Assassinations
All members who are in TRoAP must accept TRoAP AAs. They are allowed to refuse other forum's AAs as long as they are not a member of that forum and/or that forum does not have a similar rule.
Assassins may be any breed (race) but Super-Natural (Half-lings/Immortal) assassins MUST have mortal form. In an AA, all Assassins must use 2d of their sides. They must be able to prove their ability to execute an Assassination Attempt according to TroAP rules, which are listed below. Assassins must be registered in TRoAP, in order to execute a TRoAP assassination, with the Assassin Coordinator and have been issued an Assassin Regulation Number. All contracts, before being fulfilled, MUST be turned in to the Assassin Coordinator and have a VALID contract number. (All contracts must be fulfilled after they have been written and as they have been written.)At NO time will an assassin be required to give out the names of the person(s) whom hired him/her for a valid contract.
ALL valid contracts are kept confidential and only the validity of the contract may be checked, by way of contract number, after the attempt was made. IF an assassin executes an AA without a valid contract (written and signed), he/she will be tried for murder and if (or rather when) found guilty, shall be subsequently executed without resurrection.
NOTE: If you are in a Role Playing Room, then you are subject to being AAed. You CANNOT state that you are Out of Character(OOC) to avoid a hit on you. That is a ridiculous and rude statement to make to the Assassin(s) who(m) have done their job in searching you out, only to be stopped when you say "I am OOC, you can't hit me." In such a situation, if you are there, YOUR CHARACTER IS THERE. If you have an important OOC conversation, you carry it on in a Non-RP or Private Room to avoid confrontation or problems. Claiming OOC is no excuse or reason for not accepting the AA. The same goes for the assassin. Any assassin, whether succeeded or failed in the attempt, whose SN does not leave the room afterwards is subject to retaliation. You cannot state OOC to watch the RP that follows the AA and state that YOUR CHARACTER is no longer there. For both parties, if the SN is in the room, the CHARACTER is in the room. End of discussion.
Sample AA Contract
Assassin #1 Name:
TRoAP Assassin Regulation Number:
Dice:
Assassin #2 Name:(unneeded if a 'Lone Wolf' assassination)
TRoAP Assassin Regulation Number:
Dice:
Assassin #3 Name:(unneeded if a 'Lone Wolf' assassination)
TRoAP Assassin Regulation Number:
Dice:
Specific Reason for the Assassination (Log included of offense(s)):
Target Name:
Dice:
7 Line Stealth Log:
Authorized Signature:(Supreme Commandress or Assassin Coordinator)
Possible AA Reasons
Crimes against TRoAP
Crimes against the Assassin's/Employer's Guild
Death threats against Assassin's/Employer's self or family members (you cannot obtain a contract for a death threat to a friend, said friend MUST hire or sign out contract for him/herself)
Repeated harassment (Must have three(3)log verification, and having been eliminated from a spar is not considered harassment!)
Other(be specific)
No ridiculous AA contracts will be approved by TRoAP, with the seriousness or ridiculousness being at the descretion of the Assassin Coordinator and/or the Supreme Commandress. Some ideas of things considered ridiculous include, but are not limited to: Name Calling-unless repeated harassment, 'relationship' problems (adultery…), basic personality conflicts, hearsay information-such as: you are told by the second cousin, twice removed, of someone's friend that their daughter was threatened with death by someone. Please use logic and judgement when considering whom to assassinate. Note that ONE contract will be approved for ONE death threat. The log may NOT be shared between assassins so that multiple contracts can be taken out on one person for the same reason or threat.
Only once in every 24hr period may an Assassin make an attempt to fulfill a contract.
Havens
Havens will be allowed within TRoAP.
The following rules and rooms are the ONLY exceptions to an RPing Character being AAed:
Assasinations CANNOT be executed on anyone participating in a Mass Spar
A store owner or shop keeper WHILE they are working-i.e. in
their place of business doing duties pertaining to that business
or
Any Proctor while he/she is proctoring
Rooms:
TRoAP Mass Spar
Any TRoAP Guild Recruiting Halls-these are only havens to members of said guild AND only if member is profile compliant.
Each TRoAP guild are alloted ONE(1) Private Room registered as a Haven, the GC to keep record of said Haven registry for later proof.(registered with the Assassin Coordinator)
As a note, a target may not be AAed twice within a 24hr period.
