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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.

Profiles

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 both profiles.

Gold - Because some people make their living as thieves, you must carry 10% of your total gold or 100 gp, since a thief would starve if everyone kept their gold "in a safe place." Additionally, you can't spend it if you don't have it with you.  You must list the amount you carry in your profile.

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.

General Information

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.
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.

Fighting

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::
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

 

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 damage to the character taking the action, usually 1 point per 5 points under 15. (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, allow 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).

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 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 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 it 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 - 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 3 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 5 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. Players use their guild or personal dice. See The Proctor's Handbook for more information on Mass Spars.

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.

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. 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. 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.

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 logs 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. 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.

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) -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.

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.

 

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.

Registered Teachers

Schools or teachers must be registered for them to gain xp from teaching sessions. A registered teacher's xp for teaching is 100xp per logged, regularly scheduled session times the number of students.  Only one scheduled teaching session may be claimed per day. Scheduled sessions must be announced no less than 72 hours prior to the class, via email or by being posted on the website or in the announcement folder (the folder is pending at the time of this writing, and may or may not become available). Any other class is considered impromptu for xp purposes. Impromptu classes earn 25xp per logged session times the number of students. No bonuses for subject difficulty apply, and the number of impromptu sessions per day is limited to 4 per day. Teachers may claim 1 scheduled session and up to 4 impromptu sessions per day. Classes may have as many students as the teacher feels capable of working with (or 22 students maximum because a chat room is limited to 23 people).

Students

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

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.

Other Cleric functions vary in xp value. See Cleric's Handbook, Dicemaster's Handbook for additional information on other cleric services and their xp value.

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.

 

Entertainer's XP Chart

Performance Simple (base) Intermediate (1.5X) Intricate (2X)
Juggler/Acrobat 30xp 45xp 60xp
Musician 30 45 60
Bard/Storyteller 50 75 100
Dancer 50 75 100

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).

 

Glossary

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.

Council Seats

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.

The Chancellor of Admissions - the council department responsible for new admissions to SRC. The Chancellor of Admissions chooses the review board to consider applicants, and holds the orientation meeting for new SRC members and groups.

The SRC DiceMaster - responsible for log audits, approval of dice advancement, rules changes regarding xp and dice. Questions of dice legality are handled through the Dicemaster's office. The SRC Dicemaster also approves newly achieved d90s and assigns them a d90 Mentor. Publishes the weekly d90 list.
The D90 Mentors - responsible for overseeing all SRC members with d90 or higher dice, reports to the Dicemaster. D90 Mentors audit logs for those on their list, and make xp assignments accordingly.
Guild/House Reports Liaison - Reports to both paymaster and Dicemaster, processes weekly guild xp and gold paperwork.

The Mentors - responsible for xp awards and guidelines for Independents. The Mentors are the freelancers' voice in council decisions, as well as being the source of information for the Independent members in their regions. Mentors audit logs and assign xp, mediate conflicts involving members in their region, and advise members if requested.

The Minister of Commerce - responsible for business registrations, xp awards to and training of those who would own businesses. The Minister of Commerce maintains the list of all registered businesses, and settles disputes regarding businesses if they cannot be handled any other way. Minister of Commerce also   determines when the population can support another of any given business, and announces available slots.
Chancellor of the Arts - Audits logs for Entertainers, tattoo and piercing shops, bards, website designers, and other businesses which are related to the Arts. Awards experience for logs, suggests changes in rules for artisans as needed to the Council.
Slaver's Liaison - Assists in determining slavery rules and acceptable terms, works with dealers to set up slave markets, trains dealers as necessary, provides temporary registrations for dealer-owned (as opposed to personal) slaves. Determines xp gained by dealers, reviews their logs.
Merchant's Liaison - responsible for taking weekly merchant reports, sending out xp and gold reports.
Office of the Registrar - Maintains records of ownership of all valuable property. This includes slaves and other livestock and mods items. Any property requiring registration is registered through this office.

The Minister of Clandestine Arts - oversees registration of Assassins and Thieves, is responsible for maintaining AA, TA, and KA rules. Provides assistance with training for thieves and assassins, and helps solve disputes involving same.
Thieves' Guild - Assists thieves in disputes, provides the "100 Wealthiest Citizens" list, when such is available, provides training for thieves.
Assassin's Mentor - Provides training for assassins, arranges training groups or partners, assists in disputes involving assassins or AA rules, makes rulings on the validity of questionable AAs or KAs.

Chancellor of Records - responsible for maintaining records of births, deaths, marriages, and wills. PLEASE NOTE: Wills are not valid if not registered with the Chancellor of Records prior to the character's death.

Minister of Justice - responsible for appointing review boards for crimes and complaints, and for keeping penalties current. Creates and keeps current the Exiles list

PayMaster
  - responsible for overseeing and keeping records of gold transactions, keeping suggested gold values and pay scales current, processing paperwork regarding gold transactions, issues Council paychecks
Guild/House Reports Liaison - Reports to both paymaster and Dicemaster, processes weekly guild xp and gold paperwork.

Chancellor of Fighting Standards - responsible for overseeing proctor certification, changes to proctoring conventions and rules, resolves disputed logs and other fighting rules questions. Determines validity of disputed logs.
Proctor General - Assists in certification of new proctors, suggests rules modifications, mediates disputes.
The War Chancellor - responsible for approving declarations of war, and assessing war terms. Also responsible for keeping war rules up to date, and distributing this information to GCs, HCs, and Mentors

 

Who Do I Send This To?

Applications

  • Guild/House/Independent applications go to the Chancellor of Admissions.
  • Business applications go to the Minister of Commerce

Logs

  • Most logs are turned into the GC, HC or Mentor.
  • Employee logs, such as those for sales clerks in shops, dancers or servers in taverns, and the like are turned in to the employer.
  • Disputed or questionable spar logs are sent to the Chancellor of Fighting Standards.
  • New d90 audits are sent to the SRC Dicemaster for approval.
  • Logs for d90 characters are sent to the character's d90 Mentor, once the dice have been approved.
  • Questionable AA logs should be sent to the Minister of Clandestine Arts.

Rosters - House and Guild Rosters are sent to the Guild/ House Reports Liaison.

Registrations

  • Mods items are registered with the Office of the Registrar
  • Slaves or animals are registered with the Office of the Registrar
  • Births, Marriages, Deaths, and Wills are registered with the Chancellor of Records.

Reports

  • Guild/ House membership and gold reports are sent to the Guild/ House Reports Liaison
  • Business reports, such as inventories, sales reports, etc. go to the Merchant's Liaison.

 

Miscellaneous AOL Trivia

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.

IM Logs

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.

PowerTools

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?

TOS

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.

 

 

Revisions:

9-30-98  Section on Artists added.

 

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