Formed to fix the unjust, giving a chance for others. This forum is basically the original United Guild Council, but some rules are changed, and we'd like to set up an entirely new High Council.

If you decide to join our forum, the new UGC, the only thing we will ask you is to put UFoG in your profile. We would prefer you to leave the "UGC", but it is alright if you stay as well. To join, please send the following. Cut and paste to LyVampGrrl.

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SN in Lower Case:
UGC Dice and EXP's for transferring over to UFoG:

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The High Council:
- Made up of seven members, the odd number benefits from a draw in votes.
- The seven members are all equal in power, no one has more control than the other.
- If a time arises that a High Council member may be impeached by another member of the council, then selected members of the forum will vote (still being worked upon).


CURRENT HIGH COUNCIL MEMBERS

Ta(i)onStar
LyVampGrrl
Mordin K
Motor X007
EmpRckNRol
SlntSlumbr
lilaprii


Sentinels
B(i)oodAng(i)
CIWBadAss
DrkAnglTV


Coroner
VralenStar

Assistants
DarkAng(i)
Joke117


Dice Masters
(Problems with fake dice, exps, etc., will be taken care of by dice masters.)

ShdwDth2
3d =
MaronBiood
4d =
SiayerScar

VVFlaggeVV

Assassin Licensors
. ChaosXBGX
2. Studman13
3. LrdDeath13


Will Master
LdyErin

Store and Weapons Supervisor(s)
Roylassan
ShadowScar

Guild Coordinator
AztecLuna

Freelance Organizer
CmacLeod4

____________________________________________________________

UFoG Dice Scoring

15-19 = 1 60-64 = 10 93 = 19
20-24 = 2 65-69 = 11 94 = 20
25-29 = 3 70-74 = 12 95 = 21
30-34 = 4 75-79 = 13 96 = 22
35-39 = 5 80-84 = 14 97 = 23
40-44 = 6 85-89 = 15 98 = 24
45-49 = 7 90 = 16 99 = 25
50-54 = 8 91 = 17 100 = 26

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Dice Sides Equal the Following Experience Points

d20 = 0 d36 = 450 d52 = 5000 d68 = 18,000
d21 = 10 d37 = 500 d53 = 5500 d69 = 19,000
d22 = 20 d38 = 550 d54 = 6000 d70 = 20,000
d23 = 40 d39 = 600 d55 = 7500 d71 = 22,500
d24 = 60 d40 = 700 d56 = 8000 d72 = 25,000
d25 = 80 d41 = 800 d57 = 8500 d73 = 27,500
d26 = 100 d42 = 900 d58 = 9000 d74 = 30,000
d27 = 125 d43 = 1000 d59 = 9500 d75 = 32,500
d28 = 150 d44 = 1500 d60 = 10,000 d76 = 35,000
d29 = 170 d45 = 1750 d61 = 11,000 d77 = 37,500
d30 = 200 d46 = 2000 d62 = 12,000 d78 = 40,000
d31 = 225 d47 = 2500 d63 = 13,000 d79 = 45,000
d32 = 250 d48 = 3000 d64 = 14,000 d80 = 50,000
d33 = 275 d49 = 3500 d65 = 15,000 d81 = 55,000
d34 = 300 d50 = 4000 d66 = 16,000 d82 = 60,000
d35 = 400 d51 = 4500 d67 = 17,000 d83 = 65,000


d84 = 70,000 d93 = 400,000
d85 = 75,000 d94 = 500,000
d86 = 80,000 d95 = 600,000
d87 = 85,000 d96 = 700,000
d88 = 90,000 d97 = 800,000
d89 = 95,000 d98 = 900,000
d90 = 100,000 d99 = 1,000,000
d91 = 200,000 d100 = 1,500,000
d92 = 300,000


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CHANGES IN DICE:
There are 4 classes of Dice:
- Mortal (2d)
- Half Breed (3d)
- Immortals (4d)
- Gods (5d)
To be a God, you must have 4d100 dice, then you earn from there. (The reason for this being after you have reached the 4d100 point, you truthfully have no place to go from there.) Once you are 5d, you go back to 5d20 and work your way up to 5d100. When you reach 5d100, you are the "Super God".

