You may at no time state in your profile that you don't accepts KAs. You may howerer state that you only accept CSoR KA's.

Rules for the Kidnapper:

1. Must have a valid registration number.

2. You must have a valid contract.

3. You cannot force the prisoner to do any unusually cruel or sexual acts without mun consent.

4. You may only kill the prisoner after 7 days and only in a legal DM. (The prisoner does NOT have to accept the DM))

5. You may not ask for more that 5,000 xps.

6. You may take your prisoner into public rooms but they are then fair game to rescued.

7. At no time does the kidnapper have to say who hired them, or give a copy of the contract to the target or mun. If the contract isn't legal, it will be found out.

Rules for the Prisoner:

1. You may not contact or be contacted by anyone. �Not even with mindlinks (IM's).�

2. When you are in the realm you are not permitted in any public rooms, unless in the company of your kidnapper.

3. You may at no time attempt to escape from your captor .

The Attempt:

Before you can receive your contract number you must observe your target. You will need 2 logs with atleast 15 lines from the target, and the logs must be from different days. You may observe two targets in the same log, but no more that two.

Beginning steps for a KA:

Note: If you flee the room once the Kidnapper has stated his purpose you are automatically taken prisoner. If you choose to not accept the auto-abduction then you will be brought before the council to plead your case to them. If they rule against you then you will be punished in any way they see fit.

1. Enter a room your target is in and state OOC they are the target of a KA, state your name, reg# and contract#. �Please state the date and time.�

2. You and the target state dice.

3. The target states any BG's present and the BG's state their dice.

4. You then instruct the target to roll 2d20 for perception, making note of the time. If perception is not rolled in 5 min then it is considered an auto-abduction. If the target has a problem with it tell them to take it up with the High Council.

If the target or BG makes perception:

5. The target has two choices, attack or flee. If the target chooses to flee they must leave the room at once.

6. If the target chooses attack then you roll 1 of your dice i.e. you have 4d60 you roll 1d60. Then the target rolls 1 of their dice.

7. If the Kidnapper has the higher roll then the target is abducted and no attack will take place. However, if the target wins then they roll 2d of their dice and it becomes an AA on the Kidnapper. If the points are high enough the Kidnapper is dead, and may not be rezzed. If the points aren't enough to kill the kidnapper ,then the KA is dead and the kidnapper must leave the room.

Note: only the target may attack the kidnapper, the BGs only purpose is to warn the target.

If the target fails Perception

5. The kidnapper rolls 1d of their forum dice

6. The target rolls 1d of his forum dice.

7. If the target gets a higher roll then the KA is dead and the kidnapper must leave the room. If the Kidnapper wins then the target is abducted and must go to a PR chosen by the Kidnapper.

Rescue Attempt

Please note.. when you're kidnapped.. you can't have ANY contact with anyone besides your kidnapper and are thought to be gagged and bound.. therefore.. if you're in a private room with your kidnapper, don't link anyone in because it will be invalid.

Beginning Steps:

1. Rescuer enters room with Kidnapper and prisoner.

2. OOC the rescuer states the rescue attempt

3. Enhancers are stated by Kidnapper and rescuer

4. Rescuer then instructs the kidnapper to roll 2d20 and makes note of the time. If the kidnapper doesn't roll in 5 min then the prisoner is automaticly freed.

If kidnapper makes perception

5. the kidnapper must flee with the prisoner

If the kidnapper fails perception

5. The rescuer rolls 1 die of forum dice

6. the kidnapper rolls 1 die of forum dice

7. if the kidnapper wins he must flee the room and if the rescuer wins the prisoner is freed and the kidnappers still must flee the room

*Please note that all rolls that tie go to the kidnapper *

Kidnappers may be hired by anyone in the forum. In which case the kidnapper is paid an agreed upon amount by the employer.

A GC may ask a kidnapper to kidnap someone, and the GC may pay the kidnapper in XPs.

Send all logs of KAs and rescues to (to be named) for validation.


When attempting to do a TA (theft attempt) you must roll d20 for perception and you must score 2 HP to spot thief. If the perception is won, the thief is spotted. �The thief then reaches for his goal, then he/she rolls their dice to attempt the actual theft. You will then roll your personal dice. �By doing this, it's counteracting the thief's dice. �If your roll is greater than the thief's, his/her attempt is a failed one. �You may then choose to SM, if you both agree to it. �The thief will keep the roll scored from both your personal/guild dice rolls. If the thief is spotted, then loses the theft attack. He/she is then required to leave the room for the duration of the victim's stay. If the thief succeeds in taking what he/she was after, you are required to let them without a fight. Then they are required to leave the room and leave you alone for 48 mun hours.

Thief: (CSoR TA on Victim. �State dice and roll 2d20 perception to spot thief. �2HP needed.)

Theif: (Date ~ 11-1-99 �Time ~ 2:03pmEST)

Victim: (3d55)

OnlineHost: Victim rolled 2 20-sided dice: 14 20

Thief: (Perception won)

Thief: ::reaches into Victims pocket and sneaks out 100GP::

OnlineHost: Thief rolled 2 55-sided dice: 23 52

Victim: ::spots thief and sticks a dagger into thief's hand::

OnlineHost: Victim rolled 3 55-sided dice: 34 42 16

Thief: (10 - 11 Victim-SM or ban me from the room?)

If you lose SM to a thief, you are the thief's slave and likewise if he loses the SM. �The time limit will be determined in OOC brackets before the rest of the match continues.

Banning from room means that the thief can not be there while you are. The thief can not try to steal from you again for a minimun of 48 mun hours. If he tries to steal from you twice, ever, you can choose to DM the thief with personal/guild dice if he fails the theft. LOGS of ALL thefts, SMs, or DMs that follow are required. �You may send them to the Dice Warden, or to your GC.


When you force collar, it is much like AAing. But the target is your slave if you get enough HP. They must roll a total of 2 HP to win the perception. �When rolling for a FC, you must cut your dice down to 2d. The percep chart is below.

d20 ~ d94: 2d20

d95 ~ d100: 2d25

Example:

Slaver: (Target, you have been targeted for a CSoR FC, state dice, list enhancers, then roll percep)

Slaver: (Date and Time here)

Target: (4d72 no enhancers)

OnlineHost: Target rolled 2 20-sided dice: 19 7

Slaver: (Percep failed)

Slaver: ::walks over to target and puts a collar around their neck::

OnlineHost: Slaver rolled 2 100-sided dice: 97 98

Slaver: 47/20 target is now a slave

(the 20 is the hits needed to successfully collar the Target)

d20 ~ d29: 10HP

d30 ~ d39: 12HP

d40 ~ d49: 14HP

d50 ~ d59: 16HP

d60 ~ d69: 18HP

d70 ~ d79: 20HP

d80 ~ d89: 22HP

d90 ~ d99: 24HP

d100: 26HP

If you get percep right (2HP) you may choose to either let the person FCing you leave the room for 24 mun hours. Or SM you. If they return to that room after you banned them, you have a choice to DM them or not.

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