<~~~~~~~~~~~~~~:- New Council of Rhydin -:~~~~~~~~~~~~~~> |
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~* General Rules *~ |
There are no forum restrictions to
being in NCoR. You may be in NCoR and any other forum of your
choosing.
You must have a profile to be in
NCoR. Your profile must include:
1) NCoR (showing that you're with us)
2) What guild you are in or if you are a freelancer;
3) Your dice;
4) Your exps;
5) If you are a supernatural;
6) How much gold you own;
7) Any enhancers you own;
8) How many times you have been resurrected;
9) If you are a slave or POW.
Note: It is illegal to deny AA's. You may never, at any time,
place "Does not accept AA's" in your profile. You may
however place "Accepts NCoR AA's only", as long as any
of your other forums does not restrict such.
1 - Mortals:
Mortals are beings such as humans, dwarves, elves, common
animals, etc. They do not have an indefinite lifetime and can die
by natural causes. They roll with 2 dice (2d) and have 20 hit
points. This must be stated in your profile.
2 - Half-breeds:
Half-breed creatures are those who are half mortal/half
supernatural. They have supernatural capabilities, but are not
immortal. They can die from natural causes. They roll with 3 dice
(3d) and have 30 hit points. This must be stated in your profile.
3 - Supernatural creatures:
Creatures considered supernatural are those who are immortal by
normal mortal terms; an indefinite lifespan. They can only die by
mechanical means, not by natural causes. Some examples of
supernatural creatures are vampires, dragons, angels, werewolves,
etc, and other recognized supernatural forms. Supernatural
creatures roll with 4 dice (4d) and have 40 hit points. This must
be stated in your profile.
4 - Familiars:
Familiars are any animal that is tied to a master by means of
bewitching. They serve to the advantage of their owner. If either
party dies, the other suffers the same fate. These creatures and
the dice that they possess must be stated in their owner's
profile. Their dice are based on size, and their attack is equal
to their owner's attack (they attack instead of their owner).
They are capable of performing split attacks. Familiars may not
be sent out on assassination attempts or thieving attempts.
Small creatures (weasels, mice, small birds) = º of the owner's
CoR dice.
Medium creatures (cats, dogs, wolves, large birds) = 1/3 of the
owner's CoR dice.
Large creatures (bears, tigers, horses) = ½ of the owner's CoR
dice.
Note: Familiars posses the same number of dice as do their
masters. For example, if Slayer has 4d50 and has a tiger serving
as his familiar, the tiger would have 4d25.
As stated above, different creatures receive a different number
of hit points, based on whether or not they are immortal.
1 - Mortals:
Mortals receive 20 hit points. This means that it will take 20
points of damage incurred (done by rolling your dice) to kill
them, or knock them out of a spar.
2 - Half-breeds:
Half-breeds receive 30 hit points. It will take 30 points of
damage incurred to kill them, or knock them out of a spar.
3 - Supernaturals:
Supernaturals receive 40 hit points. It will take 40 points of
damage incurred to kill them, or knock them out of a spar.
The basic organization of CoR is
based upon an experience point and dice system. For every dice
attained, there is a requisite number of experience points that
need to be acquired. You cannot have the dice without first
having the experience points (forthwith known as
"exps"). Remember, you earn the exps, and then you
receive the dice.
