CoR Charter and Rules

Council of Rhydin (CoR) Charter

3-09-98 Edition

Section 1 follows.

Section 2

Section 3

Section 4

On March 9,1998, Several members of UGC decided to create better forum.
The basic format of the UGC is correct, but a few changes needed to be made.
So, I, Aarmus Kvorish, lay the groundworks for the CoR with the assistance of XxRavenxX and Acid4146. From this day until the next election of CoR, XxRavenxX shall be the Speaker of the High Council.
We believe a majority of the UGC setup is correct. We have problems with the high council. We can't seem to get the UGC to meet us half way on these issues. We have adopted the best parts of the UGC and fixed the parts that we found unacceptable.

Loan, Gifting, Trading Ect. of EXP's is illegal. With the exception of loans made to new guilds by the CoR, 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=95,000exp's 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 2d99=1,000,000exp's 2d100=1,500,000exp'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

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 exp's by sparring and such. Please note: the UGC, PoRU, and CoR are the ONLY forums to allow only one dice per CHARACTER. All of your lowest dice are DROPPED. You will have your highest earned Exp's in ALL of the guilds you are in. It will become the job of the "character" to send out any Exp's granted to the GC's of all the guilds he/she is in. It is the member's 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 CoR guilds.

Sparring, MS's, SM's, HM's, RM's, DM's and MDM's:
All must be logged. Proctors are not required, but the logs MUST be turned in to your Division Commanders or Dice Master (freelancers) as this is the only way to be certain of honesty.

Dragons and other powerful opponents:
Dragons in human for are allowed 4d. It takes 40 points to kill one. Half-breeds are 3d and it takes 30 points to kill one.

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, even though you lost, you still LEARNED from the experience. You can fight any spar with any dice, but it's not recommended to fight grossly unmatched opponents. THE MAXIMUM ALLOWED FINAL SCORE GOAL OF ANY SPAR (SM'S,HM'S, MDM's AND DM'S, etc.) IS 100.

2)Mass Spar:
Runs bacically the same as above but with there being teams going against each other or free for all's (FFA's). Anyone that is hit out in the first round without having their turn to attack gets an honor strike on their turn. Unless you are a mortal (2d) then you get an Honor Strike in ANY round that you are hit out. 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.
In the event that all "players" are "killed" all players get 5 exp's only.
a) Power Strike:
Each mortal has the ability to call a power strike that boosts him to 8d (may be used as a split attack), You get 1 Power Strike per 10 sides. You MUST list in your profile the Power Strikes you have used with the amount that you have left (ie. 1/7). Once used that Power Strike is gone until you go up 10 more sides.
b) Specialty Move:
Mortals get a specialty move that must be listed in their profile and can be used ONLY once per spar but not as the first strike. This move gives the mortal one strike at 4d and may be used as a split attack.

3)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. The slave must list in their profile that they are a slave, to whom and for how long. If they remain in service as a slave for more than 72 Hours, then a RM may be fought to free them.

4)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 .

5)Honor Match:
Honor Matches are fought to restore your honor or the honor of a person you're are standing up for. 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.

6)Death Matches:
The DM is the ultimate spar, two men enter and one man leaves. The winner gets 25x the point spread, and the loser DELETES. (unless it is decided that the loser will " swipe" their profile, meaning they keep the SN but create a totally different character for it). If you are foolhardy enough to jump into a DM, then live with the consequences. There are NO resolutions in the CoR for DM's.

7)Mass Death Match:
A Super Natural is a deadly opponent, but with 2-3 (ONLY) people attacking it, it's power tends to diminish. When engaging a dragon or other big opponent, DON'T GO ALONE!!! The standard DM rules apply.

8)The Aggressor Rule:
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 rezz needed) for 72 hours IRL, to think on the situation. If the Aggressor has exceedingly higher dice then his victim (more then a 25 points possible to "hit" spread), he/she will be reduced in dice by 20 to 30 sides (High Council's decision is final). Logs of these impromptu DM's must be sent to both myself (Aramus) and XxRavenxX, for verification.

Wars:
Wars between guilds in CoR is allowed. We encourage mock wars as a way for members to test their knowledge and skills if a real war should occur. Any GC interested in setting up a mock war please contact Aarmus.

1) War Etiquette:
The guild declaring needs to state their guild's name and list reasons for the declaration, what they want as terms for the war and also make it known that if the terms are not acceptable then to make the first initiative as to date war talks. AA's in the war can take place in any public and private rooms, unless a PR and one public room are registered as safe havens. All conflicts will be fought with a proctor and logged. Logs are to be sent to the people chosen to tally the scores for the conflict.

