Assassin Ministers:
To contact the Assassin Ministers, use the links below:

     
   
     
 
  Minister of Assassins   Resident Assassins Minister  
         
     
         
  Position Open
 
Position Open
 
         
         
         
 
  Contact the Assassin Ministry  
 
 
     
 
  1. Assassin Evaluation:
    1. Restrictions on becoming an Assassin (To Receive a test).
      1. Applicant must be a member of the Union for 7 days. Proof will be required by the Ministry. When using the form, please be sure to include the postage stamp (Time stamp). If you are unsure of how to do this, it is fairly easy to forward yourself the mail and then copy paste it in its entirety into the form.
      2. An Applicant needs to be of the rank of 4d46 or higher to be a registered assassin.
      3. An applicant needs to score 90% or better on test to become a registered assassin.
      4. Tests should be returned to the assassin Ministry and Trinity with the subject line: "AM - Completed Assassin Exam [SN]"
    2. Results of Test Failure (If you fail the Assassin Test).
      1. The first failure results in a 7-day waiting period to receive another test. You must apply for a new test with the Ministry.
      2. If a second test is failed, then you will need to take a class with the Assassin Ministry. This must be scheduled via mail courier.
 

Request for Assassin Membership
:
To request membership, please fill out the following form. (Required Fields *)

     
 
Full Name: *
Screen Name: *  Note: No spaces!
Entity Name: *
Entity Grand Commander: *  Note: No spaces!
Entity Deputy Grand Commander: *  Note: No spaces!
Entity Dice Rank: *
Is a Class Required: *
 
Copy&Paste one weeks proof of UoFG entity membership. Must include the AOL timestamp: *
 
Note: When you submit your request, the page will reload. Please do not submit twice.
 
  
 
     
Assassin Contract Order Form:
To order a contract, fill out the form below:

   

Send to: Fire Angel Mysti, eboncorazon, rookssalvasti
Subject Line: UoFG | Contract Request

1. Entity's Acronym that is requesting the Contract:
2. Name (SN) of Target:
3. Guild of Target:
4. Type of Contract: (Assassination, Capture, Dead or Alive)
5. Which GCs may receive this contract? (List by Guild or SN - All Eligible Designate ALL):
6. Do you want this contract to be made anonymously?
7. Special instructions (Limits on what assassins may do to captives should be listed here):
8. Substitute Pick Up Authority (Screen Names of members besides the GC who may pick up captives):

 
 
