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Attack
-- simply aids in the attack that your character puts on someone. for instance, if johnny rolled a 10 in a death match and had a +3 enhancer, his total roll would have been 13. each attack enhancer begins as a +1 at 1,000 gp. you may purchase an enhancer of up to +4 power. every side is an additional 1,000 gp.

Defense
-- drains some of the effect of someone else's attack on you. if a 10 is rolled on you and you have a -4 defense enhancer, then the total roll would be a 6. defense enhancers begin as a +1 at 1,000 gp. you may purchase an enhancer of up to -4 power. every side is an additional 1,000 gp.

Stealth
-- these enhancers are used to add onto the perception that the target must roll to see the assassin. if the target states no perception enhancers, then they must roll a 3 to see the assassin.

+1 stealth [3,000 gp]

Perception
-- these are used to the advantage of the target during a murder or assassination. if the target has a perception enhancer, then that takes one point off of what they have to roll to see the muderer/assassin.

+1 perception [3,000 gp]

Ressurection
-- this adds to whatever you rolled during a ressurection attempt. easy enough.

+1 ressurection [2,000 gp]
+2 ressurection [4,000 gp]
+3 ressurection [6,000 gp]

Drugs
-- aid in the over-all outcome of assassin/murder attempts. let's say that johnny used a +5 acid enhancer during a murder attempt and rolled an over-all htk of 17 when the required was 20. with the aid of the +5 enhancer, he would then succeed in killing the target.

+5 magick mushrooms [5,000 gp]
+10 strip of acid [10,000 gp]
+15 angel trumpets [15,000 gp]