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The Proctor's Handbook
This guide includes the basic points covered in the main body of the SRC Charter, as
well as additional rules, clarifications, and examples. 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, and will also appear on the Revisions
page.
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.
For example, to roll 4 90-sided dice (4d90) you would type:
//roll-dice4-sides90 or
//roll-sides90-dice4
The result in the chatroom would look like this:
OnlineHost: YourName
rolled 4 90-sided dice: 41 36 23 44
To roll 2d30, you would type:
//roll-dice2-sides30 or, since 2 dice is the default:
//roll-sides30
The result in the chatroom would look like this:
OnlineHost:
YourName rolled 2 30-sided dice: 15 22
To roll 1d6, you would type:
//roll-dice1-sides6 or since
a d6 is the default die: //roll-dice1
The result in the chatroom would look like this:
OnlineHost:
YourName rolled 1 6-sided die: 5
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. Any match where it can be proven that
any attempt to alter die rolls in any way and for any purpose was made will be considered
invalid. In the case of a mass spar, no one will get experience for it, including the
usual 5 points gained for a loss. Additionally, the person caught using such a string will
be fined 10% of their over all experience total to date. If the same screen name is caught
attempting to alter die rolls a second time, the character and screen name will be
blacklisted, and any match fought against them will be considered invalid.
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. 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.
Dice Scoring
Roll |
Hits |
Roll |
Hits |
Roll |
Hits |
1-14 |
0 |
15-19 |
1 |
20-24 |
2 |
25-29 |
3 |
30-34 |
4 |
35-39 |
5 |
40-44 |
6 |
45-49 |
7 |
50-54 |
8 |
55-59 |
9 |
60-64 |
10 |
65-69 |
11 |
70-74 |
12 |
75-79 |
13 |
80-84 |
14 |
85-89 |
15 |
90 |
16 |
91 |
17 |
92 |
18 |
93 |
19 |
94 |
20 |
95 |
21 |
96 |
22 |
97 |
23 |
98 |
24 |
99 |
25 |
100 |
26 |
Scoring - Any die that rolls 15 or higher is
considered to "hit". The table above gives the number of hits for each possible
roll on one die. For example, a roll of 13 does no damage, while a roll of 83 does 14
points. 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::
OnlineHost: JLSilver98 rolled 4 50-sided dice: 49 21 45 46
Phaedrous: :::squeels, and slides down the wall::::
Phaedrous: Now yer gonna get it! :::runs over and bites his
knee::::
OnlineHost: Phaedrous rolled 4 50-sided dice: 14 19 37 40
JLSilver98: Oww hey
JLSilver98: JL-22 Phae 12
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
Lunar-10
DarxWulf: ::grins wickedly:: Ohh baby.
DarxWulf: **Phae
Phaedrous: :::runs over and smacks Feral with a dead cat, and
leaves it there::::: Bully!
OnlineHost: Phaedrous rolled 4 30-sided dice: 30 15 30 20
DarxWulf: Feral-11 Phae-10 Tamlys-00/20 Nia-00/30 Darx-12 Lunar-10
Initiative Rolls - Standard one-on-one matches use
1d6 to determine which player goes first. The player who rolls highest goes first.
Mass spars use 1d100 for initiative. Turns are in order from highest to lowest. If there
is a tie, those players roll again to see which goes first in that slot. For
example, Player1 rolled 78, Player2 rolled 21, Player3 rolled 66, Player4 rolled 66.
Player3 and Player4 re-roll. Player3 rolled 34, Player4 rolled 84. The list for the
MS then reads:
Player1 - Player4- Player3- Player2-
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.)
All matches must have certain conventions, or Terms,
stated at the beginning of the match. It is up to the combatants to decide which terms are
to be allowed or disallowed, except in Mass Spars, in which case the proctor chooses the
Terms. Standard conventions for matches include:
SIDs (these are usually lumped together and disallowed, however there is
no reason they cannot be allowed, together or individually.) (1) Selfies, or
self-inflicted, wherein any die that rolls under 15 does 1 point of damage
to the character taking the action. (2) Instants, or instant kills,
in which all the dice in a given roll come up with maximum sides. (For example, a 4d50
character rolls, and all 4 dice turn up as 50.) This signifies an automatic win to the
player who made the roll. (3) Doubles, if allowed, allows a
player an additional roll if two dice in the same roll show the same number, as long as
that number is 15 or better.
