KA Reg
All Bounty Hunters in RoEM must be registered and have a RoEM Bounty Hunter reg, to obtain one,send in an application once you have you reg, post it up on your profile/website/wherever it can easily be seen and found...if you decide to KA without one or a fake one, you will be dealt with.
OOC KA Call
Must have 3 IC lines from the target, Must have 1 line of IC from hunter, remember to say that you are unseeable. Must make an OOC call to let them know their character is about to be kidnapped. All the following info must be stated ooc
1. Name of forum
2. Type of action
3. Screen name of bounty hunter
4. Screen name of target
5. Dice of bounty hunter
6. Dice bounty hunter is using
7. Reg Number
8. Contract Number
9. Time and Date
10. Enhancers being used (name and reg)
11. Call for target's dice.enhancers and bodyguards.
12. Call of the 5 minute rule If target leaves the room, or is booted you Must allow 5 minutes before auto death occurs. If the bounty hunter gets booted the call is voided and the bounty hunter has to wait a full day until he can attempt to KA the target again. If there is a BG present (from the very beginning and IC, no walking in at the middle of the KA), they must also state dice and enhancers...if they leave, they can't protect the target, if they are punted the KA is halted and the BG has 5 minutes to return to the room...if he doesn't make it in time, he cant protect the target.
Perception
The perception roll is 2d20 Amount needed to roll is 2,unless the proper enhancer is being used. If the perception roll fails then the bounty hunter is unseen and noone can have a clue who the bounty hunter is or what the bounty hunter is about to do. If the perception roll succeeds than the target spots the bounty hunter and the target can fight ,flee or Counter KA.
Fight
If the target chooses to fight, then the target reciprocates with a 2d(guild dice) attack on the bounty hunter, if the bounty hunter's HTK is met, then he is dead, if not then a DM follows...all previous damage is carried into the DM...the DM uses guild dice and both the target and bounty hunter have 100 HP...the bounty hunter gets first attack, than the target, than the bounty hunter etc....there is NO HS...the loser is dead, and has 72 hours to get a RoEM rezz
Flee
If the target chooses to flee, then the target leaves the room and CAN NOT come back to the room until the assassin leaves...if he does, the DM (look at the Fight section) takes place.
Counter KA
If the target chooses to and is able to counter KA, then the original target rolls 2d(guild dice) against the original Bounty Hunter...if HTK is met, then the original Bounty Hunter is now under Kidnapped Status .. if the HTK is NOT met...then the Bounty Hunter gets the choice of fight or flee, and no damage carries over if fight is chosen (see fight section)
Kidnapped Status
Once you have been successfully kidnapped, the Bounty Hunter places you in a PR and you can't go into any other chat room besides the one you are placed in... you also can not tell anyone where you are, meaning no linking to the room... you also remain there until someone pays a ransom...whatever that may be, is up to who captured you... if it is something ridiculous, I.E. One Billion GP's, report the abuse to the Bounty Hunter Coordinator...you may use IM's to collect what you need to pay ransom...
BG's
-There may only be 2 BG's protecting the target during a KA...
-Any BG's must have the targets guild/forum/name stated in their profile/website to be a BG to them
-Any BG's must be in the room prior to the call and stated info when requested
-Any BG's must make a perception roll, and if failed can do NOTHING and doesn't see the Bounty Hunter...if the perception succeeds, than the BG has 3 options..
*Fight, a DM commences between the BG and Bounty Hunter (see fight section)
*Warn target, they warn the target about the Bounty Hunter and the target gets the option to fight, flee or counter KA
*Ignore Bounty Hunter, they completely disregard helping the target in any way.