Assassin

Hired killer and precision specialist.

The Assassin is the person the Nine hire when the contract needs to end and the body needs to stop existing. They are not soldiers; soldiers have serial numbers and pension plans. Assassins have shell companies and burner identities. The contract is verbal, the payment is staged, and the only record of either is a target who stopped filing returns. The Kadiss grid is their primary obstacle: every checkpoint scan, every biometric ping, every identity verification is a thread that can be pulled. A professional Assassin maintains at least three identities and never uses the same extraction route twice. They operate on the Edge chassis (d6 HD, 3/4 BAB, Ref good, Fort/Will poor) because their survival depends on not being where the retaliation lands. Light armour only -- heavy plate is for people who expect to be shot at. The Assassin expects the target to die before anyone knows they are in the building. The Vanish Mechanic -- the Fold-assisted blink on a kill -- is the one concession to something beyond training: the moment of death creates a dimensional flicker, and a trained Assassin learns to step through it. Whether this is gene-talent or just proximity to so many deaths is a matter of debate among the people who study such things. Prime requisites: DEX and INT.

Rules Reference

FieldValue
Armor AllowanceLight
Bab Tierthree-quarters
Base Skill Points8
Hdd6
Hd Sides6
Max Level20
Multiclass NotesAssassins can multiclass with Operative and Infiltrator archetypes. Non-humans use simultaneous multiclassing rules.
Primary AbilitiesDEX, INT
Prime RequisitesDEX, INT
Save Tiers / Fortitudepoor
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowancePistol, Knife, All one-handed melee weapons, Poison delivery systems

Notes

Archetype Niche: The Assassin is the single-target executioner, and its power is split across four abilities rather than stacked on one. Study Target provides the information edge (+2 across the board against a known target). Death Mark narrows the kill window (crit threat range only, no damage of its own). Precision Strike carries every point of the class's scaling precision damage, and applies whenever the target is unaware, flanked, distracted, or studied -- not only when Marked. Death Attack is the one-per-study-window coup de grace. Poisoner's Art layers delivery and immunity on top -- it adds no crafting system of its own; Vanish is the signature hit-and-disappear escape. The Assassin's niche is removing the biggest threat from the battlefield in one sequence: study, mark, position, strike, vanish.

Level Table

Cutthroat

FieldValue
bab0
fortitude0
level1
reflex2
skillPoints32
titleCutthroat
will0
xp0

Shadow Blade

FieldValue
bab1
fortitude0
level2
reflex3
skillPoints8
titleShadow Blade
will0
xp1500

Assassin

FieldValue
bab2
fortitude1
level3
reflex3
skillPoints8
titleAssassin
will1
xp3000

Death Dealer

FieldValue
bab3
fortitude1
level4
reflex4
skillPoints8
titleDeath Dealer
will1
xp6000

Silent Killer

FieldValue
bab3
fortitude1
level5
reflex4
skillPoints8
titleSilent Killer
will1
xp12000

Master Assassin

FieldValue
bab4
fortitude2
level6
reflex5
skillPoints8
titleMaster Assassin
will2
xp24000

Shadow Killer

FieldValue
bab5
fortitude2
level7
reflex5
skillPoints8
titleShadow Killer
will2
xp50000

Grand Assassin

FieldValue
bab6
fortitude2
level8
reflex6
skillPoints8
titleGrand Assassin
will2
xp85000

Death's Hand

FieldValue
bab6
fortitude3
level9
reflex6
skillPoints8
titleDeath's Hand
will3
xp130000

High Death's Hand

FieldValue
bab7
fortitude3
level10
reflex7
skillPoints8
titleHigh Death's Hand
will3
xp190000

Execution Chief

FieldValue
bab8
fortitude3
level11
reflex7
skillPoints8
titleExecution Chief
will3
xp250000

High Execution Chief

FieldValue
bab9
fortitude4
level12
reflex8
skillPoints8
titleHigh Execution Chief
will4
xp310000

Void Reaper

FieldValue
bab9
fortitude4
level13
reflex8
skillPoints8
titleVoid Reaper
will4
xp370000

High Void Reaper

FieldValue
bab10
fortitude4
level14
reflex9
skillPoints8
titleHigh Void Reaper
will4
xp430000

Death Incarnate

FieldValue
bab11
fortitude5
level15
reflex9
skillPoints8
titleDeath Incarnate
will5
xp490000

High Death Incarnate

FieldValue
bab12
fortitude5
level16
reflex10
skillPoints8
titleHigh Death Incarnate
will5
xp550000

The Unseen Blade

FieldValue
bab12
fortitude5
level17
reflex10
skillPoints8
titleThe Unseen Blade
will5
xp610000

High Unseen Blade

FieldValue
bab13
fortitude6
level18
reflex11
skillPoints8
titleHigh Unseen Blade
will6
xp670000

Lethal Specialist

FieldValue
bab14
fortitude6
level19
reflex11
skillPoints8
titleLethal Specialist
will6
xp730000

Supreme Assassin

FieldValue
bab15
fortitude6
level20
reflex12
skillPoints8
titleSupreme Assassin
will6
xp790000

Special Abilities

Study Target

FieldValue
level1
nameStudy Target

description: As a focused hour of unobserved study (surveillance footage or a scope counts; a photograph and a dossier do not), the Assassin learns one specific target's habits, routes, body language, and tells. The target is studied for 24 hours, granting a +2 bonus to all attack rolls, damage rolls, Stealth checks, and skill checks made against them. Does not stack with itself -- multiple studies of the same target do not add bonuses, the highest applies. If the kill is not made within 24 hours, the study expires and a fresh hour is required. The Assassin's first lesson: knowledge is the weapon.

