Each person in RRFoG will get 2 sets of dice. once set of dice will be determined by rank, the higher the better the dice. GCs get d80. Privates get d20. The other set will be determined by expeirence, or Xps.

GC~d80

SiC~d75

TiC~d70

Divisions Commander~d65

Division Commander~d60

Co-Division Commander~d55

General~d50

Colonel~d45

Major~d40

Lieutenant~d35

Captain~d30

Seargent~d25

Private~d20

Xps are like every other council. The same xps to dice ratio and same dice roll to hit chart ratio. Here they are.

2d20=0xps

2d21=5xps

2d22=10xps

2d23=20xps

2d24=40xps

2d25=75xps

2d26=100xps

2d27=125xps

2d28=150xps

2d29=175xps

2d30=200xps

2d31=225xps

2d32=250xps

2d33=275xps

2d34=300xps

2d35=350xps

2d36=400xps

2d37=500xps

2d38=600xps

2d39=700xps

2d40=800xps

2d41=900xps

2d42=1000xps

2d43=1250xps

2d44=1500xps

2d45=1750xps

2d46=2000xps

2d47=2500xps

2d48=3000xps

2d49=3500xps

2d50=4000xps

2d51=4500xps

2d52=5000xps

2d53=5500xps

2d54=6000xps

2d55=7500xps

2d56=8000xps

2d57=8500xps

2d58=9000xps

2d59=9500xps

2d60=10,000xps

2d61=11,000xps

2d62=12,000xps

2d63=13,000xps

2d64=14,000xps

2d65=15,000xps

2d66=16,000xps

2d67=17,000xps

2d68=18,000xps

2d69=19,000xps

2d70=20,000xps

2d71=22,500xps

2d72=25,000xps

2d73=27,500xps

2d74=30,000xps

2d75=32,500xps

2d76=35,000xps

2d77=37,500xps

2d78=40,000xps

2d79=45,000xps

2d80=50,000xps

2d81=55,000xps

2d82=60,000xps

2d83=65,000xps

2d84=70,000xps

2d85=75,000xps

2d86=80,000xps

2d87=85,000xps

2d88=90,000xps

2d89=95,000xps

2d90=100,000xps

2d91=200,000xps

2d92=300,000xps

2d93=400,000xps

2d94=500,000xps

2d95=600,000xps

2d96=700,000xps

2d97=800,000xps

2d98=900,000xps

2d99=1,000,000xps

2d100=1,500,000xps

Once you get 1,500,000xps, you can keep d100 and start on d101. After 1,500,000xps ever 500,000xps means 1 more side. So if you have 4,500,000xps, you have

Rank dice/4d100/4d106 (3,500,000xps extra xps) Once you get d150, you can go no higher

0-14=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

101-110= 30

111-120= 40

121-150= 75

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All matches in RRFoG must begind by logging the match. Next the proctor, one of the combatants can proctor, but in a spar only, states terms (Ex. No SIDs, No Enhancers, Ect.). The match and combatants and witnesses (any match but MS and Spar) must be stated. Then the init, then match begins. If any combatant leaves the room without being kicked off AOL, then he is DQed and the winner wins by the final score limit to 0, no matter what oppenents score was. The leaving combatant may not get any Xps for his leaving the match. Forfeits result in no Xps for forfeiter.

Spars are like the rest of the matches in RRFoG. We stated everything needed to spar already. The winner of a spar gets Xps, heres how to figure them out. 10 x (Difference of Score) x (Difference of dice only if yours if lower than oppenents)

Jo Won 15-10. Jo Has 4d60, Johnny Had 4d50. 10 x 5 = 50 Xps Jo had higher dice.

Bob won 20-13. He had 3d45, Johnny had 4d50. (1d Difference=10) 7 x 10 x 15 = 1050 Xps

Loser gets 50 Xps.

MS-The Combatants of a MS must use RRFoR Dice. We also combine with forums with same/nearly the same rules as ares like UGC and AoRG. The loser of a MS Gets 10 times the # of combatants (Including himself). The Winner recieves [#of MSers (Including Self) times Highest dice (If yours is highest dice then pick second highest) times 10. Ex. 4 MSers With 4d70, 3d50, 2d90, and 3d88 The 3d88 wins. 90 times 10 times 4 which is 3,600 Xps.

HM-Most make spars and HMs the same, but because we were very gracious on our spars, we will also. This council is all about making Xps fast without breaking any rules. The most expeirenced person in Rhydin may have 4d39 in a council. That isnt fair. So for our Honor Matches, The only that changes is that the loser gets 75 Xps.

DMs-Death matches are the ultimate match. More xps should be given out here rather than in a MS. But it wouldnt be fair so heres what we are doing. The formula is:

DM Winner: 100 times difference of dice times difference of score (+500xps if no rezz is granted, -100xps if rezz is granted)

DM Loser: 500xps added on to will if no rezz, 500 xps if rezz is granted

In Each DM, there is no selfies, no doubles, no instants, enhancers (optional), honors for second person only, dice range span must be under 6. Once a person dies he can not get rezz for a week. 7 days as a ghost. This shows what the winner won. If a combatant leaves the ring then he automatically loses. If he/she gets Booted then they lose unless they sign on in 60 seconds. If they are booted and do not get back on then they can get rezz even if they reached the rezz limit.

