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UGC Rules 2/15/98


Notes: Site will be made easier to move through very soon.

United Guilds Council(UGC)Charter

2-15-98 Edition
(Application at bottom) part 1 of 4

On July 3rd,TIGoR Applied for Membership into the UAC.After reviewing the whole UAC Document,and conversing with members of the guild,I realized that Neither the UAC or RWC were the right governments for our guild.And,as I write this,I am reviewing the Free form Gov't,an apparent clone of the RWC.
So,it is on this day,the 6th of July,1997,that I, Ian McDugal, Grand Commander of the guild TIGoR,do hereby lay the groundworks for the U.G.C. With the assistance of ladycontani.And it is so noted,that on this day,the 1st of September,rich ryan has assumed what should be,permanent control(Until Election time),of the UGC.* Due to the death of rich ryan ,amicontani has been placed as High Chancelor of the UGC untill the next election to be held 7-6-98.
Ok,now that I'm done tooting my horn,Let's get down to the basics of the problem.Both the UAC,and the RWC have some form of Experience points.I kinda agree with this.What I don't agree with,however,is the way they handout the initial points to joining guilds. As the UAC said in their Document,you would recieve 2x the starting member total for your guild.Well,in a guild of 50 people for example, you would only get 100 xp's.And when you need 50 points just to go to 2d21,the leadership of the guild goes into jeoprady,as everyone is now on an even footing.So,point #1:All joining guilds will recieve 100x(!) their starting member total.These points are to be distributed to all current members only! {The minimum number for a new guild is 20 members.} Listed below is a cascading system of earned experience for the increasing of dice.As you will see,rising through the lower dice will go rapidly,while rising through the higher dice will take more&more points to achieve the desired dice.This is realistic,just look at a AD&D Players Handbook.The Fighter Experience table is a good example.You will see that going from 1st to 2nd level is pretty easy, but going from 7th to 8th level,now THERE is an accomplishment.
Loan,Gifting,Trading Ect. of EXP's is illegal.With the exception of loans made to new guilds by the UGC,and the UGC Credit Union.and legal wills.
You earn the exp's,THEN get the Dice...
2d20=0 exp's 2d21=10exp's 2d22=20exp's 2d23=40exp's
2d24=60exp's 2d25=80exp's 2d26=100exp's 2d27=125exp's
2d28=150exp's 2d29=170exp's 2d30=200exp's 2d31=225exp's
2d32=250exp's 2d33=275exp's 2d34=300exp's 2d35=400exp's
2d36=450pts 2d37=500exp's 2d38=550exp's 2d39=600exp's
2d40=700exp's 2d41=800exp's 2d42=900exp's 2d43=1000exp's
2d44=1500exp's 2d45=1750exp's 2d46=2000exp's 2d47=2500exp's
2d48=3000exp's 2d49=3500exp's 2d50=4000exp's 2d51=4500exp's
2d52=5000exp's 2d53=5500exp's 2d54=6000exp's 2d55=7500exp's
2d56=8000exp's 2d57=8500exp's 2d58=9000exp's 2d59=9500exp's
2d60=10,000exp's 2d61=11,000exp's 2d62=12,000exp's 2d63=13,000exp's
2d64=14,000exp's 2d65=15,000exp's 2d66=16,000exp's 2d67=17,000exp's
2d68=18,000exp's 2d69=19,000exp's 2d70=20,000exp's 2d71=22,500exp's
2d72=25,000exp's 2d73=27,500exp's 2d74=30,000exp's 2d75=32,500exp's
2d76=35,000exp's 2d77=37,500exp's 2d78=40,000exp's 2d79=45,000exp's
2d80=50,000exp's 2d81=55,000exp's 2d82=60,000exp's 2d83=65,000exp's
2d84=70,000exp's 2d85=75,000exp's 2d86=80,000exp's 2d87=85,000exp's
2d88=90,000exp's 2d89=95,000pts 2d90=100,000exp's 2d91=200,000exp's
2d92=300,000exp's 2d93=400,000exp's 2d94=500,000exp's 2d95=600,000exp's
2d96=700,000exp's 2d97=800,000exp's 2d98=900,000exp's 2d98=900,500exp's
2d99=1,000,000exp's 2d100=1,500,000(!)exp's .
Dice Scoring:
1-14=0 15-19=1 20-24=2 25-29=3 30-34=4 35-39=5 40-44=6 45-49=7 50-54=8
55-59=9 60-64=10 65-69=11 70-74=12 75-79=13 80-84=14 85-89=15 90=16
91=17 92=18 93=19 94=20 95=21 96=22 97=23 98=24 99=25 100=26
Now,as you can see,it starts out easy,but gets harder and harder as you progress higher and higher.
RANKS ( Remember you earn the dice THEN you get the rank)
Private-2d20 to 2d25,Corporal-2d26 to 2d30,Sergeant- 2d31 to 2d35,Master Sergeant- 2d36 to 2d40,2nd Lieutenant- 2d41 to 2d45,Lieutenant- 2d46 to 2d50,Captain- 2d51 to 2d55,Major-2d56 to 2d60,Lt.Colonel- 2d61 to 2d65,Colonel- 2d66 to 2d70,Lt. General- 2d71 to 2d75,Maj.General-2d76 to 2d80,General-2d81 to 2d85,Field marshal-2d86 to 2d90,High Council Member-2d91 to 2d100
Earning Exp's: You Earn By Sparring,SM's,HM's,RM's,AA's and Wars.Also,take time to note this:UGC is the ONLY Forum to allow only one dice per CHARACTER,and the details are listed below.
Now,for those who have many dice in many guilds,What occurs is this:All of your lowest dice are DROPPED.You will have your highest earned Exps in ALL of the guilds you are in.It will become the job of the "character" to send out any exps granted that they recieve,to the GC's of all the other guilds he/she is in,and it is the members job to sent ALL spar logs to each of the GC's of the guilds he or she is in.Note:These dice changes only apply to UGC guilds,and have nothing to do with UAC,AoRG,Forum,RGF or anyone else's Dice.

