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Assassin (Dual Wielding Ability)

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Assassin (Dual Wielding Ability)

Postby Ryno » August 18th, 2010, 4:08 pm

Assassin

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Inspired by Tott: viewtopic.php?f=35&t=417

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An Assassin cannot equip plate armor, use 2 handed weapons or use a shield.

Advancement ideas: With each rank or level gained, the Assassin's dual attack penalty goes down. For example, you would need to roll a 3 and up on a 1d6 to land both attacks. Of course, with the default armory, the Assassin is capable of handling 2 Broadswords for a potential 6 dice attack!

Tested: Depending on that 1d6 roll luck, the Assassin, may not be all too exciting at the beginning, but in regards to attack, if you plan on advancing with this character, the Assassin is certainly the most powerful! I also recommend using combat cards with the Assassin, maybe even starting them out with 2 cards.

I've also thought of maybe adding a stealth ability but haven't thought of the best way to implement it yet either.

Any feedback or comments are appreciated!
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Re: Assassin (Dual Wielding Ability)

Postby joec » August 18th, 2010, 4:56 pm

I like the dual strike ability, but I'd personally start him with one weapon. Make him buy the second. :)


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Re: Assassin (Dual Wielding Ability)

Postby Pugahla_272 » March 3rd, 2011, 12:35 pm

or the second weapon can be a dagger 1 attack dice so he is not to strong that early on, otherwise he may be better than the barbarian.
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Re: Assassin (Dual Wielding Ability)

Postby burglekutt » May 2nd, 2018, 10:54 am

I agree with joec.
Give him perhaps two daggers to start for a 2Attack & he can grow from there.

I would think his stats should be 6Body 3Mind, other wise are you planning on giving him more spells than the Elf?

I thought of a Backstab ability where he's able to open a door quietly, step in & make a Stealth roll (anything but a WShield), then rush a monster(presumably from the back or side) & rolls 1AD. If you roll a Skull or WShield the enemy takes 1BP of DAM without defending.
If you fail Stealth or Attack roll, your turn ends & you're the only Hero in the room with Monsters starring at you:)

I'm wondering what others think of this Backstab ability since most ppl got a Thief,Rogue,Assassin type character thought of. He must be the first one through the door though to do it. I made the consequences pretty tough I think for failure, I hope.
Last edited by burglekutt on May 11th, 2025, 9:49 pm, edited 3 times in total.
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Re: Assassin (Dual Wielding Ability)

Postby DullandRusty » May 2nd, 2018, 3:25 pm

my rule is similar to yours.

I do it by having a sneak ability that the rogue can use that has to be done first.
it works in this way: the rogue must declare that he is using his sneak ability prior to rolling his movement dice. he then rolls his movement dice. After the movement dice and movement has occurred, he rolls 1 combat dice to determine success of the sneak. if he rolls a skull he has successfully snuck into the room without alerting the monster(s). if not, then he is SOL and stuck in a room with enemies that are fully aware of him.

If still in sneak mode (meaning he has not performed any other actions yet other than sneaking which means you can sneak multiple turns in a row if bypassing the action phase each turn, or has not been noticed), and he moves to a square behind the target, he may use the backstab skill for his attack. The backstab skill gives +1 attack dice to the rogue and -1 defense dice to the monster. the backstab ability obviously brings him out of sneak mode
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Re: Assassin (Dual Wielding Ability)

Postby Jazzdrummer » May 3rd, 2018, 11:58 am

DullandRusty wrote:my rule is similar to yours.

I do it by having a sneak ability that the rogue can use that has to be done first.
it works in this way: the rogue must declare that he is using his sneak ability prior to rolling his movement dice. he then rolls his movement dice. After the movement dice and movement has occurred, he rolls 1 combat dice to determine success of the sneak. if he rolls a skull he has successfully snuck into the room without alerting the monster(s). if not, then he is SOL and stuck in a room with enemies that are fully aware of him.

If still in sneak mode (meaning he has not performed any other actions yet other than sneaking which means you can sneak multiple turns in a row if bypassing the action phase each turn, or has not been noticed), and he moves to a square behind the target, he may use the backstab skill for his attack. The backstab skill gives +1 attack dice to the rogue and -1 defense dice to the monster. the backstab ability obviously brings him out of sneak mode


Hey, if the rogue succeeds in his initial stealth roll does he need to roll any further 'stealth' checks on subsequent turns? Or does he retain 'sneak mode' as long as he does nothing other than moving? If he fails the roll do the monsters get a free attack or do they still have to wait until their normal turn? Last one...Does sneak only work when entering a room or can he use it while moving down passages and corridors?


