dungeon master larp / lrp

Roleplay in Kent, England

Assassin Class

Assassins cannot cast magic spells (they can use magic items!)

Upon reaching level 4, Assassins can decide to change to the Warrior Class without penalty. As long as they have not played the character as a level 4 Assassin. Their character card will be changed to the Warrior class.

 

Assassins level 1 – 3

Can wear any armour for levels 1 – 3  (Fur, Leather, leather with metal, Chain Mail, Plate or Scale Mail, Plate / Scale Mail with Chain Mail)

Can use all types of weapons (Sharp and Blunt)

Small Weapons (under 18 inches) do 1 point of damage

1 Handed Weapons (Up to 42 inches does 1 point - even if held in 2 hands!)

2 Handed Weapons (43” and more do 2 points but must be held in 2 hands or the hit does not count.)

Can use shields (or bucklers strapped to arms / held in hands) A shield will not protect someone if it is not used as it was designed. A shield slung over your back somehow seems not to stop blows even though a weapon hits your shield, it seemed to go through like magic or crushes your back and still causes a hit!

Can use bows / throwing weapons / crossbows (subject to passing a safety test beforehand by a ref)

 

Assassins level 4 - 7

From level 4 the Assassin is starting to hone their Assassin skills and in order to aid themselves they need to look the part and be all sneaky and assassiny. So out goes the metal armour (most of it anyway) in favour of the silent ninja stuff, now no Assassin would be seen alive with an axe or a sword, so daggers are the in word in Assassin fashion and a shield, well that is so last dynasty that they would never use one of those. The word on the street about balaclavas is still out as no one can work out if it is a good idea or just makes your face all itchy! The use of dubbing yourself badly is a level 4 assassin skill only, by the time you reach level 5 you don't need to do this anymore!!
 

Assassins levels 4 – 7 can wear Fur, Leather or leather with metal only

Assassins can use all types of weapons (Sharp and Blunt)

Small Weapons (under 18 inches) do 1 point of damage – primary weapon is dagger

1 Handed Weapons (Up to 42 inches does 1 point - even if held in 2 hands!) – but primary weapon is dagger

Cannot use 2 handed weapons

Cannot use shields

Can use bows / throwing weapons / crossbows (subject to passing a safety test beforehand by a ref)


Assassins of any level can take up to 4 Magic Items into a game.

There is no limit to the number of Magic Items a character can own, but taking more than the designated number into a game may well result in one or more Magic Items exploding, damaging the character.

 


Assassin Level 1

4 Global Hit Points

 

Assassin Level 2

5 Global Hit Points

The Assassin roleplays laying bandages over the wound and the Assassin heals the injury for 2 Hit Points after 30 mins of the bandage being put on (costs no rip, but a bandage must be used, can be used again and again but surely a ref will call infected wound if used too much)

Potions, bandages, herbs and surgery will not work on someone on Zero points, only magic can bring back from the brink of death!

Repair Fur / Leather armour

 

Assassin Level 3

6 Global Hit Points

The Assassin roleplays laying bandages over the wound and the Assassin heals the injury for 3 Hit Points after 30 mins of the bandage being put on (costs no rip, but a bandage must be used, can be used again and again but surely a ref will call infected wound if used too much)

Potions, bandages, herbs and surgery will not work on someone on Zero points, only magic can bring back from the brink of death!

Repair Fur / Leather and Leather with metal / chain mail armour

Resist Fear Level 1 – Call “No Effect”

 

Assassin Level 4

6 Global Hit Points

The Assassin roleplays laying bandages over the wound and the Assassin heals the injury for 4 Hit Points after 30 mins of the bandage being put on (costs no rip, but a bandage must be used, can be used again and again but surely a ref will call infected wound if used too much)

Potions, bandages, herbs and surgery will not work on someone on Zero points, only magic can bring back from the brink of death!

Repair Fur / Leather and Leather with metal / chain mail armour

Resist Fear Level 1 – Call “No Effect”

Resist Fumble – Call “No Effect”

Detect Poisons - The Assassin can sniff or sample a minute amount to discover it is poisoned. Call "Detect Poison". Will not tell you what the posion is at this level.

