if there’s a certain group of suits you’d like to concentrate on taking out, or a base on a colony you want to destroy, you an specify that you’d like to attack that instead of the entire installation in general.

Siege: Any property, like ships, bases, or colonies, can be captured.  When you do this, you siege the property.  Sieges are different from installation attacks, as you are actually claiming the property, instead of completely destroying it.  This is generally the most risky, as you have to actually take out any defenses on the planet/base/colony/resource satellite/construction satellite/ship before you can successfully capture it.  Consequently this offers the greatest VP reward, but also ends up giving out the most damage.

- All attackers must send in emails to participate.  Those that don’t send in emails will not participate in the attack.

- Each attacker is only required to send in a single email that will begin their movement towards the installation.  So if you’re a day away from the installation, all you have to do is send in an email stating that you’re going to it to attack it.  The next day you will automatically attack it, and sending a second email is not required.

- You may specify a plan of action for the attack, like explaining which defenses you’d like to take on first, or which ones you’d like to look out for.

Combat Load Outs

Combat load outs pertain to the various forms your suit can go into battle as.  Many suits have optional armaments, others have various modes they can use, and even others have entirely different versions of their suits they can use.

Optional armaments are fairly easy to specify.  Just add in your email which ones you’d like to use.  Keep in mind that you can’t carry more then one or two optional hand armaments into battle, so don’t specify all of them.

The optional form you specify will be the form you start the attack in, and if you request it, remain in for the entire battle.  If you don’t request to remain in a certain form the entire time, you may switch forms during the battle in order to give you an advantage, or to “spice up” the battle a bit.

There are some suits that have entirely different combat load outs, but still have the same suit, like the F90.  Below are the certain suits, and what forms they can use.  The list will only include suits currently in the RPG, so it will change as suits are added and upgrade.  If a certain type isn’t requested, the normal load out, or the one best suited for the mission

- F90:  F90, F90 Assault Type, F90 Destroid Type, F90 Reconnaissance Type, F90 Hover Type, F90 Marine Type, F90 Plunge Type, F90 Support Type, F90 VSBR Type

- G-Saviour:  G-Saviour Origin, G-Saviour Space Mode, G-Saviour Terrain Type, G-Saviour Terrain Hover Type

Veteran Points

Veteran Points, or VP for short, measure your ability to pilot your mobile weapon with increasing skill.  Obviously the more VP you have, the better you will be at controlling your suit.  However, just because you have more VP then a person doesn’t guarantee victory.  It is just one of the many factors that go into deciding a battle.  A person with sixty VP could beat a person with eight VP, depending on their suits, the battle conditions, and outright luck.

VP gains are not guaranteed for battles.  Though they don’t depend directly on the actions you perform during the battle, they do depend on the conditions that the battle was based on.  For example, if you ambushed the GM piloted by a newbie, with the Ultimate, your VP gain would be much lower then had you ambushed someone with a greater suit and greater experience.  That works both ways, however.  Just because you get yourself killed by a person with a lot of experience in two seconds doesn’t mean you’ll gain experience yourself.  In fact, you’ll probably end up getting much less experience.  It is advisable to search out the most challenging fights, instead of the ones that will offer little damage, and quick veteran points.  Also, if you battle someone over and over again you will both learn each other’s moves, and therefore will not have to push yourselves as hard during consecutive battles.  Therefore, if you battle the same person over and over again, the VP reward will be considerably lower then if you battle a variety of people.

Repairing

Throughout the course of this RPG you will participate in a multitude of battles.  Though there are obviously some battles that you will take absolutely no damage, most of the time you will receive a certain amount of repairing time.  This will be listed in the “Outcome” section, which will always be included after the battle or event.  Instead of a certain amount damage, such as “- 10 Hit Points,” the damage will be measured in the time it will take you to repair.

Since repairing time is measured in days, it can sometimes be confusing as to when you have actually completed repairs.  Your repairs will only be complete when the Information page lists your status as “Ok.”  If it says, “Repairing - 1 day” or more then one day before 6:00 p.m. Eastern Time on the day of the update, you will not be allowed to perform actions.  Here’s an example to make this a bit easier to understand, since the most common mistake in the RPG revolves around repairing.