Sparring,SM's,HM's,RM'sDM's,and AA's:All must be logged.Proctors are not required, but the logs MUST be turned in to your Division Commanders( or Tower Commanders,Legion Generals,or Whatever),as this is the only way to be certain of Honesty.
1) Sparring: When you fight a spar,you will recieve 5x the difference in EXP's as by how much you win by(ie: the final score is 10-6 you, so you would earn 20 points).If you lose a spar,you earn 5 points,as when even though you lost,you still LEARNED from the Experience.Now,this doesn't mean go nuts sparring people with uneven dice.You can fight any spar with any dice,but it's not reccommended to fight grossly unmatched opponents.THE MAXIMUM ALLOWED FINAL SCORE goal OF ANY SPAR(SM'S,HM'S AND DM'S, ect. INCLUDED) IS 100.
2)Slave,Honor Matches,Release Matches:

Slave Matches:The EXP's earned from SM's are 10x the victors point spread(win by 4,get 40 points).Along with a new slave. If you fight a Slave Match,and you win,the loser must be listed as a slave for a period of time equal to 1 day IRL time for each point they lost by, but no less then,72 hours(IRL).They must list it in their Profile that they are a slave and for how long.If they remain in service as a slave for more than 72 Hours , then after the 72 hours are served a RM may be fought to free them.
Honor Match:Honor Matches are for just that,Yor Honor or the Honor of a person your are standing up for must be in Question.they are for the restoration of someone's Honor.Period.The EXP's earned from HM's are 10x the victors point spread.At the end of this Document is a Fine Schedule which will be imposed upon anyone who Violates the guidelines & rules of Rhydin.
Death Matches:The DM is the ultimate Spar.Two men enter,one man leaves.As with the traditional DM,I intend to change nothing.The winner gets 25x the point spread,and the loser DELETES.Period( unless it is desided that the loser will " swipe" their characters profile, meaning they keep the SN but create a totally different character for it).End of discussion.If you are foolhardy enough to jump into a DM,then live with the consequences.There are NO Resolutions in the UGC for DM's.
Release matches(RM): A RM is fought only to gain the release of a Slave or prisoner of War( pow).The EXP's earned from RM's are 10x the victors point spread .
The Aggressor Rule:
Simply put,that,if a Fight starts between two individuals,and no rules are stated,the 20/30/40 rule takes immediate effect(20 hitpoints for a Human,30 for a half breed and 40 for a Super),and the fight becomes a DM.The loser becomes a Ghost(no ress needed) for 72 hours IRL,to think on the situation.
Now,if the Aggressor has exceedingly higher dice then his victim(more then a 25 points possible to "hit" spread),he(or she) will be reduced in dice by 20 to 30 sides(High Chancellor's Decision is final).This should stem any tide toward what Keezar Max had suggested,where High Dicers will go off looking for a fight among newbies.I personally,would not risk my dice over beating up on someone weaker then me,that is just bullying.Logs of these Impromptu DM's must be sent to both myself and AmiContani,for verification.

