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The RMG Dice System


The dice system used in the RMG is fairly simple. It is based partly on race and partly on experience, a d100 being the highest one can go. To step into the upperclass dice is hard. The GC is allowed to give out 4d only to those who qualify, but if they are caught abusing it, then they are stripped of being able to issue 4d and possibly removed from the forum. So make sure the member requesting 4d has the approved race and experience in their profile, and that the requesting member deserves it. Don't lose your 4d authority due to issue 4d dice or be removed from a great forum because 4d was given to freely and to those who do not deserve it! Be greedy with your 4ds, for this will be checked by the forum weekly.

The number of dice is determined as follows:



2 Dice The smallest dice in the forum. This applies to fairies, brownies, children, along with small animals as well such as cubs, etc.

Acceptance Difficulty - Easy


3 Dice This is RMG's most common dice. This applies to humans. Elves, dwarves, and supernatural animals etc. all fit into this category.

Acceptance Difficulty - Moderately Difficult


4 Dice This class applies to supernatural beings and guild command staff and is more difficult to be accepted into. This includes vampires, adult dragons of age, most demons and angels, etc.

Acceptance Difficulty - Very Difficult


GC's can freely assign their members 2d or 3d. But in the issuance of 4d the GC can use his/her best judgement. If the GC is caught approving 4d without the stated proof of race and experience in the said members profile and good cause and reason, then shall the GC's authority for approving 4d be taken away, and possibly removed from the forum.

The number of sides represents the skill of the character. Therefore, your standard dice sides number depends solely on your experience. All members are required to keep track of their XP's in their profile.

THE DICE CHART
Certain XP's merit certain dice. The following table is for all RMG members to follow:


0-500..............................................d20
501-1000........................................d30
1001-1500......................................d38
1501-2500......................................d42
2501-3500......................................d46
3501-4500......................................d50
4501-6000......................................d54
6001-7000......................................d56
7001-8500......................................d58
8501-10,000...................................d60
10,001-12,500................................d62
12,501-14,500................................d64
14,501-17,000................................d68
17,001-19,500................................d70
19,501-23,000................................d72
23,001-28,000................................d76
28,001-33,000................................d78
33,001-38,000................................d82
38,001-43,000................................d84
43,001-60,000................................d87
60,001-80,000................................d90
80,001-120,000..............................d92
120,001-175,000............................d94
175,001-250,000............................d95
250,001-500,000............................d96
500,000-750,000............................d97
750,000-1,500,000.........................d98
1,500,000-2,000,000......................d99
2,000,000+.....................................d100


Experience and how it works:


As you spar, recruit, and fight battles, you gain experience, or XP. Increasing your XP increases your dice sides as well, making you more effeciant in combat, and allowing yourself to show others you are stronger than you were in the past.. this also betters yourself in regards to promotions in the guilds. All DM's, AA's, and SM's must be witnessed by a forum council member, or a log must be sent to the forum command for verification. Spars and xp's are in the holding of the guild commanders, and whomever they choose to put in charge of them within the guild. Here is the best ways to gain XP's in the Forum:

Gaining Experience


Spars
This is very easy to explain and understand. A spar is simply a fight to gain experience, and is mostly between friends or between people without a conflict. All you need do is multiply the amount you won by x5 and that will give you the XP's. So, assuming you won a spar by 6 points, 6x5=30. you would gain 30 xps. The loser of the spar doesn't really lose either. They recieve 5xp's for the spar.

Death Matches
A DM is a Death Match - a fight to the finish. DM's are exactly as they say. The reward for winning is great. The winner gets 35 x the number they won by. This might sound like a great reward, but the price for losing is just as big. The loser Dies, and has 72 IRL hours to be rezzed, or they lose the screen name. All DM's MUST be witnessed by a Council member of the Forum to be considered Valid.

Example: the winner wins by 5 points so, 35x5=175. 175xp's for the winner.
DM's are fought by using your assigned dice, so if you have a low dice such as d40, i wouldn't advise trying to DM someone with d80. But the choice is yours.

Slave Matches
SM's are worth 10 times the amount of points won by in the fight.. and you get the pleasure of ordering the loser around for a set given amount of time. This time is determined by the combatants prior to the fight. An agreement must be made prior to fighting and a copy of the terms sent to the Forum Council for validity. The loser of the SM is required to put in their profile that they are a slave, and must list their master as well.
Slave rings are not tolerated, nor will any guilds associated with slaving associations or rings be admitted to the Forum.

Release Matches
RM is a Release Match. The winner recieves 10x the amount of points won by, and frees their friend from their master.

Honor Matches
HM's are Honor Matches. This is the best alternative to a DM. Rather than putting your life on the line for what is sometimes a silly argument of quarrel, this type of match is just as great, and allows you to fight another day. The winner keeps their honor and recieves 15x the number of points won by.

Example: the winner won by 10 points. 10x15=150. 150xp's

Assassination Attempts
Assassinations in the RMGF are only legal when done in wartime, or when a contract for the AA has been signed by the Forum Commander and Assassin Director. They are worth the sides of dice the target had times ten in xp's.

Example: An assassin successfully assassinates a target with 2d85. The assassin recieves 10x85=850 xp's.

NOTE: Any AA's against a member of one of the Allied Forums of the RMG is FORBIDDEN unless agreed to by the RMG Commander and the Victim's Forum Commander.

POW Matches
A Prisoner of War Match. The winner recieves the points won by times 15. The loser stays a POW for a number of days equal to the points lost by, or until the war ends. Whichever comes first.

Recruiting
300 xp's for every individual member recruited into a guild, once their application has been read and they have been accepted.
The bonus for recruiting a guild to the Forum is 3000 xp's

Spies
When a spy turns in a guild roster from another guild, they will recieve 10 times the number of people in that guild. Example: a roster with 75 members is worth 750 xp's. 10 points per person.
Roster updates are worth 75 points a piece

Ressurections
A rezz is worth 25 times the number of points the deceased lost the DM or AA by. In order for the XP to be awarded, the log of the DM that killed the character, along with a log of the rezz must be sent to the Forum Commander for verification.

-- Score Table --

1-14=0 35-39=5 60-64=10 85-89=15 94=20
15-19=1 40-44=6 65-69=11 90=16 95=21
20-24=2 45-49=7 70-74=12 91=17 96=22
25-29=3 50-54=8 75-79=13 92=18 97=23
30-34=4 55-59=9 80-84=14 93=19 98=24