Assassin Proposal

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Inox
Knight of the Realm
Posts: 571
Joined: 2012-01-09

Assassin Proposal

Post by Inox » 2015-02-19

This can be downloaded at http://inox.org/AssassinProposal.pdf

Assassin & Monk Proposal – March 8, 2015

EDIT 2015-03-09: To remedy any confusion, Death Strike is a normal battle skill just like Backstab is. This Assassinate is usable at any time where weapons can be poisoned (land wars, land searches, and any adventure days/campouts).

This proposal is by line item voting—each section is its own thing, and does not directly impact any other. Sections are the text between dividing line. If there is more than one vote per section, it specified in that section.

Here is the summary of all of the votes, which are detailed in full below:

❑ Yes/No on removing the black cloth requirement

❑ Yes/No on changing the weapons selection

❑ Yes/No on the addition of ‘Open Locks’ and ‘Find and Remove Traps’

❑ Yes/No on the change from ‘Torture’ to ‘Interrogate’ as listed.

❑ Yes/No on Immunity to Mind Control allowing Interrogation/Torture

❑ Yes/No on Monks being allowed to use bows/crossbows.

❑ Yes/No on Assassins getting the ‘Make Poison’ ability at 8th rank.

❑ Yes/No on adding Death Strike with arrow and dagger

❑ Yes/No on adding Death Strike with dagger ONLY

❑ Yes/No on moving to the new version of Assassinate

❑ Yes/No on changing Detect Disguise (removing rank requirement & simplifying)

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CHANGING THE INTRODUCTORY PARAGRAPH FOR THE CLASS:

Current Rule:


Assassins are characters who train to be professional killers. An Assassin has the same restrictions on armor, weapons, shields and costumes as the Thief, except the Assassin must carry a piece of 12" by 12” black cloth as a symbol of his character type in lieu of a skeleton key.

Proposed Rule:

Assassins are characters who train to be professional killers. An Assassin may wear armor of no greater than AC 2, and may use a shield of any shape, so long as it does not have any dimension exceeding 24”. They may use any weapon.

Changes & Rationale:

This removes the requirement of carrying a black cloth. This always made little sense, and was never used in any way in game (unlike the symbols for casters, which are at least worn and used as components).

This also allows them any weapon, exactly the same as 1st Edition AD&D Assassins—the game on which all of our classes are based. Note that since shieldbreak is now an ability which Fighters and Cavaliers have, they could not do that.

VOTING:

❑ Yes/No on removing the black cloth requirement

❑ Yes/No on changing the weapons selection

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ADDING THE FOLLOWING TWO ABILITIES TO THE CLASS:

At 4th rank, Assassins gain the ability to ‘Open Locks,’ exactly as described for Thieves.

At 5th rank, Assassins gain the skill ‘Find and Remove Traps,’ exactly as described for Thieves.

Rationale:

What Assassin would not be able to bypass a lock or a trap on their way to a target? That would be the worst ninja ever.

Also, this gives people a reason to take Assassins on dungeon crawls, rather than let them be one-trick ponies. Note that the “stealing” type abilities—Looting (all varieties) and Pick Pockets—remain the exclusive province of Thieves.

Note that an Assassin using this ability would use a skeleton key as a component.

VOTING:

❑ Yes/No on the addition of ‘Open Locks’ and ‘Find and Remove Traps’

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CHANGING TORTURE TO INTERROGATE & IMPROVING AND SIMPLIFYING IT:

Current Rule:


Also at 5th rank, Assassins gain the skill to ‘Torture’ another character in order to obtain information. To perform this skill, an Assassin must choose the victim from whom he wishes to extract information. This skill may not be applied to a mortally wounded character, but may be applied to a character with one or more light wounds. The Assassin must then role-play the interrogation with the victim for five minutes. If the session is interrupted, all effects of the interrogation are canceled. Once the session is complete, the Assassin may ask his victim one question, which the victim must answer truthfully and literally. Only in character information may be divulged, and then only if the interrogated character knows the information sought. After the question is asked and answered, the victim suffers a mortal wound and will die in five minutes if not healed. If the victim is healed, the Assassin may interrogate the victim further or the victim may be released. Assassins may only torture characters of lower rank than themselves.

Proposed Rule:

At 6th rank, Assassins gain the ability to ‘Interrogate’ another character in order to obtain information. The Assassin must role-play the interrogation with the victim for five continuous minutes. Once the session is complete, the Assassin may ask his victim one question, which the victim must answer truthfully and literally as per Truthspeak.

Changes & Rationale:


This ability merely requires that you have five continuous minutes of interrogation time—RP it however you like. Superfluous language has been removed, as has the bit about wound states. Note also that there is now no rank requirement, making it useful for people who haven’t played Darkon for 20,383 years.

Also, I think that given modern contexts, it’s tacky in the extreme to have an ability called Torture. That does not help Darkon’s PR, and I wonder what prospective site hosts reading the rulebook think when they see stuff like that.