MATCHES:
Spars, SM's HM's, RM's, DM's, and AA's: All must be logged. Proctors are not required, but the logs MUST be turned into your division commanders as this is the only way to be certain of honesty.

1. SPARRING: When you fight a spar, you will recieve 5 x's the difference in EXP's as by how much you win by (i.e., the final score is 10-6, you won by 4 points. 4 x 5 would give you 20, therefore, you earned 20 exps). If you lose a spar, you earn 5 points, as when even though you lost, you still LEARNED from the experience (hence the name "experience point"). Now, this doesn't mean go nuts sparring people with eneven dice. You can fight any spar with any dice, but it's not recommended to fight grossly unmatched opponents. THE MAXIMUM ALLOWED FINAL SCORE goal OF ANY SPAR (SM's, HM's and DM's included) IS 100. Self-strikes are illegal!

2. SLAVE MATCHES (SM's): The EXP's earned from SM's are 10 x the winner's point spread (win by 4, get 40 points). Along with a new slave. If you fight a Slave Match, and you win, the loser must be listed as a slave for a period of time equal to one day IRL time for each point they lost by, but no less than 72 hours (IRL). They must list it in their profile that they are a slave and for how long. If they remain in service as a slave for more than 72 hours, then after the 72 hours are served, a RM (Release Match) may be fought.

3. HONOR MATCH: Honor Matches are just for that, your honor or the honor of a person you are standing up for must be in question. They are for the restoration of someone's honor, period. The EXP's earned from HM's are 10 x's the victors point spread. At the end of this document is a fine schedule which will be imposed upon anyone who violates the guidelines and rules of UFoG.

4. DEATH MATCHES: The DM is the ultimate spar. Two men enter, one man leaves. The winner gets 25 x's the point spread, and the loser DELETES, unless it is decided that the loser will "swipe" their character's profile, meaning they keep the SN, but create a totally different character for it. If you are foolish enough to jump into a DM, then live with the consequences. There are no resolutions in the UFoG for DM's.

5. RELEASE MATCHES: A RM is fought only to gain the release of a slave or prisoner of war (POW). The EXP's earned from RM's are the 10 x's the winner's point spread.

THE AGGRESSOR RULE:
If a fight starts between two individuals, and no rules are stated, the 20/30/40 rule takes immediate effect (20 hit points for a mortal, 30 points for a half breed, 40 points for an immortal), and the fight becomes a DM. The loser becomes a "ghost" (no rezz needed) for 72 hours IRL, to think on the situation.
Now, if the aggressor has exceedingly higher dice than his/her victim (more than a 25 points possible to hit "spread"), he/she will be reduced in dice by 20 to 30 sides (High Chancellor's decision is final).

THE ASSASSINATION ATTEMPT:
Anyone interfering with an assassination attempt will be FINED. Ruleg to be made by the UFoG sentinels, rule's and regulation's and trade and commerce. Only the assassins, victim, and the victims BG's can do anything in the AA> Bystanders cannot "lock the doors" or somehow disable the assassin's escape route. Faking enhancers by anyone is considered interfering. The fine for interfering with an assassination attempt is **10,000** exps and all the gold the interferer has.

~~ Assassins can be Mortal, Half Breed, or Immortal but always drop to 2d in AA's.
~~ Assassins ALWAYS have the first attack (first blood), even if the victim makes perception.

1. Assassin Log Rules -
Assassin's must have 1 log of at least 15 lines on their target of his/her speaking/acting. You may not log a proctor or OOC chat. Anyone found to be using fake logs will have their AA license taken away and will be stripped of 10,000 exps.

2. Assassin Registration -
To AA, you must have an assassin registration number. To get a number, you must have 1 training log of registered assassin teaching you how to AA. After you have the logs, you must contact an assassin licenser who will test you and give you your number.

3. AA Limit for Assassins -
After an assassination attempt is done on one person, it cannot be done again for 2 hours if the AA passed or failed. Anyone violating the 2 hours will be stripped of your license and will have 10,000 exps taken away. NO ATTEMPTS OF DEATH ON ACTIVE PROCTORS IN MASS SPARS, YOU MUST WAIT UNTIL HE/SHE IS DONE.

