Standardized Rules Conference
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The Standardized Rules Conference Main Charter
Overview and Mission Statement
This document is referred to as the SRC Main Charter. It is the highlights of the system, not the meat of it. It is imperative to consult the associated Handbooks, as they expand and clarify the information given in the Main Charter, and contain information not contained in the Main Charter. All handbooks are available to all members of SRC. There is no "secret knowledge" or rulebooks available only to certain groups or classes. Certain Handbooks address topics which some characters may never have need to study, however ALL players are encouraged to at least familiarize themselves with the content of all Handbooks.
Technical Aspects and Expected Innovations
As the Charter as a whole nears completion, several features will be added for players' convenience. The complete Charter (including all Handbooks, Charts, Applications, and Worksheets) will be downloadable as a single .zip file, which will expand into a series of text files viewable in most word processing programs. Each Handbook will be similarly made available for download. Each of the Appendices will be made downloadable. The most commonly used charts will be moved to single, printer-friendly pages, as well as being available in download form. In addition, for players who use MS Excel, there will be at least two worksheets available which will aid in experience and gold tracking (both of these are available on request now, but they are being revised to be more comprehensive). Eventually, we hope to add a search engine to the site to allow for even faster searches.
Terms and Conventions In This Charter
On Joining SRC
Applying to SRC
The Guild must have 15 members to be recognized as a member Guild of SRC.
Weekly xp and gold pool allotments to Guilds are :
Guild Application Process
GCs of Guilds joining SRC will need to obtain and fill out an application. Applications are available on the SRC website, and from the SRC Chancellor of Admissions. Applications must be returned correctly completed, with all required attachments. A review board will be appointed to review applications. The board will review the application only (rosters of guilds applying for membership are NOT viewed by the review board), and will vote on the issue. Please note: If any of the information in the application is proven to be false, including the guild's focus, the guild may be denied entrance into SRC, and any member of it may also be denied membership on an individual basis.
When a guild has been accepted into SRC, the GC, proctors, dicemasters (if any), and
the guild's representative to the SRC Council will be asked to meet with the Chancellor of
Admissions. It is preferred that all of those listed be present for the same meeting, but
not required. The purpose of this meeting is to provide guild officers with guidelines and
information to be passed on to the regular members, and to allow time for any questions to
be answered. Also at this time, proctors will be scheduled to take the certification
class. Those who wish dicemaster training may also schedule classes at this time if
Specific Rules for Houses
For additional information on Houses, please see the Commander's Handbook.
Initial Gold/Experience Grant - Newly created characters (starting at 0 gold, 0 xp)
have the right to a beginning grant simply for joining SRC. This grant may be any ONE of
Conversions from other Councils - SRC recognizes experience already gained. Experience
from other councils will be converted as fairly as possible. Because a player converting
from another council already has some experience, and possibly gold, the initial grant
will be half what is listed above.
On Character Creation
All SRC members, be they Independent, guild members, or house members, are required to have a profile posted. We recognize that profiles are usually more than just sets of statistics, so we have attempted to minimize the information that we require. This has not proven to be an easy task, however, and we expect to be amending this section. To make matters more difficult still, there are things that must be in profiles under certain circumstances, but which may not always be required. These special circumstances, such as POW or Ghost, will be noted in the appropriate section.
Because each council seems to classify different races differently with regards to how
many dice they are allowed, we have attempted to standardize the races. Those which are
commonly agreed on we have left more or less the same, and created a list of those races
which seem to be most common. Those which seem to vary widely from council to council
should be worked on the Class worksheet, which is available in several of the Handbooks,
and in Appendix 2.
Number of times resurrected - If you have not used any of
your resurrections, you need not list anything. If you have been resurrected, you must
list how many times.
The process of changing race/dice can be complex and expensive. Some cases, such as changing from vampire to mortal, or having cyberware or bioware implanted, requires the aid of a Cleric. In cases where one member of a race brings a character into that race (human to vampire or werewolf, for example), the "sire" must be a minimum of 4d60 and must make a roll to control themselves during the process. If 1of their dice fails, the "sire" rolls again to see how much damage was done (this is normal damage and must be healed by a cleric). If the damage roll equals or exceeds 40 points, the character dies and must be rezzed. If 2 or more dice fail in the control roll, the "sire" loses control and kills the character they were attempting to bring across. Resurrection for characters killed this way is allowed.
In cases of having cyberware implanted, the character undergoes surgery. The character must buy a specific package in order for the modifications to actually increase the number of dice. Simply adding cyberware or bioware will not in itself increase the character's dice. Once the package has been purchased (and they are VERY expensive), the character has a Cleric perform the surgery (must be logged). The Cleric must meet or exceed their target number (20 hits to add 1 die, 40 hits to add 2 dice) in two rolls. If they do not meet the target number after 2 rolls, the patient dies on the table if they were only adding 1 die. If the character purchased the 2d kit, and the Cleric rolls at least 20 hits, but not 40, the character survives but may only add 1die. A character who dies in this manner may be rezzed.
