Zoids After Area RPG Rules

Currently at version 3.1

The following rules are not to be used on any other website. They are for archival purposes only for use only with the RPG.
Basic Rules

Basic Rules

This is a game for the true Role Player. You must want to Role Play without incentive or encouragement. If you are joining just to dominate and create a powerfull character you won't have fun here. No one will hold your hand, but help is available if you don't understand something in the rules.

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Joining

There is no guarantee that you will accepted to the RPG, so please do not ask the staff about your join app.

Post only once. If your app gets pruned, then you can post another.

Your Forum User Name must match your character's name.

Post the following info in the join board on the forums.

Your character's name must match your forum username, and the names can't contain numbers; only letters. Also, they must sound like names. If they suck, you won't be allowed to join.

Characters Name:
Email Address:
Age:
Gender:
Character Description:
Origins:

Zoid (You may choose any stock zoid to start with except any with a GL restriction.)


Sample Role Play: An in-character RP to display your skills.


After your stats have been added to the team page, contact your captain to gain access to your team's board and the other game boards.

Starting stats
0AP
4 Skill Points
Apply your skill points to the following pilot Attributes:
Mental Ability
Reflexes
Proficiency (See the stats defined page, in the rules, for the break down)

1,500 Monetary Credits.

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General

> Respect the staff and your fellow players.

>Participate often. If you don't post at least 3 times a week, you will be dropped. If there is a reason why you can't, email us ASAP.

>Please don't ask about updating; we update when we can.

>No more than 1 character to a player. If we catch anyone with more than one character, you will be kicked and banned from the RPG. No excuses. IP Addresses are monitored so if your friend is a member and he is using your computer to post on the boards, the administration will assume it is you. So no excuses, 1 IP to a member.

>Before starting any battles, contact a judge.

Buying/Selling

Please include your team in the subject of your post.
To buy Zoids or other items, create a post in the store board. List all the items you wish to buy with their full stats - the name, price, damage points, slots used, and any other info included with an item on the parts page.

To sell an item(s) simply create a post and list the item(s) you wish to sell, you need only list the name and price for each item.

- You will be given 50% value for used parts. A part is considered used when it has been in 5 battles or more. Coatings of any kind are not sellable. Parts not considered used sell back full price.

Your purchase request will be locked when your stats are updated.

Loans

-To take out a loan simply start a thread on the store board.

- Team captains may take loans up to 5,000 monetary credits.

- Captains can take out multiple loans without paying back previous ones.

- Individual pilots may take out a loan up to 1,000 monetary credits, they must pay the loan back completely before taking out another.


Battle Data

Format
Pilot:
Zoid: (Note: Restricted zoids will be gimped if the pilot is not at the proper level. See below)
Pilot Attributes:
Armor:
Weapons:
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Battle Role Play

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Action Summary

> The narrative should be at least 2 paragraphs, six sentences per paragraph. Take your time and think it through, a well written Battle RP could decide the battle for you.

> Your action summary should be an outline of your actions in the Battle RP; for each action include the attack, zoid and section of the zoid being attacked, and the DP of the weapon you used.

> Zoids that have a restriction to either GL 3, 4, or 5 are UNUSUABLE AND UNATTAINABLE by pilots at GL 1. For each level below the restriction you will be docked 20% of all dp, speed, and agility. (ie: 20% deduction off max by a GL 4 pilot on a GL5 zoid)

Procedure

> After your opponent accepts your challenge, 
a judge will be appointed to the battle.
 
The judge will announce the area in which the battle takes place and
the conditions.

> A round is complete once each or a majority of the pilots 
involved in the battle have posted. 

>After each pilot posts, the judge will decide which attacks hit, 
and the remaining armor of each opponent. 
Then, the next round will begin, and this cycle will 
continue until one/all opponent's battle system(s) is/are frozen.

Battle Codes and Arena Conditions

Battle Codes
Multiple battles codes can be designated for a battle.

0099- Standard challenge, normal rules apply. This includes No Headshots.

0812-
Close range combat only

0752- Long range only

0992- All weapons expected/Headshots Allowed

0192- No defensive add-ons (Includes armor coatings/armor plating/EFF/etc.)

