Standardized Rules Conference
Getting Started in SRC - The Player'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.
This handbook is probably going to be most useful to those who are new to roleplaying games, or to gaming on America Online. It contains the most basic information, from creating a character to how to roll dice, to where to find TOS rules. In essence, this guide is the combined knowledge and wisdom of some of us who had to learn each bit of information the hard way, one scrap at a time.
It also contains some information of value to seasoned players, however. SRC does some of the basics a little differently than some of the other forums, so veteran players are encouraged to at least skim this guide for new information and areas of difference. This handbook is rather comprehensive, and includes some quick reference guides. The quick references may be available separately at a later date. Use the links to jump to specific areas.
Online Gaming Basics - Terminology and Etiquette
So you go into a room and someone there ::::looks toward the door:::: . You may or may not have been acknowledged, but that's as good an opening as any to dive right in. There are a couple of things you'll want to know first, though. Anything set off by groups of colons, ::::like this::::: , is an action or a thought. If it's a thought, unless your character really does read minds, just file the information away for later, and don't react. Anything set off by double parentheses ((like this)) is the "mun" or player, not the character speaking or acting. Try to minimize your out of character (OOC) comments, as they detract from the storyline (SL) that's being played out. Keep in mind that many of the people you'll encounter have been playing together for a long time, and that like any group anywhere, it takes some time to get to know them. Just watching for a while can be useful for getting an idea of what's going on, who's who, and so forth, but the only way to get in on the fun is to get involved. You'll not likely be noticed if you always stay in the shadows.
Creating a New Character
Creating a character starts with a concept. Some players start by choosing a genre, such as from AD&D, Shadowrun, Cyberpunk, White Wolf, or other game systems. Others base characters on their favorite novels, movies, or TV shows. Do you want a fantasy character? A cyborg? A modern-day detective? A mythological creature?
Choose a name for your character. If you have a screen name slot available, it is best if you devote that screen name strictly to your RPG character. This makes changing profiles back and forth unnecessary, and also allows your screen name to say a little something about your character. There is of course no rule that says your screen name cannot be something mundane; it's simply that a screen name (or SN) that reflects your character will attract more attention and offer more roleplaying opportunities.
Every member of SRC must have a role-playing profile, and there are a number of items that are required in it. You can start with a bare-bones profile, and change it as you learn more about your character, or you can spend some extra time initially to determine most of the information you'll be placing in your profile. There are good and bad points to each method. A bare-bones profile qualifies as a profile, but most players base who they will interact with and in what way on the profiles they read. The upside of a bare-bones profile is that it leaves plenty of room for character growth. A fully developed profile on the other hand may attract quite a bit of attention, but you'll find yourself scrambling for space as your character grows.
Character Race - Because it affects almost every other aspect of your character, one of the most important things to determine about your character is their race. The number of dice you roll for your character's actions is determined by their race, as is the health or number of hits the character can take before dying. We have created a chart listing as many of the common or standard races as possible, along with the number of dice each race has. You may choose a race from the Standard Race/Dice Chart, or if none of these fits your character concept, you can choose to fill out the Race/Dice Worksheet. It is recommended that players just getting started in the game choose one of the standard races, however detailed instructions for using the Race/Dice Worksheet are available later in this document.
Once you know your character's name and race, you're ready to begin filling out a basic profile. The following paragraphs outline the information required in your character's profile as a member of SRC.
Guild or Independent status - You must list the forum (SRC), and whether you are Independent or in a guild. For an independent, this would be listed as "SRC-I". If you are in one or more guilds, this would be listed something like this: "XXX (SRC)" or for more than one guild: "SRC Guilds: XXX, ABC". You may join as many SRC guilds as you wish, however you must choose a primary guild, which should be the first one listed in your profile.
