All assassin's gain grounding in the basic skill of killing things. Assassin is not a skill which should be carelessly chosen, as the skill is not looked upon with great favor by polite members of society (at least until they need one). Assassins will vary in philosophy and methods; they may be cold-hearted but not necessarily evil. They could simply be a tribal hunter skilled in archery against a type of prey.
Assassin teaches a method of fighting that does not stack with Warrior. The benefits of Warrior OR Assassin (not both) may be applied to any specific attack or defence.
Target Groups: Certain assassin abilities are only effective against the target groups that the assassin has chosen. These are Befriend, Bribery, Chameleon, Surprise Situation, Backstab, Stab in the Face
If a character is both an Assassin, Thief and/or Spy, the player may use the better of any percentages to perform a given ability. The character gains a 10% discount to the cost of Assassin if they have higher ranks in either Thief or Spy.
Apprentice Abilities: Attack from Surprise, Bribery, Blade Venom Resistance, Deadly Step, Disguise, Fast Draw, Infiltrate, Poisoned Weapon Use, Memory, Silent speech, Stealth, Target Groups.
Journeyman Abilities: Backstab, Befriend, Chameleon, Gas Bomb, Harvest Poison, Ingested Poison Use, Knockout, Lie, Mugging, Poison Use Ranged, Quick Attack, Sixth Sense, Sniper, Smoke Bomb, Target Groups, Torture.
Master Abilities: Exertion, Forget, Hidey Pocket, Ignore Spell or Ward, Shadow Attack, Stab them in the Face, Hidden Path, Suppress Death Buzz, Target Group.
At rank 0 they gain all abilities of apprentice level.
If attacking in a surprise situation, the assassin gains a dice modifier on the Strike Chance roll of -2 per rank in assassin skill and 2 x assassin rank damage bonus. This does not stack with Backstab, or Smack them in the face.
An assassin may recognise appropriate people and which “gifts” they prefer, to gain information or access, as long as they are in an assassin’s target groups. They may also recognise situations when bribing will not work, before making the attempt.
The assassin gains some resistance to poisons that have a damage (EN or Ft) component.
On a success an assassin gains the ability to move 1 hex + 1 per specialisation (maximum of half TMR round up) into an opponent's adjacent hex (front, flank or rear) and deliver their attack as if they were already in the adjacent hex provided they have surprise. Maximum of two specialisations.
The assassin may change the subjects appearance but this will not fool a location magics. The subjects can be changed as follows:
Modifiers: When appropriate clothes and/or physical props other than clothes and/or magical resources are used, the assassin raise the effective rank by one for each (to a max of 3).
On success an assassin is able to prepare a weapon and use it in the same action. On failure then the weapon is readied but not able to be used in the same action. The weights and classes that this can apply to are as follows:
An assassin will be able to merge with crowds of people to avoid detection. They will be aware of how to blend in and perform the actions appropriate to their surroundings and use any available props or clothing to assist in maintaining this guise.
The chance is reduced by 2 x the amount the assassin’s PB is higher or lower than 15.
Applying the poison to an A or B class Melee and/or Close rated weapon, taking 10 minus rank pulses. Effective damage has to be done before the poison will work.
The assassin will be able to accurately remember details of objects, passwords, guards and layouts of locations etc, if they have observed the object in question for at least 5 mins (-30 sec per rank). The success chance to recall, (rolled by the GM), is standard for up to (1 + rank) days. After this, the success chance reduced by 5% for each day over that time limit.
Silent Speech (PC, +10)
The assassin is able to with the use of subtle twitches and gestures communicate secretly with other assassins.
An assassin increases their chance of performing any action involving stealth. An assassin increases stealth by 2% per Rank. Specialisation adds an extra 2% per Rank. These bonuses are added to the adventuring skill of stealth.
An assassin gains the knowledge and skill to be more effective against creatures who are a member of a target group.As standard they get
With each specialisation they can choose a group from the list below.
At ranks 4 three journeyman abilities. At each journeyman rank (5-7) they may choose one new ability of journeyman level.
An assassin over a period of days or weeks, may target individuals to engender trust in themselves, and possibly distrust in others, as long as they are in the assassin’s target groups. The “friend” begins to willingly and unknowingly reveal information to the assassin.
An assassin has skill is handling & using Gas bombs as a weapon. A Gas bomb is first readied then thrown into the area (same hex) as the target (normally a simple 4 X MD check). Fail check results in a miss.
Until alchemist is resolved: The poison does 2 x rank + 1 per specialisation damage in the target hex. Adjacent hexes suffer half this damage. A 2 x EN check - 10 per spec is made to resistance (for half damage).
Allows the assassin to attempt to harvest poison from a fresh corpse for use as a blade venom.
Put in food or drink and must be consumed. Fail check results in dose wasted.
Until alchemist: Does 2 x rank + spec damage. Resist: 2 x EN to resist -10 per spec.
An assassin increases their chance of knocking out a target. An assassin automatically knocks out a target when using a sap if they make a successful strike while attacking from behind or surprise against an helmetless opponent. In addition their chance of striking with a sap is increased by 2% for each Rank they have achieved in assassin.
An assassin can lie more convincingly than other people.
An assassin may strike a blow to stun or confuse a victim from surprise. On a successful strike with a blunt object at –30 to the strike chance will allow the assassin time to remove an appropriate item (+1 per specialisation ) from the victim and gain a reasonable head start to evade pursuit. This cannot normally be done during the combat sequence.
