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ANI3DDAGGER.GIF (17382 bytes)

The Clandestine Artist

ANI3DDAGGER.GIF (17382 bytes)

Or How To Assassinate, Steal, or Kidnap in SRC


This guide includes the basic points covered in the main body of the SRC Charter for this topic, as well as additional rules, clarifications, and examples. This guide is considered part of the SRC Charter. This guide is subject to frequent revision, so please return at least monthly to be certain you are working with the latest available set of rules. Updated information will be added in the appropriate section of this guide. When an update for this guide is issued, the guide name and date of most recent update will appear on the Revisions page.

Information Common to AAs, TAs and KAs

Time restrictions: Thieves, assassins, or kidnapers may not hit the same target more than once in 24 hours.

Dice Restrictions - Only 2d characters may become assassins or thieves. Any characters who may roll 3d or 4d under any circumstances (for example, if they have an additional form that allows them an extra die), are not allowed to become thieves or assassins. 2d/4d characters may not become assassins or thieves.

Location and Circumstance Restriction - Certain places, people, and circumstances are off-limits to thieves and assassins. Generally these are believed to be common sense, however they are stated here as clarification. A TA, KA, or AA may not be made during any type of spar or match, religious ritual, healing, or any situation where a log is being kept for xp purposes of characters unrelated to the attempt, or on any SRC official while they are working in an official capacity. Further, thieves may not steal from SRC registered shops.

Announcing the Attempt: Thieves, assassins and kidnapers must be in the room for a minimum of 10 lines before the OOC announcement of the attempt. This is to make certain that the target was not on their way out of the room, or OOC before the assassin showed up (to avoid a target being considered automatically dead if an assassin enters and makes the announcement just as the target clicked out of the room - it may have been bad timing on the attacker's part, not that the target was running from the attempt.) Announcement of attempt must be in the room (NO IMs), OOC.
Format for announcement:
DaBadGuy:     ((SRC Thievery/AA/kidnap attempt on Screen Name; state mods and roll your perception within 5 minutes. Your dice are d##, therefore your perception is 2d##))
After the target rolls perception, if target has bodyguards:
DaBadGuy:       ((Bodyguards state mods and roll perception. BGSN, your dice are d##, therefore your perception is 2d##; BG2SN, your dice are d##, therefore your perception is 2d##))

A bodyguard should know their perception check dice, therefore the attacker may choose not to include this information in the bodyguard announcement. However, if the bodyguard does NOT know their perception dice and asks, the attacker must inform them accurately.

Perception dice - Perception rolls are the same for AAs, TAs, or KAs, and are based on the target's sides, on the theory that the more experienced the character is, the more likely they are to notice the danger. Assassins and Thieves should keep a chart of perception rolls so they can give accurate information if asked. Bodyguards should know (and should but are not required to list in their profile) their perception dice. The base roll is 2d22 for anyone under d40;  d40-d59=2d23; d60-d79=2d24; d80-d89=2d25; d90-d91=2d26; d92-d93=2d27; d94-d95=2d28; d96-d97=2d29; d98-d100=2d30



General Information - Assassins must be certified by SRC. Because AA and kidnap rules are very detailed, the prospective Assassin must take a class as well as study with a Certified Assassin before they will receive their own Registration Number. How long the character must study with the Trainer will depend on their progress, and the Trainer will have the final say as to when the student is ready to be certified. If the student believes their trainer is holding them back, they are free to seek out another trainer, and may register a complaint with the Minister of Clandestine Arts.

Terrorism - An assassin may lose their certification by engaging in acts of terrorism. This includes but is not limited to threatening another character with assassination, or starting or spreading rumors that a particular character or group of characters is being logged for assassination. Depending on the scope of the terrorism and the amount of proof available, the assassin may be fined or possibly exiled.

Dice Restrictions - Only 2d characters may become assassins. Further, no character under 2d60 can become Certified as a solo assassin because below that, they cannot generate enough hits to take out any target without using mods. Characters who are d59 and lower can become Assassin trainees, however, and can register with an assassin team,

Profile Requirements - Certified Assassins must place their registration number somewhere in their profile, however they need not identify it as such (for example, an assassin may simply put CA-12345 anywhere in their profile, rather than "Assassin Reg. # CA-12345"). Trainees do not need to list themselves as such unless they are part of a registered assassin team, in which case they will be issued a temporary registration number.

