Last Update: 11/08/99 02:28:40 PM
UAC Guide
Version 3.0
General Regulations and Policies
All citizens of the United Affairs Council (herein referred to as the UAC) need to have
UAC listed somewhere in their profile: UAC, UAC Dice, XP count, and guild acronyms
and rank.
ex. UAC 2d50, 1676 XPs, AoBC, SiC. Rebel of RhyDin is no longer required.
All members, upon joining, swear allegiance to the United Affairs Council, their Guilds'
Commanders, and the Administration of the UAC, and should further the Council's cause by
doing such things as recruiting Guilds into the UAC and serving their Guild(s) and the UAC
to the best of their abilities by fulfilling missions assigned to them by their Guild
Leaders or the UAC Administration.
All members are expected to obey all rules, regulations, laws, and by-laws presented by
the UAC or their Guild(s) and should bring any problems or ideas for improvement noticed
to their Guild Leader's attention, who will be responsible for sending these ideas to the
UAC Administration.
While DMs (Death Matches) require a proctor, SMs (Slave Matches), HMs (Honor Matches), or
spars do not require a proctor to be legal or binding, as they do elsewhere, however, a
log is necessary. Logs are no longer extremely easy to forge due to mundane advancements
in AOL's programming.
There are no assassinations, such as by method of the AA (Assassination Attempt) Dagger,
because hypothetically, one man could kill 300 people a day, and in the opinion of UAC,
this hardly keeps within the spirit of role-playing. Assassins must resort to DMs to kill.
This may, in the future, be changed for wartime, however, the UAC will never support or
implement Assassins with the power to force another peron to delete their character/Screen
Name.
Some forums now include Rape Attempts(RAs) and Mass Rape Attempts(MRAs) in their policies.
These barbaric atrocities are absolutely outlawed in the UAC and should not be
acknowledged. Not only are these acts disgusting and despicable, they violate the very
ethics of the UAC, and as such, are ruled illegal in this forum.
If an SM is lost, or a person agrees to be a slave, that person is a slave until willingly
released by his master, whether or not it be the person who enslaved him/her or not
(meaning that slaves can be passed from person to person). Please note that everything
stated in this rule is used by all Guilds and Councils throughout all of RhyDin. Slaves
cannot complain about what their masters tell them to do (as long as their masters aren't
telling them to violate TOS), as the slaves should have thought about those things before
becoming slaves or accepting the respective SM's.
For the laws of DM's, please refer to the next section, entitled "DM Law".
All members, whether they are part of a UAC Guild or are just a Citizen of UAC, must use
the command line //roll-sides 20-dice2 when fighting. They only way to get better dice is
to gain enough XP's (See: 1st Amendment: The XP System). If one's dice is 2d21, he/she
will then use //roll-sides 21-dice2. When his/her dice reach 2d22, he/she will use the
dice command, //roll-sides 22-dice2, etc., all the way up to 2d50, in which case he/she
will use //roll-sides 50-dice2 to roll.
DM Law
It is not required to accept a Death Match(hereby referred to as DM) if challenged. All
members in the UAC have the right to decline DMs without the fear of being trapped in a
legal requirement. If a DM is accepted, the challengee(the one that got challenged) is the
one who decides the terms. If the challenger does not accept the terms, the match is
considered invalid. No person is required to fight a DM until both parties have accepted
and initiative has been rolled by both fighters. Once initiative has been rolled, both
combatants are required to finish the DM. All DMs require a proctor to ensure that both
parties are aware of the rules and abide by them accordingly. The proctor must log the
match and must state the rules and acknowledge that both parties are in agreement(verbal
agreement from both parties is required). Names of the combatants must be stated for the
log. The following are the standard DM rules. They may be changed on the agreement of both
parties, but these rules are the standard basis to refer to:
Proctor should call for absolute silence from those spectating. Excessive exiting/entering
of spectators should not be permitted. This rule does not automatically rule the match
invalid, but it should be strictly enforced, and can lead to penalties if disobeyed
continously, leading to possible invalidity of the match.
Punt Rule: In the case of being punted, the punted party has 10 minutes to return to the
match before forfeiting and losing the match.
Action Rule: Combatant must make his/her move(action) within 5 minutes or fight is
forfeited.
If a fighter leaves in the middle of the match, he forfeits, thus losing the DM and is
considered dead. The loser of the DM should then delete his/her SN within 24 hours.
However, this is not required. The alternative is to simply perform a "profile
sweep", which is basically deleting the character without deleting the SN. You are
never absolutely required to delete your SN, but the character must never be played again.
Dice According to XP's
XPs have one main function, and that is to raise one's dice. Please note: If you are not
in a UAC Guild, or you are not a legal UAC Citizen (A UAC Citizen is someone who is not in
a Guild, but still wants to use the UAC's rules, policies, and systems. To become a UAC
Citizen, you must fill out the top half of the UAC Application.), you may not have XPs,
and may not use the UAC's XP System or dice.
It is now law that UAC XPs can only be gained by using UAC Dice, whether it be through a
Spar, MS, Healing, etc... Gaining UAC XPs using any other dice than your UAC Dice, such as
gen dice and other forum dice, will not be allowed, with one exception: Outside forum dice
may be used, so long as they do not exceed your current UAC Dice. It should be understood
that outside forum dice may always be used, just not when it comes to gaining UAC XPs.
Members may only fight those that wield dice within 10 sides of their own. This law is not
meant to be harsh, it is simply to ensure fairness throughout the council. Furthermore,
your UAC Dice must be listed in your profile in order to be valid for use.