Assassinatin Attempts(AA's)see charter part 3 "spies, assassins, murderers and thieves"

Dragons and other powerfull opponents: This is a small problem,as the actual number of Unaligned Dragons is small.As for dragon dice,this is a 2 part solution.The first part deals with the Dragon itself,and the second part deals with dealing with a dragon.Ok,I have spoken to several Dragon players,and I have come up with the perfect solution to the current weakness in Dragon Dice.As a human,a dragon would use his standard Guild dice.But,when he shifts to Dragon form,he now gets twice his normal dice( ie: a 2d30 Dragon,in human form,would get 4d30 as a dragon),And it takes 40 points to kill one.I see this as perfectly acceptable,considering step 2.(Dragons CAN NOT be Assassins)
2)Mass Combat: (2 0n 1, 3 on 1 ect.)Now,any good adventuring party that is out to slay a dragon or any other big target(and get its treasure),will usually consist of 4 to 8 people.Now,1 on 1, a dragon is a deadly opponent,but with 4 people attacking it,it's power tends to diminish.So,when engaging a Dragonor other big opponent,DON'T GO ALONE!!!In a fight with a Dragon where more then one person is involved,the sequence of combat would look like this:( Joe456,and his friends:RobBoy,StarElf,and PureHeal are seeking DracoLord,a powerful Dragon of 2d45 dice.They find him in Humanform,lounging in a Tavern.After Joe confronts him and makes his intentions known,Draco shifts to Dragon form,and the fight begins.After inits has been rolled,it is revealed that Draco goes last.So,Joe and co. start there Attacks.All of Joe's forces attack,then Draco unloads on one of them with 4d45.
3) Dragon (or opponent) Dies:Dividing the loot(exps).If your SN dies while fighting a Dragon,you gain NO points.(After all,dead men can't spend gold)So,the Exps from the kill,are multiplied by the normal 25(for a DM),then by 2(It WAS a Dragon,after all!)then by the dragons Dice strength.Thus a 4d45 Dragon would be worth(45x(25x2)=2250(!)Exp's.Exp's are split evenly among the survivors.
4)Dragon(or opponent) Wins.Now using our sample party,we re-start the fight,but this
time,Draco goes first.He attacks RobBoy,with 4d45,and rolls 12,40,25,and 37.The Damage to Rob is 14 points(!),and they haven't even attacked yet! Rob is 6 points from death(As in a Mass Engagement,Humans have 20 pts only,Period.)The fight continues,and Draco prevails.The Experience points he gains is based on the following formula: # of Opponents x Their best dice x 25(DM),so are sample party would be worth (2d30 for Joe,30x4x25=3000Exp's(!)
5) Team combat:rRuns bacically the same as above but with there being teams going against aech other.Team captains pick players for their team then the captains roll Init to see whos team gets to " attack" first.Anyone on the team that loses init. is intytled to honor strike if they are " killed" in a round( a round being where both teams have had their turn at attacking.) where they have not had a chance to attack.this honor strike can be taken immediatly or at their normal time to attack which ever is more covienient.exp's are given as follows
# of opponents beaten X highest dice of the beaten oponents X 5( for the spar) divided among the survivors.
example : tom2d20, sam 4d50, and lisa 3d33 are team "A" bob 2d22,sue 4d48, and chris3d32 are team "B".. team "B" wins but sue got " killied" in the prosess
exp's are 3( number of opponents beaten) X 50 (sam's dice)X5( for the spar) divided by 2=375 exp's for bob and chris 5 exp's for every one else.
In the event that all "players" are "killed" all players get 5 exp's only.

Wars: Warring among members of the U.G.C. is pretty much an open affair,so long as certain precautions are taken:
1)PoW's:When you lose a War fight(usually is a DM),you become a PoW of the side you lost to.You gain the standard 5 exps,and stay a PoW for a number of days equal to the number of points by which you lost the fight.
2)Victory Assesment:When one side of war loses,or concedes defeat,the victor recieves Exp's based on the following formula: # of members in Victor guild-minus-# of non-PoW members in defeated guild x 100=points gained by Victor.
( ie: if there are 45 members in the victorious guild,and only 19 members left in the defeated guild who aren't PoW's, then the victors recieve(26x100)=2600 points to be divided EVENLY amongst all Members of the guild.In the case of our example guild,they would recieve 57 points per member,in addition to the DM points their members won during the conflict.
Now, some of you may Whine&Moan about this saying, "well,joe456 is in our guild,but he wasn't on-line the day of the War, so why should he get points?"
Well, the answer is simple. Is he on the roster? Did he help get your guild the initial points by being in the guild in the first place,and did he also add to the strength of your guild when the victory points were assessed? Well then, he gets a share.
Healers: healers use their dice just as a fighter except they are healing instead of hurting,and they recieve 5 exp's for each point healed, however if while attempting to heal someone they miss completely they can no longer try to heal that person for the remainder of the day.healing as with everything else must be loged to get the Exp's
Priest/ess:(These aren't Healers,folks,these are actual priests,the ones who raise the dead,remove curses,the real deal,not walking med-kits, Priest can however heal and fight.Priests can be shamen,pastors,medicine men ect, it is no perticular religion.
Alignment:Priest/ess must be of Good or neurtal allignment, as the main purpose of priest is to counter assassins.)
Priest/ess Exp's: exp's go higher depending on how formal and on how complicated you make your ceremonies, on services that require no roll.All Duties and/or services must be loged to count for EXP's.You must state what is being done at the beginning of the log.
You must list the total of " hits" per person at the end of the log, if hits were needed.
Clergy Duties EXP's points to hit needed to roll to suceed