The AA
The Warning:
When an Assassin has a Target in sight- i.e. in the same room, the Assassin states in the room that the character is the target of an Assassination Attempt, the time that the AA started to commence, who the assassin/s are, for the target to state Bodyguards and Enhancers and then for the target to roll for stealth/perception roll, all done OOC in mun-bubbles, or course. If the victim has stated in the room that they are away from the keyboard -AFK- PRIOR to the attack, and it is proven that they said AFK but were NOT then the AA will be redone. IF a character mun states "afk" when an Assassin walks into a room specifically to avoid an AA, that is NOT a legal manuever. While the target does not neccessarily need to walk into the room he/she must have at LEAST have spoken either IC or OOC for verification that the mun is present. The Online Host is not acceptable, a line must appear prior to the state.
NOTE:
Autodeath is declared upon 5 minutes time passing, from the stated time by the Assassin at the
beginning of the AA, without a response to proceed with AA from target. Argument with the validity of the AA with the assassin does NOT stop the 5 minute clock!
NOTE:
If the target leaves the room without rolling the perception check the target is automatically dead. They will be given 48hrs to rezz but this
will be considered a forfeit AA, meaning the taget chose not to even fight the attempt on their life and therefore was easily, swiftly killed. Unless a VALID
mun reason is given before the target leaves the room, the forfeit AA will pass, no questions.
The Defense:
Prior to rolling a perception/stealth roll, the target will declare their enhancers -up to three(3) but only if one is a perception enhancer,
if no perception enhancers are owned by the target then only two(2) enhancers may be used- and their BGs if they are present at the state AA -up to two BGs.
Upon doing this, the target is allowed to roll a perception/stealth roll.
Each target of an Assassination Attempt is allowed one chance at perceiving the threat. This is done by rolling a perception/stealth roll. Both Target and Assassin roll 1d of their Guild Dice. In order to sense the danger present, Target must score equal or higher than the Assassin/Assassins' score. If target succeeds in doing thus then the danger to the target's life is perceived, and the target has option to Counterstrike(DM), Dodge, or Flee. These options are only available to those who pass first perception check, the second perception check is strictly to know who your attempted assassin is.
NOTE:
If Target's Guild Dice are unknown then he/she rolls 1d20.
NOTE:
Stealth and Perception Enhancers work thusly in Any and All BLAZE AAs:
For either party to utilize them they must score a "hit" which is a roll of
15 or higher. If NEITHER party scores a "hit" then the enhancers are not counted and the higher dice side roll has obtained Stealth or Perception(i.e. Assassin rolls "10" and Target rolls "8". Assassin
has passed stealth and is unseen by target with no Stealth or Perception enhancers allowed in this AA.)
The Attack: The Counterstrike: The DM: The Dodge: The Flee: AA Bodyguards If a person has "Bodyguard to #@%&*" in their profile they are also allowed to make perception rolls. If a BG is in the room at the time of the AA state, the BG may attempt to perceive the Assassin or Assassins for you, and then, if
moving into a DM, attempt to kill the Assassin. Please be aware, the Member Directory Profile must also agree with you, that it was in your profile and not a quick addition. any character with a bodyguard can have their bodyguard roll a perception check,however, the bodyguard must be present for the attack.
The bodyguard MUST have entered the room and have their bodyguard status listed in their profile in the member directory by the time the Assassin has stated OOC. In the case of the shield option, the bodyguard and the Assassin will each roll according to the Dodge option (which is described earlier). If the bodyguard rolls higher, he has succeeded in saving the target from the AA and has TAKEN the damage for the target. If the Assassin rolls higher,
then Assassin was quicker than the bodyguard and hits the target for full damage. If hit, the bodyguard may die if HIS Hit Points is reached, if not he is injured must see a healer to get healed (if he/she is not able to heal themselves). The Enhancers Neither an Assassin, nor a target may have a perception item that is higher than + 2 for stealth or perception purposes.(i.e. no + 3 perception or stealth items or invisibility items) Mass Assassination Attempts Mass Assasssination Attempts, or MAAs, is when more then one Assassin combines their efforts to AA someone. This is usually only done when the target is someone very powerful, like a high dice SuperNatural. All of the standard
rules for normal AAs apply to MAAs as well. MAAs are NOT allowed on Mortals. AA Charts In order for the AA to be successful, the Assassin must hit a certain amount on their roll. Below is the chart, based on the skill level fo the target, with the needed hit points for a successful AA. Assassins XP's are determined by the target's dice, see the following chart:
The Assassin then states his atttempt to kill. The target's MUN now knows his SN has been targeted, but can DO NOTHING about it. The Assassin then RP's the attack and rolls his dice.