Dice and Experience - Your profile must reflect your most current dice and experience (xp) totals. Even if you are a member of more than one SRC guild or house, your xp and dice will be the same for each. If you are a member of guilds in other forums, you may have several sets of dice listed in your profile. Most players list their dice and xp with their affiliations. New characters usually start out with 20-sided dice (d20) and 0 xp. Independents can claim a starting xp bonus of either 100 (d26) or 200 xp (d30) just for joining SRC. Most guilds and houses start new characters off with similar xp bonuses. Whether your character rolls 2, 3, or 4 dice is determined by their race, so as an example an Independent human character who took their whole bonus in xp would list their dice as "2d30 (200xp)". If you do not list your dice and xp in your profile, you are considered to roll 2d20, regardless of race or any other factor.
Certifications and Registrations - Because characters are usually paid for their services, if they have certifications or registrations, it's usually in their best interest to list them in their profiles. Certified Proctors must list that they are certified. Assassins and Thieves must include their registration numbers. Any other registrations are optional, but encouraged. Listing false registrations can result in xp penalties.
Bodyguard Status - If you are or have a bodyguard you must list this
in your profile in order for it to be valid. The other person (your guard or employer)
must also list you in their profile. For example: GrnDrgn employs xgraciex as his
bodyguard. GrnDrgn must list her as his bodyguard in his profile, and she must list that
she guards him in hers. If GrnDrgn were to be AA'd and xgraciex did not list him as her
employer, she could not interfere in the attack in any way, nor would she get a perception
check to get a chance to warn him. The same would be true if GrnDrgn did not list
her as his guard, even if she listed him as her employer. The information must appear in
Slave/Ghost/POW Status - If you are or become a slave, you must list your owner's name, and the date your term of service ends. While you are a slave to one character, you cannot fight a slave match with another character without your owner's permission. Ghost or POW status are usually war-related. If you become a Ghost or POW, this must also be listed in your profile though you may not be able to list the date you return to normal status since it most often depends on when the war ends.
Dice Modifiers - There are magical and technological items which can be purchased that modify die rolls in combat or other situations. If you have any of these, you must list them in your profile in order to use them. These items must also be registered with SRC, which is normally done for you when you purchase them. If you bought them in another forum, they will need to be re-registered with SRC, assuming they are allowed (most are).
Everything else in your profile is optional. Most players put a description of their character and a little about their personality. Some put in a bit of history. Still others put almost nothing personal about their characters. This is entirely up to the player. One of the best ways to get an idea of how to do an effective profile is simply to browse through them. Go to the AOL member directory, and use SRC as your keyword. This should return a list of profiles for SRC members, which you can then browse. This will give good examples of the various ways to list the required information as well as ideas for adding personal information.
A Profile Trick - This allows you to add extra lines to your profile. It does not actually increase the space, but makes the space available more useable. Place the cursor in the profile field where you wish to create a new line, then hold down the control key and press the backspace key once. You should see a small square when you release the control key. Type in the information for the new line.
Health - As noted elsewhere, the character's race affects most aspects of their development. This is true of the character's health, which is based on the number of dice the character rolls. The multiplier is 10, so a 2d character would have 2 x 10, or 20 health points. This character could only take 20 hits before being considered dead, unless they had modifiers that protected them from damage, such as magical armor (see Modifiers, below). The 20/30/40 rule, when invoked, means that all characters revert to their normal or guild dice, so 2d characters have 20 HP, 3d characters have 30 HP, and 4d characters have 40 HP. 2d/4d characters have 20HP in their 2d form, and 40 HP in their 4d form. They are considered to be in their 2d form in most cases, unless otherwise stated in their profiles, or unless it has been stated in the room.
2d/4d Characters - There are some cases where a character may take more than one form, with one form being vastly weaker than the other, but the weaker form is required for one reason or another. This is most often the case of dragons and werewolves. If they fall into the appropriate category in the Standard Race/Dice Chart, a character may be listed as 2d/4d to indicate that they have 2 forms. There are a very rare few 3d/4d characters, however the circumstances for such combinations are extremely uncommon. Such characters are like 2d/4d characters in that they are considered in their lower dice form unless otherwise stated.
