�1999 CSoR

All CSoR Assassin Reg Numbers are given for life and can only be taken away if the High Council deems it necessary to do so. This will only happen if someone is caught AA'ing without a valid contract, or abusing CSoR power.

All CSoR Assassins must use 2d when AA'ing and have a valid reg# and contract.

All assassination attempts must be logged and sent to the AA Supervisor. If the assassination procedures outlined below are not followed, the AA will be ruled invalid. Ignorance is not an excuse on either part, the assassin's or the victim's.

All members of the forum CSoR must accept AAs.

It's for your own good if you understand how an AA works, even if you're not an assassin... you just might be a target.

˜°ºð𺰘 Contract ˜°ºð𺰘

An assassin must have a contract on his victim before he AAs.

Any AAs done without a contract will be considered murder and the assassin will either have his reg revoked or, in extreme cases, be put to death by forum executioners after an unbiased trial. A contract is recieved from the assassin supervisor. A request for a contract from an assassin must be accompanied by a legitamate reason for killing their victim and 15 lines of a log on the victim.

˜°ºð𺰘 Warning ˜°ºð𺰘

The victim must be warned of his impending AA out of character. This is to be stated in the chat room by using mun bubbles. A warning can look simply like this:

Assassin: ((CSoR AA on Target by Assassin))

Target: ((::sighs:: You really do have impeccable timing.))

There it is, as simple as that. The warning.

Note: Target's MUN knows of the impending assassination attempt... the character is completely clueless and may not leave the chatroom after the attempt is stated.

If a victim leaves the chat after a warning is posted, he or she has five minutes to return before being declared AUTODEAD with NO rezz! For this to happen, the assassin must count down the minutes and state the time and how many minutes remain OOC.

˜°ºð𺰘 Contract Number? Reg Number? ˜°ºð𺰘

The assassin must have both a CSoR AA registration number and a contract taken out on the person he or she is AAing. There must be a legitimate reason to kill the target.  All contracts must be cleared with the AA Supervisor and they must have a legitimate reason for the AA stated in the contract! and 15 lines of a log of your victim.

The contract and reg# of the assassin must be stated before any other AA actions proceed.

Assassin: ((Assassin: Assassin - Reg #CA*001 - CA#001))

˜°ºð𺰘 Date? Time? ˜°ºð𺰘

Stop right now! Before you kill, both the AA Supervisor and coroner need a bit of information. What's the date and what's the time? It comes in handy if the target dies and a rezz time limit is issued...

Assassin: ((Date ~ 11-1-99  Time ~ 2:30pmEST))

˜°ºð𺰘 Enhancer Check ˜°ºð𺰘

The victim of an AA might have enhancers that can come to his or her aid, as well as the assassin might have enhancers to help kill. Therefore an enhancer check is necessary directly after the warning.

In CSoR, both the assassin and the target may use up to three enhancers.

The target may use +1 Perception and up to +6 damage or defense or a +1 Perception and an elemental. The assassin may use +1 Stealth and up to +6 damage or defense or a +1 Stealth and an elemental.

It should be done as thus:

Assassin: ((+1 stealth boots, +3 dmg sword, -3 dmg vest))

Assassin: ((Target, state enhancers))

Target: ((+3 dmg sword, +1 perception ring))

or as this...

Assassin: ((+1 stealth boots, 2d10 Water elemental))

Assassin: ((Target, state enhancers))

Target: ((+1 perception ring, 2d10 Fire elemental))

Note: perception and stealth enhancers may alter the pts needed to see the assassin in perception, and + HP will alter the htk. Without enhancers, points needed to see the assassin is ALWAYS 2.

˜°ºð𺰘 Perception Check ˜°ºð𺰘

After an enhancer check comes the vital part of an AA - the perception check. Will the victim spot the assassin? Will the assassin successfully sneak up on the target? Hmm...

For the perception check, the victim must roll 2d20. To notice the assassin, he or she must achieve 2 points. This can be done by rolling two numbers over 14 or by combining a perception enhancer with a number over 14. Perception is 2d20. Some other forums allow 2d25 perception for characters with over d95...CSoR does allow this.

˜°ºð𺰘 Bodyguards ˜°ºð𺰘

To be a valid bodyguard in CSoR, you must have several things in your profile. These include your CSoR status (FL or guild stats) and "BG to "

Once the initial warning is given OOC, all BGs present state their intent to BG OOC. If more than two BGs state, the target chooses which two will BG. The assassin must prompt the BGs to then state their enhancers and roll perception. Bodyguards must roll 2d20 perception before the target, or their rolls don't count.

If a bodyguard wins perception, he has three options:

-Warn the target

-Step in front of the target and take the AA himself

-Choose to DM the assassin(s)

ALL AADMs GO TO 80 HP AND ARE FOUGHT WITH GUILD DICE AFTER THE ASSASSIN'S INITIAL FIRST 2D STRIKE!!