SMs-The big deal about SMs is all about sex. We made a solution. In the terms the proctor must state if the slavery is sexually active or not. If it is then the winner gets 5 times his final xps for that match. And the loser even gets 100 Xps. So heres how it breaks down.

Slavery ~ No Sex ~ Loser gets 100 Xps

Winner gets Difference of dice (oppenents dice minues yours do not count 0 and negative numbers) times difference of score times 20

John SMs Fred because he's a horny bastard who likes little boys. John Has 2d38. Fred Has 2d40. John wins 50-40. 2 times 10 times 20=400 Xps

Slavery ~ Sex ~ Loser gets 200 Xps

Winner gets normal Xps for normal SM times 5.

The Above John vesus Fred Match, with sex in slavery terms. 400 x 5=2000Xps

RMs-The RRFoG thinks that if someone wants to release a slave it must happen like this. On each Monday in slavery (If the Slavery starts on monday then someone RMs that day) 1 person of the slaves liking must RM the slaver. If the slaver wins the slave waits till next monday. If the slave's person wins then the slave is free. Now during a week the slaver can accept a RM from anyone, but if the slaves combatant loses, that person is the slaver's slave also. If the combatant wins, the the slaver's slave is now that persons slave to keep or let go.

Monday RM ~ Loser Gets 100 Xps

Winner gets 15 times difference of score times difference of dice (You know the story on this)

Deke (2d60) has Malorie as a slave and Sabrina(2d60) RMs That Monday. Deke wins by 20. 15 times 20 times nothing. thats 3000 Xps for Deke and has malorie as his slave.

Any other day RM ~ Loser Gets 150 Xps (If sexual Slavery, 100 if not)

Winner gets 2 Times normal Monday RM Deke (2d60) has Malorie as a slave and he accepts Sabrinas (2d60) RM on a Tuesday. Deke wins by 20. 2 times 15 times 20 times nothing. 6000 Xps and Malorie and Sabrina as slaves.

Proctoring- Proctors of a spar get 50 xps. Proctors of a HM get 75. Proctors of any king od RM/SM get 125. Proctors of a DM Get 200 Xps. Now this is only if no rules are broken (if they are and the Proctor states it and punishes for it, Then it doesnt count and he gets the Xps), If the proctor doesnt score right and doesnt change it no Xps, if a forfeit or Absence then he gets the Xps. In a MS a proctor gets 75 times how many MSers. Proctor may only be a noncombatant in the matches. In a MS a combatant can proctor and will get 25 times # of MSers including himself/herself. The Proctor must state terms. Terms must include SIDs or no SIDs, What Dice, To What, Witnesses, ect." Any question on excess ask your GC. Enhancers may or may not be used, other forums things like atributes and things may not be used in any match including a RRFoG Member.

Witnesses-In a spar/ HM / MS there doesnt need any witnesses. But in a RM / DM / SM there must be 1 witnesses per party.

Enhancers-Enhancers are from +1 to +5 in armor and in weapons. Special weapons like Elven boots and A Silencer can also be bought at a weapon store. In each weapon store 20 different types of weapons/armor/ect. can be sold. A +1 can be sold at 1,000Gcs and under. +2 can be sold at 2,000Gcs and under. +3 can be sold at 3,000Gcs and under. +4 4,000Gcs and under. +5 5,000 Gcs and Under. To make a weapon like this costs 500 per +. 1 Worker Can Make +1 A Day. So If a store has 5 workers, they could make 35 +s a Week, Thats 7 +5s. Each store must send a letter to the council, and tell them what they made that week, how many +s and who bought it. Special orders like Elven boots must be planned out by writing down what it does, what kind of +s, how much does it cost. Once its planned out it can be sent to the Council and they will send you a mail on if you can make that or not.

Gcs-Gold Coins. Assassins can be bought with Gcs or Xps. Spies can get a roster and get 100 gcs per member. Each updated roster gets 500 Gcs. Healings, Rezzes, Ect. can be bought from mages and healers for Gcs.

Rezzes-Each person in RRFoG has 10 rezzes. 1 is automatically granted to him/her after first death. A death in a chat room without AA or DM is counted as 1 rezz. An AA counts as 1 rezz. A DM loss counts as 2 rezzes.If a person has used 9 rezzes and losses a DM then he/she must pay double the xps/gps for death. Here is the chart for xps/gps you must pay if you die. These dice are for XP DICE ONLY, NOT

GIVEN DICE.

20-29 = 100

30-39 = 300

40-49 = 500

50-59 = 1000

60-69 = 2000

70-79 = 4000

80-89 = 6000

90-99 = 10000

100 = 50000

You must that amount in xps/gps to get rezz, then you must ask a healer to do the following to rezz you.

Rezzing-There must be either 1 priest/priestess and a # of healers or 1 wizard/witch and a # of healers. Each person there gets 2 Rolls. After everyone rolls they must all combine to have this many hits or more to have rezzed the victim. Enhancers may be used.

Hits Needed Xps Healer/Priests Gett

20-29 = 10 250

30-39 = 15 300

40-49 = 20 500

50-59 = 25 750

60-69 = 30 1000

70-79 = 35 1500

80-89 = 40 2000

90-99 = 45 3000

100 = 50 10000