At this level the Assassin is starting to hone their Assassin skills and in order to aid themselves they need to look the part and be all sneaky and assassiny. So out goes the metal armour (most of it anyway) in favour of the silent ninja stuff, now no Assassin would be seen alive with an axe or a sword, so daggers are the in word in Assassin fashion and a shield, well that is so last dynasty that they would never use one of those. The word on the street about balaclavas is still out as no one can work out if it is a good idea or just makes your face all itchy! The use of dubbing yourself badly is a level 4 assassin skill only, by the time you reach level 5 you don't need to do this anymore!!

Weapon choices changes (see class description at top of page)

Wearable Armour selection changes (see class description at top of page)

Shield use changes (see class description at top of page)

 

Assassin Level 5

7 Global Hit Points

The Assassin roleplays laying bandages over the wound and the Assassin heals the injury for 5 Hit Points after 30 mins of the bandage being put on (costs no rip, but a bandage must be used, can be used again and again but surely a ref will call infected wound if used too much)

Potions, bandages, herbs and surgery will not work on someone on Zero points, only magic can bring back from the brink of death!

Repair Fur / Leather and Leather with metal / chain mail armour

Resist Fear Level 1-2 – Call “No Effect”

Resist Fumble – Call “No Effect”

Detect Poisons - The Assassin can sniff or sample a minute amount to discover it is poisoned. Call "Detect Poison". Will not tell you what the posion is at this level.

Can effectively use all poisons on daggers (not throwing stuff) without it automatically dripping off, can give the item to someone to use (poisons cost gold)

Camouflage (inside or outside) - Can Camouflage themselves to their environment for 3 mins – Signal “Both hands on head”. Cannot move, speak, attack, cast spells. Camo fails if observed going into camo. Must be hidden against something. Cannot use again for 5 minutes.

 

Assassin Level 6

8 Global Hit Points

The Assassin roleplays laying bandages over the wound and the Assassin heals the injury for 5 Hit Points after 30 mins of the bandage being put on (costs no rip, but a bandage must be used, can be used again and again but surely a ref will call infected wound if used too much)

Potions, bandages, herbs and surgery will not work on someone on Zero points, only magic can bring back from the brink of death!

Repair Fur / Leather and Leather with metal / chain mail armour

Resist Fear Level 1-3 – Call “No Effect”

Resist Fumble – Call “No Effect”

Detect Poisons - The Assassin can sniff or sample a minute amount to discover it is poisoned. Call "Detect Poison". At this level the Assassin will know exactly what the poison is and what it does.

Can effectively use all poisons on daggers & arrows / bolts / thrown without it automatically dripping off, can give the item to someone to use (poisons cost gold)

Camouflage (inside or outside) - Can Camouflage themselves to their environment for 3 mins – Signal “Both hands on head”. Cannot move, speak, attack, cast spells. Camo fails if observed going into camo. Must be hidden against something. Cannot use again for 5 minutes.

 

Assassin Level 7

9 Global Hit Points

The Assassin roleplays laying bandages over the wound and the Assassin heals the injury for 6 Hit Points after 30 mins of the bandage being put on (costs no rip, but a bandage must be used, can be used again and again but surely a ref will call infected wound if used too much)

Potions, bandages, herbs and surgery will not work on someone on Zero points, only magic can bring back from the brink of death!

Repair Fur / Leather and Leather with metal / chain mail armour

Resist Fear Level 1-3 – Call “No Effect”

Resist Fumble – Call “No Effect”

Detect Poisons - The Assassin can sniff or sample a minute amount to discover it is poisoned. Call "Detect Poison". At this level the Assassin will know exactly what the poison is and what it does.

Can effectively use all poisons on all weapons without it automatically dripping off, can give the item to someone to use (poisons cost gold)

Daggers now do Double hits

Resist Terror Level 1 – Call “No effect”

Destroy  spells do 7 points of damage (does not kill outright)

Camouflage (inside or outside) - Can Camouflage themselves to their environment for 3 mins – Signal “Both hands on head”. Cannot speak, attack or cast spells. Camo fails if observed going into camo. Must be hidden against something. Cannot use again for 5 minutes.

At this level the character may move slowly around, as long as they are against something to hide them or they become visible (ref to determine if camo is broken)