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Main - Fellowship of the Holy Beacon

UGoI Charter: XP & Sparring
Rahan AvatarWelcome to UGoI. When you join and learn our system of Dice and Experience, you will understand that we are more than fair with our rules. When a guild joins UGoI, they will receive 300 times the number of their members for their guild's experience pool and then 75 times the number of members each additional week in (~note: this is to be kept track of by the guild GC or DA, and confirmed with UGOI's DA upon every 3 months). The experience pool is for the Guild Commander to do with it what he pleases. It is used in contests, tournaments and other guild activities such as sparring or recruiting days. Gold pool will be allot as the same formula as experience (rather convenient, huh?) and will be given 100 x's the number of guild members per week to be allotted as the GC chooses to pay his troops. Also, winning matches and other tasks also grant gold allotments, as listed below. These payments are only granted to the winner. Experience is to be handed out as the chart concerning below so states for each style of match (~note: if you do not know what these matches mean, you don't need to be starting a guild ^_^). You may earn XP by Sparring and from the Battles of SM, RM, HM, DM and War. Spies may earn XP for related activities at the discretion of the GC or UGoI Director of Intelligence. XP may also be awarded at the discretion of the GC for Tourney Prize, Promotions and for Guild Recruiting.
     

Experience & Dice System

General Information regarding Spars and Sparring - Anyone may fight using any dice, but for the spar or battle to qualify for UGoI XP it must conform to certain conditions:

-=These conditions are applied to all participants in a spar, regardless of their registry to this forum.=-

  • To earn XP, only legal dice may be used. Legal dice are those listed in the character sheet ((profile)) which fall within UGoI parameters. Hence 4d85 is legal but 2d150 or 5d78 would not be legal.
  • Dice used can be any dice up to and including the highest dice listed in the character sheet ((profile)) or higher if gained by legal dice/sides sharing with a higher diced opponent. Character sheet ((profile)) dice must be associated with a guild or forum to be valid.
  • Spars are fought either, to an Even Out based on the maximum damage of the dice used, or to a predetermined number of rounds. Proctor must stat whether the fight will be using Racial Outs ((20/30/40) before initiation, or it is not permitted and will invalidate the record (Log).
  • Side and Dice Sharing is encouraged. Even Dice recommended for the SM, RM, and HM.
  • SID's are discouraged (See the previous definitions).
  • Self Strikes are discouraged and will invalidate some of the XP.
  • In most forums, a loss in any spar or battle is worth 5 XP for the learning experience. In this forum, as in real life, losing does not equal failure to gain knowledge (I, personally, am a 4th black belt Kenpo, and yeah, wins were sweet, but loses showed me what I was doing wrong, so I could get better). Therefore, more than a meager 5xps are handed out to those whom find themselves on the losing end, as it's simply realisitic. An invalidated spar or battle may be worth 5 XP at the discretion of the GC or Freelance Coordinator.
  • Forfeit & Substitution Policy -A Forfeiture shall be defined as any time a participant leaves a spar and does not return. Forfeitures may include involuntary ((punt, mun situations)) and voluntary departure. Those who must voluntarily depart should state "I Yield". For involuntary depatures, a "Punt Rule" of 5 minutes is effective and considered common courtesy; however it may be extended at the discretion of the participants.
    MS Proctor is not permitted to forfeit during the last round of battle to "give" the fight to anyone. MS Proctor may "yield" if so desired.
    • For regular spars and duels that do not require a proctor, a forfeiture results in an incomplete battle and XP is to be granted on the final correct score, minimum 10xp to the remaining participant. A first round forfeiture will not be accepted for XP.
    • For mass spars and duels that require a Proctor, the Proctor holds final authority. Terms must include forfeiture options. Options include a time limit set for return after an involuntary departure ((Punt Rules)), Substitution, and Removal. If a participant departs during the first round of a MS, the Proctor may choose to void all first round actions and restart the MS with the corrected attack order. The Proctor should state Terms prior to the call to "cross swords" ((Initiative)). Participants agree to the Terms set forth by stating so in the record or by crossing swords ((rolling for initiative)).
      1. Time limits for involuntary departure, more commonly called "Punt Rules". Five (5) minutes is effective and considered common courtesy. The duration may be extended at the discretion of the Proctor.
      2. A Substitute may be obtained for the departed participant. Both the departed participant and the Substitute freely earn benefits/XP for how the match is finalized. This option is not recommended for a Proctored Duel (DM, SM for life, HM, RM) unless the Substitute is a participant's "Second".
        • A Substitute acts for the departed participant, stating prior to all actions and responses "<as NAME>". The Substitute uses whatever Battledice the replaced member had been using.
      3. A removal simply denotes the departed participant as knocked out. This policy reflects the realistic susceptibility for participants in a battle to be knocked unconscious for reasons other than direct damage. Battle stress can cause dizziness and fainting. A participant who has been removed earns 5xp maximum. Removal policy is applicable only in MS with 5 or more participants and is not applicable in Team Spars.

