Assassin Sub-classes
Background - The Brotherhood of Sequator
Sequator is a guild of assassins in the city of Silian, a large city on the boarder of the Old Kingdom and Easter Territories, at the mouth of the Old Kingdom River. The guild has been influenced by many cultures - there has been a lot learned from the Western Empire about poisoning and combat, and survival from the Old Kingdom, where training Sequators often prowl. Most of their trade is supplied to Timero ("Going up river") in exchange for coin, and Lopan, in exchange for magic.
Sequator is currently expanding its guild, and is sending cells to prominent cities. Once the resident guild has been contacted, membership of the guild and training is offered for obedience to the Comtur. Refusing this offer results in a guild war.
The following are suggestions for the assassin sub-classes found within the guild.
The common members of the order. Skilled at close range fighting.
Requirements:
Assassin OCC.
Skills:
Hand to Hand may be swapped to Mortel for 2 other skills.
Transcep Awareness may be learned for 2 other skills.
Notes:
Sequators may change to a sub-class at 1st, 2nd or 3rd level without penalty. Requires 6 months training. After 3rd level, the Sequator will loose half his experience as he must forget what he has learned to be reeducated.
‘Straight’ Assassins are now limited to the hand to hand form listed in the 2nd edition book. When using forms from the book (Martial Arts or Assassin) or anything designed for the normal Palladium system (Including Martial arts from N&SS or the Mortel HtH) do not add 1st level bonuses for Basic, expert or master training, or 2nd level assassin training.
They are well trained, talented members of the order and they do the killing. Usually they work alone.
Requirements:
Assassin OCC.
ME 14
Skills:
Swap HtH: Assassin to HtH: Mortel
Gain Brew Drug & Poison (+15) and Transcep Awareness
Loose bonus attacks and 2 other skills.
Hand to Hand: Mortel
Level |
Bonuses |
1 |
1 Attack. Backstab (x2), +2 Damage |
2 |
Deathblow 18+ |
3 |
+1 Attack, +1 Parry & Dodge |
4 |
Deathblow 17+, +1 Damage |
5 |
Backstab (x3), +1 Strike, +2 Roll with fall & Pull punch |
6 |
+1 Attack, +1 Parry & Dodge |
7 |
Deathblow 16+, +1 Damage |
8 |
Unarmed Attack |
9 |
Backstab (x4), Death Strike, +1 Parry & Dodge |
10 |
+1 Attack, +1 Damage |
11 |
Deathblow 15+, +1 Strike |
12 |
Crit 19+, +1 Parry & Dodge |
13 |
+1 Attack, +1 Damage |
14 |
Backstab (x5), +2 Roll with fall & Pull punch |
15 |
Deathblow 13+, +1 Parry & Dodge |
Backstab - Critical strike from surprise. Apply strength modifiers to damage after the multiplication - It's where, how you hit and with what that count. Reduce the level of the multiplication by 1 if the weapon is unsuitable. (e,g, A great sword or morning star).
Deathblow - All of an assassins strikes can be made as deathblows (Damage direct to HP, ignoring SDC). This does not require the assassin 2 attacks.
Death strike - Takes all of the assassins attacks for a round, and if used in melee will loose the assassin initiative. If the strike hits and is a deathblow, the victim is killed instantaneously. The victim must be of a race the assassin recognises and has studied the vital points of. i.e. will not normally work on dragons). If the strike is not a successful death blow but still hits, the attack is considered to be a critical strike.
Notes:
Mortels are not trained to operate in heavy armors - double penalties for those heavier than Studded Leather. Can not wear Full Plate armours
New Skill -Brew Drug & Poison (Science) (Restricted) 25% + 5% per level
Skill at brewing Poisons and drugs (Palladium 2nd edition page 246 onwards). Takes 1 hour per gp cost to brew. Requires one hour of maintenance per day. A lab for a poison has a cost equal to the poison’s cost. Materials for the poison will cost 1/3 the poison price, or collect them yourself with appropriate skills. Failing a skill roll up to 15% gives a weak brew (Half strength, -2 to save). Failure over 15% destroys the components. A roll of 99-00 destroys the lab.
Add 5% to skill if Holistic Medicine is known.
This is a restricted skill - It can not be chosen as a starting skill by most OCCs, and must be leared.
New Skill - Transcep Awareness (Special) (Restricted)
This special training conditions the user to be able to communicate with a Transcep. The Transcep must still form the connection. This skill does not allow the opening of a telepathic channel, just it’s maintenance.
Messor are assassins that have developed acute senses and a defensive fighting style to help them in their role as guardians, whether of a strategic position, portal or person.
Requirements:
Assassin OCC.
IQ 14
Aberrant Alignment - The Messor is required to place his ward’s safety above his own, requiring a special dedication.
Skills:
Sense Ambush & Assassin (+15)
Detect Concealment (additional +5%)
Locate Secret (additional +5%)
Loose bonus attacks
Hand to Hand may be swapped to Mortel for 2 other skills.
Transcep Awareness may be learned for 1 other skills.
Notes:
+1 to Parry every 3 levels (rounded up) if electing to only parry that round. This is in addition to the normal parry bonus gained for this action (+1 per action spent just defending).
+3 to Perception checks.
Messor are generally mistrusted by other criminal elements. All reaction rolls are at -2 with these types not in the guild, and will often be the first target of them.
An assassin, within the order who specialized in missile weapons and long range attacks, sacrificing heavy arms for the longbow.
Requirements:
Assassin OCC.
PP 14
Skills:
WP: Longbow
WP: Targeting
Loose bonus attacks
Hand to Hand may be swapped to Mortel for 2 other skills.
Transcep Awareness may be learned for 1 other skills.
Notes:
Gains full rate of fire with longbow, equal to a Longbowman.
Training is at expense of other skills - can not wear Full Plate armours, or use 2 handed weapons.
A scout like assassin that also work well as spies. Specialised in surprise attacks and intelligence gathering.
Requirements:
Assassin OCC.
IQ 14
Skills:
Disguise (additional +10%)
Intelligence (additional +5%)
Transcep Awareness
Loose bonus attacks
Hand to Hand may be swapped to Mortel for 2 other skills.
Brew Drug & Poison (+5) for 1 other skill.
Notes:
Oculis are not trained to operate in heavy armors - double penalties for those heavier than Studded Leather. Can not wear Full Plate armours
The controller of an attack is the Transceps. He's a telepath who makes a mental connection between the Mortels and Oculis from a distant place.
Requirements:
Assassin OCC.
ME 14
Minor psionics
Skills:
Loose bonus attacks
Notes:
The Transceps undergo training to focus their psionic ability. This burns out any other psionic powers they have (except for one), raises his psionic ability to master level and teaches Transcep Telepathy.
ISP 4D6 + 1D6+1 per level.
Transcep Telepathy
Restricted Sensitive Power
Duration: 2 minutes per level. Can be extended by paying extra ISP.
Range: 50 miles per level
ISP cost: 4 per target
Transcep Telepathy allows telepathic communication between the Transcep and those trained to communicate with Transceps (Transcep Awareness skill).
The Comtur are the ‘command staff’ of the guild. Comtur training will be given to those of proven ability and dedication. (Minimum of 5th level). Comtur training requires 1 other skill, and will bestow the title of "Comtur".
Assassins under the leadership of a Comtur gain the following bonuses:
In a fight, the coordination they provide gives all friendly assassins
Thanks to Zoltan (kutasi@freemail.c3.hu) for original inspiration and the Palladium-FRP list (palladium-frp@cis.altnews.com.au) for their arguments and support.