Human Assassin

By Josh Liller
Heavily based off the rules created by Matt Francis

 

STARTING AS AN ASSASSIN

Wounds

1D6+7

Movement

4

Weapon Skill      

4

Ballistic Skill

4+

Strength

3

Toughness

3

Initiative

5

Attacks

1

Pinning Roll

3+

Willpower

3

Weapons

2 daggers, one small enough to be kept concealed in the assassin's boot.
4 throwing knives (S1), which can be recovered after all monsters in the room are dead.

Equipment

Shadow Cloak, which gives a -1 modifier to any missile attacks against the assassin if he is at least two squares away from the warrior carrying the Lantern.  He will never carry the Lantern.  He wears no armor.

SKILLS

Assassinate
Assassins have years of experience and training looking for weak points and knowing just went to strike a quick blow.  When rolling to hit, consult the following table to see if the assassin has landinged a killing blow.  If he has, the hit ignores Toughness and Armor when working out damage.

Novice

6+

Adept

5+

Master

5+

Grand Master   

4+

Dodge
Any time the assassin is successfully hit but before the roll to wound is made he may attempt to dodge out of the way.  Every time the Assassin is hit and wounded, make a saving throw and consult to the following table to see if the Assassin dodges out of the way and is unharmed.  This can be used against combat and ranged attacks, but not against spells.

Novice

6+

Adept

5+

Master

5+

Grand Master    

4+

ADVANCED RULES

Treasure

Assassins may use swords, knives, daggers, throwing stars, knuckledusters, occasionally light swords, and similar single-handed weapons.  They will not use any weapons which require two hands and will always keep at least two knives or daggers on them at all times.
Assassins will never carry a shield and will not wear armor unless it is very light because normal or heavy armor would impede his skills and slow him down.  Assassins will never take item or equipment that would give them a negative modifier to their Movement or Initiative.
The Assassin will not sell his cloak unless he gets a better cloak.  If he loses his, he must attempt to get a new one.
Otherwise, the Assassin can use most items normally allowed to Barbarians (use common sense).

Settlements

Assassins may enter settlements as normal, visit all the standard locations, and visit the following special locations: Alchemist, Gambling House, Temple, Training Pit, and Alehouse (no modifiers).  They may also visit the local Assassin's Guild.

ASSASSIN'S GUILD

Guild's serve as a base of operations for assassins.  Usually well hidden, they are run by a Grand Master.  It is a place for assassins to pick up useful information, receive aid, and train to go up in levels.  The guild is a special location and you must roll a 7+ on 3D6 to find one in the current settlement.  They are only found in cities where there will be plenty of customers and they can be close to the government.

Rumor Network

The assassin may attempt to find some useful tidbits from the Grand Master and others in the guild.  You may only roll once the entire time you are at the settlement, no matter how many times you visit the guild.

1

Information is scarce and the assassin learns nothing useful.

2

The assassin meets an old friend at the guild who has reciently returned from a distant land having learned new techniques.  The next time the Assassin rolls for a new skill the next time he trains he may reroll the result once.

3

The assassin is given a map of the nearby dungeon.  He may chose to lead the party on the next adventure.

4

The assassin learns about some of the monsters in a nearby dungeon.  Once on the next adventure when the party is ambushed, the assassin may declare these were the monsters he was warned about.  The ambush automaticly fails.

5

The assassin learns of a secret spot in the dungeon where a monster is hoarding treasure.  At the end of the next adventure, if the highest ranking monster was killed then the assassin may roll an extra time on the Dungeon Room table.

6

The assassin is given orders to assassinate a specific monster.   Once during the next adventure, the assassin may declare a monster is the one he was ordered to kill.  If the assassin kills that monster, he gains double gold for it.

ARMORY

The assassin may visit the armory to obtain special weapons and supplies.  Assassins hold their equipment in high regard and often consider it a faux pas not to have the latest weapon.  Each time the assassin visits the armory, roll a D6 and on a 1-3 he must buy something.  The assassin may not sell any equipment nor buy used equipment, but may sell items found on adventures as normal.

