Assassin

The first few assassins banded together before the end of the second century in opposition to the Drow who constantly raided Two Moons, but as the threat changed with the dawn of immortality, Odin’s papal laws became more strict, and the Assassins of the time receded into secrecy, but continued to practice their forbidden art of cutting the thread of life.

Presently, many assassins work alone, picking up jobs as stealthily as possible while dodging the watchful eye of the Papal Knights, while a guild has established itself in Jagdstadt who offer up contracts that must be fulfilled once taken, but how each Assassin goes about fulfilling a mark are divided between their fighting styles: Nophthisteae, used by Shadow Stalkers to get close to their targets, Deadeye, used by Marksman to inflict deadly strikes from afar, and Solanaceae, the methods of the Nightshade: using deadly poisons and darkness against the enemy.

Each Class: Focus may learn the ASSASSINATE Command found under Nophthisteae and the POISON Command from Solanaceae  as early as Class L.1, while each other Focus is straightforward and bound to its parameters.

Starting Equipment. Choose: Rusted Knife, String Shot, Bent Recurve or Rusted Rifle, Tattered Garb, 1D10 Notes.

Class Orders
Many Assassins choose to find targets on their own, but those who wish to commit to the Assassin’s Guild might find their way climbing up the ranks within the order with every kill, while those brave enough to understudy the ancient Greyskulls and learn their steady procedures could potentially make a name for themselves if they can stand the degradation.

The Assassin’s Guild
The Assassin’s Guild made public what The Greyskulls started so long ago. It is said their leader is extremely dangerous, though no one knows who it is. Their mead hall is located in Jagdstadt and serves as the only police force, independently, in the lawless town. They follow a ranking system for available marks and reward covert success with great riches and esteem. The faction holds rivalry with The Greyskulls, who discouraged bringing their work into the light of day.

The Greyskulls
The Greyskulls banded together during the time of the Drow war with the Elves as an opposition group, but when the Triumvirate manifested and their work deemed unlawful against sacred life, the organization disappeared, but did not disband. The structure of the guild is lead by a band of thirteen expert Assassins from over four hundred years ago who say they have only lost one member. Each of the thirteen hold equal rank who those subjects they find steady enough to tolerate their ridicule are treated as underlings and understudied, but the difficulties they face are not without reward, as the Greybeards hone a fighting style unique to their own.

Nophthisteae
The stalking shadow in the light of day...the shroud behind you...the tension on the back of your neck… The Shadow Stalker twists the knife, only to leave it there as a warning to others: death had come for you as it must one day come for us all. This Assassin fights best by getting up close, but instead of picking your pockets he will steal your last breath.
 * Class Movement: 3
 * Suggested Casting: Any, Illusion for 2 Commands. Focus on Weaponry and Offhand/Ranged (Weaponry) and Stealth
 * Focus-Specific items: Smoke Bomb x3

Level 1
-ASSASSINATE. 1 SP. This Command may be learned by any Assassin Class: Focus. ''Round 1: Make a Stealth Check vs. Target’s Perception. If you are not seen, continue using this Command in the next round. Round 2: Make a Stealth Check vs. the Target’s Perception. If you are not seen, continue using this Command in the next round. Round 3: Make a Stealth Check vs. the Target’s Perception. If you are not seen, you may inflict KO on the target. (This Command may be used as a Coupe de Grace to a KO or bound target to cause Death.)''

-BACKSTAB. Passive. The Shadow Stalker increases his melee weapon damage pool by his [Stealth] when he gains the regular +2 when attacking a target from behind.

-SIDE ASSAULT. Passive. The Shadow Stalker increases his melee weapon damage pool by his [Stealth] when he gains the regular +1 when attacking a target from the side.

-SNEAK ATTACK. Passive. The Shadow Stalker increases his weapon damage by +1 whenever he is flanking a target and is not being targeted by it. (This Command can function in conjunction with BACKSTAB or SIDE ASSAULT).

Level 2
'''-HARASS. 'The Shadow Stalker taunts his target, breaking from his traditional process to bridge the remaining gap between predator and prey, increasing his Aggro by +10 for that target only.''

-SILENT STEPS. Passive. Your footfalls make no sound as long as you are not wearing Heavy Armor.