VOTING:

❑ Yes/No on the change from ‘Torture’ to ‘Interrogate’ as listed.

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LIMITATION ON MONK IMMUNITY & BOWS AS COMPENSATION:

Current Rules:

At 7th rank, a Monk gains the adventure-only skill ‘Immunity to Mind Control,’ which makes him totally immune to any kind of mind control including charm, hypnosis, illusions, suggestion, Nature Love, Feeble Mind and the Truth Speak spell. Additionally, a Monk with this skill is immune to Torture, regardless of the rank of the Torturer. This does not give Monks the ability to detect the use of the Disguise skill, nor does it make them immune to the Speak with Dead spell.

Monks may use any weapons except bows and crossbows.

Proposed Rules:

At 7th rank, a Monk gains the adventure-only skill ‘Immunity to Mind Control,’ which makes him totally immune to any kind of mind control including charm, hypnosis, illusions, suggestion, Nature Love, Feeble Mind and the Truth Speak spell. This does not give Monks the ability to detect the use of the Disguise skill, nor does it make them immune to the Speak with Dead spell or the Interrogate ability.

Monks may use any weapons.

Changes & Rationale:

In attempting to improve the Interrogate ability, and to prevent any class from being able to bypass information gathering so easily, Immunity to Mind Control would not prevent use of Interrogation (but would still protect against magic).

This makes logical sense—you might be able to resist magical control of your mind due to enhanced discipline, but this does not mean you will not give away information when questioned by one skilled in interrogative technique. Even a non-verbal response is often a huge giveaway.

Giving them bows/crossbows is a decent compensation, since this is a thing that has been discussed for some time now, absent a proposal, and which would have very little impact on the field. Since Monks cannot even use with bucklers—and since by the rules they would not be able to block with the hand holding the bow—they are less effective when arching than virtually any other class that can use a bow.

VOTING:

If the above section does not pass, the term Interrogate would be changed to Torture in the proposed change.

❑ Yes/No on Immunity to Mind Control allowing Interrogation/Torture

❑ Yes/No on Monks being allowed to use bows/crossbows.

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ALLOWING ALL ASSASSINS TO MAKE POISON:

Current Rule:


At 8th rank, Assassin Guildmasters may ‘Make Poison’ during adventures, exactly as described for Thieves. Only a Guildmaster may make poison, and he is restricted to making death class poisons only.

Proposed Rule:

At 8th rank, Assassins may ‘Make Poison’ during adventures, exactly as described for Thieves.

Changes & Rationale:

It has always seemed absurd to me that Thieves could make all poisons, but the specialized killer—the Assassin—could not.

Even the Guildmaster—who miraculously forgets how to make poisons if they transfer their guild—can only make Death poisons. How is this even a thing? If anyone in the game should have all poisons, it’s the Assassin class.

VOTING:

❑ Yes/No on Assassins getting the ‘Make Poison’ ability at 8th rank.

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CHANGING ASSASSINATE VIA DEATH STRIKE & A SHORT KILL TIME:

Current Rules:


Also at 3rd rank, an Assassin may be commissioned to ‘Assassinate’ another character during adventures. Assassinations are the only means of removing another character from an adventure for longer than the normal 12 minutes allowed for death. To perform an assassination, an Assassin must first obtain a Writ of Assassination. A Writ may only be obtained from one of the three Guildmasters of the Assassin’s Guilds. The Assassin must obtain a Writ with the character name of the victim to be assassinated and the mark of the Assassin Guildmaster. A Writ is only valid for the event during which it is written. Once the Writ is obtained, the Assassin is free to assassinate his victim.

An assassination can only be performed with a dagger, an arrow, or by poison. The Assassin must strike his victim with a blow that would cause at least a mortal wound. Once the assassination is performed, the Writ must be left with the victim. If the assassination is performed with an arrow, the Writ must be tied to the shaft of the arrow.

Assassinations may also be performed with death class poison (see Poison in Chapter Seven); however, the Writ must still be left with the victim. An Assassin may never perform an assassination on themselves, furthermore all participants must recognize this ability is not to be used as a way to change characters during an event. Such conduct is considered against the spirit of the game. All rules regarding Resurrection apply to assassination victims. Any assassinated character may not return to play for 24 hours unless resurrected through magical means.

Assassinated participants are permitted to play any other of their characters, or play a 1st rank Fighter, for the next 24 hours.

At 5th rank, an Assassin may attempt to become an Assassin Guildmaster. To become a Guildmaster, an Assassin must assassinate an existing Guildmaster per the normal rules for assassinations in order to inherit his Guild. Alternatively, Guildmasters may freely transfer their Guild to another Assassin participant, provided both the Guildmaster and the Assassin are checked in at the event. A Guild may only transfer in this latter manner once per event, and must otherwise change hands via Assassination. As with the rule above regarding changing characters, willingly being Assassinated to transfer the Guildmaster status is also considered against the spirit of the game.

