Assassin's Guild Quest

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You operate an assassin's guild. People come to you with targets and money, and you kill the targets to collect the money. Spend the money on various necessities of life: food, safehouses, third summer mansions, etc.

Of course, you don't do every mission you accept yourself. You could die that way, after all. Hire, train, cajole, and coerce assassins into your service to do the dirty work, balance the books, bribe the right people, and you might just find yourself at the top of a criminal empire.
Intro
Location
CA
You operate an assassin's guild. People come to you with targets and money, and you kill the targets to collect the money. Simple as. Spend the money on various necessities of life: food, safehouses, third summer mansions, etc.

Of course, you don't do every mission you accept yourself. You could die that way, after all. Hire, train, cajole, and coerce assassins into your service to do the dirty work, balance the books, bribe the right people, and you might just find yourself at the top of a criminal empire.

Who are you?

[] Write-in: Name

[] Male
[] Female

What was your previous occupation?

[]A Former Assassin
-You've been around the industry, and were rather good at your job, if you say so yourself. But there's not much reason to put yourself at risk now that money's tight; you can just set up the jobs and collect the rewards. Even if you say that, you haven't let your skills slip; you're as sharp as they come.

[]A Former Merchant
-You've got money, and are looking to enter a new industry. Contract killing might not be the most prestigious of industries, but the margins are immense so long as you don't bite it. While your personal abilities aren't the highest, money paves a lot of roads.

[]A Former Noble
-You've played the game, and lost. Lessons learned. You might not have the connections you once had, but you still have the political know-how, some legacy wealth, and childhood training making you no slouch in a scrap.

Where do you want to set up shop?

Your headquarters can be changed later on, and such may be necessary if you attract too much attention. However, moving headquarters can be costly.

[]The Imperial Capital
-Home of the Emperor of Yong, the imperial capitals hosts most of the Empire's nobility. Being the largest polity on the continent, you can't go five paces without encountering a life and death grudge, and nobles tend to accumulate wealth like it's magnetic. People are also not short in supply in the most populous city in the world. However, the Emperor looks down on the 'uncivilized' services you provide. Discretion will be key to survival.

[]The Western Reaches
-Sitting on both a major river and bordering the ocean, the Western Kingdoms are a major hub for trade. Royalty has a light touch within the area, with larger merchants forming personal fiefdoms. Coin and competition are everpresent within the western reaches, and many will spend the former to remove the latter. However, talent is rarely on the open market, as many will get snapped up into a merchant's 'personal guards'. Balancing the books will be necessary to keep the ship running.

[]The Academy
-The Academy at Karst is not a true country, being an independent city on the borders of the Empire and the Western Kingdoms, but it is a polity of its own in practice. Old magics have settled deeply within its stone halls, as have old men and old grudges. And while most will speak of the services you provide as uncivilized, some students may look the other way where the money to continue tuition is concerned. Of course, powerful people bring important problems to the table, problems which may require some finesse to resolve. Managing subordinates well will be essential for securing a passing grade.


Please make votes in plan format.
 
Guild Associates
Katarin Eclair

Lethality: 5

Vitality: 5

Stealth: 5

Awareness: 6

Traits:

People person: You know your way around a conversation. +2 Stealth and Awareness outside of combat.

Money

Appraised Goods Unappraised Goods
114 gold

A letter opener (20 gold)
Skeleton Professor's Magic Schematics

Unknown Student's research

Silver Tassel from 'Heir Apparent'


Reputation


"Crazy stuff happens this time of year."

Base

Location: Deep under Academy grounds.

Reception: Passable. The base is clearly your domain.

Security: Obscure. You won't be found without dedicated effort, and you have a lot of ways to escape. +2 to Stealth if discovered.

Comfort: Solid. You can actually run finances here, if you feel like it. Minor boost to personal phase actions.

Mooks

Quantity: 20

Stats:

Lethality: 6

Vitality: 5

Stealth: 5

Awareness: 5




Famed Roster


This list is rather small. You could help by expanding it.

Alexa Tahlin

Lethality: 3

Vitality: 3

Stealth: 10

Awareness: 4

Traits:

Permanent Invisibility: It's just invisibility, all the time. Her Stealth stat cannot be reduced by other effects.

Price: 4 gold/season

Personal Action Restrictions: None

Mission Restrictions: None

Percentage cut of mission payouts: 0%
Jackson Reynes

Lethality: 9

Vitality: 6

Stealth: 4

Awareness: 6

Traits:

Deep in the Bottle: He's good, when he's not drunk. At the start of an operation, or if he requires a stat check outside of the mission phase, roll a D100. On 50 or lower, his Lethality and Awareness are reduced by 2 for that mission/event.

