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Chapter 7: Occupation<br />

The counterpart of a Memorable Murder,<br />

however, is a Memorable Mistake. The likelihood<br />

of making a Memorable Mistake while an assassin<br />

employs their specialized murderous technique decreases<br />

as the assassin increases in occupational level;<br />

the higher the level of the assassin, the lower the<br />

likelihood of a Memorable Mistake. A Memorable<br />

Mistake is distinctly different from a Fumble (see<br />

Chap. 10: Combat). A Memorable Mistake may not<br />

have the physical consequences of a Fumble, though<br />

at higher levels they both only occur together. A<br />

Memorable Mistake is literally a mistake made when<br />

attempting to employ the specialized murderous<br />

technique. This mistake may not have combat consequences,<br />

but it certainly affects the assassin, since<br />

the assassin specializes in the chosen technique and<br />

therefore invests so much in it. For every attack roll<br />

made after the player declares that their assassin will<br />

attempt their murderous technique, results that constitute<br />

a Memorable Mistake are listed below:<br />

Level<br />

Memorable<br />

Mistake<br />

of Assassin Unmodified Attack Roll<br />

2-5<br />

9<br />

6-8<br />

6<br />

9 4<br />

> 9<br />

3<br />

Needed<br />

For every Memorable Mistake that occurs,<br />

the assassin must pass a Common Sense check at<br />

TH 10 or acquire a Random Mental Illness (see Chap.<br />

5: Mind).<br />

Upon attaining 3 rd level as an assassin, and<br />

assuming all assassinations have happened within the<br />

same town, the average character bumped into on<br />

the street will have heard (20% of the time) of the<br />

style of murder becoming problematic. This chance<br />

increases by 5% per level gained beyond 3 rd , though<br />

no higher than 90% may be obtained.<br />

Ability Requirements: Physical Fitness 105,<br />

Hand-Eye Coordination 110, Agility 110, Reaction<br />

Speed 105, Intelligence 85, Drive 105, and Intuition<br />

105.<br />

Gender: Female assassins are rare, though<br />

female courtesans have been known to work as assassins.<br />

Race: The most common are human; ogres<br />

are too stupid to plan an assassination.<br />

Disposition: Assassins tend to be ethical<br />

and are most often immoral.<br />

Temperament: Assassins tend to be melancholic.<br />

Sociality: Serf or noble. Noble assassins<br />

are paid more for their services than serf assassins.<br />

Religion: Any immoral god, though some<br />

assassins are irreligious.<br />

Skills: Aim + 3, Disguise + 3, Haggling + 3,<br />

Hide + 3, Silence + 3, Toxicology + 5, and 1 Weapon<br />

(Specific).<br />

Equipment: Assassins always restrict themselves<br />

to light armor, such as leather. Favored weapons<br />

of assassins tend to be the garrote, dagger, stiletto,<br />

and any bow.<br />

Magic Points: Inapplicable.<br />

Advancement Points: Assassins gain AP by<br />

successfully killing a character whom they have been<br />

hired to kill. Points gained equal the target’s LP multiplied<br />

by the equivalent of the agreed-upon wages<br />

in s.p. An assassin must train to advance a level.<br />

Training: 3 weeks. To train, an assassin must<br />

learn better killing techniques and better methods<br />

to get close to a victim unnoticed. An assassin must<br />

train with an assassin higher in occupational level.<br />

Guild: None.<br />

UTINAM.CONUIRATI.TE.IN.FORO.INTERFICIANT<br />

May conspirators assasinate you in the hall.<br />

210

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