Course Three Training Packet

Congratulations on making it this far with your training. Your are doing a wonderful job. You are practically done with your training and we're very proud of you. Keep up the good work!

Rank Dice Value RP
Commander 2d40 11 100-115 cap
General 2d38 10 80
Colonel 2d36 9 65
Major 2d34 8 50
Captain 2d32 7 40
Lieutenant 2d30 6 30
Chief Marshal � 2d28 5 20
Marshal 2d26 4 15
Sargeant 2d24 3 10
Corporal 2d22 2 5�
Warriror 2d20 1 1

Note: There is a difference between rank points (RPs) and rank value. The number of ranks points determines the rank. And each rank is assigned a rank value. Keep that in mind when you read and when you answer the questions. Make sure that when you're asked in the questions that you know the difference between rank points and rank value.

RWC War Matches:
Definitions for this Training Packet:

POW - (Prisoner of War Match) An RWC sanctioned match in which the combatants fight to capture their opponent during an RWC Combat. The loser of a POW match must state in his/her profile that they are a prisoner of the winner's Guild (Example: POW to SiN must appear in the profile). The loser will remain a captive of that Guild, and continue to show POW status in their profile until the end of the war, or they succeed in escaping (see JB). While a prisoner, the character may not participate in further guild combat or healing until the end of the current war, a POW'd character may however proctor matches if they wish to, providing that they are qualified to do so. This match is fought to 20 rounds. Which means that the combatants roll init (1d6) and the higher roll will strike first the lower roll will strike second. And each round consists of the first fighter striking, then the second. After that happens, that round is announced as being over and a new round will be announced as beginning. The score is kept through each round and announced each time. At the end of round 20 a winner will be announced. If there is a tie, the match continues until the tie is broken.

DM - (Death Match - RWC) A match in which the combatants fight to the "death". In an RWC combat "death" is temporary, there is no SN deletion. A "death" in an RWC war match means only that the character who loses the match loses all of their RWC Rank Points, and may not participate in further guild combat or healing until the end of the current war, or until they have been REZZ'd. A "Dead" character may however proctor matches if they wish to, providing that they are qualified to do so. This match is fought just like a PoW except healing is allowed twice. Remember though, in RWC Matches, there is no Screen Name Deletions, only a loss of RPs and keeping your profile correct.

Open Dungeon Policy: This means that you can go into any chat rooms you wish so long as PoW or Dead to Guild X �after you lose a�match�is maintained in your profile.

JB- (Jail Break) An RWC sanctioned match in which the POW (prisoner) attempts to escape from the guild which captured them. A Jail Break may be made 4 days (96 hrs) after the date of capture. A successful attempt means that the prisoner has somehow eluded or over powered their captors and made good their escape. The character is now free to participate in the war again. If the attempt is unsuccessful the prisoner is caught while trying to escape, and must remain a POW for another 4 days (96 hrs) at which time another Jail Break may be attempted

REZZ - (Resurrection) A REZZ occurs when a character has been killed, and is then brought back to life. A REZZ (according to RWC rules) can only be performed by a High Priest or High Priestess, and the attempt must be made between 1 and 4 days of death, and only one attempt may be made per person. Rezz of a Fighter after an RWC Death Match goes like this.

  1. Rezz may be attempted anytime after 24 hours from the time of the loss has passed and before the end of 4 days.

  2. Only a High Priests/ess's may attempt a "Rezz" on a combatant killed in a DM. This procedure may only be attempted twice during a war.

  3. A proctor must be present and logging.

  4. The High Priest/ess must roll 1d20. Once 1d20 is rolled only a roll of 18, 19, or 20 will equal a successful rezz. If successful, the person rezzed is restored to combatant status with half their rps restored.

    1. Example: A commander has 100 RPs. If the Commander loses a DM then he or she drops to 0 RPs and cannot fight again until that war is over or until a successful rezz is completed. If a successful rezz is completed, then the commander is allowed to fight against and gets 50 RPs back, since 50 is half of 100.