When you are fighting, you roll dice to see how many hits you made. This is standard
throughout all of RhyDin. Here is the Hit-Chart for our dice:
UAC Hit Chart
01-14 = 0
15-19 = 1
20-26 = 2
27-33 = 3
34-40 = 4
41-47 = 5
48-50 = 6
If you win a Spar or Honor Match by 5 points, for example (let's say that the final score
at the end of the fight was 15 -10), you'd get 10 XPs (2 times the number of points you
won by). If you win a Slave Match by 5 points, for example, you get 20 XPs (4 times the
number of points you won by). If you win a Death Match by 5 points, for example, you will
get 30 XPs (6 times the number of points you won by).
Everytime you reach a multiple of 50 XPs (50 XPs, 100 XPs, 150 XPs, 200 XP, etc., up to
1,500 XPs), your dice move up one level. Everyone starts with 2d20 (0 XPs). When you get
50 XPs, your dice become 2d21. When you get 100 XPs, your dice become 2d22. The maximum
you can get, as stated above, is 2d50, and that's at 1,500 XPs.
If you loose a fight, you get 1 XP. It doesn't matter how close you were to winning or
what kind of fight it was. You just get 1 XP.
When you get XPs from fighting, you give the correct amount of XPs to yourself; your Guild
Leader doesn't give them to you. Usually, the only time your Guild Leader gives you XPs is
on Sundays (see below).
If you are in more than one Guild that uses the XP System (another UAC Guild), then you
add up all your XPs. For example, if you earned 56 XPs in one Guild, and 4 XPs in another
Guild, then you have 60 XPs in both Guilds. In other words, you have the same dice in both
Guilds. XPs don't depend on how many Guilds you are in like RPs do. XPs only depend on how
much you fight, etc. Therefore, you could be in 5 Guilds, and could have earned only 10
XPs from each Guild, but you would still be rolling 2d21 in each Guild, because you have
50 XPs (5 X 10 = 50). Also, XPs do not depend on your rank. You could be a General, and be
rolling 2d20, or you could be a Private, and be rolling 2d50.
When you recruit someone into a UAC Guild, and that person replies (sends the Guild Leader
the filled in application), you will receive 4 XPs. So, when you send out applications,
make sure you tell them to send the reply to both the Guild Leader and you, so you can see
if they join. Upon their acceptance, give yourself 4 XPs. You can also get XPs for
recruiting a Guild into the UAC. If you send this document to someone, and they reply by
filling out the application and applying, then the office of the Secretary will email you
4 times the number of XPs as that Guild has members. When you recruit a Guild into the
UAC, you do not give the XPs to yourself. For example, if you bring a Guild with 15 people
into the UAC, the office of the Secretary will see your name in the Application and he/she
will send you 60 XPs.
XPs may be transferred from one person to another. They may be given as gifts, traded, or
sold to anyone in any form or fashion, for any reason whatsoever. This only requires
notification of the leader of the guild. In the case of individual citizens, notification
is only needed if the citizen is willing his/her XPs away. In this case, the UAC Secretary
should be notified.
If a person was/is in the RWC, UGC, CoR, or RGF, dice exp's/xp's can be converted into UAC
XP's with the following conversion:
1 RWC RP = 10 UAC XP's
250 UGC Exp's = 1 UAC XP
250 CoR Exp's = 1 UAC XP
8 RGF Exp's = 1 UAC XP
Conversion of dice doesn't allow one to use exp's/xp's more than once. That is, if a
person transfers 1,000 UGC Exp's to 4 UAC XP's, that person LOSES the UGC Exp's. This
conversion must be approved by said person's Grand Commander or an EHC. More conversions
will be added; if you require conversion of XPs from forums other than those listed above,
please notify the EHC of such and they will appropriate the necessary conversion.
Every Sunday, Guild Leaders should email an update to the Clerk(can also be done through
the UAC web page). The Guild will get it's weekly paycheck of XPs only after this update
is recieved by the Clerk. It consists of these questions:
1.) Guild Name and/or Acronym:
2.) Guild Leader:
3.) Complete Member Count, including the Leader (a roster is not needed):
If a Guild has 50 members, for example, and the leader sends in an Update, that guild will
receive 200 XPs. Each member in the Guild does not gain 200 XPs. Instead, the 200 XPs can
be divided between the Guild Leader and the members of the Guild however the Leader
wishes. The Leader can even keep all the XPs for himself/herself, if he/she wishes. In
addition, some people have been confused in the past by these XP Paychecks. The following
is a clarification: For example, if one of your Guild members wins a Spar by 3 points,
which is worth 6 XPs (see above), you don't pay them with the XPs from the Paycheck. The 6
XPs are simply added to the member's total by the person after the log is reviewed.
However, some XPs from Paychecks can be used as rewards in tournaments, or to issue
bounties, etc.
UAC XP System for Healing - ONLY for Healers
XPs are gained through acts of healing by the following method. Please note that
self-healing does not apply and will NOT gain XPs. XPs for healing are only allowed for
healers, as allowing it for all classes would only result in abuse and excessive usage.
UAC Healers who intend on using this system MUST include the small phrase "UAC
Healer" in their profile in order for any healing XPs to be valid. Guild Leaders, it
is your duty to ensure that your members are not abusing the system, and that only actual
healers within the guild are using this system.
