An obscure Blackmoor-related article from White Dwarf magazine issue no. 3, Oct/Nov 1977, page 20.
The Assassin by John Rothwell The Assassin class (introduced in Blackmoor) is suitable for a large campaign but it requires amplification for use as a player character in smaller adventures. These notes are designed to add the necessary information. The prime requisites of the Assassin are strength, intelligence and dexterity, all of which must be 12 or more. Level Experience Points Dice for Accumulated Hits Fighting Capability Apprentice 0 1 2 Killer 1500 2 2+2 Murderer 3000 3 3 Slayer 6000 4 4 Cutthroat 12000 5 4+1 Dacoit 24000 6 5 Thug 48000 7 6 Executioner 100000 8 7 Assassin 175000 9 8 Senior Assassin 275000 10 9 Expert Assassin 400000 10+1 10 Chief Assassin 550000 10+2 10+1 Prime Assassin 750000 10+3 10+2 Guildmaster 1000000 10+4 10+3 The Assassin is always neutral, human and male. He may only wear Leather armour (AC7). He may not knowingly use magical weaponry. Assassins have the ability to climb walls (treat as Hobbit thief), move silently and hide in shadows treat as Hobbit thief plus 10%). Any attack he makes from the rear will increase his hit probability by 20% and he will do double damage. On a first melee round attack a throw of 19 or 20 (2nd level) indicates that he has slit the victims throat. At the 5th level this chance rises to 18, 19 or 20. As in Blackmoor, Assassins may use disguise (including armour) at the refereeās discretion. However, if armour is used, it must be removed at the earliest opportunity. He may also carry a disguise kit (cost 75 GPs encumberence 50). Assassins are expensive to hire (2,000 GPs per mission) but remain loyal to their patron. If betrayed by him, the Assassin will attempt to slay him as quickly and painfully as possible. Once he has accepted a mission, the Assassin will always attempt to carry it out, within any stipulated time, by the safest means available.
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