If you receive two day’s damage on Monday, as soon as the update on Monday is done your status will read, “Repairing - 2 days.”  The next day (Tuesday) you will not be allowed to battle because you have two day’s damage.  When the update on Tuesday is finished, your status will read, “Repairing - 1 day.”  The next day (Wednesday) you will not be allowed to battle because you still have one day’s damage.  When the update on Wednesday is finished, your status will read, “Ok.”  This means the next day (Thursday) you will be able to battle.

Another example is when someone only receives a single day’s repairs.  If you battle on Tuesday, and receive one day’s damage, your status on the Information page will read, “Repairing - 1 day.”  On Wednesday you will not be able to battle because you are repairing that one-day.  After the update on Wednesday your status will be listed as, “Ok,” meaning that the next day (Thursday) you will be able to battle.

There are ways to reduce the amount of days you will have to repair:

1. If you battle at an installation, such as a ship, base, or colony, your damage will be cut in half.  So if you receive two day’s damage, the “Outcome” will read:

Your Suit:  Repairing 2(1) days

You will not receive half repairs if you have damage and travel to a base.  So if your status reads, “Repairing - 4 days,” your damage will not be reduced by two days as soon as you enter the base, ship, or colony.

This does not count if you receive five day’s damage, and if you already have nanites or DG Cells.  If you get five day’s damage your suit is counted as destroyed, and therefore you must spend the five days rebuilding it.

2. Suits with nanites will receive instant repairs as long as they take less then five day’s damage.  If they receive five day’s damage the suit is registered as destroyed, and must be rebuilt for five days, like any other suit.

3. Suits with Devil Gundam (DG) Cells have the same abilities as nanites but are not required to spend five days repairing if they receive five day’s damage.  However suits with DG Cells can take up to six day’s damage.  If they receive six day’s damage they will have to repair for six days.  Basically six day’s damage means there’s nothing left of your suit but scraps the size of paper.

DG Cells have one major stipulation, however.  At any time the pilot of the Devil Gundam can make suits with DG Cells perform actions for him or her.  It is possible to overcome this bond, but the DG Cells will be removed from the suit, taking away instant repairs.

Though you cannot attack, be attacked, duel, or battle in any way while repairing, you are allowed to travel.  There’s no realistic reason for this.  It’s simply to allow you all to use your time wisely, and not spend a week waiting to repair, only to have to once again spend more days going somewhere.

Death and Assimilation

Death is a part of mortal life.  It’s unavoidable, though some can prevent it for a short time.  Chances are pilots won’t be the ones that succeed in doing so.  Thought it’s unrealistic, in order to make the RPG fair and interesting, you will not lose your VP, possessions, or money when you die.  However, you will be required to send in a new name and post a profile before the six days you will be dead are finished.  If you don’t, you will be removed from the RPG.

The Devil Gundam has the unique ability to “assimilate” other pilots.  You, the player, will lose control of that character, and must create a new one, just as you would if your character had actually died.  The only difference is the fact that the Devil will have a Devil version of your suit to use among its various other assimilated suits.

Traveling

The solar system has been ravaged by Marcus’s Revolt.  Only the areas between the Earth Sphere and Jovian space are safe for travel and live in, where once all the way to Pluto had been charted.  Even with the reduced space, areas are restricted more now then ever.  Just because you can get to a place owned by a side or team doesn’t mean you should.  Though space is somewhat limited, travel still plays a big, and frankly long, part in the life of mobile weapons pilot.

Travel is measured in the time it will take you to get to a certain place, not the actual distance between two points.  The list on the Information page details exactly how long it will take you to travel from one point to another.  In order to calculate travel times not listed on the page, simply subtract the days.

Travel times start on the day that you travel.  This is different from repairing, which starts the day after you receive the damage.  So if you’re traveling from Earth to the Moon, and you leave on Monday, you will arrive after a three-day trip on Thursday “morning” and be able to perform actions on Thursday.  So if it says, “Going to Destination - 1 day,” for your location, you will be able to perform an action.

There are ways to reduce your travel time.  The most common is by use of a carrier class ship.  All carrier class ships reduce travel time by half.

All bases, resource satellites, colonies, and space fortresses are counted as a day away (except for arctic bases on Earth and Mars, which take three days), even if they are in the same location as you.  Therefore if you are on Earth, and wish to attack a base on Earth, you will have to travel to it for a day.  The same obviously applies for other installations, and other locations.  Because of this, you cannot attack someone on Earth if you are on a base on Earth.  Once again, the same goes for other situations.