 

~*~ Spar ~*~

Winner ~ (Highest Dice) x's 5
Loser ~ (Point speard) x's 5
Payment: 15 gold.

XP is 5 times the highest dice involved. If the spar is forfeit, XP is granted on the last recorded score and not on the final intended score. Wounds sustained during a friendly combat may require the use of a healer, first aid kit, rest or other healing device. Eight (8) hours is the minimum amount of complete rest required to restore non-serious health conditions. Even Dice recommended.

 

~*~ Mass Spar ~*~

Winner ~ (Highest Dice) x's (# involved) x 5
Loser ~ (# involved) x's 5
Payment: 15 gold x's # of opponents.

~War Mass Spars are treated separately (See War Conditions).~

Wounds sustained during a friendly combat may require the use of a healer, first aid kit, rest or other healing device. Eight (8) hours is the minimum amount of complete rest required to restore non-serious health conditions.

XP is granted on 5 times (highest dice sparred) times (highest sides sparred) times Q.
Q is a number defining the total number of participants.

A Mass Spar may be fought as either the Free-For-All (FFA) or as the Team Spar (TS)

  • TS may be fought with 4 or more participants in even teams. Even dice recommended. The TS is fought until only one team is left standing. XP is evenly divided among surviving Team Members only.
    • TS fought with uneven teams or two against one are called handicap matches, and must be agreed upon by everyone involved, or it is illegal.
  • FFA may be fought with 3 or more participants, no teams. Even Dice encouraged, Uneven Dice permitted.  The FFA is fought until one participant is left standing.
  • Forfeitures are not encouraged. If a participant leaves the Spar voluntarily or involuntarily prior to being put out, a substitute might be obtained to take the place of the missing participant. Substitute declares all actions as "<as SN>" and uses the appropriate power ((dice)). Otherwise, it will act as if he was put out.
  • SID's are discouraged.  There is no Honor Strike in the Mass Spar.  The Initiative is done to determine strike order only.
  • Split Attacks (s/a) are permissible for all races. Therefore you may attack and hit two or more opponents on the same move, 2d becomes 1d + 1d; 3d becomes 1d +2d, 4d may be divided 1d+3d or 2d+2d.


~*~ Slave Match ~*~


Winner ~ (Highest Dice) x's 7
Loser ~ (point spread) x's 7
(Loser is enslaved to winner for (pointspread) number of days, or until master chooses to release or grant release match)
Payment: 25 gold

~Forced Collaring (FC) is illegal in UGoI.~

Damage incurred during the SM may require to services of a Healer.

XP is 7 times the highest dice. The loser becomes a slave for 72 irl hours or 1 day per each point of the final correct pointspread, whichever is greater.

Example, Final Score 20-16, loser is slave for 4 days, XP is granted on 4 points.

If the spar is forfeit, XP is granted on the last recorded score and not on the final intended score. However, if forfeit, the loser becomes slave for 72 irl hours or 1 day per each point of the final intended score, whichever is greater.

Example, SM to 20, forfeit at 10-2, loser is slave for 18 days, XP is granted on 8 points.

The Loser of the SM becomes the Slave of the Winner and has NO rights and the only fight permitted him/her is the friendly spar, even this spar at the discretion of the owner.

The Loser must list "Slave to SN for (duration)" in his/her character sheet ((profile)).

After 72 irl hours, the Release Match (RM) may be fought or the Slave may be Freed.

Penalties for fighting an SM where the Loser does not become the true slave OR the Loser does not comply with the orb identification requirement are listed at the end of this document.

 

~*~ Slave  Match for Life Enslavement ~*~

Winner ~ (Highest Dice) x's 15
Loser ~ (point spread) x's 15
(Loser is enslaved to winner for (pointspread) number of days, or until master chooses to release or grant release match)
Payment: 25 gold

~Fighting in a Slave Match for Life is illegal in UGoI, unless permission is attained from the Forum President.~

Damage incurred in the SM for Life may require the services of a Healer.

XP is 15 times the highest dice.  The Loser becomes the Winner's Slave for either the lifetime of the Slave, the lifetime of the Owner, or until Freed by the Owner or by RM. If the match is forfeit, the XP is granted on the final recorded score not the final intended score and the Loser is automatically Slave to the Winner until one of the previously stated conditions is met.