Assassin Teams - Assassins may choose to work together on a regular basis, and may register as a team and take contracts as such. The main reason for doing so is to attract more contracts by offering a lower price for their services as a team than their skills could be contracted for individually. Further, assassins with lower dice (d59 and lower) can work with other assassins and gain experience. At least one member of any team must be SRC Certified (and therefore d60 or higher). Assassins may be members of more than one registered team - in fact, it is in their best interests to do so, since there cannot be more team members than are allowed by the target's dice. For example, the Killer family (Joe, Jane, Bill and Sue) may register as a 4-member team; Joe, Jane, and Bill may also register as a 3-member team, and Joe and Jane may register as a 2-member team. This allows them a wider variety of contracts that they can accept. They can also be hired as solos, as long as they are 2d60 or higher.

Fees - Assassin fees can be very high because the assassin stands a very good chance of not surviving the contract. For this reason, SRC has set base prices for hiring assassins (shown in the tables below), and have made allowances for negotiating the contract fee on the basis of the target's dice, mods, and bodyguards (For example, KillerJoe looks a contract over, looks up the target's profile, and finds out that the target is a 4d90, and has two 4d90 bodyguards, all three with max mods. At that point, KillerJoe can decline to take the contract,  accept the amount offered, or can negotiate for a higher fee than was initially offered, based on the target's high dice, and therefore the increased danger of the job.) Any negotiations for price must be made at the time the contract is offered. Once the contract has been accepted, neither the assassin nor the contractor may change the fee.

Breaking a contract - Although it may damage the Assassin's reputation, they may break a contract under certain conditions. If a solo makes a contract in good faith on the word or even assumption that their employer will provide additional equipment or assistance. they may legally break the contract if that assistance is not forthcoming within a reasonable amount of time. Using our example above, KillerJoe would know from looking at the target's profile that he can't take the target alone (he'd have to be 2d94 for this to be possible at all), and that attempting to do so would simply be a rather messy suicide. He could reasonably expect the employer to hire up to 3 additional assassins to help him, in this case. If after 3 days (72 hours), KillerJoe has not been sent a new copy of the contract, updated to show that other assassins have been hired, he may contact the employer and the GC/HC/Mentor who approved it and cancel it. If he has already been paid for the job, he is expected to return all but 5% of the payment.   If the assassin accepts a contract in good faith, then is later given cause to believe the contract is invalid (the approval was falsified, the kill reason is invalid, the employer provided false information about themselves or the target, or other reason), they may turn it over to the Minister of Clandestine Arts, explaining their fears regarding the contract. Whether or not their fears prove groundless, the assassin is released from the contract and is expected to return all but 5% of any payment already made. Assassins should keep this alternative in mind, as it is always better to have done a small amount of damage to their reputation than to be exiled with 0 xp and 0 gold for acting on an invalid contract. On a related note, if the contract is found to be invalid, the Minister of Clandestine Arts may reward the assassin for turning the contract in, especially if the contract is invalid for criminal reasons rather than negligent ones.

Solo Assassin Fees - Assassins must be contracted separately unless they are registered as a team (you may not hire KillerJoe and KillerJane as a team for one price, even though they will be working together on your contract unless they are registered as an AA Team.) While hiring an assassin team may be less expensive than hiring individual assassins, finding a suitable team may not be possible. A 4-member team cannot be hired for a 2d or 3d target if no 2- or 3-member teams are available. Instead the contractor must hire the appropriate number of solo assassins, or in the case of a 3d target, they may hire a 2-member team and a solo if all agree to the arrangement.

Base Assassin Fees (Single Assassin)

Assassin's Dice Base Fee Assassin's Dice Base Fee
2d40-2d49* 50 2d90-2d91 600
2d50-2d59* 100 2d92-2d93 700
2d60-2d69 250 2d94-2d95 800
2d70-2d79 350 2d96-2d97 1000
2d80-2d89 500 2d98-2d100 1500
* Cannot be hired solo, as they cannot kill any target on the initial attack without using mods. Their base fee is listed here for reference because they can be hired as part of a team.


