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The DiceMaster's
Guide
This guide includes the basic points covered in the main body
of the SRC Charter for this topic, as well as additional rules, clarifications, and
examples. This guide is considered part of the SRC Charter. This guide is subject to
frequent revision, so please return at least monthly to be certain you are working with
the latest available set of rules. Updated information will be added in the appropriate
section of this guide. When an update for this guide is issued, the guide name and date of
most recent update will appear on the Revisions page.
How and When To Perform Log Audits
All logs should be audited by the dicemaster, commander or mentor as they come in for
certain reference points. It is suggested that logs be audited on a daily basis to
prevent them from building up and getting rushed, however as long as the basic audit is
done the how and when is up to the dicemaster (or commander or Mentor).
Every fight log should be checked to be certain that:
(1) Log is not a duplicate of one turned in previously.
(2) Correct dice are used in at least 3 spot-checks of the log.
(3) The opponent is a legal opponent (i.e. opponent is a member of SRC or of a forum in
which dice standards are comparable, and is not on any Exile lists available to the
auditor at that time)
(4) No illegal opponents appear in mass spar lists.
(5) Opponents claiming dice higher than d90 are checked against the d90+ registration list
(6) Combats requiring a Certified Proctor have one.
(7) Any questionable aspect of the log is investigated.
(8) Dice and inits appear in log, along with rules.
(9) Final score is in the log, and agrees with score in subject line.
AA/TA/KA logs should be checked for the above, plus:
(1) Assassin was in the room 10 lines before the announcement
(2) Assassin has their SRC registration number in their profile (N/A to thieves)
(3) Announcement and perception rolls were correctly carried out
(4) All other required logs are attached (contract, log of target)
Aggress logs* should be checked for the above and:
(1) Completeness (request logs from others present if the log appears incomplete or
cut)
(2) Valid reason for the aggress is clear
(3) Appropriate number of warnings and lines between warnings
*Note: These logs DO NOT earn experience.
All other xp logs should be checked for:
(1) required number of lines
(2) character registration status (if applicable)
(3) per week or per day log maximum
Awarding Experience
In order to claim experience for any activity, the character must turn in a log for
that activity. Additionally, certain occupations must be registered with the SRC in order
to qualify for xp awards. A guild or house dicemaster should keep a list of characters
from whom they regularly receive logs which includes their registration status, so that
the dicemaster need not check the website every time they go to audit a log. The list
should be checked at least once per month to see that registrations are still valid.
Additionally, the dicemaster needs to keep track of the number of logs a character turns
in per week, as certain activities have limits. The charts below cover most activities for
which characters may earn experience. Please note that these charts are available on a
separate page in the archives as well, which is where any changes to xp values and
activities will appear. Check for revisions frequently!
Fighting XP Awards |
Match Type |
Multiplier |
Formula |
Notes/Examples |
Single Spar |
5 |
5 x point spread |
Win by 5 points, earn 25xp. Minimum xp for win is 10xp even
for a 1 point difference |
Mass Spar |
5 |
5 x highest sides x (# of combatants - 1) |
Subtract 1 from total number of players before multiplying.
7 players, high =d90 would be
d90 x 6 x 5. |
Team Spar |
5 |
5 x high dice on losing team x #of members on losing team.
Total is divided evenly between survivors. Everyone else earns 5xp* |
Like an MS, except based only on the losing team's
stats.Don't subtract anyone. Losing team has 6 member, high dice on losing team is d90;
d90 x 6 x 5. |
Slave Match |
10 |
10 x point spread |
Minimum xp 10, and a slave |
Release Match |
10 |
10 x point spread |
Minimum xp 10, slave goes free |
Honor Match |
10 |
10 x point spread |
Minimum xp 10, your honor is upheld |
Death Match |
25 |
25 x point spread |
Minimum xp 25, you're alive. |
AA |
|
50xp if successful, plus xp from the DM. |
AA is a DM from the beginning, so if successful on the
initial strike, the score is Assassin's number of hits - 0. Ex. If the assassin scored 30
hits and killed the target, the score would be 30-0, for 750, plus 50, for a total of
800xp. |
Kidnap Attempt |
|
25xp if successful, plus xp from the SM. |
A KA is a SM from the beginning, so if successful on the
initial strike, the score is Assassin's number of hits - 0. Ex. If the assassin scored 30
hits and subdued the target, the score would be 30-0, for 300, plus 25, for a total of
325xp. |
Escape Match (Wartime) |
15 |
15 x point spread |
If the POW loses, they must Ghost until the end of the war. |
Ghost Match (Wartime) |
15 |
15 x point spread |
Loser becomes a Ghost until the end of the war. |
POW Match (Wartime) |
15 |
15 x point spread |
Loser becomes a POW until the end of the war, until they
escape, or until they are ransomed. |
War Melee |
10 |
10 x high dice on losing team x #of members on losing team.
