Assassin Abilities (Adventurer - Levels 6+):

Prerequisites for this class:                                                  

Seeker Abilities: "Ambidextrous"

Trade-Skill:         "Hunter" (Basic)

                             "Venomist"

 

%Roll: Assassin Abilities: 10

01-10:   Assassin's Move           (Ability) (M.P.C.: 10) (Gives the feeling that it is the right moment to strike).

11-20:   Assassination                 (Ability) (M.P.C.: 100) (Assassin has the chance to make an instant kill).

21-30:   Assassination Damage (Ability) (M.P.C.: 20) (Surprise attack adds damage per successful strike).
31-40:   Bleed 2                           (Ability) (M.P.C.: 16) (Cause your foe continuous blood-loss).
41-50:   Flurry                             (Ability) (M.P.C.: 26) (+1 strike per 10 levels advanced during surprise attacks).
51-60:   Intimidation                    (Ability) (M.P.C.: 12) (Creates movements which intimidate, causing foe to hesitate).
61-70:   Resist Assassination     (Ability) (M.P.C.: 25) (Reduce the damage you take from surprise attacks).
71-80:   Resist Stalker                (Ability) (M.P.C.: 12) (Creates a warning sense that another is stalking you).
81-90:   Stalk Prey                      (Ability) (M.P.C.: 24) (Bonus damages during a successful surprise attack).
91-00:   Truesight Neutrality
      (Ability) (M.P.C.: 50) (Preform abilities before others who will behold it and not care).

Created by beescart on ebay.

 

     A Born hunter and predator, the Assassin is always on the lookout for prey, especially if he or she can take down their quarry without being known to them. Return to top

 

     It is known that Assassins are evil, summoned and bribed in the confines of veiled shadow to preform heinous works of death.  Assassins are evil men and women bent on secret murder and gain, leaving their destructive and fearful marks for many to look upon.  The Assassin makes a living from those who would hire . . . for a price. Return to top

 

     Not all assassins are evil.  To counter the assassin, the Anti-assassin was created to oppose and stem the tide of murder and bloodshed the assassin has been wreaking upon mankind.  They work for a people who distrust and despise them as much as the Assassin . . . and so they too stalk the shadows, keep a silent vigilant watch over a people who would see them hang from the gallows as well as their quarry. Return to top

 

 

Assassin's Move (Adventurer Ability (levels 6+) Return to top

 

Gives the Assassin the feeling that it is the right moment to strike.

 

Modification-Point Cost (M.P.C.) : 10

Prerequisites --------------------------- : Assassin.

Ability-points to invoke:

Passive ability.

Area of Effect:

Any creature within site of the assassin's target.

Avoidance-Roll:

None.

Damage:

The assassin will also gain a +1 damage per 3 levels advanced if this ability works.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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Gives the Assassin a 1% chance per 2 levels advanced to know when the right time to strike is.

 

Usable only once per assassination or surprise attempt.

Hand Movement:

None.

Healing:

Not applicable.

Immunities:

Not applicable.

Invoke time:

Not applicable.

Maximum Adjustment:

50%

Notes:

This ability is merely designed to let the Assassin know when it is the best time to attack. This inner sense will give the assassin the feeling when the best time to converge on his or her target without others getting in the way, or less likely to get in the way.

 

If successful, all other creatures awareness within site of the assassin's target will be cut in half. The target will have only half the chance, if any chance is given, of becoming aware of the assassin's attack.

Range:

Assassin only.

Resting Time:

None.

Special:

None.

Susceptibilities:

Not applicable.

Value:

1,000 white-gold

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Assassination (Adventurer Ability (levels 6+) Return to top

 

Assassin has the chance to make an instant kill.

 

Modification-Point Cost (M.P.C.) : 100

Prerequisites --------------------------- : Assassin.

Ability-points to invoke:

50

Area of Effect:

One targeted creature.s

Avoidance-Roll:

See: "Explanation".

