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-
- ASSASSIN Docs PART 2 ( The Assassin )
-
- Each assassin is a fighting machine, the goal is simply to become
- the most powerful and efficient one. The following sections describes the
- skills and abilities of the assassins, as well as weapons and fighting.
-
- EXPERIENCE
- The value on which all assassins are based is their experience.
- Experience is gained only through successful assassinations. It
- controls many factors in an assassin's life such as prestige, infamy,
- knowledge, ability, etc...
- For every ten experience points, an assassin achieves a new level of
- mastery. At each level of mastery, assassins become more and more
- advanced. Some of these enhancements are blending into the surroundings,
- striking with deadlier force, and skill with unusual and unknown weapons.
-
-
- SKILL POINTS and Training Sessions
- Skill is gained through battles. They can be gained if the assassin
- is successful, and even when he fails an attempt. For every ten skill points
- attained, a training session is given. Training sessions can be used at
- the training grounds to gain better offensive and defensive skills.
-
-
- Offensive Skills
- The following skills are related to the offensive ability of the
- assassin. These correlate to the various tools of destruction which
- are available to the assassin.
-
- LIGHT WEAPONS (Slashing)
- Light weapon skills relate to the dexterity of the individual. The
- ability is used to manipulate cutting weapons and items that weigh up to
- ten pounds. Light weapons are meant to be used to cut the opponent and
- try to sever a major vein. Weapons in the category of light weapon include
- daggers, stilettoes, and most types of swords.
-
- HEAVY WEAPONS (Bashing)
- Heavy weapon skills relates to the strength of the individual. The
- ability is used to manipulate bashing weapons and items up to twenty pounds
- efficiently. Heavier weapons are not meant to be used in the way of swords.
- Instead, they are be used to make a major impact upon the opponent and break
- them. Heavier weapons include clubs, maces, flails, morning stars and
- most axes.
-
- TWO-HANDED WEAPONS (Slice, Dice, and make Julienne fries)
- Two-handed weapon skills relate to the the ability to quickly
- manipulate larger sized items. These weapons are usually held with both
- hands, hence the name, two-handed weapons. When used, the weapon gives a
- superior edge both in defense and damage due to the concentrated effort.
- Two-handed weapons include staves, warhammers, halberds, and great weapons.
-
- Defensive Skills
-
- These skills relate to how well the assassin can defend his or herself
- in various situations. They also correlate to how they work against the
- various offensive skills.
-
- BLOCKING
- Blocking is a defensive skill in which the assassin uses an item to
- block oncoming attacks. This defense is used against light weapons by
- countering the force of the blow with an equal or better force.
-
- SLIPPING
- Slipping is the defensive skill used to maneuver out of the way of a
- blow, before it strikes. It is used primarily in dealing with heavy weapons,
- since heavy weapons are harder to block.
-
-
- ASSASSINATIONS
- The bread and butter of all assassins is assassination (isn't that
- obvious). It is done in two phases: the stalking and then the actual attack.
- The first phase is done in one of three ways.
-
- The first method is simply look around for a promising victim, one of
- the appropriate level and of the proper prestige. This method provides only
- a small amount of coins, and a weapon.
-
- The second method is to be hired by someone. This usually provides a
- larger amount of coins, but the weapon must be given to the employer as
- proof of the slain opponent.
-
- The third method is the full blown assassination. This method is
- employed against other assassins, and it is simply a battle first against
- the opponent's henchmen hopefully followed by a final conflict between the
- two assassins.
-
- RAIDS
- Raids are used to gain wealth and fame, as well as prove you are better
- than other assassins. Usually raids are between guildmasters, however
- sometimes raids are against city banks. All raids require at least one
- third of a day.
- Raids against guilds are plain and simple. You group your assassin and
- henchmen against a guild then storm on in, wreaking as much havoc and damage
- as possible, then looting the remains.
- Raids against banks are just as simple with the exception that you are
- not trying to destroy the bank, but rather take it over temporarily so that
- you can steal as much as possible. However, raiding banks can prove more
- challenging and hazardous since all losses are paid through others' accounts.
-
-
- ACTUAL COMBAT
- In all assassinations and even some raids you may find yourself locked
- into mortal combat. To destroy or be destroyed, that is your goal. First,
- you will get to ready one of your weapons, though some weapons may ready
- themselves.
- Status displays will be the next thing that you see. These give you
- an overall status of you and your opponent. The levels of status are:
- Healthy, Wounded, Heavily Wounded, Seriously Wounded, and finally Critical.