The more powerful the target, the more points are required for the kill to be successful. So it gets harder to kill a more experienced target. (the listing of hit points required for a succesful AA below). IF
the Assassin succeeds then the target is dead. If the Assassin hits but fails to do enough damage, the target is now aware that something is up and must roll a second perception check, in exact same fashion as the first. If the second perception check passes
you now know your attempted killer is but as long as he immediately flees the room, no action may taken at that time.
If the counterstrike option is chosen
the target and the Assassin have no option other than to DM if counterstrike fails to kill the assassin. (definition and explanation of counter will follow) All damage incurred counts toward the DM if one begins. All assassins
engaged in a DM due to being spotted fight with the dice they attacked the target with. Once a DM begins, it will be a GUILD DICE DM to standard life points, 20/30/40, with the Assassin using 2d and the target using their BLAZE dice.
Healing rolls are not allowed. There is NO Honor Strike (HS) in an AA DM. The right to rezz is granted fully and freely to either Assassin or target in AA DM, so long as your 5 rezzes are not expired.
The counterstrike is based on the fact that a known assailant just injured you and you now retaliate on that person. No matter your guild dice, in this instance, your counterstrike is made with 2d. Only for the counterstrike is this so. Once the DM commences
target uses full BLAZE guild dice. The Assassin CANNOT "dodge" the counterstrike.
The counterstrike is played out as follows:
The Assassin executes attempt on target's life and injures target BUT does NOT get the required points for a kill. Thus the target is injured. (target MUST wait for the AA score to be stated in the room by the Assassin)
Target- ::counterstrikes on the Assassin::
Target then rolls 2d guild dice.
Points required to kill an Assassin on a counterstrike is the same as any mortal AA target. (i.e. 2d90-99=16 HTK)
If the Assassin survives the counterstrike, he/she may flee, with no roll needed, or go into a DM with target. Which, again,will be a Guild Dice DM to life points, 20/30/40.
The Death Match for an AA comes after the attempt at the assassination, and is only a viable alternative if the target survives the AA and the assassin survives the counterstrike. IF the target who made perception on only one of the Assassins in an MAA decides to DM, then that only happens
AFTER the attempt is complete. Should the target live from the hits made by the assassins... at that point, he can counterstrike/DM the assassin he saw, the score going from what was made during the AA.
The dodge is, again, an option given when the target passes first perception and waits to see who the assailant is and is played out as follows:
The Assassin makes their AA attack and rolls for the attack.
Target- ::attempts to dodge::
The target and Assassin then roll 1d guild dice.
If the Assassin rolls higher, the target is hit. If the target rolls higher, the attack from the percevied Assassin misses. Either target or Assassin may flee at this point or a DM may ensue.
The flee option is open to the assassin who doesn't succeed in his bid to kill and is perceived by the second check or to the target who passes the first perception check.( A target who lives through an Assassin's bid to kill can flee without
a rolling a second perception if so desired) When you pass perception, and choose flee, you have the opportunity to flee from the danger you have perceived. You have NOT seen the Assassin only perceived a threat to your life, if you flee before any attack is made you forfeit any right to revenge.
No roll is required for a target or assassin to flee but he must PHYSICALLY leave the room. (the OH must agree
with you)
NOTE:
If there is more than one Assassin in the area, you can only flee the Assassin whom you have seen. If the target makes perception on either Assassin in an MAA, but not both, the target CANNOT flee until the unseen assassin makes the hit. If the Assassin does
NOT kill the target, he/she may leave the room without penalization. IF the target wishes to make the second perception check on the still unseen Assassin, they are subject to the PERCEIVED assassin hitting them.
If a bodyguard passes perception they will be offered the choices of:
DM the assassin, which is done at the end of the AA.
Warn the target of the impending AA so that the target may flee.
Shield the target from the AA, to which a dodge roll is executed between the BG and the Assassin.
In the case of the warn option, the BG is in essence asking the target to run for their lives. The target MUST exit the room immediately (the OH must agree with you) or the AA will commence.