Blessings 10 ........................................none............................
Baptisms 25 and up..............................none...........................
Divorce 25 and up...............................none..........................
Sermons 25 and up...............................none.........................
confessions ect 25 and up...............................none.......................
Burials 40 and up.......................... ....none......................
Last Rights 40 and up...............................none.......................
Marriages 50 and up................................none......................
Stopping a DM 50 and up...............................none..............................
Removal of curses 50 and up.......5 for minor curses......25 for major curses
(explanation of curse to be removed must accompany log)
Soul Transfers 150.......................................20..(used to unvamp people)
Raise the dead 200 ..........................................40......
Notes on raiseing the dead: Priest/ess must be assisted by a healer and can
not be use on people who died in a DM,immortals,.Both a priest and a healer must
hit for at least 5 points each for the resurection to work, but the points total needed is
still 40.Only in a resurection does a priest have to have a healer to help. A person MUST
list how many times they have been resurrected in their profiles),
Everyone must list the number of ressurections they have recieved in their profiles,The maximum number of times any particular SN can be raised is 2 at 2d20,plus once for every additional 20 points of dice.
Failed attempt at anything.
( i.e. never hit) .................... 20........
Failed Attempt at resurection,Soul Tranfers or Removal of Curses
(i,e, hit but didn't get enough
points total to do the job) 10Xpoints per successfully " hit"
Priest/ess's and Healers can work together to get the needed points!
Dragon Heart : When someone dies in either a DM or AA, a dragon may give them half their heart to save that person. Also, if that person had been rezzed more than they are allowed, then they may only be rezzed in this manner. But, a draw back to this is once someone is rezzed in this manner they become bonded to that dragon, and that dragon may "not" rezz someone else in this manner again. Now, what is meant by the bonding is that if either one dies, for any reason, then they both die.
Wills(The leaving of Items,gold,and exps to a friend or loved one),is now allowed in the UGC,with a limit of 10,000 exp's per person listed in the will.So, for example,if you have 50,000 exp's to will, name 5 or more people that the Exp's will be split among.All wills must be written and turned into the UGC Coroners office prior to the Death of the writer.

1)Recruiting for your guild:As for the recruiting of new members,these members must have there applications reviewed by a Council member(IE Guild Commander) before they may be allowed to join.This way,the commander can Allocate initial points(if appropriate) to the new recruit.The person who recruited him(or her) recieves 5x the alloted points in Gold(5 if none were awarded).The maximum any new member can recieve,is 100 points(ie 2d26) the points are given from the guild point pool.Guild commanders may chose to give more exp's than this if they want for short terms of time,but the diffeance must come form their Guild EXP Point Pool.Guild Comander may also give rewards for recruting Example: a recruiting week where a 50 Gold. bonus is given for recruiting.
2)Guild Recruiting:When you recruit a guild or person,and bring them into the UGC, the recruiting person earns exps based on the following formula: # of members in the recruited guild x 100=the total points earned ,The recruiter gets half,and the other half go to the point pool of the guild the recruiter belongs to,if the recruter is a freelancer he/she gets all of the points.This is payed by the UGC.Unless you recruited them into the UGC by adding them to your guild ( then no points are given by the UGC).

