~The Manual of Arms~ Rand al'Thor!Winner!(Randle Thorman 2d78) ~Spars~ In a basic spar, the proctor can use any of the rules (with the exception of Death) . It is at the discretion of the Proctor and Combatants as to what the terms of the battle shall be. Also referred to as MS, in a Mass Spar the Proctor once again should go over the Combatants as to what the terms should be. This should be from three to five people, no more. Now in a Mass Spar all the rules can be used with the exception of Death and Passion. Now Honor Matches must have a valid reason to be fought. In the terms of the battle the Proctor should name the offense and the retribution each side expects at the end of the battle. Necessary for a Honor Match (, also known as a HM) you must have a separate Proctor. And a single witness to the battle, other than the proctor. In these the Friendly, Death, and Passion rules are prohibited. A Honor Match is never a "Friendly Matter" so we are not even going to pretend that it is. There is no way to learn skills faster, and gain power more quickly than going out and doing Quests. They help develop character, camaraderie between units, and help to develops skills that none of us would have otherwise. They put all our skills and faculties to the test, and what a test it can be. Now either you can choose a Quest or the Royalty can choose one for you. Now note that there are other quests other than for the King you can undergo ~Recruitng~
Sparring is a general form of gaining experience. The most commonly used and the easiest way to keep in shape. It doesn't take much time to issue a challenge and get out and have a battle on the sparring grounds. But however sparring is an easily done thing it shouldn't be done everywhere. In the Castle, Gardens, and any other unauthorized public Area you are not allowed to spar. We do have arena's and places where you can go to have it out with each other. So you might improve your skills and come to understand how your opponent fights much better.
There are several type of Spars, such as the most basic spar all the way to the horrible Death Match, where one persons life ends at the end of the battle. This Part of the Charter is built to explain how to spar and the proper guidelines to follow while doing it. With this much said let us get to the heart of our discussion. Sparring and Regulations.
In sparring each of the races has a specific amount of ability and how much they need before they reach their peak of power. In the following paragraphs I shall try to discuss the differences in the Natural, the Halfies and the Supernatural beings within Empyrean.
It's rather obvious that a Dragon would be more powerful than a Centaur, and that a Centaur would be more powerful than a Human. Such things our system has taken into account and is ready to deal with. EVERYONE starts with a 2d as their strength. Each character depending on race will start at a different level and need a varying experience point cost to advanced.
So in an attempt to help Clarify what each type of character gets in Empyrean a detailed explanation.
* N~For natural they all would start out with dice of 2d20 and finish with a possible 80 sides. Not the strongest but they rise quickly to power and can take on most things if they team up together. Mortals include Humans, Elves, Pixies, Dwarves, Halflings, Trolls, Ogres, Drow and basic animals.
* H~Halfies would begin with dice of 2d35 and finish with a massive 95 sides. Nice finish for the class, nice progression, is able to take on most of the other classes without much risk of failure. Halfies include Fae, Werewolves, Weretigers, Centaurs, Mermaids, *all form of the undead* and, Beasts.
* S~Supernaturals would begin with dice of 2d50 and end with the ultimate d100s. If you haven't noticed already these ones are extremely dangerous, they can kill weak mortals with a single blow and they possess enhanced senses most of them. Slow progression, however the rewards for such are enormous. Supers include most of your mythical creatures. These are Dragons, Beholders, Gorgons, Griffins, Giants, Demigods, Royal Sidhe, Gargoyles and Elementals.
If you are a new species you need to let us know what make up your heritage so that we may determine where you belong.
For your Attack Roll and carry over.
1-19= 1. 20-29=2. 30-39=3. 40-49=4. 50-59=5.
60-69= 6. 70-79=7. 80-89=8. 90-99=9.
100 or Greater=10.
Your profile IC will be referred to as your life scroll further along in this document. We also require that you mention your rank and dice. However since everyone should have a Charter is not required to list how many hit points you have. Just to Clarify that issue. And now back to the IC parts of our wonderful Charter.))
