The following rules were proposed: =/\= 1 =/\= Absolutely no Q (or other omnipotent-type characters) or Founders are allowed. =/\= 2 =/\= Characters characteristically shown to have more than one or overly strong special abilities, such as telepathy, strength, shape-shifting, etc, will be brought before the ACT Council for approval. These characters can have very negative effects on the gameplay as a whole and will therefore be thoroughly scrutinized and not easily passed. Keep the following in mind when creating your character: At first, the lure of a super-character may seem like fun, but one must recognize that the development and play of a super-character ultimately leads to isolation - largely because that character cannot grow and as such, interaction benefit for others is limited. Instead, develop your character with a few faults. Players have found that those faults actually make RP more satisfying and realistic. =/\= 3 =/\= Upon acceptance of such a character (outlined in 2) any violation of game rules concerning the play of the character during ACT (grandstanding, for example) would cause the failure of said character's player in ACT. The player would have to create a new character who does not fall in category 2 and reapply to ACT. =/\= Acceptance to ACT is gained in the following manner: A) Cadet applies. B) Entrance Application is passed by the Entrance Application Board. If the Entrance Application fails to pass the player, he/she may create a new application. C) If Entrance Application is passed, the Bio is sent to the DACT. D) If the DACT concurs with the EA Board, the player is put into an ACT class. If the DACT sees that there are problems with the bio (the bio would harm any of the above rules) the bio is brought before the ACT Council and discussed there - and only if the ACT Council approves is the player assigned to a class. Votes: Aye: 6; Nay - 0. |