Post by Parts War on Dec 12, 2011 5:10:19 GMT -5
Before You Begin
First and foremost, welcome to the Parts War! Here, we will be going over the rules and guidelines. Before you can begin, you will need either a pair of inline skates, quad skates, or other wheeled footwear. If you're buying your first skates, we suggest doing a bit of research before making a final purchase, you can always ask for advice in the "Gear and Equipment" board.
Team Guidelines
Teams consist of Five members but are not limited to that number (The amount of members in a team can be however small or large depending on the leader's ability to manage and organize). Teams with less than five members, including Solo-Riders, will require the rider/s to participate more than once to fill in for the members they don't have. IE A team with 3 members goes up against of 5, that means two members of the team of 3 will have to go again where as a Solo Rider would have to compete four additional times to fill in for the lacking members. Another option would be to have all riders participate at the same time.
Each team or Solo Rider should have the following:
I. A Team Name (Or, for Solo Riders, a name that represents them as a rider.)
II. An Emblem (A custom logo, symbol or design that represents the team or Solo Rider. You can have one of our emblem artists assist you with designing one.)
III. Stickers to place in their areas (Optional)**
IV. A physical form of their Emblem (Most Riders and teams decide to go with a pin with their Emblem's image. This will become the heart and soul of your team.)
When riders decide to put their Emblems up as a battle prize, they risk disbanding their team if they lose. The winner keeps the opponents Emblem. Be wise when deciding to put your Emblem up! All team leaders and Solo Riders must have their emblem with them when skating. Any Solo Riders joining a team are required to downgrade their rank to the rank of the team they are joining. In the case of multiple Solo Riders joining together, an average will be taken. As of right now, we are utilizing a system where if a team loses there emblem in a Parts War (Battle) they have to do one of the following: start a brand new team with new emblem and name or join the opposing team. However, you do not always need to bet your emblem, you can leave the area to the challenging team, but it will count as a forfeit. Teams and Riders can also decide to battle just for points to raise their rank. The starting rank for all teams and riders is F Class. Each team and Solo-Rider has to start at the lowest rank and eventually work their way to the top or A Class. When creating a team, please keep in mind that once your team's emblem has been created, your team/rider name can no longer be changed! A team disbandment would be the only circumstance where a team's name and emblem can be modified thereafter.
Events and Class Info
The team or Rider that's challenged to the Parts War get's the advantage of picking one of their courses, called "areas" or "turf", to do battle in! They also participate in the event corresponding to their Rank, explained later. All defending teams are able to make modifications to their events as long as the basic concept is kept in their variations, for example; a Dash event can be anything from a one on one race around a course to a race where one team member slaps the hand of the next member in the manner of a relay race to a race where all the riders participate at the same time! The defending teams can make modifications to all competitions unless it is otherwise stated in the event rules, and as long as the concept remains the same. The Contact Rule, explained next, still applies regardless of the modification. Keep in mind, once a battle starts rules cannot change! If a Rider's skate breaks or malfunctions in the middle of a Parts War, a Rider would be allowed to replace the fallen Rider. If a team member cannot participate in a battle, teams can get a guest rider from another team to run in their place. Only 1 guest rider per team per battle. A team with less than 5 members can choose to have a guest rider participate in their team, but the 1 rider limit still applies.
Contact Rule- The contact rule is the level of physical contact that's decided before the event. Some events are best enjoyed with some form of contact. The participating Riders must decide whether they will have some sort of contact or no contact. Contact cannot be made to purposely injure, harm or endanger anyone.** If any rider does not want there to be any aggressive physical contact, all riders MUST listen to this and no aggressive contact between any of the members can occur. Also, no weapons of any type.
The Ranks are as folows:
Basic Classes
Dash (F Class)- A race from point A to point B or a lap around a track starting and finishing at the same destination. The race will consist of multiple races of one on one matches. The first team to reach 3 wins will win the Dash.
Hurdles (E Class)- A race with obstacles that the participating teams/riders need to traverse (get over, under or around) to get to a goal. Same rules apply as dash.
Cube (D Class)– Riders battle it out using tricks. Defending rider chooses any trick limitations, such as soul grinds only, grabs only, combos, and the cube to do battle in, Bowl, tennis/basketball courts with rider added ramps and rails, squared off sections within skate parks, stair sets etc. When riders fall, fail at a trick or ring out, the opposition gains a point. First to reach a pre-determined amount of points wins. Riders can either take turns or pre assign tricks to certain obstacles and go at the same time, the first to fall loses.