Spies , Assassins, Murderers, and Thieves.UGC charter part 2

Assassins by not be supers(4d) or halfbreeds(3d)if your character has the ability to at any time claim 3d or 4d you may not under any cercumstances be an assassin.
Assassinatin Attempts(AA's):The old rule of the AA Dagger is gone,but forcing Assassin's to fight Death Matchs just to off someone just makes them Low-profile Fighters.So,this is the proposal that has been presented to the UGC.
First of all, Assassins work through Stealth,which is damn hard to represent on-line. So, to make up for this, the UGC proposes the following System.
A)The Warning:When an Assassin has a target in sight(ie in the same room), he sends the target an IM stating that he is the target of an Assassination.if IM's are off the assassin may anounce his/her aintent in the room.
B)Defence:The victim is entitled 1 chance at avoiding the Assassination.After the MUN receives the IM,he may roll a Perception Check(based on 2d20),but must score 2 points(ie a 20,or a 15+on BOTH dice)to notice that something is amiss.If the target charater makes it ( a score of 2 points or better)they may chose to fight, dodge or flee.If they chose to dodge, they wait till the assassin attacks and then state :: dodges:: and rolls their guild or personal dice. In order for the dodge to work they must roll at least 1 point higher on one of their dice than the highest die the assassin rolled.(i.e assassin rolled a 16 28 , and the target rolled a 5 29 so the dodge was sucessful.kind of like a saving throw from AD&D.If a Dodge is sucessful no damage is incurred.The assassin can't dodge a dodge as s/he used their move already for the round by attacking.If the Perception check fails,the Character does NOT know they have been targeted.
The Attack:The Assassin then states his Attempt to kill, ( ie: ::Fires poisoned dart at Joe456's chest::) . The Targets MUN now knows his SN has been targetted BUT can DO NOTHING about it,as in the RPG sense,the Target Character has no clue what is happening, Unluess the have made their perception check. The assassin then rolls His dice. Now the more powerful the target,the more points are required to kill him,based on his or her dice(Example,if your target has 2d20,he gets killed on a 5 point hit,and this goes up at a ratio of 10 to 1{2d30=6;2d40=7;2d50=8 etc.}so,it gets harder to kill a more experienced target. Double these amounts if the target is a super-natural.IF he suceeds then the target is dead. If he fails but hits, the target now knows something is up and can chose as before to fight, dodge the next attack, or flee,And the damage incured Count twords a DM if one begins. A Dodge must be attemped and suceed in order to avoid the damage of that attack completely) All Assassins engaged in a DM due to being spotted,fight with their guild dice.The assassin can chose to run at any point unless it is RPGed out that he/she has become trapped.
AA-Proof:In Order for an assassin to prove that they researched thir victom they must send 3 logs from different days in which they (or someone they hired, such as a spy) watched the victom, in with the log of the actual sucessfull AA in order to recieve their exp's for it.If no logs are gotten then the Assassin is considered a " Murderer"
AA-BodyGuards:Ok,Here is the Bodyguard rule:If a person has "BodyGuard to XXXXX" in there profile,they are also allowed to make perception rolls but only if they were already in the room and if they fail they can't attempt to help the person they are body guard too.
Mass AA:Ok,all a Mass AA is,is where 2 or 3 assassins Gang up to AA someone.This is usually only done,when you are trying to kill someone very powerful,like a High Dice Super.All the standard rules for Normal AA's Apply to the mass AA.
Assassins Exp's :The Assassin earns EXP's a regular DM would give him,plus 50 for the attempt.Assassins are payed in Gold by the people who hire them(rates listed below)If he loses,well,it WAS a DM for the assassin, for the victim it was defence as he didn't " chose" to be involved .......thus the assassin can't be resurected but victim can.
starting Fees for Assassins In Gold are: Dice of Victim Are:
2d20 to 25=100 2d26 to 30=150 2d31 to 35=300 2d36 to40=450
2d41 to 45=600 2d46 to 50=900 2d51 to 55=1200 2d56 to 60=1500
2d61 to 65=2000 2d66 to 70=2500 2d71 to 75=3000 2d76 to 80=4500
2d81 to 85=6000 2d86 to 90=9000 2d91 to 95=12000 2d96 to 100=15000!
Double all these figures if the target is a SuperNatural.
(note as it can be easy to get killed by an assassin we have created " priests" who can resurect victoms of assassins, but if an assassin get killed during an AA attempt He/She can NOT be resurected.
Spies:When a spy turns in a stolen Roster of a Guild to the UGC(That isn't on File),they recieve 25 exps times the number of members in the guild.Roster updates are credited to you at a flat 50 exps per update.If there are more members listed on the update than on the previously given roster, then the spy get 25X the difference .This applies only to stolen rosters, not normal guild updates.Guild commanders may chose how much they are willing to pay for stolen rosters, depending on what their guild can afford within a reasonable amount.(note): rosters that don't include a members count at the top,dice of members ,are on a black background, or are from a UGC guild will not be accepted as stolen rosters by the UGC.

Thieves:can steal gold and weapons. first off it is much easier to steal 10 gold than 100 gold. so....
Rolling the dice. For every 20 gold you want to steal your sides go down 1 so if you want to steal 200 you lower your sides down 10. (i.e: if you are 2d40 they go down to 2d30) If you want to steal a weapon or armor for every +1 it is, it is considered worth 1000 gold, so your sides go down 50 sides(in effect +2 and +3 items are Unstealable) . Everyone rolls 1d(of thier dice) in a theft attempt.
Percetion check:The intended victim get 2d20 percetion check to see if the "character" realizes they are being stolen from, if they miss the perception check then the " character" has no clue what is going on.
How it is played:The thief goes into the same room as the victim, gets near the intended victim, and states OOC the attempt of the theft and what they are going to steal. The victim is still unaware of this, only the MUN knows,unless the preception check is made, In which case the victim may call out for help in stopping the thief. The victims MUN rolls 1d(his dice) and the thief rolls his dice minus what he is stealing and if he scores a greater roll then the intented victim, than he gets it.The victim then gets ANOTHER perception check if they had failed the first,to see if they realize they had been stolen from,if they make this P-roll then they know they have been stolen from but NOT who did the stealing.Thought they may have an idea as the thief had to be near the victim in order to try and steal.Example:
Normally Joes dice are 43's and Slayers dice are 50's

