Unlawful Charters
Murder
Basics
A murder attempt (MA) is basically a assassination attempt (AA) without a contract. Murders are
illegal and therefor will not be easy as you will find out in the next section. If you are caught committing a
MA the victim may be granted a contract to have you assassinated so take care when trying to murder
someone. The log for a murder must be at least 200 words long. Chars that are level 3 and below may not
be MAed
Committing the act
Committing a murder is not really difficult the problem is succeeding at it. The laws for this are
extremely strict the smallest mistake will cause the MA to be voided.
There are eight steps to a successful MA
1. Entering - there must be at least one IC post from both the murderer and the victim.
2. The String - the proper string must be posted before the murder can take place. the string is as
follows :
(( MA on {victim's screenname} by {Murderer's screenname} on { date } at { time am/pm} { time
zone }, Victim please state screen name, affiliation, level, dice, and roll 1d20 for perception. Are there any
BG's))
(if body guards are present they must have listed in there profile that they are body guards to the
victim and the victim must have listed in there profile that they are body guarded by that person.)
3. Perception - Both the victim the murderer, and any and all BG's must roll 1d20 perception.
If the victim rolls higher
then the MA fails and the victim can seek out a contract.
If the victim's body gaurd rolls higher then the assassin is seen and a contract may be gained.
If the murderer rolls higher then the attempt goes
on unseen.
4. The Act - now that the string has been entered and perception rolled it is time to commit the
murder. now you are to rp out the attack keep in mind that it must be very descriptive as you must meet a
200 word log minimum before the act can be ruled valid.
5. Rolling - after committing the act the victim will roll there strength dice, however the murderer will
roll strength dice 1 level below that of the victim, or if the murder is an assassin then they will roll one level
below there assassin dice.(the assassin bonus of +20 is not valid in a MA).
If the victim rolls more hit
points than the murderer then the victim is injured though not fatally and can seek healing MA has failed a
contract will not be awarded if the murderer won perception. (to determine the level of the injury subtract
the amount of hit points the assassin scored from what the victim scored. ex. if the victim scored 10 points
and the murderer scored 5 points then you subtract 10 - 5 = 5 . 5 points of damage are scored against
the victim)
If the murderer rolls more hit points then the victim is dead in
RFD and must seek resurrection within 72 hours (3 mun days). If you are denied a resurrection by
registered cleric you may appeal to the god of you kingdom for an auto rez.
If both roll the same then
re-roll.
6. Success / fail string - this is simple just pick the string that fits the situation.
Perception Failed - (( Perception failed, {Victim Screenname} may seek contract on {Murderer
Screenname} ))
Murderer rolls lower damage than victim - (( MA failed {Victim Screenname} is injured but not fatally
and may seek healing. ))
Murder Successful - (( MA successful { Victim Screenname } is dead in RFD and must seek rezz
within 3 mun days ))
7. Exit - rp leaving
8. The log - A log of the MA weather successful or failed must be sent to the proper kingdom
officials and to the god of the kingdom you are in as well as the kingdom officials and god of the victim's
kingdom.
Kidnapping
Basics
Kidnapping is taking someone to another place against there will. Chars level 3 and below may not be
kidnapped. You may only KA someone once per day and a KA can only be attempted on a victim once a
day
Committing the act
As with a MA a kidnapping attempt (ka) is an unlawful act and has strict laws that are similar to
those of a MA. those laws are as follows :
1. Entering - there must be at least one IC post from both the Kidnapper and the victim.
2. The String - the proper string must be posted before the kidnapping can take place. the string
is as follows :
(( KA on {victim screenname} by {kidnapper screenname} on { date } at { time am/pm} {
time zone }, Victim please state screen name, affiliation, level, dice, and roll 1d20 for perception. Are there
any BG's))
(if body guards are present they must have listed in there profile that they are body guards to the
victim and the victim must have listed in there profile that they are body guarded by that person.)
3. Perception - The victim the murderer, and any and all BG's must roll 1d20 perception.
If the victim rolls higher
then the KA fails and the victim can seek out a contract or the victim may choose to attack the kidnapper.
If the victim's body guard rolls higher then the kidnapper is seen and a contract may be gained.
If the kidnapper rolls higher then the attempt goes
on unseen.
4. The Act - now that the string has been entered and perception rolled it is time to commit the
murder. now you are to rp out the KA keep in mind that it must be very descriptive as you must meet a
150 word log minimum before the act can be ruled valid.
5. Success / fail string - this is simple just pick the string that fits the situation.
Perception Failed - (( Perception failed, {Victim Screenname} may seek contract on {Kidnapper
Screenname} ))
Kidnapper rolls lower damage than victim - (( KA failed ))
Kidnapping Successful - (( KA successful. {Victim Screenname} must go with {Kidnapper
Screenname} and may not rp anywhere else until freed))
6. Exit - rp leaving. If attempt was successful rp dragging your victim away
7. The log - A log of the KA weather successful or failed must be sent to the proper kingdom
officials and to the god of the kingdom you are in as well as the kingdom officials and god of the victim's
kingdom.
Theft
Basics
A theft is taking something that does not belong to you without the owner's permission.A thief may only
attempt to rob one person per day so choose your victim carefully. levle 3 and blelow chars may not be the
victim of a TA.
Committing the act
A theft attempt (TA) is simple. and takes up six simple steps.
1. Enter - both thief and victim must post at least once before the TA can start.
2. String - the TA string is as follows :
(( TA on {victim screenname} by {thief screenname}. please state name, level, dice, and personal item's
carried.))
you may state items in an IM. Must be logged
If you own an enhancer it is on your person at all times, and therefor is subject to theft. if you have more
than two silver pieces in your bank account you will always have at least two silver pieces on your
person.
3. perception - both the thief and the victim roll 1d20 for perception.
Thief rolls higher - attempt goes on unseen.
Victim rolls higher - Thief is seen. TA fails victim may choose to attack the thief or allow them to
leave.
If you choose to attack the thief this will be considered a just punishment and no contract will
be awarded. If you allow the thief to leave then you may seek out a contract on the thief.
4. roll - both the thief and the victim will then roll there strength dice. the thief will toll 1 level below
that of the victim.
if the thief scores higher then he may then choose one of your items to steal. ie: your money or your
weapon not both.
If the victim scores higher thief is unable to steal anything.
5. Exit- thief rps leaving the room.
6. Logging - weather successful or not a log of the attempt must be sent to the kingdom officials
and god of both the victim and thief.