Loan,Gifting,Trading Ect. of EXP's is illegal.With the exception of loans made to new guilds by the UGC,and the UGC Credit Union 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=95,000pts 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 2d98=900,500exp's
2d99=1,000,000exp's 2d100=1,500,000(!)exp'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
Now,as you can see,it starts out easy,but gets harder and harder as you progress higher and higher.
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 By Sparring,SM's,HM's,RM's,AA's and Wars.Also,take time to note this:UGC is the ONLY Forum to allow only one dice per CHARACTER,and the details are listed below.
Now,for those who have many dice in many guilds, What occurs is this:All of your lowest dice are DROPPED.You will have your highest earned Exps in ALL of the guilds you are in.It will become the job of the "character" to send out any exps granted that they recieve,to the GC's of all the other guilds he/she is in,and it is the members 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 UGC guilds,and have nothing to do with UAC, AoRG, Forum, RGF or anyone else's Dice.
Authority of the Dicemaster: It is required that for any spar or match related XPS the person gaining them has to keep unedited log manager logs to be produced to the Dice Master or his assistants at any time for verification of their dice and XPS. If a person experiences technical difficulties in doing this then their GC or XO should have these logs. Further, if, because of technical difficulties logs are lost UGC should be notified immediately so that the dice master may verify the XPS with their GC and logs may be kept from there. Failure to keep these logs may, at the discretion of the Dicemaster result in invalidation of the XPS. If there is a reason logs cannot be kept at all or must be kept in a different fashion then the Dicemaster must be notified immediately so that he can approve another method as he sees fit
Sparring,SM's,HM's,RM'sDM's,and AA's: All must be logged.Proctors are not required, but the logs MUST be turned in to your Division Commanders (or Tower Commanders,Legion Generals,or Whatever),as this is the only way to be certain of Honesty.
The Aggressor Rule:
Simply put,that,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 ress needed) for 72 hours IRL,to think on the situation.
Now,if the Aggressor has exceedingly higher dice then his victim(more then a 25 points possible to "hit" spread),he(or she) will be reduced in dice by 20 to 30 sides(High Chancellor's Decision is final).This should stem any tide toward what Keezar Max had suggested,where High Dicers will go off looking for a fight among newbies.I personally,would not risk my dice over beating up on someone weaker then me,that is just bullying.Logs of these Impromptu DM's must be sent to both myself and AmiContani,for verification.
Assassinatin Attempts(AA's)see charter part 3 "spies, assassins, murderers and thieves"
Dragons and other powerfull opponents: This is a small problem,as the actual number of Unaligned Dragons is small.As for dragon dice,this is a 2 part solution.The first part deals with the Dragon itself,and the second part deals with dealing with a dragon.Ok,I have spoken to several Dragon players,and I have come up with the perfect solution to the current weakness in Dragon Dice.As a human,a dragon would use his standard Guild dice.But,when he shifts to Dragon form,he now gets twice his normal dice( ie: a 2d30 Dragon,in human form,would get 4d30 as a dragon),And it takes 40 points to kill one.I see this as perfectly acceptable,considering step 2.(Dragons CAN NOT be Assassins)
In the event that all "players" are "killed" all players get 5 exp's only. Addition to Mass Spar Rules
Honors & SA's must be stated as terms at the beginning of the match. It must be stated at the beginning or there are no honors in the match and no Split Attacks. Honors can be first round only, last person only, or constant for any who do not swing in a round. If no winner is alive at the end of the fight due to honors, all receive 5 exp, no bonus because no one won. Honors may be turned down by the person meant to receive them. The proctor decides any argument during a spar.
Wars: Warring among members of the U.G.C. is pretty much an open affair,so long as certain precautions are taken:
Now, some of you may Whine&Moan about this saying, "well,joe456 is in our guild,but he wasn't on-line the day of the War, so why should he get points?"
Well, the answer is simple. Is he on the roster? Did he help get your guild the initial points by being in the guild in the first place,and did he also add to the strength of your guild when the victory points were assessed? Well then, he gets a share.
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, however if while attempting to heal someone they miss completely they can no longer try to heal that person for the remainder of the day.healing as with everything else must be loged to get the Exp's
Priest/ess:(These aren't Healers,folks,these are actual priests,the ones who raise the dead,remove curses,the real deal,not walking med-kits, Priest can however heal and fight.Priests can be shamen,pastors,medicine men ect, it is no perticular religion.
Alignment: Priest/ess must be of Good or neurtal allignment, as the main purpose of priest is to counter assassins.
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 loged 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 succeed |
---|---|---|
Blessings | 10 | none |
Baptisms | 25 and up | none |
Divorce | 25 and up | none |
Sermons | 25 and up | none |
Counciling, confessions, ect. | 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, 25 for major |
Soul Transfers | 150 | 20 |
Raise the dead | 200 | 40 |
Everyone must list the number of ressurections they have recieved 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.
Failed attempt at anything.
( i.e. never hit) .................... 20........
Failed Attempt at resurection,Soul Tranfers or Removal of Curses
(i,e, hit but didn't get enough points total to do the job) 10Xpoints per successfully " hit"
Priest/ess's and Healers can work together to get the needed points!
Dragon Heart : When someone dies in either a DM or AA, a dragon may give them half their heart to save that person. Also, if that person had been rezzed more than they are allowed, then they may only be rezzed in this manner. But, a draw back to this is once someone is rezzed in this manner they become bonded to that dragon, and that dragon may "not" rezz someone else in this manner again. Now, what is meant by the bonding is that if either one dies, for any reason, then they both die.
Wills:
Wills(The leaving of Items,gold,and exps to a friend or loved one),is now allowed in the UGC,with a limit of 10,000 exp's per person listed in the will.So, for example,if you have 50,000 exp's to will, name 5 or more people that the Exp's will be split among.All wills must be written and turned into the UGC Coroners office prior to the Death of the writer.
Recruiting