General Navigation

Government

Currency

Combat

Judical

 
Assassinations

Decree of the Department of Assassins:
Under the government of GOTHIC, it was once decided that a man or woman should have the right to, with a sound reason, take it upon himself to take the life of another living being. This is an extremely thin area of ice that these men and women now walk on. Now that GOTHIC has a Judicial System in place, some of these "assassinations" could very easily end in court if previously mentioned killer failed to make the kill. Being as the ice in this area is very thin we find it appropriate that we provide you with some basic, and advanced guidelines on the terms and procedures of exacting death under the Empire.

In the Empire we have enhancers that go from the highly advanced to simple. When shopping for enhancers or making enhancers keep all rules for theses in mind. All enhancers must have the final approval from the Imperial Council before being issued. With the Imperial Council's approval you will get a register number this must be put into your life scroll and you may use them when entering fights or battles. We do have a rezz enhancers available these are to enhance the 5 rezzes you are given. These enhancements are available at the enhancer shop [site under construction] along with spells and weapons.

Only 3 enhancers can be used in any fight.

General:
Assassins may be mortal, half-breeds, or immortal. All assassins, regardless of species MUST use 2 sided dice during an AA. At no time will an AA be made on a marshal during a mass spar. By the same token, marshals may not AA during a mass spar. GOTHIC will honor only mass spar havens of allied forums. Recruitment taverns and halls are fair game! NO AA's are to be performed on targets who are actively participating in a mass spar. All assassination attempt logs must include some action of the target BEFORE the OOC warning lines to ensure that the target is actively RPing. All assassins MUST be registered by the Assassin's Magistrate and display their registration number in their life scroll or web portal.

Registration:
To obtain a registration number, you must send a mock AA training log in with a request to the Assassin's Magistrate. GC's, this is a tedious process I know, but we don't want newbie people running around pretending to be skilled assassins. Being an assassin is an honor, do not abuse it. If you are lucky enough to obtain a registration number, we will EXPECT that you act as a dignified skilled assassin would.

For example, a skilled assassin NEVER tells his/her target of his intentions. If you are caught walking around acting like "da bomb" because you have a registration number by threatening to AA everyone you see, then your registration number will be revoked. Such acts of newbie's will not be tolerated and give a bad name to those assassins who truly possess talent.

How to Become an Assassin:
Those who wish to become an assassin in the GOTHIC Empire must study these rules closely, and then submit a picture-perfect mock AA to their GC's. It will be the determination of the GC as to whether or not to submit the assassin for registration. GC's, if you feel your candidate is prepared to become an assassin, submit his/her screen name to the Assassin's Magistrate.

The mock AA does not have to be attached if the GC feels their member is qualified enough. GC's, make sure you review these Mock AA's carefully. GC's have the responsibility to make the determination. There will be fines and penalties for GC's who continually make requests for unqualified candidates.

If the GC is uncertain as to whether or not the Mock AA meets our standards, feel free to send it to the Assassin's Magistrate for approval. Freelancers, submit your mock AA's directly to the Assassin's Magistrate for approval.

Standard Rules:

  • You must have an AA Registration # and valid contract to perform a legal assassination. An attempt at such without BOTH of those may result in your registration being revoked [if obtained] or execution.
  • Regardless of mortality, only 2d of your die are legal in an AA. Should the AA commences to DM, full die are then to be used with ONLY enhancers announced during the AA by both sides.
  • GOTHIC does not accept free style, free forum, or out of forum AA's.
  • Once you are AA'ed successfully you have 24 hours to obtain a Rezz. If you do, you lose 1 forum Rezz out of a total of 5.
  • You cannot be AA'ed unless you give someone a reason to kill you and you cannot be AA'ed twice for the same reason.
  • All members that reside in the Empire MUST accept forum AA's. Failure to accept may result in an execution, or being brought to trail under the Judicial System. The only exception to this rule is stated below.
  • Members of Clans who choose not to be run as guilds are not bound to the Empire dice. For this reason, they do not have to accept AA's.
  • To obtain an AA Reg or AA Contract, fill out the corresponding applications on the website.
  • Once the AA has been performed, send the log to Pending for validation.