To legally change character race, the character must have a complete log of the
event causing class change (including any healing required), one copy of which should be
kept with the character's records, and one copy of which must be sent to the GC, HC, or
Mentor so that Rosters and records can be updated. Unless the change was directly to
a race on the standard list, the player will need to complete and send to the GC/HC/Mentor
a copy of the Race/Dice Worksheet. A copy should also be kept with the character's
Character Specialty Classes
Some characters in Rhydin are just normal, average people - at least as far as any adventurer in a roleplaying game can be said to be average. Some border on godhood. A very few "know a few spells" or can do one thing really well, but most other things only tolerably well. For those willing to play within it, we have begun creating a framework for character classes, much like those found in AD&DTM. At present there are four classes: Fighter, Cleric, Mage, and Assassin. Most characters will fall into one of these classes, a dual-class, or into none at all which also works. Choosing a class is not a requirement for SRC membership, however it does allow players who do so some benefits. Further, we feel it promotes better roleplaying by removing the temptation to be a 2d30 god. Each class and combination has limitations that do not apply to any other class, and each has unique advantages as well. We have tried to see to it that no class becomes simply a glorified version of any other and that each is necessary in its own right. For this reason, multi-class characters (those who claim more than two classes) are not allowed. Dual-class characters are allowed because so many character concepts are based on them.
Fighter - Most characters will fall into this class, as it is the general "adventurer" type class. Any character is considered to be able to fight, and most characters will earn at least a portion of their experience from doing so. Characters who do not choose a specialty class are considered Fighters for technical purposes. As a rule, fighters do not use spells and cannot heal other characters. They can use most mods items, except those restricted to specific classes. They can be of any race. They can be dual-class (Fighter-Mage or Fighter-Cleric). The Player's Handbook
Cleric - Clerics, as noted above, are healers and priests. They may be both, but do not have to be. They can be of any race. They can use most mods items and all normal weapons and armor, and they can use most mods items although certain combinations are restricted. They can use a limited number of spells (Cleric-specific). There are mods items created specifically for Clerics that are unavailable to other classes. Clerics can be dual-class (Fighter-Cleric or Cleric-Mage). The Cleric's Handbook
Mage - Mages tend to be the sort who use magic for everything. Even if it's easier to do something by mundane methods, the mage will probably use a spell. They can use all normal weapons and armor, and can use most mods items, although certain combinations are restricted. They can use any normal spell except those crafted specifically for Clerics, and can use any mods spell. There are mods items created specifically for mages which are unavailable to other classes. Mages can be any race, and they can be dual-class (Fighter-Mage or Cleric-Mage). The Book of Magic
Assassin - The assassin class is a specialized fighter, and includes thieves. This class is restricted to 2d characters only. Assassins can use most mods items, and all normal weapons and armor. There are mods created specifically for assassins and thieves that are not available to other classes. They cannot use spells. They cannot be dual-classed, even though they can be classed as fighters (not all fighters can be assassins, however, which is why the distinction is made). The Clandestine Artist
Characters who die may sometimes be resurrected. Every character starts with two resurrections, and gains an additional "rez" for each 20 sides of dice they have. The number of times a character has been resurrected must be listed in their profile.
Under most circumstances, a character cannot be resurrected. However, if the character died in a home defense aggress (and was not the instigator), in a legal AA (character must be the target), or as a result of an attempt by another character to change their race (vampiric embrace, for example), they can be resurrected. Wars that use true Death Matches may allow for resurrections, depending on the war terms.
If a character agrees to a DM, dies as a result of a home defense aggress in which they were the offender, is an assassin and dies in the process of an AA, or is a bodyguard who was killed in the process of an AA (they agreed to a DM, basically), they cannot be resurrected.
A character may only have one resurrection per death. If the character dies and an attempt at resurrecting them is made, but fails, the character is dead and the player must start over with a new character, regardless of how many resurrections that character may have left. An attempt at resurrection must be started within 6 hours (mun time) of the character's death, otherwise the body decays too much and the spirit gets too far away to be recalled.
If a character has used up all of their resurrections, dies as a result of a failed resurrection, or dies under circumstances preventing resurrection, they must start a new character. It is preferred that the screen name be deleted, however this is sometimes not feasible.
Wills - Characters nay file a will with the Chancellor of Records to see to the disposition of their possessions upon the death of the character. The character may only will their property to existing characters (any character listed in the will must have a valid screen name and profile), and cannot leave items to a general person, such as "my daughter". A will may transfer mods items, gold, slaves, and spellbooks. Experience cannot be transferred from one character to another through a will.
Experience and Dice
At present, SRC uses the same experience chart as UGC and several other forums. The Hit Chart is the same as well. Both charts can be found in Appendix 3 - Charts, and on the Frequently Used Charts page (this page prints out nicely). Please note that you may NOT update your dice and xp until they have been approved by your GC, HC or Mentor. You will receive a roster each week if you are a member of a guild or house, and you update your profile from the roster. Independents will be sent an email from their Mentor each week advising them of their new experience totals and dice.
