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The shadows that seem to move at night, the unexpected illness or injury you don't remember getting, the person with knowledge of things that most wouldn't normally be privy to... a deadly silent killer; this is an Assassin. They typically keep to themselves, or create a fake existence to 'blend in' to their surroundings so that no one can suspect them of their secret lifestyle. One thing is for sure... EVERY assassin is dangerous, and you should rarely if ever trust their word. Most are simply looking for a quick payout, and then move on, caring little to nothing about the consequences of what they have just done.

Why be an assassin?

Playing an assassin characters comes with a lot of risk. If you enjoy danger and causing death then this might be the right type character for you. Assassins are hired to obtain information, cause fear/threats, and take lives. They are experts at stealth and the use of poisons, catching people off guard or from behind in their attacks. There is little honor amongst assassins, and they often follow their own strict codes. If an assassin is caught however, they can end up in Vezeni (jail) or be put to death, so play this class at your own risk!

How do they fair in battle?

How they fair in battle depends on how much they enjoy facing their opponent fairly. They have a lot of dirty tricks up their sleeves and prefer to have poison on their weapons. They can dish out a lot of damage in certain situations, but if they have focused all their strength into stealth type attacks, then there is a chance they can actually be fairly weak in open combat. It comes down to the individual.

How do they fair in quests?

As long as they aren't choosing to stab you in the back on a quest, they can come in handy: for a price. Most wont do any kind of work for free or just to be helpful. In fact, many times when facing battle on a quest an assassin will simply slip into the shadows and mind their own business. If they do help though, their skill set can come in handy for gaining information, setting traps, or aiding to take down a tough enemy.

What race and alignment are most typical for this class?

Most assassins are actually a 'Void' alignment. They care little for anything other than their own gain, and never focus on what is good or bad. They simple act, and don't worry about the repercussions because they don't have to deal with them. Some assassins may be other alignments if they got into the profession for a specific reason (revenge, joy of the kill, etc) but most are 'Void' or 'Neutral' since a job is harder to do when emotions are involved.

Assassins actually don't have a wide race specific base. Every race tends to find their own kind has an assassin or two around. Since the job of an assassin is usually by hire and not for an over-all purpose or passion, any race can usually fall into it. The races least likely to do it are the Fae (due to their size), and the Angels (even the Fallen) because they tend to be more docile.

Requirements

Minimum of: 10 Agility & 6 Influence

Armor Limit: Cloth during assassinations; max of Leather otherwise.

Weapon Limit: One Handed or Ranged during assassinations; no limit for other situations.

Race Limit: None
Weapons to Unlock: Dagger, Darts, Crossbow
(Instead of unlocking a weapon through 10 duels, you can unlock the above by using a CP; allowing for faster and easier access to a weapon if you do not wish to duel.)

Automatically Known Skills

(Invest CP to make them stronger)

Stealth: 15%

Type/Cost: Mastery; 15% per 1 CP invested. Maxed at 75% unless M/C, which lets the mastery increase to 90%.

Roll: d100; must roll lower than listed percentage.

Requirements: Minimum stats of 10 AGL and 6 INF

Description: Your character goes undetected or noticed until they do an action. They cannot be individually targeted/attacked while Stealthed, but group damage will still apply and if damage is taken the Stealth wears off. Cannot do any attacks/actions while Stealthed or it will wear off.

Assassination

(Requires using 'Sneak Attack'. Also requires use of 'Stealth' skill to perform assassination.)


Investment in 'Assassination' increases the damage done when performing one. 'Assassination' can be upgraded 5 times, in order:

No Upgrade: Attack does regular weapon damage.
Upgrade 1 (Costs 5 CP): Does x2 weapon's damage.
Upgrade 2 (Costs 5 CP): Does x3 weapon's damage.
Upgrade 3 (Costs 5 CP): Does x4 weapon's damage.
Upgrade 4 (Costs 5 CP): Does x5 weapon's damage.

Upgrade 5 (Costs 1 CP, M/C Only, must have had at least one successful assassination kill to unlock this.):
Does x6 weapon's damage, and adds +5% to Stealth.

A critical (max) roll on the Sneak Attack will bump whatever your multiplier is by 1. If your assassin does x2 damage and gets a max roll, they will instead do x3 damage. This will apply to the x6 also, which will become x7.