2)PoW's:
The loser of the match must place in their profile *PoW to (guild)*. A RM maybe fought in 72 hours (IRL). PoW's are not able to participate in the war until they are either freed or the war is over. They may proctor matches and observe.

3)Ghosts:
The loser of a DM during the war must place in their profile *Ghost to (guild)*. Ghosts are not allowed to have any contact with the war being that they are dead and all. When the war is over, ALL ghosts are granted Auto Rezz.

3)Victory Assessment:
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. Exps for each match are still used. DMs are worth 25x the difference in the final score. The PoW Match is worth 10x the difference in the final score

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. Healing as with everything else must be logged to get the Exp's.

Priest/ess:
These aren't healers, these are actual priests, the ones who raise the dead, remove curses, etc. Priests can, however, heal and fight. Priests can be shamen, pastors, medicine men, etc. They can be of any alignment.

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 logged 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..........................
Counciling, confession, etc...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)

Notes on raising the dead: Priest/ess must be assisted by a healer and can not be used on people who died in a DM. Both a priest and a healer must hit for at least 5 points each for the resurrection to work, but the points total needed is still 40. Only in a resurrection does a priest have to have a healer to help. A person MUST list how many times they have been resurrected 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.

Wills:
Wills are allowed in the CoR., with a limit of 10,000 exp's per person listed. All wills must be written and turned into the CoR Coroners Office prior to the death of the writer.

As for the recruiting of new members, these members must have their applications reviewed by a 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 also give rewards for recruiting.

2) Guild Recruiting:
When you recruit a guild or person, and bring them into the CoR, the recruiting person earns Exp's 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 recruiter is a freelancer he/she gets all of the points. This is payed by the CoR.

CoR Charter Part 2

Spies, Assassins, Murderers and Thieves

Assassinatin Attempts(AA's): Assassins MUST have a valid contract with their reg. # stated on it. After joining CoR, Freelance assassins MUST register with the Dice Master to get a reg. #. All GC's must send in a roster of their assassins to the Dice Master, a reg. # will be sent to the assassins and their GC to be kept on file. The contract must be written and submitted to the assassin supervisor PRIOR to the assassin doing his job. If an assassin kills (AA's) a person WITHOUT a contract: he/she will be charged with murder; their dice, gold and xps frozen until after the trial; the verdict will be death if found guilty. Logs have been done away with, as they are unnecessary with a signed contract.
NOTE: ALL AA'S ARE RESTRICTED TO *MEMBERS: ARTS & ENTERTAINMENT*ROOMS ONLY

Super Natural Assassins:
Supers (4d) and half-breeds (3d) can be assassins ONLY if they have a human (2d) form. They MUST use 2d in the AA and following DM should their be one (note: in the case of a DM following the AA 3d and 4d assassins use 2d their dice and receive only 20 HP's . They want to be assassins? They must take the cuts in strength). Mortal assassins may only switch to Supernatural after gaining 2d60. As of 3-15-98, CoR is only allowing 20 Supernatural assassins.

A)The Warning: When an Assassin has a target in sight(ie in the same room), he states in the room that they are the target of an assassination, who the assassins are and to roll perception (2d20).

B)Defence:The victim is entitled 1 chance at avoiding the assassination, but must score 2 points on a 2d20 (ie a 20,or a 15+on BOTH dice) to notice that something is amiss. If the target makes it 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). 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 target does NOT know they have been targeted.

C)The Attack:The assassin then states his attempt to kill. The Targets MUN now knows his SN has been targetted BUT can DO NOTHING about it. The assassin then rolls his dice. The more powerful the target, the more points are required to kill him, based on his or her dice. So, it gets harder to kill a more experienced target (CHECK TARGET HIT POINTS BELOW). 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. The damage incurred counts towards a DM, if one begins. (A successful dodge must be attemped 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 RPed out that he/she has become trapped.

Points/"hits" to kill in an AA
2d20-29 = 5, 2d30-39 = 6, 2d40-49 = 7, 2d50-59 = 8, 2d60-69 = 10, 2d70-79 = 12,
2d80-89 = 14, 2d90-99 = 16, 2d100 = 18_____________________________________
3d20-29 = 8, 3d30-39 = 9, 3d40-49 = 10, 3d50-59 = 12, 3d60-69 = 15, 3d70-79 = 18, 3d80-89 = 21, 3d90-99 = 24, 3d100 = 27_____________________________________
4d40-29 = 10, 4d30-39 = 12, 4d40-49 = 14, 4d50-59 =16, 4d60-69 = 20, 4d70-79 = 24, 4d80-89 = 28, 4d90-99 = 32, 4d100 = 36_____________________________________

AA-BodyGuards: If a person has "BodyGuard to XXXXX" in their 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. GC, SiC's, and TiC's get 2 bodyguards, LC's get 1.