Upgrading

Through your numerous gains of VP through battle, you will eventually become to good for the suit you’ve been piloting.  So good, in fact, that you will actually do worse in the suit then you had been for quite some time.  Eventually it will become more then apparent that you’ll need an upgraded version of the suit you currently have.  In terms of VP this happens the first time around one hundred VP, and other times at random VP levels.

There are several ways in which you can upgrade, mostly depending on your suit:

1.  The most common is the complete destruction of your suit at the correct VP range.  For example, for the first upgrade you would have to obtain one hundred VP, and then go into a battle and receive five day’s damage.  In the outcome you’ll receive a status of, “Your Suit: Upgrading - 10 days.”  For the next ten days you’ll be upgrading, and when those ten days are up, you’ll have your new model upgrade.  The same time stipulations that apply to damage apply to upgrading.

2. The second is when your suit gets an addition, or abilities that you didn’t know about in the past.  Generally this is the worst upgrade type.  It’s quick, usually instantaneous if nothing needs to modified, but your ability to pilot it will be severely down.  Eventually you will master it, though.

3.  Certain mobile fighters from G Gundam receive upgrades through DG Cells.  Generally instantaneous, the only real stipulation is the fact that you must first fight the Devil Gundam.  The suits that currently require this to upgrade are:

- Nobel
- Pharaoh Gundam IV
- Zeus
- John Bull
- Minaret
- Neros

If there is no Devil in the RPG these particular suits will not be able to upgrade.  However, certain events may take place that allow them to upgrade.

4. There are ways to obtain an upgrade beyond the “limit” that has been set down for the RPG.  The various ways you can obtain it are kept a secret, however, and will not be revealed till someone manages to obtain one.  This is the only upgrade that the player will have a definite say in.

While upgrading you will not be able to travel without the use of a ship.

All suits will have at least two upgrades.  Some suits, in fact most, don’t have their own upgrades.  In this case my staff and I will design the upgrades.  Do not ask about your upgrade before it is posted, and do not ask for items.  For every question asked about your upgrade, through the message boards, email, the chat, or PMs, will be added onto its upgrade time.

Ships, Refits, and Fleets

The majority of the information on ships can be found in the Shop.  The only other thing you really need to know about is the fact that you must be at the location you wish to deploy a ship in order to build it there.  Also, unlike installations, you can attack people with a ship, and your ship can be attacked on the same day a request is sent in.

It is possible to modify your ship into the various refits that have appeared in the Gundam Universe.  Just as Captains and owners have modified ships like Musais and Magellans, you can do so as well.  The cost to refit any ship is half the price you paid to purchase the ship.  So if you wished to refit a Musai into a Musai (refit), you would have to buy the ship for 1,500,000 and pay an additional 750,000 to refit it.  The only class that can’t be refitted is the Pegasus class, since the difference between White Base and the Albion is so significant.

It's no small secret that most ships, alone, can't stand up to some of the mobile weapons that have been designed over the centuries.  When you stick even three cruisers in with the Neue Ziel, they're simply going to become debris.  However, you do have the option of grouping ships together to give them added protection.  There are no restriction on what kind of ships you need in a fleet, and the number of ships in the fleet.  To form a fleet, all the ships simply need to be at the same area, and send in an email asking for them to group together.  It is important to note, however, that though fleets offer great protection and offensive capabilities, they will only travel as fast as the slowest ship in the group.  Remember to give me the name of the fleet and the owner of the fleet when you group the ships together.

Capturing Planets

Earth, the Moon, Mars, the Asteroid Belt, and Jupiter can all be taken over by teams or sides.  Individuals may not own planets themselves.  If a side owns a planet, only those on the side of the planet’s controller may enter it without permission.  If a team owns a planet, only those on the team that controls it may enter without permission.

