Assassin
Humanoid · Crown of Deception
T2d6MinorAssassinCriminalHumanoid
A deadly killer who strikes from the shadows. Assassins are hired for precision eliminations and employ poison, stealth, and patience.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 11 · ATK +4 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 12 | - | - |
| Mind | 14 | - | - |
| Sense | 16 | - | - |
| Heart | 8 | - | - |
| Cunning | 16 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Sneak Attack
The assassin's attacks deal 1 additional Vigor damage when the target is surprised or flanked.
Poisoned Blade
A creature the assassin damages makes a Body save (DC 13) or is poisoned for 1 round.
Maneuvers
Vanish
The assassin slips into shadow and is hidden until it attacks or is found.
Tactics
GM tactics
Strikes from stealth, focusing a single high-value target. Disappears if discovered.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.