UAC Guide
Last Update:  01/04/99 02:52:05 AM

 

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

All members upon joining swear alligence 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 (sending people this document) 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.

It is custom that anyone who runs away from a DM erases his/her Screen Name. An alternative is to cease roleplaying under that Screen Name. A combatant who leaves a fight after both combatants have rolled initiative (init.) is considered to have lost the fight. If one combatant is punted (his/her computer freezes, and he/she is logged off), he/she is not considered to have run away, and the DM will continue immediately when he/she returns. It is custom that anyone who loses a DM erases his/her Screen Name, unless the winning combatant decides otherwise. 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.

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.


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.


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 where 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.

XP's 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 permission from the Secretary of the UAC and his/her staff.

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 a EHC.

Every Sunday, Guild Leaders should submit for paychecks at the UAC Website, here.  The Guild will get it's weekly paycheck of XPs only after this Update is recieved by the Secretary and/or his staff.. 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 recieve 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.


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:

Any Executive High Council (EHC) may send troops and start hostilities with other Guilds or Councils, but cannot declare war or peace.
Congressional bills, when passed, shall proceed to the EHCl 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).
The Executive High Council presides over both the Congress and the Supreme Court in matters of voting or trial.
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.
A EHC can pardon or reprieve any prisoner, and has final word in the punishment of a prisoner.
Each EHC will br responsible for the appointment of  two Justices to the Supreme Court.
Any EHC can forbid a Guild or person, from joining the UAC, but cannot expel it/him/her.
EHC's are payed 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 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:

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.
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.
Congress may stop any action of the EHC with a 9/10 majortiy vote, under the leadership of an informal speaker.
The members of the Congress are the direct advisors to the EHC.
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.
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.

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:

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.
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.
The person on trial can choose a lawyer to represent him/her. The trial is conducted as follows
The EHC decides whether or not the case goes to trial, and all of the EHC will Preside over the case.
The Prosecution gives it's opening statement.
The Defense gives it's opening statement.
The Prosecution calls a witness to the stand, and/or presents a piece of evidence.
The Defense cross-examines the witness if the Defense wishes. Both sides take turns until both sides are satisfied.
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 4, 5, and 6 are repeated until the Prosection rests.
The Case is turned over the the Defense, and steps 4, 5, and 6are repeated, with the necessary changes of place.
The Prosecution gives it's closing statement.
The Defense gives it's closing statement.
Judges deliberate.
Judges vote.
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 12.
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.
Judges are payed a weekly salary of 10 XPs.

Section IV. 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.
UAC Ambassador: This person reports, regularly, to the EHC on matters regarding other forums and councils, guilds, and matters outside of the UAC.

Part III. War Governance (Original UAC Document)


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 automaticaly 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 intitled 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 loser 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.

Loosing 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 automaticaly 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 teh 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 exp's.


Alliances  (Original UAC Document)


The previous Amendment discussed the policies of warfare. However, RhyDin is not always at war. Most of the time, it is in a state of peace. The purpose of this Amendment is to discribe peace, and more specificaly, peace's most important attribute: alliances.

Purpose of an Alliance:

If you were to look "Alliance" up in the dictionary, you would find out that an alliance means, "A pact of union or confederation between nations". The United Affairs Council is made up different Guilds, Clans, and Kingdoms. These Guilds, Clans, and Kingdoms (they will be refered to as Nations in this Amendment) have different alignments, goals, and methods. Every now and then, two Nations within the UAC whose alignments, goals, and methods are similar will decide to further their power by allying. In all things, there should be some kind of order. Below are the different kinds of alliances you can have, in order from weakest to strongest.

Treaty:

When two Nations form a Treaty, all they are doing showing is that they would like relations to continue in a positive way. Treaties are not binding, and have no significant value. However, two Nations who have a Treaty with one another are more inclined to help eachother than two strager Nations. All the Nations within the UAC automaticly share a Treaty with all the other Nations.

Pact:

Two Nations that have a Pact with one another see the value of the other's companionship. When you have a Pact with a Nation, you cannot wage war on them. Also, if they go to war, you should help them in that war, most of the time. Pacts are somewhat binding. If you break a Pact, then you (the Leader) are fined 50 XPs (deduct 50 XPs from your total). In addition, if you break a Pact with a Nation, then that Nation will probably become hostile towards you. However, if both Nations want to break the Pact, then neither Leader is fined. If the other Nation refuses to break the Pact, and you don't want to be fined, you can contact the President, and give him your reasons for wanting to break the Pact. If they are valid, he will pardon you and you will not have to pay the fine.