In the case of the DM option, it is done at the conclusion of the AA. However, for the BG who passes perception, whether the AA succeeds or fails, he is allowed to attack the assassin and AADM him. The standard life points apply and full guild dice is used by both Assassin and bodyguard.
Only ONE(1) item that effects stealth or perception may be used at one time.
No more then THREE(3) enhancers can be used by any party in an AA and only IF ONE(1) of the three is a preception or stealth enhancer. IF NO perception or stealth enhancers are owned then ONLY TWO(2) enhancers may be used.
When being attacked in an AA, you may use THREE(3) enhancers as long as one is a perception enhancer. If no perception enhancers are owned, then only TWO(2) enhancers may be used.
BGs may only use TWO(2) enhancers in any AA where they act as BG.(if they are target then the three enhancer rule applies). There is no such thing as "secondary" perception within TRoAP.
Please notice that certain people like to team up for MAAs. If there are two people who always work together as an Assassination Team, they must register with the Lord of Assassins as a team. The credits and/or exp given is split between the team members.
NOTE:
The maximum number of Assassins for a MAA against a SuperNatural is two(2) if both are above d50. The maximum number of Assassins for a MAA against a SuperNatural is three(3) IF AND ONLY IF two(2) of the Assassins are d50 or under.
Mortals
Half-Breeds
SuperNaturals 2d20-29
5
3d20-29
8
4d20-29
10 2d30-39
6
3d30-39
9
4d30-39
12 2d40-49
7
3d40-49
10
4d40-49
14 2d50-59
8
3d50-59
12
4d50-59
16 2d60-69
10
3d60-69
15
4d60-69
20 2d70-79
12
3d70-79
18
4d70-79
24 2d80-89
14
3d80-89
21
4d80-89
28 2d90-99
16
3d90-99
24
4d90-99
32 2d100
18
3d100
27
4d100
36
d20-24
100xp
d25-29
150xp d30-34
300xp
d35-39
450xp d40-44
600xp
d45-49
900xp d50-54
1,200xp
d55-59
1,500xp d60-64
2,000xp
d65-69
2,500xp d70-74
3,000xp
d75-79
3,500xp d80-84
4,000xp
d85-89
4,500xp d90-94
5,000xp
d95-99
6,000xp d100
7,000xp
NOTE:
If the target's dice are unknown, the Assassin receives the lowest amount.
NOTE:
In an MAA the assassins will split the total exp earned.
NOTE:
Experience for the target who passes perception adn successfully flees: 500exp's
Experience for the target who passes perception and counterstrikes/DMs and assassin flees: 1000exp's
Experience for the BG who passes perception and shields: 750exp's
Experience for the BG who passes perception adn successfully warns (i.e. target escapes): 500exp's
Assassination Poisons
Upon purchase from the Assassin Coordinator, and only from the Assassin Coordinator, TRoAP Assassins may use poison in an Assassination Attempt. (Poisons are a FORUM controlled substance and are ONLY sold by the forum. If purchased anywhere else
they will INVALIDATE the AA.)
They may use solely poison, such as a liquid, or they may use poison in combination with a weapon, such as a resin. Each poison has its own properties and benefits and each poison has its own modifiers and pitfalls.
When using a poison to assassinate the Assassin must proceed carefully for there is only ONE perception check for the AA and if the Assassin is caught poisoning the target the Assassin LOSES the right to first blood for a DM.(this warning
is mainly for liquid poisons for they work all alone, resins work like an enhancer)
Liquid Poison-Level 3, 4, 5
Poison must be ingested by target, injected into target or absorbed though the target's skin. Target MUST be poisoned before Assassination Attempt is stated. Target gets ONE perception roll to see whether they know they are being poisoned or not. If they fail the perception roll, they do NOT know
they have been poisoned and are now considered under the effects of the poison for the rest of the AA.( Hence the one perception roll) The Assassin MUST have listed in the contract that they are using poison, what level and whether or not they will also be physically attacking the target.( by using a liquid poison it makes it possible so that an Assassin
could take down a high dice super alone, with the poison acting as a second assassin, and thereby getting ALL the experience for him/her self. Liquid poison cannot be used in an MAA.)
Level 3- Low level poison. Rolls a value of 2d60 for all types and kinds. Has no odor, no taste, and no sensation upon contact or injection. Perception rolled is same as for any other AA, no modifiers.
