Assassin

Blood Money Spends Clean

Delinquent Armsman

“Keep things copacetic, and I might let you walk away from this.” 

~ Paffik Spector, Corporate Fixer

There are terrible things in the dark. Some are consumed by darkness; others cloak themselves in its embrace, walking silently through the night with deadly intent. The Assassin is a killer without equal. A well-trained warrior capable of eliminating targets with efficient lethality, the Assassin is a master of exotic melee weapons, marking their potential prey for death before moving in to deliver a lethal strike.

As the hybridization of the Delinquent and Armsman Base Classes, the Assassin fits the role of the ruthless killer, equally skilled in displays of prowess with Melee Weapons, keen senses, and alacritous stealth. The trademark of an Assassin is the ability to quickly and silently eliminate isolated targets as a deadly, stealthy melee warrior. Additionally, an Assassin is a dynamic, athletic ambusher who wields an arsenal of exotic Melee Weapons with unparalleled expertise.

Historically Speaking

The earliest record of the Assassin dates back to the dawn of the Armistician Empire. Interwoven with the potentially unfavorable rulings of the Sparrus Courts, these highly skilled warriors were often motivated to use their abilities to operate outside the eyes of the law. Authorities brought those caught to justice, most often stripped of their rank and placed into exile until they delivered the head of a highly sought enemy of the Empire to the Court that issued their banishment. These destitute killers were doomed to roam the lands, seeking to eliminate high-profile targets to reclaim their status. Others turned to mercenary work, particularly for the Axian Corporations, who offered no shortage of problems to eliminate.

Over the millennia, these silent blades in the dark became exemplary icons for novice warriors across the world of Salt.

The Modern Assassin

As their successes grew in caliber, so did the mythos around the shadowy warriors that infiltrated the most secure locations and left behind nothing but death. Proper Assassins earned great rewards for their skills and talents, without regard to their beliefs, values, or lack thereof. From Empire Exiles to Corporate Fixers and countless other ruthless cutthroats, these killers lie in wait for an opportunity to stretch the necks of their enemies.

Modern Assassins have little issue finding a Company to take them in, as they are excellent enforcers, rogues, and Melee Weapon Specialists. Though long-lived Assassins are few, those who do survive to see the end of their careers often fall into a fixer, officer, or mercenary role. Unscrupulous Assassins roam the lands taking what they wish through violence from those ill-fortuned enough to cross their paths.

Class Features

The Assassin’s Class Features are built around dealing devastating Damage, up close and personal, through Melee Weapons, ambushing vulnerable opponents, and marking targets for elimination. The Assassin Class benefits from having high Power, Skill, and Grit Attributes.

Vitals

Hit Points Per Rank: +8

Action Points Per Rank: +3

Equipment Training

Due to the Assassin’s Tools of the Trade Class Feature, applying a Training Rank to a Melee Weapon as part of gaining an Assassin Rank allows them to place a second Training Rank into any equipment from the Assassin Class Equipment List.

Weapons: Blade, Compound Lance, Hammer, Light Melee, Longarm, Omni Kit, Polearm, Sidearm, Thrown

Armor: Cloth Armor, Heavy Armor, Light Armor, Light Shield

Elements: Biotic, Cryonic, Electric, Pyrotic

Class Abilities

At Assassin Rank One (1), a Character receives the following pair of Class Abilities:

Innate Class Abilities: Athletics/Stealth

They gain a bonus to Class Ability Checks equivalent to half (½) of their Assassin Rank. An additional Class Ability from the following list is chosen at Assassin Ranks Three (3), Five (5), and Seven (7):

Selected Class Abilities: Acrobatics, Deception, Drive, Intimidation, Investigation, Nature

Assassin Ranks

When distributing a Class Rank, remember that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks.

