presenting the RvE act v2

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presenting the RvE act v2

Post by Spidey on Fri Apr 29, 2011 1:13 pm

Recruit Probation Amendment:
Once past probation, the Force Sensitive is given a choice of which faction(s) to join. If an FS is solely interested in playing JKA in Base mode or with the JA+ Mod they will have to choose between Jedi or Sith. If they are solely interested in playing JKA with the MB2 Mod then they will have to choose between Republic or Empire. If they are interested in both then they will be allowed to join a faction for both JA+ Mod(Jedi/Sith) and MB2 Mod(Republic/Empire).


Faction Amendment:
Republic:
Republic Commander(RC) - A Republic Commander is a Padawan, given the title of Commander during a war. These Commanders are mostly for supporting squads of clones on their mission. You will almost never see a Commander really taking charge.

Requirements:
A) Passed probation and has been accepted by the Supreme Commander, High General, or Fleet Commander


Republic Private(RP) - A Republic Private is a new member of the Republic Army who's passed training and is ready for combat. These aren't the strongest members of the army, but they make up a portion of it.

Requirements:
A) Passed probation and has been accepted by the Supreme Commander, High General, or Fleet Commander



Republic General(RG) - A Republic General is a Jedi Knight given the rank of General during war. These Generals are of high skill and would most likely be seen leading small squads of clones, and maybe a Commander along with them. In order for a Commander to reach the rank of General they must know the basics of sabering and have some knowledge in the use of these fundamentals in combat:
- Counter
- "Perfect" Block
- Both types of DFAs or "Death from Above"
- Ways to conserve BP
- Ways to drain BP (This allows the Commander to successfully drain the BP of their opponents, as well as realize what their next move might cost them).
- Successfully Force Pushing Enemies and Rockets/Nades
- Successful Force Pulling Enemies/Weapons
- Being able to dash with Force Speed
- Blocking "Slaps" (Class Special 2)
- Landing "Slaps"

Requirements:
A) Must have been a Commander for 2 weeks.
B) Knows the Basics.
C) Does not rely on "slap."


Republic Trooper(RT) - A Republic Trooper is the backbone of the Republic Army; they are the most common soldiers seen on the battlefield. Troopers can withstand great pain and perform at high skill in any situation. In order to become a Trooper you must demonstrate proper understanding of the fundamental moves of gun-play. During testing the weapon you choose is the only weapon you will be allowed to use until the trial is over.

Requirements:
A) Must have been a Private for 2 weeks.
B) Understanding of chosen weapon.
C) Knowledge of how to Strafe and Reload.
D) Understanding of location based damage.
E) Demonstration of accuracy.



Senior General(SG) - A Senior General is a Jedi Master given the rank of Senior General during war. Senior Generals are the top-notch fighters of the Saber/Force side of the Republic Army. Senior Generals are typically sent on extremely dangerous missions, alone, or accompanied by a small band of elite Clones. Senior Generals can be mostly found leading larger sized platoons of Clones than Generals and Commanders.In order for a General to reach the rank of Senior General they must either:
1) Beat the High General or Supreme Commander 6/13 times.
2) Have trained a Commander to the rank General and beat the High General or Supreme Commander 4/10 times.

Requirements:
A) Must have been a General for 2 weeks.
B) Extreme control on the basics.
C) Ability to adapt to situations.
D) High General and Supreme Commander believe you're ready for the rank of Senior General in terms of skill and attitude.
E) Willing to take on responsibility.


Republic Ranger(RR) - The Republic Ranger is an elite soldier in the Republic Army. These are not often seen for two reasons: it takes great skill to achieve this rank, and the target is most likely dead before the Ranger is seen. Rangers are typically sent out on dangerous missions with a small squad, sometimes accompanied by a Senior General. In order to become a Ranger you must prove yourself deadly and accurate with your weapon of choice. During testing the weapon you choose is the only weapon you will be allowed to use until the trial is over.

Requirements:
A) Must have been a Trooper for 2 weeks.
B) Well-versed in weapon of choice.
C) Extremely accurate with weapon of choice.
D) Highly skilled.



