Assassinations
Assassination is the hiring of one person(up to 3) to secretly kill another. In order to perform an AA
a contract is required, and for the contract to be approved there needs to be sufficient warrant. A
log containing the offense must be submitted before the contract can be signed. AAs can be performed
with a pending confirmation but there's a drawback: If the contract is invalidated for any reason, the Assassin
is placed upon the internal ministries WANTED page: Meaning that it's open season for executioners.

To avoid this, make sure you A: KNOW that you are going to be validated, or B: Wait.

To begin an assassination first it MUST be established in your log that both characters are IC.

After AAs are completed, they are to be sent to the
Assassin Supervisor for summary review.

OOC-
State AA Reg #
Forum Dice || Stats || AA Level
Class || Enhancers || Skills

Target states also.
Class || Enhancers || Skills
Forum dice || Stats

If Bodyguards are available they may state like the target.

Assassin enters IC.
Sneak attempt roll.
1d100
Aware class 65 and up is needed to sneak up on.
Normal 45 and up is needed to sneak up on.
Un-aware needs 35 and up to sneak up on.

Ranger - Aware
Marksman - Normal
Summoner - Unaware
Warrior - Aware

Once sneak attempt is rolled and is a failure, the target gets to choose the next course of action.
Stay and fight to the death, or try and capture the assassin for a reward.
Or flee and live to fight another day.

Once sneak attempt is rolled and is a success, next is the attack.
1d30 will be rolled.
1 is a miss. 2-10 is  small wound. 11-24 is injured. 25-29 near death. 30 is death.

If death is rolled, obviously, the target is dead.
If anything other than Death occurs, an AADM starts, so refer to the references below when determining HP.
AADMs follow the same rules as a DM with one exception:
Target goes first no matter what.

if near death is rolled, the target is near death and will start a DM with 10% of his HP.

if injured is rolled, then the target is injured with 60% of his HP, and can roll an escape attempt to flee the fight. This will cost one turn in combat.

if small wound is rolled, then target starts fight with 90% of his HP and can also roll for a escape attempt, with a higher chance of escaping.

if miss is rolled, the assassin missed the target, the target starts with full life, and can roll for an escape attempt, with the best chance to get away. The choice is yours.

Escape rolling.

You must roll 1d20

Numbers needed to escape.
Dead- none
Near death - None
Injured - 15 and above
Small wound - 10 and above
Miss- 5 and above

Assassin skill level.

Basic(1)
Nothing added.

Novice assassin(2) 10 AA's completed.
+5 to sneak attempt

Amateur Assassin(3) 25 AA's completed.
+8 to sneak attempt
+1 to attack.

Advanced Assassin(4) 50 AA's completed
+12 to sneak attempt
+2 to attack.

Grand Master(5 max level) 100 AA's compeleted.
+20 to sneak attempt
+4 to attack

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