Assassins and related.
Site hosted by Angelfire.com: Build your free website today!


Related topics (BH, Theives, Spies)

        Assassins may be of any race or breed.  Mortals, Half-breed, or Immortals are allowed to perform an assassination attempt with a valid KoATF Assassin Registered Number.  Only a 2 sided dice is allowed in the attempt or it will be invalid.  Assassins must find a member of the KoATF HC, another KoATF registered assassin or a KoATF registered Proctor in order for the attempt to be done.  You must enter the room and have at least ten lines of activity before the Out Of Character warning is allowed to be stated.  If you lure someone into a room to have them assassinated you must let them enter the room ((that means you must physically allow them to state the action of entering the room, ex: ::enters::)) and have ten lines of activity before the attempt can be made.  Attempts and contracts will only be legal if you have your ARC assassin registered number in your life scrolls.
 

1)  Must obtain a LEGAL ARC assassin Reg number and contract. Contracts are good for exactly one mun week.
2)  Must receive an approved contract from the Chancellor of Assassins.
 3)  Must have a "Reasonable" reason on why this assination is going to take place.
4)  Any and all type of Guild Havens and Guild Meeting Hall (providing an actual meeting is taking place), are safe zones and assassinations are NOT legal.
5)  Assassination attempts are legal only when you have a registered KoATF proctor, KoATF high council, or another Registered KoATF assassin to Proctor the attempt.
6)  No more than three assassins are allowed to perform and assassination at once.  If more are in the log the attempt is invalid.
7)  Assassins are ONLY allowed to use 2d in the attempt, if not the attempt is invalid.
8) If an AA is failed, the assassin must wait 24 mun hours before making another aa.

 
 


Actions of Assassination Attempts







Perception:
Upon being told to roll 2d20 for perception, do so. You must roll 4 or more to percieve the attack. If you get the 4 you may chose to flee or dodge. Enhancers may be used to help perception.

Flee:
Common sense, when you flee you leave the room and the attempt has been failed.

Dodge:
If you choose to dodge you must roll your guild dice but using only 2 dice.  If you roll one die higher then the assassins attack you win the dodge and have not been hit.  If you fail to roll a successful dodge one of two things may happen.  If the assassin does not complete the attempt and you still have your life you will have the choice to either Flee or stay to fight in a Death match.  If the assassin completes the Attempt then, of course you are dead.
 
 

      Step by Step on how an Assassination Attempt is done

1)  Must enter the room out of  character.
2)  Must state Target, Assassins name, ARC registered number, dice and enhances (if any).
3)  Must state date, time, zone and name of proctor.
4)  Ask target for dice, bodyguards and enhances. (If you have a Bodyguard, see Body guard further down)
5)  Then state the five minute rule for target to roll perception, state time and date once more.  If target fails to roll perception the target is considered to be dead on the spot, with valid proctor logging.
6)  After target roll perception there are two things that may happen:
    6a)  Target wins perception and spots the assassin.
      a1)  Target may either choose to flee or dodge.
    6b)  Target fails perception and doesn't spot the assassin.
      b1)  Assassin continues the attempt with his attack.
7)  Assassin continues the attempt (if failed perception or perception granted and target chose to dodge):
    7a)  Perception failed:
      a1)  Assassin continues with the attempt stating the Hit To Kill points.
      a2)  Assassin make attack to see if target has been eliminated.
   7b)  Perception passed with dodge:  Target must roll their guild dice but only using 2d.  In order for dodge to be won, you must roll one die higher than the assassin's roll.
     a)  Target performs a successful dodge:
           1)  Death Match has started using guild dice.
     b)  Target fails dodge:
           1)  Assassin completes the Hit To Kill, the target is now dead.
           2)  Assassin fails to meet Hit To Kill requirements:
                a)  Target can either Flee or turn the attempt into a Death Match
 
 

Hit To Kill Chart (HTK)