High General(HG) - The High General is the strongest Lightsaber combatant in the Republic and is able to defeat every other Saber/Force user within the Republic, besides the Supreme Commander. The High General acts as one of two advisers to the Supreme Commander. There may be only one High General at a time, as such they have the power to give a faction approval as well as other powers appoints to them by the Supreme Commander. In order for a Senior General to become the High General they must defeat the High General 12/18 times and be deemed worthy of leadership by the majority of Senior Generals. If the Senior General challenging the High General succeeds, they will replace the previous High General and be safe from challenge for one month. The loser of the challenge will take up the rank of Senior General. The High General may only be challenged once a month and only in the first week of that month, the first person to post the challenge will be the only one given the privilege for that month. The challenge itself must take place before the 8th on any agreed upon date. If no date can be agreed upon then it will take place on the 7th at a time and timezone of the Supreme Commander's decision.

Requirements:
A) Must have been a Senior General for 2 months.
B) Must have leadership qualities as decided by (Decision required)
C) Willing to cooperate with the Supreme Commander.


Fleet Commander(FC) - The Fleet Commander is the strongest Gunslinger in the Republic and acts as one of two advisers to the Supreme Commander. There may be only one Fleet Commander at a time, as such they have the power to give a faction approval as well as other powers appoints to them by the Supreme Commander. In order for a Republic Ranger to become the Fleet Commander they must defeat the Fleet Commander 12/18 times and be deemed worthy of leadership by the majority of Republic Rangers. If the Republic Ranger challenging the Fleet Commander succeeds, they will replace the previous Fleet Commander and be safe from challenge for one month. The loser of the challenge will take up the rank of Republic Ranger. The Fleet Commander may only be challenged once a month and only in the first week of that month, the first person to post the challenge will be the only one given the privilege for that month. The challenge itself must take place before the 8th on any agreed upon date. If no date can be agreed upon then it will take place on the 7th at a time and timezone of the Supreme Commander's decision.

Requirements:
A) Must have been a Republic Ranger for 2 months.
B) Must have leadership qualities as decided by (Decision required)
C) Willing to cooperate with the Supreme Commander.



Supreme Commander(SC) - The Supreme Commander is the leader of the Grand Army of the Republic. They control all promotions, demotions, and recruitment in their faction. The Supreme Commander is both a good leader and the strongest fighter in both Lightsaber and Gun combat. The Supreme Commander should be able to defeat any member in the Republic. In order to become the Supreme Commander either the High General or Fleet Commander must challenge the Supreme Commander to three rounds of combat including a round of Lightsaber combat, a round of Guns combat, and a round of Cross-class combat. In order for the challenger to be successful he must win a minimum of two out of the three rounds(In order to win a round you must win four of seven duels):

Round One:
Challenger: Gun - Gun - Gun - Gun - Gun - Gun - Gun
Supreme Commander: Gun - Gun - Gun - Gun -Gun -Gun - Gun

Round Two:
Challenger: Saber - Saber - Saber - Saber - Saber - Saber - Saber
Supreme Commander: Saber - Saber - Saber - Saber - Saber - Saber - Saber

Round Three:
Challenger: Saber - Gun - Saber - Gun - Saber - Gun - Saber
Supreme Commander: Gun - Saber - Gun - Saber - Gun - Saber - Gun

If the High General or Fleet Commander wins the challenge, they will take over the title of Supreme Commander from the previous Supreme Commander and is safe from challenge for one full month. The loser of the challenge will be demoted down to High General/Fleet Commander(depending on the challenger) unless the Supreme Commander believes them not capable of fulfilling the role in which case they will be demoted down to Senior General/Republic Ranger. The Supreme Commander may one be challenged once a month on the first day of that month, the first person to post on that day will be the only person given the privilege of challenging for that month. Once the challenge has been posted the current Supreme Commander will be given one week in which to accept the challenge and establish a date and time during the current month for the challenge to take place. If he does not respond in a week and has posted no public leave of absence before this then he will automatically forfeit his title. If the Supreme Commander has posted a leave of absence then he will have the remainder of the month to set up a date in which to perform the challenge, if by then end of the month no date has been set then he will forfeit his title to the challenger.