Example: defending rider/team assigns a grab trick off a stair set followed by a grind on a bench followed by a grind off a different stair case. First to fall loses the round and the opponent gains a point. These rules can be modified as long as the concept remains.
"Contact Rule" still applies and has to be predetermined.
Advanced Classes
Route (C Class)– Both teams starting at the same point will send all five of team members to race each corosponding member of the enemy team to capture there own flag and bring it back to the starting point before the enemy. Therefore, giving their team points towards the needed best out of five requirment. Anything goes to get to the flags (within the contact rule). There is no predetermined way to get to the flag you make your own route. Each member is given a flag location.
(set up)
The defending team leader will set up this event the day of the match (meaning the routes cant be practiced and give equal oppertunity to both teams). Flags have to be placed in reachable areas and have to be in bright or reflective colors.
Disk (B Class)–A battle where both teams select one member to be their Disk Keeper, the only member on the team that can score, as each team helps their Disk Keeper to score points! The other members can only battle with the opposing disk keeper when the disk is in his/her possession. The disk can be stolen through interception, drops (failed throws that are picked up from the ground), hand offs and rips (stealing the disk out of the disk keepers hands). Rips can only be made by the Disk Keeper, no rips from other members can occur. The goal is to have the Disk Keeper on your team make the disk touch your opponent’s goal. Each member of the team must pass the disk, without it touching the ground, in order for the Disk Keeper to score. Goal areas should be decided before starting the battle and marked using chalk lines, benches, nets, posts etc. The two objects representing goals must be of similar size and must be no bigger than 15 ft across and 10 ft high. The number of points that a team has to receive must be decided by the defending team before starting and cannot be changed after starting the match. A coin flip decides which team starts with the disk. (This event cannot be modified)
Balloon (A Class)– Both teams start at an equal distance away from a predeclared location. In this location, there will be an object, usually a ball about the size of a basketball/soccer ball or a similar object, that both teams will race to retrieve. You and your team will need to use every skill and move you've got to beat you're oppenent to the object. However, once you've gotten there, the action's only just beginning. Lets start by explaining the different positions that each team member must be assigned before the battle starts. Each team can DISCRETELY decide whom will become the Panther in order to help keep the identity of the Panther secret from the opposing team.
Panther: The Panther will be the only team member that can capture the ball. This position will be targeted by many of the opposing Riders, making this position one of the most risky.
Decoy: This position requires the Rider to act like the panther in order to divert and distract from the real panther at all costs! The decoy CANNOT capture the object though.
Ultimate: The Ultimate is the main offensive force and must seek out the opposing team's Panther to make sure they are unable to keep and hold onto the ball! (You still have to follow the Contract Rule! Even if its decided that the Contact Rule only allows knocking the ball from the Panther's hands or tagging the Panther to release the ball, the Ultimate can still find other strategic ways to prevent the opposing team's progress as long is it doesn't break the Contact Rule.)
Middle: A position that requires the rider to aid the Ultimate in offensive strategies or help the Keeper with defensive strategies. The Middle can also help in making the Decoy seem more like the Panther or help in hiding the Panther's identity. This position can have the most responsibilities since the Middle may have to assist the Ultimate in an offensive maneuver AND help keep the Panther and other members safe at the same time!
Keeper: The Keeper is a Rider that protects the Panther and the rest of their team from the opposing team. This is a defensive position that would require the Rider to keep the rest of their team safe from any plays and strategies that may be used against them!
After a Panther has retrieved the object, a time keeper is to start a timer and when the object is taken, they are to stop it. The predeclared time keeper, they should be a neutral third party that would act as a kind of referee/judge, should already be present at the object's location so when a Panther reaches the goal, they can accurately start the timer. Two time keepers provided by each team is also allowed as long as they are neutral third parties! The Panther is to hold and keep the ball in his/her hands and/or arms. A Panther stealing the ball from the opposing team's Panther is allowed, and any member can strike the ball out of the Panther’s hands, but they can't hold or take possession of the ball. Guarding or hovering around the ball is not allowed. The team who's Panther hold's the ball for a pre-decided time wins. The time has to be at least 5 minutes but can be longer depending on the battle itself or the defending team's decision. The defending team is also to determine the straight time, the amount of time straight that a Panther must last while holding the object without a steal. If the Panther is able to hold onto the object for the straight time, they win. The straight time has to be, at most, half of the full predecided time with possession of the object to win and must be at least 5 minutes long (IE if the total time is 10 minutes and the straight time is 5 minutes, this means holding it for 5 minutes straight without a steal will earn you the win). In a five minute game, there is no straight time win.
