OOC (Out Of Character)

O.K. Rhydin is a game, but without Rules a game can not properly be played by all. If each person participating in the game could, just on a whim, create a rule, a phrase - there would be no hope for interaction with all. No hope that two strangers were meaning the same thing. So here are the rules we hope all can like, live with, honor and follow.
 
 

NO Cross Role Playing - this means do not bring knowledge from one SN to the life of another SN. This is extremely poor sportsmanship, shows lack of Character on the Muns part and not tolerated. If you die, for what ever the reason DIE. Come back with fresh feelings. We know this is hard but, for the sake of the game Do It.
 
 

This is fantasy, but Role Playing fantasy, Please live your life as if your only chance here. Honor your misfortune in the Slave Match, Honor Match and Death Match. Become the true Slave, lose the rights from the Honor Match, or your Life from the Death Match if you enter them. In Real Life you would not have the choice or the second chance,,, Play with us in the same manner.
 
 

Remember, many here are under the Legal Age (16 some states, 18 others) Lewd, crude and/or illegal IRL is just (if not more so) as lewd, crude and/or illegal in cyber land. Always assume one is under the legal age, and act accordingly.
 
 

ALL MEMBERS of PoRU MUST STATE IN THEIR PROFILE:

<GUILD NAME or if freelancer FREELANCER><PROFESSION> <RANK> <DICE> PoRU
 
 

Trading, loaning, giving or gifting of Xp's is illegal, between members and/or between guilds.

At the end of this Document is a Fine Schedule which will be imposed upon anyone who Violates the guidelines & rules of PoRU.
 
 
 
 

You gain the EXP's THEN you get the dice.

d20=0 Xp's d21=10 Xp's d22=20 Xp's d23=40 Xp's
 

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d24=60 Xp's d25=80 Xp's d26=100 Xp's d27=125 Xp's
 

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d28=150 Xp's d29=17 Xp's d30=200 Xp's d31=225 Xp's
 

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d32=250 Xp's d33=275 Xp's d34=300 Xp's d35=400 Xp's
 

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d36=450 Xp's d37=500 Xp's d38=550 Xp's d39=600 Xp's
 

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d40=700 Xp's d41=800 Xp's d42=900 Xp's d43=1000 Xp's
 

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d44=1500 Xp's d45=1750 Xp's d46=2000 Xp's d47=2500 Xp's
 

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d48=3000 Xp's d49=3500 Xp's d50=4000 Xp's d51=4500 Xp's
 

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d52=5000 Xp's d53=5500 Xp's d54=6000 Xp's d55=7500 Xp's
 

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d56=8000 Xp's d57=8500 Xp's d58=9000 Xp's d59=9500 Xp's
 

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d60=10,000 Xp d61=11,000 Xp d62=12,000 Xp d63=13,000 Xp
 

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d64=14,000 Xp d65=15,000 Xp d66=16,000 Xp's d67=17,000 Xp
 

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d68=18,000 Xp d69=19,000 Xp d70=20,000 Xp d71=22,500 Xp
 

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d72=25,000 Xp's d73=27,500 Xp d74=30,000 Xp d75=32,500 Xp
 

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d76=35,000 Xp's d77=37,500 Xp's d78=40,000 Xp's d79=45,000 Xp's
 

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d80=50,000 Xp's d81=55,000 Xp's d82=60,000 Xp's d83=65,000 Xp's
 

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d84=70,000 Xp's d85=75,000 Xp's d86=80,000 Xp's d87=85,000 Xp's
 

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d88=90,000 Xp's d89=95,000 Xp's d90=100,000 Xp's d91=200,000 Xp's
 

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d92=300,000 Xp's d93=400,000 Xp's d94=500,000 Xp's d95=600,000 Xp's
 

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d96=700,000 Xp d97=800,000 Xp d98=900,000 Xp d98=900,500 Xp
 

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d99=1,000,000 Xp's d100=1,500,000(!) Xp'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
 
 

RANKS:

Private - d20 to d25 Lieutenant - d46 to d50 Lt. General - d71 to d75
 

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Corporal - d26 to d30 Colonel - d66 to d70 Maj.General - d76 to d80
 

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Sergeant - d31 to d35 Captain - d51 to d55 General - d81 to d85
 

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Master Sergeant - d36 to d40 Major - d56 to d60 Field marshal - d86 to d90
 

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2nd Lieutenant - d41 to d45 Lt.Colonel - d61 to d65 Grand Marshal - d91 to d100
 
 
 
 

Earning Xp's

You Earn Xp's by - Sparring, SM's, HM's, RM's, AA's, Wars and in the case of the Priest(ess)/Healer by certain acts or ceremonies noted below. All must be logged. The logs MUST be turned in to your Division Commanders (or Tower Commanders, Legion Generals, or who ever the GC designates), as this is the only way to be certain of Honesty. Freelancers (those without Guild affiliation) will be informed who within the council of PoRU to send theirs to.

d90's Verification

SAVE ALL LOGS

PoRU is a forum that cares about proper recording of Xp's earned. For this reason it is one of many forums that requires "log" verification on all power once a member claims to reach d90. The PoRU Dice Master, once informed of this achievement, will contact each member, requesting them to submit ALL battle logs and other records stating why and how many Xp's were issued to them, that comprise of this claim. The Dice Master will review each record to assure it meets PoRU requirements for valid Xp's earnings, will then tally all Xp's and verify the claim. Once this has been done, a certificate will be issued and the person's name added to the PoRU website, page heading "Valid over d90 PoRU power". If a person is NOT listed at this site, yet claims to have d90's or over, know they are illegal, not to be recognized as allowable power.
 
 

Rolling the dice:

Any individual caught trying to manipulate the RNG (Random Number Generator, or "dice") in any way, shape, or form, shall be considered to be cheating and subject to the PoRU Court System. The accepted dice commands for PoRU are: //roll-diceX-sidesY OR //roll-sidesY-diceX where X = number of dice to be rolled, and where Y = number of sides to be rolled. //roll-sidesY is also acceptable when two dice are to be rolled.
 
 

definition: "extras" "SIDs"

Selfires - roll a One (1) and the damage is on yourself instead of your opponent.

(Increases there score not yours)

Instants - roll the sides mentioned in the TERMS as doubles instant win.

Doubles - roll any double and take another turn
 
 

*****NOTE*****

the Spar is the only fight/battle you can enter that has no serious side effects. All damage taken during the fight are cured as if my magik the second you leave the ring.
 
 

Sharing dice or sides

in all cases "sharing" of dice or sides is allowable, and recommended in all standard Spars, Team Spars or Free For Alls. If one opponent has 4d50 and the other 2d20: the 4d could for the sake of this spar temporally lend 1 dice to the opponent. If the dice in question are 3d50 vs 2d20 there are no sides available to "share" and the 3d50 must agree to spar with 2d. (3 - 1 = 2 so the dice would still be 2d vs 3d, just the original higher dice holder would now only be 2d). In the "sharing" of sides the formula is: highest side less the lower side, that figure divided by two - that is the most that could be "shared" for the sake of this spar. ie: 50 - 20 = 30, 30 divided by 2 = 15 they could both legally use D35.
 
 

1.) SPARRING - When you fight a spar, you receive 5x the difference in Xp's as by how much you win by (ie: final score is 10-6 you, so you earn 20 points 4 hit win x 5 Xp's). If you lose a spar, you earn 5 points, as even though you lost, you still LEARNED from the Experience. Now, this doesn't mean go nuts sparring people with uneven dice. If you fight a Spar in which the two dice and/or sides are unmatched then the spar does NOT count for points. The maximum allowed spread for point Awards (Xp's) is: 1 dice (ie: 2d vs 3d but not 2d vs 4d) and/or 5 sides (ie: d20 vs d25, but not d26 or higher).
 
 

2.) Team Spars - This is where 4 6 8 etc get together chose sides, and the Teams battle each other. Is best to use equal dice (all use 3d30, all use 2d40 if there are enough dice/sides to share with the lower dice holders). Depending on the group size you would roll 1d50 or 1d100 for INIT. There are no Honor Strikes in the Team Spar, the INIT is strictly for the order in which one attacks. Team spars are scored differently as well. When RodgerSpud attacks opposite team member NancyLee and rolls 28 29, NancyLee now have 6 hits added to her score. Team Spars should be fought to an "out" of at least 20, but could go 30 40 50 etc., depending on the length you wish to make the spar and the sides you are using. Obviously a Team Spar with 2d50's to an out of 20 would be too quick a spar. Once a person is "out", they no longer can help their team members. The spar is over when all on one Team are "out". All remaining members of the winning team still "in" the spar share the Xp's. All who participated in the spar but "out" receive 5 Xp's. The formula for calculating the Xp's is: ((highest side used times the type of spar) times the highest number of dice)). ie: if all used 2d40 and was the Spar, 40 x 5 = 200 x 2 = 400. The Spar would be worth a total of 400 Xp's to be divided between the winners still standing ("in").

ie: if the score was: ~Harly 14 ~Gorgious out ~NancyLee out ~RodgerSpud 0

Rodger and Harly each receive 200 Xp's Gorgious and Nancy 5 Xp's
 
 

3.) Free For All's - This is when you have 3 5 7 etc and no teams, each battles all the others, and there can be only One victor. Again is best when all use the same dice as in the Team Spar. Scoring and point calculation is the same. The last one left standing (still "in") receives all the Xp's, all others receive 5 Xp's each.
 
 

***** Note - Split Attacks S/A's and the 20/30/40 hit rule are not legal in PoRU and if used in a TS or FFA,, that battle is void for PoRU Xp's
 
 

4.) Slave Match - The Xp's earned from SM's are 10x the victors point spread (win by 4, get 40 points). Along with a new slave. The Terms of the SM must state the period of time the loser is to be slave. However this period of time Must be no less than 72 hrs. IRL. The loser Must list in their profile that they are "slave to (full SN of winner)" and the date they are once again to be free. If the SM is for Life this must be stated in the Profile as well. If the slave is to remain in service for more than 72 IRL Hours, then after the 72 hours are served a RM may be fought to free them. It is required, if a SM is fought for life, there must be at least one witness, a proctor must be used and it must be fought in the PR.
 
 

Once a slave, you have no status, no honor, nothing. The ONLY fight you may participate in is the standard spar, no SM, no RM, no HM, no DM. There are NO terms that will modify this rule. If you are foolish enough to enter into the Slave Match, then you will become the Slave. Period.
 
 

5.) Release Match - The Xp's earned from the RM are 15x the victors point spread (win by 4 get 60 points). The Terms of the RM must clearly state who the RM be for and what the loser faces. Proof of ownership must accompany the RM log for the Xp's to be issued. (ie: the log of the original SM of the slave or slaves you fight to free). If the loser faces Life enslavement, there must be at least one witness, a proctor must be used and it must be fought in the PR.
 
 

6.) Honor Match - The Xp's earned from the HM are 20x the victors point spread (win by 4 get 80 points). HMs are for just that Honor. They are for the restoration of someone's Honor, or to settle a dispute where reason fails and a DM not warranted. The Terms must clearly state what the winner receives and what the loser gives up. The HM must at all times be Proctored, there must be at least one witness, and fought in the PR.
 
 

7.) Death Match - The DM is the ultimate Spar. Two men enter, one man leaves. The Xp's earned from the DM are 25x the point spread (win by 4 get 100 points), and the loser SN swipes (keep the SN but creates a totally different character for it) or SN deletes (if you agree to the SN deletion you are honored bound to do just that DELETE. Either opponent can refuse the DELETE prior to start of the fight and re-state "no Swipe only" and that will be honored as long as in Proctors log.) In either case the Loser loses all Xp's, rank, dice, guild affiliations - if married that marriage now ended and all relationships - friends family etc. are no longer. For the Sake of good RPing we ask the Muns to live with this DO NOT CROSS ROLE PLAY. If you are foolhardy enough to jump into a DM, then live with the consequences. All DMs must be Proctored, must have at least two witnesses per opponent, must go for at least 10 rounds and must be fought in the PR.
 
 

In the Terms, it must be stated whether REZZ rites be allowed (normally stated "REZZ rites to winner"). At the end of the match, the Proctor must ask the winner if they grant REZZ rites. There are NO AUTO REZZes in the PoRU, this is what the Healer and Priest(ess) are for, and as explained under the heading PRIEST(ESS) it takes a total of three to perform.
 
 

If guild dice are stated in the Terms as the dice being used. Both opponents must be in a Viable Council, and the Dice used backed by that Council. Should the question of Guild Dice arise, the Councils Must submit Proof of the Dice for the DM to be considered Valid. Proof would be considered at least 3 prior rosters (or a letter of verification from the Council Chairperson) from the guild in which the opponent used their dice, provided by the Council or Guild in question. For This Councils rules to have mandate over the DM the member must state IN THE PROCTORS DM log that they be of the PoRU council and follows there rules.
 
 

***** Important: DM logs must be sent to the Board Member of PoRU designated ________, for review. The loser of the DM is required to add to their Profile "GHOST" till the official word comes down on whether the DM followed PoRU rules (providing you remembered to state for the Proctors log: "I follow the PoRU rules"). The "ghost" can not interact with anyone until a determination has been made that the DM is valid or not. If the decision is - the DM is valid you must honor the terms of the DM. If the decision is - the DM did not follow the rules of PoRU, it will be voided (all voided DMs will also be reviewed by the HC and the XO before official notice given), all involved will be notified. Both combatants, the Proctor, all witnesses and the WARDENs (if log was sent to them). The loser removes ""ghost"" from their profile and life resumes as if nothing had happened.
 
 

In All Spars/Battles/Fights:

Remember: if NOT in their profile NOT viable dice - always look to Profiles. Also remember one can state anything in their profile, if in doubt do not fight the more serious battles Unless you are prepared to pay the consequences. Don't fight, lose and THEN cry foul. All Combantants in Proctored required battles must remain in the room until the Proctor closes their log.
 
 

Remember: when ever using the Proctor make sure they KNOW what they do - a Proctor is NOT just a score keeper, they see to it that all the rules of the council in question are followed. They attempt to monitor for the cheater and a whole lot more. It is their duty to keep the match a solemn event. To kick out disrupters, log the event and send copies to GCs of both (or all) guilds in question. Send copies - if the DM to the councils involved so the Death can be registered etc. If a WARDEN train proctor they know their job. A Proctor must be unbiased, never a family member and must be "agreed to" by both opponents prior to battle beginning.
 
 

If you suspect the opponent of being of questionable honor, it is always wise to request in the proctors log, that the log be sent to the WARDENS for review.
 
 