0410- Box Mode (No in-battle changes. E.g. you can't change armors)

0384- Flag Battle (Judge announces a "flag" zoid for each team. First team to destroy the other's flag wins)  

0901- Salvage Rights (Under this code specific weapons can be targeted and severed, the winning team or individual can than claim those parts as salvage. Update: Only parts KO'd are salvaged, including armor plating. Nanotech armor, internal components and zoids are exempt)

0631- Ground Zoid's only

0353- Air Zoid's only  

0294- Water Zoid's Only

0347- Speed reduced by 50%/Each pilot also only receives half their normal actions

Arena Conditions

> Your battles can take place in one or more of the following locations and or elements.
Water, Air, Land

> The standard arena type is a desert like area covered with small to large rocks and dust filled air.

>
Also there could be rain or other weather conditions, and for even more fun there is the possibility of such things as muddy terrain, and choppy water. The important thing is that the conditions be creative and fun.

Team Battle Winnings

Class A:
8000 points per battle, 1100 credits for the team, 25 RP Credits for each surviving pilot.

Class B:
4000 points per battle, 1000 credits for the team, 24 RP Credits for each surviving pilot.

Class C:
2000 points per battle, 900 credits for the team, 23 RP Credits for each surviving pilot.

Class D:
1000 points per battle, 800 credits for the team, 22 RP Credits for each surviving pilot.

Unranked:
500 points per battle, 300 credits for the team, 18 RP Credits for each surviving pilot.
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- Class S: 1200 points per battle, 1300 credits for the team, +11 RP Credits for each surviving pilot.
- Class O: 2200 points per battle, 1700 credits for the team, +12 RP Credits for each surviving pilot.

For Mercenaries

- See teams and classes rules for how a merc gains credits.

Solo/Non-team Battle Winnings
Role Play credits go to the winners, amount of paragraphs is not important unlike regular Role Play posts.

15RP credits

Losses

1 RP Credit will go to each loser.

Battle Tactics
(If you have any tactics you wish to contribute, send them to tetsuo@zoidsae.us)

> Weapon accuracy is reduced to 20% when targeting air 
based zoid's from the ground.

> Taking out your opponents legs first 
will insure that your zoid remains/becomes the fastest.

> The quickest way to victory is using weapons that invoke a system freeze 
rather than wearing down your opponents armor.

Zoid System Status Types

Normal Operations - All the zoids systems are functioning correctly.

Permanent System Freeze- The zoids combat systems have ceased functioning, the zoid can no longer continue in combat. This is only caused by a complete loss of armor on either the body section, head section or both.

Temporary System Freeze- The zoids combat systems have momentarily locked up do to some sort of stress. A zoid with this status must pause for one move, it can not attack or defend unless the effects of a previous action remain active.

Overheating- The zoids heat threshold as been reached and has caused a temporary system freeze.

 


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Statistical Data

All these stats exist to give you more room to stretch your Role Playing Skills; they don't necessarily determine battle outcome. Judges will use both stats and Role Play to determine hit rates, dodges and successfulness of various other maneuvers.

AP-Advancement Points: Everything you do in the game from general RP to training gives you Advancement points. When a certain number of points has been reached you will be allowed to move to the next growth level.

GL-Growth Level- Determines your pilot's abilities. Each time you reach new growth levels you will be allowed to apply more points to your Pilot Stats.

Pilot Attributes

There isn't a set number for stats at each growth level. Instead, you are given Skill Points to add to your Pilot's Attributes any way you wish. You will be notified each time you advance in level so you can apply your points, you can also opt to have a staff member apply them for you.

Mental Ability (Max = 20) - Represents your character's basic mental competence for piloting a zoid. This will determine the total actions your character is able to perform. Low Mental Ability may hurt your character's performance with certain zoids. The following feats may be performed per action, with a few restrictions. Each feat type can be used once per action, (ex. Normally you can only use the attack feat once in an action, but using your reflexes to add an addtional feat to one of your actions can allow you to attack twice in that action) and you are only allowed 2 feats per action (again, unless you use your reflexes to add another feat in that action).

Attack- Used to inflict damage to your opponents zoid.
Block- Atempt to guard against an opponents attack.
Dodge- Used to avoid an opponents attack.
Activate/Charge- Used to activate a weapon, "vent" heat, or begin a charge sequence if a part or weapon requires it.