What happens after the battle
Winning and losing a Parts War competition results in different outcomes for a team or rider. Winning a match where a team or Rider bet an item or area (courses) will result in the winner receiving the item or area offered by the losing side. A win will also result in giving the team one point towards ranking up! Three points from winning events against a team or rider of your same rank will propel you up one class (IE from F class to E class). Winning a battle against a higher ranked team or rider will automatically rank you up! This means the more wins you have against higher ranked teams, the faster you'll rise in ranks, or "climb the trophaeum tower" as you may hear some people call it. The losing team will have one point taken away from them which could result in a rank demotion if they have only one point. For example, an E class team would be demoted to F class if the E class team has only one point to give up. If they have 2 points they would stay E class but would have one less point. If the losing team's class is F class and without any points at all, nothing is taken away and they stay at F class with zero points. However, if a D class team loses a Parts War they would be demoted to E class with 2 points.
Battle Scenario
In order to clarify things a bit more, a battle scenario and the results of the win and loss will be provided!
Team Land Lovers VS Team Sea Legs: Team Land Lovers are C Class with no points (meaning they just ranked up). Team Sea Legs are D Class with two points. At the end of the Parts War, Team Sea Legs wins. Since they won a match against a team that is a rank above there's, it's an automatic rank up but, at the end of the match, their points go back to zero and start Rank C with a clean slate. Unfortunately for Team Land Lovers, they drop a point and go down to D rank with two points under their belt. (meaning one win will put them back in C class) This means losses will drop you a point away from a rank up and wins will give you one point toward a rank up. If you're competing against a team that is a rank or more above your team, its an automatic rank up! So if a team gets into a losing streak, they could eventually get to the point where their rank is back to the start at F class with no points!
Keeping track of Wins and Class
Whenever a team or rider wins or loses a Parts War, the leaders or solo-rider of both the winning and losing sides must post the outcome in the thread under the Match Registration section where the match was originally posted. The win or loss must also be documented by the participating team leaders or solo riders in the their Profile Thread as well. Any team or rider who does not post the outcome of a battle will be considered disqualified, making it an automatic loss. Anyone who purposely posts false and inaccurate information will lose points, get demoted, get suspended or, if all else fails, get banned. We will not tolerate anyone who fails to have the integrity, honesty and respect for their fellow Storm Riders.
Battle Videos
Recording and uploading videos of battles is something that is highly recommended and encouraged. If you wish to record your battles, make sure the other team is aware that you will be recording the battle. If any rider refuses to be recorded, you must honor their request.
Disclaimer: We do not own Air Gear nor are we in any way affiliated with OH GREAT or any other entities that may own it. We are a nonprofit community.
* ANYONE WHO GETS CAUGHT CHEATING, FAILS TO FOLLOW THE PREDETERMINED PHYSICAL CONTACT RULE, PUTS THE WELL-BEING OF THEIR TEAM OR OPPONENT'S TEAM AT RISK OR IS CAUGHT USING WEAPONS WILL RECEIVE A POINT DEDUCTION, RANK DEMOTION, SUSPENSION OR A BAN AND MAY EVEN BE SUBJECT TO LEGAL CONSEQUENCES. REMEMBER, THIS IS REALITY AND LAW APPLIES TO YOU THE SAME WAY IT APPLIES TO EVERYONE ELSE. WE TAKE ABSOLUTELY NO RESPONSIBILITY FOR ANY INJURIES OR CONFLICTS WITH THE LAW YOU MAY EXPERIENCE FROM PARTICIPATING. YOUR OWN SAFETY AND WELL-BEING IS YOUR OWN RESPONSIBILITY.
** PUTTING STICKERS ON PUBLIC PROPERTY CAN BE CONSIDERED GRAFFITI IN SOME LOCATIONS. WE ARE NOT RESPONSIBLE FOR ANY CONFLICTS YOU MAY HAVE WITH THE LAW REGARDING GRAFFITI OR ANY OTHER ACTIONS YOU MAKE. YOU ARE RESPONSIBLE FOR YOUR OWN WELL-BEING!