Requirements:
A) Has been with RvE for a minimum of 4 months
B) Has been an High General/Fleet Commander for 2 months.
C) Has leadership qualities as decided by the Council.


Empire:
Imperial Tyro (IT) - Has chosen their loyalty to the Empire and wishes to do its bidding. Although weak in the force, they show the drive and potential to rise amongst their fellow brothers.

Requirements:
A) Passed probation and has been accepted by the Grand Lord, Emperor's Hand, or Grand Admiral.


Imperial Cadet (IC) - A new recruit, fresh into the Imperial stormtrooper core. These new recruits are amateurs at firing a blaster, but in time they'll be able to shoot the ears off a gundark.

Requirements:
A) Passed probation and has been accepted by the Grand Lord, Emperor's Hand, or Grand Admiral.



Imperial Saber (IS) - Sabers have shown their devotion to the Empire. They are well trained in the art of lightsaber combat. Sabers are usually training Tyro's and introducing them into the ways of the dark side. In order for a Tyro to reach the rank of Saber, they must know the basics of sabering and have somewhat knowledge in the use of these fundamentals in combat:
- Counter
- "Perfect" Block
- Both types of DFAs or "Death from Above"
- Ways to conserve BP
- Ways to drain BP (This allows the Commander to successfully drain the BP of their opponents, as well as realize what their next move might cost them).
- Successfully Force Pushing Enemies and Rockets/Nades
- Successful Force Pulling Enemies/Weapons
- Being able to dash with Force Speed
- Blocking "Slaps" (Class Special 2)
- Landing "Slaps"

Requirements:
A) Must have been a Tyro for 1 month.
B) Know the Basics.
C) Not rely on "slap."


Imperial Marine (IM) - Well adept stormtroopers. They have seen their fair share of the battlefield. The bulk of the Empire tackling the dangerous work of fighting our enemies on the front lines. They know their duty, and get the job done. In order to become a Marine you must demonstrate proper understanding of the fundamental moves of gun-play. During testing the weapon you choose is the only weapon you will be allowed to use until the trial is over.

Requirements:
A) Must have been a Cadet for 2 weeks.
B) Understanding of chosen weapon.
C) Knowledge of how to Strafe and Reload.
D) Understanding of location based damage.
E) Demonstration of accuracy.



High Lord (HL) - High Lords are fearsome combatants, and have proven their skills to the Grand Lord. They show a high ability of saber/force skills against their opponent. Usually lone wolves, but in numbers; Things will get lethal. In order for a Saber to reach the rank of High Lord they must either:
1) Beat Emperor's Hand or Grand Lord 4/6 times.
2) Have trained a Tyro to the rank Saber and beat Emperor's Hand or Grand Lord 3/5 times.

Requirements:
A) Must have been a Saber for 1 month.
B) Extreme control on the basics
C) Ability to adapt to situations
D) Emperor's Hand and Grand Lord believe you're ready for the rank of High Lord in terms of skill and attitude.


High Guns: Imperial Guard (IG) - The elite soldiers of the Empire. Imperial Guards served as a constant reminder of the Empire's war machine. Their accuracy is in the top percentile of gunners. Shoot first, Never ask questions. In order to become a Guard you must prove yourself deadly and accurate with your weapon of choice. During testing the weapon you choose is the only weapon you will be allowed to use until the trial is over.


Requirements:
A) Must have been a Marine for 2 weeks.
B) Well-versed in weapon of choice.
C) Extremely accurate with weapon of choice.
D) Highly skilled.



Emperor's Hand (EH) - The Emperor's Hand is the strongest Lightsaber combatant in the Empire and acts as one of two advisers to the Grand Lord. There may be only one Emperor's Hand at a time, as such they have the power to give a faction approval as well as any other powers granted by the Grand Lord. In order for a High Lord to become the Emperor's Hand they must defeat the Emperor's Hand 12/18 times and be deemed worthy of leadership by the majority of High Lords. If the High Lord challenging the Emperor's Hand succeeds, they will replace the previous Emperor's Hand and be safe from challenge for one month. The loser of the challenge will take up the rank of High Lord. The Emperor's Hand may only be challenged once a month and only in the first week of that month, the first person to post the challenge will be the only one given the privilege for that month. The challenge itself must take place before the 8th on any agreed upon date. If no date can be agreed upon then it will take place on the 7th at a time and timezone of the Grand Lord's decision.

