** Dice Chart listed on Proctor's Page **

The RoSoG dice rules were designed to be simple yet realistic. Seven different types of ships can be played, each with their own advantages and disadvantages based upon information from the books. Captains must use both luck and basic strategy to win. There is no limit (other than the standard room limit of 23) to the number of ships that can participate in a battle simultaneously. The format allows you to sink, capture, or escape (handy if you are piloting a merchant ship) from your opponent(s). Allowing for merchant ships, war ships, damage, sinking, and capture... the format makes it easy to blend the battle and its outcome into your overall story line. All of this is accomplished in a very simple format, using only d22 & d24 dice with a standard hit table. The entire set of rules can be learned in a manner of minutes by anyone already familiar with standard sparring rules (such as a capture match or DM).

There are three types of ships, Round ships (merchant ships), Ram ships (war ships or tarnships) and Serpent raiders (longships). Within each type except for the serpent, there are three classes: light, medium, and heavy. Heavy ships carry more fire power and are harder to sink. Light ships are more agile and can easily outrun you. Each players strategy is dictated by the way their respective ships match up. If you are outgunned, you rig the sails and run like hell. If you are the heavyweight, you stay put and slug it out. If both ships are evenly matched, your strategy is wide open.

Matches are designed to be slightly shorter than a standard spar. The average head to head slug match in this format will last about 10 rounds. If you wish to attempt to capture a merchant ship, the average match will be slightly longer. If you match a light weight ram against a heavy weight ram, the match is going to be shorter.

Prior to starting the fight, players roll to determine initiative (1d6) and announce terms. Players should send their ship manifests to the proctor at this time so that there will be no dispute about what is on board in the event of a capture. If collaring attempts are going to be allowed in the event of a capture, that needs to be declared at this time.

Please note: In the event that capture of characters is agreed upon in the original terms, upon capture of the ship, your character is automatically captured, unless other arrangements were agreed upon in the beginning with the original terms.

At the beginning of each turn a player must decide upon one of the following actions and declare it using the key words listed below. If no intention is announced, the players roll will be assumed to be weapons. For example, the following action declares pursuit:

::rigs sails and pursues the smelly urt, easily following him through the fog just by smell alone::

During an official play, only one ship is allowed per mun. If you are a merchant vessel, then you should have others handy to play the captains of the ships escorting you.* Free people may NPC any captain, though slaves are not allowed to take on that role. You should make an attempt to attain any of the certified proctors for these matches, especially those where ship/char capture is allowed. Any disputes with the proctor's rulings must be sent to the RoSoG Administration for review. All logs should be submitted for transfer requests. These will be kept on file and may be placed up with other battle logs for review.

*New ships can only enter a match that is already in progress if all sides consent to it. Players would not jump into a formal spar that is already in progress, unless all sides consented. This same rule holds for Ship Battles as well, and the agreement by all MUST be logged as part of the battle.



Staff of the RoSoG

Remy DeSange - Administrator/Scribe
Casandra Tuel - Proctor Trainer
KillianST - Advisory Council
Rane Kinree - Advisory Council
SebaFras - Advisory Council
Taier Gartai - Advisory Council
RafWulfstan - Advisory Council



Questions or problems regarding this web site should be directed to
Remy of Schendi
These pages maintained by:
Remy of Schendi for the RoSoG.
Copyright � 1999 - 2004. RoSoG.
All rights reserved.

 

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