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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. 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
Assassins 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.
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. 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. 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 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:::
Kidnapers 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. 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). 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. 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 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. Thieves 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. Circumstances where a Thievery Attempt may NOT be made: 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.
Revisions: 9-30-98 Number of required hits for AAs reduced to 3/4 health, as for kidnap attempts.
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