- At times you may notice an additional word (Stunned) as combat ensues.
- If you are stunned, you will not be able to do anything except wait until
- you revive. If your opponent is stunned you may wish to take advantage
- of the situation by getting in a few good swings or, if your opponent is
- too formidable, Fleeing.
- You will also notice a fatigue level. If you become too fatigued,
- you will not be able to fight until you gain stamina back. The rate
- of fatigue is in the approximate order of the commands, Berserk being
- the most fatiguing while a Defensive posture can help you regain.
-
- ATTACK OPTIONS
- All attack options have a chance to hit the opponent, hence the name
- Attack Options. All these will take up your turn in combat.
-
- B) BERSERK
- This options put your assassin in a totally uncontrollable rage,
- hacking and slashing until he/she finally finishes the opponent off,
- runs out of steam, or is knocked silly (STUNNED) by the opponent.
- Your defense will be decreased, while your chance to hit and damage
- inflicted will be increased significantly. This will quickly sap your
- stamina until you become somewhat helpless, in which case you will only be
- able to defend yourself.
-
- L) LUNGE
- This attack puts a concentrated effort at the target at the cost of
- some defense. Your chance to hit and damage inflicted will be increased,
- although your defense will decrease. This options will drain your energy
- after constant use.
-
- N) NORMAL
- This attack will put an equal effort to the best of your ability to
- strike the opponent as well as defend yourself. It offers no bonuses or
- penalties to your skills or the damage. After a long attack your character
- will tire with this option.
-
- P) PARRY
- This is a defensive stature taken to protect, recover, and even put a
- little offense against the opponent. It offers better defense but a lower
- chance to hit as well as less damage. You will slowly recover energy with
- this option.
-
- D) DEFENSIVE
- With this option, you assume a completely defensive posture, thus
- lowering your opponents chance of hitting you, but you have little if any
- chance of hitting them. You will gain energy back at a fairly good rate
- when a defensive posture is used.
-
- OTHER OPTIONS
- These options will never generate a chance to hit the opponent.
- All with the exception of Z) STATS will take your turn in combat.
-
- F) FLEE
- To flee is to simply run away as fast as possible, before you are killed.
- However, before you get a chance to dissapear into the shadow, the opponent
- will take another swing at you, against which you are at an even weaker
- defense.
-
- R) READY
- Use this option if you have decided that the weapon you are using seems
- ineffective, or you just would prefer to use something else. Through this
- command, you will be able to exchange your current weapon for another
- (assuming you have one).
-
- Q) QUAFF
- If the outcome of the battle is too close and you have a potion to
- spare, you may wish to drink it to hopefully recover an amount of
- endurance that might make the difference between life or death. Be it known
- that most potions effects will be delayed so be sure you can take a blow or
- two.
-
- U) USE
- Some items you find may be usuable in combat, but most aren't. So be
- careful, this will put you in a weak defense if the item is not usuable.
-
- Z) STATS
- This will give you a verbose description of your character including
- health, skill, items and gold. As mentioned it does not require a turn
- in combat so you may pick a choice afterwards.
-
- SPOILS
- From all successful assassinations and raids must come something other
- than the simple fun of slaughtering; that is why there are spoils. Spoils
- come in many shapes and sizes, the basic forms are currency and items.
-
- CURRENCY
-
- Currency comes in two major forms - gems and coins. Currency's
- main advantage over items is that it is easily traded. Coinage is the
- standard; it comes in four main types - copper, silver, gold and platinum.
- Each one has ten times the value of the previous with one copper equal to
- the base of all currency.
- Both copper and silver are common and are usually traded both ways.
- However gold and platinum are slightly different cases. Gold is uncommon,
- not too unusual but uncommon nonetheless, banks will usually change silver
- and copper to gold at an exchange rate between one and two percent.
- Platinum is rare by all terms and is also very different from the others.
- Platinum's value fluctuates from day to day however it does have a standard
- value of one thousand copper to most. Only a few banks actually exchange
- to platinum.
-
- ITEMS
-
- Items is a basic term which encompasses many things, ranging from
- jewelry to enchanted weapons. Some items can be used while others just sit
- there and collect dust. The only method of determining which is which is
- through trial and error.
- Weapons are almost always found upon victims of assassins, some are
- endowed with magic powers while others carry a curse. It is nearly
- impossible to discern the mundane from the magical. It seems the only
- plausible way to determine magic from mundane is to have an enchanter
- examine it.
-
- GUILDS
- A promising assassin will eventually find his or her path leading here.
