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Saga Edition RPG Omnibus
Revision as of 23:13, 11 April 2024 by Tenor1411 (talk | contribs)
Assassin

Assassin

An assassin usually maintains a cover that enables him to travel freely, yet also explains why he’s in a given location at a given time. Many assassins hold jobs as merchants, sales representatives for interstellar corporations, or diplomats. A truly villainous assassin has a “signature” consisting of a unique weapon, a particular approach, or some memento left with his victims.

Assassin           (CL 5)

     Saga Edition Core Rulebook, page 282.

Medium Human Scoundrel 6 NPC

Force: 1; Dark Side: 12

Initiative: +10; Senses: Perception +8

Languages: Basic plus 2 other languages

Defenses: Ref 20 (flat-footed 17), Fort 14, Will 17

Hit Points: 27; Damage Threshold: 14

Speed: 6 squares

Melee: vibroblade +6 (2d6+2) or

Melee: vibroblade +4 (3d6+2) with Rapid Strike

Ranged: blaster rifle +6 (3d8+2)

Base Attack: +3; Grapple: 6

Attack Options: Careful ShotH, Dastardly Strike, Rapid Strike, Sneak Attack +2d6

Special Actions: Point Blank Shot, Precise Shot

Abilities: Str 10, Dex 16, Con 8, Int 14, Wis 12, Cha 13

Feats: Careful ShotH, Point Blank Shot, Precise Shot, Rapid Strike, Weapon Finesse, Weapon Proficiency (adv. melee, pistols, simple)

Skills: Acrobatics+10H, Deception +8, Gather Information +8, Initiative +10, Perception +8, Persuasion +8, Stealth +10

Possessions: blaster rifle with enhanced targeting scope, hold-out blaster, vibroblade, vibrodagger, comlink (encrypted), utility belt with medpac

H Human bonus feat or trained skill

Assassin (revised)

All assassins kill for money. Where particular assassins differ is in the techniques they use. Some are deadly snipers, taking a position far from the watchful eyes of sentries and passersby to wait for that one clear shot before slipping away. Others are more direct, removing their mark with a well-placed thrust of a vibroblade when the target least expects it.

     Being an assassin is dangerous work. One who goes it alone must acquire his own customers, pay for equipment out of his own commissions, and lacks any kind of protection when a victim’s friends come looking for revenge.

     Some organizations, such as the Assassins Guild, offset the risks of the blood trade by offering skilled killers the protection they need to make a living in this nasty business. Gaining membership in the Assassins Guild is easy; a candidate simply needs a sponsor to vouch for him. The guild is not particularly selective about who joins, since it is powerful enough to punish those who betray its secrets.

Assassin Encounters

Assassins are hidden killers, watching and waiting for the moment when their target is most vulnerable. For the assassin, the attack isn’t personal. It’s just a job, and one that pays well.

     Assassins focus on eliminating their targets with the least amount work possible. They aren’t interested in collateral damage, since extra deaths don’t bring in any more credits. That said, an assassin isn’t afraid to kill a few bystanders if that’s the only way to get to the target.

     When on a job, an assassin might work alone or might operate as the leader of a small team. He might use assassin droids, espionage droids, or vicious creatures such as the lethal kouhun as tools. These servants are expendable resources, and their use helps to keep the assassin’s hands clean. If an assassin ever finds himself outmatched, he is not above retreating—intending to strike again later and with a great deal more force.

Assassin (revised)           (CL 10)

     Threats of the Galaxy, page 12.

Medium scoundrel 4 / soldier 3 NPC

Force: 3; Dark Side: 12

Initiative: +13; Senses: Perception +11

Languages: Basic, 2 others

Defenses: Ref 25 (flat-footed 22), Fort 21, Will 22

Hit Points: 45; Damage Threshold: 11

Speed: 6 squares

Melee: vibroblade +13 (2d6+7) or

Melee: vibroblade +11 (3d6+7) with Rapid Strike

Ranged: blaster pistol +11 (3d6)+5) or

Ranged: blaster rifle +11 (3d8)+5)

Base Attack: +8; Grapple: 11

Attack Options: autofire (blaster rifle), Carefult Shot, Dastardly Stike, Devastating Attack (adv melee weapons) Point Blank Shot, Precise Shot, Rapid Strike, Running Attack, Sneak Attack +3d6, Sniper

Abilities: Str 11, Dex 17, Con 8, Int 14, Wis 12, Cha 14

Talents: Dastardly Strike, Devastating Attack (adv melee weapons), Sneak Attack +3d6, Weapon Specialization (adv melee weapons)

Feats: Careful Shot, Point Blank Shot (feat)

Skills: Acrobatics +13, Deception +12, Gather Information +12, Initiative +13, Perception +11, Persuasion +12, Pilot +13, Stealth +13

Possessions: blaster rifle with enhanced targeting scope, blaster pistol, vibroblade, concealed holster, electrobinoculars, liquid cable dispenser, encrypted comlink, utility belt with medpac, 200 credits