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Assassinations


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Assassinations:


All members who are in PotU must accept PotU AAs, as well as any other forum's AA.
All assassins, immortal or not, must use standard 2d when performing an AA or participating in an AA.
They must be registered within PotU forum with the Grand Assassin and have been issued an Assassin regulation number.
To obtain a number assassins must be able to prove their capablity to execute an AA, according to the below rules, by means of a mock AA sent to the Grand Assassin, Arteris Dazonan. (( arterisdazonan@aol.com ))


Assassination Contracts:


All contracts, before being fulfilled, must be turned in to the Grand Assassin and have been approved by the Grand Assassin. At no time will an assassin ever be required to give out the names of who hired him/her for a contract, if hired at all. All valid contracts are kept confidential and only the validity of the contract may be checked, by way of contacting the Grand Assassin, after the attempt was made, Arteris Dazonan. (( arterisdazonan@aol.com )) If ever an assassin executes an AA without a valid contract, it is taken as murder, and the assassin will be put to death without Rezz.


AA Contract:


*Assassin/s Name:
*PotU Registered Assassin number:
*Dice Level:
Will Poison be used? (yes/no)
Level of Poison to be used:
Specific Reason for the Assassination:
*Target Name:
*Dice Level:
Signature:(Supreme Chancellor or Lord of Assassins)

Please use solid logic and prudent judgement when considering who to AA. Also note that one (1) contract will be approved for one (1) death threat. The log may not be shared between assassins, if multiple assassins are present, so that multiple contracts can be taken out on one person for the same reason.
Only once in every 24hr period may an Assassin make an attempt to fulfill a contract and the same target cannot be AAed twice in a 24hr period.


Havens:


Havens will be allowed within PotU. In order for the room to be a safe haven, it must have the words, "save haven" in the name. The following rules are the only exceptions to an RPing Character being AAed:

Assasinations cannot be executed on anyone participating in a MS.

A store owner or shop keeper while they are working-i.e. in their place of business doing duties pertaining to that business.

Any Proctor while he/she is proctoring.


The Assassination:


All Assassination Attempts follow the below outline of events:

1) The Warning.
2) State of dice and enhancers by Assassin.
3) State of dice, enhancers, and BodyGuards by Target.
If legal bodyguards are present, up to two, they also state here.
4) Perception/Stealth Roll
5) Perception Passed

If Perception Passed:
by BodyGuard: Options of:
Shield
Warn
DM

by Target: Options of:
Counterstrike/DM
Dodge
Flee

Perception Failed:
Attack made by Assassin (dice roll made)
Score Stated
If roll did not suceed, A) assassin either flees, B) target flees, C) or target remains to find out the assassin and have him/her arrested. C is done by rolling an additionary perception roll. If target's are higher than the assassin's, the assassin is doscovered. At this point, the assassin can still flee, but he/she is discovered. If he/she stays, they risk the chance of being captured by the target.


BodyGuards:


A person may have upto two bodyguards help them in an Assassination Attempt. In order for the BodyGuard to be valid they must have the specific name of the target. No family, guild, clan, house, or other group names can be used, and must be present at the state of the Assassination.

Any time a valid BodyGuard passes perception they will be given the following three (3) options:

Shield:
The BodyGuard is literally trying to "take the bullet" for the Target. The BodyGuard rolls a "dodge" ) against the Assassin's roll. If he/she succeeds then the BodyGuard stepped in front of the Target and took the hit for them. If the BodyGuard's HTK is reached, then he/she dies instead of the Target, if not then he/she must be healed, if they cannot heal themselves. If the BodyGuard fails to roll higher than the Assassin, then the Assassin was quicker than the BodyGuard and the Target takes full damage. If the hit is taken by the BG a DM may ensue between the BG and the Assassin with damage from the hit carrying over.

Warn:
The BodyGuard tells the Target that something is amiss within the room and suggests that they leave. No roll is needed, But Target must immediately leave the room (literally) or the AA will continue. Assassin remains unseen because no attack was made.

DM:
The BodyGuard refuses to interfere with the Assassination in any way, but rather lets it happen and attempts to kill the Assassin whether he/she kills the Target or not. This is considered to be a regular Assassination DM with full earned PotU dice used by both parties and to standard hit points, No HS.


Enhancers:


Enhancers are allowed in PotU AAs. They must be registered and can be of any legally accepted type.