Size Restrictions - If a character's 4d form is taller than 10', or takes up more than a 10' x 10' area, they cannot fit in normal rooms, and must either assume their 2d form or find a larger space. Rooms that have titles indicating that they are outdoors are usually considered large enough for any character. Rooms that have titles to indicate that they are stores or taverns fall under the 10' rule. In cases where the size of the space is not clear, it's good roleplaying to try to find out. There's nothing to say you can't go in any room, but there are people out there who will wonder how a 175' dragon can sit on a barstool and will give grief over it.
Changing Race and/or Dice
It is possible to change one's race after character creation, however this must be role-played, and there must be a reasonable explanation for the change other than the player wanting to have his character roll an additional die (for example, the character was turned into a vampire, or mutated as the result of an experiment performed by another character, or purchased cyberware, or had a significant portion of their body replaced by mechanical parts making them a cyborg). It may also be necessary to work out the results of the change on the Race/Dice worksheet.
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 records.
Rolling the Dice - Many actions a character takes will
require rolling dice. The basic command for rolling dice in an AOL chat room is:
//roll This will randomly generate the roll of two six-sided dice. The command can
be expanded to roll different quantities of dice and different numbers of
sides. The expanded command, or string, is: //roll-dice#-sides# . It
does not matter whether you type the dice first or the sides first.
Cheating - Any attempt to alter any die roll during a
match or action is considered cheating, and carries heavy penalties. This includes but is
not limited to cheat strings, strings intended to reset the randomizer, strings that are
intended to cause other player's dice to roll low, and strings that are intended to show
if another player is using a cheat string.
Fighting is a fact of life in Rhydin. In spite of the many opportunities to earn experience and advance dice provided by SRC, most characters will still earn a portion of their experience from spars and other matches. For that reason, information on sparring is included here as well as in some of the other handbooks.
General Information on Fighting
A round in a standard one-on-one match includes the actions and die rolls of both combatants, and the announcement of the score. The character takes an action, then rolls the dice to see if the action was effective. Any die that rolls 15 or higher hits. the complete Hit Chart is available in the main Charter's Attachment 3 - Charts. A round in a mass spar includes the actions and die rolls of everyone on the list, even though the score is usually posted after each player's turn. The next round or turn may not begin until the score from the previous has been posted.
Scoring - In one-on-one matches, except DMs, the number of hits a character makes are considered points scored and added to the attacking character's score. The character who reaches the target number first, or has the highest score at the end of the match (if the match is a set number of rounds) wins. In a mass or team spar, or a DM, all characters are using their HP to determine the win or loss. Therefore, all hits the attacker makes are scored as damage done to their target. When the target reaches a total number of hits equal to or exceeding their health, they are out (or dead) and the last person standing is the winner.
Here's how it plays. This example is from a single spar. It covers one round, and shows how an attack is made and the score applied:
JLSilver98: ::picks Phae up::sorry::and tosses him and rams him
at the nearest wall::
This is an excerpt from a MS, and covers one turn, demonstrating how an attack is made and the score applied:
DarxWulf: Feral-00 Phae-10 Tamlys-00/20 Nia-00/30 Darx-12
Losses of any type except a DM or a successful AA earn
5xp. (Loss of a DM or AA results in character death, and therefore earns no points.)
Punt Rule - If a fighter in a mass or team spar is not in
the room when their turn comes, they are skipped and lose their turn for that round. If
they have not returned after three missed turns, they are removed from the list. If the
fighter is removed without getting a chance to attack, they are not counted as part of the
xp value of the spar. During the three rounds of waiting, the missing fighter is still a
The following terms are specific to mass or team mass spars.
Types of Matches - There are several types of match, each of which has different requirements and different xp awards. Basic information on each is included here.