Total is divided evenly between survivors. |
Figured as for standard Team Spars, except for the
multiplier. Anyone* killed out in a War Melee becomes a Ghost or a POW. |
Aggressor Matches (ANY type) |
0 |
Aggs NEVER earn xp for any participant. |
CAN'T SAY IT OFTEN ENOUGH:Aggs NEVER earn xp for any participant. |
Proctor, 1 on 1 match |
|
15xp |
Only if a Certified Proctor is required, and only Certified
Proctors. |
Proctor, MS without mods |
|
25xp |
Certified Proctors only. |
Proctor, MS with mods |
|
10% of total xp value of the MS. |
Certified Proctors only. Does NOT subtract from the total
xp the winner receives. |
Losses |
All losses except DMs and Aggressor matches
earn 5 xp. |
* This includes members of the winning team who are killed out before
the end.
Cleric Functions XP Chart For
Functions Requiring Die Rolls |
Function |
XP per hit |
Minimum Req. Hits |
Max XP |
Notes |
Healing |
10 |
20,30,40 |
200,300,400 |
The max healed is the victim's Health |
Curse/Remove Curse |
10 |
5/25 |
50/250 |
Curses are Minor or Major (req. explanation) |
Exorcism |
10 |
15 |
150 |
Explanation should accompany log |
Cyber/Bioware Implant |
15 |
10/20/30 |
450 |
Minor/ Limbs / Skeletal or Internal (d60 min.) |
Cure Madness |
10 |
15/30 |
150/300 |
Mild or Severe (requires explanation) |
Hangover Cure |
1 |
5 |
5 |
|
Resurrection |
20 |
40/60/80 |
800/1200/1600 |
Based on Victim's dice |
Full Cyborg Conversion |
15 |
20/40 |
300/600 |
See Changing Character Race/Dice in the Main Charter. |
Soul Transfer |
20 |
40/60/80 |
800/1200/1600 |
Based on original dice; result is always 2d. |
Cleric Functions XP Chart
(for functions that do not require die rolls) |
Ceremony |
Simple (base)
(10 lines minimum) |
Intermediate (1.5X)
(30-75 lines) |
Intricate (2X)
(76 lines +) |
Blessings |
10xp |
15xp |
20xp |
Baptisms |
20 |
30 |
40 |
Divorce |
20 |
30 |
40 |
Sermons |
20 |
30 |
40 |
Confessions |
10 |
15 |
20 |
Last Rites |
30 |
45 |
60 |
Marriages |
50 |
75 |
100 |
Burials |
30 |
45 |
60 |
Stop a DM |
50 |
75 |
100 |
Birth assist |
50 |
+ 50 for each infant born (twins, etc) |
Miscellaneous XP Awards |
Activity |
Class |
XP |
Max XP |
Notes |
Making Magic items (mods) |
Mage |
N/A |
1200 |
Must be d60 or higher, 300xp per +1 of the item. |
Making Non-Magic Mods items |
Any |
N/A |
1200 |
Must be d60 or higher, 300xp per +1 of the item. |
Registry Services |
Any |
5/10 |
N/A |
Per listing, 5 for those on the SRC website, 10 for those NOT on the site. |
Guard Services |
Any |
50 |
N/A |
Per bodyguard contract arranged |
Spies / Investigators |
Any |
20 |
N/A |
Per contract, not per log acquired. |
Teaching a scheduled class |
Any |
100 x #students |
2200/day |
Must be d60 or better, class must be announced 72 hours in advance. |
Teaching an impromptu class |
Any |
25 x #students |
2200/day |
Must be d60 or better, no more than 4 classes per day. |
Student, Scheduled class |
Any |
60xp/class session |
|
May only earn xp for any given class once. Teacher must be registered. |
Student, impromptu class |
Any |
15xp/class session |
|
May only earn xp for any given class once. Teacher must be registered. |
