So you tested high on your academy entrance exam and/or climbing the rope in gym class. As such, clean our your closet, because your about to slip on the last suit you'll ever wear--a new identity!
As an Astrosassin you'll want to wear a thermal bodysuit to protect you from harsh climes. You can embellish this outfit as you see fit, but anything more than two pieces of armor (in any combination) is restrictive. Selections vary and may include a harness, helm, titanium sleeve (mail or jointed plate), or lightweight shoulder armor. Footwear is extremely important in astrosassination, in stealth and high performance (running, acrobatics, wallwalking, etc.) so tread carefully.
Intelligence of 12 or higher OR Dexterity/Agility of 12 or higher is required for this class.
Astrosassin Skills
Your mind and body have been sharpened and honed into deadly weapons. You're a practiced tactician, master of deception, and highly trained operative with a license to atomize! Add the modifiers in the skill charts below to your roll for those skills.Intrigue Skills
Astrosassins should pick two skills from this list to start.Level | Getaway Driving | Astrobatics | Master of Disguise | Computer Hacking | Stealth |
---|---|---|---|---|---|
1 Recruit | 0 | +1 | +1 | +1 | +1 |
2 Astroanalyst | +1 | +2 | +1d4 | +2 | +2 |
3 Skiptracer | +2 | +1d4 | +d4+1 | +3 | +1d4 |
4 Foxhound | +3 | +1d4+1 | +1d4+2 | +1d4 | +1d4+1 |
5 Saboteurn | +1d4+1 | +1d6 | +1d6 | +1d4+1 | +1d6 |
6 Redactor | +1d6 | +1d6 | +1d6+1 | +1d4+2 | +1d6 |
7 Wetworker | +1d6+1 | +1d6+1 | +1d6+2 | +1d6 | +1d+1 |
8 Ninjanaut | +1d6+2 | +1d6+1 | +1d6+3 | +1d6+1 | +1d6+1 |
9 Interstelligent | +2d6 | +2d6 | +2d6 | +1d6+2 | +2d6 |
10 Master Spyfy | +2d6+1 | +2d6+1 | +2d6+1 | +1d8 | +2d6+1 |
Assassination Skills
Astrosassins should pick two from this list to start, marksmanship is a freebie.
Level | Martial Arts | Toxins | Demolitions | Marksmanship | Janitorial |
---|---|---|---|---|---|
1 Recruit | 0 | +1 | +1d4 | +1 | 0 |
2 Agent | +1 | +2 | +1d4+1 | +2 | +1 |
3 Skiptracer | +2 | +1d4 | +d4+2 | +3 | +2 |
4 Hound | +3 | +1d4+1 | +1d4+3 | +1d4 | +2 |
5 Provocateur | +1d4+1 | +1d6 | +1d6 | +1d4+1 | +3 |
6 Redactor | +1d6 | +1d6 | +1d6+1 | +1d4+2 | +1d4 |
7 Wetworker | +1d6+1 | +1d6+1 | +1d6+2 | +1d6 | +1d4+1 |
8 Ninja | +1d6+2 | +1d6+1 | +1d6+3 | +1d6+1 | +1d4+2 |
9 Interstelligent | +2d6 | +2d6 | +2d6 | +1d6+2 | +1d6+1 |
10 Master Spy | +2d6+1 | +2d6+1 | +2d6+1 | +1d8 |
+1d6+2
|
After reaching Level 6, Astrosassins may add additional skill sets, starting first with the ones listed here and then at their GM's discretion.
Skill Descriptions
Getaway Driving (AGL/DEX) - You get an adrenaline rush that sharpens your senses and gives you an extra edge behind the wheel or stick of any planetary ground, sea, OR air vehicle. Specialize in one of the three categories and earn a +2 bonus at level 4 for any stunts you attempt.Astrobatics (AGL/DEX) - Tumbles, leaps, flips, zero-G parkour--it's all at your disposal. You're an escape artist with a flair for the dramatic. Use the bonuses as listed, or double-down on a feat by spending hit points to earn a little extra boost. Must declare your intention to spend points BEFORE you attempt the feat. You can spend up to 4 points per feat. HP spent cannot be restored until next game session.
Master of Disguise (PRE/CHA) - Fool your adversaries with a variety of subterfuge abilities:
Precise Vocal Modulation (throw your voice or imitate someone you've heard).
Prosthetic Creation (become an expert in recreating the facial structure for a disguise in 1d4 turns).
Attitude is Everything- You're a master of body language allowing your costume and disguise to pass with incredible believability.
Computer Hacking (INT) - Slice your way past firewalls and passwords and become one with The Grid. There's no data node you can't crack. Once you're in, you'll need regular skill checks to make sure you can cover your tracks and you're not caught.
Stealth (AGL/DEX) - Skill allows astrosassin to evade detection per the modifiers listed. At level 4, character gains an extra attack at the beginning of combat where initiative is won. At level 9, the title of "Shadowshiv" is bestowed out of sheer terror by her or his enemies.