Suggested Modifiers to Base Fee
(applies to hiring single assassins only)
Modifier Circumstance Modifier Circumstance
Base x 2 Target is 3 dice 100 each Bodyguard, d59 or less
Base x 3 Target is 4 dice 200 each Bodyguard, d60 to d80
200 (add before dice mod)* Target is d60 to d80 350 each Bodyguard, d81 to d91
350 (add before dice mod)* Target is d81 to d91 500 each Bodyguard, d92 +
500 (add before dice mod)* Target is d92+ BG mod x 2 Bodyguard(s) are 3d
100 per +1 Target has mod items BG mod x 4 Bodyguard(s) are 4d
100 per +1 BG has mod items    
* Example: Target is 3d84, assassin is 2d82. The Base Fee would be 500; 500+350 (for target's sides) =850; 850 x 2 (for target's dice) =1700 total dice modifiers.

Fees for Assassin Teams - A registered AA team may not charge less than 60% of the total base fee of its members. For example,  KillerJoe (2d88, base fee 500), KillerJane (2d86, base fee 500), and KillerBill (2d56, base fee 100) are a registered AA team. The minimum they can charge as a team is 500+500+100=1100-40% (440) = 660 gp minimum. They may negotiate the fee as much higher as the contractor is willing to go. If the team does negotiate for a higher fee, it is suggested that they work out their individual fees including all modifications that apply, then add them together and subtract whatever amount they agree on, as long as this does not take the total value of the contract below the 60% of the base fee as stated above. So, using the team above, if the target is 3d70 and has a +1 mod, the total for the team is 3700 gp. They can agree to do the job for any fee between 660 and 3700. The fee is then split equally between them, so if they agree to do the job for 3000 gp, each gets 1000 gp, assuming they all survive.

Assassin Experience - Assassins earn 50xp each for a successful AA (for an unsuccessful AA, they earn nothing, as they are very likely to be dead). In addition, because an AA is considered a DM, they earn 25 times the point spread of the final score, even if the initial attack kills the target. For example, if the assassin rolled 27 hits in the initial attack and only needed 20 to kill the target, the final score would be 27-0, and the xp value of the match would be 675xp. If the AA is done by a team, each member gets 50xp for the AA, and shares equally in the experience from the DM (this is one of the drawbacks to registering as a team - everything gets split equally, not according to who does the most damage or has the best dice).

The AA

An AA is a rather complex procedure, and has a number of miscellaneous rules of which the assassin must be aware. They are listed and explained here, and followed by examples of  AAs (note that the examples are ideal situations--no AA will run this smoothly).

The maximum number of assassins per target is 2 for a 2d target,  3 for a 3d target, and 4 for a 4d target.

An assassin who dies in the process of the AA is dead with no option for resurrection. It's a job hazard. If the target dies in the AA, they may be resurrected, as it was not their choice to be attacked.  If the target has bodyguards present and they are killed in the AA, they may not be resurrected because they have the option to flee at any time, and they should know the risks when they agree to become a bodyguard.

The assassin must obtain 1 log of the target, which must be at least 20 lines and contain no less than 5 lines of the target speaking or acting. It is not sufficient that the target and assassin merely be in the same room for 20 lines.The target must acknowledge the person obtaining the log in some manner in order for the log to be valid. This log cannot be more than 72 hours old, Spar logs of any type are not acceptable as AA logs. Falsifying AA logs can result in the assassin being stripped of their certification, a severe experience and gold fine, or possible exile.

Spies may be hired to obtain logs, however the same rules apply. No less than 5 lines of speech or action by the target in a 20 line log, no more than 72 hours old. The assassin is urged to require a bill of sale for logs collected in this manner, as such proof is the only thing that can save them if the AA is ruled illegal due to an invalid log. Purchasing AA logs from a registered spy is additional insurance that the logs will meet all requirements, if only because a registered spy makes at least part of their living by acquiring logs, and they are subject to the same penalties for falsifying logs as assassins are. In other words, if you buy a log from a registered spy and it turns out to be falsified, the spy is going down with you if you have a contract or bill of sale. They may even receive a more severe penalty than you do.

The assassin must carry a copy of the target's "dossier" which includes the contract, 1 log of the target, and any other pertinent information. If the AA is a team effort, each member of the team is considered to be carrying a copy of the dossier.

