

Proctors are an integral part of the RoSoG. They help maintain a balance during fighting activity and assure that fights are done according to the established guidelines and remain fair. Their duty is to observe combat, keeping tally of both hit points and speed points for all ships during a given battle. They are to remain neutral to the parties during combat and score the results fairly and accurately.
Proctoring during a large ship battle can be very complex, and it is asked in the more intense battles that persons involved be patient and give the proctor time to maintain the scoring procedures set by the RoSoG. During a battle, the proctor's word is final and must be obeyed, though disagreements happen and we are all human, if you disagree with the results or the ruling of a proctor, you should submit the log and query to Remy DeSange to be reviewed and ruled on. Her determination is final and only things which occur during a ship battle are things that will be reviewed. What happens after a ship battle has nothing to do with the RoSoG, its staff or its proctors.
There are some very basic requirements to becoming a certified RoSoG proctor.
1) You must have a fully active AOL screen name. This means, this is not a delete/restore character.
2) You must take a certification class with either Casandra Tuel and be taught the fine points of proctoring, as well as being tested for your ability to follow and understand the guidelines.
3) You must be able to count a match fairly, without bias and accurately.
If you can meet these three basic qualifications, then you should contact the proctor trainers to be certified. All must pass the test and be approved in order to be listed with the RoSoG. You will be required to place RoSoG Proctor in your lifescrolls.
One note that should be added here. Though you will need to proctor matches for people, you are not at their beck and call. If you are busy or don't wish to proctor a match, you are not obligated to do so. You are encouraged to proctor matches for others, though no one can demand or expect you will do so each and every time you are asked.
Proctors are discouraged from counting their own matches, but with so few proctors, there will be times it may be necessary. Logs must always be saved, especially in these cases. It is recommended all logs be submitted to the scribe for review and to make transfers of ships as needed, if the match calls for such. A good general rule of thumb is to hold logs for a period of 10-14 mun days. If there is no debate after this period of time, then it should be safe to delete unwanted logs.
Below you will find the general outline all proctors are given upon entering proctoring training. Feel free to copy these for reference if needed. The dice table has been included here for convenience.
1. Get ship names and verify registration
2. State type of ships (Round/Ram/Serpent;class Light/Medium/Heavy) and cargo
3. State Terms - Are capture of characters allowed, collarings allowed?
4. Roll for initial strike
5. Score the same as if a spar: 15-19 1 pt. / 20+ 2 pts
Damage is counted down/speed (range) is counted up
Dicing
Table
| Ship Types |
|
Rounds |
|
Rams |
|
Serpent |
| Class |
Light |
Medium |
Heavy |
Light |
Medium |
Heavy |
Raider |
| Weapons |
1d22 |
1d22 |
1d22 |
1d22 |
2d22 |
3d22 |
2d24 |
| Speed |
3d22 |
2d22 |
1d22 |
3d22 |
2d22 |
1d22 |
2d24 |
| Hit Points |
5 |
10 |
15 |
5 |
10 |
15 |
8 |
6. Post starting scores at beginning of battle (i.e. for a heavy ram 15/0, medium ram 10/0, light ram 5/0, etc.)
7. There are 4 different types of actions - (1) attack*, (2) escape/pursue - state before and switch to speed dice, pursue - state who, use speed dice and hits are subtracted from escapee's range score; (3) capture; and (4) sink. *Only illegal move is the ramming by a serpent and a ram ship against the other. HOLD the battle and ask for the action to be restated. See note below.
8. Can only capture or sink if opponent has 2 pts or less. You must meet or exceed the hit points remaining on their ship. No damage is done to the opponent's ship if you don't meet or exceed their remaining points. If a ship is above 2 pts and you exceed their hit points, it is sunk.
9. Only get an honor shot if sinking - to either attack or capture someone's ship if available - The premise being that a ship sinks slowly. You cannot use your honor shot to attempt an escape if you are sinking.
Note from Erik Locke: This seems obvious but it is a question that I am sometimes asked. If you are sinking you cant use your honor shot to escape. Again just like a spar, if someone already has 20 bps on you, its too late to roll for escape.
10. Regardless of type/size of ship, 5 pts is needed to be out of range.
11. If someone wants to join the battle - everyone has to agree.
Note: And just like in a spar, normally this would not be allowed once the sides are already set. Dont feel you have to let someone else join just because they want you to.
12. In a multi-battle, if you capture a ship early on, and your flagship is then sunk, you still retain ownership of the ship you captured.
13. Once a ship is captured it is out of play. A player cannot board the captured ship and remain in the multi-battle if his flagship is sunk.
14. In a battle between a ram and a serpent, if either attempts to ram the other, state HOLD and ask them to restate the action. According to Marauders of Gor, serpent raiders were designed to go either forward or backward. The benches are set straight across, rather than diagonally as with other ships, which allows the men rowing to reverse their position quickly. A ramship cannot build up the needed speed to ram a serpent ship before that serpent ship can go into full out reverse, thus suddenly altering direction like no other ship on the Thassa can. A serpent raider is designed with a double prow, meaning both ends are identical and can serve as the front of the ship and carries no ram. If a serpent were to ram a tarnship, it would damage it's own hull.
15. Only one ship per mun. You may have a FW NPC a captain for you if you are short muns for ships. A slave cannot NPC the captain.
Send log of battle to Remy of Schendi.
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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