@section(Death) @SubSection(Assassinations) There are various methods of killing someone without actually sullying your hands in combat. If you have access to poisons, explosives, or unusual trap components, these may be useful. Spells, rituals, witchcraft, and so forth are also potentially harmful or fatal. For that matter, torching a victim's room or slipping a poisonous snake into his pajamas may do the job. If you have an idea for killing someone in a non-standard manner, see a GM first. If have any questions at all about an assassination attempt, contact one of the GMs to talk it over @b(before) you try it out. If you try something questionable without talking it over with us first, expect to be operating under Murphy's Laws on assassination. All assassins are responsible for any and all real damage caused in the course of an assassination attempt. Likewise, all victims are responsible for any real damage caused in trying to defend themselves. In almost any circumstances, there is a finite non-zero percent chance that your victim will survive your attempt. (Cutting him into small pieces and feeding him to the crows will greatly reduce that chance, but requires lots of time with no witnesses. Smashing him on the skull in a crowded lobby and having to immediately leave to avoid being seen, will greatly increase that chance.) This is one of the many reasons both you and your victim should contact a GM as quickly as possible after an attempt is made. @subsection(Poison) There are various toxic herbs and drugs in this game. If you have some, and you wish to slip them to a target, you have two options: first, you can get him to take it himself (ie; have him open the envelope), second, you can slip it into his food. To do the latter, use some strong-tasting substance (chili oil or powder works well) and slip it into the food or drink. If you taste food or drink that has been poisoned in this fashion, you have just ingested an unusual (although not necessarily fatal) substance. If you feel comfortable doing so, you may hand your victim the herb envelope and have him read the effects. Obviously, his character is unaware of your participation, although the player now is. Any other system you devise that you are satisfied protects your game anonymity sufficiently is fine; otherwise, that information transfer can be handled through GM's. We would prefer it if you contacted us ahead of time, if at all possible. @subsection(Assuming Death) Generally, the outcome of a combat will be fairly straightforward. If you feel that you were killed honestly and fairly, the odds of your survival are almost negligible. If doubt exists, however, your first priority is to get in touch with a GM and get an official ruling. If possible, you should try to get a ruling immediately, (before you and your assassin go your separate ways) because there will be business to take care of. If after trying all possibilities you are still unable to get in touch with a GM, (hopefully this won't happen) use some judgment. In any event, both you and your assassin are inactive (ie; "Vacant Space") until a ruling can be made. Even if you agree, you should contact a GM--we may know something you don't. ("Well, guys, the embodiment of Death was defeated just minutes ago, so everyone is immortal now...") @subsection(Being Dead) Dead men tell no tales. Neither do they talk on the phone, drop hints, or fill their conversations with significant silences. If you are dead, you must do your best to convey NO information to ANYONE. This includes enpici. If you are called on the phone, once you find out it is about game related matters, simply tell the person, "The phone is still ringing. No answer." If you meet a player in class or anywhere else, tell them, "I'm not here." Best rule of thumb to use is to ask yourself "Could I do this if I were really dead?" Use your judgment. @subsection(Searching dead bodies) If a person is either dead or unconscious, and you have at least 3 minutes of privacy, you have access to all items on his person. (One of you should watch a clock. At the end of three uninterrupted minutes, the victim should hand over the items found) As with theft, item cards and game items can simply be taken, real items can be considered taken until you talk to a GM to get item cards for them. If an item such as a room key, mailbox combination, computer password or anything else that would allow its possessor access to further game items or information, is picked up in a search, then its possessor now has access to whatever game items were stored in the now-accessible locations. The player who was searched should deliver these to a GM, whereupon they will probably end up in the possession of the searcher unless something else interferes. They SHOULD NOT be given to the searching player directly. @subsection(Corpses) Note exactly where the death took place, and leave a note at that spot reading "If you see this, contact a GM." If you intend to move the body of your victim, move from the scene of the crime (take the note with you) to your intended new location and leave the note there. While you are moving the body from point from point A to point B, you must carry an 8 1/2 x 11 sign saying "I am carrying a body." If a player or enpici sees the sign, just carry the action through to it's natural conclusion.