d21=010 | d22=020 | d23=040 | d24=060 |
d25=080 | d26=100 | d27=125 | d28=150 |
d29=170 | d30=200 | d31=225 | d32=250 |
d33=275 | d34=300 | d35=400 | d36=450 |
d37=500 | d38=550 | d39=600 | d40=700 |
d41=800 | d42=900 | d43=1000 | d44=1500 |
d45=1550 | d46=2000 | d47=2500 | d48=3000 |
d49=3500 | d50=4000 | d51=4500 | d52=5000 |
d53=5500 | d54=6000 | d55=7500 | d56=8000 |
d57=8500 | d58=9000 | d59=9500 | d60=10000 |
d61=11000 | d62=12000 | d63=13000 | d64=14000 |
d65=15000 | d66=16000 | d67=17000 | d68=18000 |
d69=19000 | d70=20000 | d71=22500 | d72=25000 |
d73=27500 | d74=30000 | d75=32500 | d76=35000 |
d77=37500 | d78=40000 | d79=45000 | d80=50000 |
d81=55000 | d82=60000 | d83=65000 | d84=70000 |
d85=75000 | d86=80000 | d87=85000 | d88=90000 |
d89=95000 | d90=100000 | d91=200000 | d92=300000 |
d93=400000 | d94=500000 | d95=600000 | d96=700000 |
d97=800000 | d98=900000 | d99=1000000 | d100=1500000 |
A new dice side is gained for every
500,000 exps above the minimum number required for d100 (i.e.
2,000,000 exps = d101, 2,500,000 exps = d102, etc.).
A system of dice scoring is based
upon what number is rolled for your dice.
1-14=0 | 45-49=7 | 80-84=14 | 95 = 21 |
15-19=1 | 50-54=8 | 85-89=15 | 96 = 22 |
20-24=2 | 55-59=9 | 90= 16 | 97 = 23 |
25-29=3 | 60-64=10 | 91 = 17 | 98 = 24 |
30-34=4 | 65-69=11 | 92 = 18 | 99 = 25 |
35-39=5 | 70-74=12 | 93 = 19 | 100 = 26 |
40-44=6 | 75-79=13 | 94 = 20 | 101 = 27 |
There are several ways to earn exps,
all of which shall be discussed below. Any dice listings other
than earned dice, such as specific, fixed guild dice, should not
have exps listed behind them. It is the job of the character to
send in any exps they earn to all of their Grand/Guild Commanders
(GC's) of all the guilds they are in. It is the character's job
to send out logs of all spars to each of their GC's (or other
appropriate party). Exps are granted to individuals in guilds by
their GC, not by CoR. CoR only awards exps to individuals if they
are freelancers, through the Freelance Supervisor. Individuals in
guilds will have the highest earned exps of all the guilds they
are in.
-Note: These changes apply only to guilds registered within CoR.
This does not include those guilds registered within other
forums. If you have a question regarding the forum status of your
guild, ask your GC. This does not apply to freelancers. They send
their logs only to the Freelance Supervisor.
-There is no loaning, gifting, or trading of exps in CoR. Doing
so is illegal and shall be dealt with accordingly.
-Exps may be transferred only for screen name changes or personal
reasons. Regardless, the old SN must be deleted and you give up
all rights to recreate it (Please refer to Section 5
"Applications and Forms" for this form).
-If an indiviidual wishes to resign from another forum entirely,
(i.e. having nothing further to do with them) they may do a full
exp transfer of points, up to 60,000 exps. The forums we
currently accept transfers from are: TGC, RDC, FoH, and UGC. This
is with the full understanding that the transferred points may
not be dual-forumed, and that should the individual choose to go
back to the other forum, they may be required to begin at that
forum's lowest exp setting.
-Exps may be willed to an individual. The maximum amount of exps
allowed to be willed to any one person is 20,000 exps. For the
willed exps to be legal, a will must be written and turned into
the Coroner prior to the death of the writer.
Fighting to earn exps
Spars, Mass Spars (MS), Slave Matches (SM's), Honor Matches
(HM's), Release Matches (RM's), Death Matches (DM's), Mass Death
Matches (MDM's)
-All of the above matches must be logged to count for exps.
Proctors (those outside of the actual combat who oversee and
score the match) are not required, except in Death Matches.
However, all logs must be turned into your GC, Division/Legion
Commander (DC/LC) or Freelance Supervisor to validate the exps
received. Aggressor death matches must be sent to the Head Warden
for validation.
§A note on Logging§
There is now a fine to be imposed upon a logger who walks out of
a spar, without notice, and without making arrangements for
another to take over the log, and who refuses to turn over the
log to the winner. This does not include those who were punted.
Fine to be determined by occurrance.
