Rules, I Suggest you Abide by Them.
Rules are pretty simple concepts, follow them and we'll be fine, break them...well depending on how bad the offense one of many things can happen, ranging from Jail Time to Status Decrease or even Expulsion from the RPG itself. There are various rules on this page explaining stats, battle systems, and even conductivity as of the site. (You don't want to cross Vash and Wolfwood with their Sunglasses...) By all means if you don't understand any of the Rules you can ask anyone for help, i'm sure they would happily help you're cause.
1) One character per person, this is pretty basic and easy rule to understand, basically you can't have two characters...I can't make it more simplier so on to rule two.
2) No cheating such as, copying and pasting during fights, as well as using things that aren't on you're characters page.
3) No bugging the webby about updates or demanding things, the webbys will get to you when they can, they have other things to do sometimes as well, don't expect them to waste their lives on you.
4) Battle System: The battle system is a based system using a combination of Dice, the code for these dice are //roll-dice#-sides#, where the # is you put how many you want of that so anyone could roll up to 100 20 sided dice. In this battle system all the stats are used as a whole. And you should base you're stats on the concept of battle, some people prefer life over major damage and some people like being able to dodge almost everything. Basically you start with Speed, you roll 1 10 sided die then add you're base speed to it, so say you roll a 5 and you're opponent rolls a 6, but you're opponent has 3 speed where as you have 5. You would have a 10 and him a 9, making you the first atttacker. Now to hit an opponent you must roll 1 20 sided die, if you roll a 1 its always an instant miss and 20 is an instant hit with critical, for those who don't know a critical is an attack that deals double the normal damage. Now for you're opponent to dodge he must roll a 20 sided die as well after seeing if the offensive got critical or instant miss you apply you're dexterity to the roll whatever number it may be, the person with the higher number then either gets hit or gets to dodge, assuming the offender hit this time we go to the damage step. (however if he had missed we would just start over with the defenders turn.) Now each weapon and even fists have a base damage, you will have to refer to them for the damage so lets use an example, say the offender used Vash's Gun the large silver revolver. Now that would probably deal quite a bit of damage maybe (just hypothetically until I can get actual Weapons up) 1 D20, possibly less maybe more, so the offender would roll another 20 Die, whatever he got that would be the damage, with possible bonus altering situations. The damage is then reduced by the defenders armor class say the defender had 10 armor class and Vash rolled 20, he would deal 10 damage to his opponent, thats quite a bit, also you must take into consideration not alot of people used armor in the original show, so thats basically it in a nutshell. (Thanks to Steve for allowing me to base our system on General Tactics..ours is a bit different but you can see where I based it off of his.)
5) Training, you can do a single training every day, this is basically you going out and doing what you can, you can kill or help, its up to you, all you do is write a short story of what you did and the webbys will give you what they find appropriate.
6) Sparring, Basically you use the battle system mentioned above and you take turns with an opponent, the winner recieves 100 double dollars and 100 exp. The loser recieves 50 double dollars and 50 exp. 4 Spars a day.
7) Deathmatches, This is basically the same concept of sparring however the loser dies, another major factor about this is, you cannot deathmatch someone without a viable reason, I don't want eveyone just instantly dying on the first day this thing opens, so no killing anyone without viable reason. The winner receives 500 Double dollars, and is aloud to take their opponents double dollars and 500 exp. The loser not only dies but gains 250 double dollars and 250 exp. (assuming their are ways to be revived that would be nifty to have especially if you're coming back anyway)
8) Stats, this explains what each stat is used for, Strength determines what kind of weapons you can use and carry and how much damage you deal with melee weapons. Dexterity determines how well you can dodge and hit things, this can also be used to determine what weapons can be used. Vitality affets health it is the fondation of how long you can live. Intelligence overall rates how well you determine things and how much Mana you can have. And finally Speed, this determines how fast you move in battle, it sums up who can attack first and what not.
9) Starting Stats, when you start out you have 50 points to distribute into you're five stats, each stat must have at least 1 point and can at max have 15, after distribution you can go beyond 15 from leveling and various items.
10) When you level up you gain 5 points for distribution, you can add all 5 to one stat or equal it out and spread the points however you want.
11) This explains how stats affect you're over all status, now every 5 points of strength you gain a natural 1 bonus point to you're damage, every 10 points of strength you gain 1 natural point to you're armor class (this being said it alternates you don't get both on the ten only the armor, such as, 5-dmg, 10-armor, 15-dmg, 20-armor so on...), every 5 points of dexterity you gain 1 point to you're overall speed, every 2 points of Vitality gives you 1 point of HP, every 3 points of Intelligence gives 1 point of Mana.
12) This is the law of Ammo, this is as thus, everytime you use a bullet it will be taken away from you're stash, this includes in trainings and just messing around with buddies. Also it takes one turn (in battle) to reload you're gun.
13) If you wish to travel to a new town it takes one day per town you're traveling to, for example if you start at Janura and want to go to Marchesta it will will take two days, one to get to Februa and one to get from Februa to Marchesta...same goes for any starting location, keep in mind you may go backwards from a town to reduce time (if you wish to go to Marchesta from Janura you can either go backwards to Decemberville and travel through every other town up to Marchesta or you can go straight to Februa and then to Marchesta) however you cannot "skip" a town, and during episodes and what not traveling will be quickened up to move things along...