Created by West, Edited by Yami
First and foremost, welcome to the Parts War! Here, we will be going over the rules and guidelines. Before you can begin, you will need either a pair of inline skates, quad skates, or other wheeled footwear. If you're buying your first skates, we suggest doing a bit of research before making a final purchase, you can always ask for advice in the "Gear and Equipment" board.
Team Guidelines
Teams consist of Five members but are not limited to that number (The amount of members in a team can be however small or large depending on the leader's ability to manage and organize). Teams with less than five members, including Solo-Riders, will require the rider/s to participate more than once to fill in for the members they don't have. IE A team with 3 members goes up against of 5, that means two members of the team of 3 will have to go again where as a Solo Rider would have to compete four additional times to fill in for the lacking members. Another option would be to have all riders participate at the same time.
Each team or Solo Rider should have the following:
I. A Team Name (Or, for Solo Riders, a name that represents them as a rider.)
II. An Emblem (A custom logo, symbol or design that represents the team or Solo Rider. You can have one of our emblem artists assist you with designing one.)
III. Stickers to place in their areas (Optional)**
IV. A physical form of their Emblem (Most Riders and teams decide to go with a pin with their Emblem's image. This will become the heart and soul of your team.)
When riders decide to put their Emblems up as a battle prize, they risk disbanding their team if they lose. The winner keeps the opponents Emblem. Be wise when deciding to put your Emblem up! All team leaders and Solo Riders must have their emblem with them when skating. Any Solo Riders joining a team are required to downgrade their rank to the rank of the team they are joining. In the case of multiple Solo Riders joining together, an average will be taken. As of right now, we are utilizing a system where if a team loses there emblem in a Parts War (Battle) they have to do one of the following: start a brand new team with new emblem and name or join the opposing team. However, you do not always need to bet your emblem, you can leave the area to the challenging team, but it will count as a forfeit. Teams and Riders can also decide to battle just for points to raise their rank. The starting rank for all teams and riders is F Class. Each team and Solo-Rider has to start at the lowest rank and eventually work their way to the top or A Class. When creating a team, please keep in mind that once your team's emblem has been created, your team/rider name can no longer be changed! A team disbandment would be the only circumstance where a team's name and emblem can be modified thereafter.
Events and Class Info
The team or Rider that's challenged to the Parts War get's the advantage of picking one of their courses, called "areas" or "turf", to do battle in! They also participate in the event corresponding to their Rank, explained later. All defending teams are able to make modifications to their events as long as the basic concept is kept in their variations, for example; a Dash event can be anything from a one on one race around a course to a race where one team member slaps the hand of the next member in the manner of a relay race to a race where all the riders participate at the same time! The defending teams can make modifications to all competitions unless it is otherwise stated in the event rules, and as long as the concept remains the same. The Contact Rule, explained next, still applies regardless of the modification. Keep in mind, once a battle starts rules cannot change! If a Rider's skate breaks or malfunctions in the middle of a Parts War, a Rider would be allowed to replace the fallen Rider. If a team member cannot participate in a battle, teams can get a guest rider from another team to run in their place. Only 1 guest rider per team per battle. A team with less than 5 members can choose to have a guest rider participate in their team, but the 1 rider limit still applies.
Contact Rule- The contact rule is the level of physical contact that's decided before the event. Some events are best enjoyed with some form of contact. The participating Riders must decide whether they will have some sort of contact or no contact. Contact cannot be made to purposely injure, harm or endanger anyone.** If any rider does not want there to be any aggressive physical contact, all riders MUST listen to this and no aggressive contact between any of the members can occur. Also, no weapons of any type.
The Ranks are as folows:
Basic Classes
Dash (F Class)- A race from point A to point B or a lap around a track starting and finishing at the same destination. The race will consist of multiple races of one on one matches. The first team to reach 3 wins will win the Dash.
Hurdles (E Class)- A race with obstacles that the participating teams/riders need to traverse (get over, under or around) to get to a goal. Same rules apply as dash.
Cube (D Class)– Riders battle it out using tricks. Defending rider chooses any trick limitations, such as soul grinds only, grabs only, combos, and the cube to do battle in, Bowl, tennis/basketball courts with rider added ramps and rails, squared off sections within skate parks, stair sets etc. When riders fall, fail at a trick or ring out, the opposition gains a point. First to reach a pre-determined amount of points wins. Riders can either take turns or pre assign tricks to certain obstacles and go at the same time, the first to fall loses.