Enhancements (usually called Mods or Modifiers) - often disallowed
because they make keeping score somewhat more difficult. Enhancements include perception
items, which add to or subtract from the points needed to detect an AA, TA, or KA (maximum
+2 or-2 per item), weapons which add to the amount of damage done in an attack (maximum +3
points per item), or armor, which reduces the damage taken in an attack (-3 points maximum
per item). Mods may also be spells; these fall into the same categories as mods items.
Honor Strike allows the opponent who rolled the low initiative to get one
strike in even after their opponent has reached the target score. It is possible to win on
the Honor Strike. It is considered the characters final attempt at taking down the
opposition. In a single spar, the Honor Strike is automatic unless disallowed in the
terms. There are several variations of Honor Strike (HS): (1) First Round Only
- applies only to mass or team spars, and is granted to characters who are taken out of
the spar in the first round before they have had a turn.(2) Last Round
- may apply to a mass or team spar, but can result in a no-win spar if the Last Round HS
happens to kill the one remaining fighter. In this case, all fighters get 5xp, and no one
gets the original value of the spar. This particular convention is rarely allowed for this
reason.(3) Any Round - applies to mass or team spars. This
allows a fighter an Honor Strike if they are killed out before making an attack that
round. This convention is rarely allowed, as it can result in a no-win MS or team spar, as
with Last Round Honor. In a mass or team spar in which Honor Strikes are
allowed, the HS may be taken immediately (as soon as the score is posted and the person is
declared out) or on their normal turn.
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 by the time their turn comes again, 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 round of waiting,
the missing fighter is still a valid target.
Action time limit- usually 1 minute. This convention limits the amount of
time a player has to begin an action when it becomes their turn. Most often this in
applied to mass spars, especially large ones, for the purpose of keeping the spar moving.
The following terms are specific to mass or team mass spars.
(1) Out of Turn - a player who rolls out of turn may either have the
score retracted, then roll as usual on their turn, or leave the score to stand and be
skipped when their turn comes up, to return to normal order the following round. This is
the decision of the proctor.
(2) Invalid targets - if a player chooses a target who is already out,
and rolls against them, the roll is simply wasted. The attack MAY NOT be
redirected, or re-rolled. If the player has a question as to whether a given
target is valid, they should request that the score be reposted.
(3) Re-rolls for wrong dice--it is fairly standard that players who
accidentally roll the wrong dice, or wrong number of dice be given the chance to re-roll,
and the wrong roll discarded. The action need not be restated, and it cannot be
redirected.
(4) Split Attacks (SA or S/A) - separating dice to hit multiple targets
is usually allowed, and is encouraged for those with 4 high- sided dice. Split attacks may
be announced as part of the description of the action, as in, :::swats Joey (2d), then
kicks MarcoPolo (1d) knocking him into SeamusO (1d)::: or they may be announced at the
beginning or end of the action. Any split is acceptable as long as the order of attack and
numbers of dice applied to each target are clearly stated. If the order is not
specifically stated, then damage is automatically applied in the order the targets appear
in the score list. Each part of a split attack must be rolled separately,
rather than divided from one roll (for example, if a split attack is called on two targets
for 2d each, the player would make two separate rolls of 2d, instead of one roll of 4d)
(5) Team Tactics (sometimes called Wolfpack tactics, or Wolfpacking) - in
any free-for-all style mass spar (any other mass than a team spar), team tactics are
considered poor sportsmanship and poor roleplaying, and may be justification for
invalidating a spar or removing fighters from the list. Team tactics are defined as any
obvious teamwork between 2 or more fighters in the spar. Three fighters hitting a high
dice character is not necessarily teamwork, however if those same three fighters
consistently attack the same target (if A, B, and C all hit X in the same round, then A,
B, and C all hit Y in the next round, and so forth), this may be considered team tactics
and a complaint can be made. Additionally, if a complaint letter and 3 logs of different
mass spars showing clear proof of the same group of characters working together is
submitted, the complaint will be investigated with the possible outcome that all members
of the "team" may be fined xp and/or restricted from entering mass spars for a
certain period of time.
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.