The rewards for owning a planet are fairly large.  The first of which is the obvious fact that you can use it as a shelter, allowing your mobile suits to take haven within it and not have to fear attack.  If people that are not on your team or side attempt to enter your planet, the collective forces on the bases of the planet will attack them together.  If a team controls a planet, it will receive five hundred thousand credits in its account, every week that it owns the planet.  Also, if you place colonies or asteroid fortresses in orbit of the planet you control, those will act as buffer troops between your planet and the other forces out in space.  Anyone that enters your planet’s orbit, whether it be just a small pit stop or a full battalion of enemy forces coming to conquer your planet, the ships and suits docked at the colonies and fortresses will attack the enemy before they can enter the atmosphere.

The process of placing a planet under your control is fairly simple.  First, you must make sure that there are no bases on the planet that are controlled by opposing forces on it.  If there are, you must destroy them before the planet will officially fall under your control.  Second, you must have three bases on the planet.  The location and forces do not matter.  As long as you have three bases, and your enemies have none on the planet, the planet will officially fall under your control.  As soon as it does, all mobile suits on the planet that are not on your side or team will be moved to the area of space that your planet is located.

Capturing Sides

There are six different Sides, and each one, much like planets, can fall under your control.  The basics for controlling Sides are almost identical to that of controlling planets.  It offers shelter, teams get five hundred thousand credits a week from controlling it, and those that travel to the side will be attacked by the collective forces of the colonies and bases on the colonies in the Side.  The only real difference is the fact that you don’t control the “space” around the Side, since there is no orbit around a Side.

The process of controlling a Side is also quite like that of controlling a planet.  You must first make sure that there are no colonies that are not on your side or team at the Side.  If there aren’t, you are free to control it.  You gain control over it by building one colony, with at least one base on it.  Once it falls under your control, mobile suits not on your side or team will be moved to the space around the Side.

Gundam Fight

The Gundam Fight is a competition held specifically for mobile fighters (G Gundams), in which they compete against each other for the title of the best in the solar system.  As said before, this is only for mobile fighters, so if you’re not a mobile fighter, then you are not qualified to join the Gundam Fight.

Joining the Gundam Fight -

Joining the Gundam Fight is relatively easy.  First, you must send in an email requesting to fight for the Gundam Fight.  In the email should be your suit, your name, and what nation or colony you’re fighting for.  You can basically make up the nation or colony, if you wish; you may not be a Gundam Fighter for a nation or colony that already has one.  Second, you must put in your profile that you are a Gundam Fighter.  That’s about it.

Win/Loss Record -

On the teams page, next to your Gundam Fighter’s name will be a win/loss record.  It will keep track of the amount of battles you’ve won and lost, obviously.  The win/loss record will reset after each Gundam Fight.  When the time for the tournament comes, the losses will be subtracted from the wins, and the person with the greatest difference will receive the Ultimate Attack, Hyper Mode.  This is the only way for it to be obtained, as the attack relies completely on the abilities of the pilot, and not the suit.

Roaming -


It is the duty of a Gundam Fighter to set up challenges with other Gundam Fighters.  Though it is not their duty to neglect obligations to sides or teams, they should seek out others mobile fighters to fight with, in order to keep their win/loss record at an acceptable score.

The Gundam Fight sets up several rules that apply during times of peace, which will allow Gundam Fighters to easily seek out opponents:

- Gundam Fighters may enter any territory, as long as they have not had any previous altercations that would discredit them in the eyes of its owner.  In other words, they can go into a Zeon controlled territory, even if they are a member of the Earth Federation.  However, if they were previously kicked out due to a violation of the rules, they will not be allowed back in.

                    Supplement to Previous Rule:  In times of war, when two sides or teams have officially declared war on each other, the rule does not apply when in relation to the sides of the war.  So if there was a war going on between the Earth Federation, and the Duchy of Zeon, a Gundam Fighter from the Earth Federation may not enter Duchy of Zeon Space.

Supplement Number Two to Previous Rule:  The stipulations don’t apply if they are a member of the team or side that controls the area they are in.

- When in the territory of the side or team allowing them to enter, the Gundam Fighter will not be allowed ambush members of the side or team owning it, but will be allowed to ambush rogues in that area.  Members of the team or side will also not be allowed to ambush the Gundam Fighter.  The same goes for property owned by the Gundam Fighter, and vice versa when it comes to the Gundam Fighter attacking property owned by the team or side.  Violations of this rule can result in a ban from the territory for the Gundam Fighter, or a loss of one week’s pay for the member of the side.

