The Rules for the Boardroom
First Foremost Rule: The Chaos Master is (almost) always right. If there is an argument, The Chaos master will have the last word in. Period. End of Story. Of course, you are all allowed to protest on the basis of fairness.
Second Rule:  Never in any circumstance are you allowed to 'force action'. This means you cannot do something, and then have the action automatically work, disregarding what the person intends to do to counteract your move.
Also, this rule states that you cannot act for another player or character, as everyone acts for themselves, except in the case of the Chaos Master.
Third Rule: Never 'GOD MODE' a character. If you are hit by an attack, get hurt. If you leap from a 150 story building, it is usually considered suicide. Most people cannot survive that without some sort of power. Also, people do get tired. You must keep track of how many stamina and health points you have. If you do not, then the GM will arbitrarilly grant you the HP and SP that he sees fit.
Also, in this rule, you must keep in mind the fact that to REST you must be out of battle. No fighting, no dodging. Just at a place that you may stay and not be harmed or attacked.
Here is an overview of how to place a post, in case anyone reading does not yet know how to play. Read the boardroom. Get your bearings and find out what action you would like to do. If it is something like talking or running, then you may do so without any drop in your stamina level.
(Every character starts the game with 10 health and 10 stamina. Each time you are hit by a power or weapon, you lose the appropriate amount of health. Each time you use a power, or do an unusual action, your lose the appropriate amount of stamina. If you get down to 0 stamina, then your powers start to consume your health. If you get down to 0 health, you go unconscious. -5 health means death)
If you are attempting to attack an enemy, you must use the appropriate amount of stamina, listed on your character's power page.
Your
stamina MAY NEVER BE HIGHER THAN YOUR HEALTH LEVEL, UNLESS YOU HAVE A POWER THAT SPECIFICALLY ALLOWS SUCH USE.
NO POWER CAN BE ACTIVATED UNLESS THE FULL AMOUNT OF STAMINA AND ENERGY IS PAID FOR, AND THE USER OF THE POWER IS STILL CONSCIOUS.
If you are resting (not attacking or dodging) then you gain back 2 point of stamina.
That should be it for now, and I guess I'll update this later. Okay. ^_^
Linked Attacks:
When two warriors want to combine their powers together, it serves as a kind of a problem for the CM, to think of what the powers would do, and how much they would cost. Therefore, THIS CM has come up with an easy and generous system for linked powers. The two warriors look at which powers they would like to combine. Then, they post a side-post to the CM, telling him what they would like to do. The CM looks at the two powers, and works the linked attack into the boardroom and a post. The cost for the linked attack is the the higher of the two costs, for each warrior. Then, the CM figures whether or not to allow these two powers to combine. If s/he chooses to allow them to combine, he makes up an effect, and that's what the power does. If he would like for them to not work, the CM has the power blow up in the user's faces, and the cost is still spent. ie:

Venus uses crescent beam, and Pluto uses Telekinetic force. The cost for the power is 3 for both of them. It is called: Telekinetic Beam, and fires a pillar of light that slams into an enemy, deals 5 damage to them, and throws them FAR backwards, possibly dealing further damage from impact. (seperately, these two attacks deal 2 and 3 damage, respectively. together, they deal 5, plus another effect with more damage, possibly)

or:
Venus uses crescent beam, and Pluto uses Dark Tarot. The costs for Crescent beam is 1, and the cost for Dark Tarot is 0. Therefore, the cost for this attack is 1 for both of them. The powers don't mesh, so the intended effect fizzles, and instead, they create an effect called "Crescent Card" which creates 2 glowing cards, each which fly back and stick to the chests of each of the attackers. After 1 round, both cards explode, dealing 2 damage to both users.

Combining the attacks of different characters is a great way of possibly dealing more damage for less of a cost or creating a completely powerful effect that was impossible had each of the attackers attacked seperately. However, it also runs the risk of not working, and maybe even harming the users of the power.
Using Multiple powers in a single round:
When attempting to activate a power more than once in a single round, the cost for your powers will increase.
To use a single power costs the power's stamina cost in your character's profile.
To use the same power twice costs the cost of the power plus 2.
To use the same power thrice costs the cost of the power plus 6.
To use the same power four times costs the cost of the power plus 12.

When attempting to activate more than 1 power in a single round, the cost DRAMATICALLY increases.
To use 2 of your powers together costs twice the higher of the two powers plus 2.
To use 3 of your powers together costs thrice the highest of the three powers plus 6

No one is allowed to use more than 3 of their own powers together.
                   THE NEWEST CHANGES AND
                        UPDATES TO THE GAME:


1) 12 stat-points in total for all characters. You'll have to choose what you want your new mind, body, and soul
stats to be. (a score of '4' is adult human average)

2) The CM, or the player, chooses a collection of skills to grant their character based on what sort of
    life the character has led. Each skills chosen will improve a character's combat effectiveness,
    or effectiveness in role-playing in the SM RPG world.
Certain skills will alter how points and attacks are added up.