Mass Spars (MS)- Mass spars are defined as any
spar in which 3 or more people participate. Mass spars (except War Melees) do not require
a Certified Proctor, however they do require a proctor. Unlike Single (one-on-one) spars,
a mass spar uses the health of the fighters to determine a winner. Instead of the number
of hits being given to the attacker as hits scored, they are applied to the target as
damage done. Experience for a mass spar is 5xp times the number of opponents (do not count
yourself) times the highest number of sides in the spar. Everyone who stays in the
match until they are killed out earns 5 xp. Anyone who leaves the match before being
killed out or who is disqualified gets no xp for the match. Players use their guild or
personal dice.
Tournament Mass Spars - These are run like any standard MS,
except that the proctor sets the dice (rather than the fighters using their own), thereby
allowing all fighters an equal chance of winning. All fighters have the same health, and
use the same dice to attack. The formula for determining xp is the same as for a regular
MS (see above), and losers each get 5xp. A tournament MS requires a Certified Proctor.
Team Mass Spars - A mass can be fought between two teams. Teams
do not have to have equal numbers of fighters (a team MS can be 5 or more to 1 if
desired), however all fighters must agree to the teams that are set. The match is fought
until all members of one team are "dead", NOT until there is only one left, as
is done in a normal MS. Each member of the losing team and each member of the winning team
who gets killed out before the spar is over earns 5xp. Only the survivors earn part of the
winning xp--those who are killed out before the end of the spar earn the usual 5xp, even
if they were part of the team that won. The xp is figured based on the highest sides of
the losing team times the number of people on the losing team, times 5xp. This total is
then divided equally among the surviving members of the winning team.
Other Mass or Team Matches - Other
types of matches may be fought as mass or team spars. The description and xp formula for
each type is listed here:
Honor Match - while there is such a thing as a team HM, it's
usually called a war. See The War Book for
information on war matches.
Slave Match - Mass slave matches are normally fought as a
free-for-all mass. The losers each get 5 points, and become the slaves of the winner.
Terms must be set in advance. The xp formula is the same as for a standard MS, except that
the multiplier is 10, so the formula would be: High dice x # of opponents x 10
Death Match - Either a mass or team DM is allowable, as long as
all fighters understand that by getting into it, they stand a chance of dying, and cannot
be resurrected. There are no honor strikes allowed. The match requires a
Certified Proctor, unless it occurs as part of an AA, and even then it is recommended.
A free-for-all DM is fought until there is one person left. Anyone who leaves the spar
permanently (or misses 3 turns) before it is over is considered dead. Losers get no xp,
because they are dead. Winner gets High sides x # dead guys x 25. A team DM works exactly
like a team mass spar, except that again, those who are killed out are dead, and the
winning team's survivors split the xp between them.
Examples:
FFA DM - 7 fighters, high dice 3d89. Total xp to the winner is 6 x 89 x
25 = 13350xp.
Team DM - Team A 7 fighters, high dice 4d76; Team B 7 fighters, high dice
4d65. Team A loses, 4 survivors on Team B. Total xp to the survivors is 7 x 76 x 25=
13300, or 3325 each. Remember, the losers are dead and get no xp, even if they were part
of the winning team.
Release Match - if all parties agree to it, which is unlikely
(makes for fun roleplaying, but the slave owner doesn't stand much of a chance), a team RM
is possible. It would play as a team mass spar, with the slaver (and their bodyguards if
any) being one team, and the slaves the other. The slaves who lose in the process of
taking out the slaver (assuming they actually do- -there's always the chance of bad die
rolls, and the slaver winning) remain slaves. If the slaver loses, the slaves still in the
match when the slaver goes out are free, and they split the xp as for a team match as
described above. The multiplier in such a team RM would be 10, rather than 5 as for a
regular team mass spar.
Example: Slaver has 4d70, 5 slaves team against him, highest dice among
them is 4d42.
(a) Slaver loses, 3 slaves survive. In this example the match only
continues until the slaver is out, because he is in effect a "team" by himself.
The total xp is 70x10=700, divided by 3 slaves is 233xp each. The other 2 slaves stay
slaves, but they and the slaver get 5xp each.
(b) Slaver wins. Total xp is 42x5(slaves)x10=2100xp, all for the slaver.
The slaves remain his property, and earn 5xp each for the effort. In this case the match
continues until all of the slaves are out, because they are in effect a "team".
Honor Matches (HM) - Honor matches are fought to
remedy a slight done to the honor of one character or the other. There must be a valid
reason for the match, and it must be stated for the record at the beginning of the match. Honor
matches require a Certified Proctor, and a log must be turned in for
experience to be awarded. Experience for an honor match is 10 times the difference of the
final score to the winner, and 5 points to the loser. Dice used in an Honor Match are
equal, and determined either by the players, or by the proctor. The match is fought either
to a set number of points, or to a set number of rounds, determined by the players or the
proctor.