~Basic Combat~
Sparring is done thusly, you roll two dice. The second is called your attack roll, and what you will judge your attack on. The first is your defense roll, used to defend yourself ... subtract your opponents last Attack roll (AR) from your just rolled Defense Roll (DR) any overage is then translated into how much damage you have taken (see above chart for how much each overage is). Each round (save for the first) you must state your defense or how you try to avoid the attack.
IF you roll the Max defense, you defend all incoming attack, regardless if they are above what you can roll or not. And if you roll a maxed attack, you hit them with full points no subtracting for defense. Only a maxed DR can defend a Max AR.
~Proctoring Regulations~
In Sparring you should always have a proctor. Whether or not they are separate is at the discretion of those sparring unless the spar requires that you have a separate proctor. The Proctor makes sure that the rules and regulations of the spar are kept. Such as keeping things friendly, now this depends on the combatants, but I wouldn't call driving a sword through someone's stomach friendly. All the rules and regulations that the Proctor is expected to regulate and keep are discussed below.
* Friendly - No Self hitting blows
* No Bars Held - This rule is the opposite of the other, where you are allowed to use as much force as you deem necessary to take down your opponent You can dismember them, and hit them in such a way that if unhealed they would die. However if this rule is stated you must have a healer on hand for the aftermath of the battle to heal the wounds (Note that the Healer must be there for the sole purpose of healing after the battle, they cannot be a participant in the spar) . It is not the responsibility of the Proctor to find this person to heal the people afterwards. If they do this without a healer then the Proctor is free from all prosecution from the combatants and Royalty (unless the Proctor is one of the combatants).
* Passion - Light kissing, hugs, and flirting are allowed. If this is stated make sure that the people in the spar are not already engaged or married. If they are both single without any ties you may state this rule; if they are engaged to each other, you may state this rule; and if they are married you may state this rule. This is crucial due to the fact that we are not out to break up relationships. This is the proctors responsibility, if the proctor states this rule without following the rules to this rule, they will be given a written warning.
* Weapons - This rule allows the people in the spar to take up the weapons of choice in the battle and fight. They should follow the rules and regulations of sparring in the Winter Courts according to the Friendly or No Bars Held rules of Sparring. Keeping this in mind as they fight.
* Death - This rule only can be used in a Death Match. It allows for Instant Death within a battle, ((However instant death is determined by the last blow. If you cause enough damage is caused to end the spar, it ends immediately if the blow was a fatal blow. No Honor Strike, as the rule states it is instant death. However there may be a Honor strike if the blow isn't an intentional Death Blow.)) and also for gradual death on both sides with every blow. In this the Proctor should determine whether both fighters or one fighter is to dead ((If both people cause enough damage (with the Honor strike taken) it is possible for both people in the battle to die. They both must cause enough damage however for the person to die. For example, if Rand al'Thor had 6/10 and Bink had 11/10 and Bink hit Rand for another 5 points with his Honor Strike both Rand al'Thor and Bink would be dead)) .
((Now please keep in mind that in sparring whoever is the Proctor has OOC responsibilities and IC responsibilities. The Proctor IC has to make sure the rules of the spar are kept. While the OOC Proctor needs to post the score, and Log the Match. Terms the IC Proctor shouldn't use are: First Strike, OOC, MUN, Log, Screen names, Dice, randoms, SID's, Split attacks...etc..... These things and any version of them the character shouldn't be aware of. We are trying to create a community of people here who are trying to simulate life in a fantasy world if we break the rules, by having our characters talk about things they shouldn't have a clue of how can we hope to ever be worthwhile role-players?))
Now that we have covered the terms that should be used in a spar we shall go over the correct Proctoring procedure. Now all the people in the Spar should have some proof of the battle ((Logs)) if they are audited for their experience at some time or another by the Prince. And in turn the Sovereign ((Nightmare Born)) should receive a copy of the proof. But the only person who should send in the Proof is the Proctor in order to reduce confusion and hassle for the ruler. Because if everyone sends in the Proof who were involved in the Spar it is very well possible that none of you will receive credit because of confusing the Sovereign.