Price: 6 gold/season

Personal Action Restrictions: None

Mission Restrictions: None

Percentage cut of mission payouts: 0%
Seth


Lethality: 10

Vitality: 7

Stealth: 9

Awareness: 10

Traits:

Descendant of the Demon Sect: The way of the Yaksha is simple: kill at any cost. For one roll, Seth can increase his Lethality by 5, if he does, he loses 2 Vitality permanently and 2 Lethality for the rest of combat.

Master Assassin: The reason people fear the night. After winning a stealth vs awareness roll, Seth's first attack against that target gains lethality equal to the degrees of success.

Price: 10 gold/season

Personal Action Restrictions: Seth chooses his own personal actions.

Mission Restrictions: Seth will take the Chaoxiang Yong mission before it expires.

Percentage cut of mission payouts: 50%


Contract List

George Weston

Lethality: 5

Vitality: 6

Stealth: 4

Awareness: 6

Traits:

None

Expected Rewards: 5-10 gold. A favor from Charles.


Jana Quan

Lethality: 5

Vitality: 4

Stealth: 5

Awareness: 5

Traits:

??

Expected Rewards: 20-25 gold.


Chaoxiang Yong

Lethality: ??

Vitality: ??

Stealth: ??

Awareness: ??

Traits:

The Third Prince: Killing this guy has extreme consequences. Other Effects unknown.

??

Reward: 1500 gold. ??

 
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Mechanics
Stats:
Every character has a stat page. This is because every character can die. The stats every character has are as follows:

Lethality: How good you are at killing things

Vitality: How bad you are at dying

Stealth: How good you are at not being noticed

Awareness: How good you are at noticing things

An average person's stats are all 5.

Characters may also have traits, non-stat based bonuses or weaknesses which can manipulate stats, modify certain situations, etc.

While lethality and vitality are fairly narrow, stealth can also apply to things like hiding or manipulating what stats or traits the character displays. Conversely, Awareness can allow for learning details that wouldn't be obvious at a glance, or discovering hidden information.

Mooks:
Every assassin's guild isn't complete without its fodder. You do have to somehow attract the fodder, but once you do you have a source of cheap labor for low level contracts or the occasional hero, if you want to throw 100 or so of them away for a sub-1% chance.

Mooks don't have names or traits, but they're cheap and you can train them as a group. If one is lucky or skilled enough to survive for a long time, they might even become Famed.

Famed assassins are the core of your guild, the terrors in the night that bureaucrats, nobles, and princes fear. They're the ones you send on the big jobs, major missions with large consequences. They can gain traits and stats over time, but in exchange they have things like wants and needs that you may have to settle to keep them within your employ.

Rolls:
Life's a game of chance, but skill tilts the odds. By default, rolls will be D100.

Rolls are generally opposed, i.e. the assassin gets a stealth roll and the guard gets an awareness roll. Having the higher stat gives you a +10 to the roll for every point above the opponent's.

Battles are generally done with opposing lethality rolls. Each 'degree' of success when attacking (a 10 point gap, rounded up) will reduce the defender's vitality by one point. If they hit zero points, they die.

Training:

Training is best done with help, but can be done solo. For solo training, roll D100, and for every degree of success above 50 you get one experience towards the next level in one stat. Once you get experience equaling the stat's current level, the stat increases by 1. If you are trained by someone with a higher stat, increase the D100 roll by the stat difference times 10.

I.E. If you have lethality 5, and you roll 80, you add 3 successes towards lethality 6. If you get two more, you reach lethality 6. If you are trained by someone with lethality 7 who rolls 80, you get 5 successes (stat difference of 2, +20 to the 90 roll gives effective roll 100) and immediately reach lethality 6.
 
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[X] Plan: Merchant of Death
-[X] Katarin Eclair
-[X] Female
-[X] A Former Merchant
-[X] The Academy

Loads of money! Our assassins are going to be killing people with gold weapons just to show off our wealth.

More seriously, we're essentially a start-up business, and all start-ups require lots of capital to get off the ground. A former merchant with riches in a place with lots of talented people desperate for said money is a good environment to start in. They can cover for our weaknesses.
 
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[x] Plan: Old Bloodlines, New Tricks
-[x] Seymour Moonfall
-[x] Male
-[x]A Former Noble
-[x] The Academy
 
More seriously, we're essentially a start-up business, and all start-ups require lots of capital to get off the ground. A former merchant with riches in a place with lots of talented people desperate for said money is a good environment to start in. They can cover for our weaknesses.
While this might be true for normal startup businesses, the people that are desperate for our cash in this situation may very well decide to shank us for it.