Slave Matches (SM) - Slave matches are fought for the purpose of
enslaving one character to another. The terms of the slavery (what the slave may or may
not be required to do, what the owner may or may not do to the slave) must be discussed in
advance of the match, either as part of the match log, or as a separate log turned in at
the same time. Any special conditions, such as changing the length of time the loser must
serve the winner, must be stated during this discussion, otherwise standard rules apply.
Slave matches are worth 10 times the difference in the final score to the winner, and 5
points to the loser. Generally a Certified Proctor is not required, and players use their
personal or guild dice. Anyone has the right to refuse a Slave Match, for any or no
reason. Standard terms of slavery and slave matches are: Unless otherwise stated, the
winner may not kill or maim the slave. Under no circumstances may a character
enslaved as a result of a successful KA be killed, unless the slave agrees to a DM of
their own volition. Unless otherwise stated, the winner may sell, trade, or
give the slave away, provided the new owner agrees to the original terms of the
negotiation. Unless otherwise stated, the duration of a term of slavery is one day (real
time) per point of difference in the final score, not to exceed 14 days. Minimum duration
of a slave's term is not less than 72 hours. During this time, the slave cannot be set
free or fight a release match. This is to prevent abuse of the SM for the sole purpose of
gaining experience. This is a standard convention, not open to negotiation. Unless
otherwise stated, a release match may be fought after 72 hours. If the slave loses, the
original term is served. If the slave wins, they are free. Unless otherwise
stated, only one release match is allowed in any given term of slavery. (See Release
Match, below)
War Matches (WM) - War matches may take any of several forms,
including Ghost Matches, Death Matches and POW Matches. All war matches
require a Certified Proctor. Most war matches are fought with the
characters' regular guild or personal (in the case of Independent mercenaries) dice to ten
rounds, the winner being the character with the highest total at that point. The exception
to this is melee room wars. Experience awards will vary. See The War Book for more information on war
matches.
Release Matches (RM) - Release Matches, like Slave Matches, are
worth 10 points per point of difference to the winner, and 5 points to the loser. The
purpose of a Release Match, or RM, is to gain a slave's freedom. The slave may fight the
RM for him/herself, or may request a champion to do so. A Release Match may not take
place earlier than 72 hours after the initial SM-- this is a standard convention, and not
subject to any other terms that may be set in the SM. RMs are fought with personal or
guild dice. Unless otherwise stated during the original SM, only one RM is allowed in any
given term of service. Champions - If a champion fights the
match, the champion, not the slave, gains the experience. In such a case, if the
champion wins, the only reward the slave gets is their freedom. If the champion loses,
unless it is specifically stated in the terms of the RM, the champion earns 5xp and does
not become a slave, and the slave serves their original term.
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. A Certified Proctor is required. 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 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.
Kidnap Attempts (KA) - Kidnapping attempts work like AAs, except
there may or may not be a contract, and the intent is to subdue and capture, rather than
kill. There must be a log showing that the kidnaper watched their target, and a log of the
attempt itself. Successful kidnaps are worth 25xp in addition to the xp gained during the
attempt. As with an AA, the target and bodyguards (if any) make perception rolls for
each of the assassins present. Kidnap attempts may only be made by registered
Assassins who list their registration number in their profile. As with an AA, the target
(and bodyguards, if any) make perception rolls which if made, allow them the opportunity
to flee. If the target is not subdued after the initial attack, they may choose to
fight or flee. If they choose to fight, the match becomes an SM (or team SM, in the case
of multiple assassins) NOT a DM, however all damage remains, and all combatants use their
guild or personal dice, and the match goes to their normal health, rather than the subdue
damage (1/2 Health).
Matches that DO NOT earn experience:
Brawls - Bar room brawls happen, and they're usually for fun. More often
than not, they are roleplayed without dice. These are just some guidelines for those who
wish to use dice in a brawl, and are not hard and fast rules. We suggest making all
combatants equal, with 3d30, and having someone keep score. A proctor is not required. A
brawl using dice would work similar to a MS, in that players take turns attacking. A
character is out when they have taken 30 hits. No xp is awarded.
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.
