ASSASSIN
Assassin is not a skill which should be carelessly chosen, as the skill is not looked upon with great favor by
members of society (at least until they need one). Assassins will vary in philosophy and methods; they may be cold-
hearted but not necessarily evil. The GM must allow assassins to practice their art as they wish, and this may result
in solo adventures.
An assassin must be able to use the sap or the garrote at a minimum of Rank 5 before advancing past
Rank 2.
An assassin increases his chance of causing a Grievous Injury as his Rank increases.   If the assassin is
attacking in a surprise situation, his chance of causing a Grievous Injury is increased by 5% per Rank.
A
surprise situation is one in which combat has yet to be joined, and the victim is not expecting an attack.
If an
assassin attacks a victim through a rear hex side during combat, his chance of causing a Grievous
Injury is increased by 3% for every Rank.
If an assassin attacks a victim through a front hex side during combat,
his chance of causing a Grievous Injury is increased by 1% for every rank.
At rank 8 they may apply these
bonus’s to ranged combat. At rank 6 an assassin’s strike will cause the victim to bleed if any damage is
done to endurance. The assassin must be armed with a class A or B weapon to benefit from this
bonus.
 The victim will bleed one fatigue per pulse and then endurance when fatigue is exhausted until stopped by
a healer of rank 2 of higher.
The wound may be burned to stop the bleeding but that increases the chance
of infection by 50%.
An assassin may gain information from a victim through torture. The assassin must torture his victim for a
period equal to ([Victim's Willpower] /[Assassin's Rank]) hours to try to gain an important secret.
The
assassin's chance of forcing the victim to reveal the secret is ([10 x Assassin's Rank] - [4 x Victim's Willpower]) %. If
the GM's roll on percentile dice is equal to or less than the success percentage, the assassin gains the exact
information he requires. If the assassin fails to gain the desired information, he may try another torture attempt. A
victim can withstand a number of torture attempts equal to one-fifth his Endurance (round down) before he dies. If
the information an assassin seeks is not of great importance to the victim, the GM should decrease the time
required to gain it and increase the assassin's success chance appropriately.
An assassin is trained to improve his memory.  
Whenever an assassin character wishes to recall the details
of a place or routine he has surveyed the GM rolls percentile dice. If the roll is equal to or less than ([5
x Perception] + [2 x Rank]), the assassin has a perfect memory of the place or routine.
If the roll is greater
than the assassin's success percentage, the GM should inveigle more and more erroneous information into his
description as the roll approaches 100. The GM may decrease the success percentage for difficult feats of
memory. An assassin is able to buy poisons, distilled venom and acids at cost (i.e., no mark-up) from an alchemist.
An assassin causes his target increased damage when attacking through a rear hexside in Melee
Combat. Increase the damage caused by a blow from an assassin by 2 for every Rank when he strikes
his target through a rear hex in Melee Combat.
  An assassin increases his chance of knocking out his target
with a sap by 4% for each Rank he has achieved in the skill.  An assassin increases his chance of performing any
action involving stealth by 2% per Rank he has achieved with the ability.
Assassins with a magical aptitude of 10 of
higher may use spells designed for their special line of work.
An assassin must pay (500 + [100 x Rank]) Silver Pennies per year for "hush money," accouterments, and
implements of destruction.  The GM and the player should negotiate prices for more sophisticated assassination
equipment, and fees for information and the hire of henchmen.