Class
Assassins are masters in the art of slipping past their opponents' defenses to inflict terrible pain and deadly strikes. When an assassin marks someone for death, they pursue their prey with unwavering intent.
Core Stats
Evasion 12
Hit Points 5
Subclasses
Executioners Guild / Poisoners Guild
Loadout
Primary: -
Secondary: -
Armor: -
Starting Flavor
Items: A list of names with several marked off or a mortar and pestle inscribed with a mysterious insignia
Traits: -
Hope Feature
Grim Resolve
Spend 3 Hope to clear 2 Stress.
Class Features
Marked for Death
On a successful weapon attack, you can mark a Stress to make the target Marked for Death. Attacks you make against a target that's Marked for Death gain a bonus to damage equal to +1d4 per tier. You can only have one adversary Marked for Death at a time, and can't transfer or remove the condition except by defeating the target. The GM can spend a number of Fear equal to your Proficiency to remove the Marked for Death condition. Otherwise, it ends automatically when you take a rest.
Get In & Get Out
Spend a Hope to ask the GM for either a quick or inconspicuous way into or out of a building or structure you can see. The next roll you make that capitalizes on this information has advantage.
Background Questions
No background prompts listed.
Connection Questions
No connection prompts listed.