An Assassin’s Guildmaster is the only character in the game that may issue Writs of Assassination. There are only three Assassin’s Guildmasters in Darkon, and the Magistrate must always be informed of the identity of each Guildmaster.

Also at 10th rank, an Assassin may obtain one Writ of Assassination per adventure event without the need to go through an Assassin Guildmaster. Only the Assassin obtaining the Writ may use it, and it may not be transferred to another participant. The Writ will be dated and only useable at the event for which it was written. A Writ of this sort may be obtained from the Magistrate or the Potion and Scroll Marshal as an “out of character” action.

Proposed Rules:

At 7th rank, Assassins gain the skill Death Strike. A strike to an opponent's torso with an arrow or dagger causes Death, regardless of armor (headband or actual). Unlike Backstab, this attack need not be by surprise or from behind. An Assassin should call "Death!" when using this ability.

Also at 10th rank, an Assassin gains the skill of 'Assassination'. During non-Res scenarios, opponents slain by an Assassin with a dagger or arrow, when the weapon is also poisoned with a Death Class Poison, will remain dead for a full 12 minutes. The Resurrection spell will have no effect. The Assassin should call "Assassinate!" as they make the lethal strike.

Changes & Rationale:

First off, look at how much text we save, and how much simpler this ruleset is.

I am not going to rail against the existing system here—we’ve all heard the arguments again & again. Anyone who hasn’t can speak with me and I’ll regale you with all of them.

This removes the need for Guildmasters and the use of writs.

Death Strike also makes Assassins very deadly with two specific iconic weapons—the dagger and the arrow. This greatly increases the chance of their Assassinate being successful. If people feel that arrows are too much—I find that a ranged attack is a useful addition—there is a voting option for dagger only.

The new Assassinate takes someone out of the fight for the full 12 minutes. This means that an Assassin becomes tactically useful—if that character can manage to kill someone with that ability during a critical battle, even if that person’s allies are there, they won’t be able to get them back in the fight.

Note that a hit to the torso would kill via Death Strike—a hit to a limb might kill via poison if the character is susceptible to poison—either would make the assassination successful.

That means that rather than someone getting Res’d on the spot, or moving to Mage 2, etc., they are down for 12. Imagine how the Kingmaker would have gone differently with this version in place.

And, of course, this obviates the need for people to make multiple characters of the same class for either holding Guildmasters or for preventing Assassinations.

VOTING:

❑ Yes/No on adding Death Strike with arrow and dagger

❑ Yes/No on adding Death Strike with dagger ONLY

❑ Yes/No on moving to the new version of Assassinate

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DETECT DISGUISE NOT RANK-COMPARISON DEPENDENT:

Current Rule:


At 15th rank, Thieves gain the adventure-only skill ‘Detect Disguises.’ This skill allows a higher level Thief to see that a person may not be what or whom they claim by noticing flaws in that person’s disguise. They are not able detect the actual identity of the disguised character, just that they are indeed, in disguise.

This skill can be employed after interacting with the suspect, or observing the suspect interact with another character, for 60 seconds. After 60 seconds the Thief states to the suspect, “I am an nth rank Thief. Are you in disguise?” The participant must then answer honestly and continue acting as they were. The act of asking if the participant is in disguise is considered out-of-game, but the “observation” must be in-game.

Proposed Rule:

At 15th rank, Thieves gain the adventure-only skill ‘Detect Disguises.’ This skill allows a Thief to see that a person may not be what or whom they claim by noticing flaws in that person’s disguise. They are not able detect the actual identity of the disguised character, just that they are indeed in disguise.

This skill can be employed after observing or interacting in character with the suspect for at least 60 continuous seconds. If the character is merely observing the suspect, they must remain within 10’.

After 60 seconds the Thief states to the suspect, “Out of character: I am using Detect Disguise.” The participant must then answer honestly if they are in disguise, and continue acting as they were.

Changes & Rationale:

First and most importantly, this removes the level requirement. As with the change to Torture, this can now be useful to people who have not been playing forever—whereas now, it’s really pretty useless to all but long-time vet Assassins.

Also, it makes clear that the time needs to be continuous (this was unclear), and also makes it possible to just watch them, provided you are close by. With the current rule, a player could watch someone interact all the way across the tavern, and then go over and ask the question—this seems unfair. On the other hand, if someone is standing there right nearby, looking someone over intently for a full minute, they should be able to pick up flaws in the disguise. “Interacting” shouldn’t be mandatory.

VOTING:

❑ Yes/No on changing Detect Disguise (removing rank requirement & simplifying)
Prince Inox Elsonáge Thensiur
Swordslinger of No Quarter!
Warriors' Guild, OE, CCx8, CM(Warrior Mage)
Beast of BABALON

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