Boring Ol’ Assassin

One of the first three classes I’ll be releasing is the Assassin, which is basically me taking Thief in one hand and Ranger in the other and smashing them together. The idea is to have the character be able to be played as an up close backstabber or a long range sniper.

Because I’m using so many skills that already exist in vanilla Dungeon World, this class is probably the most boring to read about. Hopefully it will still be fun to play.

I’m still missing some of the advanced moves and I’ll need to add some later. I’d like to add more moves that aren’t as combat focused.

I’ve listed the moves I have for the Assassin below with either New or the class I’ve stolen them from in brackets next to the name. Some of the moves I’ve renamed to be more 40k, using the existing temples of Officio Assinorum where applicable.

Starting Moves

Backstab (Thief)

When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX.

On a 10+ choose two.
On a 7–9 choose one.

  • You don’t get into melee with them
  • You deal your damage+1d6
  • You create an advantage, +1 forward to you or an ally acting on it
  • Reduce their armor by 1 until they repair it

Poisoner (Thief)

You’ve mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that some poisons are applied, meaning you have to carefully apply it to the target or something they eat or drink. Touch poisons just need to touch the target, they can even be used on the blade of a weapon.

  • Oil of Tagit (applied): The target falls into a light sleep
  • Bloodweed (touch): The target deals -1d4 damage ongoing until cured
  • Goldenroot (applied): The target treats the next creature they see as a trusted ally, until proved otherwise
  • Serpent’s Tears (touch): Anyone dealing damage to the target rolls twice and takes the better result.

Called Shot (Ranger)

When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.

  • Head
    • 10+: As 7–9, plus your damage
    • 7-9: They do nothing but stand and drool for a few moments.
  • Arms
    • 10+: As 7-9, plus your damage
    • 7-9: They drop anything they’re holding.
  • Legs
    • 10+: As 7-9, plus your damage
    • 7-9: They’re hobbled and slow moving.

Hunt and Track (Ranger)

When you follow a trail of clues left behind by passing creatures, roll+WIS.

On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel.

On a 10+, you also choose 1:

  • Gain a useful bit of information about your quarry, the GM will tell you what
  • Determine what caused the trail to end

Advanced Moves for Levels 2+

Silent Strike (New)

When you backstab an enemy your attack also prevents them from raising the alarm, describe how.

Vindicare Shot (New)

When you successfully hit someone with Called Shot your limb shots have the Messy and Forceful tags and your head shots roll damage twice and take the higher.

Viper’s Strike (Ranger)

When you strike an enemy with two weapons at once, add an extra 1d4 damage for your off-hand strike.

Cheap Shot (Thief)

When using a precise or hand weapon, your backstab deals an extra +1d6 damage.

Venemum Training aka Envenom (Thief)

You can apply even complex poisons with a pinprick. When you apply a poison that’s not dangerous for you to use to your weapon it’s touch instead of applied.

Callidus Training aka Camouflage (Ranger)

When you keep still in natural or crowded surroundings, enemies never spot you until you make a movement.
Small change here, I’ve added crowded areas to the places you can be camouflaged.

 Underdog (Thief)

When you’re outnumbered, you have +1 armor.

Trap Expert (Thief)

When you spend a moment to survey a dangerous area, roll+DEX.

On a 10+, hold 3.

On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions:

  • Is there a trap here and if so, what activates it?
  • What does the trap do when activated?
  • What else is hidden here?

Tricks of the Trade

When you pick locks or pockets or disable traps, roll+DEX.
On a 10+, you do it, no problem.
On a 7–9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.

Advanced Moves Levels 6+

Dirty Fighter (Thief)

Replaces: Cheap Shot

When using a precise or hand weapon, your backstab deals an extra +1d8 damage and all other attacks deal +1d4 damage.

Viper’s Fangs (Ranger)

Replaces: Viper’s Strike

When you strike an enemy with two weapons at once, add an extra 1d8 damage for your off-hand strike.

Serious Underdog (Thief)

Replaces: Underdog

You have +1 armor. When you’re outnumbered, you have +2 armor instead.

Disguise (Thief)

When you have time and materials you can create a disguise that will fool anyone into thinking you’re another creature of about the same size and shape. Your actions can give you away but your appearance won’t.

Leave a Reply

Your email address will not be published. Required fields are marked *