Assassin

Updated:  2010-09-21

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House Rules

Associated Games/Campaigns

Advanced Dungeons and Dragons
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House Rules

Character Generation

 

Description
[Advanced Dungeons and Dragons]  Assassins serve as thieves, hired killers, and spies.

Entry
[Advanced Dungeons and Dragons] Strength 7+; Intelligence 6+; Agility 7+.

First Term
Acrobat 2
Archaic Weapons [Industrial + substitute Gun Combat] 1

Crime 1
Melee 1
Perception 1
Physical Science 1

Vice 1

Subsequent Terms
Acrobat
Animal Handling
[Industrial + substitute Vehicle]
Archaic Weapons
[Industrial + substitute Gun Combat]
Charm
Crime
Early Firearms
Fine Arts
Melee

Perception
Physical Science
Vice

All Terms

Special Assignment/Adventure: (2D6) 7+ for the following (DM+1 per subsequent term):  Artisan, Economics, Explore, Interaction.

Promotion: 6+, DM +1 if Intelligence 7+

Contacts: One per term, criminal, or empathic. On a roll of 1D10 for 6+ the contact is foreign.

Other Effects: None.

Special
[Advanced Dungeons and Dragons]  None.

Ranks
R1 Bravo (Apprentice)
R2 Rutterkin
R3 Waghalster
R4 Murderer
R5 Thug
R6 Killer
R7 Cutthroat
R8 Executioner
R9 Assassin
R10 Expert Assassin
R11 Senior Assassin
R12 Chief Assassin
R13 Prime Assassin
R14 Guildmaster Assassin
R15 Grandfather of Assassins