[X] Plan: Old Bloodlines, New Tricks
[X] Blood & Taxes
 
While this might be true for normal startup businesses, the people that are desperate for our cash in this situation may very well decide to shank us for it.
I don't believe that'll be an issue since even if they are desperate, they'll still have to think whether or not they'd prefer to risk dying in a fight with an Assassin's Guild and potentially make no profit, or to work with us for a steady income. For someone strapped for cash, I think the choice is pretty clear.

With the monetary assets at our disposal, we ought to be able to make beneficial and attractive deals for our would-be employees.
 
I don't believe that'll be an issue since even if they are desperate, they'll still have to think whether or not they'd prefer to risk dying in a fight with an Assassin's Guild and potentially make no profit, or to work with us for a steady income. For someone strapped for cash, I think the choice is pretty clear.

With the monetary assets at our disposal, we ought to be able to make beneficial and attractive deals for our would-be employees.
Hmm. I was assuming we would start without any significant forces with which to deter would-be thieves. Maybe one or two junior assassins, hardly enough to be called a guild.
 
Hmm. I was assuming we would start without any significant forces with which to deter would-be thieves. Maybe one or two junior assassins, hardly enough to be called a guild.
We wouldn't go call ourselves a guild if it was just us. :p

Besides, even if that was the case, Mechant means we do have the capital to hire plenty of goons for show and intimidation if nothing else, and a hiring notice from a Assassin's Guild, even if a new one, has weight of its own even without the threat being immediately visible. Desperate hires would think twice about crossing us when there's a easier alternative than "take on a Assassin's Guild".
 
Hmm. I was assuming we would start without any significant forces with which to deter would-be thieves. Maybe one or two junior assassins, hardly enough to be called a guild.

You start with only yourself, your starting cash, and a crappy base, but you will get to do recruitment before any missions. The merchant will be able to grab a dozen mooks before meeting anybody. The assassin is a bit broke, though, so your first mission or two is likely to be done personally.
 
Year 1, Spring: Recruitment
The space you got couldn't be called a steal, but it was solid enough for your purposes. The Academy was old, the oldest city on the continent in fact, and over the years had built on top of itself over and over again, until its most ancient halls and workshops became catacombs beneath the surface. Long abandoned, those rooms became the slums where the people that couldn't afford the pristine wood and brick homes on the surface hid from the weather.


Even you could find yourself bankrupted by one of those, given a bit of time. The Academy attracted students from across the world, the richest of families descended from past or present kings and emperors. You'd built a small fortune for yourself, certainly, and yet almost any one of those kids frolicking about in their ivory towers could toss around that much gold in a week. But then again, the rich second-generations weren't the only students of the Academy.

If you wanted to learn magic, or develop anything more than parlor tricks, the Academy was the place to be. For a soldier trying to reach a higher station, for a clerk tired of pushing papers every day, the Academy was a place where dreams could be made. Or, more commonly, shattered under the weight of tough coursework and tougher finances. The Academy was rich in gold and richer in knowledge, but it's true wealth was in the people that flocked to the promise it embodied. It was unrealistic for you to grab great students for your enterprises, seedy as they were, and maybe even good students could find the sponsorship necessary to continue studies normally, but it didn't take a master of magic to put a knife through a guy's heart at speed.


In any case, the place you rented wasn't quite as old as the rest of the catacombs. It'd been carved out within the last century, by a paranoid old professor absolutely certain that his work with golems would be stolen if he used his actual workshop to conduct research. A mistake, that; the stale, dusty air must have played havoc on his old lungs. The professor had just up and disappeared one day, and the place had sat until someone looking through ownership records noticed they had a workshop collecting dust to sell to a poor schmuck. For a student, this would be the worst possible living space short of the streets, but for your purposes it wasn't bad. Out of the way, discreet, with ways of getting in or out undetected. It'd work for now.


You take a look inside, and freeze when you come face to face with a skeleton. Just an actual human skeleton, lying on a ratty chair that was probably a fancy fixture a hundred years ago, bones picked clean by the bottom feeders that infested the catacombs. The skeleton once belonged to that professor, you think.


The Academy really hadn't even looked through this place before selling it to you.


Well, the skeleton did give this place a certain atmosphere you liked. You picked up the skeleton's chair gently, careful not to shake it unless it fell apart, then set the chair down so that it's back faced the door. Then you grabbed your traveling hat and set it on the skeleton's head, so that he just looked like a person reclining in the chair, if seen from the door.