The SM For Life must be fought on a private land ((PR)).  It must be Proctored and Witnessed by at least one neutral party outside of the combatants and the Proctor.

The Loser must state in the character sheet "LifeSlave to SN".

Penalties for fighting an SM, or penalties where the Loser does not become the true slave OR the Loser does not comply with the character requirement are listed at the end of this document.


~*~ Release Match ~*~

Same as a SM, save if the enslaved wins, they gain thier freedom.

~War RM treated separately (see War Conditions)~

Damage incurred in the SM for Life may require the services of a Healer.

XP is 7 times the highest dice. The Loser is not enslaved.  If the Loser is the Owner of the Slave for whom Release is being sought or the Representative of the Owner, then the Slave is Free.  If the Loser is the one who challenged the Match, then the Loser may not rechallenge the Match for 72 irl hours.

 

~*~ Release Match for the LifeSlave ~*~

Winner ~ (Highest Dice) x's 20
Loser ~ (point spread) x's 20
Payment: 25 gold

Damage incurred may require the services of a Healer.

XP is granted on 20 times the highest dice. The Loser becomes the Standard Slave for 72 irl hours or 1 day per each point of the final correct score whichever is greater.  If the Loser is the Owner of the Slave for whom Release is being sought or the Representative of the Owner, then the Slave is Free.  If the Loser is the one who challenged the Match, then the Loser may not rechallenge the Match for 72 irl hours or until his/her term of Slavery is over, whichever is greater.

If the Owner chooses to use a Representative to fight for him/her, the one chosen cannot be the Slave, as the only fight permitted a slave is the Friendly Spar.

The Release Match for the LifeSlave must be fought on a private land ((PR)).  It must be Proctored and Witnessed by at least one neutral party outside of the combatants and the Proctor.

The Loser must state in the orb of identification "Slave to SN for (duration)".

Penalties for the Loser  who does not comply with the character sheet requirement are listed at the end of this document.


~*~ Honor Match ~*~

Winner ~ (High Dice) x's 6
Loser ~ (pointspread) x's 6
Payment: 20 gold

Damage incurred may require the services of a Healer.

XP is 6 times the highest dice. The Honor Match or Duel should be fought on private land ((PR)). It must be Proctored and Witnessed by at least one neutral party outside of the Combatants and the Proctor.

The Honor Match or Duel is fought over matters of Honor. As in all duels, the one who receives the challenge may choose time, place and weapons ((battle terms)).  The one stating the challenge, being the one with insult perceived, may state victory terms. The Proctor's Record (Log) must include the names and ranks of the combatants, the name and rank of the Witness, the specific matters of Honor, battle terms and victory terms, and the witness agreement of the combatants to these terms.

Penalties for fighting the Honor Match or Duel where Honor is not the issue are listed at the end of this document.


~*~ Death Match ~*~

Winner ~ (High Dice) x's 15
Loser ~ Dead...duh...::shakes his head and moves on::
Payment: Life and 50 gold

~War DM treated separately (see War Conditions)~

~DM between Highlander Immortals follows this section~

Damage incurred by the Winner may require the services of a Healer.

XP is 15 times the highest dice. The Duel to the Death or Death Match should be fought on private land ((PR)) and requires the Proctor and one(1) witness per each combatant.  As in all duels, the one receiving the challenge may declare time, place, and weapons (battle terms). Victory terms are to the Death of one of the Combatants.

Death is irreversible unless Resurrection Rites (Rezz) are granted to the Winner who may choose to allow his/her opponent to be Resurrected. If Rezz has been granted, the dead must state in its character sheet ((profile)) "Ghost" until successful Resurrection has occurred, then must list (Rezz #) indicating the number of times resurrected.  If Rezz is denied, then the body is dead and the character sheet must be destroyed ((SN deletion, as agreed to by both combatants)).  There is a three day time limit affecting when a corpse may be Resurrected by normal means. Any longer, and it must be worked out with the GC.

Twenty-four (24) irl hours are granted to the Combatants and the Witnesses should the Proctor's Record (Log) be challenged and for the battle to be reviewed by the Forum Commander, should that be required.