1 Point to Mental Ability = 1 Action per turn.

Reflexes (max = 25) - Allows your character to accomplish more in a single action. With your reflexes you will be able to perform 1 special feat per action. Each Special feat uses up one Reflex point, they are replenished after battle.The following special feats may be performed by using your reflexes:

Double Attack: [Takes the place of Attack] This feat will allow you to attack twice in the same time frame as the normal Attack feat. The pilot rapidly attacks using the same weapon twice at the same zoid though different targets on the zoid may be attacked. (Uses 1 Reflex Point)

Sprint: [Takes the place of Activate/Charge] Like all animals the instinct of fight or flight is in all zoids. May be used to run away from or at your opponent.
Increase for 2 actions the evasion and accuracy rates by 20% and speed by 1. (Uses 1 Reflex Point)

Intercept: [Takes the place of Dodge] Shoots out of the air any missile or bullet. Only good on frontal attack single shots (if you use a missile to intercept then a spray of machine gun fire can be shot down as well due to the explosion damage)
Use a projectile to destroy a bullet or missile in front of you or a missile to destroy machine gun fire (Uses 1 Reflex Point)

Quicker than the Eye: [Must be used before the feat you want to go unnoticed. Takes the place of Activate/Charge] Use this feat to catch your opponent off guard, it will make the following feat a stealth attack. Can be used once per round. (Uses 2 Reflex Points)

After Image: [Takes the place of Dodge] The zoid dodges at such a high speed that an image of the zoid remains to confuse the aiming pilot and make them miss.
Allows near-auto dodge of one attack feat, once per round (Uses 2 Reflex Points)

Counter Attack: [Takes the place of Attack] An attack directly after an opponents attack not giving them enough time to defend themselves or dodge the attack.
Attack right after an opponent's attack for 95% chance of both of you taking clear damage (Uses 2 Reflex Points)

Parry: [Takes the place of Block] Some pilots know they can't escape certain attacks. Their human instincts allow them to position themselves in the safest stance to brace for the attack and minimize damage while allowing a quick counterstrike.
Reduces melee damage to zoid by half and throws foe off balance temporarily due to upending the attack.
Only usable by land zoids. (Uses 2 Reflex Points)

Rage: [Takes the place of Activate/Charge] Causes your zoid to go back to its wild state for a short period. Only melee attacks can be used during this period. Upon activation lasts 3 actions.
+25dp to melee attacks, only melee attacks usable for the attack feats of the next 3 actions (Uses 3 Reflex Points)

Rewiring: [Takes the place of Half your actions] Can be used once per battle if you get a temporary system freeze. You can reboot the zoid early by rewiring allowing you to be able to use half of your actions on that turn you were supposed to be frozen
Reboots a temporary system freeze early, instead of freezing one turn, you get half of your actions instead of none. (Uses 5 Reflex Points)

 

Proficiency (Max = 10 PER Weapon Type) - This stat represents how proficient a pilot is with a certain type of weapon. Add 5 DP for each point allotted to the weapon types below.

Rifles

Cannons

Machine Guns

Melee

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Zoid Stats

Class- Determines the amount of internal slots and external hard points. Light class zoids are among the fastest of zoids but lack the load out capacity of the other classes. Heavy class zoids are the slowest with poor maneuverability but the highest capacity for additional armor, weapons and equipment. Medium class zoids strike a balance between speed/agility and load out capacity.

Type- The kind of animal (real or  fictional) a zoid is based on.

ARM- Armor. Armor takes the damage for the zoid. If a Zoid's Body, head, or ALL legs/wings ARM goes to 0, its battle system freezes. Armor is divided between the different regions of a zoid, in most cases this is Head / Body / and 4 legs.

SPD- Speed.  It is a symbolic representation of the zoids top speed (while running/walking, flying or swiming) within the Zoids AE unverse. Max base speed is 20, max enhanced speed is 25 (1-20)

AGL- Agility. It is a symbolic representation of a zoid's maneuverability, and how quickly is reacts to pilot input. You should pick a zoid that best suits your characters abilities. Also keep in mind that the type of zoid will effect maneuverability; An Air Type zoid would be able to out maneuver a land type with the same AGL rating (1-50)

Internal Slots- Each Zoid has a certain number of slots available for upgrades. However, this does not include a stock Zoid's default parts, such as a Blade Liger's blades or a Gun Snipers tail rifle. Additionally certain components will have there own expansion slots; for example the Combat processing unit will have upgrade slots to allow a pilot to add abilites to a zoid. Each Class has a limit to the number of internal slots it can accomidate: Light- 4, Medium-8, Heavy-12

CPU (Combat Processing Unit) Slots- A zoids CPU will have it's own slots for upgrades.