-SILENT KILL. Passive. Your attacks no longer make noises and you are trained in muffling the sound of your victims as well.

-[TRACK]. Stance. The Shadow Stalker Marks a target and will not lose its trail for up to 24 hours.

Level 3
'''-DESECRATE. '''1 SP. ''The Shadow Stalker intends to leave his mark on his target [Deal 3 basic melee attacks, first from each hand, the last from any hand you prefer.] The last attack will always deal a minimum of 1 with +1 damage. The attack will leave a scar only curable by a Shaman's MEND. The Shadow Stalker can no longer attack or willfully deal damage to the target for the remainder of the Scene unless the target first further attacks him or his allies.''

-[LAST BREATH]. Passive. Stance. When the Shadow Stalker’s Health Points fall below 25%, all of his melee weapon attacks gain +1 to their pool and deal +1 damage.

-[SECOND SKIN]. 1 SP, Stance, Stack. ''The Shadow Stalker may gain +4 Expression to disguise himself as a fallen target, assuming their identity nearly perfectly in an effort to get close to their next target for up to 24 hours. (*Their voice can be altered through Illusion magic; see Thaumaturge: Dream Weaver.)''

-SUBDUE. Move Action, Major, 2 MP Requires SHADOW STEP to use this Command. The Shadow Stalker appears from his target’s shadow, Grappling it and causing [Immobilize].

Level 4
-INFILTRATION. Passive. Shadow Stalkers are particularly skilled at getting inside places they are not wanted, situationally increasing Acrobatics by 4 to maintain balance or to leap from platform to platform or get over a hurdle to gain access into or while inside enemy territory, Athletics by 4 to climb or scale walls to gain access into or while inside enemy territory, +2 Dexterity to pick locks on doors or to disarm traps and +1 Perception to notice traps to gain access into or while inside enemy territory.

-RECONNAISSANCE. Passive. ''Shadow Stalkers make excellent procurers of sensitive information, situationally increasing Investigation by 4 when trying to search a room for information, Stealth by 4 when trying to remain hidden while searching a room. +2 CHARISMA while attempting to gather information through general conversation and +1 Movement to flee while within enemy territories.''

Level 5
-RAVAGE. 3 SP. Requires two bladed weapons to use this Commands. ''A tirade of attacks leaves slashes across every inch of the Shadow Stalker’s target and raises his Stealth by +2 for the duration of the Scene. Deal [5 basic melee attacks first from each hand, the remaining from any hand you prefer].''

Obscura
'''L.1 FAMILIAR SHADOWS. 'The Shadow Stalker can identify a creature by its shadow and can instantly know what is casting a shadow.''

L.2 SHADOW STEP. 1 MP. The Shadow Stalker may step into one shadow and step out from another within the same Scene.

L.3 SHADOWS of INTIMIDATION. 1 MP. ''The Shadow Stalker may bulk up his shadow to momentarily increase his Intimidation by his [Illusion]. You may then make an Intimidation Check.''

L.4 CAST SHADOW. (1SP*) 1 MP. ''The Shadow Stalker may create Shadows where none reside, providing cover or make existing shadows bigger by his [Illusion]. Once per day, by paying 1 SP, the Shadow Stalker may double his Stealth for the Scene.''

L.5 SHADOWBIND. 1 SP, 2 MP. The target of this Command must have a shadow to use this Command. The Shadow Stalker casts Stop on a target for 1D4 rounds.

L.6 SHADOW STAB. 1 SP, 1 MP. The Shadow Stalker attacks a target’s Shadow, crossing his weapon into the Spirit World and dealing [1 Spirit].

'''L.7 ADUMBRATE. '''1 SP, 1 MP. Once per day, the Shadow Stalker may make a single melee attack of which he is the only target miss.

Deadeye
By the time you realize the Marksman has his bead on you it is already too late. Chosen for their keen ability to take out opponents from a distance, these Assassins utilize their Deadeye abilities to make sure the target does not get away and that they always hit their mark, picking them off one by one with as much distance between them as possible.
 * Class Movement: 3
 * Suggested Casting: Any, Destruction for 1 Command, focus on Offhand/Ranged (Weaponry) and Stealth
 * Focus-Specific items: Bolas, Smoke Bomb

Level 1
-POWER SHOT. 1 SP. A ranged ammunition weapon is required to use this Command. ''The Marksman properly loads his ranged ammunition weapon to ensure a powerful shot, momentarily doubling the strength of the ammunition he is using as he fires a shot or looses an arrow. (This Command becomes more effective with ammunition with special effects)''

-QUICKFIRE. Passive. The Marksman deals double damage during the first round of combat with his basic ranged attack.