SRC has created the Primary Guild Rule, wherein while a member of SRC may be a member of more than one Guild or House within SRC, they must choose one guild as their Primary Guild. The Primary Guild is the only Guild from which the member may collect gold pay for logs, and it is the Guild on which the member's dice will be based. This ruling was passed because unfortunately there are people who collect guilds for the sole purpose of gaining additional experience and gold, rather than from any real desire to be a part of a particular guild.
The Primary Guild Rule is similar to but expanded from UGC's One-Dice Rule. A member's experience is the same, regardless how many or what guilds they join in SRC. In other words, dice are forum based, not Guild based, and you do not start over at d20 if you join a guild. If you have earned d45, you enter your new guild at d45.
Records of xp earned will be audited by the GC, guild dicemaster, or Mentor. Logs and
other records of xp earned should be read as they come in, or at the very least once every
Roster period. Because of the strict penalties imposed for use of illegal dice, it is in
the best interests of all concerned to keep complete records.
Cheating - Because logs should be audited as they are turned in to assure accuracy and
validity, if a character's dice are later questioned and it is discovered that the dice
are illegal due to log tampering, invalid spars, or other factors that should have been
caught in a reasonable log audit, any or all of the following penalties may apply:
Registration of d90+
Characters who advance to these very high levels must register their dice with the SRC
DiceMaster in order to continue advancing. This is to protect those who have legitimately
earned these dice, and because at this level, characters are capable of doing huge amounts
of damage to their opponents.
Generally there are very few ways to gain xp without earning it. Loaning, gifting, or selling xp is not legal. Bonuses may be granted to new members of a guild, as an incentive to join. Maximum incentive bonus is 200 xp, and comes from the guild's xp pool. Characters cannot transfer xp via a will; only items (including spellbooks) and gold may be transferred in wills.
Experience Values for Fighting
Most characters will earn experience by fighting. Single spars earn 5xp times the point difference of the final score to the winner. Most other matches are scored similarly, but have different xp multipliers. Honor, Slave, and Release Matches all earn 10xp times the point spread. Death Matches earn 25 times the point spread. All losses except DMs and aggressor matches earn 5xp. Mass spars are 5xp times the highest sides, multiplied by the number of opponents (total number of players in the match, minus 1). Team spars are 5xp times the highest dice on the losing team, multiplied by the number of players on the losing team, divided equally among the surviving members of the winning team. See the Player's Handbook, The Proctor's Handbook, or the Dicemaster's Handbook for explanations and examples.
Other Fighting Related XP Awards
Assassinations -Certified Assassins earn xp for the attempt,
as well as for any DM that follows a failed initial attack. The standard xp for a
successful AA is 50xp, plus the 25x the difference in score for the death.Clandestine Artist. Dicemaster's Handbook
Thieves earn 1/2 the gold value in xp for a successful attempt. If they manage to get away with a +3 item, the xp would be 1500xp. If the attempt fails, the thief still learned something so assuming they are no caught and/or killed, they would earn 5xp. Clandestine Artist. Dicemaster's Handbook
Other Ways to Earn Earn Experience
Learning in a structured environment or from a more experienced person is a valid way
of gaining experience. Therefore, characters may earn xp by attending classes held by a
registered teacher. Students earn 15xp per class session attended for impromptu classes,
or 60xp per scheduled class session attended. Students may not earn additional xp by
taking the same scheduled course multiple times. Any given course may be taken more than
once for the student's information, but xp is only awarded for it once. Students may
attend and earn xp for as many classes as their schedules (and gold) allow per day. Any
class a student wishes to claim xp for must be logged, and the log turned in to the GC,
HC, or Mentor. Dicemaster's Handbook
Clerics earn xp for healing others at a rate of 10xp per point healed. No XP is granted for healing after normal spars, as these are considered not to actually cause damage. The word "healing" covers most areas such as bandaging wounds, and curing poisons and disease. There is a maximum amount of xp a Cleric can earn from healing any one victim, and this is based on the victim's dice; you can't heal more damage than can be done. So, if the victim is 2d, the maximum xp to the Cleric is 200xp; if the victim is 3d the maximum xp to the Cleric is 300xp, and if the victim is 4d the maximum xp to the Cleric is 400xp.
A Note on Resurrections: Any Cleric involved in a resurrection (whether the attempt was successful or not) must report this to the Chancellor of Records. The standard way of doing this is to cut and paste the last few lines of the log of the attempt into an email, being sure that both the victim and the cleric appear in the log, and that it is clear from the log whether the attempt succeeded or failed. Failure to file this report may result in invalidated logs, xp fines, or in severe or repeat cases, exile.
Characters who make items for general merchandise stores earn xp based on the number of sides required to make items times the number of items made. See Merchant's Handbook and Dicemaster's Guide for details.
Characters who make mods items earn 300xp per +1 of the items they make. Mods require 20 sides per +1, so the maximum a character can earn is 1200 xp per week. See Merchant's Handbook for details.