Requirements:
A) Must have been a High Lord for 2 months.
B) Must have leadership qualities as decided by (Decision required)
C) Willing to cooperate with the Grand Lord.


Grand Admiral (GA) - The Grand Admiral is the strongest Gun slinger in the Empire and acts as one of two advisers to the Grand Lord. There may be only one Grand Admiral at a time, as such they have the power to give a faction approval. Including trialing Cadets to rank of Guard. In order for an Imperial Guard to become the Grand Admiral they must defeat the Grand Admiral 12/18 times and be deemed worthy of leadership by the majority of Imperial Guards. If the Imperial Guard challenging the Grand Admiral succeeds, they will replace the previous Grand Admiral and be safe from challenge for one month. The loser of the challenge will take up the rank of Imperial Guard. The Grand Admiral may only be challenged once a month and only in the first week of that month, the first person to post the challenge will be the only one given the privilege for that month. The challenge itself must take place before the 8th on any agreed upon date. If no date can be agreed upon then it will take place on the 7th at a time and timezone of the Grand Lord's decision.

Requirements:
A) Must have been an Imperial Guard for 2 months.
B) Must have leadership qualities as decided by (Decision required)
C) Willing to cooperate with the Grand Lord.



Grand Lord (GL) - The Grand Lord is the leader of the Imperial Forces. They control all promotions, demotions, and recruitment in their faction. The Grand Lord is both a good leader and the strongest fighter in both Lightsaber and Gun combat. In order to become the Grand Lord either the Emperor's Hand or Grand Admiral must challenge the Grand Lord to three rounds of combat including a round of Lightsaber combat, a round of Guns combat, and a round of Cross-class combat. In order for the challenger to be successful he must win a minimum of two out of the three rounds(In order to win a round you must win four of seven duels):

Round One:
Challenger: Gun - Gun - Gun - Gun - Gun - Gun - Gun
Grand Lord: Gun - Gun - Gun - Gun -Gun -Gun - Gun

Round Two:
Challenger: Saber - Saber - Saber - Saber - Saber - Saber - Saber
Grand Lord: Saber - Saber - Saber - Saber - Saber - Saber - Saber

Round Three:
Challenger: Saber - Gun - Saber - Gun - Saber - Gun - Saber
Grand Lord: Gun - Saber - Gun - Saber - Gun - Saber - Gun

If the Emperor's Hand or Grand Admiral wins the challenge, they will take over the title of Grand Lord from the previous Grand Lord and is safe from challenge for one full month. The loser of the challenge will be demoted down to Emperor's Hand/Grand Admiral(depending on the challenger) unless the Grand Lord believes them not capable of fulfilling the role in which case they will be demoted down to High Lord/Imperial Guard. The Grand Lord may one be challenged once a month on the first day of that month, the first person to post on that day will be the only person given the privilege of challenging for that month. Once the challenge has been posted the current Grand Lord will be given one week in which to accept the challenge and establish a date and time during the current month for the challenge to take place. If he does not respond in a week and has posted no public leave of absence before this then he will automatically forfeit his title. If the Grand Lord has posted a leave of absence then he will have the remainder of the month to set up a date in which to perform the challenge, if b y then end of the month no date has been set then he will forfeit his title to the challenger.

Requirements:
A) Has been with RvE for a minimum of 4 months
B) Has been an Emperor's Hand/Grand Admiral for 2 months.
C) Has leadership qualities as decided by the Council.


