The Assassin's Guild
Feb 28, 2010 22:41:00 GMT -5
Post by Gorim on Feb 28, 2010 22:41:00 GMT -5
Hidden across the districts, though mainly in the Upper Districts, where corruption is thick in the air, the Assassin's Guild sneaks in the shadows, providing discreet, if double-edged ways to rid politicians of their enemies, or the well-off of their opponents. Some assassins are even hired by gangs as tools in their complex wars.
Only recently created, the Assassin's Guild has become the unspoken staple of the Upper Districts, and murders, both quiet and spectacular, have now become common-place, and top priority.
Join if you dare, and hire if you wish, but know this. We look for ourselves and our own.
Only recently created, the Assassin's Guild has become the unspoken staple of the Upper Districts, and murders, both quiet and spectacular, have now become common-place, and top priority.
Join if you dare, and hire if you wish, but know this. We look for ourselves and our own.
Positions:
Guild Master: Lucy Hastings -Speciality- Torture
Captiol Leader: Kurt Stephon -Speciality- Anti-Espionage; Espionage
District One Leader: Lucy Hastings -Speciality- Torture
District Two Leader: Telo Fase -Speciality- Tactics and Research
District Three Leader: Ever Bloom -Speciality- Seduction; Weapons
District Four Leader: Christian Sforza -Specialty- Seduction
District Five Leader: Vincent "Old Man" Johnson -Specialty- Weapons Mastery; Stealth
District Six Leader: (Open)
District Seven Leader: Warren Cobern -Speciality- Throwing knives; framing people
District Eight Leader: Davina Hease -Speciality- Disguise; Camouflage; Stealth
District Nine Leader: (Open)
District Ten Leader: Violet Ferrantire
District Eleven Leader: (Open)
District Twelve Leader: (Open)
Normal Assassins:
* Althea Thyme - District Two
* Kyzu Fate - District Four
* Aima - District Nine
Apprentices:
* Claudia Sforza - Christian Sforza
*Leto Knight
*Samuel "Sam" Parker - Althea Thyme
**NEW** Assassin's Militia
* Jo Norvak
* Misha Norvak
The Guild Hierarchy
The Guild Hierarchy is simple. Each District has a leader, each District leader answers to the Guild Master, each Assassin answers to their respective District's leader, but they will take orders from the Guild Master above their District Leader's orders at all times. Apprentices answer to everyone. In essence, there is a strict chain of command that is recognized.
Each District Leader has some specialty, be it Episonage, Anti-Espionage, Map Making, Scouting, etc. It is that skill that ultimately made them a District Leader, so those attempting to fill those Leader roles must choose their speciality carefully, as the Guild Master will call you up should the need arise.
Our Numbers:
Each District has a cell of eight professional killers, not including the District Leaders. Once those positions are filled, there will be no openings until one of the assassins dies, leaves, or is kicked out of the Guild.
Each assassin, including District Leaders, may have only one apprentice at a time. Once that apprenticeship is over, that apprentice will be automatically accepting into the Guild, unless there are no openings. If there isn't an opening, the former apprentice is allowed to part ways with the Guild until an opening arises, in which case the former apprentice will be notified of the opening and given a chance to join the Guild.
Assassination Missions:
Missions are conducted in pairs, unless specified in the contract. The pairs are created at the killers discretion, but know that failure is not permitted.
Generally, District Leaders go with District Leaders and official, yet unranked assassins go with each other, or their apprentice if they have one, though this isn't a rule.
The assassin is required to bring back proof of the death. The exact nature of the proof is left to the killer, though be warned: insufficient evidence for the death is met with the same punishment as failure.
Death.
**NEW**
The Assassin's Militia is a new addition. They are a group of mercenaries that are on standby at nearly every mission, just in case the assassins are compromised, captured, or ambushed. They're a rough-and-tumble group with no real leader, only assigning "commanders" for individual missions, though the ones that did the negotiations were the Norvak siblings, Misha and Jo. They prefer guns to the knives and swords of the assassins, and are brutally efficient when it comes to killing. They're soldiers, and are generally well-versed in military strategy, terms, and training exercises.
Joining:
Joining is very simple. The assassin must provide a testimony of his or her ability from a member of the Guild, or proof of his ability via some other way. (NOTE: In real life, this doesn't have to be an actual person, and at this point, it doesn't matter.) Apprentices must proof themselves to their potential mentors to the mentor's satisfaction.[/center]
Name:
Age:
Preferred Position:
Previous Experience?:
Speciality:
Preferred Style of Murder: