Assassin Edit This Class

Assassin is sneaky and stabby or sneaky and shooty.

Look

Choose one from each:

Dead eyes, charming eyes, angry eyes

Black bodysuit, plain clothes, dirty rags

Buzz cut, elaborate hair, tattooed head

Slim body, athletic body, huge body

Stats

Your maximum HP is 6+Constitution.
Your base damage is d8.

Starting Moves

Unsuspecting Strike Edit This Move

When you get close to your target to make a surprise attack, roll+DEX if you use stealth or speed, or roll+CHA if you use deception or charm. On a 10+ choose two. On a 7-9 choose one.

  • You don't get into melee with them
  • You deal your damage+1d6
  • You create an advantage, +1 forward to you or an ally acting on it
  • Reduce their armor by 1 until they repair it

Called Shot Edit This Move

When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.

  • Head
    • 10+: As 7-9, plus your damage
    • 7-9: They do nothing but stand and drool for a few moments.
  • Arms
    • 10+: As 7-9, plus your damage
    • 7-9: They drop anything they're holding
  • Legs
    • 10+: As 7-9, plus your damage
    • 7-9: They're hobbled and slow moving.

Alignment

Evil

Make a brutal show of a kill.

Good

Take out a threat before it harms another.

Neutral

Dispatch of an enemy before they know there's a threat.

Bonds

__________ knows some tricks that could be useful to learn.

I have trusted __________ with a secret about me.

Gear

Your load is 7.

You start with Leather Armor (1 armor, 1 weight, Worn, 10 thrones), Field Gear (5 uses, 20 thrones, 1 weight), and Field Rations (1 weight). For your weapons choose one:

  • Lasgun (Near, Far, Long, 4 uses, 40 thrones, 2 weight) and Dagger (Hand, 2 thrones, 1 weight)
  • Laspistol (Near, Far, 3 uses, 15 thrones, 1 weight) and Rapier (Close, precise, 25 thrones, 1 weight)

Advanced Moves for Levels 2+

When you level up you may take a new advanced move either from your class or from the general list of advanced moves.

Hunt And Track Edit This Move

When you follow a trail of clues left behind by passing creatures, roll+WIS.

On a 7+, you follow the creature's trail until there's a significant change in its direction or mode of travel.

On a 10+, you also choose 1:

  • Gain a useful bit of information about your quarry, the GM will tell you what
  • Determine what caused the trail to end

Advanced Training Edit This Move

You have focused your training on either the blade or the rifle. Choose one:

  • __Blademaster: Once per encounter you may reroll one d6 of a Hack & Slash or Unsuspecting Strike roll
  • __Sharpshooter: Once per encounter you may reroll one d6 of a Fire for Effect or Called Shot roll

Silent Strike Edit This Move

Your Unsuspecting Strike also prevents your target from raising the alarm, describe how.

Sniper Shot Edit This Move

When you successfully hit someone with Called Shot your limb shots gain the Messy and Forceful tags and your head shots gain the Tearing tag.

Viper's Strike Edit This Move

When you strike an enemy with two weapons at once, add an extra 1d4 damage for your off-hand strike.

Cheap Shot Edit This Move

When using a precise or hand weapon, your Unsuspecting Strike deals an extra +1d6 damage.

Callidus Training Edit This Move

When you keep still in natural or crowded surroundings, enemies never spot you until you make a movement.

Underdog Edit This Move

When you're outnumbered, you have +1 armor.

Trap Expert Edit This Move

When you spend a moment to survey a dangerous area, roll+DEX.

On a 10+, hold 3.

On a 7-9, hold 1. Spend your hold as you walk through the area to ask these questions:

  • Is there a trap or alarm here and if so, what activates it?
  • What does it do when activated?
  • What else is hidden here?

Cautious Edit This Move

Requires: Trap Expert

When you use trap expert you always get +1 hold, even on a 6-.

Tricks Of The Trade Edit This Move

When you pick locks or pockets or disable traps, roll+DEX.

On a 10+, you do it, no problem.

On a 7-9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.

Advanced Moves for Levels 6+

When you level up you may take a new advanced move either from your class or from the general list of advanced moves.

Vindicare Shot Edit This Move

Requires: Sniper Shot

When using Called Shot all your attacks gain the messy, forceful, and tearing tags.

Dirty Fighter Edit This Move

Replaces: Cheap Shot

When using a precise or hand weapon, your Unsuspecting Strike deals an extra +1d8 damage and all other attacks deal +1d4 damage.

Vipers Fangs Edit This Move

Replaces: Viper's Strike

When you strike an enemy with two weapons at once, add an extra 1d8 damage for your off-hand strike.

Serious Underdog Edit This Move

Replaces: Underdog

You have +1 armor. When you're outnumbered, you have +2 armor instead.

Disguise Edit This Move

When you have time and materials you can create a disguise that will fool anyone into thinking you're another creature of about the same size and shape. Your actions can give you away but your appearance won't.

Hunter's Eye Edit This Move

When you know your target's weakest point your ranged attacks gain +2 piercing.

Jack Of All Trades Edit This Move

Take one more option from Advanced Training.

Extremely Cautious Edit This Move

Replaces: Cautious

When you use trap expert you always get +1 hold, even on a 6-. On a 12+ you get 3 hold and the next time you come near a trap the GM will immediately tell you what it does, what triggers it, who set it, and how you can use it to your advantage.