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ASSASSIN.IN2
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1992-07-25
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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 his/her 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 method 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.
* MAIN MENU OPTION: A) ASSASSINATE also
* ALLEY OPTION: C) CHALLENGE and
* PUB OPTION: K) KILL
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.
* GUILD MENU OPTION: J) JOB OPPORTUNITY
The third method is the full blown assassination. This method is
employed against other assassins, and it is simply an attack on the
opponent's henchmen until a final conflict is resolved between the two
assassins.
* GUILD MENU OPTION: P) PLAN.
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
During many periods of time you will be engaged in mortal combat.
In all assassinations and even some raids you may find yourself locked into
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 enough 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 energy.
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 the 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 a reason other than
the raw fun of slaughtering; that is why there are spoils. Spoils comes
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 the exception of copper
copper it has the lowest value, most prices are based on copper though.
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 have actual 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 or in some rare cases increase in value. The only method 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. Also the
options vary greatly I may not fully explain them all. At first you must
choose which guild to go to. Enter '0' for a list of the guilds.
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 it's guild, while applicants for player controlled guilds will
have to wait for a response from the guild master.
This option is for non-members only.
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.
This option is for non-members and members but not the guild master.
C) Challenge the Guild master
Tired of your 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.
The following options are available for any members and the master.
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 either
to help them defend a guild or help them take over a guild. Each
henchmen ranges from 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 no matter
where they are. 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.
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.
R) Read Guild Messages
This will allow you to read any message from your fellow guildspeople.
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 then in the alleys.
This option is 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 some of them.
Some possibly confusing Guild Maintainance options.
E) Expel a Member
This get's rid of those unwanted assassins currently leaching
off of your fine establishment.
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.