The Proctors log is the log they start AFTER the words:

~~~~~log on~~~~~

any words agreed to prior to that are unrecorded AND need to be re-stated. Do not let the heat of the moment trap you into false security. Your log that may have started pages ago may NOT be honored.
 
 

Races/AAs/Wars
 
 

Races - Battle Dice

Super-Naturals - This implies that you are in fact immortal (such as God(dess), Spirits <including wraiths, ghosts, demons, lesser gods>, angels, nymphs, or your basic Immortal) or you are not easily killed (such as Vampires, dragons, werewolf, minotaurs etc). If you are included in any of the above you earn 4 dice (ie: 4d20). If your parents are both supernatural but not of the same race this will not apply to you (such as your father a god and your mother was a vampire thus making you a half vampire/half god ie: a half breed). The race you are must be in your profile to qualify.
 
 

Half Breeds of Super-Naturals - Any Supernatural of any Mixed blood. If this applies to you you will have 3 dice (ie: 3d20). The race you are Must be in your profile to qualify.
 
 

Vampires - To be a vampire, both parents must be the vampire OR one must be sired. Once you are sired you are now a full vampire thus making you a full super-natural rolling with 4 dice (ie: 4d20) if only one of your parents was a vampire the other a mortal or Half Breed that would make you the half breed rolling 3 dice (ie: 3d20). Either Vampire or sired must be in your profile to qualify.
 
 

Even though your "race" has special traits, or abilities, you are not able to perform them unless you are registered with a guild or PoRU (if freelandes) and actively function in the profession that special trait or ability falls under. Then the rules for that profession govern.

**AAs (assassination attacks) and WAR Rules are still being written. What this means is,,

in regards to AAs there are NONE. NO form of AA will be honored against a PoRU member UNLESS that member is in another forum that allows peacetime AAs,, AND that forum AA rules are followed to the letter. A PoRU member finding themself in that situation may feel free to send the log into GaiasMyth to assure all legalities were followed. AS IN ANY DEATH,, the person should put "Ghosted" in profile until this is determined. If a PoRU member is not in any other forum or their other forum(s) do not allow PeaceTime AAs, no Assassination Attack will be recognized.

As to WARs. **note there is a difference between a mock war and total out and out war** Any Guild is free to wage war on any other guild regardless of forum. IF another forum is involved and that forum has War Rule Guidelines they must be followed. The only requirement PoRU currently requests is, a War Council meeting must be held comprising of no less than the GCs of all warring guilds and one PoRU board member. Complete and Compressive guidelines must be written up and ALL members of ALL guilds MUST be sent them. Each type of battle must be clearly defined, and the position of the loser clearly stated. ie: POW till <date> or POW till end of war. LOD's (Level Of Death) are not allowed. As in all wars, you battle the DM you DIE. REZZ rites may be granted as long as stated so in the War Councils "Rules of War", but only AFTER the war is concluded.

****** for Healer and Priest(ess) Rules and Information see separate cover*******
 
 

Recruiting

1.) Recruiting for your guild - As for the recruiting of new members, the person who recruited the new member receives a minimum of 5 Xp's. Should the new member be "given" Xp's from the Guild Xp's Bank (because of prior experience elsewhere - and this is the soul discretion of the GC), the recruiter receives 1 x's the Xp's given the new member. (ie: 100 Xp's given new member IHearU - dice of d26, the recruiter receives 1 times 100 plus the 5 minimum for a total of 105 Xp's). Guild Commander may also give rewards for recruiting Example: a recruiting week where a 50 Xp's bonus is given for recruiting.
 
 

2.) Guild Recruiting - When you recruit a guild or person (freelander), and bring them into the PoRU, the recruiting person earns Xp's based on the following formula: # of members in the recruited guild x 50 = the total points earned, The recruiter gets half, and the other half goes to the point pool of the guild the recruiter belongs to. If the recruiter is in more than one PoRU registered guild, they must chose One guild to share the Xp's with. If the recruiter is a freelancer they get all of the Xps.
 
 

SN Changes - Invalid SNs

1.) Where a person changes SNs but the character remains the same, rank and dice are transferred to the new SN. A letter must be sent to the Guild/Grand commander.
 
 

2.) When an SN goes invalid (non AOL member) for a length of time, their name must be removed from the roster. Their earned Xp's are transferred to the Guild Xp's Bank. If you know you will be "cut off" from AOL for any length of time, but plan on returning - you should write a letter to both your Guild/Grand commander(s) and PoRU designated Board Member _______ to assure your rank and dice are held for you.
 
 

COURT SYSTEM

Any member or Guild accused of any misconduct, (repeated TOSable actions or language, non RPing actions in a member room, not showing proper guild rank and dice in profile, constant use of dice unearned, to name but a few) and if after an investigation by the designated committee, these accusations appear valid, the member or Guild's GC will be approached with the complaint and demanded to resolve the issue to all's satisfaction. Should this fail, the member or Guild's GC (representing the guilds entire membership) will be required to participate in a Trial by Jury. Contact your GC or any Board Member of PoRU for details on the procedures and possible fines/penalties.
 
 

PoRU Executioners:

The executioners job would only come into play when the Court System has already voted on the punishment for a character, and that character refuses to obey the Courts ruling. If the defendant is ordered to a DM by an executioner, they can not refuse. To do so is considered an immediate loss for them (death by DM). The Terms of the Executioner DM is: SN deletion for the loser. (the Executioner takes their position with this agreement, therefore is a term that the defendant must agree to). Period. No REZZ rites. PoRU Guild dice. To 15 rounds. As it is a PoRU attempt at an execution, PoRU rules will be in effect. All other rules for the standard DM will be in affect.
 
 

Fine Schedule for the PoRU (in Xp's)

Fighting a Mis-Matched Spar = (Where one person's dice, are higher than the 5 point limit): Invalidation of Spar.

Fighting an SM where Loser is not the True Slave = 200 Xp's each participant in the Match.

Fighting an HM where True Honor not an issue, (ridicules Terms just to get the XP's of the HM) = 3000 Xp's

Insubordination to a Superior Officer of PoRU = 3000 Xp's

Disrespect to the President of PoRU = Outlaw Status and/or a fine, at the discretion of the President.

unauthorized MASS Mailings = 10,000 Xp's to the one starting them,, and any subsequent non informative replies ((ie: stop replying to all,,,,, ie: i dont care,,,,, ie: ::grins:: ,,,,, etc))

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