Date: Tue, 7 Oct 1997 20:49:25 +0200 From: Bob Francis Subject: Warhammer Quest Assassin 1/2 To: Multiple recipients of list WHQUEST OK heres my Assassin character - but he's not finished yet! I need a few more ideas for skills but also some thing special and unique to him. I thought that maybe he could spend a week per settlement in the underworld and roll a different set of D66 results - heck I may even do a complete n= ew town system for the underworld I look forward to your comments and help The Warhammer Old World is a dangerous and mysterious place and its politics are no different. Rival states constantly keep watch on each other and the mighty realms such as Brettonia, Kislev, Tilea and the Empi= re have the constant threat of Annihalation hanging over their heads. Usual= ly they deal with marauding orc Warbands or Chaos Covens as directly as possible through open warfare. But at times a subtler approach is called for - the Assassin. Most of the major cities in the Old World have a sma= ll collection of Assassins in the Guild. The Guild is usually a large town house in a select part of town and state messengers can be seen visiting = a lot. The Assassins are based on the Cathayan Assassins who also influenced the Skavin Clan Eshin. Masked and robed in black they are dextrous and subtl= e, trained in the art of combat and trickery, able to mix with the finest company at court and kill hideous deviants in a sewer. Most assassins are products of the criminal element of cities so they are perceptive and quick individuals. Many more come from unnoticed families such as tradesman, workmen etc. All are handpicked for their cunning and intelligence An assassin once trained will undergo many missions, usually as ordereed = by the Grand Master and Council of his Guild House. Although their name suggests the main nature of their work, they are also picked for a variet= y of other missions; spying, rescue, capture, couriering and even infiltrat= ion. Assassins have a great sense of style and work ethic and can be as arroga= nt or as superior as an Imperial Noble when it comes to assesing another assassin or indeed any person in the same line of work. Although an Assassin will never fail to lend a hand to another assassin, ven if he is from a different cities Guild House, they still will look down on any assassin who doesn=92t have the latest equipment, technique or even fashi= on downpat. They are as bad as courtiers sometimes! An Assassin is a useful addition to a party of warriors as he brings a variety of combat and social skills to the group. However many will rega= rd his antics as excessively dangerous and his feats of daring-do (or daring-don=92t as the case maybe) will occaisonly annoy his comrades STARTING AS AN ASSASSIN Any player may start the game as an Assassin rather than one of the warriors in the Warhammer Quest box. All the rules for creating a new character apply unless otherwise stated in this article. Wounds 1D6+7 Move 4 Weapon Skill 4 Ballistic Skill 4+ Strength 3 Toughness 3 (4) Initiative 5 Attacks 1 Pinning Roll 3+ Willpower 3 WOUNDS The Assassin begins with 1D6+7 Wounds. If you roll any 1=92s, when rolli= ng Wounds, you can reroll, but if the dice comes up with a 1 a second time, you must keep it. WEAPONS The Assassin prefers small concealable blades to carry out his work and h= as found them excellent for close combat. He is never without a plethora of blades about him. The Assassin starts the game with a sword (which does 1D6 plus his streng= th of 3 when he wields it), 1 knife (strength 1 but may be concealed in his boot), and four daggers (Strength 1, either hand-to-hand or missile weapo= n, may be retrieved when all monsters in the room are dead). EQUIPMENT The Assassin starts the game with an Assassin=92s Shadow Cloak, specially woven to deflect and warp light. If the Assassin is at least two squares away from the warrior of the lantern all missile attacks are at -1 to hit. ARMOUR The Assassin wears light padded armour that confers a +1T bonus. He will not exchange it for anything else ASSASSINATE SKILL The assassin has spent years training to look for weak points in a creatures defense to land a killing blow. Look on the following table. I= f the to hit roll matches the number by the