Giving the shelves a good dusting, you idly considered replacing the trinkets on them with wine bottles, or something or the sort. Anything vaguely shiny or valuable-looking had probably long been secreted away by now, but there was no harm in looking. Knowing what kind of old man that skeleton once was, you wouldn't be surprised if he had stuff hidden that even he'd forgotten about. This entire place was yours, now, in any case. You could figure it out at your leisure. For now, you had business to attend to.


When you showed up at the Academy, all you had was the money in your pocket and an old heirloom knife. Cast in gold, the jewel-pommeled stiletto you carried was a rather expensive letter opener for the time you've had it. At the gates of the city, though, you received a second item. A letter dropped into your hands by bird. Free from any potential prying eyes down her, you finally take the opportunity to read it:


My dear Katarin,


Oh, how the times fly. When a little birdie told me you were on your way to the Academy, I was beside myself. Truthfully though, I never took you for much of a student. I had you pegged for much… sharper pursuits, we'll say. Your time spent as my understudy made me believe you tended to cut right to the heart of the manner, even in new fields of business. Alas, I will miss your services, and wish you the best in your new pursuits.


If I may impose, though, I have a customer who requested quite the unusual thing, the other day. I cannot fulfill his requests with my current resources, however, so I forwarded him to you.


Yours Truly,

Charles Adelbright



You smile, despite yourself. Charles would've run you destitute if you didn't leave, no doubt. That old codger could sleep on a new pile of gold every night for the rest of his life, and yet would never stop grinding for as long as he lived. Flipping past your mentor's letter, you took a look at the second letter enclosed within, chicken scratch writing compared to the previous.


A certain student, Elainus Levon, has stolen my research, and plans to present it as his own. I would like that not to happen. His workshop can be found at the lower west wing of the Academy, Xiran Hall's easy quarter. A rather isolated place, most days. I have also heard that the reagents he stores are quite flammable.


I will pay for services rendered, but here is a token of my generosity.


Calvin



In classic Charles fashion, the token of generosity appears to have been liberated from its home within the envelope. But still, a referral was a referral. It was hard to get your name out there when you were selling what you were. Since Calvin didnt have the credentials to summon the Academy board, he couldn't be too wealthy, but at the very least he was liable to have the money for the next quarter's tuition, with perhaps a bit more you could shake out of him.


A few days worth of research into Elainus Levon gets you about everything you need to calculate the hit's true price. He's not important in the slightest, though he would be on track to get a sponsorship from a low official in the Empire's Ministry of War, should his presentation go through. If it didn't, though, you don't think anyone would miss him.


At the start of the recruitment phase, you will get details on the missions you can take that turn, along with any advance payment.


Elainus Levon


Lethality: 4

He doesn't often exercise, cooped up in his workshop most of the time.


Vitality: 4

He won't keel over at any moment, but he isn't the healthiest.


Stealth: 6

He's pretty sneaky. Perhaps he was a hustler before he was a student.


Awareness: 5

Perfectly average.



Traits:


Practiced Mage: He has the abilities and training of an average mage, for better and for worse. +2 Lethality if at a distance, -1 Lethality up close.


Expected Reward: 10-15 gold. Reputation Boost.


Reputation gets you better jobs and better recruits, but also more attention from major powers.





But, even with the job prepared, you still need to hire for the job. You were pretty flush with funds currently, so you could try to find someone exotic, but perhaps for now some of the guys you passed in the slums would suffice. Besides, there was a lot of cleaning up left to do, and you had the money to not have to do it yourself.


You can hire mooks and one Famed in the same turn. You get mooks in a group of ten.

Choose one or both:

[]Hire mooks.

Mook

Lethality: 6

They're a bit stronger than average, and have few compunctions stabbing someone for dough.

Vitality: 5

Stealth: 5

Awareness: 5

Otherwise, they are perfectly average.

Price: 2 gold/turn for each ten.


[]Hire a Famed. (+10 to roll for location)
-[]Someone lethal
-[]Someone durable
-[]Someone sneaky
-[]Someone perceptive


Roll the gacha. If selected, you will get an interview update with the character and get to choose after that whether to hire them or not.


[]No Hires are necessary.

You're not going at it alone.
 
Lets see if we can arrange a tragic accident with the "quite flammable" reagents the target keeps.

[X]Hire mooks.


[X]Hire a Famed. (+10 to roll for location)
-[X]Someone sneaky
 
[X]Hire mooks.

[X]Hire a Famed. (+10 to roll for location)
-[X]Someone sneaky

We got 100 gold to splash around, so best we use it now! Target's awareness is average, so a mob of mooks ro distract him while our sneak goes to town ought to work.
 
[X]Hire mooks.

[X]Hire a Famed. (+10 to roll for location)
-[X]Someone perceptive

I'm going to go against the grain and get someone perceptive since the target is a bit slippery than usual.
 
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