  1. General Assassin Mandates:
    1. A Grand Commander may assign the 1d60 and 1d58 to other guild/clan members, this change must be noted in said person's lifescroll. A clan may only assign 1 1d58 assassin.
    2. All contracts will be in existence for 30 days.
      1. Within each 30 day timeframe, a target may only be targeted once.
    3. The cost of issuing a contract is 50 currency (CP).
      1. 25 CP goes to the Assassin. The contract must be fulfilled to receive payment.
      2. 10 CP goes to the proctor that logs and properly submits the match. The contract must be fulfilled to receive payment.
      3. 15 CP is a filing fee that is non-refundable.
    4. Contracts will be sent to the Grand Commanders of Guilds/Clans/Houses/Kingdoms (Entity) as labeled in the form below. The contract will "only" go to those commanders and entities specified. Each contract will be labeled as (Entity Name's) Copy. Example: Contract #000 - PO Copy.
      1. If an assassin receives a certain Copy contract, then they must fulfill it as an assassin for that entity. (A PO Assassin that receives the PO Copy contract may not fulfill it under another Entity's banner.)
    5. It is the duty of the Grand Commander to forward the contracts to those Assassins in his guild/clan that he/she trusts. Only an assassin with a formal contract will be allowed to perform an AA, Capture, or a DA.
    6. Entities may not place peacetime contracts on any UoFG member who is involved in a war. This goes into effect the moment that the war terms are formally agreed upon and ends the moment the war is formally concluded.
      1. Peacetime contracts are valid during a war, however they are not valid within war rooms. Peacetime contracts may not be performed in war rooms. Wartime contracts may not be conducted outside of war rooms.
    7. For an Entity to be able to collect on its own contract, the contract must've gone to at least two other guilds/clans outside their own.
      1. If it is found that you are selecting Entities which cannot fulfill contracts so that you may collect the contract yourself unhindered; then the Assassin Ministry has the right to turn down the contract. This may be appealed through the Parliament.
      2. You may designate a contract go to every Eligible Entity in the forum by entering "ALL" on that line.
    8. Violation of any of the mandates is subject to a fine of 50 CP per violation.
      1. Violations may be taken to the Parliament by the Assassin Ministry for further disciplinary action.
    9. Assassins registered to UoFG may not act as a Non-Combatant (NC). Nor will you be allowed to place an assassination contract or Dead or Alive Contract out on a NC. Capture Contracts are allowed on NCs.
    10. There are three types of contract that you may place on a target.
      1. Assassination: Intending to kill named target.
      2. Capture: Intending to capture a named target.
      3. Dead or Alive: Assassin upon arrival may pick type of match.
    11. Only a Grand Commander, or Second in Command of a guild/clan/house/kingdom can place a peacetime Contract.
    12. The below request will be sent in before it can be processed.
    13. If a contract is placed, then you will have 48 hours to cancel it at no cost.
      1. Only a GC or DGC may cancel a contract.
      2. Any contract that is cancelled after the 48 hour grace period will pay the full cost of the unfulfilled contract.
    14. Healers and Mages are not allowed to participate in Assassinations.
    15. The use of Assassin Enhancers is authorized. Only an Assassin may use an enhancer. A target or bodyguard may not. Assassin Enhancers may be purchased from The Crafting Department.
    16. Targets may not change their status from combative to non-combative until after a contract has expired, or been fulfilled.
    17. (In Regards to Role-playing out a Capture, it is suggested that the guild holding the person and the captured person discuss what is allowable in role-play. If this is not discussed by both/all parties, then the forum as a whole may not do anything in terms of clarifying bad situations. It is not the duty of this forum’s parliament to establish what is fair and not fair on an In Character basis, consent is strictly between both parties.)
    18. The Assassin Ministers have the right to void a Successful Attempt.
    19. A member who feels their log is being unfairly rejected may appeal to the Parliament as a whole to review the case.
  2. Performing and Fulfilling a Contracted Hit:
    1. An Assassins Proctor is Out of Character. You DO NOT see the assassin.
    2. Assassins may not target members of their own guild.
    3. An Assassin or their Grand Commander, may not forward a contract to the target. They may not warn the target in anyway. Anyone caught doing either will lose their Assassin Regulation for 90 days and their guild will be penalized 50 CP.
      1. Once the contract has been fulfilled, an Assassin may send the contract to the target. They are not required to do so.
    4. A target may be assassinated/captured in any UoFG Room, except for Forum/HC Meeting Halls, UoFG Events, Loriel classes, UoFG Classes, or OOC rooms.
    5. How to Roll "Log On" and Begin the Assassination Process:
      1. Once the target is located, bring a proctor into the room and have them roll Log On.
        1. Etiquette suggests that you wait for at least an IC recognition, and that you post in as the assassin.
        2. Once Log On is called, the Room is considered frozen. The target does not need to have posted in. The target may not leave the room once Log On has been called. Any who enter after Log On may not be counted as BGs or for a retaliation strike (in the case of an assassin botch. See Botched Attempts)
      2. If a target is AFK when the log has started, please give them time to return.
    6. If the target leaves they will have 10 minutes to return per PUNT rule (See Basic Combat Charter). For the attempt to count on this basis the Punt Rule must be called and enforced, it is suggested that you send a mind link to the target to let them know this has occurred.
      1. If reasons for leaving are mun related, the target will schedule a re-match within 24 hours.
      2. If the target doesn't meet the rescheduled time or fails to return before punt time, then they will be deemed dead for 7 days and the assassin and proctor will collect the contract as normal. Log must be submitted (with reschedule time if applicable) to the Assassin Ministry and Trinity.
    7. All attempts, and save rolls will be done at 1d Guild/Assigned Rank.
      1. The highest roll wins the match up; in the event of a tied roll both parties will re-roll to break the struggle. Assassin Enhancers add onto the assassin's roll. Target and Assassin may simply re-roll, or may opt to play off the situation (suggested).
      2. The maximum score, even factoring in the enhancer, cannot exceed your guild dice level (or a perfect strike).

        Example: If rolling 1d56 with a +2 Enhancer and the assassin rolls a 55, it's perfect strike and counted as a 56 roll; not a 57.