Registered livestock dealers earn experience for each sale they make, and may earn an additional amount of experience by hosting an auction. Each approved re-registration of a slave earns the dealer 25xp. To claim experience for an auction, the dealer must turn in a log of the event. They earn 100 xp, plus 10xp per slave shown (whether they sell or not), plus the 25xp for the approved re-registration of each slave sold. See Merchant's Handbook for details.
Registered Tavern owners and employees -Because taverns must be run from a chatroom, and because a successful tavern takes a great deal of the character's time, owners of registered taverns earn 800xp per month as a base xp rate. For each employee log they turn in, they earn an additional 10 xp. They may employ as many additional people as they can afford to pay, but each employee may turn in only one log per day, and there may be no more than 5 employees working in the tavern at any given time. Tavern owners who work in their taverns may claim 25xp for their logs like any other employee. Employee logs are limited to one per day, and must contain no less than 25 lines of speech or action by the employee to qualify for any xp award. Note: Tavern employees need not be registered, and they turn in their logs to the tavern owner, who then sends them an email stating their gold and xp earnings for the week. See Merchant's Handbook for details.
Registered Owners of registry services earn 10xp per list entry for registered (or Certified) businesses or persons that do not appear on the SRC website, and 5xp per entry for those which are listed on the site. See Merchant's Handbook for details.
Registered Bodyguard Services - Owner earns 50xp for each contract they arrange. See Merchant's Handbook for details.
Registered investigators/spies earn experience for contracts, not for individual logs acquired, and these contracts must be turned in to the Minister of Commerce's office in order for experience to be claimed. A contract is an email from a client to a spy stating the information or type of log required, the screen name to be logged, and the price paid for the log. The email must be forwarded to the Minister of Commerce (or the appropriate person in that department) in order to be valid; cut and paste is not acceptable. A contract may also be in the form of a chatlog stating the same information as above. This log may be turned in as a cut and paste email. Each contract filled is worth 50xp. See Merchant's Handbook for details. IMMEDIATE REVISION PENDING
Registered Entertainers - Entertainers earn xp based on the intricacy of their performance. Please note that the line counts must actually be part of the performance, not just idle chatter in the room. For a Simple performance, the Entertainer has 10 to 29 lines of speech or action. This is the base for figuring xp, and no modifier applies. For an Intermediate performance, the Entertainer has 30-75 lines of speech or action. This level requires at least some thought on the Entertainer's part, and possibly even a little planning, and so earns them 1.5 times the base value. For an Intricate performance, the Entertainer has 76+ lines of speech or action, and earns double the base xp. This one is the ultimate performance. A concert would fall into this category, as might certain tavern performances. It might be a song or story the player actually wrote, as well (be careful with this one, however. Plagiarism is severely frowned upon, and may carry legal consequences to the player if copyrights are violated). All logs must be turned in to GC, HC or Mentor, and no more than 5 logs per day may be turned in for xp. No Handbook available yet. REVISION PENDING
Every member of the SRC has the opportunity to earn gold. As in life, some lines of work are more lucrative than others. These usually also carry a higher price tag, either in the danger of the work itself, or in the amount of training required to be successful.
Per Log Pay for House Members - Because Houses are smaller and
considered to have fewer resources, they pay less for logs than do Guilds. However, the
Primary Guild Rule applies, even if your Primary Guild is actually a House. House
Commanders are paid 10gp per log, not to exceed 25 logs per week House members earn 5gp
per log, not to exceed 25 logs per week. Note that the 25 log per week refers to logs for
which gold will be paid; there is no such limit to the number of logs which may be turned
in for experience. Commander's Handbook
Gladiators - Gladiators are actually slaves (in most cases). Their owners are required to pay them only the minimum "upkeep" fee, however it is in the best interests of the owner to pay bonuses, or even a higher wage, as this makes a skilled gladiator less likely to demand a release match, or purchase his freedom (or, for that matter, arrange to be stolen by another slaver).
Bodyguards - Not all bodyguards are paid, however it is strongly suggested that you compensate your bodyguard in some fashion. Bodyguards need not be professional (registered) to be valid, however professional bodyguards and guard services do sometimes provide perks that your best friend may not. A bodyguard need not be registered to be paid for their services, however they must appear in their employer's profile as bodyguard, and must place in their own profile that they guard that person. Bodyguards are normally paid according to their skill level, however this is between the guard and the employer to work out. See the Merchant's Handbook.
Assassins - Assassin fees are very high because
the assassin stands a very good chance of not surviving the contract. For this reason, SRC
had set base prices for hiring assassins, and have made allowances for negotiating the
contract fee. Assassins must be contracted separately unless they are registered as a team
(you may not hire KillerJoe and KillerJane as a team for one price unless they are a
registered Assassin Team, even though they would work together on your contract.)