Example: defending rider/team assigns a grab trick off a stair set followed by a grind on a bench followed by a grind off a different stair case. First to fall loses the round and the opponent gains a point. These rules can be modified as long as the concept remains.
"Contact Rule" still applies and has to be predetermined.
Advanced Classes
Route (C Class)– Both teams starting at the same point will send all five of team members to race each corosponding member of the enemy team to capture there own flag and bring it back to the starting point before the enemy. Therefore, giving their team points towards the needed best out of five requirment. Anything goes to get to the flags (within the contact rule). There is no predetermined way to get to the flag you make your own route. Each member is given a flag location.
(set up)
The defending team leader will set up this event the day of the match (meaning the routes cant be practiced and give equal oppertunity to both teams). Flags have to be placed in reachable areas and have to be in bright or reflective colors.
Disk (B Class)–A battle where both teams select one member to be their Disk Keeper, the only member on the team that can score, as each team helps their Disk Keeper to score points! The other members can only battle with the opposing disk keeper when the disk is in his/her possession. The disk can be stolen through interception, drops (failed throws that are picked up from the ground), hand offs and rips (stealing the disk out of the disk keepers hands). Rips can only be made by the Disk Keeper, no rips from other members can occur. The goal is to have the Disk Keeper on your team make the disk touch your opponent’s goal. Each member of the team must pass the disk, without it touching the ground, in order for the Disk Keeper to score. Goal areas should be decided before starting the battle and marked using chalk lines, benches, nets, posts etc. The two objects representing goals must be of similar size and must be no bigger than 15 ft across and 10 ft high. The number of points that a team has to receive must be decided by the defending team before starting and cannot be changed after starting the match. A coin flip decides which team starts with the disk. (This event cannot be modified)
Balloon (A Class)– Both teams start at an equal distance away from a predeclared location. In this location, there will be an object, usually a ball about the size of a basketball/soccer ball or a similar object, that both teams will race to retrieve. You and your team will need to use every skill and move you've got to beat you're oppenent to the object. However, once you've gotten there, the action's only just beginning. Lets start by explaining the different positions that each team member must be assigned before the battle starts. Each team can DISCRETELY decide whom will become the Panther in order to help keep the identity of the Panther secret from the opposing team.
Panther: The Panther will be the only team member that can capture the ball. This position will be targeted by many of the opposing Riders, making this position one of the most risky.
Decoy: This position requires the Rider to act like the panther in order to divert and distract from the real panther at all costs! The decoy CANNOT capture the object though.
Ultimate: The Ultimate is the main offensive force and must seek out the opposing team's Panther to make sure they are unable to keep and hold onto the ball! (You still have to follow the Contract Rule! Even if its decided that the Contact Rule only allows knocking the ball from the Panther's hands or tagging the Panther to release the ball, the Ultimate can still find other strategic ways to prevent the opposing team's progress as long is it doesn't break the Contact Rule.)
Middle: A position that requires the rider to aid the Ultimate in offensive strategies or help the Keeper with defensive strategies. The Middle can also help in making the Decoy seem more like the Panther or help in hiding the Panther's identity. This position can have the most responsibilities since the Middle may have to assist the Ultimate in an offensive maneuver AND help keep the Panther and other members safe at the same time!
Keeper: The Keeper is a Rider that protects the Panther and the rest of their team from the opposing team. This is a defensive position that would require the Rider to keep the rest of their team safe from any plays and strategies that may be used against them!
After a Panther has retrieved the object, a time keeper is to start a timer and when the object is taken, they are to stop it. The predeclared time keeper, they should be a neutral third party that would act as a kind of referee/judge, should already be present at the object's location so when a Panther reaches the goal, they can accurately start the timer. Two time keepers provided by each team is also allowed as long as they are neutral third parties! The Panther is to hold and keep the ball in his/her hands and/or arms. A Panther stealing the ball from the opposing team's Panther is allowed, and any member can strike the ball out of the Panther’s hands, but they can't hold or take possession of the ball. Guarding or hovering around the ball is not allowed. The team who's Panther hold's the ball for a pre-decided time wins. The time has to be at least 5 minutes but can be longer depending on the battle itself or the defending team's decision. The defending team is also to determine the straight time, the amount of time straight that a Panther must last while holding the object without a steal. If the Panther is able to hold onto the object for the straight time, they win. The straight time has to be, at most, half of the full predecided time with possession of the object to win and must be at least 5 minutes long (IE if the total time is 10 minutes and the straight time is 5 minutes, this means holding it for 5 minutes straight without a steal will earn you the win). In a five minute game, there is no straight time win.