      3. Attempts cannot take place if the target or assassin ranks are more than 3 up or 3 down in rank of each other.
    8. Perfect rolls from the assassin (maximum roll on dice side - a critical) will result in an instant success.
      1. Perfect rolls from the target (maximum roll on dice side) are an Instant Defend. In wartime the assassin is automatically Captured (PoW) or Killed (DM) without a match, at the Target’s choosing. In a non-war attempt the assassin/hunter escapes but can't do another attempt for 5 days time.
    9. Botched Attempts (If the assassin rolls a 1 against the target.
      1. If an assassin rolls a 1 against a target, they are subject to retaliation by the target or one of their legal bodyguards.
      2. If the Assassin botches, then the target does not need to save. The attempt is over, even if they choose not to retaliate.
      3. An assassin enhancer does not count against a botch roll. Example: An assassin rolling a 1 with +3 enhancer still rolls a 1.
      4. A botch against a bodyguard is not subject to a retaliatory strike, only a failure.
      5. To make a retaliatory strike, the target rolls one dice at their guild rank. On a score of 4 or higher (roll of 30+), the assassin has been incapacitated.
      6. If the Assassin is incapacitated, the Target can choose Death or Captivity, either for the standard seven (7) day duration.
    10. If the target succeeds in defending, then they will have one hour from log off before they may be targeted again.
    11. If the assassin is successful, the target is dead or captured and banned from public rooms for 7 mun days. Dead characters may not participate in IC activity at all. Those who are caught doing so will receive a fine (See Basic Combat Charter under Death Match.).
    12. If the Capture is successful, the target is then dropped off at the assassin ministry holding cells.
      1. (If neither Minister is present, assassin may submit a log of the drop off to the ministers via mail.)
      2. The Grand Commander requesting the warrant then has three days to pick up the target from the Assassin Ministers. Should no contact be made then end of such time the target will be released.
      3. If the Captured target is not dropped off two hours after the attempt, then the attempt will be deemed void and the Target will be released.
    13. In the event of bodyguards, all bodyguards used must be listed as a Screen Name (SN) in both the bodyguards profile and the profile of the person they are guarding. If it is a non-war contract, then all BGs must be listed as eligible BGs on the contract.
      1. Grand Commanders (d60) and Second in Commands/Representatives holding the rank of d58 are authorized the use of 2 bodyguards.
      2. d56s and d54s are authorized the use of 1 bodyguard.
      3. d52 and below are not allowed to have bodyguards.
    14. All bodyguards must be present in the area (room) before the proctor calls "Log On".
    15. All bodyguards must pass a detection roll before they can act to defend the target.
      1. Detection Attempt 1d20 is rolled. 17+ is a successful detect.
    16. Bodyguards will get one attempt to save against an assassin.
      1. If a bodyguard is successful, the assassination/capture is a failed attempt and the target is free.
      2. If a bodyguard fails, then the assassin moves onto the target.
  3. Proctoring Guide and Submission:
    1. All Assassin/Capture attempts will be sent to, Assassin Ministers, the Trinity, and all parties involved.
    2. All attempts will be titled, (AA or CA) on contract # Success or Failure.
      1. Contested matches will be titled: Contested (AA or CA) on contract # Success or Failure.
      2. If its war time attempt, then use the header and subject line provided by the War Ministry.
    3. Do not send mail attachments.
    4. Send all attempts with a dark font on a white background.
 
   

- Log On -
- Room Name -
- Date and Time -
- This is an (AA, CA, DA) being Performed by (Assassin's SN) -
(Note: If target leaves the room, start punt rule and try to contact the target with an IM)
- Proctor is (Proctor's SN) of (Entity) -
- There is now a 10 minute punt rule in affect -
- Assassin: State Target SN and Contract # -
- Does the target wish to stay here or move to a private location? -
(Note: If moved, restate Room Name, Date,and Time for the Log)
- Target, state your Name, Guild, Rank (Dice), and if you have any Guards/Champions present -
(If Guards/Champions are being employed.)
- Guard/Champion One, state your Name, Guild, and Rank (Dice) and any perception enhancers you hold -
- Guard/Champion Two, state your Name, Guild, and Rank (Dice) and any perception enhancers you hold -
(Skip straight to here if no Guards/Champion's are being used.)
- Assassin, state your Name, Guild, Rank (Dice), Cit. Reg, and any Assassin Enhancers you hold -
(Note: If it's a DA)
- Assassin, state your Name, Guild, Rank (Dice), Cit. Reg, any Assassin Enhancers you hold, and the type of match (AA or CA) -
- Please hold for Verification -
(Note: If the Information is correct)
- Will all guards, please make your detection attempt now. (1d20 17+ for success) -
(Note: If detection roll is successful)
- Assassin, you may begin your attempt now against Guard 1, and/or Guard 2 -
- Guard 1, Guard 2, you may make your save attempt now -
(Note: If guard 1 fails the save, assassin moves on to Guard 2 or Target.)
(Note: If guard 2 fails to save, assassin moves on to the Target)
(Note: If target fails against the assassin)
- Assassin, you may now begin your attempt against the target -
-Target, you may now make your save attempt.-
(Note: If the Assassin Rolls a 1 against the target)
- Assassin Has Botched Against the Target - Target, Please designate who will be taking the retaliatory strike. (If it's not the target, then it must be a registered BG) -
- Target/Bodyguard, you may make your Retaliatory Strike when ready; please indicate Release, Captivity, or Death -
(Note: If the Assassin Doesn't Botch the Attempt Roll)
- Target has failed, and is now dead for seven mun days -
or
- Target has failed, and will now be turned over to the assassin ministry, held captive for seven mun days -
(Note: If target is successful)
- Target was successful, and may not be targeted again for one mun hour -
- Does anyone contest? -
(Note: If contested, ask for a reason and mark the log accordingly)
- List time and time zone -
- Log Off -