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ASSASSIN

The document outlines the characteristics, weapons, equipment, and skills of an Assassin character in a game. It details the Assassin's abilities, including their unique skills, weapon preferences, and interactions with the Assassins Guild. Additionally, it provides rules for treasure acquisition, settlement events, and a variety of items available for purchase to enhance the Assassin's capabilities.

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William Brand
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0% found this document useful (0 votes)
41 views4 pages

ASSASSIN

The document outlines the characteristics, weapons, equipment, and skills of an Assassin character in a game. It details the Assassin's abilities, including their unique skills, weapon preferences, and interactions with the Assassins Guild. Additionally, it provides rules for treasure acquisition, settlement events, and a variety of items available for purchase to enhance the Assassin's capabilities.

Uploaded by

William Brand
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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ASSASSIN

Wounds 1D6+7
Move 4
Weapon Skill 4
Ballistic Skill 4+
Strength 3
Toughness 3 (4)
Initiative 5
Attacks 1
Pinning Roll 3+
Willpower 3

WOUNDS
The Assassin begins with 1D6+7 Wounds. If you roll any 1=92s, when rolling Wounds, you can reroll, but if the dice
comes up with a 1 a second time, you must keep it.
WEAPONS
The Assassin prefers small concealable blades to carry out his work and has found them excellent for close combat.
He is never without a plethora of blades about him.
The Assassin starts the game with a sword (which does 1D6 plus his strength of 3 when he wields it), 1 knife
(strength 1 but may be concealed in his boot), and four daggers (Strength 1, either hand-to-hand or missile
weapon, may be retrieved when all monsters in the room are dead).
EQUIPMENT
The Assassin starts the game with an Assassins Shadow Cloak, specially woven to deflect and warp light.
If the Assassin is at least two squares away from the warrior of the lantern all missile attacks are at -1 to hit.
ARMOUR
The Assassin wears light padded armour that confers a +1Toughness bonus. He will not exchange it for anything
else
ASSASSINATE SKILL
The assassin has spent years training to look for weak points in a creatures defense to land a killing blow. Look on
the following table. If the to hit roll matches the number by the Assassin=92s level then ignore Toughness and
Armour when working out damage
Novice 6+
Adept 5+
Master 5+
Lord 4+

ADVANCED RULES
ASSASSINS AND TREASURE
The Assassin may use the following weapons, swords, knifes, daggers, throwing stars, knuckle dusters, crossbows
and any that may be bought at the Assassins Guild. They may use NO double handed weapons (not including
crossbow) Other than that he may use any that is normally allowed to warriors.

VISITING SETTLEMENTS
When visiting Settlements, an Assassin may visit all the standard locations such as the various traders and the
following special locations:
The Alchemist, Gambling House, Temple, Training Pit and Alehouse (no modifier). In addition, there is a new
special location - the Assassins Guild.
All the usual rules apply to see if these special locations may be found.
SETTLEMENT EVENTS
Any event that causes the Assassin to be arrested or press-ganged then double the amount of base money to get
him out (eg the non-variable amount). The Assassin gets +1 to his dice roll in events where he has to run away, and
-1 when he is under suspicion.

ASSASSINS GUILD
The Assassins maintain a base of operations in every city. At first glance this will look just like a wealthy merchant’s
townhouse among the large boulevards of the central city. Inside however it is a different matter.
The house is always far larger than you can see from the outside and it is filled with corridors, courtyards, rooms
and halls. Assassins roam the place as do the normal mix of servants, ordinary guards, instructors and messengers.
In contrast to popular opinion the Guild is always well lit and airy, fine art decorates the walls and there is almost
nothing sinister about it. Every Guild has in residence a Grand Master. This is a revered assassin who has gained
his monarchs trust and been put in this position as old age set in. He is usually possessed of a keen intellect and
structured mind and has much wisdom and experience to impart to a young assassin

FINDING A GUILD
The Assassin=92s Guild is a Special Location and may only be found in a city on a roll of seven or more on 3D6
The Guild is where an Assassin may be informed on the latest news, receive new missions, receive aid for him and
his party and train to go up battle levels. As he does this his profile changes as usual. He also gains dice rolls on the
skills table

RUMOUR NETWORK
Whilst in the Guild, the Assassin may pay a visit to the Grand Master and his council to pick up any information to
help him and his friends. Because of the Assassins having eyes and ears everywhere and a close working
relationship with the government they can pick up many useful tidbits. Roll a dice to see what he the Grand Master
has to tell him. You may only roll once per Guild.

