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Assassins Charter

 

 

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.

 

 

Requirements

 

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.

 

 

 

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

 

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