CONSTITUTION Table of contents Section 1: History of the United Affairs Council Section 2: The rules and policies of the United Affairs Council Section 3: The XP system History of the United Affairs Council On March 23, PsionicVmp, the leader of a large guild, decided he was fed up with the RWC, or RhyDin War Council. Rather than just leave the RWC and watch the power of his guild deminish greatly, he decided to make a home for all the disgruntled people like himself. On March 23, he seceeded from the RWC and formed the UAC. Surprisingly, this new council caught on fast, and within a week it had 11 guilds in membership. Wanting to plagerize the RWC as little as possible, he held meetings with the 10 other commanders and soon devised a system he believed would work. He hoped that dispite his distain for the RWC, it and the UAC could become the co-leaders of RhyDin. His first order of buisness was to announce that all of the RWC's rules and policies were void and hollow within or towards UAC and it's membrs. This brought him several enemies, and several powerful allies as well. Then, on the 8th day of April he had a disturbing thought. He realized, on this day, that all of RhyDin was under the control of the RWC. The RWC's influence spread well beyond it's boundries. All his hopes for an alliance with the RWC crashed as he came to realize that thought. He delayed publishing this document, as he had to modify it. Not only are all of the rules and policies of the RWC ignored by the UAC, but so are the rules of RhyDin. He spat upon the government that all RPGers where forced to live under. He revised such basic things as sparing. No longer would the RWC control RhyDin. There was now a rebel faction it could not touch. The UAC gained the nicename, "The Rebels of RhyDin" and wore it with pride. On the 12th of April, he published this document, causing him to gain even stronger enemies, but even stronger allies. To this day, he spends all his online time modifying UAC to better suit the people, the people it was created for. The Rules and Policies of the United Affairs Council While the rules are modified constently as more and more feedback is sent in, these are the basic rules the members of the UAC must follow. 1.) You shall ignore the RWC and all aspects of RhyDin that resemble the RWC. 2.) You shall place the short phrase Rebel of RhyDin in your profile. 3.) You shall swear alligence to the UAC and further it's cause by doing such things as recruiting guilds into the UAC. 4.) You shall obey all rules prosented by the UAC and bring any problems you notice to PsionicVmp's attention, without fear of punishment. 5.) DMs (Death Matches), SMs (Slave Matches), HMs (Honor Matches), or just plain spars no longer require a log or a proctor to be legal or binding, as they did before. 6.) There are no more assassinations, such as by method of the AA (Assassination Attempt) Dagger, because hypotheticly, one man could kill 300 people a day, and in the opinion of UAC, this is hardly keeping withing the spirit of RPGing. Assassins must now resort to DMs to kill. 7.) Anyone who runs away from a DM is no longer required to erase their screen name. A combatant that leaves a fight after both combatants have rolled initiative becomes the slave of the other combatant. 8.) If anyone looses a DM, the person is required to erase their screen name, unless the winning combatant decides otherwise. If a SM is lost, or a person agrees to be a slave, that person is a slave until willingly released by their master, whether or not it be the person who enslaved them or not (meaning that slaves can be passed from person to person). 9.) Slaves can't complain about what their masters tell them to do, as the slave should have thought about that before becomming a slave or accepting the SM. 10.) All members, whether they be part of a UAC guild or just be a citizen of UAC, must use the command line //roll-sides 20-dice2 when fighting. They only way to get better dice is to gain enough XP points, which shall be explained below. The XP system While the members of the RWC used RPs (Rank Points), the members of the UAC use XPs (Experience Points). They both serve the same purpose: to make characters more powerful. Guilds are sent a ratio of XPs every 2 weeks for distibutation among it's members. Also, people can gain XPs by doing several things. The chart of XP awards is listed below: 1.) When you fight in a spar or an HM, if you win by 3 points (let's say a final score of 10-7), you gain 3 XPs. If you win by 9 points (let's say a final score of 20-11), you get 9 XPs. If the fight was a SM, you get 2 times the XPs (if the final score was 20-11, instead of 9 XPs, you get 18 XPs), and if it was a DM, you get triple the XPs (if the final score was 20-11, instead of 9 XPs, you get 27 XPs). 2.) For each member you recruit into your guild, or for each citizen you bring to UAC, you get the number of XPs equal to the number of people you have recruited that day (for example, the fifth member you recruit today will cause you to get 5 XPs from the UAC, to a total of 15 XPs, or 1 + 2 + 3 + 4 + 5). Every midnight, your number of recruits reset. 