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The three skill
levels within the Assassins division are:
Mercenary
Assailant
Executioner
Mercenaries are
the assassins-in-training who are in the process of learning moves, strategy
and stealth. They are unregistered and
unable to complete a legal assassination.
In order to move to the next level of Assailant, a Mercenary must
complete their training and perform a successful mock assassination attempt on
another member of the guild with a bodyguard present. Once all facets of a kill have been covered and the test is
passed, a member may be promoted to Assailant and can be hired to perform a
legal assassination.
Assailants are
the registered members of the Assassins division. These members may be hired by contract to hunt down and kill
spies, high-ranking officials of enemy guilds/forums/clans or members of war
parties. Only the Grand Commander of
the guild may approve and sign assassination contracts. While still perfecting their art of stealth
and precision, these members are usually able to perform successful
assassinations.
Executioners are
the highest-ranking members of the Assassins division, typically with a number
of successful assassination attempts behind them. These members are the most accomplished at stealth and
execution. Most assassins that reach
this level are usually not all right in the head. For them, the thrill is in the hunt and the kill.
The Division
Commander of Assassins is known as the Head Assassin.
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1. All Assassins must be trained by an AoRE Assassin. This trainer must have a valid registration and one successful assassination to his credit. Strength is earned for training, for both the trainer and the trainee.
2. All Assassins must
then pass a formal test in order to apply for registration. This will consist of a mock assassination
attempt on the Head Assassin or trainer with a legal Bodyguard present. This attempt must be successful in order to
qualify for registration. If it is
unsuccessful, the trainee must test again until a successful attempt is
achieved.
3. All Assassins must have a contract and
permission from the Grand Commander before they can perform a legal
assassination attempt. Their AoRE
Assassin Registration number must also be stated in their lifescroll. Contracts should be obtained through the
Grand Commander of AoRE.
4. Proof [logs] of all assassination attempts, successful or unsuccessful, must be submitted to the Grand Commander and the Head Assassin and to the SiC for registration purposes.
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Assassination
Attempt (AA):
The Assassin
must enter the room that the target is in.
The target must be active in the room [in character] and not currently
in the midst of a match or scoring one.
Proof of action [at least one line of activity] is required before the
assassination attempt can commence [this means you should start a log before scrolling
your information]. The following must
be stated:
[AoRE
Assassination Attempt on (target’s SN)]
[Assassin
(your SN), AoRE Reg#]
[Date &
Time]
[Contract #]
[Weapons:
(list your dice and any AoRE registered enhancers)]
[Target –
State dice, enhancers and BG if present]
[Leaving
results in Auto-Death]
The target will
have 2 minutes to state that information.
If not stated, the assassination attempt will continue with the target
using 2D20, no enhancers and no bodyguards.
The bodyguard (BG)
must be present in the room before the assassination attempt. Any bodyguard called into the room after the
initial intent has been stated will not be recognized. No exceptions. The BG must also be listed in the target’s lifescroll to be
considered a legal bodyguard. If this
is not done, the BG will not be recognized.
If there is a legal BG present, the BG must roll 2D20 for perception as
stated. They must get a 2 in order to
see the hunter, provided the hunter has no stealth ehancers. If the BG has a perception enhancer, they
must state it and the registration number before rolling for perception.
Note* - From
here on, no matter the results of the match, the only accepted enhancers are
the ones stated in the beginning. Each
Assassin is allowed one enhanced weapon and one stealth enhancer. Each target is allowed one enhanced weapon
and one perception enhancer. No
exceptions. If these enhancers are not
stated along with their legal registration numbers in the beginning of the
attempt, they will not be recognized during the attempt.
[(Bodyguard’s
SN) must roll 2D20 Perception]
If passed, the BG has the opportunity to
warn the target to flee and challenge the assassin to a match. If perception is not passed or if it is
passed and the BG does not warn the target to flee within 1 minute, the
assassin will state the following:
[Perception
failed ?/2 (or) BG failed to warn target]
[(target’s SN)
Please roll 2D20 Perception]
[2 minute
action rule]
[(list the
current time)]
[Auto-death if
the target fails to roll within 2 minutes]
The target now has 2 minutes to roll
perception. Each minute passed must be
noted on the log. If the target does
not roll, it will be an automatic death and the target will then be considered
dead in AoRE. The target will have 24
hours to obtain an official AoRE Resurrection.
If the target rolls perception, they must get a 2 (provided the hunter
has no stealth enhancers) in order to see the assassin. Perception enhancers may only be used if
they are stated at the beginning of the attempt. If the target has passed the perception, the assassination will
continue as follows:
[Perception
passed 2/2]
[Target Fight
or Flee]
The target will
then choose whether to fight or flee.
If the target chooses to fight, the assassination attempt will become a
Death Match [with set HP of 100 using guild dice only]. If the target wins, the assassin’s attempt
has failed and the assassin is dead, requiring an official AoRE resurrection
within 24 hours. If the assassin wins,
the target is dead and will have to obtain an AoRE resurrection within 24
hours.
If the target
fails perception, the assassin will continue with the attempt as follows:
[Perception
failed ?/2]
[HtK (hits to
kill) required for successful assassination (list the HtK required – chart
below)]
|
Dice |
HtK ~
Mortals [2D] |
HtK ~ Half-Mortals [3D] |
HtK ~ Immortals [4D] |
|
D20 – 29 |
5 |
8 |
10 |
|
D30 – 39 |
7 |
11 |
14 |
|
D40 – 49 |
9 |
12 |
18 |
|
D50 – 59 |
10 |
15 |
20 |
|
D60 – 69 |
11 |
17 |
22 |
|
D70 – 79 |
12 |
18 |
24 |
|
D80 – 89 |
13 |
20 |
26 |
|
D90 – D94 |
14 |
21 |
28 |
|
D95 – D99 |
15 |
22 |
29 |
|
D100 |
16 |
23 |
30 |
The assassin will then proceed using any type
of force or weapons necessary to kill the target [excluding modern
weaponry]. The assassin will use all of
their guild dice. If the assassin fails
to reach the required HtK, the assassination attempt has failed and the target
has the option of fleeing or challenging the hunter to a Death Match. If the assassin reaches the required HtK,
the target is dead. The following
information needs to be stated after a successful assassination:
[AoRE AA
successful]
[(target SN)
is now recognized as dead within AoRE and has 24 hours to obtain a legal AoRE
Rezz]
[Date and
Time]
If the attempt is unsuccessful, the
assassin must state:
[AoRE AA
unsuccessful]
[24 hour wait
before next legal attempt can be made]
[Contract
valid for 30 days]
After the above information
has been stated, the assassin has the option of fleeing the scene. If the assassin remains, s/he is vulnerable
to challenges from the target and/or bodyguards. In assassination cases, legal bodyguards are allowed to challenge
the assassin to a death or honor match without permission from the Grand
Commander. This is the ONLY exception.
All logs must be
submitted to the Head Assassin, Grand Commander and Dice Master of AoRE.
Points for AAs
are based on the following formula:
|
Win |
Loss |
|
10 x target’s dice x target’s mortality |
0 xps |
Example: Your character performs a successful
assassination on a target with 4D90. Your
experience would be figured like this ~ 10 x 90 x 4 = 3,600