RWC Rules 1.5

Rhydin War Conventions 1.5
08/29/96

I. WAR

A. Declaration of War
1. War begins when declared by a leader in writing against
another group.
a) Immediately after war was been declared an updated roster must be sent to the Council Administrator from all guilds involved in the war.

b) An updated roster, from each guild, must also be sent to the other
participants of the war, both sides with CC to FC, SC, and CA for verification by CA.

c) Failure to comply with "a" and "b" above within a reasonable period of 3 days (or as determined by FC, SC, or petitioned Council vote,) may prevent monthly RP award from being allotted to non-compliant guild(s), and at council discression, may be awarded to the compliant guild(s)

d) Should 10% or more of these Guild's membership be found MIA after verification per "a" above or otherwise not a valid citizen of the Realm (i.e. the name is invalid, is a duplicate combatant in another Combat guild, etc.), the offending Guild(s) will be fined the amount of three (3) RP's per invalid member, that amount to be immediately awarded to the compliant guilds. If the non-compliant guild(s) do not possess the necessary points in their Bank, the amount will be assessed against future RP earnings from the RWC.
2. The other leader need not consent.
3. Other groups may join a war with permission from the side
they wish to join.
a) Many groups can be involved in a war, but there can only
be two sides.
4. A group may be involved in any number of wars at one time.
a) When doing so, the effects of one war, ie. POW, DM, will be
reflected in both wars. (you can fight in as many simultaneous
wars as desired, but if a character is killed or captured in any
one of them, they are out of combat in all of them until released
from POW, or until the end of the conflict in which he/she was
slain if they lost a DM).
5. Once at war a group must continue until victory or defeat.

B. Victory Points may be earned and lost in the following manner:
1. Capture a prisoner: Prisoners rank value is added to that
sides score.
2. Kill an enemy: Twice the victims rank value is added to that
sides score.
3. Lose a prisoner: Prisoners rank value is subtracted from
that sides score.

C. Winning a War
1. When one side reaches the set number of victory points it is
declared the victor.
a) The number of victory points needed to win is left up the the
commanders of each side. It *must* be agreed upon by all
commands before the start of the war and cannot be *lower* than
15.
b) Each member of the winning guild/alliance is awarded one
bonus Rank Point.
c) A period of not less than two weeks must pass before
either side may declare war on the other again.
2. The victory points earned by all groups on a side are added
together as a total and all groups on a side share in victory
or defeat.

D. Surrenders and Forfeits

1 . Surrender: A Guild Master may, after being declared war upon,
chose to surrender and accept standard terms as follows
a. Undistributed RP from the surrendering guild are forfeit to the
attacking guild. (based on the most recent RWC record of RP bank
status)
b. Each member of the surrendering guild above the rank of warrior
to forfeit 1 ( one ) RP to the attacking guild.
2. Combat Guilds which repeatedly surrender, may, by proposal before
Council (or at digression of FC), and with ratification by Council
Vote, be reclassified as non-combatant.
3. Forfeit: If after declaration of war, the attacking guild can show
that the attacked guild is avoiding combat, and can present evidence
that sufficient attempts at combat yielding no result have been
made, the attacking guild may petition the Council for a vote to
Declaration of Forfeit against the attacked guild and if so declared,
receive the RP award and be declared the winner.
4. Combat Guilds which repeatedly forfeit may, by proposal before
Council (or at digression of FC), and with ratification by Council
Vote, be reclassified as Non-combatant.

II. RANK
A. Starting Ranks for guilds joining the RWC are granted.
1. One leader is recognized as the Commander (50 RP's).
2. FOUR times the number of *combatant* members is
given as points for Rankings.
3. Each combatant must be assigned at least ONE Rank Point.
B. If a character's SN becomes invalid and/or character formally "leaves" all RWC guilds, that character's combat RP *less* one, are placed in the rank point bank of the guild in which he/she was listed as combatant. If that character had Healer RP, *all* of those Healer points are returned to the guild to which the Healer was affiliated.
1. The guild leader may distribute from the "bank" or save
the points as the leader sees fit.
2. Size of the pool must be reported to the Council with
the regular roster updates.
3. Departure forfeits all RP's. An SN wipe or written
resignation constitutes leaving. Moving from one RWC
guild to another is NOT departure from the RWC.
4. 4. Redistribution is forbidden during wartime. Points in
the pool may not be used for promotion until after war's
end, the Winning guild/alliance gets half (rounded up)
the losing side/alliances rank point bank.
a) The division of said RP's, between guilds, will be left up
to the Guild Commanders, and need to be recorded and reported with (1) one week of the wars end or points are lost.
5. Rank Points may be added to the "bank" for the following:
a) Five points per each Council meeting the guild leader attends.
1) If a meeting is scheduled, and canceled due to lack of
attendance, *ALL* guilds present will receive 5 RP's.
b) Half membership number (rounded up) in points at the end of each
month provided every update was submitted on time.
c) Rank Points won in battle by Commanders are added to the bank.

C. Characters accumulate Rank Points according to the match rules
and rank table below.

Rank Table
Rank Combat Table Value Die
Warrior (1-4 RP) 1 1D20
Legate (5-14 RP) 2 1D25
Tribune (15-29 RP) 3 1D30
General (30-49 RP) 4 2D25
Commander (50+ RP) 5 2D30

1. Promotion (and demotion) occurs instantly when that
character earns (or loses) rank points required for a rank.
2. Rank points always stay with the *character* earning them.
a. Leaders are responsible for approving the Screen Name
changes of members of their group and informing the
council.
b. Leaders will not approve any Screen Name changes for the
purpose of transferring rank points to a new *character*.

D. Rank Points may be earned or lost in the following manner:
1. Take a prisoner Gain TWICE Rank Value of prisoner.
2. Taken prisoner Lose Rank Value per YOUR current rank.
3. Free a prisoner Gain TWICE Rank Value of guard defeated.
4. Kill an opponent Gain FIVE TIMES the victim's Rank Value.
5. Be killed Become 1 RP and out of the current war.


III. COMBAT PROCEDURE

A. Standard Combat.
1. The standard FFGF combat system shall be used with the
following modifications.
a) Combatants use combat dice according to rank instead of
2D20.
b) Hit Table: 1-14=0 hit; 15-19=1 hit; 20-25=2 hits;
26-30=3 hits.
c) Release matches must be pre-approved by both involved
leaders.
d) The proctor (and only the proctor) will send the log to both
combatants' guild leaders for scoring.
2. *All* RWC combats must be conducted in a PR or the Red Dragons Great Hall (if not in use.) The only exception to this being Assassination attempts.

B. Assassination
1. Assassinations will be governed by the most current version of the RWC assassin rules.

C. Champions
1. A single champion may be designated during any 7 day period
for one or more people to act as a surrogate combatant.
2. If the champion is killed or captured, the one he/she stood
for may then be targeted.

D. Healing
1. Will be governed by the most current version of the RWC
healers rules.

IV. COMBAT EFFECTS

A. POW Duel: Loser becomes a prisoner of the winning group.
B. Release Match:
1. If prisoners loses he becomes a prisoner of the victor's
group.
2. If holding side loses the agreed upon prisoner is freed.
C. Death Duel: Loser immediately falls to 1 RP and is out of the
current war.
D. Assassination: See the current version of the Assassin's Rules.

V. Prisoner Status

A. A prisoner results from an unsuccessful POW or Release match.
1. Prisoners gain no Rank points earn no victory points until
freed.
2. Prisoners may be voluntary released and traded by the leader
holding them.
3. At the end of each 7 days of captivity a prisoner may attempt
to escape.
a) The prisoner rolls d20, on a result of 19 or 20 (s)he is
free.
b) Roll must take place before an approved Proctor to be valid.
4. Until release, the prisoner shall be held according to an
"open dungeon policy".
a) An 'open dungeon policy' will be defined as free roam and
access to all areas of RhyDin, so long as the prisoner
abides by the rules of POW status as previously stated.
b) The prisoner shall be required to list POW status and the
holding guild in his/her profile.

VI. Eligibility and Verification

A. A Rhydin Council of one leader for each group with 10+ members
with different mundanes shall rule on violations and rule changes.

B. Cheating
1. Any person or group cheating shall be expelled from the war.
2. Rulings on this section will be made by the Rhydin Council.
a) The Group under consideration for expulsion on these grounds
shall have no vote on the issue.
3. Dice for battles shall be rolled in the form below and only the
form below, any other string shall be considered dice
manipulation and cheating.
a) //roll-dicex-sidesy -or- //roll-sidesy-dicex
b) x = the number of dice, y = the number of sides

C. Verification:
1. Each Councilor must update their guild lists to the Council
Administrator every other Sunday. This list will include member
Screen Names (in alphabetical order) with their Rank Points.
a) Non-combatants will be listed and *not* involved in the war.
1. Non-combatants may not change their status during a war.
b) The council will maintain war related records.
c) A combatant may belong to only *one* combat guild as a
combatant. As a noncombatant, there is no restriction to
multiple guild membership.
2. Rank and group shall be listed in each member's profile.
3. All combats must be logged and witnessed.
4. All matches must be proctored.

D. Interaction with non-council groups and members.
1. RWC Guilds and their members neither gain nor lose Rank Points
and Victory Points (Damage Points) for fighting guilds outside
the council and vice versa.
2. Council members are expected to keep such wars and their
effects from jeopardizing the RhyDin Council and it's efforts.
_____________________________________________________
The Rhydin War Council

RWC Conventions 2.3 ~ Revised May 4, 1997

Preamble:

The Rhydin War Council (RWC) is a coalition of guild leaders which exists to ensure justice for each of its participant guilds and their individual members. The RWC is owned and operated by the Councilors, and will only be as great as the leaders' paticipation and perseverance. We do this by three means:

1) Formulate, amend, and enforce the RWC conventions and operations which
serves as the guidelines for conflict between participating guilds.
2) Confirm all members apply with the RWC conventions and operations.
3) Defend the individual gaming rights granted by the AOL Gods themselves,
against any who would seek to hinder or alter them.

I. Council Chairs and Duties:

A. Councilor
One member from each certified guild shall act as the guild Councilor. Their
duties include (but are not limited to): Maintaining a valid RWC roster, voting on
matters that concern the Council, and seeing to it that guild members under
their juristiction abide by RWC mandates.

B. First Council
First Council (FC) shall be acknowledged as the executive Councilor of the
RWC. The duties of the FC include (but are not limited to): Acting as the
official arbitrator of all RWC wars, presiding over RWC meetings, calling for
issues to be addressed and voted upon, and handling RWC affairs with foreign
bodies.

C. Second Council
Second Council (SC) shall be acknowledged as the assistant to the First
Council, and shall be the Councilor next in line for the FC position. The duties
of the SC include (but are not limited to): Aiding the FC in his or her RWC
duties as the FC sees fit, maintaining the RWC message boards, aiding the FC
in keeping order during RWC meetings.

1. Rotation of offices of FC and SC
Councilors shall rotate to the chair of First Council and Second Council
quarterly, in order of their admittance to the Council. Vacated Council
seats shall bump up all guilds listed below the vacated chair on the roster
to fill the seat. Councilors are permitted to pass their term as Second
Council to the next Councilor in rotation. However, the Councilor also
forfeits their right to the First Council chair for that rotation.

D. Council Administrator
The Council Administrator (CA) shall be an appointed official. The CA will be
responsible for handling all new guild applications, keeping the RWC mailing list
up-to-date, keeping attendance records for RWC meetings, keeping accurate
voting records, and keeping an up-to-date RWC roster.

1. The office of the CA
The CA must be approved by a simple majority vote of the Council. The CA
will hold the office until one of the following conditions is met:
a. The Council feels the CA can no longer handle the responsibilities, in
which a simple majority vote will evict the CA from office;
b. The CA no longer wishes to hold the office.

E. Other positions and duties
The current offices of the RWC are by no means all-encompassing. As the
Council changes and grows, so shall the need for special designated positions.
The CA, FC, and SC all reserve the right to nominate someone with RWC
membership (preferably a Councilor, but not required) to a Council officer
position. This position, and the person filling it, must be agreed upon by all
three officers. This position, and the person filling it, must have their status
renewed every term. This position, and the person filling it, are subject to
Council vote if there is a complaint from the Council.


II. Membership to the RWC:

A. Council Membership
Guilds wishing to apply for RWC membership must contact the CA. The CA
will then send them an application for membership, which must be completed
by the leader of the guild requesting membership. The application will include:
A guild name and guild abbreviation, status of the guild (assassin, combat, non-
combat), the name of the proposed RWC Councilor, and a complete list of
members of the guild. The guild must have at least 20 members (with different
Mundanes), and all members must note their guild affliation in their profile. The
CA, or the designated auditor, will then verify the accuracy of the information.
The CA must make the application available to Council for at least 72 hours
before the guild is approved. If there are no objections, the CA will then post the
guild roster on the RWC messaging boards, at which time they are considered
to be official. If the Council does have an objection, a vote can be called for by
any Councilor to claim exception to the guild.

1. Exception
Exception is defined as a request by one or more Councilors to bar the
entrance of an applying guild to the RWC. Exception cannot be taken on
items of a personal nature. Exception can only be taken when the
Councilor(s) feel that the applying guild could potentially harm the Council
or the participating guilds of the Council. In addition, the Councilor(s)
taking exception must have proof of this claim. If the exception is
considered to be valid, a simple majority vote of the Council will determine if
the applying guild is granted membership.


III. Voting:

A. Voting via mail
Any Councilor may send a proposal to the FC, to be voted on. The FC will then
prepare a ballot and then send it to the Council. The Councilors who wish to
vote on the proposal will then have five days to turn in their ballot to the CA. If a
Councilor votes twice, or if they do not turn in a ballot by the designated time,
the ballot will be considered void. The CA will then tally the votes and announce
the results.

B. Voting via Council meetings
Items may also be voted on at the Council meetings, a
vote shall be conducted during the meeting. The FC will send the issue to be
voted on before the meeting, and call for the vote during the meeting. The SC
will call each guild by name, and the Councilor shall simply respond "Aye",
"Nay", or "Abstain". The CA will then tally the votes and announce the results.

C. Stipulations of voting
RWC combatant and assassin guilds have two votes. RWC non-combatant
guilds have one vote. The FC will only vote to break a tie. At which time the FC
will have one vote.


IV. RWC Meetings:

A. RWC Meetings
All RWC meetings will occur on the first Sunday of each Mundane Calendar
month. If this happens to be a Mundane National Holiday, the meeting is
bumped up to the next Sunday, unless otherwise stipulated. The meeting shall
occur at 3:00 PM EST, and in the NAGF room "Orbital Velocity".

V. Conduct:

A. Conduct of the RWC
At no time will the Council interfere or concern themselves with the internal
functions of a member guild. Unless an infraction occurs, how the guild and the
members thereof act is none of Council's business.

B. Conduct of Councilors and meeting attendees
Councilors are responsible for conducting themselves and their members in an
orderly fashion. The Council will not tolerate physical or verbal attacks,
derogatory actions or behaviors, and suggestive remarks against other
Councilors or attendees, their guilds, or their philosophy. If this behavior
becomes apparent either in RWC meetings or in RWC mail, corrective actions
may be taken.

1. Corrective actions of the Council
Councilors not in compliance with RWC mandates or in violation of RWC
rulings may have the following actions taken against them:
a. Forfeiture: If three consecutive RWC meetings are missed by a guild
without their Councilor or alternate representative present, that guild
forfeits their Council seat.
b. Censure: A minor corrective action taken against a guild. They retain
their membership, but lose their voting power for the period of censure.
Censure can be called by the FC.
c. Ban (Guild): A major corrective action taken against a guild. They
lose their membership to the RWC. A simple majority will initiate
such a ban.
d. Ban (Individual): A major corrective action taken against an individual.
If a Councilor or attendee of an RWC meeting or mailing list is found to
of RWC conduct, they will receive one warning from the FC. If such
behavior continues, the FC or SC has the option to call for a vote to
place individual ban on that member. The guild that is responsible for
the individual in question, and said guild will be penalized by the FC, via
a Rank Point fine that is not to exceed 20 Rank Points. Such a
penalty will be called by the FC, and placed before the Council for vote.
e. No confidence: A corrective action taken against the FC or SC. This
is called when one or more Councilors feel that the FC can no longer
function responsibly in that position.


VI. RWC Rosters:

A. Roster dates
All guilds are required to send an updated RWC roster to the CA (or the CA's
designated auditor) every second and fourth Sunday of each month. They may
be turned in up to two days early.

B. Roster contents
A valid RWC roster must include the screen names of all members, listed in
alphabetical order. The roster must list the number of Rank Points that each
member holds. The roster must list the current status of the guild's Rank Point
Bank, as well as the status of the Rank Point Bank at the last update. Finally,
the roster must list any and all Rank Point transactions made to and from the
Rank Point bank, as well as a list of any and all changes in screen names by
members.

C. Roster definitions and stipulations
A combatant member is defined as one who carries combat rank in the guild,
and is subject to participation in war. A combatant member must list their guild
affliation in their profile in order to be counted as a "valid" member of the guild.
A non-combatant member is defined as one who does not carry combat rank in
the guild. They need not list guild affliation in their profile. They may, however,
carry healing rank. If they do so, it must be clear in their profile their RWC
healing rank, as well as which guilds they heal for. They must do this to be
counted as a "valid" healer of the guild.

A valid roster is defined as one that appears to be correct in the accounting of
Rank Points, and has less than 10% of the listed screen names invalid. An
invalid roster is defined as one that has been found to be incorrect in the
accounting of Rank Points, or has more than 10% of the listed screen names
invalid.

D. Penalties and bonuses as they apply to the RWC roster updates
1. Bonus \ penalties for turning in rosters
A guild receieves a bonus of Rank Points equal to 1\2 the number of
combatant members in the guild (rounded up), if they turned in both of their
roster updates for the month on time, and if both were found to be valid.

2. Penalties for invalid rosters
a. If more than 10% of the names found in a guild roster are invalid, a
penalty of 3 RP's per invalid name will apply to the Bank of that guild. If
the Bank does not hold the proper number of RP's, then it will be the
responsibility of the commander of the guild to make up for the RP debt
by taking RP's from guild members, until the debt is satisfied.
b. Failure to turn in three consecutive roster updates or turning in three
invalid roster updates will result in forfeiture of the council seat.
c. A guild may be considered for dismissal by a majority vote if it has been
found by the CA to be negligent or dishonest in the accounting
procedures.

E. RWC meeting bonus
If a guild sends a Councilor or alternate representitive to an RWC meeting, that
guild is awarded 5 Rank Points for their Rank Points Bank.

F. An example of an RWC roster
Guild Acronym: ABC
Guild Name: Acronym Buyers Coalition
Guild Leader: XWhoeverX

ABCGuy ~ NC \ 50
CaptDoom ~ 10
Lord Kamm ~ 50
MDViper999 ~ 30
NewGalX ~ 11
Vorpledge ~ 15 \ 30
XNewbieX ~ 1
XWhoeverX ~ 50

Current RP Bank: 39
Last Update: 10

Transactions: (Note: "+" means added to Bank, "-" means taken from Bank)
1. TribuneXx became NKU: + 15
2. Attended RWC meeting: + 5
3. Gave NewGalX 10 RP's: - 10
4. Turned in a valid roster on time: + 4
5. Took 5 RP's from CaptDoom: + 5
6. BigShot777 left RWC: + 10

SN Changes:
1. NewbieXXX to XNewbieX


Assassin Guilds and related conduct (1.3):
1) Assassins Guilds are neutral and non-combatant; and may
therefore not declare war against another guild of the
RhyDin War Council Nor have war declared against them.
2) An assassins must be a member of a RhyDin War Council
approved and recognized Assassin's Guild to be eligible to
carry out assassinations in a RhyDin War Council war. In
the case of a screen name belonging to an Assassin Guild as
well as a Warring Guild, that screen name will not be
eligible to accept an assassination contract effecting any
war its Warring Guild is participating in.
3) Assassins may only be hired by the RWC Guild Leader of the
Warring Guild, through the RWC Guild Leader of the
Assassin's Guild. (Rules for outside of war are under construction. Though these rules, as they stand can be used out of RWC.)
4) Assassins may only be hired during wartime, between the
opposing sides. They must have a copy of their contract,
assigned by their Guild Master, generated by a guild at war.
5) An Assassin Guild Master may assign contracts as they see
fit, stipulated only by the agreed upon fee with the hiring
Warring Guild, and that only one full attempt may be made
for any single contract.
6) No target shall be contracted against more than once per
RWC sanctioned assassin guild, during a specific war,
whether the assassination is successful or not.

Payment:
Assassins must be hired by the following pay scales. No
assassination will be valid without payment by the
following charts in Rank Points. Any changes, including the
institution of a monetary system, must first be ratified by
the RhyDin War Council.
The charts are a minimum price list. The prices are subject to change as compitition demands.

For Death Assassinations:
Assassin/Target Warrior Legate Tribune General Commander
Warrior 4RP 6RP 9RP NA NA
Legate 6RP 9RP 13RP 18RP NA
Tribune 9RP 13RP 18RP 24RP 30RP
General 13RP 18RP 24RP 30RP 35RP
Commander 18RP 24RP 30RP 35RP 40RP

For POW Assassinations:
Assassin/Target Warrior Legate Tribune General Commander
Warrior 2RP 3RP 5RP NA NA
Legate 3RP 5RP 8RP 12RP NA
Tribune 5RP 8RP 12RP 17RP 23RP
General 8RP 12RP 17RP 23RP 30RP
Commander 12RP 17RP 23RP 30RP 35RP

Assassination Procedures and Conduct:
7) An entire log of the assassination attempt must be made.
8) Assassinations may take place at any time, and in any room,
with the following Safe Haven exceptions:
a) The "RhyDin Council" room is off-limits to assassinations.
b) One room per guild may be set up as a safe haven from
assassination attempts (such as a secure guild hall).
All Bars and Inns will remain open to all assassins.
The name of the safe haven must be provided, within 24
hours of war being declared, to all council representatives
including the leaders of the AGs. No additions will be
allowed after this 24 hour period.
c) Any rooms set up and agreed upon by the Warring Guilds as
official Match Arenas for warrior combat, and therefore
safe havens against assassinations during combat. Proctors,
while in the role of proctor are immune to assassination
attempts. Combatants while in battle will not be
assassinated until five text lines after the fight ends. Then
they are all fair game. The proctor from the battle can
proctor the assassination attempt. IM them to set it up. If
the match is a POW match the assassin must fight for POW
and the assassin takes precedence over the battle winner.
9) It is the Assassin's responsibility to supply a proctor for
the entire duration of the attempt, hunt down the target,
and to surprise them. The Proctor when contacted for a job
will not reveal the nature of the attack to anyone. If the
assassin suspects their target of intentionally evading
role-play of the attempt, after three attempts, they may
institute direct contact through IM and e-mail to set up an
agreeable time and place for the attempt to be played out.
If they are still not satisfied, they may contact the victim's
Guild Master in question, including their own, to resolve the
situation. Recommendations to the RWC Council for
arbitrating these disputes are as follows: (and are *only*
recommendations)
a) If an honest attempt is made by the assassin to engage their
target, and the target does not have a legitimate or
sufficient reason to avoid role-playing the attempt, the
contract might be considered successful without the
attempt being played out. The RWC Council from the hiring
Warring Guild, from the targets Warring Guild and the
Assassin Guild must agree.
b) In the case where the target is the RWC Council to be
contacted, an allied or impartial RWC Council may act as the
target Warring Guild representative.
10) If the Target can not play or is punted, try to set a time
and place to finish the attack where it was interrupted. The
same sub-rule recommendations apply.
11) The assassin will procure a proctor and enter the room
with the proctor - no action may be taken until the proctor
is present. The proctor's log is the only official log - the
assassin should make sure that the proctor is logging the
attempt from the moment they enter the room or before and
log for him/her self also.
12) The level of role-play is left up to the skill of the
assassin.

The Assassination Roll:
Assassins will be ranked;
Warrior = 1
Legate = 2
Tribune = 3
General = 4
Commander = 5

Roll 1D6.
Then Roll 6D20.
The assassination die 20 will be determined by the position dictated by the die 6 roll.
1-14 = Miss! Victim moved at the last minute, spilled
wine, etc. Victim may retaliate or run.
15 = 1+Rank points hit on Victim. Victim may retaliate or run.
16 = 2+Rank points hit on Victim. Victim may retaliate or run.
17 = 3+Rank points hit on Victim. Victim may retaliate or run.
18 = 5+Rank points hit on Victim. Victim may retaliate or run.
19 = 7+Rank points hit on Victim. Victim may retaliate or run.
20 = 9+Rank points hit on Victim.

10 points or greater = Victim is killed or captured.

This means a Commander assassin kills on a 18-20, a
General on a 19-20, a Tribune on a 19-20, a Legate on a 20
and a Warrior on a 20.
Retaliations subset:
After a failed assassination attempt, the target may
attempt to retaliate, the assassin may choose to press the
attack, one or both parties may flee. The Victim may try to
POW the assassin for ransom back to their AG.
13) If such a retaliation is accepted by both sides, the melee
must move to a private room of the assassin's choosing, or
by proctor assignment. If there are three or more victims
guild members in the room, the assassin must state an
attempt to leave and roll a hit on his/her combat die.
14) Allies of either the assassin or the target may participate
in the ensuing melee, but only those present for the
assassination attempt qualify, and the proctor is, by
definition, not eligible.
15) Death or capture of the assassin or target is achieved at
10 points of damage to the losing party.
a) The assassin begins at no damage, or 0 points.
b) The victim begins at whatever damage they sustained during
the assassination attempt.
c) Everyone present fights with their RWC Rank Dice.

The Results:
16) After any full attempt, successful or not, the >proctor<
must send their log to the two RWC Council of the Warring
Guilds and >BCC< the RWC Council of the Assassin's Guild.
An attempt aborted before the Assassin rolls should not be
forwarded, as it may reveal the assassin to a still
unsuspecting target.
17) Rank points are gained and lost as specified in the RWC,
i.e. an assassin gains RP as appropriate for the Rank Value
of the victim. Victory Points are likewise exchanged
between the hiring and victim's Guilds as though a match
had been fought. The exception being the winning guild
receives RP's equal to the cost of the assassination and the
fee in RP's to the Assassin's Guild is paid by the hiring guild
at the acceptance of the contract.

_____________________________________________________
RWC Healing Rules
Version 1.1
Last Modified 12/21/96

I. Definition of a RWC Healer
A. A RWC Healer is a recognized member of an RWC registered
guild who has the skill of magically healing a friend or
ally, according to the rule's presented herein.
1. Healer's may be in as many guild's as they wish, but may only be
listed as combative in one.

B. Role in the RWC
1. During war time a Healer may heal damage done to a person during
a POW or a DM only.
a) The Healer may heal once during a POW match
b) The Healer may heal twice during a Death Match
2. Healer Restrictions
a) Healers must be registered with the RWC as a Healer.
b) The profile of a Healer *must* state that he/she is a RWC
registered Healer and include his/her rank points. If the profile
does not state such, then the Healer will not be able to perform
any sort of healing in combat.

II. RWC Ranks
A. Healer Ranks
1. Healers that are also combatants will have *two* rank's. One for
combat, and one for healing. These are separate and will be
indicated as follows.
e.g. Rosa Bud2 (15/50) Tribune/High Priestess
HealerBob (30/3) General/Acolyte
a) Healer's are *not* required to have a combat rank. Those that do
*not* will be considered non- combatants, not being able to fight
or be fought.
2. Healer's ranks and dice are determined by the following chart.
(Combatant rank and dice are determined by the most current RhyDin
War Conventions.)




Rank Combat Table Die
Acolyte (1-4 RP) 1d8
Curate (5-14 RP) 1d10
Healer (15-29 RP) 1d12
Priest/Priestess (30-49 RP) 1d13
High Priest/Priestess (50+ RP) 1d14

3. Rank Points
a) Healer ranking and rank points will be distributed by the Guild
Master to which the healer claims affiliation per paragraph I.A.1.
Said Guild Master will award Healer points from that guild's RP
bank only. Other guilds that the healer is in may give RP's to the
main guild for purposes of promoting the healer.

b) If the Healer leaves the RWC then all the his/her Healers RP's
are returned to the guild bank of the guild that the healer claimed
affiliation with.


C. Results for combat dice are the same as in the most current RWC
War Rules. Results for Healing Dice are found in the following table.
Roll: Results:
1-7 Healing Unsuccessful
8-9 1 Pt. is healed
10-11 2 Pts. are healed
12-13 3 Pts. are healed
14 4 Pts. are healed

III. Combat and Combat Effects
A. Healing during battle
1. If the Healer is the Combatant.
a) A healer may either attack or heal during any given round but
never both.
b) The Healer must state during their turn and before rolling
combat die/dice that they are making a healing attempt. They
must then make a healing attempt roll per tables above.
c) If the healing is successful the results take place immediately.

2. If the Healer is NOT the combatant
a) The healer must declare the healing attempt in any round prior to the attack roll of the combatant that is to be healed in that round
b) The combatant may not attack during the round that he/she is
being healed.
3. Healing during any time other then in RWC sanctioned war is not
covered by this document.


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