3.) For each guild you recruit into the UAC, you will be given twice the number of people in that guild worth of XPs (for example, if you bring a guild of 50 members into the UAC, you will receive 100 XPs) Your XPs are not stable, however. There are ways to loose XPs. 1.) You can pay people in XPs. For example, if you hire a person to spy for you, you can pay thie person in XPs. You loose the sum of XPs you and over and the reciever gains them. In this sense, you can also be given XP by other characters. 2.) If you loose a spar or honor match by 3 points (the final score being 7-10), you loose 3 XPs. If it is a slave match that you loose by 3 points (the final score being 7-10), you loose double the number of points you lost by (in this case, 6 XPs). If you loose a DM... you need not worry about XPs! And finally, as stated earlier, XPs improve your dice. For every 100 XPs you gain, you're dice are improved by one side. When you reach 100 XPs, for example, you get to roll 2d21, or //roll-sides 21-dice2. The highest you can get is 2d50, or //roll-sides 50-dice2, or 3,000 XPs. Below is the to-hit chart: 01-14= 0 hits 15-19= 1 hit 20-26= 2 hits 27-33= 3 hits 34-40= 4 hits 41-47= 5 hits 48-50= 6 hits This document does not include information about guild wars. That information will be explained in another document. 1st Amendment: Ease of XPs * If you loose a spar, instead of loosing XPs, you gain 1 XP. Even if you loose by 18 points, you will still gain 1 XP, because people learn from their mistakes, and become more experienced in the process. * XPs are now increased. If you win a spar or honor match by 5 points, for example, you get 10 XPs (multiply the number by 2). If you win a slave match by 5 points, for example, you now get 20 XPs (multiply the number by 4). If you win a death match by 5 points, for example, you now get 30 XPs (multiply the number by 6). * Instead of needing 100 XPs to reach a new level, you now only need 50 XPs. Please note: * The XPs you gained before this amendment is passed (if it is) will not be increased. If this amendment is passed, then the XPs you gain in the future will be increased. 2nd Amendment: Democracy UAC President * The President of the UAC is much like the President of the USA, except he is permenent. There are no elections and he cannot be inpeached. The President will always be PsionicVmp. * The President can send troops and start hostilities with other guilds or councils, but cannot declare war, or peace. * If the Congress passes a bill, the President can choose to either pass it as well, or to veto it. * The President precides over the Congress. * The President precides over all of the UAC, and can do anything he wants, if that thing is not already a power of another group, such as the Congress. * He can veto any action of the UAC that he wishes. * Can propose bills to the Congress directly. * Can pardon or reprieve any prisoner, and has final word in the punishment of a prisoner. * Elects Judges. UAC Congress * Each guild get's one congressman/woman, and that is the leader of the guild. * When an amendment, bill, etc., is proposed, the congress votes. Each member get's 1 vote. If the proposed item wins by a majority, then the bill is handed to the president. If the proposed item gets less than a majority, the bill dies right there and cannot be proposed again until it is modified, or until 1 month passes. * If the President vetos a bill, the Congress can still pass it. If the bill gets a 3/4 majority vote after the President vetos it, the bill is passed into law and the President can no longer veto it. * The Congress can stop anything the President is doing with a 9/10 majority vote. * The members are the direct advisors to the President. * Congressmen/women can also create bills, although they must be sent to the President so that he can propose it to the congress. * If the President starts a battle with another guild or council, after 1 weeks-time the Congress can vote to end the war. If the Congress gets a 4/5 majority, the hostilities are ended. The President gets to vote along with the cabinet, as he is a guild leader. * The President can deploy troops and start combat, but only the Congress can officialy declare war. A 3/5 majority is needed to declare war. The President gets to vote along with the cabinet, as he is a guild leader. UAC Supreame Court * If there is a dispute, someone commits treason, etc., then the case goes to the Supreame Court. * The 12 judges are appointed by the President, and stay in office for 2 months, at which time the President decides whether or not to keep them in office. * The judges act as the jury, and after the trial is over, they deliberate until a 3/4 majority is reached. At that time, a guilty or not-guilty verdict is reached. * If the verdict is one of guilty, then they choose a punishment. At this time, the President can pardon or repreive the prisoner. He can also deny the punishment, if he thinks it is unfit. If he does, the Judges must choose another punishment, or try again with the old one.