~^v^~ RhyDin Association of Justice~^v^~
 
~^v^~ RAoJ~^v^~
 
~^v^RAoJ^v^~

~^v^~ RhyDin Association of Justice~^v^~

~^v^RAoJ^v^~

RhyDin Association of Jusice (RAoJ) formed on the 5th day of April in the year 1998
to the purpose of providing a consistent forum and equal representation of alignments for all guilds and independents in the lands of RhyDin. The system is based upon the use of experience points (XPs) and the corresponding dice that represent the strength and dedication of each member. The governing body of the RAoJ is to argue for and represent each guild and independant member in the RAoJ. We wish to keep things equal between everyone. Our ways are different than most, but we believe that everyone will benefit from this.

JOINING THE RAoJ

Guilds
Guilds must have a minimum of 15 members to be considered for membership in the RAoJ. Accepted Guilds will recieve 500x its members in XPs upon joining the RAoJ, to be distributed among its members by the GC. Obviously the higher ranks should get more, but everyone should get at least 10. Upon entering the RAoJ, a full roster must be sent in after the XPs are awarded that lists the SNs of ALL member and the XPs awarded to them, as well as the guild mail string. The experience table for advancement in the RAoJ is listed at the end of this document. The "Profile Rule" as stated above will apply to the member count in determining XPs.

Independents
Independants will meet with the Independent High Council member to be screened for abilities. Upon evaluation the High Council member will award dice based upon the following formula (d25+other council dice #/ total number of councils). The Independent will report directly to the Independent council member for everything. The fee for them will be negotiated between the GC of the hiring guild and the independent member. Payment can be made in the way of gifts or XPs. Any independents hired for guild wars must be listed in a separate section of the roster along with the fee paid and duration of "employment".
Independents may also be hired as bodyguards and assassins. Hired Independents must be listed on the roster as per the terms described above.

A list of independent members can be sent to the GCs of the Guilds upon request to the Independent High Councilman for purpose of employment.


COUNCIL APPOINTMENT AND CHAMPIONS

The High Council positions will "rotate" every four months, enabling each GC within an alignment section, the opportunity to work within the RAoJ. HCMs will send out letters announcing the dates of the Champion Tourney, to be held tri-annually when the HC positions rotate.

Champion to the Dark Councilwoman
+30
Champion to the Light Councilman
+30
Champion to the Neutral Councliman
+30
Champion to the Independent Councilman
+30



DICE MODIFIERS

Dice Modifiers are additional dice that may be added to a member's current dice rank in certain, defined situations as described below.

If an independant is the Independent High Council member champion, they will recieve the same bonus as a GC. Other than this, Independents hold no real rank that would allow them bonuses. Each High Council Member will have their own champion.

The use of modifiers within the individual guild shall be left to the discretion of the GC of each guild. They are also valid for ALL matches, unless otherwise noted before hand.

If the GC decides the modifiers can be used within the guild, the size of the modifier will depend on the position of the person. Below is the table of the position and the Modifiers they receive, ascending order:

Rank Modifier
Guild Division Co-Commander + 2
SiC's Bodyguard(s) + 4
Guild Division Commander + 6
GC's Bodyguard(s) + 8
Councilor/Advisor to a Guild/Guild Enforcer +10
Guild SiC +15
Guild Commander +20
High Council Champion +30
RaoJ Position (War Chancellor, Ambassador) +35
RAoJ High Council +30
RAoF Minister of Internal Affairs +40
RAoJ Chancellor +45
RAoJ President +50

Note that these positions and modifiers are NOT related to XPs and dice in the RAoJ. It is theoretically possible for the President of the RAoJ to have 2d20, and the +50 modifier would still apply.

If the GC decides that the modifiers will not be used within the guild, then modifiers can be used outside the members' guild as described below:

1.) During a War, all GUILD modifiers apply, whether or not both sides use them
(UNLESS both sides agree not to use them before the war). Special rules for
use will be followed. The GC of the guild is given the +20 modifier, and the GC's
bodyguard gets the +8 modifier, etc. However, if the GC happens to be on the
High Council of the RAoJ, he/she does NOT get the +30 modifier for use in the
war.

2.) If a High Council member, the Chancellor of the RAoJ, or the President of the RAoJ
is challenged to a fight other than a spar, he/she may use the dice modifier
appropriate to their position, regardless of whether or not the challenger uses the
modifiers.