Tips & Advice:

  • Assassinations are mainly to rid yourself of an enemy without being caught. Those last 3 words are critical mainly because if you are caught, chances are the next AA you see will be on your own character.
  • It is usually best to only AA when you NEED someone dead; not just because you have contract lines on someone and feel like doing it.
  • The perception roll is EVERYTHING. If you are seen you might as well have just challenged your target to a DM. It is always best to have a Stealth Enhancer before you attempt an AA to make you less likely to be seen by the target.
  • Never attempt an AA on someone unless you know for sure you will succeed.
  • Attempting to assassinate any powerful person in the land of RhyDin means you are screwed to hell and back if you are seen. If you are not and the AA is successful then your character is free to sit back and watch the sunset.
  • ALWAYS examine your target's dice, bodyguards, & enhancers thoroughly before you even fill out the contract application.

Contracts:

  • Before sending in a contract application you must have at least 5 IC lines of the target committing contractible actions against your character.
  • That log must be sent to Pending along with the AA contract application. Once you have received an AA registration and contract, you are set to go with the Assassination. You must place the Contract Number, your Reg Number, Dice, and any Enhancers you plan to use somewhere in your profile before the AA is announced and must remain there for at least 48 hrs after the AA takes place.
  • An assassin may hold a maximum of 3 contracts at any given time. All contracts remain valid for a full 14 days or until the time when the a fore mentioned Assassination takes place. After the attempt, the contract expires, regardless of the outcome.


AA XP Earnings - by Targets Dice
2d 3d 4d
D20-29 5,000XP 8,000XP 10,000XP
D30-39 7,000XP 11,000XP 14,000XP
D40-49 9,000XP 13,000XP 18,000XP
D50-59 10,000XP 17,000XP 22,000XP
D60-69 11,000XP 17,000XP 22,000XP
D70-79 12,000XP 18,000XP 24,000XP
D80-89 13,000XP 20,000XP 26,000XP
D90-99 14,000XP 21,000XP 30,000XP
D100 15,000XP 23,000XP 30,000XP

To Avoid AA Invalidation:

  • Make sure you state and use the correct dice, enhancers, HTK, contract #, reg#, time of day, date of the month, and time of death.
  • Never attempt an AA whiles your target is in an MS or any type of spar.
  • Do no tamper with the log in any way.
  • Make sure your target is IC in the room before you announce.

The Five Minute Rule:
The Assassin must give the target 5 minutes to state his dice, bodyguards, and enhancers. After the Target states his information, the Assassin must then give the Target an additional five minutes to roll for perception. Should the target be booted offline the assassin must give him 5 minutes to return (From the time he was booted). The assassin also gets 5 minutes to return should it happen to him. If the Target should fail to State, Roll Perception, or return if booted, it results in Auto Death.

][ 5 minutes to roll perception. 2:15pm ][
<1 minute elapses>
][ 4 minutes to roll perception. 2:16 pm ][
<1 minute elapses>
][ 3 minutes to roll perception. 2:17 pm ][
<1 minute elapses>
][ 2 minutes to roll perception. 2:18 pm ][
<1 minute elapses>
][ 1 minutes to roll perception. 2:19 pm ][
<1 minute elapses>
The AA is over; the Target is dead by Auto-Death.

Performing the Assassination:

  • You only need to wait for ONE IC action by the Target before you announce the AA. The Assassin must enter the room before given the announcement of the AA. This means you must enter the room IC, and do so "unseen" before scrolling your announcement.
  • The following AA is a completely standard example of an AA, with no bodyguard or enhancers for the Target and failed perception. This is done as a successful AA.

1. [Forum Name] AA on [Target's SN]
2. Assassin: [Assassin's SN]
3. [Time of Day] [Time Zone] [Date of Month]
4. [Assassin's Dice],[Assassin's Reg],[Contract Reg] If enhancers are being used by the assassin.
5. [Enhancer Name] [Enhancer Function] [Enhancer Reg]

After all enhancers stated:
6. [Target State Dice,BG, & Enhancers [if any]
7. [ You have 5 minutes to State until Auto-Death ]
8. [Do NOT roll perception until told ]

At this point the target states his information:
9. [ Assassin states the required HTK needed ] - Hits to Kill depends on the target's dice.
10. [ Target Roll 2d20 Perception, a roll of 2 needed to spot Assassin ]
11. Assassin then states whether perception is passed or failed ]
12. [ Since this is a successful, perception was failed and Assassin makes his strike by first stating the HTK needed, and then making his IC action ]
13. [ Assassin states whether HTK was reached, AA successful or unsuccessful, and ToD (Time of Death)- if successful ]
14. [ Assassin states that the Target has 24hrs to get a valid forum Rezz ]-if successful.
15. [ After the AA the assassin must leave the room ]

Reminder: This was a perfect, successful Assassination with perception failed, other scenarios are possible and discussed.