((Now when you send in the Log you should have something posted at the top for the ease of recording it. Now in order to reduce confusion we ask for the same things for all Spars. Names and Screen Names of all those who participated, dice of those who participated, and who the winner was. There should be no editing of Spar Logs at all other than the MUN comments from it. And personally I do not even suggest the Editing of that from the Log. Below is an example of how to write it out:
Bink (Bink 2d67)
Anakin Skywalker (Annie Boy 2d80) Proctor
Mass Spar
In the title of the Email sent should be the type of Spar it was and nothing else, that way it is known what is being dealt with. Now the style above doesn't need to be exactly what you do, but something with the information above should be used.))
There are outside of War four types of Sparring. These are Ordinary "Spars" Mass Spars, Honor/Release Matches, and the Ugly Death Matches. Each of these have their own rules and regulations that should be kept while sparring. Each of which will be discussed and explained below.
Experience for Mass spars are determined by how many participated and how strong each was. The system would work like this. The amount of people in the spar, times highest dice, times the amount of winners die, would determine XP for the winner of the MS.
If you had 5 people in the spar with the highest dice in the spar as 82 and winner had 4 die.
5 x d82 x 4 = 1640 XP for the winner
Now for each person who lost you take only high dice and amount of people to get your experience
5 x d82 = 410 XP for each person who lost.
If there are any questions please don't hesitate to ask the current Dice Master.))
~Honour & Release Matches~
In following the procedures for a HM, Release Matches (, also known as RM.) must be fought in a similar manner. You must have a separate proctor and a single witness. Since the point of a RM is to release the slave in the care of the challenged, this should be stated in the term much in the same way it would be stated if you were fighting a basic Honor Match. All the other terms of a HM carry over to the RM as well.
In this subject when it concerns SL's, Spars, and MS if the person isn't back in 10 minutes they have left the party, or the person is disqualified from the spar. And with this now said on the subject I see it as time to move on to the next one. Honor matches & realse matches are fought to 15.))
~Death Matches~
Death Matches (Also known as DM) MUST have permission to be fought from not only your commander, but also the Royal Court. There must be a valid reason for one, that cannot be settled in a HM. You must have two witnesses in a DM other than the proctor. Also, no healers are allowed to aide in combat. The only rule allowed in a DM is the Death and Weapons rules Daggers only. A DM is run like a spar once again, simply now there is more blood and gore surrounding you... All other rules may not be used. However this is for Local DM's. If you fight a DM outside of the Realm we request that you ask permission, however we are unable to require it. Nor or we able to have your follow our rules outside of the Kingdom however it is wished that you would, and also that you could. When a death match is abbot to begin, you have affiant chance to leave before you are to fight and the match will not stop for any reason after the proctor calls it to begin. When this happens the people's left hands are tied, given a dagger int heir right and another is sheathed on their hip.
This concludes our discussion of sparring and the traits of each kind. Lets move on to different types of gaining and learning skill.
~Quests~
While you are in a Quest anything can happen so make sure that you have all the people in the party that you need. Priests, Healers, Knights, Guards, whatever you need for your parties protection and well being. During a Quest you have an objective and if you serve that objective to the best of your ability you will be likely to gain even more than you expected from the Quest. However there must be proof that you underwent the Quest ((Log)). This Proof must be sent to the Empress & Prince for recording. Along with a written report from each person who participated during the Quest. Make sure that you do this or there is a very great chance that you will not make any personal progress in your skills during the Quest and it will have been a waste.
((Now SL's work like this. You send in submission papers to run an SL, a few days in advance before you want to begin this SL. Now this will give the MUN's of the Royalty time to review the SL and send a reply stating whether or not you are allowed to run it. Upon receiving the papers that say that you are allowed to run your SL, you may commence it at any time you wish. For each hour a character is in the SL (without bonus for completion of mission and such) they will gain 750 Experience. However if you are the Story Line Master (Known as the Story Line Master as well) you will receive a total of 1250 Experience per hour. SL's are here for the sole purpose of character development.
Now whenever a Major chapter in the SL has been completed make sure that you have your character fill out the papers of report and summery and send them to the Dice Master. Don't worry if it is finished yet, you still can have a long SL and be gaining experience and power throughout the SL. If you wait you get it all in one large lump sum, which to be honest isn't exactly realistic. So take a few minutes and fill out the report with your character. You'll make out better in the end.))