Damage:

See: "Explanation".

Duration:

Instant.

Effect Time:

Assassin only.

Explanation:

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When this ability is successful, a single shot will cause instant death to any part of a creature's body, considering you can successfully deliver the shot with precision as follows:

 

#1. You must be undetected by the target (surprise attack).

#2. You must successfully strike the certain area of the body

       you wish to kill. Remember, to assassinate is not to

       merely kill a creature, but to place a kill shot that will kill,

       or completely incompasitate, the area of the creature's

       body you wish to (i.e., hand, arm, foot, leg, back, neck,

       head, hip, etc.). It is easier to assassinate a random area

       of a creature, rather than go for an absolute kill, but this

       will be completely up to you what you wish to do.

 

#3. The following is the assassination chance if you are

       successfull with #1 and #2:

 

       Dexterity + Awareness (Vision) ÷ 2 (rounded down)

       + 1% per 3 levels advanced).

Hand Movement:

As the weapon used.

Healing:

Not applicable.

Immunities:

Not applicable.

Invoke time:

Instant.

Maximum Adjustment:

71%

Notes:

You may wish to merely force your target to be helpless (i.e., a leg or hip-shot. You can also state you do not wish to kill, but knock your target unconscious. This is up to the Assassin.

Range:

Assassin.

Resting Time:

None.

Special:

After reading "Notes", know that incompasitating a creature gives x2 experience. To acomplish this, you will only have 1/2 the % chance (rounded down) to successfully assassinate a targeted creature.

Susceptibilities:

You will gain a 5% chance per 3 levels, instead of the 1% chance per 3 levels added to your % chance to assasinate if the targeted creature is sleeping, or is unsconscious.

Value:

5,000 white-gold

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Assassination DamageAdventurer Ability (levels 6+) Return to top

 

On a successful surprise attack, added damage will be inflicted per successful strike.

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Assassin.

Ability-points to invoke:

10

Area of Effect:

Assassin’s target.

Avoidance-Roll:

None.

Damage:

See: "Explanation"

Duration:

This ability will last for the duration of the surprise attack.

Effect Time:

Instant.

Explanation:

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On a surprise attack, an assassin will gain +1-D6 damage per level advanced, per successful strike, against his or her victim.

Hand Movement:

Not applicable.

Healing:

Not applicable.

Immunities:

None. If a creature does not know of your presence, this ability will work. If a creature knows of your presence, it will not work . . . thus your attacks will be normal (as if you were normally fighting).

Invoke time:

Not applicable.

Maximum Adjustment:

None.

Notes:

None.

Range:

As the range of weapons used.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

2,000 white-gold

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Bleed 2 (Adventurer Ability (levels 6+) Return to top

 

Cause your foe continuous blood-loss.

 

Modification-Point Cost (M.P.C.) : 16

Prerequisites --------------------------- : Assassin.

Ability-points to invoke:

8

Area of Effect:

Assassin’s target.

Avoidance-Roll:

When this ability invokes, the target must successfully pit his or her coordination vs. the coordination of the Assassin, and win, or blood-loss will begin (single roll check).

 

Even if the target succeeds to avoid Bleed 2, the 8 ability-points will still be used by the Assassin.

Damage:

1-D6 blood-loss per turn (beginning with the turn in which Bleed 2 invokes).

Duration:

1 turn (5 seconds) +1 turn per 5 levels advanced.

Effect Time:

See: "Explanation".

Explanation:

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This ability is a passive ability which will invoke upon a creature each time the Assassin causes maximum damage with a single weapon strike that causes actual damage to the flesh of a creature.

 

The Assassin must expend 8 ability-points when Bleed 2 invokes. If out of ability-points, this ability will not invoke.

 

This ability will stack each time in invokes upon a foe, causing multiple points of blood-loss, weakening the Assassin's foe.

Hand Movement:

Assassin must be wielding a sharp-edged weapon.