                    Supplement to Previous Rule:  If the person is a rogue, they may choose to wave their rights, and ambush members of the team or side, and lose the protection of the side or team, allowing members to attack them or their property.  This will not, however, restrict them from returning to the location in the future.

Supplement Number Two to Previous Rule:  The stipulations don’t apply if they are a member of the team or side that controls the area they are in.

- While at the area owned by the team or side, the Gundam Fighter may enter the bases owned by them.  However, they will receive no help with repairs, and must repair like they usually do.

                   Supplement to Previous Rule:  Obviously, if they belong to a team or side, they can still receive repairs from bases of their own side.

Gundam Fights -

This is the most important part of the rules, so pay careful attention.  Gundam Fights are governed by rules in order to ensure the safety of the pilots, and maintain the dignity of the nations.  The rules are fairly simple, but they are all very important.  If the rules aren’t followed precisely, the Gundam Fight will be nullified, and each fighter will receive a loss on their record.

1.  Once a mobile fighter loses its head, the opposing suit is the victor of the fight.

2.  Never attack your opponent’s cockpit.

                    Supplement to Rule 2:  Killing and wounding caused in error during competition is permissible.

3.  The battle may only take place between mobile fighters.

4.  It is the duty of the Gundam Fighter to protect their mobile fighter at all times.

5.  All battles are to be one-on-one.

6.  Gundam Fighters may not damage or mar the reputation of the nations they represent.  If they do, the nations will have the option of removing them as their Gundam Fighter.

7.  The battleground for the Gundam Fight must take place within the Earth Sphere.  Any battles taking place outside the colonial boundaries will be nullified.

Tournament -

Every time the number of Gundam Fighters reaches a multiple of four (not including four itself), a tournament will be held at Neo Vegas.  The tournament will be announced a week before it actually starts, and transportation to it will be instant.  If you fail to go before the first day of the tournament, you will not be permitted to enter.

All fights will be one on one in the main tournament bracket, except the final one which will be an FFA.  All participants, except the winner of the previous Gundam Fight, must participate.  The winner of the previous Gundam Fight may choose to participate, or simply sit it out, and wait till the FFA at the end.  If he or she does end up getting knocked out of the running, it will not effect their chances of being in the final tournament.  If there was no winner of the previous tournament, or the previous winner makes it all the way to the end of their bracket, then the final FFA will have three people.  If the winner of the last Gundam Fight chooses to go immediately to the end, or loses in the tournament, the last battle will be a four on four.

To those competitors that are knocked out of the regular Gudnam Fight, there will be an optional tag tournament.  In this tournament, the participants may not choose their ally.  All teams will be chosen based on the order the fighters are eliminated.  At the end, the members of the final team will each receive a prize for their victory.

The final battle of the tournament, as said above, will be an FFA.  The winner of the FFA will obviously be the winner of the tournament.  Only one prize will be given out, so it’s a winner takes all deal.  Also, the winner of the fight will have the option of fighting a member of the Shuffle Domain.  Depending on the member they choose to fight, if they win, they’ll take their spot as a member of the Shuffle Domain.  The benefits to this are secret, however.

Free For Alls

Free-For-Alls, for FFA or short, are massive groupings of mobile suits duking it out in an “all man for himself” type battles (hence the name, Free-For-All).  These are probably the best opportunities for newbies to get ahead, as VP means very little when people are randomly shooting into crowds of people.  FFAs give out great prizes to those that place within the top three, and are generally worthwhile for all people to join, as they give out ten VP to all participants.

FFAs will be announced, usually, two weeks before they actually take place.  During the two weeks between the announcement and the day before the day of the FFA, you can send an email to participate in it.  When this email is received, you will be instantly transported to the location of the FFA.  If you leave that area before the end of the FFA, you will not be able to participate in it.  Keep in mind that you won’t receive instant transportation away from the FFA, so if it’s in a remote location, your plans may be affected.

All participants in the FFA will get instant repairs before it takes place, so even those repairing can participate.  Those upgrading will go to the FFA in their former model.

There are two types of Free-For-Alls.  One is your regular FFA, where it’s actually all man for himself, while the other is a team FFA.  In a team FFA, only those that are currently on teams can participate.  A team captain from each team must be selected.  It is their job to choose four other people from their team only, to represent their team in the FFA.  Unlike regular FFAs, VP will play a great deal into the outcome.