To be successful on the initial attack, an assassin (or group of assassins) must hit equal to or higher than 3/4 of the target's full health (15 for 2d, 23 for 3d, 30 for 4d).

If the AA is successful, and no bodyguards are present (or survive), the assassin may loot the body for any gold or other valuables. They must state what they are taking, then wait 3 lines. If no one attempts to interfere, the assassin successfully gets that item. Anyone in the room who states within those 3 lines that they notice or are watching must make a perception roll in order to interfere. If they fail, the assassin is assumed to have persuaded the witness they were mistaken. If the witness succeeds, the assassin must make an escape roll against the witness' highest possible perception hits in order to avoid being apprehended. If no one interferes, the assassin may try for another, and wait an additional 3 lines. The assassin may continue in this fashion for as long as they wish until they have either taken everything of value the target had, or until someone interferes. Each item must be taken separately (up to 100 gold counts as one item), so the greedier the assassin, the more chance they take of being caught.

If the Assassin(s) fails to kill the target in the initial attack and chooses to flee (or if they are noticed in a perception roll by a bodyguard if the target was killed), they must make an escape roll to exit the scene unnoticed.   To make the escape roll, the assassin rolls his regular dice, and must roll equal to or higher than the maximum number of hits the target or bodyguard could roll on an unmodified perception roll (note that the target or BG does not roll---only the assassin). The assassin may add their stealth modifiers if any to this roll. (For example, if the target or bodyguard is d100, they roll 2d30 for perception. Therefore their maximum number of hits would be 8.  If the assassin had a +2 stealth mod, they would have to roll at least 6 hits to successfully escape. If the assassin has no mods, they would have to roll 8 hits to escape.) If the AA was a team effort and none of the AA team was killed during the course of the attempt, the whole team may attempt to flee. If one member is caught, however, the rest of the team can expect to be hunted.  If the target and one or more bodyguards survives and the assassin attempts to flee, the escape roll is made against the highest perception dice of those who made their initial perception roll.  A failed escape roll, or no roll at all when one was required means the assassin was apprehended leaving the scene, and must surrender the dossier to the target or bodyguard (if they do not, the AA is considered invalid). Note that although a bodyguard will know if their employer is dead, they will not know who the assassin was without having made their perception roll.

If an AA is successful on the initial attack, the victim technically does not know who killed them unless their bodyguard was present and made their perception roll, or unless some other person who was present (and has a log) is willing to be a witness or avenge them. Therefore, the player cannot have someone else get revenge for them (including the player's new character). 

Assassination contracts must contain the employer's name, the names of all other assassins hired if more than one, the target's name and dice, the amount paid for the contract and the reason for wanting the target dead. This is to prevent previous targets who should not have known who their assassin was from hiring someone to kill the assassin or their employer. If the contractor intends to hire additional assassins, it is best that the original log state this fact; better still would be for the contractor to locate and get tentative agreement from all the assassins they intend to hire before making the contract. The contract must be approved by a GC, HC or Mentor, who must "stamp" the contract with their name and the date approved.  This approval only signifies that the contract has been written correctly and contains all of the required information. It is an attempt to avoid invalid AAs, and may in no manner be construed as an endorsement for the assassination.

Targets of AAs get a perception roll for each assassin present. If the target has bodyguards present, they also get one perception roll for each assassin present.

How It Plays - Sample AAs

Simple, minimal mods, no kill, the target runs. In this example, DaBadGuy is 2d90, as is his target JoJoClown. JoJoClown has no bodyguards.

DaBadGuy:       ((SRC AA on JojoClown; state mods and roll your perception within 5 minutes. Your dice
DaBadGuy:       are d90, therefore your perception is 2d26. I have +2 Mantle of Shadows-you must roll 4 hits.))