Mass AA: Where more than one assassin gangs 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. 3 assassians are the max for a MAA.

Assassins Exp's: Assassin earns EXP's a regular DM would give him, plus 50 for the attempt. Assassins are payed in gold by the people who contract them. If the assassin loses the DM, he cannot be resurrected.

Spies: When a spy turns in a stolen roster of a guild to the CoR(That isn't on File),they recieve 25 exps x 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 25 x the difference. (note): rosters that don't include a members count at the top,dice of members or are from a CoR guild will not be accepted as stolen rosters by the CoR.

Thieves:
Rolling the dice: For every 20 gold you want to steal your sides go down 1. If you want to steal 200 gold, you lower your sides down 10(i.e: if you are 2d40 they go down to 2d30). Everyone rolls 1d(of their dice) in a theft attempt.
Percetion check: The intended victim gets a 2d20 perception check to see if they realize they are being stolen from, if they miss the perception check then they have 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 victim's MUN rolls 1d(his dice) and the thief rolls his dice minus what he is stealing and if he scores a greater roll than the victim, he gets it. The victim gets ANOTHER perception check, if they had failed the first, to see if they realize they had been stolen from. If they make this Perception roll then they know they have been stolen from but NOT who did the stealing.
Example:
Normally Joe's dice are 43's and Slayer's dice are 50's

Slayer: ~Reaches into Joe456's pocket and grabs 100 gold~
Joe456: ((Perception check))
OnlineHost: Joe456 rolled 2 20-sides dice 14 9 (he didn't make it)
OnlineHost: Joe456 rolled 1 43-sides dice: 32
OnlineHost: Slayer rolled 1 45-sides dice: 39
Joe456: (( perception check))
OnlineHost: Joe456 rolled 2 20-sides dice 19 14
Joe456: HEY!! I've been robbed! Some one help me block the doors so we can search everyone!

CoR Charter Part 3

When you Join
1) Restrictions:
None, you may be in the CoR and in any other forum of your chosing.

2) Profile:
You MUST have a profile to be in the CoR. 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 ressurected I) You may never,at any time,place that you don't accept AA's.
Example: CoR, TRGoR, 4d36's, 455 exp's, Dragon, +2 long sword, 3000 gold (gp), Rezz 1

3) Super-Naturals:
If you are an Archangel, Demon Lord, 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.

4) Half Breeds:
If you are a half breed (aka half supernatural/half normal) then you qualify as a Half-Super which gives you 3 dice, 30 Hit points.

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 100 X the # of members listed in their roster. Gold is also given in at the rate of 50 x the # of members listed on the roster.

Council Representation and CoR Governmental Information

1) High Council:
All member guilds that maintain 20 or more members will have their GC sit on the High Council. These people decide the course of the CoR, in all matters of Wars, new guild memberships, etc. If a GC can't make a meeting, they will send a reliable represenative. There MUST be at least 3 council members present to make emergency decisions. The decision is in affect until the next council meeting where it can be voted to remain in affect.
The XO is a non-voting position unless they are a GC.

2) Speaker of the Council:
The Speaker for the CoR is XxRavenxX. He/She sits at the forefront of the High Council, and when a vote comes forward to be passed or rejected, he/she votes only to break a tie. Any guild OR person who disobeys any directive, their dice and XP will be frozen until the next scheduled meeting of the High Council. Afterwards, the High Council will decide the fate of the person BY TRIAL.

3) Election of Speaker:
After 3 months (IRL) there will be elections to determine the next leader of the CoR. The elections for the next Speaker will be held June 1th, 1998. The candidates for the election will be chosen from the GC's. Nominations will be taken and then voted on. All CoR High Council Members may vote for one of these individuals, who will run the CoR for the next 3 months. If at any point a Speaker is killed or steps down before their tenure is over the Council shall chose their replacemnent who will serve until the next scheduled election. Minimum requirements to be considered for the position of Speaker 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).

4) Impeachment of the Speaker (or any other High Council member):
Under the condition that the Speaker has transgressed against the rights of the council, used his/her power as Speaker to kill possible political opponents in the high council, or used his/her power in a personal vendetta, the Speaker may be impeached by a 2/3 vote of the High Council.

5) CoR 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 Council's ruling. If the High Council comes to an executioner with a problem about a member's actions, and talking will not resolve the issue, then the CoR executioners are brought in. Now, when this is done, the High Council 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 CoR, 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 not, and the executioner has to delete his/her profile. Executioners will be choosen by the High Council and their dice MUST be over d90.