What constitutes an Attack - If an action is declared and dice are
rolled, this is considered an attack, and may be construed as such by the target, who may
then respond in kind by declaring an Aggress, or if the attack takes place on the target's
home territory (see Home Defense, below), the target may ask the attacker to leave. This
ruling is designed to cut down on unnecessary dice rolling in role-playing rooms.
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, and the Ignore feature used. 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:
(1) The character's name is part of the room name.
(2) The room is listed in the character's profile as their normal hangout or home.
(3) The room is designated as the meeting room or hang-out of a particular guild or house.
(4) The room is the place of business for a registered business owner.
Home Defense Aggress (against disruption or annoyance) - If a character
enters a room considered to be private property (see private property, above) and begins
causing a disruption, the room owner or other concerned party may defend the property.
This is called a Home Defense Aggress. The ultimate goal of Home Defense it to get
the offending character to leave. If the disruption is a violation of AOL's TOS
rules, the offender should be reported immediately. Once this is done, the process
of Home Defense is:(1) A request is made to the offender that they leave,
or behave properly. (2) If, after five lines, the offender does not leave
and continues to be disruptive or abusive, a second request that the
offender leave is issued, along with a warning that refusal will result
in a DM. (3) If after an additional five lines, the offender does not
leave and does not cease the disruption, they may be attacked without further warning by
anyone in the room, and a DM or mass DM results, with all involved parties using their
guild or personal dice, and the 20/30/40 rule goes into effect. If the anyone other than
the offender dies as a result of the match, they can be resurrected. If the
offender dies as a result of the match, they are considered dead, with no resurrection
option. There are no repercussions against the room owner or any other
person attacking the offender, as long as there is a log to prove that there was a
disruption, and that the offender was given two warnings and 10 lines in which to leave or
correct their behavior.
Please note that not all "disruptive behavior" warrants an
aggress; there will be grey areas. For example, if a character enters a room during a
wedding, and disrupts the ceremony just to be offensive, this might warrant an aggress; if
that same character disturbs the ceremony because they object, in character, to the
marriage, the disruption could be considered good roleplaying. Not liking the way a
particular character handles themselves is not necessarily grounds for an aggress. Equally
valid, however, is the right of the room's "owner" to determine what sort of
behavior is allowed in that room. In short, if an aggress can be avoided by taking the
dispute to a sparring ring, or by discussing the problem, these methods should be tried
first.
The offender may end the DM at any point prior to their death simply by
leaving the room and not returning to it, however if a second incident occurs within 72
hours of the first, anyone present for BOTH incidents may attack after 1 warning and 5
lines, and the offender must stay to complete the DM, or be considered dead automatically
if they leave the room before it is finished.
Home Defense Aggress (against an attack) - 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
character dead resulting from this type of situation may be resurrected.
Truce - anyone involved in an Aggressor (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 by a Cleric.
Murder - If a character comes into a room and attacks someone (with
dice), and the target of the attack does not declare an Aggress and does not return the
attack, or if the target requests a truce and a second attack is made in spite of the
inaction or request by the target, the match becomes a DM, with both using their personal
or guild dice. As with any Aggress, there is no xp gained by either party. If the
initial attacker dies as a result of this match, they are dead, with no option for
resurrection. If the target dies as a result of this match, they may be resurrected, and
the attacker is considered to have committed murder. The penalty for a murder conviction
is exile. For example, JoJo comes into a tavern and attacks GrnDrgn. GrnDrgn does
not declare an aggress against JoJo, and does not return the attack (basically, GrnDrgn
ignores the whole thing and tries to continue having a good time). If JoJo hits him again,
it has suddenly turned deadly. GrnDrgn now has the option of fighting back,
continuing to not react, or leaving; the situation has now become a DM. At this point,
whether he fights back or not, if GrnDrgn dies as a result of this match, he can be
resurrected, and JoJo is considered a murderer. If GrnDrgn does fight back and kills
Jojo, Jojo is just out of luck, dead, no rez. After all, GrnDrgn was only defending
himself.
How Mods Are Used
Offensive and Defensive Mods - Offensive mods add to the damage done
to the target of an attack, assuming that the attacker rolls at least one hit naturally.
If the roll fails, no damage is done. Damage is added to the total number of hits, not
each die individually. If you attack with a +3 weapon and roll 55, 23, 17, and 42, the
damage is 18+3=21, not 33 ((9+3)+(2+3)+(1+3)+(6+3)=30).