Charter Revisions:
Add following paragraph: The third core principle of JvS is Expandability. JvS understands the necessity to expand it's horizons beyond any single game or combat method in order to survives and evolve. To this end any experimental division can be made with no official powers by members provided they have permission of at least one Councilor. These experiments have no official position or power while in the experimental phase. Should an experimental division prove successful, a proposition may be made to open up official factions for it to allow the experiment to become a full part of JvS. This can only be done by passing legislation to allow the experimental division official powers and policies.
Change the paragraph Faction Leaders, to have these additions: The Republic Supreme Commander must be good in character and skill, while he is not required to be the best in the Republic faction, he should be the strongest person in the faction that has the required Leadership skills. The Republic Supreme Commander is leader of the Republic until he either: 1. Steps down(in which case the Council will debate the merit of the two Faction Advisers to decide which would be the best replacement). 2. Is voted to be removed for misconduct by the Council and Senate. The Imperial Grand Lord must be good in character and skill, while he is not required to be the best in the Empire faction, he should be the strongest person in the faction that has the required Leadership skills. The Imperial Grand Lord is leader of the Empire until he either: 1. Steps down(in which case the Emperor's Hand and Grand Admiral will fight in 5 duels for the position). 2. Is voted to be removed for misconduct by the Council and Senate.
Amend Administration Paragraph to read: Administrators are expected to use their powers wisely, and give a report and reason if they find it necessary to kick or ban someone from the Server or Forums (along with screenshot proof of any communication involved). Administration in JvS is controlled by the Council, all members of the Council have Server Rcon and Level Three administration powers, Forum Administration, and Website Administration. This is to ensure that no one council member can attempt a hijacking of the forums or server. Administrators can be assigned by non-Council members if they are given permission by the Council. Faction Leaders have Level three Server Administration and Moderator power over their Faction Forums. Senators do not automatically gain any Moderation, or Administration power, with the exception of the Senate Representative, but rather is given out by the Council as the need is seen. Any Senator given Server Administration will hold Level two power. All Senators will be given level one admin power on the server, which entails the power of silence, and forceteam, the latter to be used only on the assigned Jedi vs Sith war days (currently Saturday) to join the appropriate team (red for Sith, blue for Jedi). If it is found that an Administrator abuses this power, he may be charged with misconduct and penalties enacted as such.


Faction Advisor Act:
In an effort to spread the power and responsibility in the Republic and Empire factions two Faction Advisor positions will be established for each of the two factions, similar to the Masters and Dark Councils of the Jedi and Sith factions. Unlike the Dark and Masters Council, these Advisor positions are fought for with the strongest saberist and gun slinger each taking one of the positions. In order to ensure these positions are not neglected or abused each position must be evaluated by the highest normal rank in their respective divisions(Saber or Guns) and achieve a majority approval. In order to better facilitate their duties they will be given the following powers and responsibilities:

Republic Saber Advisor:
Moderator status for all four Advisors in the: Hall of Records, Hall of Knowledge, Great Hall, Coruscant, & Dantooine.

Ability to approve any application be it in the Great Hall or Dantooine. This approval can be overridden by the Supreme Commander within the appointed probation period. Once the member passes either the initial probation period the approval may not be rescinded. If approval is given after the faction probationary period (thus making the person a full member), he should lock and move the thread to the Hall of Records.

Responsibility to update the roster on the forums and post a note stating such so that an admin may update the website accordingly as he ranks or accepts people. He may alternatively post a note and an admin will update both.

Ability to rank up any Republic Commander to the rank of Senior General as per the Republic ranking procedures and open trial dates.

Imperial Saber Advisor:
Moderator status for all four Advisors in the: Hall of Records, Hall of Knowledge, Great Hall, Korriban, & Ziost.

Ability to approve any application be it in the Great Hall or Ziost. This approval can be overridden by the Grand Lord within the appointed probation period. Once the member passes either the initial probation period the approval may not be rescinded. If approval is given after the faction probationary period (thus making the person a full member), he should lock and move the thread to the Hall of Records.

Responsibility to update the roster on the forums and post a note stating such so that an admin may update the website accordingly as he ranks or accepts people. He may alternatively post a note and an admin will update both.

Ability to rank up any Imperial Tyro to the rank of High Lord as per the Imperial ranking procedures and open trial dates.

Republic Guns Advisor:
Moderator status for all four Advisors in the: Hall of Records, Hall of Knowledge, Great Hall, Coruscant, & Kamino.

