assassination rules
Assassination Attempts: All forum members must accept assassination attempts upon them that are done by assassins in this forum. Failure to accept assassination attempts will result in a large fine of experience points and gold from your character. A second failure will result in expulsion from the forum. Once an assassination attempt has been completed you must send the log to the Assassin Administer for validation. The forum does not recognize any OOF assassination attempts or free form assassination attempts (FFAA) of any kind no matter what. All assassins, reguardless of mortality, must use (2d) for the assassination attempt. If the attempt progresses into an AA-DM than full guild dice will be used from that point on. To obtain an assassins regulation number within the forum you must first contact the Assassin Administer and request to be tested.

Havens: There will be no havens. Want to hide from AAs? Then go join some bs forum, where no one dies.

Contracts: Contracts upon another character can be obtained through logs of that characters wrong doings upon your character or your characters employer. The logs are not limited to any certain amount of information, but it must be enough information to merit an assassination attempt. You must provide the entire log of this arguement so that the Assassin Administer can decide if you have truely reason to assassinate this person or not. Assassins can contract as many hits at a time as they see fit, but contracts last til you used, failed and invalid attempts count. Contract numbers must be listed in profiles.

Contractable: These are some actions which a contract would most likely be issued for, but are not limited to these reasons:
- Threats to ones self
- Identified assassin (meaning if someone attempted to AA you and you
caught them by passing perception you can draw a contract upon them)
- Backing out of a death-match.
- Unprovoked attack

AFK Five Minute Rule: If the target does not respond or roll initiative within five minutes of stated assassination attempt then the target is auto-dead. If the assassin is removed from online contact by undue circumstances such as server or computer crash then the AA can be attempted again within twenty-four hours of the first attempt.











Steps of the Assassination
OOC Warning: No OOC/IC line to scroll.The warning must be stated OOC via the chat-room.
覧覧覧覧覧(( Vestige Forum AA
覧覧覧覧覧(( Target: Screen Name
覧覧覧覧覧(( Assassin: Screen Name
覧覧覧覧覧(( Date: --- | Time: ---
覧覧覧覧覧(( Reg#: --- | Con#: ---
覧覧覧覧覧(( State: dice/bgs/enhancers
覧覧覧覧覧(( roll 2d20 perception

Enhancers: The assassin and target, if using enhancers, should state as follows:
覧覧覧覧覧(( Item Name [dmg/def/perc]
覧覧覧覧覧(( Item Regulation Number
also, remember that there should be no more than three enhancers used by either the assassin or the target.

Passed Perception: If the target passes perception than he or she has two choices. One is to fight and the other is to flee from the area. What happens next all depends upon that choice that the target must make.
  • Fight: If the target chooses to fight the AA, the assassin will continue on. If the assassin fails to hit HTK, the target will CS at assassin's mortal htk. Failure to make HTK results in an AA-DM and assassin is given first strike. The DM is set to 150 hit points regardless of race.
  • Flee: If the target chooses to flee he or she must leave the room and not return until the assassin has left.
Failed Perception: If the target fails perception than the assassination attempt continues with the assassin attempting to strike for the HTK (hits to kill) to kill your character. The assassin rolls 2d his or her standard guild dice. Depending on wether the assassin meets the required HTK to kill your character or not the assassination attempt will proceed as follows:
  • Failed HTK: If the assassin does not meet the required HTK the target is given the choice to fight or flee. According to that choice the following may happen:
    • Fight: If the target chooses to fight the AA, CS would be given to the target at assassin's mortal htk. If Failed an AA-DM begins, DM is set to 150 hit points with no honor strike given to the assassin.
    • Flee: If the target chooses to flee he or she must leave the room an not return until the assassin has left. Fleeing failed HTK leaves the assassin(s) identity unknown.
  • Met HTK: If the assassin meets the required HTK the target has a maximum time of twenty-four hours to receive a legal resurrection within the forum
Body Guards: Each character is allowed as many bodyguards as they wish, however only three can defend them at any given time from any given assassination attempt upon them. Bodyguards must roll perception before the target. If the BG passes the perception he can either: warn the target of the pending attempt upon his life and allow him to flee, dive in front of the blow thus taking the assassin's roll against their own HTK, or ignoring the assassin completely. If the target passes perception and has a bodyguard he or she may fight or flee, but if he or she chooses to fight the assassin it will be a team death-match with the target & bodyguard versus the assassin to 150 hit points and the assassin given first strike.

Enhancers: Neither the assassin or the target may carry over three enhancer items and a certain amount of each type of enhancer as stated below:
  • +1 Perception ( 1only )
  • +1 Stealth ( 1 only )
  • +3 Attack ( 1 only )
  • -3 Defense ( 1 only )