No Proctoring Bots or Self Proctoring is allowed. If this rule is broken it could lead to the voiding of proctoring CP, nullification of the match in question, fine to the entity represented, or expulsion from UoFG.
All information stated must be verified via life scroll and flier (war/event).
Default Rules (may be different on a war or event flier):
Split Attacks are allowed in matches.
Dead or Captured persons may proctor. (No CP will be awarded for this unless the war/event flier specifically states otherwise.)
Battle Support is allowed in any match stated to allow it in accordance with UoFG Charters; unless both opponents in the match have otherwise agreed.
Enhancers may be used only with the express permission of the GC in control of them.
Those that hold Personal Enhancers (PE)'s may use the enhancers they own to whatever capacity they wish as long as it's in accordance with UoFG Charters.
Three Minute Action Rule, 10 Minute Punt Rule, and Observer Silence Rule.
Three Minute Action Rule: This rule states that it should not take more than three minutes to post an action. Between each action it should not take three minutes for another post either. If both combatants wish to forego this, they may, but it is advised to leave it in place. Failure to meet the three minute action rule the first time will forfeit that specific turn. The second consecutive failure will count as a disqualification for the combatant. (If it is found that the person punted but remains in the room, then use the punt rule instead).
10 Minute Punt Rule: The 10 Minute Punt Rule states that if AOL punts you offline (Connection or Software Reason, etc) that you will have 10 minutes to return to combat and the room. If either combatant is punted and fails to return in 10 minutes then they suffer a loss by disqualification along with any statuses accrued with a loss in that type of match.
Observer Silence Rule: This rule states that in any match occurring for a War, Event, or Private Matter (In a PR); that all observers not post actions or speech. It is advised that a warning be issued before pushing for a punishment for the breaking of this rule.
Logs
Proctors are required to submit a log for review. Proctors have one hour from the time of log off to send in a log for CP credit. If beyond the one hour mark without any prior announcement of complications relating to Internet connection or computer hardware/software problems, the proctor will not be rewarded CP. Refusal to submit a log for any reason will be subjected to a CP fine to all entities the proctor is a part of. [It is understood that AOL is not always cooperative. Should there be an issue with mail not being sent it is suggested that you try restarting your AOL program or attempting www.aol.com in order to send it. If it still cannot send IM someone involved in the match, a member of the Trinity, or a member of the parliament and explain your situation. Exceptions might be available.]
Should a resubmission of a match be necessary, the proctor must submit it within 24 hours or risk losing their CP for the match in question.
All logs must be inserted into the body of the message with the proper heading and subject line. [No uploaded content will be accepted.]
Intent and Etiquette Protocol:
Proctors are considered neutral persons in any match in which they are officiating. Any proctor proven to show favoritism or disdain verbally or physically toward either opponent will risk the loss of Proctor CP for that match. It may also be met with a fine for the represented entity.
All rules of the match, whether default or otherwise stated via Event or War flier, must be upheld by the proctor or risk losing CP for the match.
Any indication that a log has been tampered with by the proctor will result in loss of proctoring CP and fine to the represented entity.
Sexual attacks are based around intent and are not allowed. [For example. A kick to the groin or a slap to the ass is not considered sexual. Purposefully slicing clothes so that they fall off is.]
In terms of Brutality, descriptive and/or destructive attacks against the genitals are off limits. Attacks such as these will result in a voided match as well as a punishment based on a case by case basis.
Profanity and language barriers are at the discretion of a room owner, an event flyer, or war terms and must be outlined in the rules as to whether it is allowed or is not. Breaking this policy as outlined either by a warning from a room owner or by event/war policy is subjective to punishment ranging from warning to expulsion.
Mundane Banter has no place in a UoFG Match. Score checks and questions are one thing, but if a person or parties is being overly disruptive OOCly during a match, issue a warning to cease their disruptive OOC behavior. If it doesn't cease, make a notation on or above the Log's Header when submitting the log.
