The AssassinIn any society there exists an element that wishes to dispose of rivals, business competitors, and any others deemed to be in the way. It is to this element that the assassin, a hired killer, caters. Unlike simple warriors or soldiers, the assassin relies on anonymity and surprise to earn his living. A successful assassin may not even be seen by his target. Slipping out of the darkness or a crowd of friends, the assassin does his dark deed and disappears. The Assassin is often called the oldest profession. Assassins are a special breed of warrior. They have sacrificed their skills of open and varied combat for those specializing in strictly close quarters and death. The blade of the assasin is considered the deadliest blade of all. They are killers in the purest, most base form, and they are killers for hire. Social ranks: Assassins tend to be well-off, as their services are expensive. Further, they often are educated, which helps them fit into different segments of society to stalk their prey. Roll 2d6 to determine an assassin’s rank.
Thugs and Bounty Hunters may be seen as close relatives of the Assassin. It is important, then, to understand their differences, and what makes their roles distinct. Thugs typically serve as crude muscle, using bullying and intimidation. The Assassin, on the other hand, thrives on anonymity, on surprise—on his victim not even realizing that he is a target until it is much too late. A clever Assassin might never be seen by his victim. Here, too, the Assassin differs from the Bounty Hunter, for the hunter often seeks his quarry alive, and typically must bring back his prey (or the corpse thereof) as proof of his project's success. Special Assasin Skills: The skills that the Assasin must learn are a special and almost arcane art. They have passed down from assassin to assassin for generations. Rarely are these skills seen by anyone not an assassin, and when they are, the witness is often the target of said skills and doesn't live long enough to tell of them. Speed, subterfuge, and power. Every assassin lives by them, and to compliment them, the assassin has his own brand of skills and equipment.
Most Assassins are of evil alignment. However, it is conceivable that one might be of a selfish (but not good) alignment. Player-character Assassins, best fit this rare neutral description. A PC might be the agent of some monarch, paid to arrange the discreet demise of those who threaten the kingdom's safety. While this certainly is not good (in the moral sense), the character might regard it as a justifiable evil because of the deaths the action prevents by obstructing rebellion, invasion, or whatever. Weapons and Armour: An assassin can use any weapon. However, many assassins have one weapon with which they prefer to perform their acts of murder. As he grows more notorious, evidence of a particular weapon becomes the assassin’s calling card. The Can use any type of armour as well but most prefer leather, studded leather, padded leather, or elven chain armour. Many Assassin belong to guilds. The guilds use them to serve their own needs, and act as an intermediary for outsiders who wish to take out a contract on someone's life. The Assasin O.C.C.Attribute Requirements: P.S.-12, P.P.-12, and I.Q.-10 Alignment: Anarchist(Selfish) or Evil. Gender: Male or Female Race: Any O.C.C. Bonuses: +1 attack/action per melee at levels two and eight (this is in addition to hand to hand and other combat skills), +4 to save vs. horror factor, +1 on initiative, +2 to pull punch. O.C.C. Skills:
Concealment (+15%) Prowl (+20%) Disguise (+10%) Surveillance (+10%) Math: Basic (+20%) Tracking (+10%) Languages: Native Toungue at 98% plus two others of choice (+10%) Streetwise (+15%) Four W.P. of Choice Hand to Hand: Assasin O.C.C. Related Skills:Choose 2 other skills from the Espionage skill category and five other skills at level 1 , plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.
Domestic: Any Espionage: Any (+10%) Horsemanship: General or Exotic Only. Labour: Any Medical: Biology, herbology, Brewing and First Aid Only. Military: Any (+10%) Naval: Any (+5%) Performing Arts: Any Physical: Any Rogue: Any (+10%) Scholar/Noble/Technical: Any (+15% on language & Literacy skills only) Science: Math Only Weapon Proficiencies: Any Wilderness: Any Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.
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