For every point in an attack-skill, the character is able to make one extra attack per panel, or,
               the character can spend 2 attacks per panel to make one defense..
For every point in a defense-only skill, the character is able to make one extra defense per panel.
For every point in a psionic-attack, the character is able to make one extra astral attack per page, or,
               the character can spend 2 psionic attacks per panel to make one psionic defense.
For every mental-defense skill value, the character is able to make one extra astral defense per page.
For every astral-skill skill value, the character is able to use one extra astral skill per page.
              Astral skills include, but are not limited to: flying, teleportation, breathing under water, etc.
For every glamour-skill, the character is able to make one extra glamour-use per scene.
               For glamour use, the character can use only the types of glamour they have, but can use them
a number of times equal to the glamour-per-scene total.

Certain skills chosen will alter different things for each character. For example:
--
Endurance is a skill that can not only be used as a defense, but it can also be used in place of spending
stamina in certain situations. For every point of endurance the user may ignore spending 1 point of stamina on any one action. The sceond ability of this skill may be used once per scene, and must be stated.
-
-empathy is a mainly defensive-type psionic skill, so instead of adding 1 attack for every point, and 1 defense for every two points, empathy adds 1 defense for every point and 1 attack for every two points.
-
-telepathic illusions is a very unpredictable psionic skill, due to the nature of its power. Because of this, the
psionic illusionist may choose one of the following at the beginning of every day:
          -- +1 psionic attack and -1 psionic defense
          -- +1 psionis defense and -1 psionic attack
          -- -1 psionic attack, -1 psionic defense, and +1 psionic skill
--most specific psionic powers
(technopathy and demonopathy) double the user's psionic ability against only
specific targets, but also cut the user's psionic attacks against all other targets in 1/2.

ALL CHARACTERS AUTOMATICALLY RECIEVE 1 ATTACK OR DEFENSE FOR FREE PER PANEL, IN ADDITION TO WHAT THEY ALREADY HAVE. THIS CANNOT BE USED TO ADD AN ASTRAL ATTACK OR DEFENSE PER PAGE.

AN ASTRAL BATTLE MAY ONLY BE INITIATED IF THE USER SPENDS 2 OR MORE ASTRAL ATTACK POINTS DRAWING THE TARGET INTO THE ASTRAL REALM. ONE ADDITIONAL ASTRAL ATTACK POINT IS NEEDED TO DRAW ONE ADDITIONAL PERSON INTO THE REALM
(This is after all the adjustments are made, so psionic specialist like a
technopath dealing with their speciality would gain a higher ability to affect those involved in their speciality, as they double their score while dealing with their speciality, and their ability to affect any other being is greatly diminished, so is cut in half)

When a person hits using close-combat skills, they will deal either stamina or health damage to their target, depending on whether or not their target is transformed or if they're normal people. Their health or stamina drop depending on how many hits the target had taken.

When a person hits using a psionic skill or astral combat technique, they will deal
MIND damage to the target, reducing their mind-score by a number of points equal to how many times the target was hit. For each point of the target's MIND that drops, they must choose which skill they would lose. The MIND score returns after a good while's rest. If the target's MIND score reaches zero, then the target's mind is "open", and the attacker can employ a psionic power or skill upon the target.

If the target wishes, they can use glamour to attack or affect a target. Even if the target does not have glamour, and cannot normally see glamour, the user can still use glamour spells and weapons to affect the target. A glamour-sword can still cut into the target, affecting them emotionally and dropping their SOUL by one. If the target's SOUL ever reaches zero, then they are no longer able to fight, as their will to attack anyone is has been completely depleted.

At the bottom of each character's skills list, there is a last section labeled "TRANSFORMED" or "TRANSFORMATION". This means that only while the character is transformed do they get this bonus. Also, this bonus the attacks listed only count in close-combat attacks using the character's weapon or just an advanced combat maneuver that the character can employ.
AOL Internet Rules
Link to the AOL Internet Rules at the Bottom of the Page
Fourth Rule:
Well, this isn't exactly a rule as much as it is some information about the character while they are transformed. Many stronger monsters, villains, and other enemies will be more resistant to attacks and abilities, as will characters while they are transformed.
While in human form, physical punches and attacks will only deal stamina damage to transformed targets, until their stamina reaches zero. Then, these attacks will deal normal damage to the target. If a character is transformed, then they deal normal damage to other transformed beings.
This is the same for many upper-level-villains and monsters.
The newest addition to the game happens to be the new skill-point system that has been added and updated. Please go to the Senshi/Ranger character pages and look at the bottom to see how this new skill-system has altered the current game.
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