When healing, UAC Dice must be used in order for any XPs to be gained. Only one attempt is
allowed in the current healing situation. The person to be healed MUST acknowledge that
he/she is about to be healed, and must make it known that they are about to receive
healing from the healer. Narration of the healing act must be made clear, followed by roll
of the dice. The healer must roll at least a 15 in order for the act of healing to be
successful. The higher number of the two dice rolled is taken and converted to points
using the standard UAC Hit Chart, i.e. 15-19 = 1, 20-26 = 2, 27-33 = 3, and so on. These
points are then converted to XPs by multiplying by 3. The following is an example:
XxFighterxX: ::clutches his side in severe pain, groaning as blood trickles down his hand,
looking to VvHealervV for assistance:: Here, you see that XxFighterxX is in pain and needs
healing, and by noting VvHealervV in the narration, he verifies who the healer is to be,
thus making the following healing attempt valid.
VvHealervV: ::with a slight nod, she whispers a silent prayer to Paladine. A strange, blue
glow surrounding her hands, she lightly rests them upon the source of his pain, allowing
this healing energy to soothe him, quelling his torment::
OnlineHost: VvHealervV rolled 2 50-sided dice: 34 16
As you see, VvHealervV was successful in this healing attempt, as at least one of her dice
reflected a roll higher than 14. In this case, both dice reflected a valid healing roll,
but the higher of the two is used for XP calculation. 34 being the higher of the two, you
then refer to the UAC Hit Chart in order to tally the points, which would be 4. Then, you
multiply this number by 3 to give you the amount of XPs gained. 12 XPs were gained from
this act of healing.
This may seem like a very small amount of XPs gained, but considering the relative ease of
the act, it is more than enough. All such acts MUST be logged and sent to the Grand
Commander, who in turn should verify the following from the log:
1. Verify that "UAC Healer" is in the healer's profile.
2. Acknowledgment of the healer by the fighter, and the recognition of requiring such
assistance.
3. Proper narration was made instead of a simple roll of the dice.
4. At least a 15 was rolled.
5. XPs gained from the higher die.
(Yes, this may sound like a lot for a GC to do, who is already very busy, but it will
become elementary in no time and take but a moment.)
Unlike spars, XPs from healing are not to be automatically rewarded to one's self.
Verification from the Grand Commander is needed first. This is done by sending the log to
the GC and receiving a simple "Healing XPs verified" from the GC. Then and only
then do you add those XPs to your total. All such XP verifications by GCs should be
responded to within 3 days of receiving.
XP Gain from Mass Spars
1.) A Mass Spar (hereby referred to as MS) may be fought with as many as 6 opponents; no
less than 3.
2.) UAC dice must be used to gain UAC XPs through MS(dice must be listed in profile)
3.) To decide line up, an initiative roll would be made, but instead of the standard 1d6,
1d50 would be used, to be fair to the more people sparring(with many people fighting,
using 1d6 would simply end up with far too many tied inits). Highest roll goes first, and
is followed by the second highest, and so on down the line.
4.) Basic terms: An MS is fought similar to a Spar, but with subtle variations. Every
combatant would begin with a number of points, to be agreed upon by the involved
combatants. Every hit taken would deduct from that total based upon the roll of the
attacker. Once the total reaches 0, that combatant is out. Of course, last one standing
wins. Example of a Mass Spar:
Fighter1: This is a UAC MS using UAC dice, point total starting at 30.
Fighter1: Roll init
Online Host: Fighter1 Rolled 1 50-sided die: 26
Online Host: Fighter2 Rolled 1 50-sided die: 17
Online Host: Fighter3 Rolled 1 50-sided die: 31
Online Host: Fighter4 Rolled 1 50-sided die: 49
Init has been rolled... it is apparent what order they will follow
Fighter1: Lineup is as follows: Fighter4, then Fighter3, Fighter1, Fighter2
Fighter1: begin...
Fighter4: ::draws his blade, slashing a deep gash across Fighter1's thigh::
Online Host: Fighter4 Rolled 2 50-sided dice: 27 17
Fighter1: ::growls, clutching his thigh in pain::
Fought like a spar: combatant attacks, defender reacts... fight is continued in order.
Fighter3: ::leaps in the air, he uses his mace to crash down upon Fighter2 with a
sickening thud to the shoulder::
Online Host: Fighter3 Rolled 2 50-sided dice: 39 1
Fighter2: ::winces, nearling falling to his knees in agony::
Fighter1: ::seizes the opportunity of Fighter2's guard going down and lunges at him,
sending a fierce blow into his stomach::
Online Host: Fighter1 Rolled 2 50-sided dice: 47 21
Fighter2: ::buckles over, gasping for air::
Fighter2: ::retaliates with an uppercut right into Fighter3's jaw::
Online Host: Fighter2 Rolled 2 50-sided dice: 43 42
Fighter3: ::falls back, landing hard on the ground::
Score is then tallied. Every combatant started with 30 points. Fighter2 hit Fighter3 with
a 43 and 42, thus causing 10 points of damage. Fighter3 now only has 20 points.
Fighter1: Score after Round 1: Fighter4 - 30, Fighter3 - 20, Fighter1 - 26, Fighter2 - 19
5.) XP gain: The remaining life of the winner is multiplied by the number of participants.
Those points are then taken and multiplied by 2, as a spar would be. Example:
Lets say Fighter1 wins, meaning the other three fighters have fallen to 0 and Fighter1
still has points remaining. In this case, we will say he has 5 points left. 4
participants, so you'd multiply 5 by 4, which is 20. Treat these points as you would in a
spar, multiplying by 2, thus resulting in an XP gain of 40. Those that lose the match
receive the standard 1 XP, only they multiply by the number of participants, thus the
losers receive 4 XPs each.