Proctors - Certified Proctors can and should charge a gold fee for their services, especially for such things as Honor Matches and Death Matches, which earn them very little xp. Proctor's Handbook
Thieves-Thieves can gain gold and Mods by
stealing them. Within reason, any item of value can be stolen, however some things are
more difficult than others, and some are simply impossible.
Non Violent Ways To Earn Gold
Teachers generally will earn more experience by teaching than they will gold. They can set their own prices for the classes they teach, If the subject will earn the student money or xp for having taken the class, the fee for the class should be higher than for subjects that are general interest. If the subject will save the student money, as in the case of certain magic classes, the class should also be priced somewhat higher than general interest topics.
Topics that prepare a student for a certification must be taught by Certified individuals in that area, and they must be approved by SRC to teach their classes. These include Proctoring and Assassination at present. These two fields will require several teachers, each of whom will earn the experience noted in the section on teachers, above, and 30gp per student in any given class (so a classroom log of 10 students would be worth 300gp). They will earn an additional 25 gold for each of the 3 logs a student turns in toward completing their training, and 100gp for each of their students who actually become Certified.
Using Certification classes as a base then, where the whole training course costs 430gp, most topics that will prepare students for moderate to high-paid fields should cost 200gp for the course, and other topics should cost 100gp or less.
NOTE: Certified Proctors who teach are paid by SRC, not by their students; the proctoring course is free of charge. Assassin training, on the other hand, is paid for by the student. At a later date SRC may change the fees for assassin training, but at present we feel that a minimum of 430gp is not a large investment by comparison to the gold an accomplished assassin can make.
This area includes fine art, tattoos, and related items. The artist earns xp based on how good their creation is, which in turn is based on their die rolls. The artist may make 5 rolls for any piece, using their normal sides, but only 2 dice regardless of how many dice they normally roll. The points scale is the same as the regular hit chart, with 15 being one point, etc. If the artist makes 15-29 points in 5 rolls, the piece is considered good. If the artist makes 30-44 points, the piece is considered excellent. If the artist rolls 45 or more points, the piece is considered a masterpiece. The artist earns 5x the number of points rolled, up to a maximum of 300xp per piece. Note that even a bad piece earns a little xp this way, since the artist learns from the mistakes.
It is suggested that Artists (fine arts, tattoos, etc) charge by the size of the item and number of colors used. The sizes would be small (10x the number of colors), medium (20x the number of colors) and large (30x the number of colors). For example, a large 5 color tattoo would cost 150gp. Artists may, however, set their own prices.
Business is a very broad term, and already an very involved area of the SRC Charter. There is presently no standard for paying employees of various businesses, however there are some guidelines of what goods and services might cost. Employers set their own pay scales for their employees at present. Between the suggested prices for goods and services and the cost of providing them most prospective employers will be able to make a fairly good guess at what they will be able to afford to pay employees. Certain businesses already have guidelines in place, but most do not. See The Merchant's Handbook for more information.
On Dice Modifiers
Modifiers or Enhancers are items which affect the number of hits scored on an opponent,
affect resurrection attempts, or aid in healing. There are three types of combat modifiers
available: Perception/Stealth, Offensive, and Defensive. In addition, there are spells
available which also modify the number of hits, or affect the requirements for healing or
resurrection. There are no items which modify the number of sides or the number of
dice a character may roll, nor are there any plans to accept them.
Defensive - These items decrease the amount of damage done by an attacker. Defensive mods subtract up to 3 points from the total number of hits rolled by the attacker. This is the total hits from all dice, not from each die individually. The defender must state what defensive mods are in use each time they are attacked, and unless otherwise stated the mods declared at the beginning of the match are considered always on. If the attacker rolls one die at maximum against a defense item, the damage is said to go through the defense, and it is useless for the remainder of the match. For example: McDragon has +3 dragon scale armor. Bbadboy attacks him rolling 4d60. The dice come up 5, 33, 60, and 34. McDragon's armor failed because one of Bbadboy's dice was 60, his highest possible. All of the damage from this attack is applied (in this case, 18 points), and the armor may not be used for the remainder of the spar.
Perception/Stealth - these items modify number of hits needed by an AA, TA, or KA target to perceive that they are indeed a target. Because the perception roll is a different roll from standard attack rolls, Perception and Stealth mods may be used in conjunction with other modifiers.
Perception Mods increase the chance of a target becoming aware of an
assassin, thief, or kidnapper before the attack is made. These items subtract from the
perception roll needed, but only if the target rolls at least one hit naturally on their
perception roll. There are no "autospot" items. Secondary Perception Items
are available which allow bodyguards to modify their perception rolls on behalf of their
employers, however these items benefit only the bodyguard's employer, NOT the bodyguard.
The maximum modifier, whether primary or secondary, is +2. Two +1 items or one +2 item may
be used, so long as the maximum modifier is not exceeded.
Mage characters must note somewhere in their profile that they are a mage in order to be able to register any modifying spells they purchase. Modifying spells must be purchased; they cannot be learned from another character. They may acquire normal spells by learning them from another character who knows them, or purchasing them from a magic shop. To learn a normal spell from another character, the mage needs one log of having been instructed on the spell, in which they attempted the spell at least three times, and succeeded at least once (three rolls, only one of which needs to have at least one hit).