  • If the Assassin fails to reach the HTK (Hits to Kill), the Target now automatically SEES the assassin. The target would get a chance to stay and fight or flee for his life. If he chose to fight, any damage did would be carried over into said DM.

Perception:
Perception means that the assassin has been seen, and his intentions seemingly questionable. This alerts the target that he/she could be in potential danger. If the target does not score at least 2 points on a 2d20 perception roll, the assassin was not seen at all. The AA proceeds and the assassin makes his attack.

If the target scores 2 points on the 2d20 perception roll, he or she has the option to:
1. Flee - leave the room and not return until the assassin has left to avoid being injured.
2. Dodge - the target can stay and wait to see if the assassin attacks. If the assassin does attack, the target may have the one chance to dodge the attack by rolling his/her's guild dice. The assassin then rolls his/her's 2d dice. In order for the target's dodge to be successful, he must roll at least one side of his/her dice higher than the highest dice rolled by the assassin.

If the dodge is successful, the target then makes an attack on the assassin, which becomes the first attack of a DM fought with guild dice to 150. At this point, the assassin, if a half-breed or immortal may begin using their 3d or 4d dice. The looser of this DM is granted automatic rezz.

If the target fails meet the requirements for a successful dodge, then of course, the AA was considered a success (if the assassin scored the required HTK) and the target has 24 hours to gain a legal rezz and send it to the Chief Auditor for validation. If both the Assassin's attack and the dodge where unsuccessful, the target is injured, and the assassin must flee.

Out of Forum Assassination Attempts:
AA's done on targets outside of the GOTHIC forum are done solely on a free-form basis but still require a valid contract which will be signed by your GC. Please do not bring out of forum contracts to the Chief Auditor for approval. Out of forum AA's are solely for the purpose of SL's, and the death's resulting from them will not be deducted from your rezz total. However, you will still need to obtain a rezz within 24 hours in the name of good role-playing.

The option to accept and/or attempt out of forum AA's is up to each member individually but, if you do not wish to accept out of forum AA's, you need to state that in your profile or character webpage, otherwise, you are fair game. If you attempt them, you must accept them as well. Do not expect members of other forums to accept your AA, but if they do, it is more practice for you. Successful out of forum AA's grant you 50 xps since it's just for practice.

Enhancers:
Up to three enhancers may be used by both the target and the assassin regardless of breed. These enhancers MUST be legal and registered. GOTHIC only allows up to +3 or -3 for perception, and +3 or -3 for damage or defense, PER item. Only 1d6/2d6 elementals are allowed for AA's [Damage, and Defense Only].

Bodyguards:
In order for a target to claim a bodyguard, he/she MUST have that bodyguard listed in their profile PRIOR to the AA. There can only be TWO bodyguards used per AA. If a bodyguard is present during an AA, the bodyguard can attempt to roll perception to see the assassin.

If the bodyguard perceives the assassin, he can do the following:

1. Warn - he will warn the target so the target and the bodyguard both can flee and an assassination attempt can not be made for another 24 hours by that assassin. If the target chooses not to flee, there is nothing more the bodyguard can do and the AA proceeds as if the bodyguard was not there, OTHER than the fact that the bodyguard will KNOW who the assassin was.

2. Fight - The bodyguard can attack the assassin, thus beginning the first strike of a DM fought with guild dice to 150. If the bodyguard wins the DM, the assassin has 24 hours to obtain a legal rezz. If the assassin wins the DM, the bodyguard must obtain a rezz, and the assassin can go ahead and make an attack on the target. The target may flee anytime during the DM, but the assassin can follow the target and attempt another AA. Again, during the first three rounds of this DM, the assassin can choose to flee.

Mass Assassination Attempt:
When trying to take out a powerful half-breed, supernatural, or immortal target, up to three assassins can be used. The target will roll perception for all three assassins and all previous rules shall apply. Mortals cannot be MAAed.