External Hard Points- Mounting points for addtional weapons and equipment. Each Class can has a limit to the number of external hardpoints it can accomedate: Light- 5, Medium-12, Heavy-18

 

Weapon Hit Points- This number represents the amount of damage a specific weapon can take. When a weapon's hit points are gone the weapon can no longer be used. In a Salvage Rights battle weapons that reach 0 Hit Points are severed from a zoid. Does not apply to a zoid's natural weapon systems. Area damage will not reduce Weapon Hit Points; weapons must be specifically targeted.

Heat Index- The amount of heat build-up a zoid can handle. You can lower your Heat Index by 3 points once per round by using an activation feat to "vent" the heat. (1-50)

 Skill Progression Chart

AP GL

Skill Points

1000 2 + 3
2500 3 + 4
4000 4 + 3
5000 5 + 4
7000 6 + 3
10,000 7 + 4
13,000 8 + 3
16,000 9 + 4
20,000 10 + 3
23,000 11 + 4
27,000 12 + 3
31,000 13 + 5
35,000 14 + 4
38,000 15 + 5
42,000 16 + 4
47,000 17 + 5
52,000 18 + 4
57,000 19 + 5
63,000 20 + 4
68,000 21 + 5
74,000 22 + 4
80,000 23 + 5
86,000 24 + 4
91,000 25 + 5

Non Fused Organoid Stats

Organoid Points : This represents the amount of experience your Organoid has acquired. 10 points will be given for each 100 Advancement Points given to your character.

Repair: The percentage of armor your organoid can repair. Repairing will occur when the Organoid first fuses with your zoid and at the beginning of a new round.

Stamina: The amount of time it can remain inside of a zoid. 1 Stamina point = 2 actions.

Power: Increases the DP of a zoid's natural weapons.

Boost: Additional speed given to a zoid when fused with the organoid.

Organoid Points Growth Level Repair Stamina Power Boost
0 1 15% 1 10 1
100 2 20% 2 12 2
200 3 30% 3 14 3
300 4 40% 4 16 4
400 5 50% 5 18 5
500 6 60% 6 20 6
600 7 70% 7 22 7
700 8 80% 8 24 8
800 9 90% 9 26 9
900 10 100% 10 28 10

Role Play System

Info Net:

> New Chapters will be posted here, there is also a place to get your Loot Quests approved.

The World of Zoids AE:

>This is the place where all the chapters will be carried out, it also contains some sub forums for other types of Role Playing.

Forms of Role Playing

Chapter Participation: The Chapters are governed by the Role Play Mods and as such are subject to their rule. Participating in a chapter requires that you be able to follow the flow of posts made before yours, if you step out of sync with the rest of the thread you may be asked to leave the chapter thread. Successfully completing a chapter with your fellow RP ers with net you twice the RP Credits given for free questing.

Free Questing: In this type of Role Playing you govern yourself designing your own stories and setting the pace. You will be allowed to create your own threads. Standard RP credit amounts will be given for this type of Role Playing.

Loot Quests: Similar to free quests except for the fact you can obtain monetary credits, parts and even zoids within your quest. Before beginning a loot quest you must obtain approval from a Role Play mod. To begin the approval process start a topic in the Approval board, located in the Info Net, outlining your quest including any credits, parts and zoids you wish to obtain during said quest. Be forewarned however, getting a loot quest approved is not and easy task.

Role Play Credits

> Role Play Credits are awarded to each of your posts in the Solo and Group Role Play boards. In order for a post to qualify it must be well written with perfect spelling.

1 RP Credit= 50AP, 2 Hatchling Points or 100 Monetary Credits

2 paragraphs- 1 RP Credits

3 paragraphs- 2 RP Credits

4 paragraphs- 3 RP Credits

5 paragraphs- 4 RP Credits

6 paragraphs- 5 RP Credits

7 paragraphs- 6 RP Credits

If you exceed 7 paragraphs in your post simply calculate the RP Credit amount your self, ex 10 paragraphs would yield 9 RP Credits.

A paragraph consists of 6 well-written, grammar and spell-checked sentences.