DaBadGuy:       ((I also have a +3 garrote))
JoJoClown:       ((+1 ring of awareness, +3 dagger))

OnlineHost:      JoJoClown rolled 2 26-sided dice: 26 4 (3 hits, plus the mod, for the required 4)
JoJoClown:        :::gets uneasy and starts moving toward the door:::
DaBadGuy:       ::::sneaks up behind JoJoClown and strangles him with a  +3 garrote:::
OnlineHost:       DaBadGuy rolled 2 90-sided dice: 37 13      
(5 hits, +3 for 8 total...not enough to kill)
JoJoClown:       :::::wrestles free and runs before DaBadGuy has time to hit him again::::

In this example, JoJoClown escapes with his life, and since he made his perception roll, he can identify the assassin. He does not know who hired him, however. If he logged the attempt, he can turn it in to the Minister of Justice's office, or he can seek revenge on his own. If he had stayed to fight, and had won, JoJoClown would have DaBadGuy's dossier, and would know who hired him, why, and for how much, and DaBadGuy would be dead with no chance at resurrection. If he had fought and lost, he would be dead but could be resurrected.

Example of the Escape Roll. In this example, JoJoClown miraculously acquired one bodyguard, for all the good it did him. He's dead this time around. DaBadGuy doesn't hang around to loot poor JoJo's corpse, but the bodyguard (who is, just for the sake of making things easy, 4d90 making his perception dice 2d26), is looking rather suspicious. The bodyguard did make his original perception roll, and he knows his employer is dead, so he knows DaBadGuy is the culprit. DaBadGuy doesn't know the bodyguard saw him for certain until the bodyguard makes a move, but he can suspect.

DaBadGuy:       ::::eases JoJoClown's head down on the table, pats him on the shoulder:::
DaBadGuy:       :::walks nonchalantly to the door:::: ((Escape Roll))

OnlineHost:      DaBadGuy rolled 2 90-sided dice: 26 53 (11 hits, plus his mod of +2, for 13--he only needed 6)
DaBadGuy:       ::::strolls out the door:::((Escape Roll successful by 7))
OnlineHost:      DaBadGuy has left the room.
Bodyguard:       ::::watches DaBadGuy leave, but remembers his face for later::::
(DaBadGuy got away, this time, but the bodyguard knows who he is and can legally retaliate)



In order to attempt a Kidnap legally, a character must be a Certified Assassin.

Kidnap Attempts work almost exactly like AAs when played out, the major difference being that the assassin is attempting to subdue the target rather than kill them. The assassin need 15 hits for a 2d, 23 hits for a 3d, or 30 hits for a 4d).

If an assassin is successful in their KA, they CANNOT kill their prisoner. This would simply be an easier AA, and is not only bad roleplaying, it's illegal in SRC.

Certified Assassins can earn xp from kidnapping attempts. If the kidnapping is successful, the assassin earns 25xp, plus 10 times the difference in score for the SM that follows, if any. Additionally, if under the terms outlined in the section on Kidnapping, below the kidnaper engages in any other matches, either with the prisoner or the prisoner's allies, the kidnaper may earn the standard xp for the type of match (10x for a SM or RM, 25x for a DM).

If the KA is successful, the prisoner may challenge their captor (or guard if the captor provides one) to an Escape Match once every 72 hours. The escape match is fought like a release match, and the captor or guard cannot refuse. If the prisoner wins, they go free, but do not know the identity of their captor. They may know who the assassin who made the KA was, but only if they made their initial perception roll.

There need not be a contract, however the assassin carries a dossier on the target exactly as though for an AA. The dossier contains the required  log (same as for AA), and if the assassin is working on contract, a copy of that as well.

Hiring an assassin or team for a KA costs 25% less per target than an AA. Use the AA charts to determine the base cost, choose modifiers, and arrive at a total for an AA on that target, then subtract 1/4 of that amount for the final total. Negotiations are allowed as with AAs. This is admittedly still a rather high figure however even though KAs are easier to complete on the initial attempt than AAs, under most circumstances they are no less dangerous to the assassin. And kidnapping is only slightly better viewed than assassination in the eyes of the general populace, so it does have its penalties if the assassin is caught during a kidnap attempt.

As with an AA, the target and bodyguards (if any) make perception rolls for each of the assassins present. Unless the target makes their perception roll, if they lose they do not know the identity of the assassin. It is assumed that an assassin making a KA will disguise themselves in some fashion because they cannot kill their target to keep them from identifying their attacker. If the KA is successful, but the target had bodyguards who made their perception checks, the bodyguards can identify the assassin and can rally the target's friends, guildmates, family, or whoever to attempt a rescue.