Sparring - Fighting for fun and experience. Does
not require a Certified Proctor, but does require that a log be turned in in order for
experience to be awarded for it. Experience for a standard one-on-one spar is 5 times the
difference of the final score to the winner, and 5 points to the loser. Dice used in a
spar may be any that the two participants agree on, as long as there are no more than 4
dice, and the sides are no higher than 90, Most players use the same dice in spars. Spars
are fought to a set number of points. This target may not be higher than 100 points.
Death Matches (DM) - A death match is the ultimate battle. The xp for a DM is 25 times the difference in the final score to the winner. The loser gets nothing, and must delete the screen name or at least start a new character. A DM may be refused for any or no reason, except under very specific circumstances. The target of a Home Defense DM may not refuse the DM if it is their second offense to the same territory in the same 72 hour period (see the Proctor's Handbook for more information). The target of an AA may not refuse the AA, however they may choose not to fight a DM with the assassin IF a) they make their perception roll and spot the assassin, or b) if the assassin does not kill the target in the initial attack. An assassin who fails to kill on the initial attack and fails their escape roll may not refuse the DM if the target or the target's bodyguard (if aware) chooses to attack rather than flee. Accepting a DM means you accept the possibility of your character's death, with no allowance for resurrection.
Assassination Attempts (AA) - AAs can only be
made by registered assassins, and the assassin must list their registration number in
their profile, otherwise the AA can be refused. Assassins earn 50xp in addition to the xp
from the DM if they are successful. Assassins and kidnappers work by stealth. The
target (and target's bodyguards) of an assassin is allowed to make a perception roll to
spot the assassin before they are hit. There is a particular format which must be followed
in an AA, which is available in the Clandestine Artist. If the
assassin's initial roll does not score high enough to kill the target, a DM may or may not
follow, as it becomes the target's choice whether to fight or flee.
Matches that DO NOT earn experience:
Aggressor Matches - Aggressor Matches do not earn xp for
any of the participants. The purpose of an Aggressor match is to get a character to leave
a room, and there must be a valid reason for other characters to want that character gone.
If the character's actions are violations of AOL's TOS rules, the SN and violation should
be reported to TOS, whether an aggressor match takes place or not. Please note that if a
person comes into a room and begins causing trouble, sometimes the Ignore
button is the best course of action. If the offender does not hold SRC or
UGC compatible dice, use Ignore. Don't waste time on someone who will ultimately ignore an
Aggress and not learn anything from it. Don't waste time Aggressing mundanes; Ignore them.
Don't waste time Aggressing newbies; Teach them.
Private Property is a touchy concept on AOL. Technically,
the only recourse against persons causing trouble in public rooms is that they be reported
to TOS. They can be asked to leave, but beyond that, nothing can really be done. This is
not a satisfactory solution for roleplaying rooms, where mood can be everything.
Therefore, for the purposes of roleplaying rooms, Private Property is defined as a
room which meets any of the following conditions:
Home Defense Aggress (against an attack) -NOTE: This does NOT apply to legal AAs !! You may not interfere with an AA, KA, or TA, unless you are the target's bodyguard. If a character enters a private room or private property room and declares an attack and rolls dice against anyone in the room, anyone present may attack the offender on behalf of the target or in defense of the territory without the warnings required for disruptions. A DM or mass DM results, with 20/30/40 rule going into immediate effect for all participants. Because the offender attacked first, they may NOT leave the room until the DM or Mass DM is finished. If they do, they are considered dead with no option for resurrection. Any other dead resulting from this type of situation may be resurrected.
Truce - anyone involved in any Aggressor match (including
the offender) may request a Truce. In essence this is a pause in the fighting for the
purpose of attempting to solve the issue peaceably. All parties must agree to the terms of
the truce, or the DM continues as before. Anyone except the offender may drop out of the
DM at any time before their death without repercussions, however any damage they have
taken needs to be healed.