Assassins gain the most benefit from a high Power Attribute, enhancing multiple Class Features such as Mortal Wound, providing a bonus to their Melee Attacks and Damage and their effectiveness with Maneuvers, and increasing their Athletics Ability Checks. Assassin players can also benefit from a high Skill Attribute, enhancing their Ranged Attacks, their Physical Armor, their effectiveness with Maneuvers, and any Acrobatics, Drive, and Stealth Ability Checks. Assassin players should also consider investing in their Grit and Focus Attributes to enhance their Hit Point and Action Point Total, their survivability, their repertoire of available Heroics, and their Arcana, Electronics, and Engineering Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Power (+2), Skill (+1), Grit (+1)—Tools of the Trade, Mortal Wounds

Rank Two (2). Pick (+1), Charm (+1)

Rank Three (3). Power (+1), Focus (+1)—Deathstroke

Rank Four (4). Pick (+1), Will (+1)

Rank Five (5). Power (+1), Skill (+1), Focus (+1)—Bounty

Rank Six (6). Pick (+1), Charm (+1)

Rank Seven (7). Power (+1), Focus (+1)—Natural Born Killer

Rank Eight (8). Pick (+1), Will (+1)

Rank Nine (9). Skill (+1), Grit (+1)

Rank Ten (10). Power (+2), Skill (+1), Focus (+1), Charm (+1)—Deathly Emissary

Tools of the Trade

Whenever the Assassin places an Equipment Training Rank to distribute an Assassin Rank, the Assassin may set a second Equipment Training Rank in any separate Equipment Training from the Assassin Class Equipment List.

Mortal Wounds

Beginning at Assassin Rank One (1), the Assassin can perform Sneak Attacks while wielding any Melee Weapon. Additionally, whenever the Assassin successfully lands a Sneak Attack, they may choose to expend a Daily Use of Wound as an automatic success.

Deathstroke

Beginning at Assassin Rank Three (3), the Assassin gains a Style Enhancement bonus equal to half (½) of their Power Attribute to any Stealth Ability Checks made to approach or avoid an Unaware actor.

Bounty

Beginning at Assassin Rank Five (5), the Assassin can mark an actor for death. As a Rapid Action, the Assassin places a personal Bounty on a target within their line of sight. The marked target suffers the Revealed Condition, prohibiting them from hiding or concealing their presence from the Assassin and allowing the Assassin to maintain an awareness of their Bounty’s location for the duration of the encounter. The Assassin may only mark a single Bounty at a time and may not change their selection until their Bounty has died, been thoroughly incapacitated, or is otherwise eliminated. If the Bounty dies but is not directly killed by the Assassin, the Assassin may mark a new Bounty but does not receive the benefits of slaying their quarry. If the Bounty escapes or the Assassin disengages from battle, breaking line of sight with their Bounty, the Assassin cannot mark a new Bounty until after an eight (8) hour Rest Period.

If the Assassin delivers the killing blow to their Bounty, they instantly recover Hit Points and Action Points, as shown on the following table. Some Bounties may offer additional rewards from rival factions seeking their removal.

Bounty Recovery Calculations

Character Level + Grit Attribute = Hit Points Recovered

Character Level + Focus Attribute = Action Points Recovered

Natural Born Killer

Once at Assassin Rank Seven (7), whenever the Assassin successfully lands a Sneak Attack against an Unaware target that does not have an comrade within a Radius (3), the Sneak Attack deals increased damage as a Precision Enhancement equivalent to the Assassin's Skill Attribute. If the target is the Assassin's Bounty, this bonus is doubled (2*).

Deathly Emissary

As a Master Assassin at Assassin Rank Ten (10), the Assassin can unleash a flurry of exotic Melee Attacks. When conducting a Melee Attack, the Assassin’s Standard and Off-hand Attack rolls trigger an additional Attack roll for each Equipment Type the Assassin has mastered with Training Rank Ten (10). The Assassin may perform up to three (3) Attacks as a single action in this way. The additional Attack rolls of Deathly Emissary do not extend to Heroics that trigger Attack rolls as a part of an action.

Assassin Perks

Opportune Injury

Prerequisite: Mortal Wounds

Your Wounds inflicted by Mortal Wounds no longer expends a Daily Use.

Diverse Toolset

Prerequisite: Tools Of The Trade

You can apply your additional Equipment Rank of Tools Of The Trade to select from any type of Equipment from any available Equipment List, including your Delinquent and Armsman Class Lists. 