Poison Vial

50

Enough poison for your darts or arrows for one adventure.  Each time one wounds, roll a D6.  On a 1-3, the poison has no further effect.  On a 4-6, it causes an extra D3+2 wounds.

Blowpipe

150

Shoots darts (purchased seperately) and ignores 1 point of armor.

Darts

30

Enough for one adventure.  Darts are S2.

Smokebombs (1D6)     

100

May be thrown at any time.  Covers a 2x2 area and lasts 2 turns.  While in effect, the area can not be moved or shot through.

Lock Tools

200

As Dwarves' Lock Tools.

Grappling Hook

60

Must be attached to a rope to use.  May be used to drag enemies closer - roll BS to hit then 1D6 + Str.  Compare that to monster's strength - difference is the number of squares the monster is dragged closer to you.  Other uses possible.

Boot Blades

150

Extra attack which is worked out seperately.  -1 to hit, but at +1 S.

Throwing Stars

100

Enough for one adventure.  S1 missile weapon with no modifer to BS and ignores armor.  Throw as many stars as you have attacks.

Heavy Dagger

100

+1 S.  May be used as a hand weapon or thrown at -1 BS.

SKILLS

2

Knife Thrower
May throw as many daggers as you have attacks (provided you have enough daggers) rather than just one per turn.

3

Knife Fighter
The assassin can wield two knives or daggers at once and gains +1 Attack if he does.

4

Acrobat
Spend you turn to move up to 6 squares in one direction.  You cannot be hit by combat and missile weapons are at -2 to hit.

5

Cutthroat
If you are behind a creature, you may trade all your normal attacks for one Cutthroat attack.  Roll a D6: 1-3 you are knocked prone for a turn, 4-6 you cause D6 x Battle Level  wounds.

6

Leap
May leap one square in any direction as part of your move, landing in the square beyond and ignoring any obstacle on the square you jumped over.  It still counts as one square of movement.

7

Glancing Blow
Can move past an enemy and ignore pinning.  The assassin must still pass a initial pinning test if in combat with a monster at the start of the turn.

8

Disguise
When assigning left over monsters to warriors, roll a D6.  On a 4-6 you are ignored; pick a different warrior.  On a 1-3, resolve as normal.

9

Reputation
Roll when you enter a settlement.  On a 1-2, you may not enter the Guild in this settlement.  On a 3-4, you get free lodging in the settlement.  On a 5-6, merchents give you a 25% discount on all items.

10

Evasive Combat
Attacks suffer a -1 modifier to hit the assassin.

11

Cloak and Dagger
The Assassin is an expert at parrying attacks with his cloak draped over their dagger arm.  If he fails his Dodge save against a combat attack, he may attack to Parry the blow - the attack is ignored on a D6 roll of 6.  He may only use this against one combat attack per turn.

12

Assassination is a Dirty Job
The Assassin is used to doing very grim work.  The assassin tests for fear and terror with a +1 modifier.

BATTLE-LEVEL TABLE

Lvl

Gold

Title

M

WS

BS

S

T

Dmg

W

I

A

WP

Pin

Skills

Luck

1

0

Novice

4

4

4+

3

3

1

1D6+7

5

1

3

3+

0

0

2

2k

Adept

4

5

4+

3

3

1

2D6+7

5

1

3

3+

1

1

3

4k

Adept

4

5

4+

3

3

1

3D6+7

5

2

4

3+

1

1

4

8k

Adept

5

5

3+

3

3

1

3D6+7

6

2

4

3+

2

1

5

12k

Master

5

6

3+

3

3

2

4D6+7

6

3

4

3+

2

2

6

18k

Master

5

6

3+

3

3

2

4D6+7

6

3

5

3+

3

2

7

24k

Master

5

6

3+

4

3

2

5D6+7

7

3

5

2+

3

2

8

32k

Master

6

7

2+

4

4

2

5D6+7

7

4

5

2+

4

3

9

45k

Grand Master

6

7

2+

4

4

3

6D6+7

8

4

5

2+

5

3

10

50k

Grand Master

6

7

2+

4

4

3

7D6+7

8

4

5

2+

6

3