| combat charter |
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Set Dice: set dice will be illegal within this forum unless they are the same or lower than your highest dice. This means is say Jay (4d75) and Kelly (4d99) wanted to spar with set dice they had to use 4d75 because Jay is not that strong and cannot go over his limit. These matches are called handy-cap matches and can ONLY happen in matches that do not result in death. War-time Matches: any matches challenged during wartime by someone on the opposite team must be accepted. If you are at war you cannot hire someone outside your group that is officially at war to strike your blows upon the enemy for you. You must handle the matters on your own unless a registered ally decides to declare a counter-war upon the original attackers. no one may participate in war unless on the 'final war roster.' [ Spar | MS | HM | SM ] [ RM | DM | MDM | AA ] [ MAA | KA | FC | WM ] |
| Matches |
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Single Spar (SS): friendly battles fought between no more than two combatants for training and the gaining of experience. neither combatant is harmed in this style of combat match. dice differences do not matter nor does it require that it has a certified proctor. Winner: 10 times the pt-spread Loser: 5 exp Proctor: 50 exp Mass Spar (MS): friendly battles fought between four (4) or more combatants for training & the gaining of experience. neither combatant is harmed in this style of combat match. dice differences do not matter nor does it require that it has a certified proctor. Winner: # minus yourself x highest dice x 5 Losers: 50 exp Proctor: 50 exp per combatant minus self Honor Match (HM): a match fought between two people for reason of insult or disgrace. the logged reason for the HM must be scrolled with the terms or no exp. is awarded. Winner: 15 times the pt-spread Loser: 10 exp Proctor: 150 exp Slave Match (SM): a match fought to obtain someone as a slave or someone elses' slave. the winner owns the looser for the duration of a time period that is to be stated at the beginning of the match. Winner: 20 times the pt-spread Loser: 5 exp Proctor: 150 exp Release Match (RM): a match fought to release a friend or ones self from slavery. if the slave wins he or she earns their freedom, if the master wins he retains the slave. individual terms may be set for these matches as well. Winner: 20 times the pt-spread Looser: 5 Proctor: 150 exp Death Match (DM): these matches are fought to rid ones self of an enemy or person who has done them severe wrong. the log of a reason for the death match must be presented when the terms are scrolled for the match. this type of match requires a certified proctor of Vestige. each combatant will need one witness to be sure that the proctor or other combatant makes no mistakes. the one who is challenged sets the terms unless the challenger states stipulations to the challenged and the challenged accepted them previously (a log will be needed to prove this). REZZ IS NEVER ALLOWED IN A VESTIGE DEATH MATCH. however, if you are participating in an all forum death match, and wish to state Vestige dice, this rule does not apply. if you have no audit for d90+ and you claimed d90+ then you will be forced to use d20 so be sure that you don't make such a asinine mistake. due to the fact that we can not be sure that other forums will accept our deathmatches we no longer accept cross-forum matches unless it is with an allied forum. winner: 50 times the pt-spread loser: 0 proctor: 1000 exp Mass DM (MDM): mass death matches will not be accepted in the Vestige™ forum due to the abuse of the privilege by some parties to gain higher dice than they were truely entitled to. THERE IS RESSURECTION FOR A VESTIGE MASS DEATH MATCH Assassination Attempt (AA): a covert attempt upon someones life. in order to attempt an assassination you must obtain an AA regulation number, and contract. targets are always allowed rezz, except in the event of auto-death. assassins killed by a target or bodyguard are PKed within Vestige. to obtain the contract you must have at lines of the target doing what we would consider meriting an assassination attempt upon them, in at least a twenty line context. some of the things meriting an AA would be: direct threats upon ones life, family, or friends. backing out of a DM that either party challenged and both accepted then turning tail and running from it. disrespect to a conclave(council) member, breaking of guild rules(contracts issued by GC's) due to the extensive size of the explanation of how to perform an AA on a target we have made a sub-charter page for the rules here. successful: target dice x Roll by Assassin x mortality of target failed: 0 Mass AA (MAA): a covert attempt by more than one assassin to kill someone. the rules for a mass assassination attempt are included in the assassination attempt sub-charter page. mortals may not be mass assassinated. halfies may be, however with two assassins as the maximum. supernaturals are subject to three. successful: same as AA ÷ by # of assassins Kidnapping Attempt (KA): (new charter, read it!) kidnapping attempts are performed the same way an assassination is except for the fact that you do not kill but kidnap the target. Force Collaring (FC): (newly introduced)forced collaring rules are here: (Forced Collarings) successful: same as AA ÷ 2 auto fc: 750(exp) War Matches (WM): matches which are fought during war-time that consist of five (5) or more combatants which can be devided unevenly, evenly, or any way you please with up to twenty-two people being involved in combat at a time. once the match is over the victors are assumed to have made PoW's of the other teams members and can then decide to kill those people or to keep them as prisoners of war. They can kill some and keep the others as prisoners or do it in any order they see fit but the final decision must be noted on log. war-matches are resurrectable no matter the situation. if the victors decide to keep the loosers as prisoners of war the men are left alive and simply need a healing. if the victors choose to kill the PoW team the act of their deaths must be role-played out and they will have twenty-four hours to receive a resurrection. victory: 50 x enemies high dice x # of opponents ÷ survivors loss: 0 |
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for examples on each type of match- examples |