Ability to approve any application be it in the Great Hall or Kamino. This approval can be overridden by the Supreme Commander within the appointed probation period. Once the member passes either the initial probation period the approval may not be rescinded. If approval is given after the faction probationary period (thus making the person a full member), he should lock and move the thread to the Hall of Records.

Responsibility to update the roster on the forums and post a note stating such so that an admin may update the website accordingly as he ranks or accepts people. He may alternatively post a note and an admin will update both.

Ability to rank up any Republic Private to the rank of Republic Ranger as per the Republic ranking procedures and open trial dates.

Impeial Guns Advisor:
Moderator status for all four Advisors in the: Hall of Records, Hall of Knowledge, Great Hall, Korriban, & Deathstar.

Ability to approve any application be it in the Great Hall or the Deathstar. This approval can be overridden by the Grand Lord within the appointed probation period. Once the member passes either the initial probation period the approval may not be rescinded. If approval is given after the faction probationary period (thus making the person a full member), he should lock and move the thread to the Hall of Records.

Responsibility to update the roster on the forums and post a note stating such so that an admin may update the website accordingly as he ranks or accepts people. He may alternatively post a note and an admin will update both.

Ability to rank up any Imperial Cadet to the rank of Imperial Guard as per the Imperial ranking procedures and open trial dates.


Last edited by Spidey on Tue May 10, 2011 6:14 pm; edited 1 time in total

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Re: presenting the RvE act v2

Post by Red-X on Sun May 08, 2011 12:29 am

been a week

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Re: presenting the RvE act v2

Post by Bulldog on Sun May 08, 2011 4:35 pm

Were you supposed to have a vote up on it or something?
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Re: presenting the RvE act v2

Post by Spidey on Tue May 10, 2011 6:13 pm

yea... i kinda dropped the ball on this.. been bustin my ass at my new business venture

ill put up the poll now Smile

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Re: presenting the RvE act v2

Post by Spidey on Tue May 10, 2011 6:15 pm

voted... or do we need to put the poll on another thread aard?

i think this should be ok... been a week Smile

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Re: presenting the RvE act v2

Post by Bulldog on Wed May 11, 2011 1:09 am

Voted.
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Re: presenting the RvE act v2

Post by Delta-75-Raven on Wed May 11, 2011 1:05 pm

Voted.

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Re: presenting the RvE act v2

Post by Nomad on Wed May 11, 2011 4:45 pm

voted.

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Re: presenting the RvE act v2

Post by Red-X on Wed May 11, 2011 5:39 pm

Voted

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Re: presenting the RvE act v2

Post by Thing on Wed May 11, 2011 11:09 pm

voted

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Re: presenting the RvE act v2

Post by Spidey on Thu May 12, 2011 2:48 pm

waitin on dray bean and skorp

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Re: presenting the RvE act v2

Post by Dray The Fingerless on Thu May 12, 2011 3:56 pm

im just waiting for aard to come and cockblock this one too lol. voted

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Re: presenting the RvE act v2

Post by Camus on Thu May 12, 2011 8:15 pm

And me. Voted.

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Re: presenting the RvE act v2

Post by Spidey on Thu May 12, 2011 8:16 pm

sorry... didn't mean to miss ya Smile

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Re: presenting the RvE act v2

Post by Camus on Thu May 12, 2011 8:22 pm

I know lol I was kidding.

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Re: presenting the RvE act v2

Post by Spidey on Thu May 12, 2011 8:55 pm

sure you were Smile

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Re: presenting the RvE act v2

Post by Spidey on Thu May 19, 2011 6:55 pm

do these go for 1 week or 2?

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Re: presenting the RvE act v2

Post by Dray The Fingerless on Thu May 19, 2011 7:47 pm

check the charter?

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Re: presenting the RvE act v2

Post by Red-X on Fri May 20, 2011 10:17 am

=_="

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Re: presenting the RvE act v2

Post by Spidey on Fri May 20, 2011 2:02 pm

1 week passed... headed to council... locked

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Re: presenting the RvE act v2

Post by Spidey on Sat May 21, 2011 9:31 pm

i think this is supposed to go to the public senate archive... if it isn't... im sure ill hear about it from aard lol

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