Non-violent Ways To Gain Experience
Any character can earn experience from the work they do. Characters who wish to earn xp for certain occupations must be registered, as must any who wish to own businesses. Those which must be registered are noted in their descriptive sections below. Registered business owners normally file reports with the appropriate SRC department to claim their xp. Generally speaking if you work for someone else, you need not be registered, and you turn in your logs or pay receipt emails to your GC, HC, or Mentor to be credited with the 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.
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. Items that require 5 or fewer sides to make have a multiplier of 10, items that require 6 or more sides have a multiplier of 30. See Merchant's Handbook 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 15 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 75xp 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 2xp 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.
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
Artists - 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.
About Gold - How To Get it, Where to Spend It
Gold can be an important part of the game for some players, however at this point in SRC's development it is far from essential. Some players don't pay much attention to their gold, as their interests are more toward earning experience, or they focus almost solely on roleplaying. There are other players whose primary goal is to see how much gold their characters can earn or steal or otherwise acquire. Either way, if they enjoy the game, that's the point. There is very little that absolutely requires gold at present, and most of those things are not essential to the game either. Gold is an expansion of the system, a way to add more detail and texture.
Any of the occupations listed above, including fighting, can earn gold. It isn't even terribly difficult to amass huge fortunes in very little time. Of course, some jobs pay better than others, and the pay usually depends on the amount of work, the amount of training needed for the job, or the level of danger involved.
Almost all the occupations above also provide ways to spend gold. As SRC grows, there will be more and more shops available, and a wider variety of goods and services. While using gold to purchase common items is unusual in Rhydin, it is becoming less so.
If you purchase anything from an SRC Registered Shop, you'll need to have the gold to back the purchase listed in your profile.
What Do I Do If....
A Quick Reference For Complex Situations
What do I do if I'm AA'd?
When you're being AA'd, the assassin(s) will state out of character in the room what forum they are with, who their target is, and who they are. They will ask that you state your mods and roll perception within 5 minutes. You should respond by listing any perception mods you have, and rolling your perception dice* to try to spot the assassin(s). If you fail your perception roll, you did not spot the assassin, and cannot act against them. Just roleplay it, and if your character dies, have a good time doing a death scene. The assassin may not kill you on the first roll, so you may get the chance to fight back. More often than not, the assassin will run if they don't kill on the first attack. Of course, you also have the option to run once the assassin has struck, as long as you weren't killed. Now, if you made your perception roll, or you had a bodyguard who did, you could run before the assassin struck, or your bodyguard could warn you. Most likely the assassin is going to run when you make your perception anyway. Generally, the best thing to do when you're AA'd is stay calm and role play it. And remember that unless you made your perception roll, you do NOT know the assassin's identity.
My character died. Now what?
It depends on how your character died. If you accepted a DM, now you create a new character and start from scratch. If you were AA'd and died as a result of that, you have 4 hours mun time to find a priest or several to resurrect you. If the "rez" is successful, then you add "rezzed once" or something similar in your profile. You start with 2 rezzes, and then get one additional one for each 20 sides of dice you have, so if you're a d60, you'd have a total of 4 rezzes. Once you've used those up, if you haven't earned another, you're dead, and you must start another character.
What do I do if someone tries to kidnap me?
Basically, the same thing you do if you're AA'd. The process is pretty much the same in most ways. The biggest differences are that the assassin doesn't have to roll as high to capture you as to kill you, and they can't kill you. They can sell you, or hold you prisoner for a while though, so you may want to be prepared for a bit of inactivity. Check the Clandestine Artist for all the details on kidnapping, but in general while the KA is going on, you play it more or less as described for an AA, above.
I don't think the AA is valid. Do I have to go through with it?
