| Garb: Black sash plus must
wear a mask or concealing face paint. Mask may be worn around
neck. |
| Armor: None initially |
| Shields: None initially |
| Weapons: Dagger, short, long,
throwing weapons |
| |
Dagger:
1 point damage.
Slashing or piercing weapon up to 18 inches long. At least
ten inches of its total length must be strike-legal. |
| |
Short:
1 point damage.
Slashing, piercing, or bludgeoning weapons more than 18 inches
up to 36 inches in total length. The pommel and handle of
the weapon can be no longer than 1/3 of the weapon’s
total length. At least 2/3 of its length must be strike legal.
|
| |
Long:
1 point damage.
Slashing, piercing, or bludgeoning weapons more than 36 inches
up to a maximum of 48 inches. The pommel and handle of the
weapon can be no longer than 1/3 of the weapon’s total
length. If used to slash or bludgeon, at least 2/3 of its
length must be strike legal. |
| |
Throwing Weapons:
1 point damage.
Throwing knives and axes, shuriken, etc. Must be at least
2.5 inches at all ends.
May not be used to parry, block, or melee. There is no limit
to the number that can be carried. Weapons not listed here
and that do not fall into these categories may not be thrown
(i.e. you may not throw your sword). Projectiles that are
not bearing enchantments or class abilities are indestructible.
Projectiles that are affected by enchantments or class abilities
(not to be confused with class Traits) may only be destroyed
by spells or magic balls. |
| Immunities: None |
| Lives: 4 |
| Abilities & Traits: Note:
Each time an assassin plays in a battlegame, he must choose
which abilities he is using for the entire battlegame. He
can switch them between each battlegame as he sees fit. |
| Levels |
| 1st |
| |
No additional abilities |
| 2nd |
| |
Innate Ability (choose one):
|
| |
|
| 3rd |
| |
Poison Weapon (ex) (1/game)
M: Denoted with black ribbon
E: May poison one weapon. People who are wounded by poisoned
weapons die if they are not cured in a 100 count. A person
may only poison one of his own weapons. This effect remains
on the weapon for the entire life.
|
| 4th |
| |
Steal Life (m) (1/game)
S: Death
M: Dead person
I: Touch target on their shoulder and recite “I take
your life”
R: Touch
E: Target loses one life from their total and the user gains
one life. This life is in addition to
the person already being dead. You cannot steal lives from
those already shattered.
N: This effect may be used on any dead person who has not
yet reached nirvana, even if they have moved from where
they died. May be used while moving.
|
| 5th |
| |
Innate Ability (choose one before
game starts):
a. Poison Weapon becomes (2/game)
b. Touch of Death becomes (1/life)
|
| 6th |
| |
Immunity: Flame
| Call Lightning |
Fireball |
Flameblade |
| Flamewall |
Immolation |
Heat Weapon |
| Lightning Bolt |
Pyrotechnics |
Sword of Flame |
|
| |
Innate Ability (choose one before game
starts): |
| |
a. Fear (m) (2/game)
As per the Awe/Fear spell
I: For repeat x3 “I make thee afraid.”
R: 20 ft.
E: Target may not attack or cast magic at the caster and
must remain at least 20 ft away from the caster at all times
for a 300 count.
L: If the caster attacks or casts another magic at the target,
this spell’s effect is negated.
N: Victims may still cast area-effect magic (like Doomsday)
that would affect the caster but do not specifically target
him.
|
| |
|
b. Reanimate (m) (1/game)
As per the Reanimate spell.
M: Enchantment cloth
I: Repeat x10 “Rise and fight again,” tie cloth
on player
E: Player temporarily comes back from the dead to loyally
serve the caster. This enchantment lasts for a 200 count
or until the player’s death count is finished. When
the time has elapsed the player is once again dead and may
return to life when his normal death count has expired,
or immediately at his base if his death count expiring ended
the Reanimate. Any player having Reanimate cast on them
is affected as per Sever Spirit.
L: Dispel will kill. Wounds (other than the one which killed)
and damage to armor remain, but may be Healed or Mended
as normal. Reanimated players may not use magic or per life/
game abilities though any that were already in effect (i.e.
a
warrior who had already Improved their shield would retain
his Improved Shield).
N: As Reanimate is an enchantment, person does not retain
enchantments carried before death unless they are able to
bear two enchantments (e.g., 6th level scouts and wizard
Stack). Even if this is the case, if they were bearing two
enchantments only one may be retained.
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