Continue down to see the conditions and procedure for performing an Assassination:

Attacking a PC


(Chat Room or Quest)

Location must be accessible:
Public lands/buildings in Tandora.
Outdoors in a location known by the Assassin on their sheet.
Or in a private dwelling that the assassin has been allowed into before by the owner and can be proved in a post or on their sheet which implies they know exits/entrances to the dwelling.

To get a successful assassination, the following skills must be known and successfully rolled at an attack. For each successful assassination one hit 'kill' (not attack), the assassin will gain 1 permanent INF point, maxed at 10.

Required skills: Stealth, Sneak Attack

How to Assassinate:
Step 1, Setting Up: Enter the chat room and privately message an active GM requesting to perform an assassination. If they approve, inform them who your target is and who your character is if you are using an alias.

Step 2, Getting in Position: Role play out entering the area where the assassination will take place. Your character MUST be able to see your target, whether attacking ranged or melee. The GM will pull up your sheet and begin making 'blind rolls' (unidentifiable rolls for players, such as pregnancy, random occurrences, and more, so don't always assume a blind roll is an assassination attempt) for the assassin to keep their identity hidden and help reduce OOC knowledge being used or alerting players to what is going on. Stealth is rolled first by the GM.

Step 3, Stealth (if successful): No one present noticed anything strange before the attack and cannot identify the culprit after the attack.

Step 3, Stealth (if unsuccessful): If the Stealth roll fails, the assassin is "identifiable" (disguise negates this) by anyone present after an attack. The assassin at this point may choose to continue the attack or not. If they do, it proceeds to the Sneak Attack.

Step 4, Sneak Attack (if successful): Roll 'Sneak Attack' (skill below); A successful 'Sneak Attack' means that the assassin succeeded in hitting their target with the single attack and got away before anyone could react to it.

Damage will be rolled by the GM and then they will announce in the room that a successful assassination hit has been made to VICTIMS_NICK and inform them of how much damage they took or if they were killed. If killed, the character is dead and will need to be revived according to the 'Resurrection & Death' rules. The character must exit the room and make a post requesting a resurrection and not be allowed to be played in the chat room until revived. If Stealth was failed, the GM will also announce that the attack was done by ASSASSINS_NICK and if no alias/disguise was used, the assassin is known to all who were present.

Step 4, Sneak Attack (if unsuccessful):

If the Sneak Attack fails, the victim has the option to:
A. Counter Attack (leading into a Death Match if the victim desires to)
B. Uncover the assassin (if disguised) by making an AGL roll (if failed the assassin gets away).
C. Escape (allowed to leave the immediate area IC or room OOC without penalty)
D. Attempt to Capture the Assassin (requires an AGL roll to catch them, then a VIG roll to hold them at which point the NPC guard will take them away to Vezeni prison.)

NOTE: If the victim happens to leave the room before the Sneak Attack is made, the assassin attempt fails but will not count against the limited attempts. If the victim leaves after the Sneak Attack is made (and successful) but before the GM makes the announcement, the GM will post in the forum about it instead and inform the player if they reenter the room while dead. Essentially, once the attack has been completed, whether the victim saw it or not, it counts and will be followed through.

Attacking an NPC


(Quest Only)

To get a successful assassination, the following skills must be known and successfully rolled at an attack.

Required skills: Stealth, Sneak Attack

How to Assassinate:
Step 1, Setting Up: Privately message the GM who is running the quest, requesting to perform an assassination. If they approve (some may refuse due to time restraints or other reasons), inform them who your target is and who your character is if you are using an alias.

Step 2, Getting in Position: Your character MUST be able to see your target, whether attacking ranged or melee. The GM will request a 'HOLD' on the room (meaning no one types anything) and make the appropriate rolls similar to the PC version of an assassination. The 'HOLD' will remain until the assassination is complete, success or not. The GM has the choice to allow the NPC to be revived or not if they were killed. Like the PC version, if Stealth succeeded, the other characters saw nothing, if failed, the characters witnessed the attack. If witnessed, the assassin can choose to leave the quest early to avoid attacks or capture, but will only gain partial experience.

Unlock-able Skills

(Use CP to unlock these additional skills)

Sneak Attack


Type/Cost: Mastery; 15% per 1 CP invested. Maxed at 75% unless M/C, which lets the mastery increase to 90%.

Roll: d100; must roll lower than listed percentage.

Requirements: None

Description: Attack an unsuspecting victim dishonorably and viciously from behind or while stealthed.

Weapon Specialization


Type/Cost: Automatic; 5 CP

Roll: None

Requirements: Must already know the weapon.

Description:
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