If the target has a bodyguard who makes their perception roll and attempts to interfere, the assassin may fight or flee. If there is only one assassin, the original KA automatically fails because the assassin is either going to flee without the target, or is going to fight the bodyguard, in which case they are distracted and the target can escape unless the exits are blocked, which must be roleplayed out. If there two or more assassins, it may be feasible to fight the bodyguard. If the assassin chooses to fight, they may choose either a DM or an SM, and then inform the bodyguard which type of match they choose by way of a last warning. The bodyguard may accept or decline. If they accept, they agree to live (or die) with the consequences of losing. If they decline, they may make no further attempt to interfere on the target's behalf during the attempt itself.

An assassin may kidnap someone for any one of three reasons (Slavery, Political, or Ransom). If the attempt is successful, the assassin must tell the target why they were kidnapped only if it was for slavery. This is because for many players slavery is a touchy issue, and they may not be willing to have their character enslaved, Victims of Political or Ransom kidnaps have little recourse other than to wait the situation out, or make an escape attempt.

If the target is not subdued after the initial attack, they may choose to fight or flee. If they choose to fight, the match becomes an SM (or team SM, in the case of multiple assassins) NOT a DM, however all damage remains, and all combatants use their guild or personal dice, and the match goes to their normal health, rather than the subdue damage listed above. If the target loses, they become the prisoner of the kidnaper(s). If one or more assassins lose, they have been apprehended in the kidnap attempt, and must face a review board and probably pay the target a fine (assuming the target is not captured - see Crimes, Justice, and Penalties).

The target or kidnapper(s) may flee on their turn, as long as there is an escape available (blocked exits must be roleplayed), and they have not taken enough hits to be "killed". This is viewed as their turn, and they must stay long enough for their opponent to roll a counter attack. For example, the target chooses to use their turn to attempt to flee. They state this as their action, and roll their normal dice. The assassin is then given the chance to attempt to stop the target from escaping, states the attempt as an action and rolls their normal dice. If the target rolls more hits than the assassin, they escape. If the assassin rolls more hits than the target, the escape was prevented and the match continues.

Slavery Kidnap - If the target is in fact captured as a slave, the assassin must inform them of this immediately after the match is finished, preferably in IM. If the player has an objection to their character being a slave, they have the right to an immediate RM, rather than waiting the normal 72 hours, and they may have an additional RM every 24 hours after the previous one was lost. This is the only exception to the 72 hour rule for slave matches, and it is made because the target cannot refuse the attempt, and might not ordinarily agree to an SM. Alternatively, if the character can afford it they can buy their freedom (twice the contract cost if the KA was hired, twice the slave-value of the character if it was not). In some cases, it will be more comfortable for all concerned for the assassin to settle for the xp earned by the attempt and let the slave go. While making such a demand is bad role-playing on the slave's part, it is better than allowing the situation to escalate to a mun fight, and if the player really objects to their character being a slave, they will not likely roleplay well anyway.

If the assassin's intent was to sell the slave, they may do so as soon as the match is over, assuming there is a buyer available. If they do, the new owner must agree to fight a RM if the slave requests as per the rule above, and may not employ a champion. The slave may negotiate the purchase of their freedom with the new owner.

If the slave chooses to remain a slave, terms of service must be negotiated and logged. All future owners of the slave must agree to be bound by these terms, or the slave must agree to re-negotiate terms, before the sale is concluded.

Political Kidnap - If the kidnaper's intent is to take a character out of action for a period of time, it is considered a Political kidnap, and the target need never know why they were taken. An assassin may not kill a character they kidnap, as this would simply provide an easier method of assassination.

If the KA is successful and the target did not make their perception roll, unless the assassin tells the target, the target does NOT know who their captor is, and cannot find out while they are held prisoner.

If the assassin was hired for the KA and was successful, they may turn the prisoner over to their employer immediately after the match. The target becomes the prisoner of the assassin or the assassin's employer for the number of days equal to the point spread of the SM (maximum 15 days). After 15 days, the captor must release the prisoner or sell them to a slaver, or keep them as a slave. If they choose to keep the prisoner as a slave, the prisoner is entitled to an immediate release match if they choose, and the captor must fight the RM themselves (may not employ a champion). If the captor sells the prisoner to a slaver, the prisoner has the right to an immediate RM with the slaver.