DESCRIPTIONS OF DICE NUMBER RANKING

Note: Rosters will be evaluated by the Overseer and Chancellor to verify the validity of dice number's used by all members.

*Exceptions and special cases will be determined upon request to the Overseer and Chancellor*

Supernatural Beings
Beings of obviously supernatural nature are inherently more powerful than human beings, and this power is reflected in the RAoJ by giving them 4 dice instead of 2. For certain beings that shift shape regularly, such as Dragons and Werecreatures, for example, the use of 4 dice is only allowed when the being is IN their Dragon or Were form, not when they are in human/elven, etc. form. In that form, they may only use 2 dice (but still at whatever experience level they have earned, i.e a Dragon with 4d57 in human form can only use 2d57 until he returns to Dragon form.) The determination of number of dice used is based upon the form that the character is in at the beginning of the combat initiative roll.

Other beings that are supernatural but do not shift regularly, such as Vampires, Angels, and Demons, for example, may use 4 dice at all times. Supernatural beings MAY be assassins if they use 2 dice, nad will have to use 2d/20HP should a DM occur.

Half-Supernaturals
NOTE: It is very rare that we recognize half-vampires, half-dragons (unless the mother is a full dragon), half-demons (unless the one of the parents is a full demon), or anything else for that matter, due to the almost impossible way of conceiving them, unless you have a really believable and convincing story

Beings that are half-supernatural, such as half-demons, half-dragon etc., are still more powerful than humans, but less powerful than full supernatural beings. Therefore, they are given 3 dice to use. Half-supernaturals may use 3 dice in any form. Half-supernaturals may be assassins if they use 2d, and will have to use 2d/20HP should a DM occur.

Un-Natural Beings
Unnatural beings, such as Sinistrals and Titans. Due to the rarity of beings of this type, the will be handled on a case-to-case basis, requiring verification and approval of the Overseer and Chancellor.

DICE NUMBER RANKING
*Shapeshifters*
(*special rules apply depending upon current form of char before the roll of initiative in combat - see "Rules for Supernaturals" in the RAoJ Charter)

2d
Human
Natural Creature/Non-Shapeshifting (canine, feline, avian, etc.)
Mages (magickal ability does not denote superior longevity or strength)
Mortal

3d
Chrinos
Fae: Elves, Faeries, Changelings, Satyr, Sidhe, Banes (*possible 4d)
Goblins
Halflings: Half-demon, Half-dragon, Centaurs, etc.
Immortals (*possible to be 4d)
Lupus
Orcs
Spirits: Ghosts, Undead, Wraiths (*sometimes possible to be 4d)
Trolls
Mutants (*posible 4d)

4d
Demon Hoardling
Demons
Drakes
Vampires
Garou
Mythical Beasts: Minotaurs, Gryphons, Chimera, Kobolds, Basilisk, etc.
Succubi
Werecreatures (*only while in were form)
Incarna (*possible 4d+5)

4d+5 modifier *requires valid proof, and people to vouch for you. Also possible 4d+10
Saints
Titans
Dragons
Angels
Fallen Angels

4d+10 *requires valid proof, and people to vouch for you
Avatars
Demi-gods
Celestine
Second Generation Vampire

5d+10 modifier *requires valid proof and people to vouch for you
Gods/Goddesses
Sinistrals
Caine (Father of all Vampires)


EXPERIENCE POINT FINES

1. Fighting an Honor Match when Honor was never in question: 3000pts

2. Insubordination to a Superior Officer: 1000pts or one dice point, at the discretion
of the GC (or Council, or even Chancellor or Overseer, as the case may be)

3. Disrespect to the President of the RAoJ: Outlaw Status and/or a fine , at the
discretion of the Oveerseer and Chancelloer.



Earning Exp.
Sparring,SM's,HM's,RM's,AA's Wars, Recruitement, Spying, and whatnot.....

Sparring
When you fight a spar,you will recieve 5x the difference in EXP's as by how much you win by(ie: the final score is 10-6 you, so you would earn 20 points).If you lose a spar,you earn 5 points,as when even though you lost,you still LEARNED from the Experience.Now,this doesn't mean go nuts sparring people with uneven dice.You can fight any spar with any dice,although it's not reccommended to fight grossly unmatched opponents.