Brotherhood:

Two Nations in a Brotherhood are extreamly friendly towards one another. If you must remove all spies from a Nation that you have a Brotherhood with, and you can never wage war on them. If your "Brother" Nation goes to war, you must join them. Failing to do so, unless the other Nation forgives you, counts as breaking the Brotherhood. A Brotherhood is as close as two Guilds can get, without merging. A Leader who breaks a Brotherhood is fined 200 XPs, and will find that he most likely has an enemy for life. If both Nations want to break the Brotherhood, both Leaders are still fined, but only for 50 XPs. However, if you want to avoid the fine, you can email the President, and give him your reasons for wanting to break the Brotherhood. However, he mostly likely will not pardon you, unless it is a good reason. If one Leader is pardoned, then he/she can break the Brotherhood, and neither Leader is fined.

Violations of a Brotherhood:

There are ways that you can violate a Brotherhood. For example, if you as spying on your "Brother" Nation, you have violated the Brotherhood. When you Violate a Brotherhood, you must deduct 10 XPs from your total. Three violations are equal to breaking the Brotherhood. So, not only would you have to pay the 30 XPs for the 3 violations, but you would also have to pay the 200 XPs for breaking the Brotherhood.

Forming a Treaty:

As stated above, all UAC Nations automaticly form a treaty with eachother. However, if you've broken a treaty, but later want to regain it, all you need to do is make a verbal agreement with the Leader of the other Nation.

Forming a Pact:
To form a Pact with another Nation, both Leaders need to agree to the Pact through an email.

Forming a Brotherhood:
To form a Brotherhood with another Nation, both Leaders must meet with the President, and then agree to the Brotherhood.

Temporary Alliances:

If your Nation lost a lot of members, you're about to be attacked, etc., you can form a temporary alliance. If you want to form a temporary Pact or Brotherhood, then all you need to do is specify how long you want the Alliance to last. Both Leaders need to agree to a time. Then, they agree to the Alliance as they would if it were a normal Alliance (by email for a Pact or infront of the President for a Brotherhood). When the time runs out, the two Nations loose their Brotherhood with eachother, and their Alliance is reduced to a Treaty. No XPs are fined, unless a Leader breaks the Alliance before the time is up, in which case normal Break-Rules go into affect.

Battles (Original UAC Document)

The 3rd Amendment: Warfare explained war, and more specificly, 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 automaticly healed. No logs or proctors are 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 deleate his SN (character death). A combatant's request must be approved by his oppentent. The winner of an HM gets his request(s) fullfilled. At the end of an HM, all injuries are automaticly healed. No logs or proctors are 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 main difference between an ISM and a SM is that there is no set time to how long the enslavement will last. 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 exicute his Slave, the Master must contact the President of the UAC and tell him why the exicution should take place. After listening to the arguments of both the Master and the Slave, the President will render his discision. If he agrees to the exicution, in which case the Slave dies (see: Death Match). If he disagrees, the Slave may not be exicuted for the reason the Master wanted the Slave exicuted. However, the Master can always ask the President to reconsider, or try to get the Slave exicuted for another reason. If someone ran away after Init. was rolled, then he is automaticly a Slave. However, if he 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 a SM, the injuries are not automaticly healed. No logs or proctors are required. A witness, however, is required.

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. It is custom that his Screen Name (SN) be deleated (an alternative is to simply cease ALL roleplaying under that Screen Name) within 24 Hours of the match, unless the winner agrees to extend the time. Not only that, but the character dies as well. If he wishes to have a new character, the SN and character should be different. Unless the loser gives away his XPs before the 24 hours (or longer) are over, they vanish. It is custom that you are only allowed to tell 1 roleplayer what your new SN will be. If you choose to tell someone, that person is automaticly sworn to silence about it. You can also tell as many non-roleplaying people as you wish (as in people who you met in a Teen Chat room, etc.). If someone has lost a DM, and is currently in the 24 hours-to-live period, then he cannot fight in any kind of battle, except a WM (if there is a war going on) and a Spar. However, the winner of the DM can decide to resurrect the loser anytime within the 24 hour period. 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 combatents 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.) If someone ran away after Init. was rolled, then he is treated as if he lost the DM. However, if he 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 a DM, the injuries are obviously not automaticly healed! No logs or proctors are required. A witness, however, is required.

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 deleated 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 automaticly healed. No logs or proctors are required. A witness, however, is required.