Governance and Regulation Change
The Executive power of the United Affairs Council will be vested in four persons who act
as the Executive High Council. This change has been implemented due to the flaws found in
the previous Presidency. These members act in the best interests of the UAC and shall
remain in office for as long as they benefit the UAC and it's Council Members.. The powers
of these four persons and the individual members thereof are defined as follows:
I. Any Executive High Council (EHC) may send troops and start hostilities with other
Guilds or Councils, but cannot declare war or peace.
II. Congressional bills, when passed, shall proceed to the EHC for consideration. Anyone
of the EHC Members may veto a bill (that is, a bill must be unanimously ratified by the
EHC's before it passes to law).
III. The Executive High Council presides over both the Congress and the Supreme Court in
matters of voting or trial.
IV. Any member of the EHC may halt any action of an individual party or guild within the
UAC, for the preservation of peace and order in the Council.
V. An EHC can pardon or reprieve any prisoner, and has final word in the punishment of a
prisoner.
VI. Each EHC will be responsible for the appointment of two Justices to the Supreme Court.
VII. Any EHC can forbid a Guild or person, from joining the UAC, but cannot expel
it/him/her.
VIII. EHC's are paid a Weekly salary of 15 XP's
Legislation by Congress
Legislative power in the United Affairs Council will be vested in a Congress consisting of
the Grand Commanders of the many guilds which make up the UAC. Each guild has one vote,
which is to the discretion of that guild's single highest commander. No person may have
more than one vote. Powers of the Congress and the Congressmen/women are defined as
follows, and legislation is discussed:
I. When an amendment, bill, revision, etc., is proposed, the Congress votes. Each member
gets 1 vote. (Please note: if a Guild has 2 Leaders, both of them are in the Congress.
However, they can't both vote. Therefore, they should discuss the issue between
themselves, and then choose 1 representative to vote. Furthermore, if one person leads 5
Guilds, he doesn't get 5 votes; he still gets 1.) They can either vote yes, vote no, or
abstain from voting altogether (does not care either way). If the proposed item wins by a
majority, then the bill is passed to the EHC. If the proposed item does not recieve a
majoral vote in favor of passing, it dies, and may not be proposed again for one quarter
of the year.
II. If a bill is vetoed by the EHC, Congress may pass the Bill regardless with a 4/5
majority vote, and the bill passes to law with disregard to the EHC.
III. Congress may stop any action of the EHC with a 9/10 majortiy vote, under the
leadership of an informal speaker.
IV. The members of the Congress are the direct advisors to the EHC.
V. Congressmen/women can create bills or amendments, or propose revisions, although they
must be sent to the EHC for proposition before the entire assembly of Congress.
VI. The Congress has the power to remove a Guild from the UAC. If any Congressman/woman
has a valid reason, they should notify all members of the EHC, and a vote will be called
for at the discretion of the EHC. If a majority of the Congress votes against the Guild
(if the EHC calls for a vote), the Guild is removed from the UAC, and all it's members
lose their XPs. If a member of this exiled Guild is in another UAC Guild, they do not lose
their XPs, because they will still have those XPs in their other Guild.
Legislative Committee
A new committee is being formed in the UAC - The Legislative
Committee(herein referred to as "LC"). Currently, only the Executive High
Council renders their opinions and votes on all amendment proposals before proposing them
to Congress. This has been highly successful thus far, but the proposal process would be
made even more efficient with the installment of the LC. This would effectively offer an
even greater amount and variety of feedback - thus ensuring that any amendment proposal is
"run through the grinder" before making it to Congress for possible
ratification. The LC would be composed of 4 GCs or SiCs(no more than 1 per any guild) and
1 freelancer(to ensure they have a say), with all committee members being equal(as in, no
chairperson). This would only make the amendment proposal process a little longer, but
well worth the extra time spent. Basically, the process would work as follows:
1.) An amendment proposal is first hatched. The EHC offers its opinions amongst themselves
and end up with an unofficial draft of the proposal.
2.) This draft is then submitted to the LC for deliberation.
3.) The LC discuss it amongst themselves via missives(while keeping the EHC CC'd).
Deliberations last no longer than 7 days.
4.) They then submit their final report, which would include suggestions for
revisions/additions that they feel necessary.
5.) EHC then takes this report into consideration and creates the final draft of the
proposal.
6.) The proposal is then sent to Congress for vote.
The Legislative Comittee will be experimental at first, to see how it works out, and is
subject to changes in duties and disbandment at the EHC's discretion(though it is most
likely this will be successful). The LC is to be considered a committee that assists the
leadership in decision-making and can be called upon as needed by the EHC for any official
UAC matters that need attention. The members of the LC would no longer be considered part
of Congress, and would not be allowed a vote on the amendment when proposed to Congress,
as they were already involved in its drafting. However, a representative from a committee
member's guild would be allowed a vote for that guild to ensure each guild gets its fair
vote.
Judicial Review
Judicial Power in the United Affairs Council shall be vested in an assembly of appointed
judges known as the Supreme Court. All disputes shall be handled by the Court; powers of
the Justices and Judicial form is explained below:
I. The 8 Judges who make up the Supreme Court are appointed by the EHC (2 Justices
appointed per EHC). A Justice's term is for life or until the EHC has a valid reason to
dismiss them. If the EHC wishes to dismiss a Judge, Congress will be notified and a vote
will be taken after the EHC has forwarded Congress its reasoning and the Justice's
defense. If the Congress votes majority against the Judge, the Justice is dismissed from
the Court. The Judge is not exiled from the UAC, and keeps all his/her XPs. However, once
a Judge is removed, the other Judges can request that the EHC call for a trial, and if the
EHC grants the trial, then it will proceed as any other trial.