-RETURN FIRE. Quick Action. ''When the Marksman is targeted with a basic ranged attack, he may make a basic ranged attack of his own at the Unit targeting him. (RETURN FIRE does not work in response to this Command.) (The Marksman does not have to be hit to use this Command.)''

'''-SNIPE. 'The Marksman makes a ranged basic attack which always hits with a minimum of +1 damage.''

Level 2
-AVERT EXIT. Quick Action. Requires Bolas in your Inventory. ''When a Unit attempts to flee the Scene, you may interrupt their efforts by pulling Bolas from your inventory in an attempt to snare their feet, knocking them to the ground and dealing effect of Bolas while making them Prone. [DEXTERITY + Offhand/Ranged + Grapple + Prone] Bashing.''

-CAMOUFLAGE. Passive. The Marksman gains +1 to Stealth while attempting to blend in to his surroundings.

-MARK. Stance, Stack. Requires SNIPE to learn this Command. ''The Marksman designates his target, placing a Mark the target. All attacks made by the Marksman against the Marked target are made as if SNIPE is used, even for Commands. The Marksman gains +1D to attacks made against his Mark in addition to the +1 damage. If he targets a Unit other than the Marked target, the Mark is removed. A target may only have one Mark on it at a time, with the newest one overriding it. (The target does not know it has been marked unless otherwise informed.)''

-SCOPE. Passive. The Marksman may now call his shot without reducing his ranged attack pool.

-SLIP AWAY. Quick Action. Requires a Smoke Bomb in your Inventory. ''When an enemy Unit moves adjacent to the Marksman, he may use a Smoke Bomb from his Inventory and make a Move Action as a Quick Action as long as he immediately moves away from the Unit that moved adjacent to him. [Blind 1D4 rounds, Zone (except to the Marksman)] (This Command does not provoke opportunity attacks from the Unit this Command is used in response to.)''

Level 3
-AIR STRIKE. 1 MP, Quick Action. The Marksman may add [Destruction] Wind to any of his own attacks as a Quick Action.

-DEAFENING SHOT. 1 SP. Requires SCOPE. ''The Marksman fires past the target’s ear, causing [Silence]. (If there is a Unit adjacent next to and then behind the target of this Command, you may deal basic ranged damage to it.''

-DOUBLE SHOT. 1 SP. ''The Marksman fires two shots at once. [Make two basic ranged attacks to the same or different targets].''

-ROCK SHOT. Passive, Quick Action. The Marksman may change his Piercing ammunition to Bashing as a Quick Action and back again.

-SHARPSHOOTING. Passive, Quick Action. The Marksman may change his Piercing ammunition to Slashing as a Quick Action and back again.

'''-SPLITTING SHOT. '''Passive. Quick Action. The Marksman may change his Bashing ammunition to Piercing as a Quick Action and back again.

Level 4
-ENDLESS AMMUNITION. Passive. ''When the Marksman is running low on ammunition, he is capable of finding enough stored away in his Inventory to maintain his barrage. When your ammunition is depleted to 0 during battle, consider it at 1 until the end of the Scene as long as you start the Scene with at least 1 ammunition.''

-LONGSHOT. Passive. Requires SCOPE to use this Command. The Marksman may target any Unit in the Scene with a ranged attack regardless of distance without decreasing the damage as long as he has a clear line of sight.

Level 5
-EXPERT BADGE. Passive. Choose: The Marksman gains a +1 bonus with Longbows or Rifles.

-MULTISHOT. 2 SP. Requires DOUBLE SHOT to learn this Command. ''The Marksman fires three shots. [Make three basic ranged attacks to the same or different targets].''

Level 6
-ONSLAUGHT of ARTILLERY. 1 SP (3 MP against Barriers or Magically-protected structures). The Marksman’s Longbow or Rifle is strong enough to break down doors, weaken strongholds and remove Protection, Barriers and tear down Walls.

-SPIRIT SHOT. 1 SP, 1 MP. The Marksman sends his ammunition into the Spirit World to deal Spirit Damage to his target, [1 Spirit].

Level 7
-ANIMA OBSCURA. 9 MP. ''The Marksman fires a shot to obliterate the target’s identity. [DEXTERITY + Offhand/Ranged + Addle for 9 rounds]. Many bosses are Immune.''

Solanaceae
The shadow at the foot of your bed… the grinning daemon of your dreams, Nightshades are your worst fears realized. This division of Assassins who laugh at the restrictions of chivalry and fighting with honor— they know a target must be eliminated and a contract upheld no matter what the cost. Nightshades utilize the effects of the poisons they craft in the morning hours and take advantage of their targets’ innate fears, even turning the very darkness against them. L.1 POISON. 1 SP (if successful). This Command may be learned by any Assassin Class: Focus. ''The Nightshade causes the [Nature] Poison status effect on one target. (If [POISON WEAPONS] is active, you may use this Command as a Quick Action while dealing Poison damage.)''
 * Class Movement: 3
 * Suggested Casting: Nature, Illusion
 * Focus-Specific items: Glass Vials x6, Mortar and Pestle

L.1 [POISON WEAPONS]. 1 SP. This Command may be learned by any Assassin Class: Focus. ''The Nightshade adds [Nature] to all weapon attacks until the end of the Scene. The Nightshade may activate this Command on others as well using his own [Nature] instead of theirs.''

L.1 '''IDENTIFY POISON. 'The Nightshade may add his [Nature] to an [INTELLIGENCE + Science] Check to identify a plant, poison or substance and to know what a poison does.''

L.1 CURE POISON. 1 SP. Requires IDENTIFY POISON to learn this Command. ''The Nightshade can cure most Poisons with an [INTELLIGENCE + Nature] Check. This Command takes on the names ANTIDOTE when curing Poison, ANTITOXIN when curing Toxins and ANTIVENOM when curing Venom.''

L.1 CRAFT POISON. 1 SP. [You must be a Nightshade to learn this Command] ''At dawn, the Nightshade may craft a poison for which he has the necessary ingredients. The poison may then be sold on the black market, placed on an item, slipped into food or drink, or used in the place of POISON or [POISON WEAPONS]. An [INTELLIGENCE + Science] Check may increase the poison’s effectiveness. You may craft you own Poison [CUNNING + Science] or learn a specific recipe.''

L.2 '''RESIST POISON. 'The Nightshade has built up his immunity to poisons through subtle exposure, increasing his Poison Defense by 1 and his Poison Resistance to the next stage. [Weak < Neutral < Resist < Immune < Absorb]''

'''L.3 POISON IMMUNITY. '''Requires RESIST POISON. ''Assuming he has never been Weak to Poison, the Nightshade has built up his immunity to poisons even further through constant concoction and subjugation to his craft, increasing his Poison Defense by 1 and his Poison Resistance to the next stage. [Weak < Neutral < Resist < Immune < Absorb].''
 * The Following Commands require CRAFT POISON to use.

Flora
L.1 ”HELM”. 1 SP, Hemlock. ''The Nightshade has learned how to concoct a new poison, temporarily holding his prey’s body ransom. [Paralysis 1D6 rounds] or 1 hour outside of combat.''

L.2 '''”MISTLEMURK”. '''1 SP, Mistletoe. ''The Nightshade has learned how to concoct a new, embarrassing Poison. [Causes Incontinence until cured or KO] or for up to 3x for 1 day.''

L.3 ”GIFT of AMARANTH”. 1 SP, Amaranth. ''This “gift” from the Nightshade is a clear liquid that causes blood to flow from every bodily orifice, increasing fear and inhibiting vision. [Causes Wound (2 HP per round if an action is taken until KO or any Health Restoration, +2 Fear, -4 Perception].''