Healing:

Not applicable.

Immunities:

Bloodless creatures are not effected by this ability.

Invoke time:

Passive ability which will invoke instantly each time maximum damage is inflicted with each strike.

Maximum Adjustment:

None.

Notes:

None.

Range:

As the range of the weapon(s) used.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

800 white-gold

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Flurry (Adventurer Ability (levels 6+) Return to top

 

The assassin will have +1 strike per 10 levels advanced during surprise attacks.

 

Modification-Point Cost (M.P.C.) : 26

Prerequisites --------------------------- : Assassin.

Ability-points to invoke:

Passive ability (this ability is always in effect).

Area of Effect:

Assassin.

Avoidance-Roll:

None.

Damage:

None. The ability itself does no damage.

Duration:

This ability will last for the duration of the surprise attack.

Effect Time:

Always in effect.

Explanation:

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On a surprise attack, an assassin will gain +1 attack per 10 levels he or she has advanced. Temporary level increases will increase the power of this ability during the duration.

Hand Movement:

Not applicable.

Healing:

Not applicable.

Immunities:

None. If a creature does not know of your presence, this ability will work. If a creature knows of your presence, it will not work . . . thus the number of extra attacks per turn will not be in effect.

Invoke time:

None. This ability is constantly in effect during a surprise attack.

Maximum Adjustment:

None.

Notes:

None.

Range:

Assassin only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

2,600 white-gold

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Intimidation (Adventurer Ability (levels 6+) Return to top

 

Assassin creates movements which intimidate, possibly causing foes to hesitate nearing him or her.

 

Modification-Point Cost (M.P.C.) : 12

Prerequisites --------------------------- : Assassin.

Ability-points to invoke:

6

Area of Effect:

10 spaces (50') out all about the Assassin (remember, creatures must see the Assassin to be effected by the power of this ability).

Avoidance-Roll:

All who notice Intimidation must pit their mental-strength vs. the mental-strength of the Assassin (single roll check). See:"Area of Effect".

Damage:

None.

Duration:

Each who notice Intimidation will stall their attack for 1 turn (5 seconds (check for each creature).

Effect Time:

Instant.

Explanation:

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This ability will cause foes to hesitate in attacking or even interacting with the Assassin, who will moves and posture him or herself in such a way as to seem unapproachable. This ability does not have to be in combat situations alone; it can be invoked in social situations as well (it will not be threatening).

 

See: "Immunities"

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

Only creatures which possess intelligence can be effected by this ability.

Invoke time:

Instant. This ability can be invoked while fighting, socializing, etc.

Maximum Adjustment:

None.

Notes:

None.

Range:

Assassin only. See: "Area of Effect".

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

600 white-gold

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Resist Assassination (Adventurer Ability (levels 6+) Return to top

 

This ability will reduce the damage you take from surprise attacks.

 

Modification-Point Cost (M.P.C.) : 25

Prerequisites --------------------------- : Assassin.

Ability-points to invoke:

This ability will reduce the damage you take from surprise attacks.

Area of Effect:

Self only.

Avoidance-Roll:

Simply win an initiative roll against your attacker(s) for each and every attack against you. If a surprise attack is attempted against you, and your would be attacker strikes you three times, you must win an initiative once for each strike in order to lessen damages taken by those attacks.

Damage:

Not applicable.

Duration:

The full duration of the assassination or surprise attack.

Effect Time:

Instant (for each strike).

Explanation:

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When surprise attacked, you will possibly sustain less damage for each successful hit against you. Ability points will be matched, point for point, with the damage taken during a surprise attack. For every ability point expended, -1 damage will be negated from each strike, but only up to 10 points can be turned away per strike.

 

Example:

For every point of damage negated from a surprise attack, you will use that many ability points also. If 9 points have been negated from a strike, 9 ability points will be expended to withstand the damage. If you have only 5 ability points remaining, you will be able to withstand 5 points of damage.