Slave Match
The EXP's earned from SM's are 10x the victors point spread(win by 4,get 40 points).Along with a new slave. If you fight a Slave Match,and you win,the loser must be listed as a slave for a period of time equal to 1 day IRL time for each point they lost by, but no less then,72 hours(IRL).They must list it in their Profile that they are a slave and for how long.If they remain in service as a slave for more than 72 Hours , then after the 72 hours are served a RM may be fought to free them.

Release Match
A RM is fought only to gain the release of a Slave or prisoner of War( pow).The EXP's earned from RM's are 10x the victors point spread .

Honor Match
Honor Matches are for just that,Your Honor or the Honor of a person your are standing up for must be in Question.they are for the restoration of someone's Honor.Period.The EXP's earned from HM's are 10x the victors point spread.At the end of this Document is a Fine Schedule which will be imposed upon anyone who Violates the guidelines & rules of Rhydin.

Death Match
The DM is the ultimate Spar.Two men enter,one man leaves.As with the traditional DM,I intend to change nothing.The winner gets 25x the point spread,and the loser DELETES.Period( unless it is desided that the loser will " swipe" their characters profile, meaning they keep the SN but create a totally different character for it).End of discussion.If you are foolhardy enough to jump into a DM,then live with the consequences.There are NO Resolutions in the RAoJ for DM's.
*Note- There is a new feature in DMs. It is a healing facter. It can only be used once, unless otherwise noted before hand. (i.e.) Jake cures himself, and rolls 14, 23, 15. He has now restored 3 HP points to himself. *Also-There are certain "objects" that can add HP, lower the damage, and somtimes obsorb the damage. This makes DMs more life like, and forces you to check up on your opponent. (unless you're willing to take the risk of waisting an attack) *Also-If you win a DM, then you gain their Exp, gold, and anything else they own, UNLESS they have sent a will, or somethign else of the sorts to the council beforehand.

*Note-Rules of Agression
Simply put,that,if a Fight starts between two individuals,and no rules are stated,the 20/30/40 rule takes immediate effect(20 hitpoints for a Human,30 for a half breed, 40 for a Super, and 50 for a god/dess, Sinistral),and the fight becomes a DM.The loser becomes a Ghost(no ress needed) for 72 hours IRL,to think on the situation.
In short, ALL rules of a DM kick in, and the fight becomes a DM.


Mass Combat
(2 on 1, 3 on 1 ect.)Now,any good adventuring party that is out to slay a dragon or any other big target(and get its treasure),will usually consist of 4 to 8 people.Now,1 on 1, a dragon is a deadly opponent,but with 4 people attacking it,it's power tends to diminish.So,when engaging a Dragon or other big opponent,DON'T GO ALONE!!!In a fight with a Dragon where more then one person is involved,the sequence of combat would look like this:( Jake, and his friends:Raymond, Steve, and Paul are seeking Escobar, a powerful Dragon of 2d45 dice.They find him in Humanform,lounging in a Tavern.After J confronts him and makes his intentions known,Draco shifts to Dragon form,and the fight begins.After inits has been rolled,it is revealed that Draco goes last.So,Jake and co. start there Attacks.All of Jake's forces attack,then Draco unloads on one of them with 4d45.

Dragon (or opponent) Dies:Dividing the loot(exps).If your SN dies while fighting a Dragon,you gain NO points.(After all,dead men can't spend gold)So,the Exps from the kill,are multiplied by the normal 25(for a DM),then by 2(It WAS a Dragon,after all!)then by the dragons Dice strength.Thus a 4d45 Dragon would be worth(45x(25x2)=2250(!)Exp's.Exp's are split evenly among the survivors.
Dragon(or opponent) Wins.Now using our sample party,we re-start the fight,but this
time,Draco goes first.He attacks Raymond,with 4d45,and rolls 12,40,25,and 37.The Damage to Ray is 14 points(!),and they haven't even attacked yet! Ray is 6 points from death(As in a Mass Engagement,Humans have 20 pts only,Period.)The fight continues,and Draco prevails.The Experience points he gains is based on the following formula: # of Opponents x Their best dice x 25(DM),so are sample party would be worth (2d30 for Jake,30x4x25=3000Exp's(!)

updates are worth 50 XPs per update, unless there are more members listed on the update than on the previously given roster, then the spy gets 25x the XPs. (I.e. the previous roster had 50 people on it, and the new update has 70, so the guild gained 20 people. The spy gets 20 x 25, or 500XP. The Guild that the member belongs to gets half the awarded points and the member ("spy") gets the other half. Independents get the full amount of points. Roster taken from the internet do NOT qualify as stolen rosters as the internet is considered "public domain".