Tournament

Twice a year, tournaments will be held on the independent colony Eden.  This massive, “world-colony” is a spherical colony built from the original plans of the Buffo Colony, and is about the seize of the Moon.  Heavily reinforced, and heavily armed, this colony was a latch ditch effort by the Duchy of Zeon to allow some of the Earth Sphere’s citizenry to live on, and hopefully find a planet like Earth to rein habit, during the bleaker days of Marcus’s Revolt.  Having been gone nearly two decades before Earth successfully contacted them, they now consider themselves a second power, having more then a billion people in the single colony, and one of the most massive military powers in the solar system.  The “Edenites,” as they jokingly refer to themselves as, live alone in their self contained colony, only reentering the Sol System once every two years for the said tournament to take  place, as a small form of amusement.

All tournaments consist of three divisions.  The one versus one, the two versus two, and the three versus three.  The one versus one division is a straight up dueling bracket for those that wish to display their full piloting abilities.  The two versus two and three versus three are team brackets, which are usually recommended for those with lesser VP.  Regardless of the divisions, the prizes are generally great, as they come from Eden’s massive fleets and mobile suit reserves.

The tournament will usually be announced a month or more before the tournament begins.  This is to allow you to have a chance to train, prepare, and gather up a teammate if you require one.  As soon as I receive your email to go to the tournament, however, you will be instantly transported there.  You may not leave Eden till you have lost your battles, or the tournament ends.  Transportation from the tournament will also be instantaneous.  All repairs received before and during the tournament will be repaired.  That doesn’t include death, however.  If you die in the tournament, you will actually die.

Make sure, if you’re participating in a team division, that all members of the team send in emails.  If an email by all members of the team isn’t received, the team will not be able to participate.

Switching Suits


On the first Saturday of every month, you will have the option of switching to a different mobile weapon.  Incase you joined as a suit you don’t particularly like, or want to change to a more powerful one, you can send in an email requesting that you be allowed to change.  However, there are a few stipulations to this.  The first stipulation is if you’re already upgraded, you will have to start as the original model of your suit.  The second is, you cannot perform any actions involving your mobile suit (i.e. battling and traveling), as you “train in your new weapon," for the week after you switch.

Mistakes and Other


If a mistake is made in your battle or on your stats, don’t freak out.  Trust me, there’s no giant conspiracy directed towards only you, to screw you over as much as possible.  All you have to do is email me, telling me about the mistake, and I’ll get it fixed as soon as possible.

Please make sure you read over all the pages of the RPG before you join.  There are rules that don’t appear on this page, such as those pertaining to capturing pilots or how to create or join a team, that are best described on their own pages.  It’ll also help you get a bit more acquainted with the layout and workings of the RPG if you take a few minutes to read over a few battles, and check out the message boards.

Joining

Ah, you’re finally done with this thirteen and a half pages worth of rules.  Anything you’ll need to know about joining will be on the Joining page.  Keep in mind that there is a member cap of one hundred fifty, so please check the member count on the Roster page before sending in an application.  If it says one hundred fifty that means joining is no longer open.

Good luck in the RPG.

-Marcus
After Era
Rules
Timeline
Mobile Suits
Major Events
Non-Player Characters
Top 10 Veteran Points
Welcome to the Turn A RPG, or After Era II.  Before I get started with the actual rules, I should point out that Turn A is meant to signify that this RPG encompasses all Gundam.  It does not mean that the RPG is based just around the Turn A Gundam series.

I’m kinda willing to bet that none of you want to sit through and read all of these rules, but please do so.  I know there are quite a few, but it’ll help take away any confusion you may have about how things work.  If you are a veteran of these types of RPGs I suggest just skimming over them and going to them for reference if you ever have a question.  They’re not much different from other RPG rules.

Just incase you are wondering, this RPG takes place fifty years after After Era.  If you weren’t a member of After Era, and have a half hour to kill, I suggest reading over the timeline to fill yourself in on what has happened in AE so far.

Well, I won’t make you read anymore then you already have to.  Good luck with making your way through this endless pit of rules.  If you have any questions about them, please email me so I can clarify them for future readers.
This rules page is (c) 2001, After Era Inc.  You are welcome to use this rules page on your RPG, as long as you give credit to me as the one who wrote it.
1