NETWORK
D6 News
1 Information is scarce and the assassin learns nothing of interest.
2 The Assassin learns of an old friend who has recently returned from missions to Lustria and has learned many
new and strange techniques. When the Assassin rolls for his skill when he next trains he may reroll his skill once.
3 Assassin have visited many of the monsters lairs around this area and the Assassin has been given a map of
the dungeon. If he wishes he may automatically become leader next adventure
4 The Assassin learns of several particularly foul and clever monsters in a nearby dungeon that have been
causing havoc with their surprise attacks. Once during the next adventure when ambushed by monsters the
Assassin may declare these were the monsters he was warned about and the ambush fails and the warriors may
attack first. In addition the Assassin gets +20% gold for each one he kills.
5 A council member warns the assassin of a monster he came up against who has some arcane assistance... At
the end of the next dungeon, if the highest ranking enemy (usually a commander) died then he may roll for one
extra piece of treasure on the Dungeon Room table (rerolling a result of 1-Gold)
6 The Grand Master beckons forward conspiratorially and imparts a mission of assassination to the Assassin.
Any time in the next dungeon the Assassin may declare a monster is the one he was told to assassinate. If he kills it
he gains double gold.

ARMOURY
The Assassin may visit the Armory to obtain special weapons and supplies to aid him in his adventures.
Assassins hold their equipment in very high regard and it is considered a bit of faux pas not to have the latest
weapon. Roll a D6. On a roll of a = 1, 2 or 3 the Assassin must buy something here.
No sell price is given as no assassin would dream of selling his excellent equipment at a knock down price, and no
assassin would buy special equipment of another at a cheaper price
ITEM COST
Poison Vial 50
Can be used on own or on darts or quarrels. Enough for one adventure. When deciding wounds from darts or
quarrels roll 1D6, on a 1-3 it has faded, on a 4-6 it causes an extra D3+2 wounds
Blowpipe 150
Strength 2 - ignore 1 point of armour
Darts 30
Enough for one adventure
1D6 Smoke bombs 100
A smoke bomb may be thrown at any time and covers an area of 2x2 squares. Remains in place for two turns -
cannot fire or go through it
Lock Tools 200
(See rules for dwarf version)
Grappling Hook 60
May be attached to rope, may try to drag enemies nearer to you, roll ballistic skill to hit, then roll
1D6+Strength, compare to monsters Strength, number you beat it by is the numbers of squares it is dragged, May
find other uses.
Boot Blades 150
+1 Attack at -1 to hit and +1 Strength
Throwing Stars 100
Strength 1; missile weapon, (no modifier to Ballistic Skill – assassin is trained in use), ignore armour for
damage, throw as many stars as attacks
Heavy Dagger 100
Strength 2. Hand to hand or missile weapon, -1 Ballistic Skill
______________________________________

SKILLS
---------------
2 Knife Thrower - May throw daggers as many times as he has attacks Once per turn
3 Acrobat - Move 6 squares in any direction. No hand to hand combat can touch you, although spells and missile
weapons can at -2 to appropriate to hit roll. Uses up entire turn Once per turn
4 Cutthroat - When behind a creature you may trade all attacks for a single cutthroat attack. Roll a D6 - on a 1-3
you are elbowed back and lay prone for one turn, on a 4-6 you cause D6 wounds per battle level ignoring armour.
Once per turn
5 Leap - You may leap one square in any direction as part of your move, landing in the square beyond, any obstacle
in the square is ignored, though it still counts as one square of movement. Once per turn.
6 Evade - 5 or 6 evade blow by stepping to adjacent square
7. Glancing blow - The Assassin may move past an enemy, ignoring pinning. Work out one attack as normal. If he
stops next to monster he wishes to attack this may not be used. Similarly he may have to escape pinning first.
Cannot cause death blows.
8. Disguise - The assassin is a master of disguise and knows how to bend his body into so they look like different
forms at first glance. When assigning left over monsters to warriors and your warrior is chosen roll a D6. On a roll
of 4, 5 or 6 you are ignored, pick a different warrior immediately. On a 1, 2 or 3 resolve as normal
9. Reputation - The Assassins reputation is well known and many people who know of him are in awe.
Lvl Gold Title M WS BS S Dmg D T Wounds I A Luck WP Skills Pinning
1 0 Novice 4 4 4+ 3 1 3 1 D6+7 5 1 0 3 1 3+
2 2,000 Adept 4 5 4+ 3 1 3 2 D6+7 5 1 0 3 1 3+
3 4,000 Adept 4 5 4+ 3 1 3 3 D6+7 5 2 1 4 1 3+
4 8,000 Adept 5 5 3+ 3 1 3 3 D6+7 6 2 1 4 2 3+
5 12,000 Master 5 6 3+ 3 2 3 4 D6+7 6 3 2 4 2 3+
6 18,000 Master 5 6 3+ 3 2 3 4 D6+7 7 3 2 5 3 3+
7 24,000 Master 5 6 3+ 4 2 3 5 D6+7 7 3 2 5 3 3+
8 32,000 Master 6 7 2+ 4 2 4 5 D6+7 7 4 3 5 4 2+
9 45,000 Lord 6 7 2+ 4 3 4 6 D6+7 8 4 3 5 5 2+
10 50,000 Lord 6 7 2+ 4 3 4 7 D6+7 8 4 3 5 6 2+

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