Assassin=92s level then ignore Toughness and Armour when working out damage Novice 6+ Adept 5+ Master 5+ Lord 4+ ADVANCED RULES ASSASSINS AND TREASURE The Assassin may use the following weapons, swords, knifes, daggers, throwing stars, knuckle dusters, crossbows and any that may be bought at the Assassins Guild They may use NO double handed weapons (not including crossbow) Other than that he may use any that is normally allowed to warriors (eg a BDEW in the code) VISITING SETTLEMENTS When visiting Settlements, an Assassin may visit all the standard locatio= ns such as the various traders and the following special locations: The Alchemist, Gambling House, Temple, Training Pit and Alehouse (no modifier). In addition, there is a new special location - the Assassin=92s Guild. All the usual rules apply to see if these special locations may be found. SETTLEMENT EVENTS Any event that causes the Assassin to be arrested or press-ganged then double the amount of base money to get him out (eg the non-variable amount). The Assassin gets +1 to his dice roll in events where he has to run away, and -1 when he is under suspicion. ASSASSIN=92S GUILD The Assassins maintain a base of operations in every city. At first glanc= e this will look just like a wealthy merchants townhouse among the large boulevards of the central city. Inside howevr it is a different matter. The house is always far larger than you can see from the outside and it i= s filled with corridors, courtyards, rooms and halls. Assassins roam the place as do the normal mix of servants, ordinary guards, instructors and messengers. In contrast to popular opinion the Guild is always well lit and airy, fine art decorates the walls and there is almost nothing sinist= er about it. Every Guild has in residence a Grand Master. This is a revered assassin who has gained his monarch=92s trust and been put in this position as old= age set in. He is usually possessed of a keen intellect and structured mind and has much wisdom and experience to impart to a young assassin FINDING A GUILD The Assassin=92s Guild is a Special Location and may only be found in a c= ity on a roll of seven or more on 3D6 The Guild is where an Assassin may be informed on the latest news, receiv= e new missions, receive aid for him and his party and train to go up battle levels. As he does this his profile changes as usual. He also gains dice rolls on the skills table RUMOUR NETWORK Whilst in the Guild, the Assassin may pay a visit to the Grand Master and his council to pick up any information to help him and his friends. Because of the Assassin=92s having eyes and ears everywhere and a close working relationship with the government they can pick up many useful tidbits. Roll a dice to see what he the Grand Master has to tell him. Yo= u may only roll once per Guild. NETWORK D6 News 1 Information is scarce and the assassin learns nothing of interest 2 The Assassin learns of an old friend who has recently returned from missions to Lustria and has learned many new and strange techniques. Whe= n the Assassin rolls for his skill when he next trains he may reroll his skill once. 3 Assassin have visited many of the monsters lairs around this area and the Assassin has been given a map of the dungeon. If he wishes he may automatically become leader next adventure 4 The Assassin learns of several particularly foul and clever monsters = in a nearby dungeon who have been causing havoc with their surprise attacks. Once during the next adventure when ambushed by monsters the Assassin ma= y declare these were the monsters he was warned about and the ambush fails= - the warriors may attack first. In addition the Assassin gets +20% gold for each one he kills. 