Fine Schedule for the CoR (in exp):
Fighting an Honor Match when honor was never in question: 3000 pts
Insubordination to a superior officer of the CoR: 3000 exps +*
Disrespect to the High Council of the CoR: Outlaw Status and/or a fine,at the discretion of the High Council.

Complaints:
ANY compliants about the Speaker or the High Council of the CoR 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 High Council.

CoR Staff
The CoR 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.

Speaker - XxRavenxX, heads the High Council and votes only to break a tie.

XO - Aramus, contact for forms, or problems concerning AA's or DM's.

Advisors to Speaker - JonDoUrden and FeralRogue

Diplomatic Liason Officer - Available - contact for inter forum problems (i.e. problems between differant forums)

Treasurer - Available
CoR Executioners - LrdAssasin, Keezar Max and Bardaku

DICE Master - RYOUGA 16, report suspected "false" dice to him. Also contact him to register as a freelancer in the CoR. Send your logs to him once you are a CoR freelancer.

Assassin Supervisor - ShadwDth, all assassins must register with him, including freelancers.
90's and Up Supervisor - EWrevenger, all 90's and above send thier logs to him

GC Dice Supervisor - Deathwiz03, all GC's send their logs to him

Minister of WAR - Available - any who have questions concerning war contact him

Guild Coordinator - Available - for help getting your guild involved after you have\been registered

Shop & Services Director - RakHaggaa, this person keeps track of shops and registered weapons

Council of Rhydin
Application for Acceptance

1 )What is your Guilds name?:

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

3) Who is your Guild's 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 CoR ?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 transferring from the UGC or PoRU, your dice, xps and gold transfer to CoR.

11) If you are transfering form UAC to CoR, please state you UAC Exp's take the # of members you have in your guild and multiply by 100, that is your guild's starting Exp's. Use that number and the chart below to asign your members dice. Put their dice and Exp's next to their names on your roster. The math will be checked before admitance to the CoR is passed. Also unless you are transfering from the CoR 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 seperately. Thank you.

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.

CoR
Freelance Application

1) What is your character's name?:

2) Are you a human, half breed, or a super-natural?:

3) Give a brief discription of your character's alignment and main purpose:

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

5) Who intruduced you to the CoR and what guild are they in so I may assign them Exp's for recruiting you?:

6) If you are transfering from UAC to CoR, or from a guild to freelance, please state your UAC Exp's, dice, and guild you are transfering from:

7) If you are transferring from the UGC or PoRU, your dice, xps and gold transfer to CoR.

8) If you are an assassin you must contact ShadwDth.

CoR Gold System, Magic Items and Stores.

Stores:
The CoR has set up stores and businesses that can sell weapons, armor, magic, 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 Shops & Services Organizer. The cost of buying one of these shops from CoR is 4,000 gold. Individuals, groups or guilds can combine Gold to purchase a store. All store names MUST have CoR in their names.

NO magical item of any kind can exceed +3, and no item that renders the opponent automatically defenseless, dead or allows the user to become invulnerable is allowed. Each item can only have 1 effect, defence or offence not both. A +1 to hit adds to the "Sides" of a dice roll. A +1 to damage adds to the damage points rolled. A +1 to defense takes away damage points.

Magical Weapons and Armor:
Magical armor and weapons can 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 are required to send a weeky list of what weapons or armor was created, who created it, what it does and who it was sold to. If during ANY time that the magic weapon or armor is in use and the owner rolls a 1 the item/spell is destroyed permanently. 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 item stated at the beginning of the spar is what that person uses for the rest of the combat unless the item breaks. A " hit" must be made in order for a magic item/spell to work.

Spells:
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). Each spell can NOT be used more than twice in any combat situation. The creation of spells is the same as magical weapons at +1 for every 20- dice of the creator per week. If the person rolls a 1 while casting the spell, the spell is ruined permanetly. A list of what spell scrolls were created, who created them, what the scrolls do and to whom they were sold is 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 maximum of +3 stands here as well.

Holy Items:
Would fall under spell or magical items depending on what they are

Gold:
Gold is given out 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 his/her 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. Guilds can buy a weapon to give to their champion or to offer as a prize in a tournament but they must send a notice to KingRock2 saying who has the item. Anytime a +item changes hands it MUST be re-registered in order to be considered legal.

EXP's are transferrable ONLY under these conditions:
1)SN change for account or personal reasons. In any case the old SN has to be deleted and you give up all rights to recreate it.
2)Legal will with the limit of 10,000 exp's per person recieving the inheratance.

Priest and healers can charge for their services if they wanted to.

Each person, when they join CoR, starts out with the amount of gold as they have in dice sides x 20. Gold MUST be listed in the profiles.

SN of owner:

What type of store:

Name of store (CoR 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: