Organization of Dushara The Lands of Dushara
Name Acronmy members Alignment Leader
House of Rikard----------------------71----------dark-----Rav Rikard
The Black Rose Club-----------------------------dark-----Ciel Rikard
Creatures of the Night-----CoTN-------425--------dark-----Rav Rikard
The Rikard Clan( Names are listed in House )
Assassinaton Attempts AA system:
You must have written acceptance from your GC preform an AA. You must also have the target's registered kill number. (located below) All AA's must be logged and sent to the GC. A Witness must be present to keep score.
AA Law
~ Assassin can only roll 2d in the attack.
~ A successful AA is worth 2,500exp for the Assassin, 1,000exp each if its a mass AA.
~ If the assassin is seen or acknowledged by the target, before the AA actually begins, then the AA cannot be performed.
The Attempt
1. Assassin enters the room. You must try to enter without being seen by anybody, such as ::silently slips in staying in the shadows::. The assassin then notifies the Targets Mun of the AA OOC in the chat. The character's Mun knows his character has been targeted, but can do "NOTHING" about it.
2. The Assassin OOC says:
Assassin: ((AA on "Target" by "Assassin", roll perception, list dice and enhancers))
Perception Dice for Target to Roll: d20-d94 rolls 2d20, d95-d100 rolls 2d25.
3. The target then roll perception, perception is only to see if you have spotted the assassin. You must get 2 HP to spot the assassin on perception (without enhancers). If you win perception, you always have two choices, fight or run. If you run, you just run. If you fight, you stay and roll to dodge after they attack, this gives you a chance to kill the assassin.
4. Assassin attacks-
Example: [ In the case that the target LOST perception ] Assassin: ::stabs "target" in chest with his sword:: ~Assassin rolls~ (assassin can only use 2d, he can only switch to guild dice if the AA becomes an auto DM)
Hits to kill your target based on his/her dice:
For instance:
OnlineHost: Assasin rolled 2 58-sided dice: 43 29 (scoring 6 & 3 for a total of 9- Thus allowing him to kill anyone with 2d60 or less)
2d20 - 5 3d20 - 10 4d20 - 15 ,2d30 - 6 3d30 - 12 4d30 - 17 , 2d40 - 7 3d40 - 14 4d40 - 19 ,2d50 - 8 3d50 - 16 4d50 - 21 ,2d60 - 9 3d60 - 18 4d60 - 23 2d70 - 10 3d70 - 20 4d70 - 25 2d80 - 11 3d80 - 22 4d80 - 27 2d90 - 12 3d90 - 24 4d90 - 30 2d100 - 15 3d100 - 26 4d100 - 35
5. If the assassin gets the right amount of HP to kill you, your dead, if he doesn't you may counterstrike.
If you win perception, (get 2 HP) the assassin will still attack.
Assassin: ((AA on Target by Assassin, 2d20 percep, 5 min's to roll ))
OnlineHost: Target rolled 2d20- 15 18
Assassin: ((Target, perception won, make your choice, fight or run))
Target: ::seeing the assassin, he quickly runs out::
Assassin: ::grumbles::
Same thing, but this time the target fights back.
Assassin: ((AA on Target by Assassin, 2d20 percep, 5 min's to roll ))
OnlineHost: Target rolled 2 20-sided dice: 20 18
Assassin: ((Target, perception won, make your choice, fight or run))
Target: ::spots the assassin and quickly draws his sword::
Assassin: ::draws his dagger and throws it into the target's throat::
OnlineHost: Assassin rolled 2 56-sided dice: 46 12
Target: ::seeing the dagger, he quickly ducks::
OnlineHost: Target rolled 2 60-sided dice: 59 23
Assassin: (( Dodge successful ))
Target: ::charges him, slamming his sword into the assassin's chest::
OnlineHost: Target rolled 2 60-sided die: 58 42
Assassin: 16/8 Scored, Assassin Dead Assassin: ::dies::
~Now that you've seen it, time to talk about how it's done.
First off, the dodge. You compare highest rolls, not total damage. The assassin's highest roll was 46, the target's, was 59; thus, the Target made a successful dodge. Dodges are ONLY made if the perception is successful.
After he is AA'd, the target gets a counterstrike, almost like a counter-AA, using 2d of his guild or freelancer dice. Point spread to kill an assassin is the same thing as AA chart.
If Target loses perception:
OnlineHost: Target rolled 2 20-sided dice: 18 14
Assassin: ::slits target's throat::
OnlineHost: Assassin rolled 2 56-sided dice: 33 47
Target: ::drops to knee's, bleeding::
Proc: ((Assassin got 11 HP, Target takes 16 HP on 2d58))
Proc: Target's wounded, but alive.
Target: ::Winces, holding his throat, then grabs a dagger and flings it at assassin::
OnlineHost: Target rolled 2 58-sided dice: 31 42
Assassin: ::Falls back, hitting the floor::
Proc: 10/16 Assassin wounded, but alive.
[If the target was AA'd.. he has 24 hours to get a legal rezz. The GC MUST see the rezz log to clarify it as legal or not.]
Targets - If you win Perception, You can fight back the same as the Assassin, using the same point spread to kill the Assassin, as shown above. If you Run, that's fine (only can run if you've made a successful dodge or that was your choice in the first place after percep!).
If the assassin fails to kill the target, and the target fails to kill assassin (Only if he fought back due to winning percep) they automatically have to DM according to the chart below.
Target~Assassin~Hit Points 2d - 40 HP 3d - 60 HP 4d - 80 HP
Dice, Ranks and Scoring
Dice: Dice will go in levels, along with SP's or Skill Points
d20-0SP's d47-3,000SP's d74-30,000SP's d21-10SP's d48-3,500SP's d75-32,500SP's
d22-20SP's d49-4,000SP's d76-35,000SP's d23-40SP's d50-4,500SP's d77-37,500SP's
d24-60SP's d51-5,000SP's d78-40,000 SP's d25-80SP's d52-5,500SP's d79-45,000SP's
d26-100SP's d53-6,000SP's d80-50,000SP's d27-125 SP's d54-6,500SP's d81-55,000SP's
d28-150SP's d55-7,500SP's d82-60,000SP's d29-175SP's d56-8,000SP's d83-65,000SP's
d30- 200 SP's d57- 8,500 SP's d84- 70,000 SP's d31- 225 SP's d58- 9,000 SP's d85- 75,000 SP's d32- 250 SP's d59- 9,500 SP's d86- 80,000 SP's d33- 275 SP's d60- 10,000 SP's d87- 85,000 SP's d34- 300 SP's d61- 11,000 SP's d88- 90,000 SP's d35- 400 SP's d62- 12,000 SP's d89- 95,000 SP's d36- 450 SP's d63- 13,000 SP's d90- 100,000 SP's
d37- 500 SP's d64- 14,000 SP's d91- 200,000 SP's d38- 600 SP's d65- 15,000 SP's d92- 300,000 SP's d39- 700 SP's d66- 16,000 SP's d93- 400,000 SP's d40- 800 SP's d67- 17,000 SP's d94- 500,000 SP's d41- 900 SP's d68- 18,000 SP's d95- 600,000 SP's
d42- 1,000 SP's d69- 19,000 SP's d96- 70,000 SP's d43- 1,500 SP's d70- 20,000 SP's d97- 800,000 SP's d44- 1,750 SP's d71- 22,500 SP's d98- 900,000 SP's d45- 2,000 SP's d72- 25,000 SP's d99- 2,000,000 SP's d46- 2,500 SP's d73- 27,500 SP's
d100- ,000,000 SP's
Vampires and Supernatural:
Any species that falls under a supernatural, such as dragons, vampires will roll 4 dice. These are all people who are in a position of power and strength, therefore, they roll more dice to ensure that strength. Now, when a vampire or dragon, etc., is in human form, they roll only 2 dice.Half Supernatural, Vamps, Dragons, and Legion Commanders: Any species that is half creature and half human, legion commanders, and Elven creatures all roll 3 dice, unless in a human type form, then, they roll 2 dice also.MortalsAll mortals in Echoes of Pain must roll 2 dice, no exceptions!
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
Dushara Dice
One set of Dushara dice is all any member is entitled to. If any GC or dice master suspects any member of falsifying their SP's or dice, they are to inform the GC where the sp/dice was supposed to be earned. If the GC's and/or dice masters find a discrepancy in any members dice they are to immediately inform the GC so that the member may be punished according to the rules of the charter.
Audits are applicable to all The City of Dushara members when reaching d90, d95, d98, and d99 as well as all new members transferring dice from other guilds/forums. All Dushara members are subject to dice audits at d90 and above. If an Dushara member is suspected of falsifying their dice, that member can be audited according to the request of their GC, an Dushara Dice Master member, or the King. If an Dushara member refuses audit, their dice will be dropped to d43, 1,000 SP's.
Logs
All Logs sent in to the dice master for exp. counting must follow the format listed below. If they do not, or there are mistakes found, they can and will be deleted and forgotten about.
Mass Spar Logs
..oOş subject: MS(5)highest d93 Ciel Rikard winner(1860Xps) for those that dun know what that all means MS=(if ya dun know this you shouldn't be in a guild) (5)= number of people in the MS (dun put 5 if there is only 4 or 10..be smart) highest d93=ya dun have to put highest dice 4d93 just the highest d93 cause that's all i need Ciel lestat winner= once again if ya dun know this you shouldn't be here (only state the winner in yer MS unless you want me to get your Xps that you fought for) (1860Xps)= if you dun know how to do the Xps dun worry about it just make sure the rest of the info is there that I ask for!