Martial Arts (AGL/DEX) - Astrosassins are well-trained in hand-to-hand combat and pick up Martial Arts as a free skill. They advance normally along the usual modifier table for Martial Arts, but they gain a free subspecialty bonus in one of the six forms below. (They may choose or roll 1d6 randomly):
- Kung Furious (+1d4 landed punches per level)
- Tae Kwon 0WNED (+2 damage per level for roundhouse kicks)
- Zero-G Judo (+1 per level to throw opponent, +1d6 in weightless environments)
- Krav MEGA! (+1 per level to hit vulnerable areas of opponent so hard target must roll vs. Pain)
- Jujitsooooooooo (+2 meters per level to sonically grapple opponent using only vocal emanations)
- Clipped Wing Chun (+1 per level to trap opponent and +1 per level advantage in rendering them unconscious)
Toxins (INT) - You've able to detect, identify, and fabricate a myriad of poisons and other deadly substances either by honing your senses or through chemical analysis. This skill gives you a modest amount of knowledge in astrobiology. At least, when it comes to knowing what poisons kill which alien species.
Demolitions (INT) - You blow stuff up real nice. You know timers, detonators, and all kinds of substances that go boom--including what type of chemical traces they do/do not leave behind. You also have knowledge of structural integrity (knowledge of where to put the explosives to get the biggest ka-blam for your buck).
Marksmanship (AGL/DEX) - Ranged weapons are standard issue in the service. If you choose not to specialize, use the bonuses as listed. Otherwise, a very special weapon to be the only signature you leave behind. You'll earn an extra +1 at levels 3, 6, and 9, plus the ability to repair or customize your baby as you see fit.
- Shruiken
- Light Disks of Death
- Crossbow
- Needlegun
- Laser Pistol
- Laser Sniper Rifle (with scope)
Janitorial (INT) - Part of being the best at what you do is leaving nothing behind that could be used to trace back to you (unless you specifically want it to). So get a sponge, some latex gloves, and a canister of industrial strength Comet Cleaner because you're going to need to erase yourself from the scene. You'll finish up with a little xenomorph acid (diluted, of course!) and a lot of elbow grease. It's not as bad as it sounds, it's just another form of stealth--really!
Special Abilities
In addition to the skills listed above, those with ability of 14 on a given attribute may choose one of the following special abilities for that score. These additional abilities come to you in a zen-like focus of singular and discerning prejudice. All special abilities may be used once per game session.- Strength/Physique - Furiosity: Add +1 damage + your level to all your hand-to-hand attacks for 3 rounds.
- Intelligence - Tactical Smackdown: Your mind is a sharp shruiken, observing everything in the room--entrances, exits, computer panel layouts, display readouts, etc.--with exquisite detail. Remember it for later or use it to your advantage in combat.
- Wisdom/Presence - Bluffterbuss: Doesn't matter if you're interrogating, charming, or just plain bluffing--you make for one damn convincing argument that's not questioned for 1d4 rounds.
- Charisma/Presence - Psiblock: Keep nosy minds out of yours for 1d4 + your level rounds.
- Dexterity/Agility - Silent AND Deadly: Totally unfair stealth skills for 1d6 rounds.
- Constitution/Physique - Titanium Heart: Boost your strength and endurance for 1d4 rounds by +3.
Measures of Last Resort
Every astrosassin must choose one getaway/gotcha clause that's installed as a recruit. Switch sides all you want, this one stays with you forever:Dental Denial of Service
Two molars, on opposite sides, are replaced. One is an inward facing self-immoliating emitter for when your cards all turn up jokers. The other, a outward spewing knockout gas that's guaranteed to work against any single biological target--for close encounters with those of the opposite agenda. Let's hope you remember which tooth is which--roll an Intelligence check to be sure (-1 if you're drugged or inebriated).
Black Hole Beam Out
Inside your brain is a microscopic transponder than can only be read by one computer in the galaxy. That computer belongs to the agency that first recruited you. Say the magic words (a code word of your choosing, and relayed only to your GM) and they'll come rescue you for a price: $10,000 per your level +$5,000 (each) for any of your cohorts. In all likelihood they'll pretty much own you after this. One time use. Rescue occurs within in 1d6 rounds.
Nanodamnation
A single, self-replicating nanite roams your bloodstream at all times. It's mostly harmless, except in the worst kind of event--the one you can't escape. Trigger it with a memory combination of your first kill and your last kiss. Once activated, it will begin doing what it does best until you, your friends, enemies, and the planet beneath your feet are consumed. No returns, no exchanges. The ruling space authority will likely quarantine or neutralize the planet afterwards.
Need some inspiration?
Here was mine: Barbarella, StarCrash, Nick Fury: Agent of SHIELD, The Empire Strikes Back, Pulp Fiction, DUNE, The Matrix, Chuck, a little bit of Pulp Fiction, and--yes...James Bond!NOTE: This post assumes familiarity with X-plorers ruleset, but can be converted easily to other games. Attribute equivalencies for D&D also given.
Visual inspiration:<
Follow Jay's board 04 Starbuckler on Pinterest.
ASTROSASSIN is copyright 2014. I've permission from X-plorers publisher, Brave Halfling to use the game's rules and stats and intend to publish a supplement, using the class name and description above. Okay to use in your personal gaming, but not to be published without my express consent. :)
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