Number of enhancers allowed in PotU AAs:

Assassin - Three (3) enhancers so long as one of them is stealth, if no stealth is owned or used then only two (2) enhancers may be used.

Target - Three(3)enhancers so long as ONE is of them is perception, if no perception is own or used then only two(2) enhancers may be used.

BodyGuard - Two (2) enhancers in any AA that they are acting as BodyGuard in.

Only one (1) item that effects stealth or perception may be used at one time.
Blessed Weapons or Armor and Resin coated weapons count as an enhancer.
No perception or stealth item may exceed the value of +2.
PotU does not recognize the need for "secondary perception" enhancers.


Mass Assassination Attempts:


Mass Assasssination Attempt, or MAA, is when more then two or more Assassins combines their efforts to AA someone. This is usually only done when the target is someone very powerful, like a high dice immortal. All of the standard rules for normal AAs apply to MAAs as well. MAAs are not allowed on Mortals. Any credits and/or experience earned is split equally between the team members.

Please notice that certain people like to team up for MAAs. If there are two people who always work together as an Assassination Team, they must register with the Grand Assassin as a team.
The maximum number of Assassins for a MAA against an immortal is two (2) if both are above d50.
The maximum number of Assassins for a MAA against an immortal is three (3) If two (2) of the Assassins are d50 or under.


Assassination Poisons:


Upon purchase from the Grand Assassins, and only from the Grand Assassin, potU Assassins may use poison in an AA. (Poisons can only be obtained from the Grand Assassin, and no one else. Once the poison is issued, it can only be used one time, and against the target stated in the AA Contract. The poison is only good for 24hrs after is had been issued.)
They may use solely poison, such as a liquid, or they may use poison in combination with a weapon, such as a resin. Each poison has its own properties and benefits and each poison has its own modifiers and pitfalls.


Liquid Poison-Level 3, 4, 5:


Poison must be ingested by target, injected into target or absorbed though the target's skin. Target must be poisoned before Assassination Attempt is stated. When using a liquid poison to assassinate the Assassin must proceed carefully for there is only one perception check for the AA.If they fail the perception roll, they do not know they have been poisoned and are now considered under the effects of the poison for the rest of the AA.(Hence the one perception roll). Options for the target who passes perception in an AA are the same as above but work slightly different due to the nature of a poison AA.

DM/Counterstrike:

Done at the conclusion of the AA. If the strike done by the assassin and the damage effect of the poison does not succeed in killing the target, then a counterstrike is executed by the target per above rules.

Dodge:

You may not dodge any liquid poison strike and must take full damage from it. If dodge is chosen then target attempts to dodge any physical strike the assassin attempts.

Flee:

Any flee made comes after the liquid poison damage roll, for that has already been administered to the target.
The Assassin must have listed in the contract that they are using poison, what level and whether or not they will also be physically attacking the target. (by using a liquid poison it makes it possible so that an Assassin could take down a high dice immortal alone, with the poison acting as a second assassin, and thereby getting all the experience for him/her self. Liquid poison cannot be used in an MAA)

Level 3:

Low level poison. Rolls a value of 2d60 for all types and kinds. Has no odor, no taste, and no sensation upon contact or injection. Perception rolled is same as for any other AA, no modifiers.

Level 4:

Medium level poison. Rolls a value of 2d80 for all types and kinds. Has very distinct odor, no taste and a very slight burn sensation upon contact or injection (such as a bee sting would feel). Perception rolled has a -2 to any stealth roll made by the Assassin using a Level 4 poison.

Level 5:

High level poison. Rolls a value of 2d100 for all types and kinds. Has no odor, very bitter taste and burns upon contact or injection. Perception rolled has a -4 to any stealth roll made by an Assassin using a Level 5 poison.



If a target passes perception check he/she caught the Assassin poisoning them, but they still have poison in their body and must be healed to have it removed from their system. IF they do not have it healed then the poison still kills the target. They have 24 hrs for Level 5, 36 hrs for Level 4, and 48 hrs for Level 3 to get a healing or a rezz will now be needed as well.

Also if a target was killed by a poison AA he/she must have a healer present for their rezz to clean the poison from their system and heal the damage it has done.