4. Running from an AA -
If the target runs when an AA is announced, he/she has 5 minutes to return, if he/she doesn't, you proceed with the AA. If the target does no run, he/she has 5 minutes to roll 2d20 perception.

5. Contracts for AA's -
Assassin can contract themselves if they have a valid AA number, if your not employing yourself, the employer must send in the contract himself. The contract must be written, and submitted to the Assassin Contract Overviews. ALL assassin's MUST have "license to kill" PRIOR to the assassin doing his job. If an assassin make's an AA on a person WITHOU a valid contract number, and the assassin kills his target, that assassin must be registered and have a valid assassin number in profile at ALL time's. If the assassin does not have their number in their profile, then the AA will be invalid.

6. Assassination Attempts -
All AA's must be logged and the log HAS to be sent into the UFoG sentinel who will make the final decision on "if" the AA was valid or invalid.

~~THE WARNING~~
Assassin's must give an OOC warning before doing an AA, whether it be an instant message, or text in the chat room.

~~BODYGUARDS~~
Any person can have as many BG's as are in the room at the time of the OOC announcement. Any BG entering the room after the OOC announcement should be ignored.

The victim has a chance to eveade an attack by an assassin ONLY if he makes the perception. After the assassin rolls, the victim must state "::evades::" and rolls 2d their UFoG dice. To evade, the victim must have one roll on their dice higher then one of the assassin's roll. (EX: Assassin rolls 2d90 - 87 23. The Victim rolls 2d93 - 91 46. The victim rolled higher than the assassin so the attack was evaded.) Neither assassin or victim may have an item that is higher than +2 for assassination purposes, eg., NO +3 perception item, or invisibility item. Only one item that effects stealth or perception may be used at one time.

~~THE ATTACK~~
The assassin then states his attempt to kill (i.e., ::fires poisoned dart at Joe456's chest::). The target's MUN now knows his character has been targeted but can DO NOTHING about it, as in the RPG sense, the target character has no clue what is happening, unless they have made their perception check. The assassin then rolls his dice. Now the more powerful the target, the more points are required to kill him, based on his or her dice (see chart below). So, it gets harder to kill a more experienced target. If he succeeds, then the targets is dead. If he fails, but hits, the target now knows something is up and can choose before to fight, dodge the next attack, or flee, and the damage made counts towards a DM if one begins. A dodge must be attempted and succeeded in order to avoid the damage of that attack completely. All assasins engaged in a DM due to being spotted, fight with their guild dice. The assassin can choose to run at ANY point. To the one who loses, well, it was a DM and no can be resurrected.

CHART (Hits Needed to Kill

2d20-d29 (5) 3d20-d29 (8) 4d20-d29 (10)
2d30-d39 (6) 3d30-d39 (9) 4d30-d39 (12)
2d40-d49 (7) 3d40-d49 (10) 4d40-d49 (14)
2d50-d59 (8) 3d50-d51 (11) 4d50-d59 (16)
2d60-d69 (9) 3d60-d69 (12) 4d60-d69 (18)
2d70-d79 (10) 3d70-d79 (13) 4d70-d79 (20)
2d80-d89 (11) 3d80-d89 (16) 4d80-d89 (22)
2d90-d91 (12) 3d90-d91 (18) 4d90-d91 (24)
2d92-d93 (13) 3d92-d93 (20) 4d92-d93 (26)
2d94-d95 (14) 3d94-d95 (21) 4d94-d95 (28)
2d96-d97 (16) 3d96-d97 (22) 4d96-d97 (30)
2d98-d99 (17) 3d98-d99 (24) 4d98-d99 (32)
2d100 - (18) 3d100 - (25) 4d100 - (34)


~~MASS AA~~
A Mass AA is where 3 assassin's work together to AA someone. This is done on Supernaturals, Halfies, and Mortals.

~~Assassin's EXPS~~
To figure out assassin exps, you take your dice and multiply it by the number of damage you did, then multiply 2, 3, 4... depending if the victim was super, halfie, or mortal. (EX: You AA'd a supernatural and your dice are 2d93 and you did 18 damage on a 4d. So, its 93 x 18 x 4 = 6,696 exps).