Yes. Even if you think the AA is invalid, or illegal, you need to go through with it. Log the whole thing, cut and paste into an email, and add your reasons for believing the AA invalid, and email it to the Minister of Justice. A review board will study the matter, and if the AA is invalid and your character died as a result of it, your rez will be returned, and the assassin(s) fined. Do not demand to see logs or contracts, as by SRC law you really have no right to them, unless the assassin is killed in the attempt and you are able to recover the dossier. Far better roleplaying to simply let the scene play out, log it, and question it later. It will take less time and be less frustrating.
My guild is going to war. What's expected of me?
You essentially joined a military organization when you joined a guild, whether it was called a family, or a clan, or a guard, or an army. That's why you earn gold for sparring; that's your training pay. If your guild goes to war, you are expected to participate in whatever capacity you can, whether that be as a fighter, or a cleric, or an assassin. If you participate, you are expected to be available for as much of the war as your mun's schedule will allow, and in return, if your guild wins, you will be granted a share of the winnings. If your guild loses, you will have at least done your part. You are not required by SRC to participate, however there may be guild rules that require that you do so. If you do not participate, if your guild wins, you will not be granted a share of the xp or gold that goes with that win. If your guild loses, and its survivors are integrated into the winning guild, you will have had no say.
What do I do if someone tries to rob me?
Thievery attempts are very much like AAs or kidnap attempts. They begin the same. You make a perception roll, and if you make it you prevent the theft. If you do not, the thief then gets to roll an "attack" roll to see if they actually succeed in getting the item they were trying for. If they do not meet their target, which is determined by what they want to steal, they get caught in the act. If they don't get caught, you must remove the item or amount of gold from your profile.
I lost a slave match. Now what?
You SHOULD do as your new Master or Mistress orders until you win a release match, or until the term of your slavery has ended. Anyone can refuse a slave match, and if it is accepted, the terms of it should be honored. In the case of a successful KA, a mun who has a serious problem with playing a slave does have some recourse. If you do NOT honor the terms set in a SM that you accepted willingly, you can be fined up to 25% of your xp, if it can be proven. Generally, you may not avoid your Master or Mistress, and you may not refuse orders (except as part of role play, in which case you follow through by accepting whatever punishment you get). However, if a situation makes you uncomfortable, tell your Master or Mistress OOC that it bothers you; if the other player continues, you may refuse to play. IT IS NOT BAD RP TO REFUSE AN UNWELCOME SEXUAL ADVANCE! IT'S GOOD SENSE!
What do I do if I'm challenged to an HM? A DM?
If you've been challenged to an Honor Match, there's probably a reason for it. If you've slighted someone's honor, they can challenge you to an HM to avenge the slight. You may apologize, negotiate, or whatever you wish, or you may fight the HM. In order to be valid, however, an HM must have a rational reason for taking place, and this must be stated in the log. Fighting an HM without just cause is grounds for an xp fine of 25% of the challenging character's xp.
If you've been challenged to a DM, you may choose to fight, or you may refuse. If you accept the challenge and lose, you're dead. There is no resurrection option for characters who die in DMs because ANY DM can be refused, except one that is part of a legal AA (Characters who die as a result of an AA can be rezzed, unless they are the assassin).
AA - Assassination Attempt; an attempt to kill by stealth. If the assassin succeeds, the victim may be resurrected unless they have no more resurrections available.
DM - Death Match; a match in which one character will die. Because anyone can refuse a DM at any time, for any or no reason, the loser of a DM cannot be resurrected.
GP - Gold Pieces, the monetary standard in Rhydin.
IC - In Character, the things your character says and does. Compare OOC
Initiative - The die roll which determines which determines which character goes first in a match. In one on one matches, initiative is determined by 1d6, in mass spars by 1d100. Also shortened to init.
KA - Kidnap Attempt; much like an AA, except that the intent is to kidnap a character, rather than kill them.
Mun - The player, the person at the keyboard, as opposed to the character. Sometimes referred to as mundane or player.
OOC - Out Of Character, the things the mun says or does, rather than the character. Usually set off in ((double parentheses)) or "mun bubbles".