Mages are required to keep a spellbook, in which they list the spells they have learned, with a description of what each spell does. Spellbooks may be purchased blank, or with spells already in them. All spellbooks have unlimited capacity, so need never be upgraded. A spellbook is a text file, web page, or other method of storage which can be made available for auditing if necessary. Mages must list in their profile that they have a spellbook, but not what spells are in it (this would be unrealistic, considering the lack of space in a profile).
Mages cannot register most +weapons, and most non-mages cannot register spells (spells can be purchased by non-mage characters as gifts to mage characters--they will be registered to the mage). Anyone can purchase and use +armor and most other modifying items. The Complete Grimoire, The Merchant's Handbook, The Book of Magic
While wars can be very costly, they can be quite lucrative as well, both from a gold standpoint and for earning xp.
A Declaration of War must be submitted to and approved by the Chancellor of War. The Declaration must include the full name and acronym of the guild or house declaring the war, the full name and acronym of the target guild or house, and the terms of the war. The terms must include whether the battles are to be ghost matches or POW matches and whether POWs may be ransomed if applicable.If approved, the Declaration is stamped by the Chancellor of War and forwarded to the commander of the target Guild or House, who in turn may accept or decline. The commander of the target House or Guild informs the Chancellor of War of their decision by signing the Declaration stating their decision, then forwarding it back to the Chancellor of War. If the target declines, the Chancellor of War informs the aggressing guild or house, and the discussion is over. Cut and paste versions of this declaration are not acceptable, as this makes the document easier to forge. The Declaration must be forwarded at each stage. War Rosters - If the two guilds or houses agree to go to war, each commander must then submit a war roster which includes the current value of the guild's gold pool, the screen names and gold pools of the GC and SIC (war was ultimately their decision, after all), the screen names of all guild members who will be participating, their dice and hit potential, a list of those members designated as guards for POWs, the screen names of any mercenaries hired and their dice and hit potential, and a listing of all ally guilds/houses by full name and acronym. Further, each roster must note which characters are Clerics, as these are the only characters allowed to perform healings during wartime. If the allies of either guild or house are also participating, they will need to submit war rosters as well. Note that allies of allies may NOT participate; only guilds or houses who have alliances with one of the original two guilds. No one not listed on the original war rosters will be allowed to participate. Hit potential - The total amount of damage a character can do in one roll without mods is called hit potential. To find it, use the number of sides, look up on the hit chart what that side would score, and multiply by the number of dice. For example, a 4d90 character's hit potential is 16 x 4 = 64, a 3d70 would be 12 x 3 = 36, and so forth. This number is listed on the war roster to facilitate choosing targets for single matches. Allies of either of the two warring guilds may choose to participate in the war, however allies of the ally guilds, unless they have a direct alliance with one of the warring guilds as well, may not. If a guild is allied to BOTH of the warring guilds, they may not participate on behalf of either guild as this creates a conflict of loyalties. Any guild which has a non-aggression pact with either of the warring guilds may not participate, even if that guild has an alliance with one of the warring guilds. Allies of any warring guild or house may pull out at any time during the war if the terms of their specific alliance allow for such. Ally guilds must submit War Rosters and updates as required of the warring guilds. These are supplied to the commanders of both warring guilds, and to the Chancellor of War. Ally War Rosters must state which guild the ally guild is fighting with.
Ghost matches, POW matches, Escape matches, and Death matches are all Legal wartime matches. Anyone losing a Ghost Match or POW Match must list in their profile that they are a Ghost or a POW. Anyone losing a DM must create a new character. Single Ghost, POW or Escape matches are worth 15xp times the difference in score. Death matches are worth the standard 25xp times the difference. Mass combats are the number of opponents x the highest dice belonging to the opposing side x 10, which total is then divided evenly among the survivors of the winning side. For example, if the losing team had 11 member, and their highest dice member was d90, the winning team would get 9900 xp to divide among the survivors. If all 11 of the winning team survive, they each earn 900xp for the match; if only 5 survive, those 5 earn 1980xp each for the match, etc.
All wartime matches except escape matches are fought with Guild/House dice, enhancements such as enchanted weapons and armor, and the 20/30/40-health rule. Escape matches are fought with 2d50 to 50. Everyone has the option to decline a match except in the case of the Mass battle; if you are in the war room to fight you must abide by the ruling of the proctor. Anyone defeated in a Ghost match is considered a ghost until the end of the war, and must state in their profile they are a ghost until notified the war is ended. Anyone defeated in a POW match is considered a POW until they escape, become a ghost in an escape attempt, are ransomed, or until the war is over.
In the case of a dispute of any sort, a log needs to be sent to the SRC War Chancellor for review. The decision of the SRC War Chancellor is final. If the dispute regards possible cheating, illegal AAs or KAs, or regards a fighter who is captured or killed fighting additional matches after they lost their match, the case may result in a court martial. See War Crimes, below.