Level 4- Medium level poison. Rolls a value of 2d80 for all types and kinds. Has very distinct odor, no taste and a very slight burn sensation upon contact or injection (such as a bee sting would feel). Perception rolled has a -2 to any stealth roll made by the Assassin using a Level 4 poison.
Level 5- High level poison. Rolls a value of 2d100 for all types and kinds. Has no odor, very bitter taste and burns upon contact or injection. Perception rolled has a -4 to any stealth roll made by an Assassin using a Level 5 poison.
NOTE: If a target passes perception check he/she caught the Assassin poisoning them, BUT they still have poison in their body and must be healed to have it removed from their system.
NOTE: Also if a target was killed by a poison AA he/she must have a healer present for their rezz to clean the poison from their system and heal the damage it has done.
Resin Poison-Level 1, 2, 3
Resin poisons are used to coat any weapon and add a value of damage to it. Resin poisons act as any other enhancer would in an AA and count as an enhancer. They are used as any enhancer and all the rules for a regular AA apply with no special grantings and no modifiers for Resin poisons.
Their intrinsic value is that for any other enhancer, Level 1=+ 1, Level 2=+ 2, Level 3=+ 3. They must still be purchased from the Lord of Assassins and ARE NOT a permanent enhancer but only last for the single AA.
Cost of Poisons and Request for Sale
Each level of poison has its own cost and is good only for a SINGLE contract. If the Assassin wishes to use poison for another Assassination he must purchase new poison.You MUST have an Assassin Reg # to purchase poison.
The Cost for poison is as follows:
Resin
Level 1- 500 GP
Level 2-1000 GP
Level 3-1500GP
Liquid
Level 3-3000 GP
Level 4-5000 GP
Level 5-8000 GP
Request for Sale of Poison
Assassin Name:
Assassin reg #:
Type of Poison Requested:
Level of Poison Requested:
Request must be sent to the Assassin Coordinator BY the Assassin. Only the Assassin whose name is on the request may send in the request.
Kidnapping Attempts
A kidnapping attempt can be done by any race or breed and NO Contract is needed to perform one. ALL kidnapping attempts must be logged and the log sent to the Lord of Humanities for validation. It is executed in a similar fashion to the AA in that, the attempt is stated OOC and perception is rolled
in the exact same manner as the AA. If you are kidnapped successfully you MUST follow the kidnapper to the designated PR and STAY THERE. you are in essence "locked up" there. You may NOT call for others (i.e. give out the the link) or go to another room, public or private, until your ransom is paid. Any kidnap victim who is found outside of the designated room while they are
under the kidnapping restrictions shall be fined the maximum amount of ransom plus 5,000exp's, from your own experience, to be paid to the kidnapper.
NOTE: The fine is NOT the ransom. The victim still has to pay the ransom demanded by the kidnapper. This fine CAN and WILL be levied against any victim found breaking these rules AND it can be levied MORE than once if the victim is found outside of the designated PR more than once.
How it is Played
The kidnapper enters the room and has the target in sight. He/She then states OOC the attempt to kidnap (i.e. BLAZE KA on "@#$%" by "@#$%", should look very similar to a AA state), then both target roll 1d of their guild dice for perception/stealth (just as AA perception, see "The Defense" in AA section).
IF target passes perception: target may flee or HM the kidnapper.(if KA target wins HM, then kidnapper must pay restitution which is half the maximum ransom i.e. 5,000 cr)
IF target fails perception: Kidnapper then rolls 2d Guild dice. In order for the kidnapping to be successful the kidnapper must hit the following required points on the roll:(for all breeds of target)
| Target's Dice | Points Required | Exp's Earned |
| d20-29 | 8 | 50exp's |
| d30-39 | 9 | 75exp's |
| d40-49 | 10 | 125exp's |
| d50-59 | 12 | 300exp's |
| d60-69 | 15 | 500exp's |
| d70-79 | 18 | 700exp's |
| d80-89 | 21 | 1000exp's |
| d90-99 | 24 | 1500exp's |
| d100 | 27 | 2000exp's |
If kidnapper succeeds in rolling required points the KA is successful and target MUST follow kidnapper to designated room and wait to be ransomed.
If kidnapper fails in rolling required points the KA fails and kidnapper cannot KA same person for a period of no less than one MUN month.