Silent Killer

Prerequisite: Deathstroke

Your Melee Weapon Attacks made from Stealth do not induce a penalty to your Current Stealth Ability Check.

Hit List

Prerequisite: Bounty

You can now maintain a number of Bounties equal to Half(½) of your Will Attribute. In addition, a Bounty eluding you no longer induces a penalty. 

Murderous Intent

Prerequisite: Natural Born Killer

Your Damage Bonus against isolated Bounties is instead Tripled. 

Deathly Flexibility  

Prerequisite: Deathly Emissary

If you were to Kill a Creature before reaching the Deathly Emissary limit of Attacks per Action, you could redirect your remaining Attacks to a new Target.

Assassin Heroics

Sneaking Combatant

Prerequisite: Assassin(Rank 1) 

AP Cost: 10

Action Type: Move Action

As a part of a Move Action to move up to your Speed, if you are not within a Hostile Creature’s Line of Sight at the end of your movement, you can immediately attempt a Stealth Ability Check to Hide. 

Ambidextrous Strike

Prerequisite: Assassin(Rank 2) 

AP Cost: 20

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action while Dual Wielding Melee Weapons, you can attempt a Melee Weapon Attack that applies against any Two(2) Adjacent Targets with a chain of Melee Weapon strikes. If successful, compile the normal Weapon Damage of your Main-hand and Off-hand Weapon Damage into a single Source that is dealt to any attacked Targets before calculating Damage Resistance. 

Quiet Kill

Prerequisite: Assassin(Rank 3) 

AP Cost: 30

Action Type: Reaction

As a Reaction to landing a Killing Blow against an Adjacent Creature, you can muffle any potential sound of their death, preventing any nearby Creatures from attempting a Perception Ability Check to detect the Attack. 

Murderous Step

Prerequisite: Assassin(Rank 4) 

AP Cost: 40

Action Type: Move Action

Range: Speed

As a Move Action, while Hidden by a Stealth Ability Check, you can instantly Teleport behind any unaware Target within a Range equal to your Speed. Your Target is afforded a final Perception Ability Check to detect you. If they fail, you can immediately attempt a Melee Weapon Attack as a Free Action. 

Burden of Proof

Prerequisite: Assassin(Rank 5) 

AP Cost: 50

Action Type: Reaction

As a Reaction to landing a Killing Blow on a Target of your Bounty Class Feature, after executing your Target, you claim a personal trinket or trophy from the corpse of your Target and store it in your Inventory to stand as undeniable proof that you have slain your Target. 

Marked For Death

Prerequisite: Assassin(Rank 6) 

AP Cost: 60

Action Type: Bounty

As a part of your Bounty Class Feature, an Active Bounty loses their Armor Bonus from Equipment for as long as they remain your Bounty.

Garrote

Prerequisite: Assassin(Rank 7) 

AP Cost: 70

Action Type: Natural Born Killer

As a Standard Action, you can attempt a contested Maneuver to initiate a Grapple against a Target suited for your Natural Born Killer Class Feature. Each Turn as a part of maintaining a Grapple, in addition to any other effects, you inflict your Sneak Attack and Natural Born Killer Bonus Damage to your Target. 

Seclusion

Prerequisite: Assassin(Rank 8) 

AP Cost: 80

Action Type: Rapid Action

As a Rapid Action, you may treat any Target of your Melee Weapon Attacks as though they do not have a nearby Comrade, enabling your Natural Born Killer Class Feature and preventing Reactions from outside Creatures made to help your Target until the end of your Turn.

Reaper’s Sprint

Prerequisite: Assassin(Rank 9) 

AP Cost: 90

Action Type: Reaction

As a Reaction to landing a Killing Blow on a Bounty, you can make an additional Standard Action and Move Action this Turn. 

Endless Assault

Prerequisite: Assassin(Rank 10) 

AP Cost: 100

Action Type: Deathly Emissary

As a part of Attacking with Deathly Emissary, any Critical Hits Rolled grant you an additional Attack Roll against your Target. You can continue making Attack Rolls in this way for as long as you continue to make Critical Hits.