II. The Judges act as the jury, and after the trial is over, they deliberate for as long
as they wish, and then they vote. Majority wins. At that time, a guilty or not-guilty
verdict is reached. If the verdict is one of guilty, then the Judges choose a punishment.
At this time, the EHC can pardon or repreive the prisoner. He can also deny the
punishment, if he thinks it is unfit. If he does, the Judges must choose another
punishment.
As the Congress has the power to remove a Guild from the UAC, the Supreme Court has the
power to remove a person from the UAC. If they want to use this power against a person,
they notify the EHC, and the EHC will rule whether or not to proceed with trial.
III. The person on trial can choose a lawyer to represent him/her. The trial is conducted
as follows:
a. The EHC decides whether or not the case goes to trial, and all of the EHC will Preside
over the case.
b. The Prosecution gives it's opening statement.
c. The Defense gives it's opening statement.
d. The Prosecution calls a witness to the stand, and/or presents a piece of evidence.
e. The Defense cross-examines the witness if the Defense wishes. Both sides take turns
until both sides are satisfied.
f. The Prosecution can re-direct a witness if it is so wished. Then, the Prosecution calls
its next witness, and/or presents more evidence. Steps D, E, and F are repeated until the
Prosection rests.
g. The Case is turned over the the Defense, and steps D, E, and F are repeated, with the
necessary changes of place.
h. The Prosecution gives it's closing statement.
i. The Defense gives it's closing statement.
j. Judges deliberate.
k. Judges vote.
l. If the verdict is guilty, the Judges discuss punishment with the EHC, until an
agreement is reached. If the verdict is not-guilty, then the trial ends here, on step L.
m. The punishment is carried out. (Only a member of the UAC can be punished, although
other people can still be brought to trial. A member who commited a crime, then later left
the UAC, can still be punished.) This punishment can be anywhere from an XP fine all the
way to death (deletion of the Screen Name). The criminal may try to negotiate, but if
he/she stubornly refuses the punishment he/she is given, the person will be ignored by the
sum assembly of the UAC.
IV. Judges are payed a weekly salary of 10 XPs.
Administrative Offices
Other UAC Offices exist in order to successfully regulate and govern the Council fairly
and efficiently. These offices range widely in responsibilities, powers, and description;
each is listed below:
War Chancellor: The War Chancellor is responsible for hosting UAC Wars. He/She must
be impartial to the guilds, and may not be a member of any guild warring with any other
guild during his/her term. He/She is the final authority (save Congress and the EHC) in
regulation of guild wars inside the UAC.
Clerk: The UAC's Clerk handles matters of payment of guild on a regular basis, and
in dealing with matters of conflict in this payment (or lack thereof), etc. The Clerk is
also responsible for reminding guilds to send in updates regularly.
Secretary: The UAC Secretary is responsible for the Admission of new guilds and the
initial payment of these guilds, as well as their primary orientation in the Council.
He/She will also handle paperwork for the EHC and during trials.
Minister of External Affairs: This person reports, regularly, to the EHC on matters
regarding other forums and councils, guilds, and matters outside of the UAC.
UAC Independent Chancellor: This person is responsible for Admission of new
Freelancers into the UAC, as well as their primary orientation into the Council. He/She
will also inform the EHC of any additions/deletions to the Freelance Roster. It is
preferred that the FA be a Freelancer, but this is not a requirement.
UAC Independent Chancellor (in detail)
This official is responsible for the administrating of the freelancers. This is NOT a
command position, in that the IC(Independent Chancellor) does not hold authority over the
individual citizens, but rather it is one who manages freelance matters, ensuring proper
policy among the freelancers, and keeping everything thoroughly up to date.
IC's duties are as follows:
¤ First and foremost, the IC keeps track of freelancers' XPs. In an effort to reduce the
abuse of the UAC XP system, all freelancers are required to send their logs in to the IC.
No response of confirmation is required to be sent back to the sender of a log. Response
is only required if there is a discrepancy with the log, in which case the IC will attempt
to resolve with the freelancer. If such is not possible, the IC will then present the log
to EHC for judgment, as well as the arguments of both parties, where judgment will be
made.
¤ Welcomes all new members to the UAC and ensures that they receive any necessary
training and help in UAC matters. IC is responsible for sending the UAC Freelance Welcome
Letter upon receipt of freelance application.
¤ Verifies applicants' XPs with the given references, using the standard XP Verification
Letter. Also aids in the conversion of outside forum XPs to UAC XPs.
¤ Keeps accurate records of the current freelance roster, keeping up to date on those
individuals that have gone MIA, deceased, changed SNs, etc... The IC is to keep the EHC
updated on such changes as well.
¤ Keeps an accurate mailing string and notifies the freelancers of any changes in current
policy and keeps them updated on new amendments and news.
Note: These duties are subject to changes and additions.
War Governance A. (UAC Form*)
Section I. Combativeness vs. Non-Combativeness
If a Guild so wishes, it can become Non-Combative. In order to do this, the Guild Leader
must contact the War Chancellor. A Guild cannot become Non-Combative if a war is currently
being declared on them, or if they are currently in a war. Non-Combative Guilds cannot
fight in wars, and cannot have war declared on them. A Non-Combative Guild can still fight
in Mock Wars or in Tournaments.
If any Non-Combative Guild wishes to become Combative (please note: when a Guild joins the
UAC it is automatically Combative) after being Non-Combative, it must again contact the
War Chancellor. However, it cannot declare war, join a war in progress, or have war
declared on it for 2 days after it becomes Combative again.
