Check out these other ranks too: Bodyguards....Spies....Thieves....Trackers/Hunters....Priests/Clergy....Mages
1. Make sure you know how to assassinate. If you don't know how, please consider enrolling into the Storm Riders School -----INSERT LINK HERE----- or at least read over the Basics they have provided.
2. If you know how to assassinate, skip step one. Procced by filling out the form at the bottom of this page. One must past this little test and recieve a REGISTRATION NUMBER.
How to obtain a number: You pass the tests without flaw (meaning you show us how an attempt is done). Once this is completed you will be given a number within 1-2 days of passing the test
3. When you have completed step ONE and TWO (provided you have recieved a Registration Number) Then you must place the number where it can be accessed and seen like a web portal or life scroll (webside or profile).
If you fail to admit your status (not showing your number) you will not be able to assassinate or get any kind of contracts. ANYONE seen doing so will be dismissed or executed for disgracing the code of Assassins.
4. When you are ready and have completed all the steps thus far, then you may start a contract, with anyone of your choosing. However you must follow the guidelines for any contract and honor the agreement between you and your client. Failure in doing so will result in being stripped of your rank, and may be hunted down by your fellow assassins should they have want to eliminate you.
After you get your number, and your contract to go dispose of someone, you may attempt to do so. But there are some rules to follow first.
1. Follow your target first, you may get the assistance of a tracker to help since that is there specialty. It is probably best that you try to remain hidden, unless you want to try a more casual approach. That depends on the Assassin.
((You have to have a log of them within a room...you must have 10 lines of chat/actions between you and the victim. Basically you are checking out your target. A lot of the times in real life, an assassin will first scope out their target, see how they act, how they move, etc. It would be wise for you to check them out in a crowded place rather than an empty one. Be sure From the time you ENTER a room START A LOG!!))
2. Watch your target, don't loose them. At all times remember your mission.
((use good taste while roleplaying..if your target doesn't have good taste well...deal with it and do your best regardess as you were contracted to eliminate your target, through some type of payment or agreement))
3. If you're a seasoned assassin, adverage or medicore then there are some things all Assassins must memorize or keep handy. These include:
The HTK (Hits to Kill) are as follows:
2d, 3d & 4d d20-24 d25-29 d30-34 d35-39 d40-44 d45-49 d50-54 d55-59 d60-64 d65-69 d70-74 d75-79 d80-84 d85-89 d90-94 d95-99 100 |
2d (HTK) 2 4 6 8 10 12 14 16 18 20 23 26 29 32 35 38 42 |
3d(HTK) 3 5 7 9 11 13 15 17 19 23 26 29 32 35 38 41 44 |
4d(HTK) 6 9 12 15 18 21 24 27 30 33 36 39 42 46 50 54 58 |
4. After you do this, then you may move in for the kill, and here is how you do it.
5. If the Target runs before rolling 2d20 for perception, they are considered automatically dead, unless they had to go for a mun reason. If it was a mun reason, they must be willing to redo the AA in a decent amount of time. (At LEAST within a mun week, or sooner, depending upon the two schedules.)
6. The Target can now decide either to run, counter, or dodge. If they run, you cannot AA them for 12 mun hours. ((if you are still alive that is....)) If they fight, you DM, using the 20/30/40 rule (as in 2d=20HPs, 3d=30HPs, and 4d=40 HPs). The DM will be fought as normal ((with your Normal Dice, not your Assassin Dice.)) If the target counters then they can hit the assassin in a Death Match, but the target MUST wait for the assassin to state the score, or the hit is invalid.
7. If the target dodges they get what they rolled off their HPs. It is like a healing, for the assassin just missed that much off their hit. I.e. if an assassin hits a target with a total roll of 18 and didn't kill the target, and
the target counters with a total roll of 8, then the targets total HPs will be 10. After the dodge, and if the target is still alive, they can either
DM (see below) or Flee.
8. ~The Assassin can leave any time during the fight, However there are penelties to this.
9. If the target dies, they can get Rezzed, and be brought back to life. However if you do not have any rezzes left, then you are dead ((and must delete your SN, or create a totally different char under that SN.)) you can be rezzed TWICE
((For those that want this fought out like a typical Death Match at this point, you may call two witnesses..one of the assassin and one for the target. These two witnesses are not to intervene in this fight.. just WATCH. A Magistrate or some other high official with status may act as Magistrate (proctor) to oversee the match..if you do not desire such a crowd cause I'm sure the Assassin at this point is already pissed he failed..wants no further attention so take the option above is the wisest and somewhat safe road))
You may loose some power (dice sides)
Your entire rank (you cannot be an assassin anymore)
Death..if your fellow assassins feel you have disgraced them
10. When an assassin uses poison to kill someone, the target gets another perception roll after the AA if they are still alive. ((Some poisons IRL are tasteless while some change the way an item tastes. This perception will tell the char if they have been poisoned or not. If they taste/smell it or whatever, then the char knows someone poisoned them.)) If perception fails then the poision takes affect and a ten minute countdown will begin..with each minute that passes the victim will loose 2-4 HTK until they die. If perception is passed..victim may flee to get antidote or treatment. Victim may be immune or tolerant to a poison. If tolerant they will only recieve 1 HTK damage per minute, if immune..they must state it with everything else at the beginning of the attempt. Of course if immune that poison will have no effect
If these rules seem confusing maybe the basic run through of an AA and a log of a MOCK ASSASSINATION may help you better understand the rules.
***AA-BodyGuards: If a person has "Bodyguard to XXXXX" in their lifescroll or web portal, they are also allowed to make perception rolls when their charge does but only if they were already present BEFORE the assassination attempt takes place...and if they fail they can't attempt to help the person they are bodyguard to. If they pass then they inercept the assassin and take the damage the protected would have. In some cases the BG may die or be wounded beyond the point of protecting. If the true target has not fled the assassin may try again. No bodyguards may be summoned if they are not in the area once the assassination attempt begins. ((it is possible to have a BG come in by accident like as soon as they sign on may enter the room, but if the assassin has not been spotted the BG must roll perception 2d20. If combat is underway or the attempt is taking place a BG may try to stop the assassin by attacking in which case the assassin may defend or flee))
Mass AA: OK, all a Mass AA is, is where 2 or more assassins gang up to assassinate someone.
This is usually only done when you are trying to kill someone very powerful, like an ancient immortal or a god.. (Super High Dice char.) though dieties are not recommended targets. If it needs to be explained why..you really should consider another occupation.
All the standard rules for Normal AA's Apply to the mass AA except they do it in an order, from one assassin to the designated next. ((say there are 4 assassins then roll 1d4 to see who goes down the line like a Mass Spar. If a client wishes for it to be done by a group, all assassins participating must sign the contract together and fill it out together by way of copy, paste and send to the next person..must have MASS AA CONTRACT in the subject line and sent by the last person who signed it))
Assassins EXP's: The assassins EXPs are figured as following:
For 2d: Targets dice sides X Targets HPs
For 3d: Targets dice sides X Targets HPs X 1.5
For 4d: Targets dice sides X Targets HPs X 2
(i.e. if the target dies at say 24/14 and has 4d50 50x24x2=2400 xps
In the event the assassination fails but you fight in a DM and win...it will be the points won by x 10
if your target had higher power, if you failed, fled and managed to live then if you are not disposed of due to your failure you may loose power ((100 exp or 2 dice sides depending on the info in the log))
Please do follow this chart for it is how you go up in power (dice) as an assassin (meaning your assassin dice is effected by this chart)