EXPERIENCE POINT ALLOTMENTS

Guilds
Every Sunday, the GC (or person they've chosen to handle XPs) will send in a the guild mail string along with the SNs and XPs of any members who's XP totals have changed to the Minister of Internal Affairs. The rosters will be reviewed, and each guild will receive 20x its current members in XPs, to be distributed by the GC. Roster must show XPs that are still unused. (i.e. XP Bank). The "Profile Rule" will apply when calculating XP awards.

Independent Members
Independent Members will send in their logs of combat and stolen rosters to the Chancellor every other Sunday, and be sent a "XP Check" after review. Stolen rosters should be sent in as soon as possible so that the member can get a fair chance at the points. Logs can be sent weekly for so that they can take advantage of higher dice.

__________________________________________

.��.�� EXPERIENCE POINT TABLE ��.��.
d20 0 || d47 2,000 || d74 30,000
d21 10 || d49 3,000 || d76 35,000
d23 40 || d50 3,500 || d77 37,500
d24 60 || d51 4,000 || d78 40,000
d25 80 || d52 4,500 || d79 45,000
d26 100 || d53 5,000 || d80 50,000
d27 125 || d54 5,500 || d81 55,000
d28 150 || d55 6,000 || d82 60,000
d29 175 || d56 6,500 || d83 65,000
d30 200 || d57 7,000 || d84 70,000
d31 225 || d58 7,500 || d85 75,000
d32 250 || d59 8,500 || d86 80,000
d33 275 || d60 10,000 || d87 85,000
d34 300 || d61 11,000 || d88 90,000
d35 400 || d62 12,000 || d89 95,000
d36 450 || d63 13,000 || d90 105,000
d37 500 || d64 14,000 || d91 135,000
d38 550 || d65 15,000 || d92 160,000
d39 600 || d66 16,000 || d93 210,000
d40 700 || d67 17,000 || d94 260,000
d41 800 || d68 18,000 || d95 335,000
d42 900 || d69 19,000 || d96 410,000
d43 1,000 || d70 20,000 || d97 485,000
d44 1,250 || d71 22,500 || d98 560,000
d45 1,500 || d72 25,000 || d99 660,000
d46 1,750 || d73 27,500 || d100 850,000
___________________________________________

�!� HIT TABLE �!�
1-14=0 ||100=26 ||
15-19=1 ||
20-24=2 ||
25-29=3 ||
30-34=4 ||
35-39=5 ||
40-44=6 ||
45-49=7 ||
50-54=8 ||
55-59=9 ||
60-64=10 ||
65-69=11 ||
70-74=12 ||
75-79=13 ||
80-84=14 ||
85-89=15 ||
90 =16 ||
91 =17 ||
92 =18 ||
93 =19 ||
94 =20 ||
95 =21 ||
96 =22 ||
97 =23 ||
98 =24 ||
99 =25 ||

*Note
Due the the high hit points, Dice above 100 are unatainable, unless otherwise notad. (It's like being a god, you need a reason why you deserve to get anything above 100)

*Note- *Council members can NOT be AAed or TAed, unless they sya they are a registered Assassin/Thief in RAoJ in their profile.

The old rule of the AA Dagger is gone, but forcing Assassin's to fight Death Matches just to off someone just makes them Low-profile Fighters. Being an assasin requires working through stealth, and that's already hard enough...
A) The Warning: When an Assassin has a target in sight (i.e. in the same room), he sends the target an IM stating that he is the target of an Assassination. If IM's are off the assassin may announce his/her intent in the room.

B)Defense: The victim is entitled 1 chance at avoiding the Assassination. After the MUN receives the IM, he may roll a Perception Check (based on 2d20), but must score 2 points (i.e. a 20,or a 15+on BOTH dice) to notice that something is amiss. If the target character makes it (a score of 2 points or better) they may chose to fight, dodge or flee. If they chose to dodge, they wait till the assassin attacks and then state :: dodges:: and rolls their guild or personal dice. In order for the dodge to work they must roll at least 1 point higher on one of their dice than the highest die the assassin rolled. (I.e. assassin rolled a 16 28, and the target rolled a 5 29 so the dodge was successful, kind of like a saving throw from AD&D. If a Dodge is successful no damage is incurred. The assassin can't dodge a dodge as s/he used their move already for the round by attacking. If the Perception check fails, the Character does NOT know they have been targeted.