Section II. Declaring War (DoW's)
In order for a UAC Guild to declare war, the War Chancellor and EHC must be notified. Few
things are needed. They are:
Type of War (UAC, in this case)
1.) Attacking Guild's Full Name
2.) Attacking Leader's Screen Name
3.) Target Guild's Full Name
4.) Target Leader's Screen Name
If the attacker has friendly Guilds that will be joining the war on his/her side, then the
attacker needs to add those names to the notification letter to the War Chancellor and
EHC.
A1.) 1st Friendly Guild's Full Name
A2.) 1st Friendly Leader's Screen Name
B1.) 2nd Friendly Guild's Full Name
B2.) 2nd Friendly Leader's Screen Name
etc.
Here is an example notification to the EHC and War Chancellor.
To: (insert names of EHC and WC. There should be only five names)
Subject: War Notification
UAC Style War
1.) Killers of Good
2.) MeanMan666
3.) Brotherhood of Nice Dudes
4.) XKindSoulX
A1.) Ugly Ogres of RhyDin
A2.) Bob7023854
B1.) Really Really Evil Knights of Death
B2.) DemonicXvX
C1.) Mercenaries of Magic
C2.) Sith22Sith
When the War Chancellor receives this letter in proper form, he/she will send a letter to
the Guild Leader that is about to be attacked. At this time, the target Guild will send in
its response, which is much shorter. All the target Leader has to do is send in his/her
allies' information. Here is an example:
To: (WC and EHC)
Subject: Defense Notification
A1.) Holy Angels of the Sun
A2.) JelloLover
If the defending guild has no friendly guilds or allies, they still must notify the WC and
EHC and inform them of this.
(Please Note: When writing this portion of the Regulations, the Author tried to create
Screen Names and Guild Names that were not in use. If your Screen Name and/or the name of
your Guild was accidentally used, please notify the EHC, and your name will be removed
from this example.)
As you can see, there are 6 Guilds involved in this (example) conflict. The War Chancellor
will then send a letter to each of the 6 Leaders. In this letter, he will ask the Guild
Leader for a roster. (Keep the roster simple; don't have it split into legions or by
ranks, etc. Just make an alphabetical list of all your members, including you, and have
their UAC XP Dice displayed next to their names.) After the Guild Leader replies, no more
members can be recruited into his/her Guild until after the war ends. Once the War
Chancellor has these 6 replies, he/she will send out a letter addressed to all 6 Guild
Leaders. It will contain the names of the 6 Guilds, names of the 6 Leaders, and the 6
Rosters. Once this is sent, the war begins. The Leaders must forward this list to all
their members.
The 2 main Leaders can call in allies at any time they wish, but in order for an ally to
join the war, the Leader of the allied Guild must send the War Chancellor and EHC his/her
Guild's name and roster. The War Chancellor will then send out another letter to all (in
this case) 7 leaders, with the expanded list. Each side can only call in an additional 2
Guilds after the war has begun.
Section III. Rules of a Combat and War Matches
When two people fight each-other in a UAC type war, it is called a WM, or War Match. A WM
can only be fought during a war. WM's are always fought to 12 points, and if you were
second to attack (your opponent beat you in the "init. roll"), you are entitled
to a "last hit", in which you have a chance to tie or beat your oppenent if
he/she reaches 12 points before you do. A WM is conducted the same as an everyday Spar.
The log of the match must be sent to the War Chancellor by the victor of the match. The
dice used in a WM are a person's "everyday" dice, which depend on your XP's. Any
Challenge to a WM may be declined.
The loser of a battle is "dead". However, the loser does not have to delete
his/her Screen Name like they do in a DM (Death Match). This "death" just means
that you cannot fight in WM's until after the war is over, and nothing more. Immediately
after a War Match is fought, the victor must forward the Log to the War Chancellor, and
must also state what guild they are in and who their opponent was. If a winner of a WM
does not email the War Chancellor within 1 day of his/her victory, the person will be
fined 100 XPs. Each day of delay is another 100 XPs. Eventually, the person will probably
have to borrow XPs just to pay the fine. The War Chancellor will daily send out updated
lists to the Guild Leaders. These lists are identical to the ones sent out which marked
the begining of the war, except that "dead" soldiers' names will be grey instead
of black. Anyone who's name is written in grey, instead of black, is out of the war. The
Guild Leaders must forward these updated lists to all their members as soon as they get
them. When you loose a WM, you get 5 XPs.
Losing a WM is not the end of the world, however, a loser of a WM is not permitted to
fight any more WM's in the War. When the WC sends out the updated lists to the Guilds'
Leaders, and when the Guild Leaders forward these lists the their members, all people
who've won matches are encouraged to scan the lists for the names of the person (people)
that they've "killed". If his/her (their) name(s) is(are) not grey on the the
next list, please contact the War Chancellor for correction.
If you win a WM, you give yourself 5 times the amount of points you won by. For example,
if the ending score was 13-10, you gain 15 XPs (3 X 5 = 15). Etc.
One side wins a war either when all the enemies are "killed", or if the other
side surrenders. If one of the 2 main Leaders wishes to surrender, they must send a letter
to the War Chancellor and EHC for it to be official. In either case, when one side wins
the war, the EHC officially ends it. Each "living" soldier on the winning side
gains 8 more XPs at the end of the war, and "dead" ones gain 4 additional XPs.
In addition to this, the winning Guild(s) and it's (their) Leader(s) will be honored in
the next UAC Meeting or Letter.