Healers must state such in their profile (healer, shaman, cleric, priest, etc.) in order to be able to heal during a combat. The healer may forego their attack and instead roll to heal someone or themselves. Healing restores 1 point of health per hit scored by the healer up to the maximum health of the individual healed.
War matches earn war points for the winning guild, which are totaled at the end of the war and turned in for an experience award to be divided among the participants in the war. War points are worth 100 xp each, which is awarded AFTER the war is over. Winning a melee match earns 15 points for the guild. Winning a single match or successful AA or KA by a guild assassin (NOT an outside contractor) earns 10 points for the guild. This way, there is potential gain for everyone participating in the war, not just the ultimate victor.
The war is made up of three types of matches. These are Melee matches, Single matches, and Clandestine Attempts. Each of these are explained in depth below, but briefly, melee matches are mass (team) matches, single matches are just what the name implies, matches between two combatants, and Clandestine Attempts are AAs or KAs against key targets. Single matches may take place any time that is convenient for the combatants, but they must have an SRC Certified Proctor present to score and log the match. The Proctor is responsible for sending the log of such matches to both commanders as soon as the match is done.
All combatants must email the log of that match to their commanding officer immediately after any match they fight, even though the Proctor will have done this as well. Further, if they lose the match, they can no longer fight in the war. They must immediately update their profile to reflect that they are either a ghost or a POW, and they must refuse any challenges received after they lose a match. The penalties for war crimes are very strict, and generally speaking not worth taking the chance over. See War Crimes, below.
During the war, characters may advance their dice at the normal rate based on war matches and spars they win. GCs are expected to keep up their regular non-wartime duties, and send out regular rosters. If characters involved in the war advance their sides from what they started the war with, the war rosters must be updated to reflect these changes.
Any SRC member may be hired as a mercenary at a rate of 5 GP per side, per engagement. An engagement is one battle, one day as guard, one day as a bodyguard, etc. Mercenary Guild/Houses may be hired for a sum of no less than 5000gp per day for a guild, and 2500gp per day for a House. Mercenary Guild/Houses must be registered as such by the SRC, and the registration must be effective no less than 72 hours prior to the Declaration of War. The GC of the mercenary Guild/House may negotiate for more gold. A contract must be signed by the GC and SIC of the Guild/House hiring the mercenary or Mercenary Guild/House. Further, like any other guild or house involved in the war, the mercenary guild must submit an initial War Roster to the Commander who employs them and to the Chancellor of War. They must also submit updates to their War Roster as per the rules for other guilds in the war. Freelance mercenaries are assigned to the hiring guild as temporary members, and noted on that guild's War Rosters as mercenaries.
Any combatant may surrender during any POW match if they feel they will be defeated. If they surrender and the surrender is accepted, they will be considered a POW. If the enemy is not willing to accept surrender they may continue to fight. To surrender you must call hold during the match and petition your opponent or opponents, stating you wish to surrender to them. At that time your opponents must inform you that they accept your surrender, or inform you that they will not accept it.
Interrogation is not recommended but is included here to simulate the conditions of war. This is a role-playing game and although no player can be forced to comply a good role player will try their best to abide by the rules. To Interrogate a POW both POW and the torturer roll 2d50, and the highest score wins that round. The Interrogator must win 3 rounds in a row to break the POW. A session of torturing is 10 rounds. If the Interrogator wins the contest then the POW must answer a single question truthfully if they are capable of answering (if they know the answer). If at any time during the session the torturer wins 3 consecutive rounds the POW will break down and answer truthfully a question asked of them. A POW may be interrogated only twice and it must be at least 24 hours real time apart. A successful interrogation is worth 100xp to the interrogator, and a successful resistance to an interrogation is worth 100xp to the POW.Assassins in a Guild/House at war do not get payment from the guild or house for assassinating or kidnapping members of the opposing guild, as this is what they have been being paid for since joining the guild. They do, of course, earn the normal amount of experience for the AA or KA. If the assassin chooses to take contracts which are not related to the war, they may do so, and can charge the normal rate. Wartime assassinations and kidnappings fall under the standard rules, except that the assassin need not get logs on their target (as long as the target is a member of the opposing army or one of its allies). Assassins in wartime do not have to have a contract, per se, however they must have assigned targets. The GC or proper commander must send an email to the assassin stating the SN of the target they want the assassin to go after.
POWs are automatically freed at the end of the war. They may also be ransomed during the war at a cost of 10 gold per side. The POW may pay the ransom if they have the required gold. Half the ransom goes to the person who captured the POW and 1/2 goes to their Guild/House. Until they are ransomed, escape, or are freed at the end of the war, POWs must list themselves as such in their profile.
War Ghosts are automatically resurrected at the end of the war. Until that time they may not participate in the war in any way, and must list themselves as a ghost in their profile (ideally they would not spar, but as wars can take several weeks this is a bit unrealistic for most players).