Assassin's Earnings:
Assassins are generally paid in gold by the contractor for a successful AA. This amount is up to the assassin and the contractor. The assassin also earns XP for successful AAs which are figured this way: ][ Target's dice x total hits rolled = XP per assassin. ][

Examples:
Here we see the Targets lines of IC, making sure they are actively in the room and RPing, not away from the keys or just hanging in the room Out of Character.

diminishedMS: :Quietly, he stepped into the tavern. Looking around quietly:
Fire BlackHeart: ::Watching from the shadows, he waited for a few before stepping from them and looking around quietly. His voice was low and calm as he spoke::
Fire BlackHeart: Whom is Orin?

It is at this time that the Assassin makes his announcement of the assassination, and takes liberty of entering the room. Our assassin has entered the room, and given his announcement of the assassination Attempt to the Target. He has stated his dice, the time and the date, his audit number for his d90+ dice, and his Assassin Registration Number.

He has labeled the contract as a mock, which you will need to do for you own Mock Assassinations, given the list of enhancers he plans to use, and the account they are registered to him under. He has told the target of there 5 minute time frame, and asked that they state their Dice - Body Guards and Enhancers if they have BG's or own Enhancers.

Fire BlackHeart: ::Stepping back into the shadows, he remains unseen::
Fire BlackHeart: ·× GOTHIC Mock AA on diminishedMS
Fire BlackHeart: ·× Assassin: Fire BlackHeart [4d/2d97]
Fire BlackHeart: ·× Time: 9:29pm EST Date: 10 - 14 - 2001
Fire BlackHeart: ·× Audit #- 001 ARN-A¤002
Fire BlackHeart: ·× Con# Mock for Charter
Fire BlackHeart: ·× Enhancers | Registered Under E002
Fire BlackHeart: ° State enhancer here
Fire BlackHeart: ° State enhancer here
Fire BlackHeart: ·× Assassin is finished
Fire BlackHeart: ·× Please refrain from rolling perception until told
Fire BlackHeart: ·× You now have 5 minutes then you are
Fire BlackHeart: ·× declared dead by means of Auto Death
Fire BlackHeart: ·× State Dice / Bodyguards [ if any ] / enhancers.

Our target has stated his dice, his legal BG, and that he has no enhancers.

ReptiIian Mayhem: ::Sitting nearby, he looked around quietly::
diminishedMS: [4d91/BG: ReptiIian Mayhem/Enhancers: None]

Our Assassin has asked that the BG state his Dice and Enhancers for the Empire.

Fire BlackHeart: ·× BG Please state Dice & Enhancers

We see that the Body Guard has successful done the needed stating, and he has a +1 Perception Enhancer to cancel out the effect of the Assassins +1 Stealth, when he The BG rolls perception, this does not affect the targets needed perception roll.

diminishedMS: ::He sat there, watching all that was taken place around him::
ReptiIian Mayhem: (4d92)
ReptiIian Mayhem: ~Enhancer Listing~
ReptiIian Mayhem: (State Enhancers here)

The BG has failed to make perception and our Assassin has state the perception roll reached by the Body Guard.

Fire BlackHeart: ·× BG Please roll 2d20 for perception.. 2 Needed
OnlineHost: ReptiIian Mayhem rolled 2 20-sided dice: 15 12
Fire BlackHeart: ·× Perception Failed 1/2

Notice that the Target still needs 3 for perception, since our Assassin has +1 Stealth and our target has nothing.

Fire BlackHeart: ·× Target Please roll 2d20 for perception 3 is needed

Like before the assassin states that the Target has failed perception and given the total.

ReptiIian Mayhem: ::Sitting there, he had no idea of what was actually going on. People were basically, making fools out of themselves::
OnlineHost: diminishedMS rolled 2 20-sided dice: 17 2
diminishedMS: ::Glancing at ReptiIian, he smirked softly:: Enjoying yourself?
Fire BlackHeart: ·× Perception Failed 1/3

Our assassin has now stated that the AA will commence and given the targets HtK. He will now make his strike. Our assassin has made his strike, notice that inside of his strike he stated the use of his enhancers in IC action, in the form of " Weapon of choice ( +3 dmg ), and "Blessing of the Cipher one ( 2d10 dmg )", this is a must or the AA will be invalid. Once again our assassin has gotten creative, it is preferred that you do the same, to some extent with your strikes, give details on how you make the kill.