§A note on Wardens§
If a match comes into dispute between two CoR members, the
members may send said match to the CoR Wardens for a ruling. It
is the Wardens job to review the match and render it valid or
invalid. Any ruling by the Head Warden is final. Disputed logs
are not to be sent to the Wardens of Loreil, as they do not
render rulings nor validations, but only offer opinions.
A spar is a non-lethal match between friendly opponents, where
nothing is at stake. When you fight a spar, and win, you will
receive 5x the final point spread.
For example, if the final score is 20-15, you won by a difference
of 5. 5x5 = 25.
Thus, you received 25 exps for winning that match. If you lose a
spar, or any match, you will still earn 5 exps. Even though you
lost, you still learned from the experience.
A spar may be fought between opponents of any dice. However, it
is not recommended that spars be fought between opponents whose
dice are grossly unmatched, as the outcome is almost assured. The
maximum allowable final goal in a spar is 100 points (See note).
This does not mean that 100 exps is the maximum allowable points
to be earned, but to what the match may continue until (i.e.
final score = 100 You - 50 Them. [If the final score, due to the
rolling of the dice, not an amount previously agreed upon, is
115-101, the match was won by a margin of 14])
-Note: If you are in possession of d80s or higher, the maximum
allowable goal in a spar is 200. Exps are still figured in the
same manner (5x the victor's point spread).
Mass Spars and Free-for-alls:
A mass spar is the same as a normal spar but there are teams
rather than individuals fighting. A free-for-all (FFA) is another
form of mass spar. More than two people fight in an FFA, but it
is everyone for themselves, with no team cooperation. Mass spars
are scored somewhat differently than spars.
-An easy formula to follow: # of opponents beaten x highest dice
of all the opponents x 5.
In the event that all combatants were "killed" (knocked
out of the spar), the person with the lowest point difference to
go out wins the spar (For example, a person that was
"killed" with 41 points would win against someone that
was "killed" with 45 points).
-Losers of MS's get 5 X the number of opponents in MS for earning
experience.
Team Spars:
Team Spars are scored somewhat differently than Mass spars.
-An easy formula to follow: # of opponents beaten x highest dice
of the opposing team x 5 (for the spar) divided by the number of
survivors on the winning team (# x dice x 5 /survivors).
For example:
Slayer (2d20), Killer (4d40), and Mangler (4d60) are on Team 1.
Flyer (4d50), Walker (2d70), and Digger (4d30) are on Team 2.
Team 1 is the winner of the match, but only Slayer and Killer
survived. Therefore, Slayer and Killer received 525 exps each (3
x 70 x 5 / 2).
Mangler, Flyer, Walker, and Digger all received 5 exps each.
Those on the beaten team receive 5 exps x the amount of members
on opposing team for the learning experience.
-Note: Honor Strikes are to be taken only if someone is hit out
of a round PRIOR to their turn. If they have already rolled for
that round, no Honor Strike may be taken. This applies to both
mortals, Halfies and immortals.
-Note: A special allotment of 50 exps per person participating in
the mass spar is allowed for those who proctor mass spars. This
applies to proctors only.
Slave Matches:
A slave match is a spar where the losing opponent becomes the
slave of the winner for a pre-determined period of time. The term
to be served must be stated in the log, prior to the match
beginning. The loser must state his new slave status, to whom he
is a slave to and for how long, in their profile.
-The exps earned from an SM are 10x the victor's point spread
(i.e. if you win by 4 points, you earn 40 points).
-The loser still receives 5 exps.
Slave matches may be fought between opponents of any dice,
however, it is not recommended to fight grossly mismatched
fights. The maximum allowable final goal in an SM is 100 points.
If you are in possession of d80s or higher, the maximum allowable
final goal in an SM is 200.
-Note: If the loser remains as a slave for more than 72 hours, an
RM may be fought to gain their release.