Based on the principle that although the victim/BGs see the assassin, they still might not realize what the assassin is up to, only be a bit suspicious. If any BGs or the Target win perception on the assassin, the assassin may flee and the AA will be over before anything happens. If this occurs, the target may challenge the assassin to a DM or hire his/her own assassins to kill the original assassin... or s/he might decide to just ignore everything.

However, the assassin can choose to stay in the room. If this is the case, the BG has the three choices stated above and the target has the following three choices:

-Flee the room

-Dodge the hit and counter strike

-DM the assassin

˜°ºð𺰘 Taking the AA - BG's Option ˜°ºð𺰘

After the BG wins perception, the target still gets his/her chance to roll. If s/he fails, the AA continues as planned (needless to say, if s/he wins, s/he gets the normal options). The assassin attacks and rolls his/her 2d guild dice. Immediately after, the BG states IC how s/he takes the hit, then placing "~Takes the AA~". The HTK the assassin achieved are over the TARGET'S htk, NOT the BG's! If the AA on the BG is successful, then the TARGET gets second perception, which will be explained later.

˜°ºð𺰘 DMing the Assassin - BG's Option ˜°ºð𺰘

If the assassin stays in the room, the BG may choose to DM the assassin. After stating the intent OOC, the BG gets first strike with his/her guild dice. The DM goes to 80 HP and the assassin gets to use his/her guild dice.

THERE IS NEVER HONOR STRIKE IN AN AADM.

˜°ºð𺰘 DMing the Assassin - Target's Option ˜°ºð𺰘

If the assassin stays in the room, the target may choose to DM the assassin. After stating the intent OOC, the Ass continues with his/her AA. If enough HTK are scored, the target is dead. If not, the AADM is initiated and the target's HP transfer over 75. The target may then use his/her guild dice. After the assassin's initial first strike, s/he may also use guild dice.

ASSASSINS THAT DIE DURING AAs MAY HAVE 24 HOURS FOR A LEGAL REZZ.

˜°ºð𺰘 Warning the Target - BG's Option ˜°ºð𺰘

If the assassin stays in the room, the target may choose to warn the target. After stating the intent OOC, s/he warns the target IC. The target must then flee the room.

˜°ºð𺰘 Second Perception ˜°ºð𺰘

If the target fails perception and the AA continues with the assassin not scoring enough HTK, the target and his/her BGs get Second Perception. They each roll 2d20 and need a base of 2 points to see the assassin. If the assassin is seen, s/he must leave the room. The purpose of second perception is this - it's stupid for someone to just drop over, half dead, without realizing what's up. Second Perception gives the target and BGs a chance to find out the identity of the assassin so they can get revenge as they see fit.

There are NO grab/flee attempts in CSoR. The reason being is the fact that the assassin may NOT be within range of grabbing. How are you supposed to grab someone sniping from a neighboring roof top?

THE ASSASSIN MUST LEAVE THE ROOM IF SEEN DURING SECOND PERCEPTION. However, s/he may stay if not seen.

Hits To Kill
2d20-29 4 3d20-29 6 4d20-29 8
2d30-39 5 3d30-39 7 4d30-39 9
2d40-49 6 3d40-49 9 4d40-49 12
2d50-59 8 3d50-59 12 4d50-59 16
2d60-69 10 3d60-69 15 4d60-69 20
2d70-79 12 3d70-79 18 4d70-79 24
2d80-89 14 3d80-89 21 4d80-89 28
2d90-94 16 3d90-94 24 4d90-94 32
2d95-99 18 3d95-99 26 4d95-99 34
2d100 19 3d100 28 4d100 36

Note: If either the assassin or target flees, they must state IC how they leave the room AND THE ONLINE HOST MUST STATE THAT THEY HAVE LEFT THE ROOM!! Otherwise they are still fair game!

˜°ºð𺰘 Mass Assassination Attempts ˜°ºð𺰘

Due to the fact that supers with high dice are extremely hard to kill, MAAs are allowed in CSoR. Only supernaturals may be MAAed, and only two assassins may MAA. There are exceptions, however. Two assassins with d60 or lower may MAA a halfie, and three assassins with d60 or lower may MAA a super.

˜°ºð𺰘 Differences in MAAs ˜°ºð𺰘

The target and BGs must roll perception for each assassin... so if there's two assassins in a MAA, the target and BGs would roll perception twice. If perception is won on ONE Ass and the target chooses to flee, s/he still must take both hits. After all, why would an assassin allow the target to escape when there's two of them there? The dodge rule is carried out in the same manner, however... a target may attempt to dodge one of the Asses. If the target wins perception on both, s/he may flee the room, attempt to dodge both, or DM both in a Mass AADM, the order being Ass One, Ass Two, Target. If a BG spots one Assassin, s/he may only DM one or warn about one. However, if s/he decides to take the AA, s/he takes the attack from both Asses.

All AA logs, whether failed or successful, MUST be sent to the Assassin Supervisor for validation!

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