Spars Subject: Spar Point Spread 46 Ciel Rikard winner(460Xps) spar=(if ya dun know this see yer way outta this guild) highest d93=ya dun have to put highest dice 4d93 just the highest d93 cause thats all i need Ciel Rikard winner=onyx winner= once again if ya dun know this you shouldn't be here (only state the winner in yer spar unless you want me to get your Xps that you fought for) (465Xps)= if you dun know how to do the Xps dun worry about it just make sure the rest of the info is there that i ask for!
*Note - Do NOT send your logs via Downloads ... they will be deleted.
Types of Combat
In order to increase your dice, sparring is the main duty. Spars must be logged and sent to the dice master. ( belle delias )
Sparring
When you fight a spar, you receive 10 x the total you won by, ( example: win by 5, get 50 SP's ). If the victory is only by one point, however, you receive 10 SP's. 10 SP's is the minimum SP's allowed to be given to the winner. The loser still receive 10 SP's for gaining the experience from the fight.
Slave Matches
SM's count for 20 x the victory total, after a SM., the loser must list in his/her profile that they are a slave to the winner. They will be a slave to the winner for the amount agreed upon at the matches start, which can be for no shorter than 3 IRL days. Losers gain 15 exp.'s. Slavery though not legal in Dushara can be used with permission of G.C.
Release Matches
Rm.'s are fought for freedom from slavery, by the slave or a friend of the slave. If the RM. is a success, the slaver must free the slave. If it fails, the person fighting the RM. becomes a slave for double the time, unless it was a friend of the slave, then they become a slave for the same amount of time. The winner gains 20 x the victory total and the loser gains just 20 SP's.
Honor Matches
HM's are for 20 x the victory total. HM's are fought when honor is lost or in question. The dice and five side rule apply in HM's just like in spars. Losers gain 20 SP.
Death Matches
DM's are worth 50 x the victory total. The loser deletes their screen name, no questions asked. Unless, of course, it is agreed upon at the beginning of the match that the loser can just delete their profile and create an entirely new character or that rezz will be granted. The winner can decide at the end of the match whether or not to grant rezz to the loser if it was not agreed upon at the matches start. During a DM, the only persons present should be: the two combatants, a neutral proctor, and two witnesses from both sides. Again Dm only with permission of G.C. (Rav Rikard)
Note: Witnesses are required. Each combatant must have one witness.
Mass Sparring
Just like a spar but involving more then two people. In a mass spar, Guild dice are to be used. All losers will receive 10SP. Winners gain SP by the following formula:
# of opponents of the winner x highest dice x 5 = total SP. If in a mass spar teams are used, the losers will still gain 50SP, but the winners will figure their SP by the following formula:# of opponents of the winner x dice used + # of allies = total SP.
Note: In a mass spar where TEAMS are used, ALL participants will roll the same dice. Such as two teams of two people, all four participants would roll the dice of the person who has the lowest.
Brawling
Brawling in The City is simple, and very much not complicated. It is based upon the original rules of RhyDin. Each member takes it in turn to attack. An attack may be 1 line, or 30 lines, and my have more then one action, but there is only one roll for the whole turn. Then the opponent takes a turn, then back to the attacker, and so on, until one gives up and leaves. The only legal 1d move is for a hra or a staking. Again thi is done in forum
only and with permission of G.C.
Dice Audits
The City of Dushara requires all individuals to have in their possession all spars, rosters, and other exp earning events at all times. For those who claim exp amounts of 100,000 or above, they must revieve an official Dushara Audit. To do this, you fill out the below application, documenting your known Exp history, and send it to the Dushara Dice Master. Keep in mind, The city accepts NO other forum audits as full proof of their dice status.To transfer, you must fill out the form. DO NOT place things that you do not PHYSICALLY have in your possession.
1. State your full name -
2. What Dushara Guild[s], Clan[s], or Family[ies] do you belong to?
3. List all Matches you are including in this audit. ((See below for example)) If not in the correct format, the Auditor reserves the right not to accept the audit form.
Match Type - Highest Dice - Winner - EXP's worth
MS - d101 Highest - Cooker Winner - 50 exp
MS - d84 Highest - Trystan Winner, 3 fighters - 50 exp
MS, d42 highest dice, Lord Rav L LeStat Winner (630 exp)
MS, d44 Highest, Gabrielle Winner, 6 combatents - 50 exp
4. List all Rosters you wish to include upon this audit. ((See below for example)). If not in the correct format, the Auditor reserves the right not to accept the audit form.
Guild Name - Acronym - Member count - Amount of exp's it is worth ((5 x member count))
6The Alliance - TA - 228 members - 4,560 xps
Army of Amber - AoA members - 157 - 3,140 exp
AoR - 14 members - 280 exp
AotDX - 34 members - 680 exp
AtMA - 102 members - 2,040 exp
5. If you are claiming inheritence please list it now. ((The auditor does not have to accept inheritence))
6. List all exp's you have gained through employment. Valid receipts are required.
7. State the total EXP's you claim on this audit.
8. Send this sheet to the forum dice auditor here