Death Mark

FieldValue
level1
nameDeath Mark

description: As a full-round action, the Assassin marks one target within line of sight -- the gait, the body-armour seam, the habitual hand position, the micro-expression that gives away where the target expects the attack to come from. The Marked target lasts for 1 hour: against it, the Assassin's critical threat range expands by 2 (e.g., 20 becomes 18-20). Only one target may be Marked at a time; marking a new target removes the previous Mark. Death Mark carries no damage of its own -- it adds no precision dice and no flat bonus to the hit, only widening the window a killing blow has to land in. All of the Assassin's precision damage comes from Precision Strike (level 3), not from the Mark.

Kit Selection

FieldValue
level1
nameKit Selection

description: At level 1, the Assassin chooses a Kit -- a chassis package of bonus class skills, a bonus feat, a gear allowance, and a narrative anchor that colours how the Assassin operates without replacing the base class. Options: Poisoner (Pharmaceutical Knowledge; Medicine, Survival, Xenology), Sniper-Killer (Sharpshooter; Gunnery, Survival, Tracking), Infiltrator-Blade (Shadow Operative; Security/Locks, Athletics, Perception), Faceman/Honeypot (Fast Talk; Deception, Persuasion, Streetwise, Sense Motive), Cyber-Killer (Cybernetic Adaptation; Mechanics, Engineering, Hacking), and Corp-Sanctioned Executioner (Skill Focus [Bureaucracy or Intimidation]; Bureaucracy, Intimidation, Streetwise). Each Kit also grants a signature tactical edge tied to its working style.

Poisoner's Art

FieldValue
level3
namePoisoner's Art

description: The Assassin gains proficiency with all poison delivery systems (applicators, coated edges, aerosols, dosed drinkware, injector rounds) and never risks self-poisoning when handling, applying, or carrying a toxin -- a botched batch may be weak or tagged, but it is never what kills the Assassin. The Assassin can carry doses equal to INT modifier + half level. At level 7, poisons the Assassin applies have their onset reduced by one step (1 minute becomes 1 round, 1 round becomes immediate). At level 13, the Assassin's poisons affect targets normally immune to poison (constructs, sealed xeno-physiologies) at half the poison's Save DC -- the Assassin has learned to target the joints, the sensor ports, the bio-integration seams that even synthetic bodies cannot fully seal. A poison's Save DC is the poison's own, from the reference table: it is a property of the chemical, not of the person who applied it. Poisoner's Art grants NO special crafting rate -- crafting a known poison uses HB-ASSASSIN section 3 'Crafting Poisons' (Medicine check, DC 15 + tier, tier-scaled time, materials at half market price), and DESIGNING a poison that does not yet exist is Chemist work under HB-CHEMIST section 5.5. One system per job: the Chemist invents, anyone with the feat crafts, the Assassin delivers.

Precision Strike

FieldValue
level3
namePrecision Strike

description: The Sneak Attack progression the Assassin shares with the Operative chassis, tuned to assassination work: +1d6 precision damage at level 3, +2d6 at 7, +3d6 at 11, +4d6 at 15, +5d6 at 19. Applies when the target is unaware (surprised, hidden, asleep, restrained), flanked, distracted by combat with another attacker, or studied within the last 24 hours (Study Target). Precision damage is not multiplied on a critical hit; it stacks once with the critical hit's doubled base dice and does not affect creatures immune to critical hits or precision damage. Precision Strike is the Assassin's daily bread and the sole source of the class's precision damage -- Death Mark widens the crit window, Precision Strike is what lands in it.

Vanish

FieldValue
level5
nameVanish

description: After making an attack against a Marked target (whether the attack hits or misses), the Assassin may immediately make a Stealth check to hide as a free action, even if observed. The Stealth check gains +5 if the attack was a critical hit. If the attack drops the Marked target to 0 HP, the Assassin may teleport to any unoccupied space within 30 feet as part of the Vanish action (this is a Fold effect -- the moment of death creates a momentary dimensional flicker the Assassin has learned to step through). Whether this is gene-talent or just proximity to dying is debated; the effect is real. At level 12, Vanish may be used after any attack, not just against Marked targets. At level 18, the Assassin may Vanish as an immediate action in response to being targeted by an attack. Corp security footage of a Vanish reads like a glitch: one frame the Assassin is there, the next they are not, and the target is already falling.

Death Attack

FieldValue
level9
nameDeath Attack

description: The culmination of study, position, and strike. Once per studied target (per 24-hour study window), a precision strike delivered from surprise, concealment, or against an unaware target forces a Will save (DC = 10 + Assassin level + INT modifier). On a failed save, the target dies instantly -- no additional damage roll needed, the strike itself was the kill. On a successful save, the target instead takes normal precision strike damage plus 2d6 Constitution damage. Does not affect creatures immune to critical hits or precision damage, creatures without a discrete biology, or Fold-horrors. One-use per study window: a botched death attack (spotted, missed, target fled) burns the study for nothing.