Resin Poison-Level 1, 2, 3:


Resin poisons are used to coat any weapon and add a value of damage to it. Resin poisons act as any other enhancer would in an AA and count as an enhancer. They are used as an enhancer and all the rules for a regular AA apply with no special grantings and no modifiers for Resin poisons.
Their intrinsic value is that for any other enhancer, Level 1=+ 1, Level 2=+ 2, Level 3=+ 3. They must still be purchased from the Lord of Assassins and are not a permanent enhancer but only last for the single AA.

Cost of Poisons and Request for Sale:

Each level of poison has its own cost and is good only for a single contract. If the Assassin wishes to use poison for another Assassination he must purchase new poison.You must have an Assassin Reg # to purchase poison.

The Cost for poison is as follows:

Resin
Level 1- 500 gps
Level 2-1000 gps
Level 3-1500gps

Liquid
Level 3-3000 gps
Level 4-5000 gps
Level 5-8000 gps

Request for Sale of Poison:

Assassin Name:
Assassin reg #:
Type of Poison Requested:
Level of Poison Requested:

Request must be sent to the Grand Assassin by the Assassin, Arteris Dazonan. (( ArterisDazonan@aol.com )) Only the Assassin whose name is on the request may send in the request.


AA Charts:


In order for the AA to be successful, the Assassin must hit a certain amount on their roll. Below is the chart, based on the skill level fo the target, with the needed hit points for a successful AA.

Points Needed to Succeed in Assassination:

Mortals:

2d20-29 = 5
2d30-39 = 6
2d40-49 = 7
2d50-59 = 8
2d60-69 = 10
2d70-79 = 12
2d80-89 = 14
2d90-99 = 16
2d100 = 18

Half-Breeds:

3d20-29 = 7
3d30-39 = 9
3d40-49 = 10
3d50-59 = 12
3d60-69 = 15
3d70-79 = 18
3d80-89 = 21
3d90-93 = 24
d100 = 27

Immortals:

4d20-29 = 10
4d30-39 = 12
4d40-49 = 14
4d50-59 = 16
4d60-69 = 20
4d70-79 = 24
4d80-89 = 28
4d90-99 = 32

Assassins Xps are determined by the target's dice, see the following chart:

Multiply below figures by 1.5 for Half-Breed and by 2 for immortal d20-24 100xp d25-29 150xp

d30-34 = 300xp
d35-39 = 450xp
d40-44 = 600xp
d45-49 = 900xp
d50-54 = 1,200xp
d55-59 = 1,500xp
d60-64 = 2,000xp
d65-69 = 2,500xp
d70-74 = 3,000xp
d75-79 = 3,500xp
d80-84 = 4,000xp
d85-89 = 4,500xp
d90-94 = 5,000xp
d95-99 = 6,000xp
d100 = 7,000xp

If the target's dice are unknown, the Assassin receives the lowest amount.
In an MAA the assassins will split the total exp earned.
Experience for the target who passes perception and successfully flees: 500exp's
Experience for the target who passes perception and counterstrikes/DMs and assassin flees: 1000exp's
Experience for the BG who passes perception and shields: 750exp's
Experience for the BG who passes perception and successfully warns (i.e. target escapes): 500exp's



An Assassin is allowed only one hit to kill in an assassination attempt, multiple strikes by a single assassin, unless moving to DM, are not allowed.
The right to rezz is granted fully and freely to either Assassin or Target in AA DM.
Neither the Assassin nor the Target, if counterstrike is choosen and succeeds, may hide, in part or full, any part of the body.
All rezzes in the PotU must be valid.
An Assassination Number is a priviledge not a right, any assassin caught abusing his/her position will be stripped of his/her number.
If you are in a Role Playing Room, then you are subject to being AAed. You cannot state that you are Out of Character (OOC) to avoid a hit on you. That is an unreasonable claim to make to the Assassin/s who have done their job in searching you out, only to be diffused when you say "I am OOC, you can't hit me." If you are there, your character is there. If you have an important OOC conversation, carry it on in a Non-RP or Private Room to avoid problems. Claiming OOC is no justification for not playing along with the AA! The very same applies to the assassin. Any assassin whether succeeding or failing in the attempt whose SN does not leave the room afterwards is subject to retaliation. You cannot claim OOC to watch the RP that ensues from the AA and claim that your character is no longer there. For both parties... If the SN is in the room, the character is in the room. Simple as that.


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