Mass Combat (MS) Rules:
Half guild strength dice are used (2dxx).
A Mass Combat match may only take place when there are three (3) or more combatants present. In a War MS, match must contain at least 4.
Healing is not allowed in Mass Combat.
Initiative is conducted with the UoFG standard 1d100.
Combat ends when all opponents are fallen. (Unless otherwise directed by an Event Flyer).
Hit Points in Mass Combat is set to thirty (30) points per combatant.
Currency is awarded based on 4 CP per opposing combatant eliminated.
Proctors gain 10 CP per properly logged and submitted match.
Mass Combat may be fought as any type of match.
It must be clearly stated by the proctor.
If it is a PoW or DM Mass, then any combatant's eliminated, from the losing side, become PoWs or Dead according to the type of Mass Combat match. If an MCM is a PoW match, combatants are eliminated until the last combatant stands. The side with the highest amount of losses then becomes PoW's and that determination will occur at the conclusion of the final score. If it an MCM Death Match, all combatants fight until one side (or combatant depending on whether for a war or event) is left standing, all the participants that died in the match, are considered dead with the exclusion of the winner (or winning entity) of the match.
If the match is sanctioned by UoFG (Any Match that contains CP Earnings).
War Time: Neither Side May have more than a 2 person advantage.
Peace Time (Event): All Mass Combat must contain at least 3 separate entities (includes the proctor).
One on One Combat Proctor Template:
- Log On -
- Name of Event / War -
- Room Name -
- Mun Time and Date-
- There is now a ten minute punt and three minute action rule in effect. -
- All those not taking part in the match must respect the silence rule. -
- Proctor name and Guild [optional] -
- Challenger: Please state name, guild, rank [dice], and whom challenged -
- Challenged: Please state name, guild, rank [dice] and match type -
- Will healers be used? -
If so,
- Healers: State name, guild, rank [dice], citizen registration and whom healing for. -
- Will Mages be used? -
If so,
- Mages: State name, guild, rank [dice], citizen registration, whom casting for, and whether you're Battle Mage or Support Mage? -
- Will enhancers be used? -
If so,
- State enhancer name, type, modifier, and registration. -
- Hold for Verification [verify against life scrolls and event/war rosters] -
- State Match Terms -
- Ask that participants roll init [1d100] if they agree. -
- Offense or Defense? -
- Announce order. -
(Score according to the UoFG Hit Chart or per event flyer / terms of war)
Dice Roll
Points
1
BOTCH
2-14
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
10
(Round and Score must be stated before calling the next round)
(Keep in mind, standard scoring means is that you accrue damage. If fighter hits warrior for 10 this round the new score would be:
Example: - Midround 4 - Fighter 10/60 - Warrior 22/60)
- Final score must be posted and winner announced. -
- Ask if participants contest. -
(If match is contested put "Contested" in the title, and send to the appropriate Mail string.)
- Participants may leave at this point. -
- State time combat ended. -
- Log Off -
Mass Spar Proctor Template:
- Log On -
- Name of Event / War -
- Room Name -
- Mun Time and Date-
- There is now a ten minute punt and three minute action rule in effect. -
- All those not taking part in the match must respect the silence rule. -
- Proctor name and Guild [optional] -
- Combatants: State name and guild and rank [dice] -
- Hold for Verification [verify against life scrolls and event/war rosters] -
- Terms: Half guild strength (Ex: 4d60 is cut to 2d60), 30 HP, S/A allowed by default. -
- If Agreed roll init [1d100] -
- Score the match according to the rules of the match and UoFG hit chart. -
- Announce round and score and who the damage is dealt too. -
- Give the final score and state winner. -
- Ask if any contest. -
(If match is contested put "Contested" in the title, and send to the appropriate Mail string.)
