The Palanthian Times

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The Assassin


By talon115@juno.com

There are those among the peoples of Krynn who live outside the laws of society, those who believe emotion is a weakness of lesser mortals. They live only for the individual, for themselves, and for the pleasure of murder. These beings have no interest in anything besides money(with few exceptions), and are not above selling their services to the highest bidder. They dwell in the darkness, revel in the kill, and hold all others in contempt. They are assassins.
Unlike thieves, there are no assassins' guilds upon Ansalon. These rebels prefer to work in secret, unbeknownst to anyone besides their employers. Few assassins openly flaunt their occupations, for doing so is virtually suicide. Indeed, the unfortunate victim rarely knows he is targeted until the last, fearful seconds of his life.
Most assassins consider murder an art, using many intricate factors to guarantee success. They are skilled in wielding small, subtle weapons such as knives and daggers, able to injure a victim most painfully when necessary, to the point of torture.
Glome the Assassin from The Covenant of the Forge and Slickblade from The Last Thane are both excellent examples of assassins.

Role-Playing

To "normal" individuals of all races, assassins appear to be cold and heartless killers, their only love that of killing and money. In most cases, this isn't far from the truth. Assassins only speak when they believe it will prove to their advantage, and feel no need to help those who won't pay for the assistance, even their own allies or families. This is because, at one point in their lives, these people learned that mercy is weakness, that compassion holds only death, and that trust is without substance.
A few select races grudgingly accept the assassin as a useful ally. Among these are the Theiwar, Daergar, and Klar mountain dwarves, the humans of Sanction, Neraka, Ackal Province, Estwilde, and Khur, the minotaur priests, and most goblins and ogres. Naturally, the Dragon Overlords, especially Malys, value assassins as some of their most skilled pawns.

Requirements

For a hero to qualify as an assassin, he must have Agility and Dexterity scores of at least 6, and Reason and Perception scores of at least 5. No hero with a Presence score above 6 may be an assassin.
As assassins excel in lightweight weapons and armor, these heroes must have a ability code of "C" or less in all physical abilities. Because they operate by themselves, no assassin may have a Presence code above "B". Also, impaired assassins tend not to live very long, so they must have Perception codes of "C" or higher.
Due to the fact that these killers must be merciless and cruel to remain sane, no assassin may have a nature score of 4 or less.

Advantages

As these dwellers of the night rely on ambush to vanquish their enemies, assassins enjoy a trump bonus for all actions that involve gaining and avoiding surprise.
An assassin's skill in small, lightweight weapons is unparalleled. Any card an assassin plays when attacking with one of the following weapons is considered trump: Dagger, death's tooth kala, light crossbow, shuriken, sickle, stiletto, throwing blades, war dart. A hero may have three such favored weapons.
Heroes with the proper background may become assassins during play.

Disadvantages

Because these heroes have such heartless natures, no Presence action performed by an assassin is considered trump. Also, when attempting Presence actions involving heroes or characters with nature scores of 4 or less, assassins also face a -2 action penalty.
Since an assassin is very likely to gain quite a few enemies in his scandalous missions, he must constantly change his alias. More than a few of these disgruntled foes are the loyal servants of a late victim of the hero, and once per quest he will have to draw a card from the Fate Deck to see whether he will face an agent or agents of his enemies. Should he draw a card with a white aura, he encounters no enemies this quest; if he draws a red aura, he discovers evidence that his foes will face him during his next quest; if he draws a black aura, he will be confront by his adversaries sometime during the current quest.
Some of his stalkers may be assassins themselves, or a minion of a former employer who believes this hero's usefulness has ended. These encounters do not necessarily have to be combat scenes—it might not even be a life-and-death situation—but it should feel tense and threatening.
It should be noted that if the hero changes roles during a campaign, his foes will continue to stalk him as described above.

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