Each soldier on the loosing side gains 3 XPs at the end of the war, but if the war ended
due to surrender, then the soldiers on the losing side will gain no extra XPs. These
losing soldiers still gain XPs from the WM(s) they won (if they won any), and the 5 XPs
they get when they lose a WM (if they ever fought). However, if the war ended because
everyone on one side "died", and you never fought in a single WM during the war,
then you do not gain the any XPs.
Part IV. War Governance B. (Convention form**)
Section I. Combativeness vs. Non-Combativeness (same as above)
If a Guild so wishes, it can become Non-Combative. In order to do this, the Guild Leader
must contact the War Chancellor. A Guild cannot become Non-Combative if a war is currently
being declared on them, or if they are currently in a war. Non-Combative Guilds cannot
fight in wars, and cannot have war declared on them. A Non-Combative Guild can still fight
in Mock Wars or in Tournaments.
If any Non-Combative Guild wishes to become Combative (please note: when a Guild joins the
UAC it is automatically Combative) after being Non-Combative, it must again contact the
War Chancellor. However, it cannot declare war, join a war in progress, or have war
declared on it for 2 days after it becomes Combative again.
Section II. Declaring War (DoW's)
In order for a UAC Guild to declare war, the War Chancellor and EHC must be notified. The
following things are needed in a Convention war:
Type of War (Convention, in this case)
1.) Attacking Guild's Full Name
2.) Attacking Leader's Screen Name
3.) Target Guild's Full Name
4.) Target Leader's Screen Name
Number of Victory Points proposed for Declaration of a Win.
If the attacker has friendly Guilds that will be joining the war on his/her side, then the
attacker needs to add those names to the notification letter to the War Chancellor and
EHC.
A1.) 1st Friendly Guild's Full Name
A2.) 1st Friendly Leader's Screen Name
B1.) 2nd Friendly Guild's Full Name
B2.) 2nd Friendly Leader's Screen Name
etc.
Here is an example notification to the EHC and War Chancellor.
To: (insert names of EHC and WC. There should be only five names)
Subject: War Notification
Convention War
1.) Killers of Good
2.) MeanMan666
3.) Brotherhood of Nice Dudes
4.) XKindSoulX
200 VP's = End of War and Declaration of Win
A1.) Ugly Ogres of RhyDin
A2.) Bob7023854
B1.) Really Really Evil Knights of Death
B2.) DemonicXvX
C1.) Mercenaries of Magic
C2.) Sith22Sith
When the War Chancellor receives this letter in proper form, he/she will send a letter to
the Guild Leader that is about to be attacked. At this time, the target Guild will send in
its response. The target Leader must send in his/her allies' information as well as
agreement or contest of Victory Points. If VP's for a win are agreed upon, then the war
may begin. If not, then the Two Guild Leaders and the War Chancellor must meet and reach
an agreement. Standard Victory Points for Victory of a War are 200.
To: (WC and EHC)
Subject: Defense Notification
A1.) Holy Angels of the Sun
A2.) JelloLover
Agree to 200.
If the defending guild has no friendly guilds or allies, they still must notify the WC and
EHC and inform them of this.
As you can see, there are 6 Guilds involved in this (example) conflict. The War Chancellor
will then send a letter to each of the 6 Leaders. In this letter, he will ask the Guild
Leader for a roster. (Keep the roster simple; don't have it split into legions or by
ranks, etc. Just make an alphabetical list of all your members, including you, and have
their UAC XP Dice displayed next to their names.) After the Guild Leader replies, no more
members can be recruited into his/her Guild until after the war ends. Once the War
Chancellor has these 6 replies, he/she will send out a letter addressed to all 6 Guild
Leaders. It will contain the names of the 6 Guilds, names of the 6 Leaders, and the 6
Rosters. Once this is sent, the war begins. The Leaders must forward this list to all
their members.
The 2 main Leaders can call in allies at any time they wish, but in order for an ally to
join the war, the Leader of the allied Guild must send the War Chancellor and EHC his/her
Guild's name and roster. The War Chancellor will then send out another letter to all (in
this case) 7 leaders, with the expanded list. Each side can only call in an additional 2
Guilds after the war has begun.
Section III. Scoring of Victory Points and Combat
Matches in a war are the same as matches outisde of war, except they have no adverse
effects (DM's in a war do not result in Screen Name deletion). Each match in a War is
worth so many Victory Points to the Guild to which the Victor of a match belongs. VP
assignments for matches are as follows, and matches in war are explained in more detail:
Death Match = 20 VP's
The loser of a DM in a Convention War is out of the War altogether and may not interact in
the war at all. DM's in Convention wars are always fought to 20 points.
Prisoner of War Match = 15 VP's
A POW Match is much like a Slave Match, though the loser is the possession of the opposing
guild, not the winner of the match. They are not subject to orders of the guild's members
or its leader, but they may not interact in the war or fight again unless they are
released from being a prisoner in a Release Match. POW Matches are always fought to 15
points in War.
Release Match = 12 VP's
A Release Match is fought to free a Prisoner belonging to the opposing side. Prior to the
match, the Fighters must agree as to who the match is being fought to free. If the person
out to free a Prisoner wins, then the Prisoner goes free. If he/she loses, then he/she
becomes a Prisoner as well. All RM's are always fought to 15 points.
Honor Match = 10 VP's
An Honor match is fought simply for Victory Points. The loser may fight again in the war
until he or she is killed or captured. There are no consequences to an HM outside of the
Victory Points. All HM's in War are fought to 10 points.