5 A council member warns the assassin of a monster he came up against who has some arcane assisstance... At the end of the next dungeon, if the highest ranking enemy (usually a commander)died then he may roll for on= e extra piece of treasure on the Dungeon Room table (rerolling a result of 1-Gold) 6 The Grand Master beckons forward conspiratorially and imparts a mission of assassination to the Assassin. Any time in the next dungeon the Assassin may declare a monster is the one he was told to assassinate. I= f he kills it he gains double gold ______________________________________ ARMOURY The Assassin may visit the Armoury to obtain special weapons and supplies to aid him in his adventures. Assassin=92s hold their equipment in very high regard and it is considere= d a bit of faux pas not to have the latest weapon. Roll a D6. On a roll of a = 1, 2 or 3 the Assassin must buy something here. No sell price is given asno assassin would dream of selling his excellent equipment at a knock down price, and no assassin would buy special equipment of another at a cheaper price. ______________________________________ ITEM COST Poison Vial 50 Can be used on own or on darts or quarrels. Enough for one adventure. When deciding wounds from darts or quarrels roll 1D6, on a 1-3 it has faded, on a 4-6 it causes an extra D3+2 wounds Blowpipe 150 Strength 2 - ignore 1 point of armour Darts 30 Enough for one adventure 1D6 Smokebombs 100 A smokebomb may be thrown at any time and covers an area of 2x2 squares. Remains in place for two urns - cannot fire or go through it Lock Tools 200 (See rules for dwarf version) Grappling Hook 60 May be attached to rope, may try to drag enemies nearer to you, roll ballistic skill to hit, then roll 1D6+Strength, compare to monsters Strength, number you beat it by is the numbers of squares it is dragged, May find other uses Boot Blades 150 +1 Attack at -1 to hit and +1 Strength Throwing Stars 100 Strength 1; missile weapon, (no modifier to Ballistic Skill - assassin = is trained in use), ignore armour for damage, throw as many stars as attack= s Heavy Dagger 100 Strength 2. Hand to hand or missile weapon, -1 Ballistic Skill ______________________________________ SKILLS --------------- 2 Knife Thrower --------------- May throw daggers as many times as he has attacks Once per turn --------- 3 Acrobat --------- Move 6 squares in any direction. No hand to hand combat can touch you, although spells and missile weapons can at -2 to appropriate to hit roll. Uses up entire turn Once per turn ----------- 4 Cutthroat ----------- When behind a creature you may trade all attacks for a single cutthroat attack. Roll a D6 - on a 1-3 you are elbowed back and lay prone for one turn, on a 4-6 you cause D6 wounds per battle level ignoring armour. Once per turn ------ 5 Leap ------ You may leap one square in any direction as part of your move, landing in the square beyond, any obstacle in the square is ignored, though it still counts as one square of movement. Once per turn ------- 6 Evade ------- 5 or 6 evade blow by stepping to adjacent square ---------------- 7. Glancing blow ---------------- The Assassin may move past an enemy, ignoring pinning. Work out one attac= k as normal. If he stops next to monster he wishes to attack this may not b= e used. Similarily he may have to escape pinning first. Cannot cause death blows. ----------- 8. Disguise ----------- The assassin is a master of disguise and knows how to bend his body into = so they look like different forms at first glance. When assigning left over monsters to warriors and your warrior is chosen roll a D6. On a roll of 4, 5 or 6 you are ignored, pick a different warrior immediately. On a 1, 2 or 3 resolve as normal ------------- 9. Reputation ------------- The Assassins reputation is well known and many people who know of him ar= e in awe 1-2 The Merchant is an Assassin of the famous Grey Shadows of Altdorf guild, he sneers at your unsubtle technique. You do not gain the item and you may not enter the Guild this setlement o= r next -------------------------------------------------------------------------= Lvl Gold Title M WS BS S DmgD T Wounds I A Luck WP Skills Pinning 1 0 Novice 4 4 4+ 3 1 3 1D6+7 5 1 0 3 Assassin 3+ 2 2,000 Adept 4 5 4+ 3 1 3 2D6+7 5 1 0 3 1 3+ 3 4,000 Adept 4 5 4+ 3 1 3 3D6+7 5 2 1 4 1 3+ 4 8,000 Adept 5 5 3+ 3 1 3 3D6+7 6 2 1 4 2 3+ 5 12,000 Master 5 6 3+ 3 2 3 4D6+7 6 3 2 4 2 3+ 6 18,000 Master 5 6 3+ 3 2 3 4D6+7 7 3 2 5 3 3+ 7 24,000 Master 5 6 3+ 4 2 3 5D6+7 7 3 2 5 3 3+ 8 32,000 Master 6 7 2+ 4 2 4 5D6+7 7 4 3 5 4 2+ 9 45,000 Lord 6 7 2+ 4 3 4 6D6+7 8 4 3 5 5 2+ 10 50,000 Lord 6 7 2+ 4 3 4 7D6+7 8 4 3 5 6 2+ ------------------------------------------------------------------- Matt Francis rkf@globalnet.co.uk 'Listen to the voice inside of your head Harry' 'Hm, which one?' Third Rock From The Sun