Uneven dice and sides are permitted, as long as the combatants agree to their use within the Proctor's Record (Log). If there is any doubt in the Proctor's mind that the match may be contested, it is within the

ctor's rights to declare Battle Terms that are within UGoI convention such that the Record (Log) may be reviewed by the Leaders. These terms include:

  • Records may not be edited in any manner.
  • Optional Rule: Power of weaponry may not be greater than d40. Differences in weapons cannot be greater than 2 for d20-d29, nor can they be greater than 3 for d30-d39. The number of weapons used must be equal ((2d cannot fight 3d or 4d)).
  • Terms must be clear and the participants must agree to them. Terms must include type of match, conventions (forum), battle terms (dice and out/rounds), victory terms (death, sn deletion, slavery, etc.), restrictions (punts, strike time, etc.) and any special requests (Rezz). The DM also requires one neutral witness. Verbal acceptance of the Terms is preferred; however, crossing swords (init) or the Proctor's pronouncement of Battle to begin is acceptable.
Proctor's Record must include name, guild rank, and dice of Participants and their witnesses, battle and victory terms, and Rezz Rites if agreed to.  Both parties must agree to the proctor and to the terms, and if the proctor should ask if either contests the result, their answers need recorded as well.

Resurrection Rights (Rezz) are always optional but must be agreed to prior to the battle.

 

~*~ Death Match or Duel (DM) between Highlander Immortals ~*~

In a DM between Highlander-style Immortals, the final kill results in the effect known as The Quickening. It is difficult to translate this effect into terms we understand here in Rhy'Din. But it is with this effect in mind that the Immortal DM is modified from the UGoI DM guidelines.

  • An Immortal who has received a Challenge may refuse to accept it.
  • The DM's must not be held on Holy Ground.
  • There must be a neutral Proctor, although this can be OOC, as there can be no IC witnesses.
  • This is a "No Rezz" DM and the loser is dead with no recourse to return, unless sanctioned by the Forum President, worked out through storyline.
  • The Proctor's Record must include a statement from each participant listing the total earned UGoI experience.
    • Participants must provide the Proctor with proof of claimed XP. Such proof may be in the form of a UGoI guild or freelance roster or a UGoI audit slip.
  • The winner earns 20% of the loser's total UGoI XP, this amount reflects the power absorbed in the Quickening.

 

~*~ Intelligence, Spies & Spying ~*~

Varies with GC consent (as these xps. are pulled from the guild pool.)
Payment: Varies on same reason

XP granted for the Intelligence  and Observation Reports, is at the discretion of the GC and granted from the guild XP bank. Reports filed with the UGoI Director of Intelligence may be granted XP at his/her discretion.

Stolen Rosters submitted to UGoI guilds are granted XP at the discretion of the GC from the guild XP bank. Stolen Rosters submitted to UGoI Director of Intelligence are granted XP at his/her discretion not to exceed the sum of 25 plus (1xp per valid name on the roster. A valid name is a member with an appropriate profile.)

 

~*~ ETC ~*~

Marrages ~ 5000 xps.
Payment: 100 gold

Assassation Attempts ~ (Target High Dice) x's 15
Payment: By contract

Resurrection ~ (Target's High Dice) x's 10
Payment: 500 gold

 

~*~ Experince (XP) Table ~*~

Earn the XP, gain the Skill ((dice)), then gain the Rank
d20=0 d40=800 d60=10,000 d80=50,000
d21=10 d41=900 d61=11,000 d81=55,000
d22=20 d42=1,000 d62=12,000 d82=60,000
d23=40 d43=1,500 d63=13,000 d83=65,000
d24=60 d44=1,750 d64=14,000 d84=70,000
d25=80 d45=2,000 d65=15,000 d85=75,000
d26=100 d46=2,500 d66=16,000 d86=80,000
d27=125 d47=3,000 d67=17,000 d87=85,000
d28=150 d48=3,500 d68=18,000 d88=90,000
d29=175 d49=4,000 d69=19,000 d89=95,000
d30=200 d50=4,500 d70=20,000 d90=100,000
d31=225 d51=5,000 d71=22,500 d91=200,000
d32=275 d52=5,500 d72=25,000 d92=300,000
d33=300 d53=6,000 d73=27,500 d93=400,000
d34=350 d54=6,500 d74=30,000 d94=500,000
d35=400 d55=7,500 d75=32,500 d95=600,000
d36=450 d56=8,000 d76=35,000 d96=700,000
d37=500 d57=8,500 d77=37,500 d97=800,000
d38=600 d58=9,000 d78=40,000 d98=900,000
d39=700 d59=9,500 d79=45,000

d99=1,000,000

d100=1,500,000


~*~Dice Scoring Hit Chart ~*~


01-14=0 30-34=4 50-54=8 70-74=12 90=16 94=20 98=24
15-19=1 35-39=5 55-59=9 75-79=13 91=17 95=21 99=25
20-24=2 40-44=6 60-64=10 80-84=14 92=18 96=22 100=26
25-29=3 45-49=7 65-69=11 85-89=15 93=19 97=23  

     
     
     

Part of the Black Shirt Gang!
Main - Fellowship of the Holy Beacon

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