  5. If the roll fails, that person is dead till the end of the war.

  6. Rezz may not be attempted twice on the same person.

Proctors: Before the beginning of each war, you will receive a list of all approved proctors. An approved proctor MUST be present and only the proctor can start the match by starting the log. Once the log is open the proctor must state what war is being fought, the type of war match, the date and time and then list the terms. After the terms are listed, the proctor will ask if both combatants agree to the terms. Both combatants MUST give a verbal answer. A nod or anything of that sort is NOT valid. All matches HAVE TO HAVE all these things included at the beginning of the match or the match will not be valid. So make sure when you're fighting to check that the proctor is listing everything. Also make �sure the proctor �asks �at the end if the Fighters want the match Reviewed.

Healers: Healers may be called anytime after the 10th round is completed. However, they MUST be called before the fighter takes his strike in the round. Healers are important because they �heal damage done to you (I.E Lower the �score of your opponent �if they succeed with a heal.) Matches �have been won �quite often because of the healers. �Healers heal 1 time for a POW match and 2 times for a DM.

1) PoW Matches:

  1. Guild dice to 20 rounds

  2. Terms of the match: Will be listed by the Proctor.

    1. Example: This is a Commander's PoW Match in the Guild 1 vs Guild 2 War. Date: March 13, 2000. Time: 12:00AM EST. Guild dice to 20 rounds, Healing allowed after the 10th round through the 20th round. Healers can only be called once by the fighter and it must be before before they take thier strike. No selfies, 10 minute punt rule, 1 minute action rule, 1 minute action rule for healers. Loser must state in profile that they are a PoW of the winning guild. Open dungeon policy. Escape roll after 4 days of captivity is allowed.

    2. Terms may also be listed as follows: This is a Commander's PoW Match in the Guild1 vs. Guild 2 War. Date: March 13th, 2000. Time: 12:00AM EST. All Standard RWC Rules and Regulations for a Commander's PoW Match.

  3. Losing a PoW Match ~ You lose the amount of rank points, equal to your rank value.

    1. Example: It takes 100 RPs to be a Commander and a Commander cannot have more than 115 RPs. When a person becomes a commander then he or she has reached at least 100 RPs. A Commander's rank hold a rank value of 11. So if a Commander loses a PoW Match then he or she loses 11 RPs. Because in a PoW Match you lose the amount of of RPs equal to your rank value. So if the Commander has 100 RPs then he or she loses 11 RPs and falls to 89 RPs. And since it takes 100 RPs to be a Commander, that person is no longer a Commander the fall to a general because it takes 80 RPs to be a General, and no more than 99 RPs to be a General. So the person fell to 89 RPs and this makes them a General.

  4. Winning a PoW Match: You gain the RPs equal to the rank value of the person you beat.

    1. Example: You are at the rank of Chief Marshal and fought a Marshal, if the Marshal lost he would lose 4 RPs since his rank value is 4 and you, the Chief Marshal, would gain 4 RPs. Exception to this All RPs won By Commanders go into the guild rank point bank.

  5. Escape rolls: At the end of each 4 days of captivity (96 Hrs) a prisoner may attempt to escape. Unless the currant war is concluded before the 4 days then no jailbreak attempt may be made. The entire event MUST BE LOGGED with an approved proctor present. The prisoner rolls 1D20, on a result of 18, 19 or 20 (s)he is free. There also must be a witness from the Guild from which the prisoner is escaping.

Death Matches: Loser immediately falls to 0 RP and is out of the current war. Unless a successful rezz takes place.

  1. Terms of a DM: Will be listed by the Proctor.

    1. Example: This is a Warrior's DM in the Guild 1 vs Guild 2 War. Date: March 13, 2000. Time: 12:00AM EST. Guild dice to 20 rounds, Healing allowed twice after the 10th round through the 20th round. Healers can only be called once by the fighter and it must be before before they take thier strike. No selfies, 10 minute punt rule, 1 minute action rule, 1 minute action rule for healers. Loser must state in profile that they are DEAD to the winning guild until such time as a rezz is completed.

