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Assassin

valzi edited this page Dec 4, 2019 · 2 revisions

Assassin

Grit Additional items
1 leather armor, specialist kit, dagger, garrote
2 leather armor, specialist kit, dagger
3-4 specialist kit, dagger
5 specialist kit
6 1 extra trinket

HD: 1d6.

Saving throws against devices succeed on a 1-2 on 1D6.

Trained in light armor.

Trained in (able to use the tags of) 1 weapon.

Tag: Empathy.

  • +1 Stealth.
  • A party containing an assassin is more likely to surprise enemies (3-in-6. +1 if there are 2 or more assassins.)
  • No penalty to making melee attacks in the dark. (All other darkness rules still apply.)
  • For every non-trivial fact you know about your target, +1 ATK and +1 Damage on a surprise attack to a max of +6.
  • Spend 1 day + required ingredients to create a single-use vial of poison to be applied to a weapon or used to spike food or drink. Begin with recipes for:
    • Standard Poison (25 SP of common ingredients. 1d6 damage.)
    • Paralyzing poison (40 SP of black market ingredients. Paralyzes target for 1D6 hours on a failed Save. New Save per Standard Turn.)
    • Draining Poison (80 SP of black market ingredients. Roll 1D4 to learn which 2 ability scores your poisons can drain 2D6 points of for 1d6 hours: 1.STR 2. DEX 3. CON 4. INT.)

Level 6

  • +1 Attack.
  • +1 Stealth.
  • Spend a Haven Turn and 1000 SP to randomly research a new poison type from the list below. A Haven Turn and 2000 SP allow a choice rather than a roll. Ingredients are black market and their cost is 2d8x10SP.
    1. Anticoagulant: if further wounded, take 1d6 bleed damage per round (save ends.)
    2. Blindness: struck blind. (New save allowed each day.)
    3. Debilitation: -2 penalty to STR and DEX, +1 damage from any attacks. Lasts 1d6 hours.
    4. Delirium: unable to focus, hallucinations, actions have random targets. Lasts 1d6 hours.
    5. Doom: death after one exploration turn.
    6. Mage-bane: unable to cast spells (new save allowed each day.)
    7. Sleep: slumber for 8 hours (new save allowed if damaged.)
    8. Suggestion: groggy, will obey general commands. Lasts 1d6 hours.

Poison Rules

Applying poison to a weapon requires a Specialist Kit and a Standard Turn. There is a 2-in-6 chance this depletes the poison. There is also a 2-in-6 chance that each use of the weapon depletes the applied poison.

Spend 1 day to get a 2-in-6 chance to extract poison from a poisonous slain creature.

Each poison allows a save to avoid the effect and usually only applies to living creatures approximately human-sized or less.

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