Assassin
You’re no stranger to dirty jobs. For the right price, you’ve taken people out and done it discreetly.
Each time you take an Assassin template, you gain a vial of poison for each Assassin template you have. You decide if you crafted it or got it from a contact.
Starts With:
- 15s (This is what’s left of payment for a previous job. Decide who the target was)
- 1 calling card you leave after completing a job (Decide what it is)
Choose one of Choose one of - A dagger (hand weapon)
- A snub barrel pistol (hand weapon)
- A vial of poison
Templates
1: Like a Ghost, Right Tool for the Job
2: Strike from the Shadows
3: Special Recipe, Acquired Tolerance
4: Marked For Death
Like a Ghost
You move silently and carefully. When your party is spotted by an enemy, there is a 1 in 6 chance that you can hide and avoid being seen. This chance increases by 1 for each Assassin template you have.
Right Tool for the Job
When you are speaking to a merchant, you can spend any amount on a sealed parcel.
Later on, you can open the parcel and reveal that it contains any item available from that merchant that costs what you paid the merchant or less. You can only have 1 sealed parcel at a time.
Strike from the Shadows
Whenever you attack an enemy that can’t see you, deal an additional 1d6 damage.
Special Recipe
You can make poisons specifically designed for a target. They only work on one person. These poisons have no immediate effect or taste, but anyone who drinks them takes 20 Brawn damage 48 hours later. To make one dose, you need:
- 3 vials of normal poison
- A vial of the target's blood or saliva
Making a dose takes an hour and consumes the ingredients.
Acquired Tolerance
You’ve worked with poison so much that you’ve built an immunity. Drinking a dose of poison does not reduce your Brawn. Animal venom has no effect on you.
Izuna Drop
When you are at close range with an opponent who is unaware of your presence, you can launch them into the air and slam them down headfirst. Creatures with 16HP or less immediately die.
Creatures with more than 10 HP take 4d6 damage, are knocked prone, and move to the end of the Initiative order.
Credit
- Multiple features are variants from the GLOG