    2. Terms may also be listed as follows: This is a Warrior's DM in the Guild1 vs. Guild 2 War. Date: October 13th, 1997. Time: 12:00AM EST. All Standard RWC Rules and Regulations for a Warrior's DM.

  2. Winning a RWC DM: You gain two times the rank value of the fighter defeated.

    1. Example: A General fights a Commander in a war time DM. The General wins the match then Commander falls down from 100 RPs to 0. The rank value for Commander is 11. So you win two times that amount. 11x2=22. So you gain 22 RPs. Excpetion: All �RPs won By Commanders go into the Guild RP bank.

  3. Losing a RWC Wartime DM: The loser of a RWC DM drops to 0 RPs and must place DEAD to the winning guild in their profile until the end of war or until a successful rezz is completed.

When lower ranks fight higher ranks: The rank value of the loser is always used to determine how many RPs are won and lost.

If the lower rank wins, then the rank value of the higher rank is used to determine how many RPs are won and lost.

  • Example: A General has a rank value of 10 and a Commander has a rank value of 11. If a General fights a Commander and wins, then the General gains 11 RPs, and the Commander loses 11 RPs.

If the higher rank wins, then the rank value of the lower rank is used to determine how many RPs are won and lost.

  • Example: A General has a rank value of 10 and a Commander has a rank value of 11. If a General fights a Commander and loses, then the General loses 10 RPs, and the Commander gains 10 RPs.

When war begins the oponent's roster will be sent out to the entire guild so you know who is in the opposing guild. The entire guild will also receive a list of people to proctor, a list of people who will heal, how many healers will be allowed in each match, and the taverns or inns you will be allowed to go to till war is concluded. Your Legion Commander will send out a list of people to their legion and each person in their legion will have a group of people they are eligible to fight. If someone challenges you to a match and their name is not on the list of people you are allowed to fight, then ask either the Grand Commander (BlackVelvetSkye) or the Deputy Grand Commander (RueDragonsblood) if it's ok to fight that person. Once you've accepted a match, make sure that you have at least one healer each. If you and your oponent decide not to have healers in the match, then a witness from SiN or an allied guild MUST be present to witness.

((During war Assassin Attempts may be allowed and if you are in a chat room that is not a safe haven, then you may be assassinated. There is no Screen Name deletion in the RWC, however, you will lose RPs for assassinations and SiN could lose the war if they complete enough of them. If for some reason you MUST go out in public during war, then you have to fix your buddy list so that no one can locate you. If you do not know how to do this, ask Ruemun or Elenimun. For Further Information see the comments on Assassination))

When a war is in progress, you are REQUIRED to fight if at all possible. If you don't want to fight, then you need to change your status from Combative to Non Combative or to healer.

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Course Three Evaluation

1) List dice, RPs and Rank Value for each:

  1. Warrior -

  2. Corporal -

  3. Sergeant -

  4. Marshal -

  5. Chief Marshal -

  6. Lieutenant -

  7. Captain

  8. Major

  9. Colonel -

  10. General -

  11. Commander -

2) A Commander has 110 RPs. He or she fight a PoW Match and loses. How many RPs does this person lose and what rank do they fall to?

3) If a Chief Marshall fights a Lieutenant and wins, how many RPs do you gain?

4) How many days must pass before you can attempt a jail break?

5) What is rolled to attempt a jail break and what must be rolled to make it successful?

6) If you lose a Wartime DM and your rank was that of a Lieutenant, what now is your rank and rank points?

7) If you're a General and you fight a General in a RWC War DM and you win. How many RPs do you gain?

8) If you lose a RWC War DM what happens to your rank and RPs?

9) Who is allowed to perform a rezz attempt? And what dice will they roll?

10) When the dice from question 9 are rolled, what rolls indicate a successful rezz?

11) Who are you allowed to fight during war?

Please send finished evaluation to BlackVelvetSkye, RueDragonsblood and Piperthered.

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