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Union of Lost Souls©



Disclaimer

Please Note:
There is often more than one way
to do something in Rhydin.
These are just the ways that I gave seen
In my experience here.
I never claimed to know EVERYTHING about RP.
These are just the ways I have seen
that are most often honored by other RPer's.



How to Procter




What you need to know to proc:

  1. How to log
  2. How to set-up a match
  3. The rules for that type of match
  4. Calculating hit point value



Logging

To open a log and record the spar,
Click "My Files" on the AOL browser menu bar
Then click "Log Manager"
Start the log,
It will automatically name the log after the room,
but you can name it anything you wish.
Then start the log.

Don't forget to end the log at the end of the match.



Setting up a match

First, you must state what type of match.
((Spar, HM, DM, SM, RM, MS, or MDM))
The set-up for each is different.

~ ~ ~ ~ ~

Spar

You must state both members of the spar.
Then, set terms.
In a regular spar,
both paticipants have a say in setting terms.

Standard Terms Are:
No SiD's ((SiD= Save in Defence))
((an SiD is when a char makes a move that will
cause damage to themself.))
No Healing
((Once an attack is made, the char may not repair the damage
to themselves or their HP's))
No enhancers
((The fighters may not use weapons to enhance their HP value))

Please note:
Although these are standard terms,
they are not written in stone.
They can be changed if both participants
are in agreement.

Other things to determine in terms:

  1. Dice to be used
  2. HP's to fight to

~ ~ ~ ~ ~


HM

HM= Honor Match

You must state both members of the spar.
Then, set terms.
In an Honor Match,
both paticipants have a say in setting terms.

Standard Terms Are:
No SiD's ((SiD= Save in Defence))
((an SiD is when a char makes a move that will
cause damage to themself.))
No Healing
((Once an attack is made, the char may not repair the damage
to themselves or their HP's))
No enhancers
((The fighters may not use weapons to enhance their HP value))

Please note:
Although these are standard terms,
they are not written in stone.
They can be changed if both participants
are in agreement.

Other things to determine in terms:

  1. Dice to be used
  2. HP's to fight to
  3. Affects of Match results to Loser

The affects to loser are agreed upon by
both participants.
It means, that the loser of the match
agrees to perform a specific task
as a result of his failure to defeat the other.

Note: Death or Slavery is not an option here.
They would require a DM or an SM.

~ ~ ~ ~ ~

DM

DM= Death Match

You must state both members of the Death Match.
Then, set terms.
In a Death Match,
The char being challenged sets the terms.

Standard Terms Are:
No SiD's ((SiD= Save in Defence))
((an SiD is when a char makes a move that will
cause damage to themself.))
No Healing
((Once an attack is made, the char may not repair the damage
to themselves or their HP's))
No enhancers
((The fighters may not use weapons to enhance their HP value))

Please note:
Although these are standard terms,
they are not written in stone.
They can be changed if both participants
are in agreement.

Other things to determine in terms:

  1. Dice to be used
  2. HP's to fight to
  3. Wether rezz is allowed or not

Note: In a No Rezz DM,
The loser automatically dies and has 24 hours to delete teir SN.
If Rezz is granted,
The loser has 24 hours to get rezzed.
If they cannot be rezzed,
Then they must delete their SN.

~ ~ ~ ~ ~

SM

SM= Slave Match

You must state both members of the SM.
Then, set terms.
In a Slave Match,
both paticipants have a say in setting terms.

Standard Terms Are:
No SiD's ((SiD= Save in Defence))
((an SiD is when a char makes a move that will
cause damage to themself.))
No Healing
((Once an attack is made, the char may not repair the damage
to themselves or their HP's))
No enhancers
((The fighters may not use weapons to enhance their HP value))

Please note:
Although these are standard terms,
they are not written in stone.
They can be changed if both participants
are in agreement.