Defensive mods subtract from the number of hits a target actually takes. As for
offensive mods, this is from the total number of hits from the roll, NOT from each die
individually. Using the example above without the offensive modifier, if the target has a
+3 defensive item in use, the total number of hits taken is 18-3=15, not 9 (9-3=6,
2-3=0,1-3=0, 6-3=3, for a total of 9).
The maximum number of offensive and defensive mods is +6, limited to two items. They
can be in any combination, however, to allow for variation in style of play. You must also
logically be capable of using the items together. Please note also that these are the SRC
legal maximums. You may not be able to max your modifiers this way in all
situations.
Examples:
a. You may use one +3 weapon and one +3 defense such as armor.
b. You may use two +3 offensive items, such as a sword and a ring.
c. You may use two +3 defense items, such as armor and a ring.
d. You may NOT use any weapon requiring two hands to use (bow, rocket launcher) in
conjunction with any other weapon. You may use these in conjunction with a ring, spell, or
other item that does not need to be held or triggered.
e. You may NOT use two weapons if your character normally - according to your
profile - carries a shield (modified OR normal). You may, however, use one
weapon and a ring or spell.
You must state at the beginning of a spar or match which modifiers you choose to use, and
you may NOT switch to other mod items once the spar has begun. (In other words, you cannot
use two +3 weapons to attack with on your turn, then use two +3 defense items to defend
when you are attacked, as this would be a total of +12.), Further, if a mod fails during
the match, you may not switch to another mod to replace it (for example, if you are using
a +3 weapon and +3 armor and the weapon fails, even if you have other weapons in your
possession, you cannot switch to it. In this case, you would simply roll normal damage
rather than +3).
You must state in each round what modifiers are being used, including
defensive mods. If they are not stated, they are considered not to have been
used that round. You may use offensive mods in split attacks, however the damage cannot be
split. If you use one +3 weapon, you cannot apply it to all targets of a split. You must
declare the target who will take the added damage before rolling the attack. If you use
two +3 weapons, you may apply the added damage to two targets, but you must state this
before rolling the attack. You may also not claim the modifier for any attack in which it
was not used. For example, you may not claim the +3 from your sword if you punched your
opponent in the face. Stating mods each round applies to defense items as well, even
though they are considered always on. If you do not state that you have a defense mod, you
cannot complain if the proctor neglects to subtract points.
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. Like offensive mods, these items
adds to the number of hits the target makes, but only if the they roll at least one hit
naturally on their perception roll. There are no "autospot" items - a perception
check is always needed. Items of Secondary Awareness are available for bodyguards which
allow them to modify their perception rolls on behalf of their employers. These work like
primary perception items, in that the bodyguard must roll one hit naturally in order for
the item to take effect. Secondary Awareness items are only valid when used on behalf of
another - they will not help the bodyguard if they are attacked. Both primary and
secondary perception items are limited to a total modifier of +2 per user. The target may
have a +2 item, and the bodyguard may have a +2 secondary item.
Stealth Mods decrease the chance of a target becoming aware of an
assassin, thief, or kidnapper by increasing the number of hits the target needs to notice
the attempt. Stealth mods add up to two additional hits to the perception roll needed by
the target. The maximum stealth modifier is +2. If the assassin needs to make an escape
roll, they may add their stealth modifiers (again, no more than +2), which will add to the
number of hits, as long as at least one hit is rolled naturally.
Item failure - Modifiers do fail. In SRC, this is not as critical as
in some other forums, because the item is not assumed to be broken. It has merely failed,
and will not work for the remainder of the match. It is not lost permanently. The
different types of mods each have their own failure circumstances.
Offensive - If an attacker is using a +weapon or other offensive item, if any of the
dice rolls a 1, that item fails. No extra damage is done, and the item is useless for the
remainder of the match. If the character has two such items, only one item is affected,
unless he rolls a 1 in another round, at which point the second item fails and may not be
used for the remainder of the match.
Defensive - 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 - If the target of an AA, TA, or KA uses a mod, if they roll a 1 on either
die of their perception roll, the item fails. Further, it cannot be used again during that
attempt, so if there is more than one assassin, that item cannot be used to notice the
others (unless it fails on the last attempt), nor can it be used to notice the assassin's
escape roll should they make one. The same is true of secondary items used by bodyguards.