L.4 ”OTPOBARICIN”. 2 SP, Castor Bean. ''The Nightshade grounds the shell, pummeled into a powder, causing shortness of breath. [Causes Addle until cured or KO]''

L.5 ”NIMHE’S DECREE”. 2 SP, Oleander. ''The Nightshade has learned how to concoct a poison to swiftly debilitate his foe. [Causes Slow for 1D6 rounds, after which it causes KO. If left untreated, a heart attack and Death]''

L.5 ”TSHUAJ LOM”. 1 SP, Shikimi Spice. ''The Nightshade has stumbled upon a new poison, a hand full of spices from Habile. Causes intense hallucinations in a series of increasing severity by [Nature].''

L.6 “MONKSHOOD”. 1 SP, Aconite. ''The Nighsthade knows there are some fights he just can not win…fairly. This formula is used when only a particular poison will do. [Critical damage to Lycanthropes, Lobos and Wolves]. (This damage can not be recovered through Regeneration.''

Amygdalin
L.2 '''”NANDINA’S VINO”. '''1 SP, Snake Berries. The Nightshade need not slip in a poison when it is a party favor - he has prepared a foul red imitation to insult his host [Vomiting + Nature] Poison, KO to familiars and Death to pets.

L.3 ”DEADLY NIGHTSHADE”. 2 SP, Nightshade. ''The Nightshade has learned how to concoct his signature namesake poison. [Causes Paralysis until cured or KO] or for 1 day outside of combat.''

L.4 ”FORBIDDEN FRUIT”. 2 SP, Manchineel Sap. ''The Nightshade draws a milky sap from a deadly coastal tree. [Causes the skin to blister, 4 + Nature] Poison, then [SD] KO every 4 rounds. Vomiting is the only cure.''

Amanita
L.1 ”WIDOWMAKER”. 1 SP, Bittercap. ''The Nightshade has crafted a poison useful for solving all of his client’s problems. [Poison Status Effect, starting at 1 per round and increasing in D every round until KO or cured.]''

L.2 ”DONKEY BRAY”. 1 SP, Daotstool. ''The Nightshade is about his client’s political agenda. This poison permanently stresses the vocal cords, causing 1 permanent loss to CHARISMA, 1 [SD] permanent loss to Politics and 1 [SD] permanent loss to Expression. The target is stricken by intense shrieking every time the victim attempts to speak for [Nature] hours''.

L.7 ”OTROVZAHAR”. 3 SP, Faba Fish. ''The Nightshade has learned how to concoct his most deadly poison, perhaps for a game of chance? He has prepared a fish into 8 slices, 2 of which will kill. Perhaps he and his target will both eat. [Numbness 2 rounds, Paralysis 4 rounds, then Death, no KO.] (There is no antidote for this poison.)''

Obaté
L.1 ”GUBA”. 1 SP, Darting Gorf. The Nightshade has crafted a simple toxin to slow the pace of his enemies, causing [Immobilize].

L.1 ”SUMA”. 1 SP, Gloved Daot. The Nightshade has crafted a simple toxin to help give him the upperhand in combat, causing [Disable].

L.2 '''”RANITOMEYA”. '''1 SP, Splash-back Daot. During ''craft: [Nature] Poison damage to self during concoction. The Nightshade can not seem to help getting some of this blue toxin on himself during the crafting process, staining one of his possessions or skin for the day. Cause [INTELLIGENCE + Destruction] Water, then [NATURE] Poison, stains blue 24 hours.''

L.3 ”HARLEQUIN” TOXIN. 2 SP, Speckled Daot. The Nightshade has learned how to concoct a new toxin to foil his target’s plans, causing [SD 1-3:10] Immobilize, [SD 4-6:10] Disable, [SD 7-9:10] Addle or [SD 10:10] Stop.

L.4 ”KOKOE”. 2 SP, Singing Gorf. ''The Nightshade has developed a toxin to help even the odds in battle. [Cuts the target’s Health Points in half]''

L.5 ”MAJELE”. 2 SP, Phantom Gorf. ''A benevolent toxin for when the Nightshade does not wish to cause pain during one of his executions, causing [Death]. (This toxin is for use outside of battle.)''

L.6 ”MAIDEN’S TEARS”. 3 SP, Giant Daot, Bellflower. ''The Nightshade mumbles “SILENE VULGARIS” as he mixes this powerful Daot’s toxin which will react with the poison of the plant. [Causes the target to become infertile, incapable of having children or obtaining a new Triumvirate]''

L.7 ”CIPHE”. 3 SP, Golden Gorf. ''The Nightshade has discovered the recipe for crafting the fastest, most deadly toxin of all, causing [Instant Death]. (A Spirit can never be returned to this body.)''