Release Matches:
A release match is fought only to gain the release of a slave or
a prisoner of war (POW). If the RM is successful (the person
fighting FOR the release wins), then the captured person is
freed. If the RM is not successful (the person fighting for the
release loses), then the person for whom the match was fought
remains a slave or a POW until a successful release match is
fought, or their period of capture ends, whichever comes first.
-The exps gained from a successful RM are 10x the victor's point
spread.
-The loser still receives 5 exps.
Release matches may be fought between opponents of any dice,
however, it is not recommended to fight grossly mismatched
fights. The maximum allowable final goal in an RM is 100 points.
If you are in possession of d80s or higher, the maximum allowable
final goal of an SM is 200.
Honor Matches:
An honor match is a match fought to restore your own honor, or
that of someone who has been slandered. This other person need
not be related to you, but may be someone of any acquaintance.
-The exps earned for an HM are 10x the victor's point spread.
-The loser still receives 5 exps.
Honor matches may be fought between opponents of any dice,
however, it is not recommended to fight grossly mismatched
fights. The maximum allowable final goal in an HM is 100 points.
If you are in possession of d80s, the maximum allowable final
goal of an HM is 200.
Death Matches:
A death match is fought to the ultimate conclusion. One combatant
survives, the other does not. -The exps earned for a DM are 50x
the victor's point spread.
-If no rezz is granted or the terms state no rezz, The loser
deletes his character. It may be decided that the loser will
"swipe" their profile. Swiping one's profile means that
they retain the NAME of the character, but delete all that
character's current information and creates a COMPLETELY NEW
character. DM's may be fought between opponents of any dice. The
loser of this match may be resurrected ("rezzed") by a
priest. Resurrections and their restrictions are detailed under
the Healers Section of the charter.
The maximum allowable final goal of a DM is 100.
If you are in possession of d80s or higher, the maximum allowable
final goal in a DM is 200.
-Note: Death Matches must have a proctor and a minimum of two
witnesses (at least one per combatant). Those present as
witnesses must state, in the log, for whom there are witnessing.
Mass Death Matches:
A mass death match retains the same rules as the standard DM;
however, it is fought with more than 2 opponents. A maximum of 3
people per side is allowed in an MDM.
The exps earned for an MDM are 50x the victor's point spread,
divided amongst the survivors.
Aggressor Matches:
An aggressor match is defined as an impromptu DM. If a fight
starts between two individuals, and no rules are stated, the
20/30/40 rule (20 hit points for a mortal, 30 hit points for a
half-breed, and 40 hit points for a supernatural) takes immediate
effect, and the fight becomes a DM.
-There cannot be more than a 5-side difference between the
opponents.
-There are no aggressor matches allowed between the classes (i.e.
supernaturals cannot aggressor a mortal or a half-breed). Anyone
found to be in violation of this rule shall be reduced by 20 to
30 sides in their dice. This decision is final.
-If someone is aggressored, they may leave instantly. They may
not return to the same place if the aggressor is there, within 24
hours. If they do return, this is considered the same as
accepting the DM. Anyone who is the victim of an aggressor match,
and chooses to remain in the room, but refuses the DM shall be
dealt with accordingly.
-The loser of an aggressor death match becomes a
"ghost" for 72 hours, IRL, to think upon the situation.
No resurrection is needed in an aggressor match, as the loser is
merely a ghost.
-The exps gained are 50x the victor's point spread.
-The loser still receives 5 exps.
-Note: Aggressor matches may not take place in havens. A haven is
a room that is guild owned. It must state the name of a guild and
haven within its title (i.e. TRGoR Haven) and is used as a safe
place by all individuals. Aggressor DM's are allowed in a Mass
Spar Arena, only if a mass spar is not currently underway.
§Addition to the match rules§
Mortals are allowed one special additions to the above stated
spar rules.
Specialty Move:
Mortals receive a specialty move that must be listed in their
profile. This move allows the mortal to have one strike at 4d and
may be used as a split attack. This specialty move may only be
used once per spar. This move may under no circumstances be used
as a first strike.
-Note: Specialty moves may be used by the victim of an AA. They
still may not be used as a first strike.
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