Hand Movement:

Not applicable.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

10 damage per successful strike.

Notes:

None.

Range:

Assassin only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

2,500 white-gold

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Resist Stalker (Adventurer Ability (levels 6+) Return to top

 

Creates a warning sense that another is stalking you.

 

Modification-Point Cost (M.P.C.) : 12

Prerequisites --------------------------- : Assassin.

Ability-points to invoke:

6

Area of Effect:

Self only.

Avoidance-Roll:

Once the 6 ability points are used to invoke this ability, the assassin must roll a successful "Awareness” check. Awareness = %chance: Roll the % number, or below, to succeed.

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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This ability will create a warning sense within the assassin that another is currently stalking him or her. This feeling will be felt in the form of a strong apprehension and growing uneasiness, which will give no specifics; only that he or she is being stalked, followed, watched, etc.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Passive ability. If another is stalking the assassin directly, there will be the % roll check to see if the Resist Stalker ability will warn of impending confrontation.

Maximum Adjustment:

50% chance to detect another stalking you.

Notes:

The GM may wish to adjust the % chance according to the personal situation of the Assassin. There may be penalties for a wounded Assassin to know he or she is being stalked if distracted, wounded, asleep, infatuated with something, etc. The % chance will never exceed the maximum as a rule (according to the current level of the Resist Stalker ability).

Range:

2 spaces (10') x the current Awareness of the Assassin.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

1,200 white-gold

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Stalk Prey (Adventurer Ability (levels 6+) Return to top

 

Gives the Assassin bonus damages during a successful surprise attack.

 

Modification-Point Cost (M.P.C.) : 24

Prerequisites --------------------------- : "Assassination Damage"

Ability-points to invoke:

12

Area of Effect:

Assassin only.

Avoidance-Roll:

None.

Damage:

+1-D6 damage per 2 levels advanced.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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This ability will give the assassin bonus damages during a successful surprise attack. Bonus damage will be added with each and every successful strike upon a target during a surprise attack.

 

Note:

You MUST have "Assassination Damage" to get the bonus damages. “Assassination Damage” is the prerequisite to this ability (and both bonus damages are added together when successfully striking a target during a surprise attack).

Hand Movement:

Not applicable.

Healing:

None.

Immunities:

If a creature cannot be surprised, then this ability will logically not be successful against it.

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

Not applicable.

Special:

None.

Susceptibilities:

None.

Value:

2,400 white-gold

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Truesight Neutrality (Adventurer Ability (levels 6+) Return to top

 

Enables the assassin to do his or her work before others who will behold it . . . and not care.

 

Modification-Point Cost (M.P.C.) : 50

Prerequisites --------------------------- : "Assassination Damage"

Ability-points to invoke:

25

Area of Effect:

Assassin only.

Avoidance-Roll:

A successful "Awareness” check. Awareness = %chance: Roll the % number, or below, to succeed. If this avoidance-roll is successful one can react to this terrifying ability.

Damage:

None.

Duration:

1 turn (5 seconds) + 1 turn per 10 levels advanced.

Effect Time:

Instant.

Explanation:

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This fearsome ability will give the assassin a 5% chance to do his or her work of death before others who will behold it and not care (+1% chance per 2 levels advanced).

 

For the “Duration” of this ability, others within site will think nothing is out of the ordinary, so powerful and fluent is the technique behind
this ability.

 

See: "Special".

Hand Movement:

None.

Healing:

None.

Immunities:

Any with a Truesight ability or spell or power currently in effect to allow them to see things as they are will see through this terrifying ability and be able to react.

Invoke time:

Instant.

Maximum Adjustment:

55%

Notes:

None.

Range:

Assassin's target only.

Resting Time:

None.

Special:

This ability can only be used upon a successful surprise attack. Foes which are not surprised by this attack will notice this attack, and can react as normal (even if those who are surprised cannot).

Susceptibilities:

None.

Value:

5,000 white-gold

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