Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
31 | 7 | 7 | 7 | 7 | 7 | 7 | 42 |
d20 +24 to Attack Spirit Defense | +36 to Healing
- Basic Attack
- This is Shadow Assassin's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Shadow Assassin's Combat Maneuvers.
- Mark of Death
- You mark your target for death. Their doom looms over them and they are crippled with fear with knowing their fate.
- Defenses -4 Target: Creature (1) Range: 6 Spaces Duration: 1 Round
- Speed -4 Target: Creature (1) Range: 6 Spaces Duration: 1 Round
- Weaken Teleporting -10 Target: Creature (1) Range: 6 Spaces Duration: 1 Round
d20 +24 to Attack Spirit Defense | +36 to Healing
- Assassinate Mark
- With a brutal attack you attempt to assassinate your target.
- Attack +5 Target: Creature (1) Range: Self Duration: Instant
- 15d12 Damage (98) Target: Creature (1) Range: 7 Spaces Duration: Instant
- Bound to the Shadows
- You use the shadows around, pulling them in to conceal you. You are also able to use the shadows to move stealthily and quickly.
- Defenses +4 Target: Creature (1) Range: Self Duration: 5 Rounds
- Speed +3 Target: Creature (1) Range: Self Duration: 5 Rounds
- Subterfuge +3 Target: Creature (1) Range: Self Duration: 5 Rounds
- Not Where You Think
- Wrapping yourself in illusion your real position is not where your enemies think it is! This greatly increases your Defenses. The confidence heals your wounds. In addition this Power grants you the ability to Teleport around making it that much more difficult for your enemy to find you.
- 1d4 Healing (3) Target: Creature (1) Range: Self Duration: 3 Rounds
- Defenses +7 Target: Creature (1) Range: Self Duration: 3 Rounds
- Teleport Ally 10 Target: Creature (1) Range: Self Duration: 3 Rounds
- Assassins for Hire
- Prices for their services vary depending on economy and availability. Though these assassins can usually be tracked down through the seedier organizations in an area.
- Stealth and Surprise
- These Shadow Assassin's use stealth and surprise to gain the upperhand in any battle. They almost never reveal themselves unless they are sure they can quickly win a battle.
- Master Of Many Things
- Shadow Assassins have picked up many skills and are able to fake knowing many more. They use these skills to get close to their marks and study their patterns. This way, they can be dealt with quietly and efficiently.
- Battle Tactics
- Shadow Assassins use everything at their disposal. They prefer to remain out of sight in a battle. Slipping in, attacking, and slipping out. They use their great Subterfuge to avoid being easily seen. If a target's Passive Perception is not high enough to see them with their Passive Subterfuge then they disappear. Coordinated efforts from most targets are the only way to keep an eye on these illusive assassins.
NPC Auto Assigned Bonuses
Shadow Assassin's Equipped Items
Shadow Assassin's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Mark of Death
- You mark your target for death. Their doom looms over them and they are crippled with fear with knowing their fate.
- Defenses -4 Target: Creature (1) Range: 6 Spaces Duration: 1 Round
- Speed -4 Target: Creature (1) Range: 6 Spaces Duration: 1 Round
- Weaken Teleporting -10 Target: Creature (1) Range: 6 Spaces Duration: 1 Round
- Basic Attack
- This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
- 4d10 Damage Target: Creature (1) Range: 8 Duration: Instant
- Exploit Weakness
- You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
- Defenses -4 Target: Creature (1) Range: 16 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
- Attack -4 Target: Creature (1) Range: 16 Duration: 1 Round
- Knock Around
- You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
- Move Enemy 5 Target: Creature (1) Range: 1 Duration: Instant
- Reckless Offense
- Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
- Speed +4 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -4 Target: Creature (1) Range: Self Duration: 1 Round
- Careful Defense
- Use this to increase your Defenses. During this action you may only use defensive disposable items.
- Speed +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +4 Target: Creature (1) Range: Self Duration: 1 Round
- Parley
- Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
- Combat Manuever Attack +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Assassinate Mark
- With a brutal attack you attempt to assassinate your target.
- Attack +5 Target: Creature (1) Range: Self Duration: Instant
- 15d12 Damage Target: Creature (1) Range: 7 Spaces Duration: Instant
- Bound to the Shadows
- You use the shadows around, pulling them in to conceal you. You are also able to use the shadows to move stealthily and quickly.
- Defenses +4 Target: Creature (1) Range: Self Duration: 5 Rounds
- Speed +3 Target: Creature (1) Range: Self Duration: 5 Rounds
- Subterfuge +3 Target: Creature (1) Range: Self Duration: 5 Rounds
- Not Where You Think
- Wrapping yourself in illusion your real position is not where your enemies think it is! This greatly increases your Defenses. The confidence heals your wounds. In addition this Power grants you the ability to Teleport around making it that much more difficult for your enemy to find you.
- 1d4 Healing Target: Creature (1) Range: Self Duration: 3 Rounds
- Defenses +7 Target: Creature (1) Range: Self Duration: 3 Rounds
- Teleport Ally 10 Target: Creature (1) Range: Self Duration: 3 Rounds
Power Error Note: It is OK if an NPC has errors on their Powers. NPC’s can have a mix of Powers. However, if there are more Powers with errors then don’t have errors; GMs should consider adjusting the NPC. The Archetype, Focus, or Traits should be changed to better suit the Powers they have.
- Greater Attack Accuracy
- 'Add 4 to all attacks.
- Greater Speed
- 'Increase Speed by 4.
- Greater Subterfuge Skill Focus
- 'Increase Subterfuge Skill by 8.
- Exceptionally Stealthy
- The Shadow Assassin lives and dies by stealth.
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