Slayer: --Reaches into JoetheEvil's pocket and grabs 100 gold-
JoetheEvil: ((Perception check))
OnlineHost: Joetheevil rolled 2 20-sides dice 14 9 (he didn't make it)
OnlineHost: JoetheEvil rolled 1 43-sides dice: 32
OnlineHost: Slayer rolled 1 45-sides dice: 39
JoestheEvil: (( perception check))
OnlineHost: JoetheEvil rolled 2 20-sides dice 19 14
JoetheEvil: HEY!! I've been robbed! some one help me block the doors so we can search everyone!

When you Join UGC charter part 3

1)Restrictions:None, you may be in the UGC and in any other forum of your chosing.
2)Profile: You MUST have a profile to be in the UGC. Your profile MUST include: A) What guild you are in or if you are a freelancer B) Your Dice,C) your exp's D) if you are a slave or pow E) if you are a super-natural F) How much Gold you have G) any + weapons or items you posess H) how many times you have been resurrected.I)You may never,at any time,place that you don't accept AA's.
Example: UGC,QOR,4d36's,455 exp's,Dragon,+2 sword of wounding,gold: 3000, Res 1
3)Super- Naturals:If you are a Archangel,DemonLord,Master Vampire,Werewolf,Angel,Immortal(Highlander),Known Fantasy (AD&D )Monster,or RIFTS Creature,you qualify as a Super-Natural.But what you are must be listed in your Profile.You get 4 dice and it takes 40 points to kill you.You may NOT be an assassin.
4)Half Breeds:If you are a half breed(aka=Half supernatural/half normal)then you qualify as a Half-Super(Which gives you 3dice,30 Hit points, and you can not be an assassin.

5)EXP assignments for guilds that join: Each guild will recieve a bi-weekly allotment of EXP's based on the total number in the guild.Their first alotment is in EXP's at the rate of 100X the # of members listed in their Roster,There after it is in Gold at the rate of 25 Gold per member.
Next order is Council Representation.
1)High Council: All member guilds that maintain 20 or more members will send one of their members to the High Council.These people decide the course of the U.G.C.,in the matters of Wars,New Guild memberships,etc.
2)The High Chancellor:The High Chancellor for the U.G.C. is amicomtani.She sits at the forefront of the High Council,and when a vote comes forward to be passed or rejected,her vote is the most important.If the council says War,and it is not unanamius,and she says NO,there is no war.If the Council is Unanamius,War is declared.The High Chancellor carries the voting power of three(3)Guilds, in matters other than war.Any guild OR person who disobeys her directive, will be placed on "Outlaw Status" til the next scheduled meeting of the High Council. Afterwards, the High Council will decide the fate of the Outlaws.(Sounds kinda like the Klingon High Council doesn't it, It should,that's where I got the Idea.) Due to comparisons to the UAC, I am changing the leadership rules.
Election of High Chancelor: After 6 months(IRL)there will be Elections,to determine the next leader of the UGC.The Elections for the next High Chancellor will be held Janurary 5th,1998.The candidates for the election will be chosen from the Guild Leaders of the High Council. All UGC High Council Members may Vote for one of these Individuals,who will run the UGC for the next 6 months.If at any point a High Chancellor is killed or steps down before their tenure is over they may chose their replacemnent who will serve untill the next scheduled election.Minimum Requirements to be considered for the Position of high Chancelor are 8 to 10 hours of free time daily( to do the work) and 2 gig's of free Hard Drive Space ( for the files)
Impeachment of the High Chancellor(Or any other High Council member):
Under the condition that the high chancellor has transgressed against the rights of the council, used his/her power as high chancellor to kill possible political opponents in the high council, or used his/her power in a personal vendetta, the high chancellor may be impeached by a 2/3 vote of the high council. >>
UGC Executioners
The executioners job would only come into play when the high council has already voted on the punishment for a character , and that character refuses to obey the high councils ruling.If the High Council comes to an executioner with a problem about a member's actions(Be it stalking,cursing,not playing by the established rules,etc),and talking will not resolve the issue,then the UGC Executioners are brought in.Now,when this is done, only the High Chancellor has the final Authority to issue the request to their office,they move out to find their intended target.Now,you may say,"Well,if he is ordered to a DM,he can refuse it right?" WRONG.If you have the Executioners called out on you,you have two choices:Immediate stripping of all rank,dice and position in the UGC,or a DM to prove yourself wrongly accused.If the target loses,he/she deletes his(or her) Persona (In other words,the SN stays,but the CHARACTER is Deleted.(Deleting the Profile)Period,there is no talk or debate.If they should win,(Which is not very likely),then they are vindicated of all charges,guilty or no, and the executioner has to delete His/Her profile.

