Rhydin War Council
Operations
Date: February 16, 2003
I. Prelude to War
A. Declaration of War
A valid war declaration:
1. Is a letter sent from the leader of the attacking guild to
the leader of the defending guild;
CC'd to the FC, SC, and CA(s).
2. Must be an independent missive clearly stating, in the
'subject line,' the intent to wage
war on the targeted guild. It cannot
be a reply to another missive.
3. Has a seven day time limit meaning that it cannot be sent
months in advance. Add one
day for each mundane holiday that
falls into the allotted time.
4. NOTE: A guild may only be involved in one war at a time.
B. Terms of War
1. After a declaration, the main two warring guild leaders
attend a meeting or correspond by
missive to discuss the terms of war. Guild
Leaders may elect representatives to speak
on behalf of their guild for matters of
war.
2. A Council Administrator (CA) mediates the war term
discussion.
a. Whether by meeting or missive, war
negotiations are held within five days of the
declaration.
If war terms are not concluded within five days, defaults are considered
official
terms of the war.
b. The deadline may be extended
if agreed upon by both warring guilds.
c. Negotiating war terms is
considered an official function and the code of conduct
does
apply.
d. After negotiations are
completed, the CA sends the meeting log containing the
official
terms to all of the guilds involved, the FC and SC. If by missives, the CA
sends a
summary of the official terms agreed to / defaulted on to the same offices
and guilds
involved.
3. The following items must be covered in the war
discussion:
a. Victory Points (VPs):
Determined by mutual agreement. If neither can come to
an agreement,
the default applies.
b. Allies: May be
excluded by mutual agreement. If included, the default applies
unless the
representatives define ally effects.
c. Healers: May be
excluded by mutual agreement. If included, the default applies
unless the
representatives define healer effects.
d. Assassins: May be
excluded by mutual agreement. If included, the default applies
unless the
representatives define assassin effects.
e. Start Time: The war
should begin no less than 24 hours after guild rosters have
been
submitted, unless otherwise agreed upon during the talks.
f. Rosters: All war
rosters must be submitted 24 hours after the terms for war have
been agreed to by
the representatives, unless an alternate deadline has been agreed
upon during talks.
1) Allies that do
not meet the roster deadline will be excluded from the war.
2) Main
warring guilds that do not meet the roster deadline will be penalized 30 VPs.
This
penalty is added to the opposing side's score.
g. War Mailstring: This
mailing string may have members added or removed as
needed. It
must contain the two main warring guild representatives, the CA's office,
and anyone else
that is to receive war updates and logs.
h. Other topics to be discussed:
Auto-releases, Forfeits, War Rooms, Safe Havens,
and
Resurrections.
j. War Default Terms: If
agreement in terms cannot be established, these terms are
set as default
terms of war. These terms are set and nonnegotiable once called.
VPs: 80.
Allies: Yes.
VPs for allies: +20 per
additional ally.
Healers: Max. of 3 and no
less then equal.
Assassins: Yes.
DMs: Combatant's discretion.
Matches: Open.
Auto-Release of PoWs: No.
Forfeits: Standard as per
RWC rules.
War Rooms: Each side must
declare one.
Rosters Due: 24 hours after
the war talks/war missives end.
War Starts: 24 hours after
rosters are due.
War Mailstring: List of
names to receive war mail.
C. War Rosters
1. A war roster must be sent to the War Mailstring.
2. War rosters must include all guild members that carry
combat, healing and/or
assassin rank.
3. Healer guilds may not participate in the war unless they
have turned in a roster to the
War Mailstring.
4. Assassin guilds may not participate in the war unless they
have turned in a roster to
the CA's office.
5. The CA's office checks all war rosters for validity and
accuracy.
6. The CA's office publishes the check results of rosters to
the War Mailstring. War
rosters may be verified by a CA's
assistant and sent out if the CA is unavailable.
7. Once a roster is submitted, no amendments are permitted
(I.e., the roster is considered
frozen) until official completion of
the war.
8. If a roster has more than 10% of its members invalid, the invalid fighter(s) cannot
participate
and 10 VPs are added to the opposing side's score.
9. War commences when the roster check is complete or at the
designated start time,
whichever is later.
II. Charts and Dice
A. Combat Experience and Hit Chart
1. Match Value determines how many Victory Points are
won/lost per war match.
2. The number of Experience Points (XP) carried determines
combat rank and dice.
It does not reflect positions of
leadership within a guild.
3. Fighters are allowed to spar to earn XP up to 1000 XP.
Fighting in a spar earns
10 XP per spar. Once 1000 XP is
attained, spars cannot be used to earn XP.
Rank | XP Chart | Dice | Match Value (PoW/DM) |
Commander | 5000 - | 2d50 | 10/20 |
General | 3500 - 4999 | 2d48 | 10/20 |
Captain | 2500 - 3499 | 2d46 | 10/20 |
Lieutenant | 1500 - 2499 | 2d44 | 10/20 |
Sergeant | 500 - 1499 | 2d42 | 10/20 |
Warrior | 0 - 499 | 2d40 | 10/20 |
Dice Hit Table |
01 - 14 = 0 points |
15 - 19 = 1 point |
20 - 24 = 2 points |
20 - 24 = 2 points |
25 - 29 = 3 points |
30 - 34 = 4 points |
35 - 39 = 5 points |
40 - 44 = 6 points |
45 - 49 = 7 points |
50 = 8 points |
B. Healer Experience and Heal Chart
1. The number of Experience Points (XP) carried determines
healer rank and dice.
It does not reflect positions of
leadership within a guild.
2. Healers earn XP per healing attempt not per match.
3. Healers are allowed to heal during spars to earn XP up to
500 XP. Healing in a
spar earns 5 XP per attempt. Once 500
XP is attained, spars cannot be used to
earn XP.
Rank | XP Chart | Dice |
High Priest/ess | 2000 - | 1d20 |
Priest/ess | 1500 - 1999 | 1d18 |
Healer | 1000 - 1499 | 1d16 |
Curate | 500 - 999 | 1d14 |
Acolyte | 0 - 499 | 1d12 |
Healing Table |
01 - 07 = 0 pt. Heal |
08 - 09 = 1 pt. Heal |
10 - 11 = 2 pt. Heal |
12 - 13 = 3 pt. Heal |
14 - 16 = 4 pt. Heal |
17 - 19 = 5 pt. Heal |
20 = 6 pt. Heal |
C. Match Types, Trades, Reschedules, and Resurrections
1. Prisoner of War Match (PoW)
a. The winner earns 50 XPs, the loser
earns 25 XPs.
b. The winner earns 10 VPs toward
their side's score and is the PoW's captor.
The PoW
cannot fight, heal, or assassinate until they are released, escape,
or the war
ends.
c. PoWs are considered to be under an
'open dungeon policy.'
2. Death Match (DM) - SN deletion is not required.
a. The winner earns 100 XPs, the
loser earns 50 XPs.
b. The winner ears 20 VPs toward
their side's score. The dead cannot fight, heal,
assassinate
until they are resurrected or the war ends.
c. Resurrections will not be allowed
unless agreed upon in the War Terms.
3. Jailbreaks
a. The PoW rolls 1d20 before a
proctor who must log the attempt.
1) If
successful (16 or higher), the fighter's free and returns to combat status.
2) If
unsuccessful (15 or lower), the fighter remains PoW until the end of the war.
b. JBs may only be attempted once per
fighter.
c. JBs may be performed between 48
and 96 hours after the PoW.
d. A member of the opposing force or
RWC council must witness the escape attempt.
4. Resurrections
a. Only a High Priest/ess may attempt
a resurrection or "Rezz" on a fighter killed in
a DM.
b. The High Priest/ess rolls 1d20
before a proctor who must log the resurrection.
1) If
successful (15 or higher), the fighter lives and returns to combat status.
2) If
unsuccessful (14 or lower), the fighter remains dead until the end of the war.
c. Rezz may be performed between 24
and 96 hours after the DM.
d. A member of the opposing force or
RWC council must witness the resurrection.
5. Trades - Guild reps may negotiate to trade for the release
of PoW's. Negotiations must
be logged and sent to all warring
guild reps and the CA's office for accurate
scoring.
6. Reschedules
a. If a fighter is unable to accept a
war match, they are required to reschedule the
match by
setting both a date and time with their opponent. The date and time must
be sent out
over the War Mailstring.
b. The rescheduled date cannot be set
more than two days from the initial challenge.
c. If an opponent cannot attend
a rescheduled match, their GL has the option of offering
a replacement
fighter of the same (or lower) rank for the previously scheduled date
and time.
d. If an opponent does not show at
the agreed date and time, they forfeit the match to
the opposing
side's score. Regardless of who issued the initial challenge.
e. If neither opponent shows for a
match, it as not counted against either side.
D. War Options
1. Mass Combat - Minimum of 2 vs 2, Maximum of 5 vs 5.
a. Each fighter begins the match with
Hit Points.
1) 2 vs 2 = 50 hit points per fighter
2) 3 vs 3 = 40 hit points per fighter
3) 4 vs 4 = 30 hit points per fighter
4) 5 vs 5 = 20 hit points per fighter
b. Each side's fighters must be equal
in number.
c. The fighter to lose all of
their Hit Points first is out of the match.
d. No healing allowed.
e. No initiative roll needed, fighters
strike in alphabetical room order.
f. After each fighter strikes, the
proctor announces remaining Hit Points for each fighter.
(Ex: Aragorn 37,
Gimli 40, Legolas 42, Theoden 32)
g. Fighters cannot be struck more
than two times a round.
(Ex: If Aragorn and
Gimli both attack Legolas, Legolas cannot be hit again until after
Theoden has
made his attack and the proctor has announced remaining hit points.)
h. Mass Spars are not allowed unless
agreed upon by the main warring guild reps.
2. Team Match - 3 vs 3
a. Each team must determine a Team
Captain.
b. Each fighter begins the match with
50 Hit Points.
c. The fighter to lose all of their
Hit Points first is out of the match.
d. No healing allowed.
e. Team Captains determine the match's
worth. They also determine the order their
team will
fight in and announces the order to the proctor. (Ex: Aragorn is Team
Captain. He
offers 30 VPs as the match's worth and announces team order as Gimli,
himself, then
Legolas.)
f. First two fighters from each team
roll initiative (1d6).
g. First fighter to run out of HP is
out, bringing the Second fighter out to pick up where
the First one
left off. (Ex: Gimili gets knocked out by Sarumon, Aragorn's up to face
off Sarumon
and it's Aragorn's strike. Sarumon continues with his remaining HP
against
Aragorn's full HP.)
h. Match is over when one team has no
remaining fighters standing.
(Ex: Legolas
is still standing, but all 3 fighters of the opposing team are out. Legolas'
team wins.)
g. Team Matches are not allowed
unless agreed upon by the main warring guild reps.
3. Default Match Values for these options are 10 VPs per
fighter. Higher values can be
negotiated in War Terms or per match
by the fighters depending on the leniency of the
guild reps.
4. For these options, experience points are earned by which
side won the match, not which
fighter. Winning side receives 50 XP
per fighter, the losing side receives 25 XP per fighter.
E. War Match Proctoring
1. All matches occur in Private Rooms (PRs) and are recorded.
2. Before battle, the Proctor (official scorekeeper) starts
the log, which means all terms and
rules are binding.
a. The Proctor also insures one other
person is recording in the event of unusual
circumstances.
b. If a fighter walks out of a
match after the proctor's log has officially begun, that match
will be considered
a win to the opposing guild with VP's scored as if the match were
actually
fought and XP earned only to the 'winning' fighter.
3. Standard war match log contents:
a. Date and time the log is opened
(It is suggested that all times be given EST as a
method of
standardization. If in doubt, indicate local time and zone).
b. The war that the match is
being fought for.
c. The type of match (I.e., PoW
/ DM).
4. Fighter's terms of engagement. Addressed before Fighter
initiative roll.
a. One minute action rule, ten minute
punt rule.
b. Each fighter begins the match
with 50 Hit Points.
c. The fighter to lose all of
their Hit Points first loses the match.
d. Healers can be called at any
time.
5. Fighter statement of Rank, Guild, Dice, and Status (I.e.,
whether fighter is a PoW or dead).
6. Healer statement of Rank, Guild, Dice, and Status.
a. Before initiative, healers may be
changed but both sides must agree to the change.
b. After initiative, only those ranks
stated may heal (see F. The Healer's Role in War).
7. Fighters roll initiative of 1d6.
8. The fighter must perform (RP) an action before rolling
their attempt to strike.
9. After each fighter strikes, the proctor announces the
round and remaining Hit Points for
each fighter. (Ex: Faramir 28 ~
Witchking 39, End of Round 1)
10. If either fighter disappears (I.e., punted) after
initiative:
a. The proctor will immediately state
time and continue calling time every 2 minutes.
b. When fighter returns, state
returned time.
c. If the fighter does not
return, it must be stated at the end of the 10 minute count.
d. The fighter remaining is
declared winner if their opponent does not return in time.
11. When the fight ends, the Proctor declares a winner.
a. After the winner is declared, the
Proctor asks if fighters want the CA's office to
review the log.
b. If both fighters say
"no," the log is closed and the match ends.
c. If a fighter states
"yes," the proctor asks for a reason. The fighter's reason is noted
and then log is
closed.
d. The CA's office reviews the log
for the reason stated to determine if the log is valid.
e. Matches are not invalidated
if the date/time are given but incorrect. The correct
date/time can be
verified by fighters, proctor, or witnesses.
12. The Proctor's log is the official transcript for the war
(barring unusual circumstances).
13. The Proctor sends the log to the War Mailstring for
scoring.
14. The log should be addressed in the following manner:
War, PoW/DM, Fighters.
15. All match logs must be turned in directly after the
match (barring any unusual
circumstances).
F. The Healer's Role in War
1. The fighter may call for healers before they attack in any
round of combat.
a. PoW Match: Healer may heal once
during combat.
b. Death Match: Healer may heal twice
during combat.