Other things to determine in terms:

  1. Dice to be used
  2. HP's to fight to
  3. Type of Slave
  4. Duration of Slavery
  5. Terms for RM

Type of Slave

There are 3 types of slaves.
  1. General Slave
  2. Pleasure Slave
  3. Torture Slave

A General Slave does WHATEVER the master wishes.
A Pleasure Slave does sexual favors for the master.
A Torture Slave becomes submitted to
various torture caused by the master.

Duration of Slavery

The loser automatically becomes the winner's slave.
This is where you determine for how long.
The duration is agreed upon by both combatants.
It can be as long as a few hours,
All the way to the length of the life of the chars.
If the winner dies before the loser,
then they are automatically free.
If the slave dies first,
Well, I think that is self explanatory.

Terms for RM

An RM is an opportunity for the slave to be released.
Both fighters agree to this setting.
It determines how often the slave may
Challenge the master to an RM.
It can be set by days, weeks, months,
Whenever, or never.

~ ~ ~ ~ ~

RM

RM= Release Match

You must state both members of the RM.
Then, set terms.
In a Release Match,
both paticipants have a say in setting terms.

Standard Terms Are:
No SiD's ((SiD= Save in Defence))
((an SiD is when a char makes a move that will
cause damage to themself.))
No Healing
((Once an attack is made, the char may not repair the damage
to themselves or their HP's))
No enhancers
((The fighters may not use weapons to enhance their HP value))

Please note:
Although these are standard terms,
they are not written in stone.
They can be changed if both participants
are in agreement.

Other things to determine in terms:

  1. Dice to be used
  2. HP's to fight to

An RM may be challenged by anyone.
It can be the slave,
Or just someone who wishes the slave's freedom.
But the char being challenged
MUST be the master.
If the master wins,
The slave remains with them.
If the challenger wins,
The slave is set free.

~ ~ ~ ~ ~

MS

MS= Mass Spar

You must state all members of the MS.
Then, set terms.
In a Mass Spar,
all paticipants have a say in setting terms.

Standard Terms Are:
No SiD's ((SiD= Save in Defence))
((an SiD is when a char makes a move that will
cause damage to themself.))
No Healing
((Once an attack is made, the char may not repair the damage
to themselves or their HP's))
No enhancers
((The fighters may not use weapons to enhance their HP value))
No SA's ((SA= Split Attack))
((The attacker must choose ONE target))
Please note:
Although these are standard terms,
they are not written in stone.
They can be changed if all participants
are in agreement.

If SA's are allowed,
The following set-up is used to perform an SA.

  1. The attacker must state they are performing an SA
  2. Attacker must state all targets
  3. Attacker must state which dice per target
  4. Attacker states attack
  5. Attacker rolls appropriate dice

Please Note:
When an attacker states dice for an SA,
The total MUST equal their
standard dice for a 1-on-1 attack.

Other things to determine in terms:

  1. Dice to be used
  2. HP's to fight to

~ ~ ~ ~ ~

MDM

MDM= Mass Death Match

You must state all members of the MDM.
Then, set terms.
In a Mass Death Match,
all paticipants have a say in setting terms.

Standard Terms Are:
No SiD's ((SiD= Save in Defence))
((an SiD is when a char makes a move that will
cause damage to themself.))
No Healing
((Once an attack is made, the char may not repair the damage
to themselves or their HP's))
No enhancers
((The fighters may not use weapons to enhance their HP value))
No SA's ((SA= Split Attack))
((The attacker must choose ONE target))
((See above if SA's are allowed))

Please note:
Although these are standard terms,
they are not written in stone.
They can be changed if all participants
are in agreement.

Other things to determine in terms:

  1. Dice to be used
  2. HP's to fight to

In an MDM,
One person may wish to try and kill many,
or many chars may wish to attack one.
An MDM is basically a combination of a DM and an MS.



UoLS HP Chart
Roll HP Value
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


Please Note:
Calculating hit point value is easier with a dice bot.
If you need one,
Go to:
members.aol.com/magintta
((Go to the program lab))
It's a good Bot,
But it uses the wrong formula for calculating XP's.
If you wish to state the XP value of the match,
Please calculate it yourself with the UoLS formula
before posting.
Thank you.



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