Neurohaem
L.2 ”USHEVU”. 1 SP, Viper Fang. ''The Nightshade concots a simple yet effective blood coagulate. [4 + Nature] Poison. (Blood damage dealt to the target is doubled for the Scene)''

L.3 ”HILOLASON”. King Cobra Fang, 2 SP, King Cobra Fang. ''The Nightshade has mastered the craft of an alpha neurotoxin. [Round 1: Numbness, Round 2: Immobilize: Round 3: Paralysis, Round 4: KO]''

L.4 ”RACUN”. 3 SP, Basilisk Fang. The Nightshade has learned how to extract a highly toxic and complex venom. [Causes cells it contacts to rupture. The exposed tissue beneath hardens with a gray film.] (Only a Shaman’s CLEANSE Command can heal the petrification of the skin after exposure to this venom.)

L.5 ”PAIHANA”. Veles Fang, 3 SP, Veles Fang. ''The Nightshade had managed to come up with the ingredients for a powerful rhabdomyolysis venom. [Round 1: Headache, Round 2: Nausea, potential vomiting, Round 3: Exposed limbs skeletal structure dissolves]''

Effluvium
L.2 ”VESP’S STING”. 1 SP, Giant Vest Poison Sack. Requires an Elf for extraction. ''The Nightshade has extracted the poison gland from a Giant Vesp, the discharge from which can dull the finnesse of his targets. [Reduce target’s Dexterity by Nature]''

L.5 “DROW’S BLOOD”. 1 SP, Strider Husk. Requires a Drow for extraction. The Nightshade has learned how to craft the poison its victims fall prey to in The Underground, the inhalation of which causes permanent [Sleep] until disturbed by an outside source, during which the body continues to lose nourishment until Death.

Miasma
L.3 ”ARSENIC”. 1+ SP (per dose), Raw Obsidian. ''The Nightshade has extracted a poison that is difficult to notice. [Reduce target’s Constitution by Nature per dose]''

L.4 ”SMA’STRUP”. 3 SP, Burning Sands, 3 Days. ''The Nightshade has learned how to concoct a new poison, which when added to a water source may cause a mass epidemic. [Causes Burn; Internal burn if ingested.]''

L.7 ”VENENUM”. 3 SP, 1 MP, Raw Mythril. The Nightshade has concocted what may be the most corrosive substance in existence which [erases matter from existence].

Macabre
L.1 GHASTLY HOWLS. 1 MP. ''The Nightshade causes loud shrieks and baleful laments to emanate from a location of his choice which he can see for 1D4 rounds. He may pay another MP as a Quick Action to make the noise continue.''

L.2 NARCOLEPT. 1 MP. The Nightshade causes the target to fall [SD] Asleep.

L.3 SUFFOCATING DARKNESS. 4 MP, 9 MP if outdoors. ''The Nightshade causes a magical shroud to cover sources of light within a room, dealing [INTELLIGENCE + Illusion] Dark to all enemy Units and granting all Units 1 Defense. All enemies who miss their targets for the rest of the Scene are stricken with Fear for rounds equal to [Illusion]. (Stronger casting can even blot out the light of the moon.)''

L.4 FEARFUL DESCENT. 3 MP (1 Asleep Enemy Unit), 6 MP (2 Asleep Enemy Units), 9 MP (all Asleep Enemy Units). Requires NARCOLEPT. ''The Nightshade causes all Asleep Units to fall into a nightmare, granting them Fear when they awake for every round they remain Asleep. They take 1 Spirit Damage every round they remain asleep after the turn Fear starts counting. [Round 1: Fear counter starts, Round 2+: [Illusion + 1 Spirit] Dark. Unit awakes? Fear starts.]''

L.5 WAKING NIGHTMARE. Passive Requires FEARFUL DESCENT. ''All Units under the effects of FEARFUL DESCENT (or having natural nightmares) are struck with haunting visions and hallucinations when they wake, causing the Fear and damage (including Spirit damage) to continue to accrue. (The Nightshade can cancel the effects of this Command as a Quick Action.)''