All kidnappers must inform the Lord of Humanities upon release of KA target or payment of ransom.
No enhancers are allowed in any kidnapping attempt.
Kidnappers are NOT allowed to abuse, rape or otherwise harm the victim beyond what it takes to restrain them in the room. If a kidnapper rapes or abuses the victim he/she is AUTOMATICALLY
free and the log of said BAD TASTE RP should be sent to the Lord of Humanities.
The Escape Attempt
If a kidnapper is ever successful in the bid to kidnap the target, the rarget is entitled to one(1) chance at escape to be granted upon request.
OOC the victim states intent to try to escape, he then RPs the attempt and both kidnapper and victim roll 1d guild dice. If victim rolls higher he/she has succeeded in escaping. If kidnapper rolls
higher then victim was caught in the attempt and must stay until the ransom is paid in full. A succesful Escape Attempt must be sent ot the Lord of Humanities for verification.
Ransoms
The maximum amount that any kidnapper can demand from a victim is 10,000 GP. They must give the victim at least a week to raise the money from guilds, family and friends.
The victim CANNOT reveal who has them kidnapped while they are raising the ransom, only that the needed credits are for a ransom. If the victim cannot raise the money within the week then
victim must pay all that he has raised and either become slave to the kidnapper until ransom is paid OR be charged a 5% interest for every week that the money is left outstanding with the kidnapper deciding which he/she prefers.
Upon payment of full ransom KA victim is free and cannot be kidnapped by the same person again for a period of one MUN month.
NOTE: While Kidnapping can be considered a hostile action it is not just cause for war. Any and all threats of such are considered in bad taste, this element has been added to the forum for interesting RP purposes.
TRoAP offers many options for those who know their kidnapper and wish revenge without resorting to petty war threats. Those who take kidnapping as a personal affront should list in their profile that they do not accept KAs, as we will protect this
right for our members who are good RPers and view this in the light it was intended.
Thieving Attempts
Anyone can execute a Theft Attempt. For every 20 GP you want to steal your dice sides go down by 1. If you want to steal 200 GP, then you lower your dice sides down by 10 (i.e. if you are a d50
then your dice for the TA would be d40). Enhancers may be stolen by means of a TA but note that the thief may NOT go below d20 and that the base cost of a + 1 enhancer is 1,000GP, which means a thief must drop 50 sides of dice.
Everyone rolls 1d of their guild dice in a thieving attempt.
How it is Played
The thief goes into the same room as the victim, gets near the intended victim, and states OOC the attempt of the theft and what they are going to steal. The victim is still unaware of this, only the MUN knows.
A perception check is made (in exact same fashion as for AAs and KAs). If the victim passes, he/she prevents the theft attempt from proceeding and may challenge the thief to an HM. If the perception fails, the victim's MUN rolls 1d guild dice and the thief rolls
his dice minus what he is stealing. If the thief scores a greater roll than the victim, he successfully stole the intended loot. The victim then gets a second perception check to see if they realize they have been stolen from. If they make this perception check
then they know they have been stolen from but NOT who did the stealing. The victim may call out for help in locating a thief. AT THIS POINT a detected thief (i.e. second perception check made by target) must roll a flee roll( thief and victim roll 1d full guild dice once more! whomever rolls higher is successful) to make
his escape without being caught. If the thief rolls higher he escapes without ever being found. If the victim rolls higher he has caught the thief "red-handed." If caught "red-handed" the thief must pay back the money stolen plus equal amount from his personal credits.
Spying
For each stolen roster, spies gain 10 exp's for each member on the roster. If the guild is an enemy guild, the spy will receive 25 exp's for each member on the roster. Rosters can only be turned in once every 4 months for exp's. The same roster cannot be turned in twice in a 4 month time and still receive credit. All stolen rosters must be of similarly based dice system in order for them to count for exp.
A stolen roster is defined as the following:
(1) A roster whereby your name does NOT appear on the mailstring and is NOT contained within the roster but was gained by means other than membership.
or
(2) A roster whereby you are set as a SPY within its ranks. The GC which sent you to this guild MUST be the GC that turns in the roster.
All stolen rosters go to the Lord of Humanities for exp.
NOTE:
Absolutely NO Zip files will be accepted for exp's and only current rosters, none dated older than one(1) month from the date sent in to Public Relations.
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