Guards may not fight in Mass battles, or single combats other than escape matches, as they are rear echelon personnel. A Guild/House must maintain 1 guard for each 10 prisoners they hold. If this 1:10 ratio is not met the POW's escape, as the POW camp becomes undermanned. Guards gain 50xp per day and 20 gold per day. Guards may be rotated once daily if they choose. POW's may elect to try to escape. To do this you must find a designated guard and fight an escape match (EM). Escape matches are fought with 2d50 to 50. If the POW loses this match they are considered a ghost until the end of the war,
The GC or the acting GC (The current highest-ranking member of the Guild/House) may at any time negotiate terms of surrender for their Guild/House, in the attempt to salvage what is left of their Guild/House and its resources. This is done by sending e-mail to the GC or acting GC of the other Guild/House and arranging a time and place to discuss terms under a flag of truce, with an SRC mediator present. If surrender is not arranged the war will continue until one Guild/House has had 80% of its members and allies listed as Ghost or POW. At that point the Guild/House can no longer continue to fight, and the war is declared over by the SRC Chancellor of War.
To the victor go the spoils. The Guild/House that is declared the loser of the war (unless arranged otherwise in terms of surrender) forfeits its gold pool. Half of the personal gold of the GC and the SIC of the losing Guild/Houses is collected by the winning Guild/House as well (after all they made the decision to go to war). The Gold is to be divided evenly among the winning Guild/House's members and its Allies that participated in the war.
At the end of the war, the total number of War Points are tallied for each guild or house, and they are awarded 100xp times the number of War Points earned, to be divided among those who took part in the war. Non-combatants do not receive a share of this award. Note that War Points are earned by ALL participating Guilds or Houses, not just the two central ones. Freelance mercenaries earn a share of the xp awarded to the Guild or House that hired them, just as any other member who participated does.
For complete war rules, see The War Book
On Justice (SECTION PENDING REVISION)
The complete listing is not yet available, however certain actions carry severe penalties, including fines of gold or experience points, or exile. There is no execution, nor do we feel a need for such.
In-Character activities presently deemed deserving of exile are murder, stalking. Out of Character activities deemed deserving of exile are cheating, repeat TOS violations, stalking
Criminal cases are reviewed by a board made up of several randomly chosen GCs HCs and Mentors, and the Council Employee in whose department the crime falls. In most cases their decision is final.
Invalid War Matches - Anyone caught fighting in a war match after they have lost will be subject to an immediate court martial. A temporary truce will be declared, while facts on the case are gathered and a review board assembled. The accuser must provide a forward of the emailed log in which the accused lost, and forwards of any logs in which the accused subsequently appears as a combatant.
If the accused is found guilty, that character is stripped of all their gold and exiled from SRC for cheating. The character's guild is fined 100gp x the number of matches the character fought after their death/capture, and may be forced to forfeit the war. This crime carries additional penalties covered in depth in The War Book, and in the upcoming Crime and Justice Handbook.
Invalid Wartime AAs - Wartime AAs may be found illegal if the assassin did not have direct orders for an AA, or if the AA took place during another war match (or for that matter, during a non-war-related spar or match). If found guilty by the court martial, the Assassin loses their assassin registration number, forfeits all their personal gold, and is fined 10 times the amount of experience they claimed from the illegal AA.
On SRC Council Permanent Seats
The Clandestine Artist - A handbook for Assassins, Kidnapers and Thieves
The Cleric's Handbook - Rules and examples for healings and other Cleric functions.
The Commander's Handbook - Sourcebook for Guild and House commanders.
The Complete Grimoire - List of all spells available and accepted in SRC, as well as information on magic items
The Dicemaster's Handbook - All the experience charts, and everything you need to know about using them.
The Entertainer's Handbook - NOT YET AVAILABLE, but will discuss rules regarding all manner of entertainers.
Getting Started in SRC - This is the Player's handbook. Especially good for new players, but vets should read it too.
The Independent's Handbook - Similar to Getting Started, but focuses entirely on the Independent, and the Mentor
Mentor's Supplement to the IH - This guide gives additional information, forms, and charts specifically for Mentors.
The Book of Magic - Information and rules for using spells, gaining spells, creating spells, and more.
The Merchant's Handbook - Rules for registering and operating a business, xp values and more.
The Proctor's Handbook - The fighting rules, and the conventions which may be applied to different spars
The War Book - The complete war rules
The Mods Catalog - The complete listing of modifying items acceptable in SRC.
Appendix 1 - Applications of every kind.
Appendix 2 - Worksheets and forms
Appendix 3 - Charts of everything that needs a chart, and perhaps some things that do not.
Frequently Used Charts - Printer friendly page containing the xp chart and the hit chart.
9-30-98 Section on Artists added. Section on AAs updated to reflect some of the rules changes.
7-19-98 Section on Character Specialty Classes added. Section on Magic updated. Section on Dice Modifiers updated. Book of Magic available.
8-3-98 Section on changing race/dice revised. RULES CHANGED - Be sure to read it.
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