When a match in a Convention War is fought, the log must be sent to the War Chancellor by
the victor, and the following information must be listed at the top of the letter:
Victor and Guild
Loser and Guild
Type of Match
(if match was a RM, Prisoner Released must also be listed)
As in UAC form wars, all "dead" persons will be listed in grey, and prisoners to
the opposing side must will be listed in red, so that members may keep up with who is and
is not alive or free to fight, and who is and is not captured in order to free.
Section IV. Declaration of Win or Victory
The War Chancellor will keep a running count of how many Victory Points a each side has. A
War ends when one side reaches the Victory points agreed upon for victory (200) or when
one side is eliminated. The War Chancellor will mail all parties when this happens and a
Victor will be declared.
All matches are worth the same as they would be outside of war in combat (DM's are worth 6
times the difference, POW's and RM's worth 4 times the difference, and HM's worth 2 times
the difference). In addition, all members of the winning side still alive at the end of
the war will gain 8 XP's. All dead members or Prisoners will gain 4 XP's. All members of
the losing side will gain 3 XP's; if a member was not active at all, he or she gains no
XP's.
Battles
The 3rd Amendment: Warfare explained war, and more specifically, the War Match. This
Amendment will deal with all the different types of battles you can fight... in times of
peace. (Note: Instead of typing 'he/she' over and over again, I've decided to use 'he'.
This isn't meant to be discrimination, it simply makes the text flow smoother.)
Spar:
This is the most basic type of fight 2 people can participate in. A Spar can be fought to
any total that the two combatants agree on. The winner gets 2 times the amount of XPs than
the number of points he won by. (If the final score was 13-10, the winner would get 6
XPs.) The loser gets 1 XP. At the end of a Spar, all injuries are automatically healed. No
proctor required.
Honor Match:
An HM is almost exactly the same as a Spar. The HM can be fought to any total. The winner
gets 2 times the amount of XPs than the number of points he won by. (If the final score
was 13-10, the winner would get 6 XPs.) The loser gets 1 XP. The only difference is that
before the fight begins, both combatants make requests for what they want if they win. A
combatant can request that the loser join his Guild, the loser give him 50 XPs, etc. The
winner can ask for almost anything, except that he cannot ask for the loser to be his
Slave, or that the loser delete his SN (character death). A combatant's request must be
approved by his opponent. The winner of an HM gets his request(s) fullfilled. At the end
of an HM, all injuries are automatically healed. No proctor required.
Slave Match:
The SM can be fought to any total. The winner gets 4 times the amount of XPs than the
number of points he won by. (If the final score was 13-10, the winner would get 12 XPs.)
The loser gets 1 XP. The loser is called a Slave. The Slave will remain enslaved until he
is released by his Master, whether that be the winner of the SM, or a person that the
Slave was sold to. The Master can make the Slave do anything that he wants to, except
making the Slave violate TOS. If the Master wishes to execute his Slave, the Master must
contact the EHC of the UAC and tell them why the execution should take place. After
listening to the arguments of both the Master and the Slave, the EHC will render their
decision. If they agree to the execution, in which case the Slave dies (see: Death Match).
If they disagree, the Slave may not be executed for the reason the Master wanted the Slave
executed. However, the Master can always ask the EHC to reconsider, or try to get the
Slave executed for another reason. If someone ran away after Init. was rolled, then he is
automatically a Slave. However, if he had to leave the fight because he was punted, his
computer froze, he had to sign off, etc., then that is not considered running away, and
the fight will be continued later. At the end of a SM, the injuries are not automatically
healed. No proctor required, though it is highly recommended to avoid any potential
disputes.
Death Match:
The DM is by far the most dangerous fight someone may participate in. A DM can be fought
to any total. The winner gets 6 times the amount of XPs than the number of points he won
by. (If the final score was 13-10, the winner would get 18 XPs.) Unlike the other fights,
the loser does not get 1 XP. If someone loses a DM, then he also loses his life. However,
the winner of the DM can decide to resurrect the loser. If this happens, it is as if a
Resurrection Match (see: below) was lost by the killer. (Note: A popular method of gaining
XPs is to fight Auto-Resurrection DMs. In these fights, both combatants know full well
that the other person will resurrect them if he loses. Therefore, the winner of an
Auto-Ressurection fight gets a lot of XPs without risking his life. Auto-Resurrection DMs
are illegal in the UAC.) At the end of a DM, the injuries are obviously not automatically
healed! Proctor is required. For more detail on DMs, please refer to the section of the
UAC Guide entitled "DM Law".
Resurrection Match:
The RMs save people from death. The RM can be fought to any total. The winner gets 4 times
the amount of XPs than the number of points he won by. (If the final score was 13-10, the
winner would get 12 XPs.) The loser gets 1 XP. The killer is, of course, not forced to
fight a RM. If the killer lost the RM, the "dead" person would be brought back
to life. Please note that if a person's time limit ran out, and they deleted their SN, an
RM can no longer be fought to save that person. If the challenger lost, he will become a
Ghost. Again, the length of time the person must be a Ghost is determined before the
fight. If the killer loses, the DM loser is Resurrected. However, the killer does not
become a Ghost. The person who lost the DM cannot fight an RM in an attempt to save
himself. If the killer ran away after Init. was rolled, then the DM loser is Resurrected.
If a challenger ran away, he becomes a Ghost. However, if someone had to leave the fight
becase he was punted, his computer froze, he had to sign off, etc., then that is not
considered running away, and the fight will be continued later. At the end of an RM, the
injuries are not automatically healed. Proctor is required.