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Assassin

Assassin Level Progression Assassin Skills Chance of Success
level XP Title HD THAC0 D W P B S AS CS HN HS MS
1 0 Bravo 1d4 19[0] 13 14 13 16 15 0 87% 2in6 10% 20%
2 1,500 Rutterkin +1d4 19[0] 13 14 13 16 15 0 88% 2in6 15% 25%
3 3,000 Waghalter +1d4 19[0] 13 14 13 16 15 0 89% 3in6 20% 30%
4 6,000 Murderer +1d4 19[0] 13 14 13 16 15 -1 90% 3in6 25% 35%
5 12,000 Thug +1d4 17[+2] 12 13 11 14 13 -1 91% 3in6 30% 40%
6 25,000 Killer +1d4 17[+2] 12 13 11 14 13 -2 92% 3in6 33% 43%
7 50,000 Cutthroat +1d4 17[+2] 12 13 11 14 13 -2 93% 4in6 36% 46%
8 100,000 Executioner +1d4 17[+2] 12 13 11 14 13 -3 94% 4in6 40% 50%
9 200,000 Assassin +1d4 14[+5] 10 11 9 12 10 -3 95% 4in6 43% 53%
10 300,000 Master Assassin +2 14[+5] 10 11 9 12 10 -4 96% 4in6 46% 56%
11 425,000 Master Assassin, 11th +2 14[+5] 10 11 9 12 10 -4 97% 5in6 50% 60%
12 575,000 Master Assassin, 12th +2 14[+5] 10 11 9 12 10 -5 98% 5in6 53% 63%
13 750,000 Master Assassin, 13th +2 12[+7] 8 9 7 10 8 -5 99% 5in6 56% 66%
14 900,000 Master Assassin, 14th +2 12[+7] 8 9 7 10 8 -6 99% 5in6 60% 70%

Assassins are adventurers who specialise in the arts of infiltration and killing by stealth. They sometimes form guilds whereby their illicit services may be hired.

Alignment: Assassins may not be lawful.

Adjust ability scores: In step 3 of character creation, assassins may not lower STR.

Assassin Skills

Assassins can use the following skills with the chance of success shown opposite:

Combat

Assassins cannot wear armour bulkier than leather but may use shields. They can use all types of weapons.

Disguise

Characters of any class may don disguises, but assassins are masters of the art— able to create disguises that pass even close scrutiny.

Hirelings

Assassins of 1st–3rd level may not employ retainers, mercenaries, or specialists. From 4th level, an assassin may hire other assassins of lower level. From 8th level, an assassin may hire thieves, and from 12th level any type of character.

Poison

Victims of a poisoning by an assassin suffer a –2 penalty to the saving throw.

After Reaching 12th Level

An assassin may attempt to take over an existing guild of assassins or thieves by killing the old guild-master. This may be achieved by any means (e.g. poisoning, assassination, duel). If successful, the character can maintain a guild of 7d4 members. 75% of the existing members will leave, but new members (typically 1st level assassins) will arrive over time.

Rolling Skill Checks

All skills except assassination and hear noise are rolled on d%, with a result of less than or equal to the listed percentage indicating success.

Hear noise is rolled on 1d6. If the roll is within the listed range of numbers, the skill succeeds.

Player Knowledge

The referee should roll for HN, HS, and MS on the player’s behalf, as the assassin does not immediately know if the attempt was successful. If an HS or MS roll fails, the referee knows that the assassin has been noticed and should determine enemies’ actions appropriately.