Applying the poison to a Range rated weapon, such as arrows bola, sling, etc. Effective damage must be done for the poison to work. The poison will stay on a weapon for ½ assassin rank hours. The assassin can poison ammunition (such as arrows or sling bullets), in quantities equal to rank. A failed check results in the dose being wasted.
The assassin may get a sixth sense or feeling when they have been spotted, found or if a trap is about to be triggered. On success this ability allows the assassin to stop before being spotted, found out or the trap going off. This will only act as a warning and will not confer any specific abilities to avoid capture or the trap.
This ability allows the assassin using a missile or thrown weapon to act on engaged IV rather than unengaged IV.
An assassin can construct and use quasi-magical smoke bombs. Smoke Bombs cost 100 sp -10 per rank and take 1 day to make MD - 10 of them, weighing 1/10 lb each. The assassin prepares and throws a smoke bomb into a hex, with a range of rank hexes, filling the area with dark smoke which acts as magical darkness at 2 x assassin rank. A fail allows them to prepare but not throw the smoke bomb.
An assassin gains the knowledge and skill to be more effective against creatures who are a member of a target group. As standard they get
With each specialisation they can choose a group from the list below.
This quasi-magical ability allows an assassin to gain accurate information from a victim through torture. The assassin must be able to communicate with the victim. The assassin gets a number of accurate answers equal to their rank + 1 per Specialisation. A question that is particularly important to the victim will count as 2 questions; a critical question will count as 3 questions. The assassin must torture their victim for a period equal to (Victim’s Willpower-[Assassin’s Rank + Specialisations]) minutes (minimum 1) per question. Failure results in obvious gibberish and/or death of the victim.
At rank 8 three master abilities can be chosen. At each master rank (9+) they may choose one new ability of journeyman or master level.
An assassin can spend 4 Ft per pulse to get a bonus of one specialisation level on any abilities used that pulse. No specialisation in Exertion is allowed.
An assassin can act as if they have forgotten rank minutes of memory. This must be done within rank hours of the time period. They may have rank + specialisation periods forgotten in this manner.
No force, physical or magical, can coerce them to reveal memories from this time period (dead or alive). They may choose to reveal them, however.
This is a magical ability. An assassin has a chance of finding up to rank holes in reality, and stitching them into their equipment (where it is mobile) in which they can hide up to 2 lbs + 2 per specialisation from a normal search. The chance of the pockets being found is 2 x PC (of the searcher) - 4 x (Assassin rank + specialisation).
Once a day (midnight to midnight), the assassin may choose not to be a legitimate target of the single instance of a spell of rank equal or less than 2 x assassin rank. If the spell is encapsulated within a ward, it will not trigger that day. The cost for this is 12 Ft (paid at the end of the pulse).
This is a magical ability. The assassin can attack an enemy's (shadow side, front or rare) by attacking into a friendly entities rear hex. The friendly entity has to be within melee range and suffers no ill effect from this even on a failed check. The target of the Shadow Attack must have a shadow, and be within ½ assassin rank hexes. Each entity can only be targeted once per season (three months) by each assassin. Only a single entity can be targeted for an attack (one attack) in a pulse regardless of attacks or actions and only with a small weapon (3 lbs or less). The cost is 5 Ft per attempted attack paid before the attack is resolved. The attack is on the enemy's rear and uses their defence and other abilities.
On a successful check the assassin can move a distance (as given below) roughly on the horizontal plane at a cost of 2 Ft per hex ignoring terrain (ie magical walls, real walls, tables etc) except for entities. The area to be moved into cannot contain an entity. Line of sight is required to be able to move to it, i.e. can pass through a locked door if they can see the other side through the bars in the door or keyhole etc.
The assassin can lower the range of a death buzz, as long as they are in the assassin’s target groups, and the assassin is aware of it (GM call) and within rank hexes. The cost is 3 Ft. This range reduction is as follows:
If the death buzz range is zero feet, it will only affect the killer.
An assassin gains the knowledge and skill to be more effective against creatures who are a member of a target group. As standard they get
With each specialisation they can choose a group from the list below.
These Surprise rules below have been copied here as they are relevant in shaping the understanding of ‘Surprise’ in the context of the rules and the assassin abilities given above. I expect a hyperlink to the section will suffice.
One side in a combat may gain a free pulse of activity if it surprises the other. If one side in a combat is unaware of either the opposition’s intent or their location, they are surprised unless the figure with the highest effective Perception succeeds in making a Perception Check. This Perception check is modified by both Ranger Detect Ambush and the Sense Danger Talent.
Prior to placing any figures on the Tactical Display, the GM should determine whether surprise exists. If one side is surprised, they should place their figures in a way that represents their lack of readiness. If no surprise exists, the players may place their figures as they choose, then the GM places the opposing figures, with the GM having the final say on all placements. As a guideline, if there is surprise, the distance between the two parties should not exceed 8 hexes, while if there is no surprise, the distance should not be less than 8 hexes.
If surprise exists, the party with the advantage may have a free pulse of activity without the surprised party being able to respond; otherwise, the normal Combat Sequence starts.
Standard Success Chance = 10 + 2 x [characteristic] +(5 per Rank) +(5 per specialisation) + modifier
Standard Success Chance (--) is automatic success. Page / 5