R O L E S   |   E S S A Y S   |   E Q U I P M E N T H O M E
  ASSASSINS   |   GUNSLINGER   |   PURE SOLO ROLES HOME


  Assassin Skills
   Index spacer


Core Skills

AssassinateSPECIAL
AwarenessINT
Death StrikeINT
Hide/Evade INT
Edu./Gen.Know.INT
StealthREF
Handgun REF
Fencing (Japanese)REF
MA: Bu-JutsuREF
-and either
Wardrobe & StyleCOOL
-or
Personal GroomingCOOL


Assassinate (x4)

This is the special ability of the assassin. It represents long years of training in the arts of assassination. It concentrates on the arts required to kill the target silently. It provides the following bonuses: Automatic initiative when attacking from behind, or from ambush (except when attacking 'pure' solos. See the Pure Solo section for more info)
  • Adds full level to stealth
  • Adds half level to hide/evade
  • Adds half level to specialised weapon (see below)
  • Gives equivalent of Expert:Poisons at half level (full level if paintball gun is specialist weapon).


Specialised Weapons

All assassins pick a weapon that they wish to specialise in, and are give more tuition, and more practice time in that weapons than in others. The weapons that can be chosen are: throwing knives, katanas, or paintball gun (usually loaded with poison-filled pellets). Due to the intensive training in their weapon of choice assassins become very skilled in their use and add half the assassinate level to the appropriate weapon skill when using that particular weapon.

Assassinate also represents knowledge of the assassin's guild's organisation, customs, practices, beliefs, and ethics.

DeathStrike (x4) (INT)

This skill represents the knowledge of the vulnerable points of the body. At higher levels (>5) this knowledge is expanded to cover armor as well.

A successful use of death strike on an unarmored person indicates that the attacker has successfully targeted a vulnerable point on the body and the person attacked must automatically make a death save at mortal-0. If the victim fails the test then they die. If they pass the test then they take double damage from the attack. The victim must make any further stun or death saves neccessary from the application of this damage.

On armored targets the successful attack indicates that the attacker has hit a weak spot on the armor, and therefore the armor is ignored for the damage calculation (although BTM is NOT ignored). DeathStrike attacks on armored targets can only be attempted by those who have at least level 5 in the skill (or add 10 difficulty per level less than 5). The difficulty for the death strike is (10 + Armor Value) to a minimum of 20. Armor less than 10 is considered unarmored (and can be attacked by lower levels as normal). Weapons which reduce armor (e.g. mono-katana, knives on soft armor etc) should be taken into account when calculating the difficulty, although the minimum difficulty remains 20.

If the death strike test is failed then no damage at all is done.

Death strike can only be attempted on prone, surprised, or grappled (successful martial arts grapple attack) targets, and can be attempted either unarmed or armed with a melee weapon only. It cannot be attempted with a ranged weapon.

Example difficulties: (The assassin is considered skill 5 or above)
  • Unarmed assassin -v- unarmored target = diff 20
  • Armed assassin with mono-katana -v- unarmored target = diff 20
  • Unarmed assassin -v- armored target (sp40) = diff 30
  • Armed assassin with mono-katana -v- armored target (sp40) = diff 20 (1/2 armor)
  • Armed assassin with mono-katana -v- armored target (sp15) = diff 20 (minimum diff)


Bu-Jutsu (x5) (REF)

This is the assassin's martial art. It comes from the martial art developed by the samurai in pre-industrial Japan. There are many forms of Bu-Jutsu such as Ju-Jutsu (unarmed), Ken-Jutsu (armed with a sword), and Jo-Jutsu (armed with a 'Jo' or wooden pole). While there are many forms they all work in harmony, and contain essentially the same moves, with only small variations to account for the weapon (or lack thereof) being used. Therefore these are not individual martial arts, but form a cohesive whole known as Bu-Jutsu.

Bu-Jutsu is very strong in all areas, with the exception of kicking. This is because it was developed for the battlefield, where footing was often unsure and therefore a kick was considered a more risky maneuver. Is should be noted that all attacks in Bu-Jutsu are targeted at vulnerable points (although not as precisely as Death Strike does) so all attacks do double damage.

Bonuses:

Strike Kick Block Dodge Throw Hold Escape Choke Sweep Grapple
+3 +4 +4 +4 +4 +2 +3 +2 +4




Created by: wraith on Sun 28 Mar 99

SEE ALSO: Index
Assassins' Guild Customs
Assassins' Guild Organisation
History of the Guild


  R O L E S   |   E S S A Y S   |   E Q U I P M E N T H O M E
  ASSASSINS   |   GUNSLINGER   |   PURE SOLO ROLES HOME
Questions, Comments, and Submissions are all gratefully received, and promptly replied to. Cyberpunk 2.0.2.0. is a Registered Trademark of R.Talsorian Corporation. Original Cyberpunk 2.0.2.0. material Copyright 1994,1995 by R.Talsorian Corporation. All Rights Reserved. Used without permission. Any use of R.Talsorian Corporation's copyrighted material or trademarks in this archive should not be viewed as a challenge to those copyrights or trademarks.

In all other cases the copyright belongs to the original author of the pieces.