General
In every forum there must be rules to the way we fight, attack and play the game. Below you will find the basic over look at everything and its rules. GOTHIC is a simple forum that is based on the rules set forth in RhyDin and in doing so we found it very easy to keep track of a universal system. We DO NOT accept free forum rules, this forum is ran by a board of individuals who want these rules the way wrote for a reason. But this is a fair forum if an individual want to participate in free forum then that is your choice , but please remember this forum cannot help you if you fight your way into trouble.
In GOTHIC we have enhancers that go from the highly advanced to simple. When shopping for enhancers or making enhancers keep all rules for theses in mind. All enhancers must have final board approval before being issued. With the boards approval you will get a register number this must be put into your life scroll and you may use them when entering fights or battles. We do have a rezz enhancers available these are to enhance the 5 rezzes you are given. These enhancements are available at Aurora's Toys of Darkness (site under construction) along with spells and weapons.
Spar:
A spar is mainly a practice match. This match must be logged and anyone can marshal. You will receive 10x the point spread if you win plus 10gp's. The loser gains the base amount of 10xp's. You are allowed to spar with equal set dice or guild dice. All spars must be fought to 40 at the very least if you have a d30 or over. All d20's can set the score lower than 40. Remember, this is a practice match, don't go chopping off limbs or severing heads cause that's the type of actions dealt with in DM's.
DM:
A Death Match must be marshaled and logged by a certified marshal. One witness from both parties must be present. It must be fought from 100 to 150. If two persons with d30's or below are fighting, you can fight below 100.
For a Death Match, the winner will be honored with 50x the point spread. A base amount of 50xp's will be granted to the loser. Use guild dice for all DM's unless both parties agree otherwise. If the two choose to use different dice it must be stated within the terms.
*All DMs must include whether or not REZZ will be granted in the TERMS. Both parties must verbally agree to the terms of the DM before the DM can begin. If REZZ is granted, the loser has only 24 hours to obtain a legal REZZ and send it to the Chief Auditor for verification.
RM:
A release match can be fought after 48 hours of enslavement are served unless otherwise stated in the terms of the SM. It must be logged and anyone can marshal. An RM is fought for the freeing of a slave or Prisoner of War (PoW).
You will receive 20x the point spread if you win. The loser gains the base amount of 20xps. This match is fought on even dice, unless agreed otherwise by each combatant. Only 1 RM is allowed per day. All RM's must be fought to 40 at the very least if you have a d30 or over. All d20's can set the score lower than 40.
HM:
This match must be logged and anyone can marshal. Someone's honor must be in question and stated in the terms. You will receive 20x the point spread if you win. The loser gains the base amount of 20xps. This is fought with guild dice or set dice if agreed upon in the terms of the HM. All HM's must be fought to 40 at the very least if you have a d30 or over. All d20's can set the score lower than 40.
SM:
A slave match must be logged and anyone can marshal. The duration time of ownership must be stated and agreed upon in the terms at the beginning of the SM. You will receive 20x the point spread if you win. The loser gains the base amount of 20xps. You must fight a slave match with guild dice or set dice. All SM's must be fought to 40 at the very least if you have a d30 or over. All d20's can set the score lower than 40.
KA:
KAs are credited at 50x the 1d dice rolled by the kidnapper during a successful attempt. No xp's are granted for a failed KA.
AA: "Assassination Attempt"
All members of GOTHIC must accept AA's. All who perform assassination attempts, must be registered assassins.
If you are caught with having any form of "does not accept AA's or DM's" within your profile, you will be warned to correct the problem. Ignorance of the Empire's laws will not be tolerated. So be aware.
All assassins will use a 2d dice to strike. XP is credited as the targets dice x the number of points scored by the assassin during a successful AA. Failed AA's yield no XP.
FC:
Force collars are credited at 25x the amount of the slaver's roll during a successful FC. If the slaver scores a total roll of 20 and the FC is successful, the total XP earned by the slaver would be 500 (20 x 25 = 500). A failed FC yields no XP.
TA:
More information to come soon.
MAA:
More information to come soon.
RA:
Rape attempts are extremely forbidden within the GOTHIC Empire. Anyone caught doing, attempting or assisting in a RA after entering the GOTHIC Empire will be subjected to an automatic death. No REZZ is available, along with no soul transfer being allowed either. This is a serious offense and will be handled as such.
MDM:
Mass Death Matches are fought the same as a mass spar with a few exceptions. MDMs can be fought with guild dice or equal set dice but the damage required to kill is 100/125/150 instead of the 20, 30, or 40 points used in breed classification.
The losers are dead and the victor walks away with 15 x Highest dice x number of combatants. The losers are automatically granted the right to a REZZ but the REZZ WILL count against their total REZZ count.
MS:
Mass spars consist of spars of three or more combatants. Since mass spars are always fought for the sake of gaining experience and death blows being illegal, we will not discriminate between the different character breeds here. All combatants are granted 40 points worth of damage resistance before they are out.
MS XP:
][ Winners dice x Number of Combatants x 5 ][
Losers of mass spars receive 50 xps. Terms for mass spars can be discussed and agreed upon by the individuals who are participating in the battle.
If you chose to use "standard mass spar rules" it will be understood that:
1. Honors granted first round only.
2. Split attacks (SAs) and random attacks (RAs) are ok.
3. No dismemberments (no ripping off people's arms, legs, or other ::clears throat:: members).
4. No death blows (attacks like ripping out people’s hearts or other organ's necessary to maintain life).
5. No sex attacks (no raping, sodomy, or anything along those lines).
6. No healing during the spar.
7. No self attacks.
8. As always, the proctor has the final ruling on all issues.
Mass spars can be fought in teams. This is NOT a standard mass spar so the rules are a bit different. Team captains pick players for their team then the captains roll Init to see whose team gets to "attack" first.
Anyone on the team that loses Init is entitled to an honor strike if they are "killed" in a round (a round being where both teams have had their turn at attacking) where they have not had a chance to attack. This honor strike can be taken immediately or at their normal time to attack which ever is more convenient.
XP is given as follows:
Number of combatants X the Team Winners Highest dice X 5 (for the spar) divided among the survivors.
POW:
A Prisoner of War match is fought during times of war. The match must be logged and marshaled. It must be fought to 150. The highest scoring that equals or exceeds 150 wins. One witness must be present. If two persons with d20's are fighting you can fight to 30. The winner will be honored with 20x the point spread. The loser receives 20xps but becomes a prisoner until the war has been declared over.
|