Teams and Classes  

Teams

>When your in a team your captain sets the rules and guidelines. 
Your captain and his staff will also be responsible for maintaining your teams story line in RP.

> The major benefit of a team is the amount of money you can gain and have access to. Team battles will result in lots of cash for team and the pilots involved.

> Being in a team is a special privilege and if you don't perform well you will be kicked out.

Classes

New teams begin with no points and are not ranked.

Class A- Required points 40,000 | Can only fight in Dual and RP Focused Battles team battles

Class B- required points 30,000

Class C- required points 20,000

Class D- required points 10,000

Class S- Required points 50,000 with 5 consecutive wins. Can only fight in Dual Focused team battles.

Class O- Required points 60,000 and at least 10consecutive wins, no loses.

Mercenaries

Merc pilots can not be officially affiliated with any one team, but can fight under any teams banner for as long as they wish or as long as the team wishes.

Mercenaries do not receive standardized winnings as team pilots would but rather variable amounts that must be agreed upon before a battle begins. Highly skilled Mercs can demand large amounts of cash while lesser skilled pilots will want to start small.

Role Play credits will be determined by the Role Play system of 2 RP credits per paragraph of battle narrative.


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Zoidvolutions
Simply follow the guidelines below, get your zoid approved, obtain it in a Loot Quest and post your zoidvolution in the store once obtained.

Evolution of a Zoid:

A zoid can only evolve once it has physically and mentally bonded with its pilot. The seven tasks to complete to achieve evolution are as follows:

1. Zoid owned for at least ½ year (real time)
2. Exchange of respect between pilot and zoid (In a previous RP, post link to it in Approval)
3. Bonding triggered by a past traumatic event (In a previous RP, post link to it in Approval)
4. 6 battles fought (Post link to each battle in Approval topic)
5. Bond stronger than life itself/Willing to give life for each other (In a previous RP, post link to it in Approval)
6. 3 battles won (Post link to each battle in Approval topic)
7. Zoid owned for at least 9 months (real time)

To evolve, the first 3 items must be achieved. The fourth must be one of the two battle items. The fifth/sixth can be any of the rest.

There are two things that can trigger an evolution once any 5 of the 7 tasks have been completed. 1) The zoid is backed into a corner and requires evolution to protect/save itself and its pilot. 2) It is triggered by a trauma/special event/organoid in RP


5 tasks completed:

New design of zoid allows minor speed, agility, hardpoints(ext and int.), heat index, and cpu slots upgrades. 2000 credits (must be approved by 3 staff members).

6 tasks completed:

Same as 5 tasks with ability to add armor and the ability to upgrade dp on up to 3 special abilities. (abilities must be approved by 3 staff members) Pilot pays 3200 credits.

All 7 tasks completed:

Total redesign by the pilot, must remain the same form (ie. If you have a wolf it can’t become a bird, it can only evolve into another wolf type. Dinosaurs can evolve into lizards and pterosaurs to birds however since that's a real evolution anyhoo.) Pilot has the ability to increase all stats of the zoid and alter the special abilities of the zoid. After market parts and the reason for evolution can be used to add abilities within moderation (Though the parts used are lost). ONE attack can be INVENTED with proper explanation as to where it came from. All abilities/increases are subject to modification by admins to fit the evolution and keep it from being overpowered. Once completed it must be approved by 3 staff members.

Minor upgrades should be up to 50% of the original value added. For the 7 task evolution it is judged on a case by case basis by the admins. Keep in mind for the evolutions speed cannot surpass 15 for heavy zoids, 20 for medium, and 25 for light. Agility cannot surpass 25 for heavy, 50 for all others. Still all updates will be judged in the approval process.

All upgraded abilities/attacks can have up to 50% added dp. A 7 task evolution can add to what the weapon does. All attacks can only perform two feats (ie: damage/splash, damage/stunning). Any stun requires a charge feat. Invented attacks can do up to 80dp. Those created from parts can do what the part does with slight additions on a case by case basis by the judge (up to 50% added dp!)

The only way to obtain the evolution is through a RP quest. The quest must earn the pilot at least 100 RP credits to be considered legitimate. The evolution can be triggered by the ultimate sacrifices made by the pilot and zoid, or a stunning revelation that forces the zoid into a corner. Once in a corner, the animal reverts to its instincts and evolves to save itself.