The Attack: The Assassin then states his Attempt to kill, (i.e.: ::Fires poisoned dart at Jake's chest::). The Targets MUN now knows his SN has been targeted BUT can DO NOTHING about it, as in the RPG sense, the Target Character has no clue what is happening, Unless the have made their perception check. The assassin then rolls His dice. Now the more powerful the target, the more points are required to kill him, based on his or her dice (Example, if your target has 2d20,he gets killed on a 5 point hit, and this goes up at a ratio of 10 to 1{2d30=6; 2d40=7; 2d50=8 etc.} so, it gets harder to kill a more experienced target. Double these amounts if the target is a super-natural. IF he succeeds then the target is dead. If he fails but hits, the target now knows something is up and can chose as before to fight, dodge the next attack, or flee, and the damage incurred Count towards a DM if one begins. A Dodge must be attempted and succeed in order to avoid the damage of that attack completely) All Assassins engaged in a DM due to being spotted, fight with their guild dice. The assassin can chose to run at any point unless it is RPGed out that he/she has become trapped.

Bodyguards
Ok, Here is the Bodyguard rule: If a person has "BodyGuard to XXXXX" in there profile, they are also allowed to make perception rolls but only if they were already in the room and if they fail they can't attempt to help the person they are body guard too.

Mass AA
Ok, all a Mass AA is, is where 2 or 3 assassins Gang up to AA someone. This is usually only done, when you are trying to kill someone very powerful, like a High Dice Super. All the standard rules for Normal AA's Apply to the mass AA.
Assassins Exp's :The Assassin earns EXP's a regular DM would give him, plus 50 for the attempt. Assassins are paid in Gold by the people who hire them (rates listed below) If he loses, well, it WAS a DM for the assassin, for the victim it was defense as he didn't " chose" to be involved ...thus the assassin can't be resurrected but victim can.
Starting Fees for Assassins In Gold are:
(Per dice of Victim)
2d20 to 25=100 2d26 to 30=150 2d31 to 35=300 2d36 to40=450
2d41 to 45=600 2d46 to 50=900 2d51 to 55=1200 2d56 to 60=1500
2d61 to 65=2000 2d66 to 70=2500 2d71 to 75=3000 2d76 to 80=4500
2d81 to 85=6000 2d86 to 90=9000 2d91 to 95=12000 2d96 to 100=15000!
Double all these figures if the target is a SuperNatural.
(Note as it can be easy to get killed by an assassin we have created " priests" who can resurrect victims of assassins, but if an assassin gets killed during an AA attempt He/She can NOT be resurrected.

Spies/Thieves

When a spy turns in a stolen Roster of a Guild to the RAoJ (That isn't on File), they receive 25 exps times the number of members in the guild. Roster updates are credited to you at a flat 50 exps per update. If there are more members listed on the update than on the previously given roster, then the spy get 25X the difference. This applies only to stolen rosters, not normal guild updates. Guild commanders may chose how much they are willing to pay for stolen rosters, depending on what their guild can afford within a reasonable amount. (Note): rosters that don't include a members count at the top, dice of members, are on a black background, are attached files, or are from a RAoJ guild will not be accepted as stolen rosters by the RAoJ.
Thieves
Thieves can steal gold and weapons. First off it is much easier to steal 10 gold than 100 gold. So....

Once a Day Limit for Thieves
After a TA or AA on a person, the same person cannot make another attempt on the same person again and again. 24 hours must pass between each failed TA and AA.

NO stealing from proctors while they are working
At no time is anyone to AA or steal from a person who is actively proctoring.

Rolling
For every 20 gold you want to steal your sides go down 1 so if you want to steal 200 you lower your sides down 10. (I.e.: if you are 2d40 they go down to 2d30) If you want to steal a weapon or armor for every +1 it is, it is considered worth 1000 gold, so your sides go down 50 sides (in effect +2 and +3 items are Unstealable). Everyone rolls 1d(of his or her dice) in a theft attempt.

Perception check: The intended victim get 2d20 perception check to see if the "character" realizes they are being stolen from, if they miss the perception check then the " character" has no clue what is going on.