What happens after the battle
Winning and losing a Parts War competition results in different outcomes for a team or rider. Winning a match where a team or Rider bet an item or area (courses) will result in the winner receiving the item or area offered by the losing side. A win will also result in giving the team one point towards ranking up! Three points from winning events against a team or rider of your same rank will propel you up one class (IE from F class to E class). Winning a battle against a higher ranked team or rider will automatically rank you up! This means the more wins you have against higher ranked teams, the faster you'll rise in ranks, or "climb the trophaeum tower" as you may hear some people call it. The losing team will have one point taken away from them which could result in a rank demotion if they have only one point. For example, an E class team would be demoted to F class if the E class team has only one point to give up. If they have 2 points they would stay E class but would have one less point. If the losing team's class is F class and without any points at all, nothing is taken away and they stay at F class with zero points. However, if a D class team loses a Parts War they would be demoted to E class with 2 points.
Battle Scenario
In order to clarify things a bit more, a battle scenario and the results of the win and loss will be provided!
Team Land Lovers VS Team Sea Legs: Team Land Lovers are C Class with no points (meaning they just ranked up). Team Sea Legs are D Class with two points. At the end of the Parts War, Team Sea Legs wins. Since they won a match against a team that is a rank above there's, it's an automatic rank up but, at the end of the match, their points go back to zero and start Rank C with a clean slate. Unfortunately for Team Land Lovers, they drop a point and go down to D rank with two points under their belt. (meaning one win will put them back in C class) This means losses will drop you a point away from a rank up and wins will give you one point toward a rank up. If you're competing against a team that is a rank or more above your team, its an automatic rank up! So if a team gets into a losing streak, they could eventually get to the point where their rank is back to the start at F class with no points!
Keeping track of Wins and Class
Whenever a team or rider wins or loses a Parts War, the leaders or solo-rider of both the winning and losing sides must post the outcome in the thread under the Match Registration section where the match was originally posted. The win or loss must also be documented by the participating team leaders or solo riders in the their Profile Thread as well. Any team or rider who does not post the outcome of a battle will be considered disqualified, making it an automatic loss. Anyone who purposely posts false and inaccurate information will lose points, get demoted, get suspended or, if all else fails, get banned. We will not tolerate anyone who fails to have the integrity, honesty and respect for their fellow Storm Riders.
Battle Videos
Recording and uploading videos of battles is something that is highly recommended and encouraged. If you wish to record your battles, make sure the other team is aware that you will be recording the battle. If any rider refuses to be recorded, you must honor their request.
Disclaimer: We do not own Air Gear nor are we in any way affiliated with OH GREAT or any other entities that may own it. We are a nonprofit community.
* ANYONE WHO GETS CAUGHT CHEATING, FAILS TO FOLLOW THE PREDETERMINED PHYSICAL CONTACT RULE, PUTS THE WELL-BEING OF THEIR TEAM OR OPPONENT'S TEAM AT RISK OR IS CAUGHT USING WEAPONS WILL RECEIVE A POINT DEDUCTION, RANK DEMOTION, SUSPENSION OR A BAN AND MAY EVEN BE SUBJECT TO LEGAL CONSEQUENCES. REMEMBER, THIS IS REALITY AND LAW APPLIES TO YOU THE SAME WAY IT APPLIES TO EVERYONE ELSE. WE TAKE ABSOLUTELY NO RESPONSIBILITY FOR ANY INJURIES OR CONFLICTS WITH THE LAW YOU MAY EXPERIENCE FROM PARTICIPATING. YOUR OWN SAFETY AND WELL-BEING IS YOUR OWN RESPONSIBILITY.
** PUTTING STICKERS ON PUBLIC PROPERTY CAN BE CONSIDERED GRAFFITI IN SOME LOCATIONS. WE ARE NOT RESPONSIBLE FOR ANY CONFLICTS YOU MAY HAVE WITH THE LAW REGARDING GRAFFITI OR ANY OTHER ACTIONS YOU MAKE. YOU ARE RESPONSIBLE FOR YOUR OWN WELL-BEING!
Created by West, Edited by Yami