An Approval topic must be posted with the original and upgraded stats as well as links to all tasks completed so the admins can decide if they are all met. A brief synopsis of the LQ must also be posted so the admins can decide if it is valid to evolve a zoid.
As a sidenote, since the zoidvolution itself is the reason for the quest the RP Creds will be put toward funding the evolution.

Fuzors

Rules:

-Maximum number of zoids that can fuse together with this system = 2

-Compatible types: the zoids to be fused cannot be the same type of zoid. The types are as follows: aerial, four-legged ground, two-legged ground, and water.

-When purchasing the system, you must register it with the two zoids you plan to fuse if you own both of them. This cannot be changed later on without repurchasing the system. You must also specify which of the two will be the dominant zoid.

-How it works: The stats of the dominant zoid will be boosted in the following ways:

1.Divide the recessive zoid's total armor in half, and add that number to the dominant zoid.

2. The Fuzors heat index and speed becomes the average of the two zoids being combined.

3. All special attacks, weapons, armor treatments, shields, and enhancements from the recessive zoid are added to those already present on the dominant zoid.

-Temporary fusion: Temporary fusion between the registered zoids in battle requires the use of charge/activate feat, and in the case of a system freeze on ANY portion, the fusion is canceled. At the point fusion occurs, the pilot must post the new stats of the fuzor.

-Permanent fusion: This fusion cannot be undone. The same rules apply for it as for temporary fusion, except that a system freeze on any portion will not cancel the fusion.

-Fusion between zoids owned by separate pilots: This can only be a temporary fusion, and the two zoids need not be registered in the fusion system. Both pilots must own a Fuzor System of their own, and it does not matter if the system is already registered with two of their own zoids. The two pilots must decide before a battle that they will use the fuzor system and which of their zoids will be the dominant and recessive. The two pilots will be required to battle as one, with the pilot of the dominant zoid determining the total amount of actions possible. Proficiency will be both pilot's Proficiency stats added together. So not only must you be careful which of your zoids you chose as dominant, but also that the dominant pilot determines how many actions you will be able to achieve. Both pilots will write the battle post, with one pilot writing 1/2 of the actions, and the other writing the other 1/2. Only highly skilled pilots should attempt to fight in this fashion.


Organoid System

Organoid System

Types

Fused System (Internal, must be installed)

> The benefits of the fused organoid system in combat activates when the zoid has 50% damage. For every move after that the Zoid will gain back 20 amr, and attacks will do 25% more damage.

Non Fused Systems (Purchase and egg than grow in a tank)

>Can be called upon anytime during combat. Requires one action to call up an organoid, it will be called upon automatically after a system freeze.

> When fused with a zoid the following benefits are given to the zoid; 
- If called upon with full armor than it will simply reduce damage by 30% when attacked.
-Natural Weapons are enhanced, see the stats page for more details.
-Speed is increased, see the stats page for more details.
- You can recover once from a system freeze (This does not include revival after the initial fusion)

> Your organoid can be customized with one unique attack that it can use when un-fused and give to a zoid when fused. You may change this attack ONCE while your organoid is still an egg and therefore, still developing. After that, you may not change the organoid's attack.

> As you reach new levels so to does your organoid, however you must use your organoid during battles and sims. Even if your organoid is an egg, you may roleplay with it as if it had already hatched.

Incubation System

> Your Organoid starts out as an egg which must be incubated in a tank before it hatches. Once it hatches it will be at growth level 1 and poses one attack that you choose at the time of purchase.

> In order for the egg to hatch you must acquire 100 hatchling points. Hatchling points are given with Role Play Credits, see the Role Play System Rules for more information.

How to obtain an organoid system

> To obtain an organoid system you must be growth level 5. The design of your organoid and its special attack must be approved by three admins. In addition to the cost of the organoid egg/system and possible incubator expenses you must to a Loot Quest that is 8-10 pages long on MS Word. For those who don't have MS Word please just PM someone who does if you're not sure and I'm sure they can take 5 seconds to check it. The Loot quest must be approved by three moderators (you can post an approval topic for the LQ AND the organoid design as one) and then judged by one. If the judge is not satisfied with your posts they have the right to deny the quest and judge the RP for RP credits only. Upon the LQ being judged as ok you can purchase the organoid from your LQ.

> You can never get rid of your organoid, if you try it will eat you.