How it is played: The thief goes into the same room as the victim, gets near the intended victim, and states OOC the attempt of the theft and what they are going to steal. The victim is still unaware of this, only the MUN knows, unless the perception check is made, In which case the victim may call out for help in stopping the thief. The victims MUN rolls 1d(his dice) and the thief rolls his dice minus what he is stealing and if he scores a greater roll then the intended victim, than he gets it. The victim then gets ANOTHER perception check if they had failed the first, to see if they realize they had been stolen from, if they make this P-roll then they know they have been stolen from but NOT who did the stealing. Thought they may have an idea as the thief had to be near the victim in order to try and steal. Example:
Normally Joe's dice are 43's and Slayers dice are 50's



 
Positions in the RAoJ

OVERSEER
Yin Xian [Yin Xian] +50, Life Ring (+10HP)
The Overseer is responsible for the overall performance of the council and acts as judge when problems arise that need a court or vote. As well he/she awards points for spars of the Guild GCs and for stolen rosters.

CHANCELLOR
Ryuji Asami [RyujiAsami] +45, Life Ring (+10HP)
The Chancellor is the right hand to the overseer and also makes sure guidelines are adhered to, holding the same authority as the Overseer. Only the overseer can overturn a decision of the Chancellor.

MINISTER OF INTERNAL AFFAIRS
Edge Stormsend [SilentBlde] +40, Life Ring (+10HP)
The Minister of Internal Affairs is to recieve the bi-weekly rosters and award points to guilds based upon the number of current, active members. "Active" meaning holding a current profile and AOL member status. Profiles will be checked by the Minister bi-monthly, any member listed on the roster that does not have the name of the guild and their RAoJ/Guild dice in their profile will not be added to the member count when determining XPs.

HIGH COUNCIL
The High Council consists of the four Guild/Independent Representatives. The councilmen are responsible for scheduling and conducting meetings with GCs, and if needed can schedule meetings with the Overseer and/or Chancellor.

DARK HIGH COUNCILMAN
+30

LIGHT HIGH COUNCILWOMAN
+30

NEUTRAL HIGH COUNCILMAN
+30

INDEPENDENT HIGH COUNCILWOMAN
+30

WAR CHANCELLOR
Puppo Pinpoppu [] +35, Life Ring (+10HP)
The War Chancellor is responsible for maintaining logs and records of war.

AMBASSADOR
+35, Life Ring (+10HP)
The Ambassador is the Council representive, and is tasked with promoting RAoJ and the head of recruitment efforts.

FREELANCE/INDEPENDANT ORGANIZER
+35, Life Ring (+10HP)
The Freelance/Independant Organizer watches over the freelancers in RAoJ, and assigns them their dice and Exp. Freelancers also send them their logs, which is how he assigns the Exp.

FOREIGN RELATIONS
+35, Life Ring (+10HP)
The Foreign relations officer handles the problems between other/different forums.

*NOTE-All members of the council can NOT be AAed, although have the ability to do so themselves. Each carries 2d50 for AA's.

HEAD EXECUTIONER
Cidalfus Masashiro [TGCLD0830] +35, Life Ring (+10HP)
The head executioner bascially leads the executioners and handles all the killings pretty much. This may not seem like a necessary part, but it deffinately is, and a very important one at that.

RAoJ Executioners
The executioners job would only come into play when the high council has already voted on the punishment for a character , and that character refuses to obey the high councils ruling.If the High Council comes to an executioner with a problem about a member's actions(Be it stalking,cursing,not playing by the established rules,etc),and talking will not resolve the issue,then the RAoJ Executioners are brought in.Now,when this is done, only the High Chancellor has the final Authority to issue the request to their office,they move out to find their intended target.Now,you may say,"Well,if he is ordered to a DM,he can refuse it right?" WRONG.If you have the Executioners called out on you,you have two choices:Immediate stripping of all rank,dice and position in the RAoJ,or a DM to prove yourself wrongly accused.If the target loses,he/she deletes his(or her) Persona (In other words,the SN stays,but the CHARACTER is Deleted.(Deleting the Profile)Period,there is no talk or debate.If they should win,(Which is not very likely),then they are vindicated of all charges,guilty or no, and the executioner has to delete His/Her profile.
 
Current News...
1) RAoJ needs more members on the council. Things aren't going as fast as the could be. The High Council needs more men and women working on it. And in the same respect, more members are needed to be in this wonderful new forum.
2) If anyone can get a message board for the RAoJ's use, and RAoJ's use only, then there will be a great reward of Xp's.
3) Please send all questions or comments to me. My mail address is "Makish [email protected]". It's also at the bottom of the page.
 
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