Fine Schedule for the UGC (in exp)

Fighting an Honor Match:(When Honor was never in Question):3000 pts
Insubordination to a Superior Officer of the UGC:3000 exps+*
Disrespect to the High Chancelor of the UGC: Outlaw Status and/or a fine , at the discretion of the High Chancellor.
Complaints:ANY compliants about the Chancellor and or the XO of the UGC must be made in letter form, and may be presented as such at a High Council meeting.Verbal disrespect such as yelling,name calling and/or cursing will not be tolerated and will be met with immediate outlaw status and/or a fine, at the discretion of the chancellor and/or XO.
The UGC has many people helping to keep the forum running smoothly please contact the person in charge of the item or items you may have questions about.
High Chancelor- Amicontani, heads the High Council, and makes all nessisary emergancy decisions,when the person heading up an area is not available.
XO-Lordfango,contact for forms, or problems concerning AA's
Advisors to High Chancelor; Caitlinrze and Anshpaten
Diplomatic Liason Officer:Alariana, contact for inter forum problems(ie. problems between differant forums)
UGC Executioners -Studman13,Azrael Avg
Multi-Media Specialist - JohnCC4, contact for help in setting up web pages ect.
Minister of Internal Affairs- GoldDramin,contact for inner forum problems(i.e. problems between guilds in the UGC itself)
DICE Master:KajinWolf, report suspected " false" dice to him
90's and up Supervisor:LrdMcdugal. all 90's and above send thier logs to him
GC dice supervisor: alexstar6, all GC's send their logs to him
Minister of WAR -James Lght, any who have questions ect. Concerning war
contact him
Guild Coordinator-Lordeolis, for help getting your guild involved after you have\
been registereed
Freelance Organizer- Dark Malek, to register as a freelancer in the UGC.also who you send you logs to once you are a UGC freelancer.

United Guilds Council
Application for Acceptance
(Please Fill out and return to amycontani.Thank you)

1)What is your Guilds name?:

2)How many members does your Guild have(Minimum for membership is 20)?

3)Who is your Guilds Grand Commander?:

4)Who is your Executive Officer?:

5) Give a brief discription of your guilds alignment and main purpose.

6) How long has your guild been in existance?

7) Who intruduced you to the UGC ?and what Guild are they in ?so i may assign them EXP's for recruiting you.

8)Below,please enclose a COMPLETE roster:

9) if you are transfering form UAC to UGC please state you UAC Xp's
take the # of members you have in your guild and multiply by 100 , that is your guilds starting exp's .Use that number and the chart below to asighn you people dice. Put their dice and exp's next to their names on your roster. the math will be checked before admitance to the UGC is passed. Also unless you are transfering from the UGC each members recieves 20 times the dice they get in gold,( example a 2d25 gets 500 starting gold, 25 x20=500, number of dice doesn't matter) Gold and EXP's are kept sepertly.Thank you.Highest legal starting point in the UGC is 35's.please note supernaturals get 4 dice in stead of 2.

2d20=0 exp's 2d21=10exp's 2d22=20exp's 2d23=40exp's
2d24=60exp's 2d25=80exp's 2d26=100exp's 2d27=125exp's
2d28=150exp's 2d29=17exp's 2d30=200exp's 2d31=225exp's
2d32=250exp's 2d33=275exp's 2d34=300exp's 2d35=400exp's

If you are applying as an Individual,and wish Freelance Status,fill out the app below.

Freelance Application

1)What is your Characters name?

2) Are you a human,half breed, or a supernatural?

3) Give a brief discription of your Characters alignment and main purpose.

4) How long has your Character been in existence?:

5) Who intruduced you to the UGC ?and what Guild are they in ?so i may assign them EXP's for recruiting you.

6) if you are transfering form UAC to UGC, or from a guild to freelance please state you UAC Xp's, or exp's,dice, and guild you are transfering from.

7)Please return to Dark Malek Only!