Rez - resurrection; A character who dies may be brought back to life by a Priest, if it is done within 2 hours of the death. Each character starts with 2 resurrections, and gains one additional one for each 20 sides of their dice. A 3d20 character, just starting out, has 2. At 3d40, that character will have 3, and so on.
RM - Release Match; the match fought to procure the freedom of a slave. May be fought by the slave or a champion.
RP - Role playing, Role player.
SL - Story Line, the motives, directions, and goals of a character or group of characters. It may be loosely structured, allowing almost anyone to interact on any level, or it may be very highly structured, with a certain outcome determined in advance, or it may be anywhere in between. It exists for almost all characters, whether the player actually thinks of it as story line or not.
SM - Slave Match; a match to enslave one character to another for a set amount of time.
SN - Screen name
SN Wipe - a series of AAs on the same character, intended to remove that character permanently by using up all the resurrections available to the character.
TA - Thievery attempt; pretty much what it sounds like. Plays similar to an AA or a KA.
XP - Experience points. The system by which characters advance their dice sides.
Each Council position handles a different aspect of day-to-day work in SRC. These are the current positions, and an explanation of what the duties of each are. The listing of those who currently hold these offices can be found on the Council Seats page.
The Triumvirate - the three person "high council"
of SRC. The Triumvirate approves new rules changes, and if necessary decides disputes.
These are appointed positions, but have no more authority than most other council
positions, except they have the right of "final word." If a discussion comes to
the Triumvirate, the decision is final and cannot be appealed.
Who Do I Send This To?
Rosters - House and Guild Rosters are sent to the Guild/ House Reports Liaison.
Chat room Logs
To run a chatroom log, find your Log Manager. In AOL 3.0, this will probably be under your file menu. In AOL 4.0 it is on the pull down menu from the My Files icon. Once you've found the Log Manager, a small window will open, and you'll the option of choosing a chat room log, or a session log, and will be asked to fill in the name of the file you want to create. It will have a suggestion in the box for you, usually containing the name of the room you're in at the time, if you're in one. Just fill in the name and choose Open Log. Once you start a log, it runs until you close it, or until you log off. To add to an existing log, instead of choosing Open Log, you would choose Append Log.
To log IMs you will need to run a Session Log. Go to your Log Manager. In the window that opens, choose Session Log by clicking on the Open Log button under that option. Under that row of buttons, you should see a check box labeled "Log Instant Message Conversations (Session Log Only)". At first this option may be greyed out; it should become available when you click on Open Log. Just be sure the box is checked, and it will log all of your IMs during that session. It will also record everywhere you go, so you'll have to sort and edit later.
Now and then, or maybe often, you'll hear talk of PowerTools. PowerTools is an add-on to AOL software that allows a host of wonderful features. Power IMs, lets you stack all your IMs in one window, with file tabs for each person with whom you're conversing. Special chatroom features allow you to easily change how your text appears in chat rooms, including colors and fonts. It has an address book, one button IM-off, and buddy-block which disables those annoying chatroom invites. It also has a permanent ignore list, so you can add the IM spammers and porn dealers and never hear from them again. PowerTools makes using and creating macros easy and quick. It also reduces getting a user's profile, adding them to your buddy list, or sending them email to a one-click procedure in some cases. So where do you get this miracle of AOL tools and toys? Keyword: BPS (you must be an AOL member to access the BPS page on AOL, however BPS does have a regular Internet address as well). It costs about $25 to register the software, but think about it...wouldn't the IM manager be worth almost that much by itself?
Sometimes it would be really nice to be able to notify AOL in a hurry when someone is causing a problem. While yes, you CAN report a TOS (Terms of Service) violation, usually if anything is done about it, you won't likely know it. TOS and violations are described in AOL's Terms of Service. To send in a report of a violation, go to Keyword: Notify AOL. Please note that these links are useful only to AOL users.
9-30-98 Section on Artists added.
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