Making general merchandise items |
Any |
5 x #items made x sides required |
|
Number of items an individual can make per week is based on their sides,
d60 minimum |
Livestock Sale |
Any |
25xp per registered sale |
none |
Dealer must be registered, and have provisional license for the slave or
animal sold. |
Livestock Auction |
Any |
100 base, +10 per slave shown, + 25 per registered sale |
2 auctions per week |
Dealer must be registered, and have provisional license for
the slave or animal sold. |
Tavern Employee |
Any |
25 per log |
25xp per day |
Tavern employees may only turn in 1 log per day for xp. Log
must contain a minimum of 25 lines of the employee speaking or acting while in the tavern. |
Tavern Owner |
Any |
800/week base |
|
Tavern owners may claim 10xp per employee log, and may work
in their tavern and earn 25xp per log (their own only), based on restrictions for
employees. |
Thievery attempt |
2d only |
1/2 gp value of item stolen, or 5 xp if unsuccessful |
3000xp per day |
See Thievery rules in The
Clandestine Artist |
Owning a registered shop |
Any d60 |
200/wk base |
|
XP varies with inventory sold and number of employees. |
Shop employee (sales) |
Any |
20xp/log |
40xp/day |
Sales staff may turn in 2 logs per day for 20xp each. Log
must have 15 lines of employee speaking/acting. |
Entertainer's XP Chart
|
Performance |
Simple (base)
(10 lines minimum) |
Intermediate (1.5X)
(30-75 lines) |
Intricate (2X)
(76 lines +) |
Juggler/Acrobat |
30xp |
45xp |
60xp |
Musician |
30 |
45 |
60 |
Bard/Storyteller |
50 |
75 |
100 |
Dancer |
50 |
75 |
100 |
Dice
The table below gives the experience to dice requirements. It is currently the same
table as is used in UGC and several other forums.
SRC Dice/Experience Table |
XP |
Sides |
XP |
Sides |
XP |
Sides |
XP |
Sides |
0 xp |
d20 |
10xp |
d21 |
20xp |
d22 |
40xp |
d23 |
60xp |
d24 |
80xp |
d25 |
100xp |
d26 |
125xp |
d27 |
150xp |
d28 |
175xp |
d29 |
200xp |
d30 |
225xp |
d31 |
250xp |
d32 |
275xp |
d33 |
300xp |
d34 |
400xp |
d35 |
450pts |
d36 |
500xp |
d37 |
550xp |
d38 |
600xp |
d39 |
700xp |
d40 |
800xp |
d41 |
900xp |
d42 |
1000xp |
d43 |
1500xp |
d44 |
1750xp |
d45 |
2000xp |
d46 |
2500xp |
d47 |
3000xp |
d48 |
3500xp |
d49 |
4000xp |
d50 |
4500xp |
d51 |
5000xp |
d52 |
5500xp |
d53 |
6000xp |
d54 |
7500xp |
d55 |
8000xp |
d56 |
8500xp |
d57 |
9000xp |
d58 |
9500xp |
d59 |
10,000xp |
d60 |
11,000xp |
d61 |
12,000xp |
d62 |
13,000xp |
d63 |
14,000xp |
d64 |
15,000xp |
d65 |
16,000xp |
d66 |
17,000xp |
d67 |
18,000xp |
d68 |
19,000xp |
d69 |
20,000xp |
d70 |
22,500xp |
d71 |
25,000xp |
d72 |
27,500xp |
d73 |
30,000xp |
d74 |
32,500xp |
d75 |
35,000xp |
d76 |
37,500xp |
d77 |
40,000xp |
d78 |
45,000xp |
d79 |
50,000xp |
d80 |
55,000xp |
d81 |
60,000xp |
d82 |
65,000xp |
d83 |
70,000xp |
d84 |
75,000xp |
d85 |
80,000xp |
d86 |
85,000xp |
d87 |
90,000xp |
d88 |
95,000pts |
d89 |
100,000xp |
d90 |
200,000xp |
d91 |
300,000xp |
d92 |
400,000xp |
d93 |
500,000xp |
d94 |
600,000xp |
d95 |
700,000xp |
d96 |
800,000xp |
d97 |
900,000xp |
d98 |
1,000,000xp |
d99 |
d100=1,500,000xp |
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