Mortals Half - Breeds Immortals
2d20 -- 2d29
05 points
3d20 -- 3d29
08 points
4d20 -- 2d29
10 points
2d30 -- 2d39
06 points
3d30 -- 3d39
09 points
4d30 -- 4d39
12 points
2d40 -- 2d49
07 points
3d40 -- 3d49
10 points
4d40 -- 4d49
14 points
2d50 -- 2d59
08 points
3d50 -- 3d59
11 points
4d50 -- 4d59
16 points
2d60 -- 2d69
09 points
3d60 -- 3d69
12 points
4d60 -- 4d69
18 points
2d70 -- 2d79
10 points
3d70 -- 3d79
13 points
4d70 -- 4d79
20 points
2d80 -- 2d89
11 points
3d80 -- 3d89
14 points
4d80 -- 4d89
22 points
2d90 -- 2d99 = 12 points 3d90 -- 3d99
15 points
4d90 -- 4d99
24 points
2d100+
15 points
3d100+
21 points
4d100+
28 points

The Death Match

        When the Assassination Attempt fails and then moves into the death match mode, the Hit To Kill from the attempt is taken away from the total Hit Points of the target when in Death Match mode, with the Target getting the initiative in the Death match. The DM will start out like 15-0 in favor of the Assassin with, if the assassin has taken away 15 points in the attempt, if the dodge was successful.  From there the target and assassin is allowed to use guild dice, if they differ from the assassination attempt.
 

Dice of the Combatants Hit Points Given
d20 -- d39 25 Hit Points
d40 -- d59 50 Hit Points
d60 -- d79 75 Hit Points
d80 -- d100 100 Hit Points

BodyGuards

        The only time a bodyguard is allowed to take the perception roll from you is when he/she has been in the room before the Attempt was made.  They may NOT be called on when the attempt is being made.  The bodyguard must also have your name in their life scrolls that state they are your bodyguard.  No one is allowed to interfere in the Attempt except for the bodyguard when he takes the perception, if anyone does so they will be ignored by the assassin so he/she may continue.  If the bodyguard wins the perception he can do one of two things, either warn the original target of the assassin and tell them to flee or dodge, or the assassin can place himself in the attempt and on his actions be the target.  If the bodygaurd becomes the target, the original target may flee the room.  If the assassin fails to make the Hit To Kill the assassin has the legal right to either stay to fight the DM against the body guard or he/she may flee.  Throughout the entire process if at any time the assassin was killed in the DM he/she may not be rezzed, they will be dead on the spot without the chance to resurrection.

Earning of Experience by the Assassin
The Dice of Target and Amount of Earned Xps

Mortals Half - Breeds Immortals
2d20 -- 2d25
150 
 3d20 -- 3d25
225
4d20 -- 4d25
300
2d26 -- 2d30
200 
 3d26 -- 3d30
300 
4d26 -- 4d30
400
2d31 -- 2d35
300
3d31 -- 3d35
450 
4d31 -- 4d35
600
2d36 -- 2d40
450
 3d36 -- 3d40
675
4d36 -- 4d40
900
2d41 -- 2d45
600
3d41 -- 3d45
900
4d41 -- 4d45
1,200
2d46 -- 2d50
900
3d46 -- 3d50
1,350
4d46 -- 4d50
1,800
2d51 -- 2d55
1,200
3d51 -- 3d55
1,800
4d51 -- 4d55
2,400
2d56 -- 2d60
1,500
3d56 -- 3d60
2,250
4d56 -- 4d60
3,000
2d61 -- 2d65
2,000
3d61 -- 3d65 = 3,000 4d61 -- 4d65
4,000
2d66 -- 2d70
2,500
3d66 -- 3d70
3,750
4d66 -- 4d70
5,000
2d71 -- 2d75
3,000
3d71 -- 3d75
4,500
4d71 -- 4d75
6,000
2d76 -- 2d80
4,500
3d76 -- 3d80
6,750
4d76 -- 4d80 
9,000
2d81 -- 2d85
6,000
3d81 -- 3d85
9,000
4d81 -- 4d85
12,000
2d86 -- 2d90
9,000
3d86 -- 3d90
9,000
4d86 -- 4d90
18,000
2d91 -- 2d95
12,000
3d91 -- 3d95
18,000
 4d91 -- 4d95
24,000
2d96 -- 2d100
15,000
 3d96 -- 3d100
22,500
 4d96 -- 4d100
30,000