- A guild can be located from anywhere from a Tavern to a Hotel. At first you
- must choose which guild to go to. A list of the available guilds will be
- displayed from which to choose.
- Once inside, you will have options available depending on your status.
- Non-members may wish to send an application to join the guild. Each guild
- is either controlled by a player or the computer. The computer will always
- allow players to join, while applicants to player controlled guilds will
- have to wait for a response from the Guild Master.
-
- Guild Options...
-
- A) Apply for Membership
- All assassins that wish to join a guild will start here with an
- application. You must have the initiation fee if you want your
- application to even be considered so be sure you have it.
-
- C) Challenge the Guild Master
- Tired of your current guild master? Want life to have more
- meaning? Be sure you have enough strength to handle the guild master
- for if you fail, the guild you belonged to will abandon you and you
- won't be getting your initiation fee back.
-
- D) Buy a Drink
- Here you can get something to drink. There are many varieties to
- choose from, some having alcohol some not. Though when you are thirsty
- you best drink up as it is quite easy to get dehydrated in a days
- action.
-
- E) Enter Message
- This will allow you to enter a message to any or all members of
- the guild. It is a maximum of five 80 character lines.
-
- H) Hire Henchmen
- Members and Masters will always need good reliable henchmen to
- help them in their activities. Each henchmen ranges from a level 1
- to level 5. Level 1 are apprentices while level 5 are well-established
- assassins.
-
- J) Job Opportunities
- Finally, what assassins were meant to do - be recompensed for
- killing people. It takes a turn to wait around for someone to notice
- you and possibly ask you to do them a favor. They will offer you a
- price which you may either accept or not. If you do not, they may offer
- a higher price or they just may leave you. If you accept, you must kill
- the opponent and bring back one of their possessions. At that point
- you will be paid for your service.
-
- L) List Guild Members
- This will give you a list of all current members, including the
- master if he or she is a player.
-
- P) Plan a Raid or Assassination
- The Raid will enable you to raid another guild allowing you take
- some of it's hoard as well as damaging or even destroying the guild in
- the process.
- An Assassination will enable you to attack any assassin in most
- locations. No assassin can be protected from a planned assassination.
- The only good defense for them is a strong offense.
- Each one of these options, the raid or the assassination will take
- at least one third of a day.
-
- R) Read Guild Messages
- This will allow you to read any message from your fellow
- guildspeople.
-
- T) Transfer Items
- This option will allow you to help out thy fellow guild members
- with a loan of either Copper or Henchmen.
-
- Q) Quit the guild
- This will allow you to leave your current guild, minus your
- initiation fee. You will be asked if you are sure, in case you
- have second thoughts or accidentally pressed Q. If you are the master,
- and have not transfered guild ownership, you will relinquish control to
- the computer.
-
- S) Stay here for the night
- You won't recover as much as you would as if you were in the Inn,
- but you are far safer in a guild than in the alleys.
-
- The following options are for Guild Master's only
-
- M) Maintain the Guild
- This will bring the Guild master into his private room where he
- can do the menial things a guild master does. Transfering money,
- henchman, changing the guild's name and guild's fees. Most options
- should be self explanatory though I will briefly describe them.
-
- Guild Maintainance Options...
-
- E) Expel a Member
- This get's rid of those unwanted assassins currently leaching
- off of your fine establishment.
-
- F) Change fees
- This option allows updating of the Guild's Initiation and daily fees
-
- H) Transfer Henchmen
- This will allow you post some of your henchmen on Guard Duty for the
- Guild, or take them with you if needed for other duties.
-
- C) Transfer Copper
- This will allowyou to put some of your money in the Guild's coffers,
- or to take some of the Fee money for your own purposes.
-
- M) Edit Guild Messages
- Don't like what some of your Members say around the Guild? Well here
- you can go to clean up the messages or Delete them.
-
- N) Change Guild Name
- Tired of the Guild's Name from the Last owner and what to change it?
- Here is where you do it.
-
- P) Process Applications
- Probably the most important option, here is where you can review the
- hopefulls who want to be members of your Guild. Accept, and you get the
- Initiation Fee, plus more money each day. Reject them, and they might
- come back with a Grudge.
-
- R) Reinforce the Guild
- Want to make the Guild stronger against Raids from your Rivals? Here
- you can call in the Contractor (no license required here) to Pump Up the
- defences.
-
- S) Guild status
- This give you the overall status report of your guild.
-
- T) Transfer ownership
- This will allow you to renounce your Guild to one of your well
- deserving guild members.
-
-