Fire BlackHeart: ·× AA Will Commence at 28 HtK for target
Fire BlackHeart: ::and he waited in the shadows till his target was
Fire BlackHeart: vulnerable, silent movements made adjustments to
Fire BlackHeart: the sword, seeing his opportunity with
Fire BlackHeart: unheard movement, he swiftly made his way
Fire BlackHeart: from the darkness, his weapon of choice
Fire BlackHeart: aimed true, a malevolent grin hidden behind a
Fire BlackHeart: cloak of shadows as he pulled the blade across the
Fire BlackHeart: throat of the chosen victim::

Our assassin has rolled for his normal dice.
OnlineHost: Fire BlackHeart rolled 2 97-sided dice: 3 59

Now for his stated 2d10 Elemental.
OnlineHost: Fire BlackHeart rolled 2 10-sided dice: 10 8

The assassin gives a tally of his rolls stating that on the 2d100 he rolled a total of 9, on his Elemental he totaled 18 ( for information on the use of elementals, please see insert link to the elemental page HERE ), and stated the addition of his +3 damage enhancer.

Fire BlackHeart: ( 9+18+3 = 30 )

Our Assassin states the final HtK score, and that he was successful in his Attempt.

diminishedMS: ::Within a spilt second of speaking to ReptiIian, his throat was cut and he fell to the ground. His life flashing before him::
ReptiIian Mayhem: ::His eyes drifted, till he heard a *Thud* on the ground. Looking at Orin, he jumped rather quickly
ReptiIian Mayhem: and drawing his weapon. Looking around for a moment, before kneeling next to Orin, not knowing who did this::
Fire BlackHeart: ·× Assassin Successful [ 30/28 HtK ]

Our Assassin now states the Time of Death and the Date once more.
Fire BlackHeart: ·× Time of Death: 9:33pm EST | Date: 11-07-2000

Our Assassin has given the notice of 24 hours for an GOTHIC Resurrection, and some other misc. information, simply stating that the target has 24hrs to receive a resurrection will be enough.

Fire BlackHeart: ·× If this were real you would have 24 hrs
Fire BlackHeart: ·× To get a GOTHIC Rezz. This death was
Fire BlackHeart: ·× Brought to you by the BlackHearts.
Fire BlackHeart: ·× Have a great day, and a peaceful afterlife.

Our Assassin has shown us the proper way to assassinate someone under GOTHIC. He has followed all of the needed articles for Assassinations, and given us decent RP to examine. This Assassination is done cleanly and very organized, and also includes detailed Role Playing, these qualities are highly thought of, and will earn a registered assassin a better shot of getting a forum sponsored job through the Forums Hire an Assassin Program.

MAA-Mass Assassination Attempt:

  • MAA is an easier, less risky, way of bringing down a powerful target. No more than 3 Assassins are allowed to take part in an MAA. The Target now gets a perception roll for ALL assassins taking part. Any Assassin that is spotted MUST flee immediately leaving the other(s) to continue the AA. Should the Assassins fail to reach the required HTK, the AA then commences into an MDM, pitting all assassins against the Target. Any damage done within the AA strike is carried to the DM.
  • GOTHIC aggression DM's are done with Mortality HP.( Immortals receive 80 | Halfies receive 60 | Mortals receive 40 )
  • Remaining Assassins state their information before the Target does anything. Assassin1 is in charge of instructing the target and other assassin[s]. Assassin1 attacks first, Assassin2 attacks second, and so on, common sense really. If Assassin 1 does NOT make the HTK, he must then state "Assassin 2 goes," at which point Assassin2 will attempt to finish the job. The HTK is NOT started over. If the target has 30 HTK, and Assassin1 takes 20, Assassin2 only needs to get 10 more. If one of the Assassins is spotted, ONLY he is seen, not ALL the Assassins.

Hit To Kill Chart:
Finally, the HTK. This is the amount of points to kill a character.


Hit To Kill Chart
2d 3d 4d
D20-29 5 8 10
D30-39 7 11 14
D40-49 9 13 18
D50-59 10 15 20
D60-69 11 17 22
D70-79 12 18 24
D80-89 13 20 26
D90-99 14 21 28
D100 15 23 30
 











 
 
 
 
 
 











 
 

Factions

Charters

Applications