The prisoner may attempt to buy their freedom from their captor. The captor may or may not accept--it's their choice.

Allies of the prisoner may, if the identity of the kidnaper (or the person who hired them) is known, attempt to rescue them. If the prisoner had a bodyguard who made their perception roll, the bodyguard can identify the assassin who made the KA. If the assassin still holds the prisoner when the prisoner's allies attempt to rescue them, a Release Match is fought, and the kidnapper may not refuse. The rescuer MUST have a log of the kidnapping in order to initiate the RM.

If the kidnaper was contracted for the hit, and has turned the prisoner over to their employer, they may say so, but must provide the rescuer's mun with a log of the transaction to prove it. This is the only case where a kidnaper may refuse a RM. NOTE: The rescuer DOES NOT learn the identity of the employer, even though the rescuer's MUN knows it.

If the kidnapping was a team effort and one or more of the kidnapers was captured but the attempt was still successful, rescuers may obtain the name of the employer, if any, and the names of the other team members from the captured assassin's dossier.

Ransom Kidnap - If the kidnaper's intent was to extract a Ransom, the kidnaper or their employer must send a ransom note within 24 hours (IRL). The prisoner need not be told why they were kidnapped, and the captor (whether that be the assassin who made the KA or their employer) may not kill the prisoner.

A rescue attempt may be made by allies of the prisoner, but only if they would logically know who the kidnaper or employer is. If the target had a bodyguard who made their perception, they can identify the assassin who made the attempt, but they do not know who, if anyone, hired them. If the KA was a team effort, and one or more of the team were captured, they would be forced to surrender their dossiers. From this, allies of the target could learn all the details of the KA. The rescuer MUST have a copy of the dossier before making a rescue attempt.

If the ransom is paid, the prisoner is considered free, but does not know the identity of their captor, unless the captor revealed it in conversation with the prisoner (prisoner must have a log to prove this).

If the ransom is not paid, after 15 days (IRL) the kidnaper (or kidnaper's employer) may enslave, sell, or free the prisoner as described under Political Kidnap above. In any of these cases, unless the captor has engaged the prisoner in conversation and told them their identity, the prisoner does not know it unless they made their initial perception check during the KA.


Like assassins, thieves may only be 2d. Unlike assassins, however, they do not need to be certified. They must register with the Minister of Clandestine Arts, which is actually rather like joining a thieves' guild. The Office of Clandestine Arts will supply registered thieves with rules updates regarding thievery as soon as they pass, to help the thief stay out of legal trouble, as well as occasionally send out newsletters on topics of interest, such as new mods for thieves, or the top 100 wealthiest SRC citizens.

Those who do not register as thieves but attempt SRC TAs anyway risk heavy monetary fines, and they cannot claim xp for any of their attempts.

Thieves can gain gold and Mods by stealing them. Within reason, any item of value can be stolen, however some things are more difficult than others, and some are simply impossible. Items that are impossible to steal are:

(1) Cyberware (enhancers that are part of the person's body.
(2) Armor, while it is worn by the target. (You want that gem-encrusted dragon armor? No problem...if you can get it off the dragon without becoming a snack, you deserve to have it!)
(3) Items the target does not have on their person
(4) Anything in any SRC registered shop.
(5) Slaves or Animals (if said animals are characters) - this would actually be a kidnap, rather than a theft.

Circumstances where a Thievery Attempt may NOT be made:
(1) A TA may not be made during any variety of mass spar, whether the target is in the spar or not. The attempt must wait until the spar is done.
(2) No one performing an official duty may be the target of a thief while they are working. This includes any council member working in an official capacity, police, Clerics, Proctors. Note that when these people are not working, they are fair game.
(3) A thief may not target anyone directly involved in a spar. This includes any combatants and the proctor.

Thieves may steal 10 gp per hit. To steal a +1 item requires 15 hits. To steal a +2 item requires 20 hits. To steal a +3 item requires 25 hits. A thief earns 1/2 the gold value in xp for a successful attempt. If they manage to get away with a +3 item, the xp would be 1500xp. If the attempt fails, the thief still learned something so assuming they are not killed, they would earn 5xp.



9-30-98   Number of required hits for AAs reduced to 3/4 health, as for kidnap attempts.


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