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AssassinHope & Fear

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.

Hit Points

5

Evasion

12

Hope Feature

Grim Resolve

Spend 3 Hope to clear 2 Stress.

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.

Subclasses

Executioners Guild

Assassin
Executioners Guild
Foundation
Spellcast: Agility
First Strike:

The first time in a scene you succeed on an attack roll, double the damage of the attack.

Ambush:

Your “Marked for Death” feature uses d6s instead of d4s.

Hope & Fear
Assassin
Executioners Guild
Specialization
Death Strike:

When you deal Severe damage to a creature, you can mark a Stress to make them mark an additional Hit Point.

Scorpion’s Poise:

You gain a +2 bonus to your Evasion against any attacks made by the creature Marked for Death.

Hope & Fear
Assassin
Executioners Guild
Mastery
True Strike:

Once per long rest, when you fail an attack roll, you can spend a Hope to make it a success instead.

Backstab:

Your “Marked for Death” feature uses d8s instead of d6s.

Hope & Fear

Poisoners Guild

Assassin
Poisoners Guild
Foundation
Spellcast: Knowledge
Toxic Concoctions:

Mark a Stress to add 1d4+1 tokens to this card. On your next long rest, clear this card. You know these poisons:

  • Gorgon Root: The target gains a permanent -1 penalty to their Difficulty. This can only affect them once.
  • Grave Spore: The target must also mark a Stress.
  • Leech Weed: Gain a +1d6 damage bonus on this attack.
Envenomate:

When you make a successful weapon attack, you can spend a token from this card to afflict the target with a known poison’s effect.

Hope & Fear
Assassin
Poisoners Guild
Specialization
Poison Compendium:

You also know these poisons:

  • Midnight’s Veil: The target gains a permanent -2 penalty to attack rolls. This can only affect them once.
  • Ghost Petal: Permanently decrease the damage dice of the target’s standard attack by one step (d10 to d8, d8 to d6, etc.). This can only affect them once.
Adder’s Blessing:

You are immune to poisons and other toxins.

Hope & Fear
Assassin
Poisoners Guild
Mastery
Venomancer:

You also know these poisons:

  • Blight Seed: The target gains a permanent -3 penalty to their damage thresholds. This can only affect them once.
  • Fear Leaf: The damage from this attack gains a bonus equal to the result of your Fear Die.
Twin Fang:

When you afflict a target with a known poison’s effect, you can spend an additional token to inflict the effect of a second known poison.

Hope & Fear

Class Items

Recieve one of following items at character creation.

  • A list of names with several marked off
  • A mortar and pestle inscribed with a mysterious insignia

Background Questions

Answer any of the following background questions. You can also create your own questions.

  • What organization trained you in the art of killing, and how did you gain membership into it?
  • Throughout your entire career, one target has eluded you. Who are they, and how have they managed to slip through your fingers?
  • You always do what you must to take down your target, but there's one line that you will never cross. What is it?

Connection Questions

Ask your fellow players one of the following questions for their characters to answer, or create your own questions.

  • What about me frightens you?
  • You once asked me to do something that keeps you up at night. What was it?
  • What secret about myself did I tell you, and how did it change your view of me?

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