Stealth - Stealth mods rarely fail. They cannot fail against the target's perception,
though they can be overcome. If the target naturally needs 2 hits to spot the assassin,
and the assassin has a +2 stealth item, the target needs 4 hits. If the assassin chooses
to add their stealth mods to their escape roll, if either die in the escape roll comes up
as a 1, the item failed, and no extra hits were added, and the item cannot be used again
for 24 hours..
The Proctor's Rights
Disqualifications
A proctor may disqualify a combatant for any of the following reasons:
- Disruptive behavior - playing .wav files during the match, excessive chatter (2
warnings), unrelated dice rolls
- Progs - enabling or disabling a punter or other prog during a match
- Scrolling (also TOSable)
- Foul language (also TOSable)
- Team tactic in any MS other than a team spar
- Cheating (usually requires that a cheat string be typed in open)
Standard Terms
The standard rules for a MS are assumed unless otherwise stated. The proctor has the
right to change any or all of these terms, however if no changes are stated at the
beginning of the match, the standard terms are automatic. These standard terms are:
- Split Attacks are allowed with separate rolls.
- Honor Strike in the first round.
- No SIDs are allowed.
- No Healing is allowed.
- No mods are allowed.
- Restrict non-spar talking to IM.
- 1 round punt rule (should not be changed).
Additional Terms
The proctor may add other terms as required by the situation. If these terms are not
stated, they are NOT considered automatic. These terms may include:
- Random target choice allowed. (player rolls 1 die to choose a target)
- Changes to the standard terms.
- 1 minute attack rule.
- One warning for disruptions (instead of two)
Additional Information
Logs
Technically, each player in the match is responsible for keeping their own log of the
spar. It is fairly common practice, however, for one person to keep a log and send it out
to all of the players when the match is over. If there is someone other than the proctor
logging the match, the proctor may request that the logger place any individual the
proctor considers disruptive on ignore. This is to prevent spar logs from becoming
cluttered and excessively long. The log itself should include a listing of the dice of all
players in the match, their initiative rolls, the terms, the body of the spar, and the
final winner as declared by the proctor.
2d/4d Shape Changes
It is assumed that at some point a 2d/4d character is likely to get caught out in their 2d
form and forced to fight that way. They may choose to continue the battle in 2d form or
spend one round changing back to the 4d form. In essence, this allows the opponent a free
roll, but allows the 2d/4d to begin using 4d the following round, and for the remainder of
the fight. The character is limited to one change of dice in any match.
Several types of matches require Certified Proctors. This is especially true of matches
which affect the continued existence of one character or the other, and include DMs, HMs,
Tournament matches, and all War matches. Note that having one of the combatants as a
Certified Proctor in one-on-one matches requiring a proctor does not count. The proctor is
a neutral third party in all matches. Mass spars DO NOT REQUIRE a Certified Proctor.
Anyone may proctor any match which does not require a Certified Proctor, assuming that
the combatants agree. Most often in such cases one or the other of the combatants will
proctor the match.
Certified Proctors receive xp for the work they do. Below are the formulas for working
out xp values for mass spars for Certified Proctors. Please note this does not mean the
winner of the match gets less than the match is worth. This is simply a formula for
figuring the proctor's xp. Also note that you must be a Certified Proctor to qualify for
this xp award.
a. Mass spars that do not allow mods, and single matches requiring a CP- 25xp.
b. Mass spars that allow mods - 10% of the total xp value of the match.
Fighting XP Awards |
Match Type |
Multiplier |
Formula |
Notes/Examples |
Single Spar |
5 |
5 x point spread |
Win by 5 points, earn 25xp. Minimum xp for win is 10xp even
for a 1 point difference |
Mass Spar |
5 |
5 x highest sides x (# of combatants - 1) |
Subtract 1 from total number of players before multiplying.
7 players, high =d90 would be
d90 x 6 x 5. |
Team Spar |
5 |
5 x high dice on losing team x #of members on losing team |
Like an MS, except based only on the losing team's
stats.Don't subtract anyone. Losing team has 6 member, high dice on losing team is d90;
d90 x 6 x 5. |
Slave Match |
10 |
10 x point spread |
Minimum xp 10, and a slave |
Release Match |
10 |
10 x point spread |
Minimum xp 10, slave goes free |
Honor Match |
10 |
10 x point spread |
Minimum xp 10, your honor is upheld |
Death Match |
25 |
25 x point spread |
Minimum xp 25, you're alive. |
Losses |
All losses except DMs and Aggressor matches
earn 5 xp. |
Revisions: |