2. The healer must perform (RP) an action before rolling
their attempt to heal.
3. Each Healer has one minute to perform their healing.
a. If punted before their heal, the
last healer to heal performs additional healing in the
place of the
disappeared healer(s).
b. Ex: 3 healers equals 3 healing
actions. If one healer disappears, Healer1
would heal
once and Healer2 would heal twice.
c. The replacement healer will heal
at the rank of the disappeared healer(s).
4. The Proctor notes the number of points healed and adds
that to the fighter's Hit
Points. Ex: Aragorn has 25 HP left,
Sauron has 10 HP left. Legolas heals for
Aragorn and rolls a 17 (5pt heal).
New score is Aragorn 30, Sauron 10.
5. Successful heals are stated in the round's score, XP is
earned per attempt.
a. If healing is successful, healer
earns 20 XP.
b. If healing is unsuccessful, healer
earns 10 XP.
c. Healing any time other then in RWC
war is not covered by this document and does
not earn the
healer RWC XP.
6. After all healing attempts are made or healing time has
expired, the fighter may attack.
Healers may leave immediately
following their collective healing.
III. Rules of War
A. Victory, Surrender, Truce, War Halts, and Post War
1. Winning via Victory Points: A war is over when one side
gains the agreed number of
VPs before the opposing side.
2. Winning via surrender: Surrender terms are nonnegotiable.
a. If a guild is unable to continue a
war, they must surrender (I.e., All it's members /
allies are
PoWs, dead, or lack the will to continue).
b. Voluntary surrender may also occur
with notification from either side's main warring
guild reps to
the War Mailstring.
3. Truce: If all warring parties agree to end hostilities,
truce is called.
4. War Halts: When a halted war resumes, the restart date is
24 hours after the CA's office
sends a 'resume war' missive. PoWs
may still attempt their jailbreaks and attempts will
count regardless of success or
failure.
5. Post War: Neither of the two main guilds may declare war
on each other for 14 days.
B. Forfeiture
1. Definition: Avoiding combat or neglecting negotiated war
terms.
a. If there is substantial evidence
of the above, a guild may petition a call of forfeiture.
b. The petition must be
addressed to the CA's office and include all relevant evidence.
c. If forfeiture is rejected,
the war continues.
d. If forfeiture is granted, the
forfeiting guild loses the war.
2. Valid Evidence of Forfeiture:
a. Declining challenges to fight /
refusing to fight.
1) This is defined
as 10% of a guild's member count, including 10% of each combat
ally, refusing to fight. (Ex: Main guild has 80 members, allied guild has 30.
Take
10% of each guild's member count and add the numbers: 8 + 3 = 11 members
allowed to refuse before they are considered avoiding combat).
2) Failure to
make a rescheduled match counts as a war match loss not as a
declined challenge.
b. Failure to turn in a war roster by
main warring guild.
c. Documentation of members
being ordered not to fight.
C. War Stipulations
1. Promotions occur after the end of a war.
2. Any rulings pertaining to the war or war matches can
be overturned through mutual
agreement of the main warring guild
reps.
3. If a war lasts longer than 14 days, the CA's office
may investigate to ensure that the
rules are being upheld. If evidence is
found of a war being purposely delayed, the
delaying side loses the war. If
both sides have delayed the war, the war ends with no
winner declared. The matter
can be sent to the JC, if needed.
D. Cheating
1. Weapons (Random Number Generation/dice strings) allowed in
RWC matches:
( X = #of die, Y = #of sides on the
die )
a. //roll-diceX-sidesY
b. //roll-sidesY-diceX
c. //roll-sidesY
d. Keyword: Dice (AOL dice
roller)
2. Repercussions of weapon manipulation (I.e., attempting to
use a "cheater" string):
a. First offense: Loss of 100 XP.
b. Second offense: Loss of 200 XP.
c. Third offense: Permanent individual ban
and loss of all XP.
3. Proggies - unauthorized programs/shareware
a. Use of proggies during war matches
are not allowed.
b. Proctor Protocol is to determine
the affiliation of the proggie user.
4. If the user is one of the fighters:
a. Match victory declared to the
opposing side.
b. Fighter earns no XP for the match
and is barred from further war participation.
5. If user is not one of the fighters:
a. Proctor is allowed to move the war
match to a sealed (no spectator) location.
b. Neither fighter is disqualified
from further war participation.
6. Any RWC member activating a proggie during a war
match falls under Repercussions
of weapon manipulation.
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Character names from J.R.R. Tolkien's Lord of the
Rings Trilogy and Copyrighted © by J.R.R. Tolkien.
Copyrighted © 2003 - Rhydin War
Council. All rights reserved.
War Options Copyrighted © 1998 - 2003, Shadow Warriors. All rights reserved.
Permission granted to the RWC for use.