ANI3DDAGGER.GIF (17382 bytes)Standardized Rules ConferenceANI3DDAGGER.GIF (17382 bytes)

 

 

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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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