UGC Gold System,Magic Items and Stores. UGC charter part 4

Gold System: UGC has voted on a gold system for all RPers using the UGC forum. It is similiar to what you will find throughout Rhydin. The gold system is like money. Please read over this information. I will issue your gold allotment as soon as I can.
The UGC council has set up stores, and businesses. They can sell weapons, armor, magic, spells, books, boats, craft, entertainment...etc. They would be payed through the Gold that their customers spent, but earn 100 exp's per+ on items that they make.The cost of creating an item is 300 gold per+, then the creator of each item or service can sell it at whatever price they want.with a minimum price of 1000 gold per + up to +3
Not everyone should be able to own a store, so to own a store you must register it with the hHgh Chancellor, Amicontani.The cost of buying one of these shops from the UGC being 4,000 gold.Individuals, groups or guilds could combine Gold to purchase a store. Stores Can also be "leased to own" at a rate of 500 gold a week payed to the UGC, they can't be sublet(ie. you buy a store and lease it to someone else)All store names must have UGC in their names( i.e. " toms UGC magic shop"or "UGC slaver block")

No magical item of any kind can exceed +3, and no item that renders the opponent automatically defenseless or dead,or allows the user to become invulnerable is allowed. (i.e a wand of sleep,staff of death,shield of invulnerability etc.)And each item can only have 1 effect.(i.e a sword that is +2 to hit and +1 to defense is illegal, defence power or attack power not both)
Clarification:A +1 to hit adds to the "Sides" of the dice roll,A +1 to Damage adds to the damage points rolled,and +1 to Defense takes away Damage points.all effect the total roll Not the individual dice.
Magical Weapons and Armour
Magical armour and weapons could only be created at a rate of 1+ per 20 dice of the registered creater.( example: a 2d80 registered weapons smith could create either 4 +1 weapons a week. , 1 +3 weapon a week, or 2 +2 weapons a week)Store owners would be required to send a weeky list of what weapons or armour was created, who created it ,what it does,and who it was sold to.If during any time that the magic weapon or armour is in use and the owner rolls a 1 the item/spell is destroyed , permanently no exceptions.( example: sam :: swings his +2 sword at toms chest:: sam rolls a 16 1 and the +2 sword breaks and can't be repaired) magical items must be listed in your profile.You may use(at the same Time) ONE + weapon for Offense,and ONE + Item for Defense.Once a combat situation starts the first item used is the one that person uses for the rest of the combat unless the item breaks( they roll a 1 while using it) in which case they may pull out another item to use.This does not apply to spells since any perticular spell can only be used twice in any combat situation.A " hit" must be made in order for a magic item/spell to work.
Each mage or magic user is given 1 free +1 spell to put in their tome( tomes would have to be listed in their profiles) and each spell can't be used more than twice in any combat situation( which encourages them to buy more spells for their tomes) the creation of spells is the same as magical weapons at +1 for every 20- dice of the creator per week.And again if the person rolls a 1 while casting the spell the spell is ruined permanetly.Here again a list of what spell scrolls were created who created them ,what the scrolls do,and to whom they were sold would be required weekly(fridays).minimum cost for spells per + is 500 gold.or 3 logs from different days per + ,where the spell is being learned from someone who already has it.the limit of a maximum of +3 stands here as well.

Holy Items would fall under spell or magical items depending on what they are ie a scroll of healing under spells . a cross of blessing under magical items ect.

Alotments are given out as gold to each guild,on the 1st and 15th of each month based on the guilds member count.Each GC must send in a updated roster for it's guild on the 13th and 27th of each month. Each Guild Commander may determine what " pay" they give their members.Depending on what that guild can afford, being within reason. Guilds can buy a weapon to give to their champion or to offer as a prize in a tournament ect.but they must send a notice to the UGC saying who has the item.Anytime a +item changes hands it MUST be re registered in order to be considered legal.

EXP's are not transferable in any way except due to a SN change for account or personal reasons, such as you are being cyber stalked or AOL closed your account.In either case the old SN has to be deleted,And you give up all rights to recreate it. Or in a legal will with the limit of 10,000 exp's per person recieving the inheratance(see wills)
Assassins still get the exps as for a DM if they win, but get paid mostly in Gold by whoever hires them.
Priest and healers still get exp's for marriges and the like, but can charge if they wanted to.

Each person starts out with the amount of gold as they have in dice times 2 and adding a 0 ( for example tom who has 4d39's when this passes would automaticiccalt have 2x39 =78 plus a 0 ..780 gold ) this would only happen as they register with the UGC, and only for the purpose of giving everyone a starting gold amount.Gold is to be listed in the profiles. players can look for jobs with the Guilds that pay the best. >>
UGC Business Application

SN of owner : Down payment:
(minimum of 500 gold)
What type of store :
Name of store( UGC must be in the name):
Location( a link is best if possible):
What guild do you represent(or are you a Freelancer):

Items to be sold including a Description of what each Item does:

Who will be making the items , include their dice:

Any special information about your store:

Please return to amicontani, Thank you