- Participants may leave at this point. -
- State time combat ended. -
- Log Off -
Proctor Template for an AA, CA or DA attempt:
- Log On -
- Room Name -
- Mun Time and Date-
- This is an (AA, CA, DA) being Performed by (Assassin's SN) -
Note: If target leaves the room, start punt rule and try to contact the target with an IM
- Proctor is (Proctor's SN and Guild) -
- Assassin: State Target SN and Contract # -
- Does the target wish to stay here or move to a private location? -
Note: If moved, restate Date, Time and Location for the Log
- Target, state your Name, Guild, Rank (dice), and if you have any guards/champions present -
Note: 4d60/4d58 allowed 2 BG's, 4d56/4d54 allowed 1 BG. No others may use guards
- Guard/Champion One, state your Name, Guild, an d Rank (dice) -
- Guard/Champion Two, state your Name, Guild, and Rank (dice) -
- Assassin, state your Name, Guild, Rank (dice), Cit Reg, and any Assassin Enhancers held. -
Note: If it's a DA
- Assassin, state your Name, Guild, Rank (dice), Cit Reg, any Assassin Enhancers held, and type of match (AA or CA) -
- Please hold while I verify the information via life scroll and contract information. -
Note: If the Information is correct
- Will all guards, please make your detection attempt now. (1d20 17+ for success) -
Note: If detection roll is successful
- Assassin, you may begin your attempt now against Guard 1, and/or Guard 2. -
- Guard 1, Guard 2, and/or Target, you may make your save attempt now. -
Note: If No guards, detection roll fails, or guards fail
- Assassin, you may begin your attempt now against Target. -
Note: If the Assassin Rolls a 1 against the target
- Assassin Has Botched Against the Target - Target, Please Designate who will be taking the retaliatory strike. (If it's not the target, then it must be a registered BG) -
- Target/Bodyguard, you may make your retaliation strike when ready. (Please indicate Captivity or Death before Rolling) -
Note: If the Assassin Doesn't Botch the Attempt Roll
- Target, you may make your save attempt now -
Note: If guard 1 fails the save, assassin moves on to Guard 2 or Target
Note: If guard 2 fails to save, assassin moves on to the Target
Note: If target fails against the assassin
- Target has failed, and is now dead for seven mun days -
or
- Target has failed, and will now be turned over to the assassin ministry, held captive for seven mun days -
Note: If target is successful
- Target was successful, and may not be targeted again for an hour. -
- Does anyone contest? -
Note: If contested, ask for a reason and mark the log accordingly
- List time and time zone -
- Log Off -
Thief Template:
- Log On -
- Thief Attempt -
- Room Name -
- Mun Time and Date-
- Proctor name and guild information (optional) -
- There is now a ten minute punt and three minute action rule in effect. -
- Silence rule is inactive -
- Thief: state name, guild, Citizen Registration, thief rank[dice] and target -
- Target: state name, guild, and rank[dice] -
- Thief: state perception modifiers or enhancers to be employed -
If Accomplices are in use
- Accomplices: state name, guild, citizen registration, and thief rank -
- Target: state perception modifiers or enhancers to be employed. -
If Comrades are in use
- Comrades: state name, and guild -
- Verifying perception modifiers and calculating total perception modifier -
Perception Condition
Perception Roll Modifier
Experienced Thief (d52+)
-1 from Perception Roll
Thief Accomplice (Limit of 2)
-1 from Perception Roll Per Accomplice
Room with over 10 Players
-1 from Perception Roll
Target Comrade (Limit of 3)
+1 from Perception Roll Per Comrade
Target Home Turf (Registered)
+1 from Perception Roll
- Verified. Perception roll is modified by [number] -
- Thief, make your Thief Attempt when ready. -
- Thief Name has successfully stolen [Number] CP/ [Enhancer Name] enhancer. -
If Retaliation is available:
- Target, you may make your Retaliatory Strike when ready, also indicate Captivity, Death or Release. -
- Target has succeeded, Thief Name is dead/captive for seven days. -
Or
- Target has chosen to take no retaliation -
- Target has failed. Thief Name managed to escape. -