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Re: Assassin (Dual Wielding Ability)

Postby DullandRusty » May 3rd, 2018, 3:46 pm

Jazzdrummer wrote:
DullandRusty wrote:my rule is similar to yours.

I do it by having a sneak ability that the rogue can use that has to be done first.
it works in this way: the rogue must declare that he is using his sneak ability prior to rolling his movement dice. he then rolls his movement dice. After the movement dice and movement has occurred, he rolls 1 combat dice to determine success of the sneak. if he rolls a skull he has successfully snuck into the room without alerting the monster(s). if not, then he is SOL and stuck in a room with enemies that are fully aware of him.

If still in sneak mode (meaning he has not performed any other actions yet other than sneaking which means you can sneak multiple turns in a row if bypassing the action phase each turn, or has not been noticed), and he moves to a square behind the target, he may use the backstab skill for his attack. The backstab skill gives +1 attack dice to the rogue and -1 defense dice to the monster. the backstab ability obviously brings him out of sneak mode


Hey, if the rogue succeeds in his initial stealth roll does he need to roll any further 'stealth' checks on subsequent turns? Or does he retain 'sneak mode' as long as he does nothing other than moving? If he fails the roll do the monsters get a free attack or do they still have to wait until their normal turn? Last one...Does sneak only work when entering a room or can he use it while moving down passages and corridors?



we play that the only roll check of sneaking is when a monster is first encountered. This means if he is successful in a room he doesn't have to roll again each turn if he is still in sneaking mode.

We play that if he fails the roll then it is just like he was moving in as normal, like any other character moving into a room to attack a monster. The monsters wait for their normal turn. It is an interesting thought to allow the monsters to attack first but it tended to lead to the sneak ability to never be used...it was too risky.

Sneak can be performed anywhere including hallways. This is due to the fact that anytime in sneak mode that a monster is first encountered a check must occur, so it doesn't matter where you go into sneak mode.

one thing I forgot to mention, sneak mode cannot be performed when a monster is already aware of your presence. so you cant go back in and out of sneak mode when fighting monsters, thus the backstab ability is not a constant thing. that would make it overpowered if you were able to do that.
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Re: Assassin (Dual Wielding Ability)

Postby DullandRusty » May 3rd, 2018, 3:59 pm

also, we play that you can't initiate a sneak if the monster already sees your party. example: the dwarf has already opened the door. the monster is now on alert if you will so sneaking wont work. If the rogue is the one to go through the door first then he can sneak, or if the rogue is the first to go down the hallway where a monster patrol is. This makes the sneak a little risky as if he goes in and fails the check, he ends up going into combat. if subsequent other heroes have low movement rolls, they may not get to the room to help him. it is not crazy risky, but enough to make the hero decide "do I want to chance being by myself in combat for the extra bonus of the attack of a backstab or to explore without engaging a monster, or do I want to play it safe and go in as a group".

we do have a monster patrol/wandering monster spawn timer as well, that helps to make heroes move and not just congregate in effort to be right outside the door while the rogue goes into sneak to get the bonus without risk. each turn of evil wizard, there is a counter that moves towards spawning a patrol. the heroes don't know what the counter has to get to in order to spawn the patrol, so it makes it a little nerve wrecking to perform actions that are not moving towards a specific task. if they are repeatedly waiting to allow the rogue to go in first then they are likely to have a patrol/wandering monster spawn on top of them.

On a side note, we play that if he is first to enter the room, the rogue closes the door behind him if the sneak is successful.
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Re: Assassin (Dual Wielding Ability)

Postby Jazzdrummer » May 3rd, 2018, 4:53 pm

DullandRusty wrote:also, we play that you can't initiate a sneak if the monster already sees your party. example: the dwarf has already opened the door. the monster is now on alert if you will so sneaking wont work. If the rogue is the one to go through the door first then he can sneak, or if the rogue is the first to go down the hallway where a monster patrol is. This makes the sneak a little risky as if he goes in and fails the check, he ends up going into combat. if subsequent other heroes have low movement rolls, they may not get to the room to help him. it is not crazy risky, but enough to make the hero decide "do I want to chance being by myself in combat for the extra bonus of the attack of a backstab or to explore without engaging a monster, or do I want to play it safe and go in as a group".

we do have a monster patrol/wandering monster spawn timer as well, that helps to make heroes move and not just congregate in effort to be right outside the door while the rogue goes into sneak to get the bonus without risk. each turn of evil wizard, there is a counter that moves towards spawning a patrol. the heroes don't know what the counter has to get to in order to spawn the patrol, so it makes it a little nerve wrecking to perform actions that are not moving towards a specific task. if they are repeatedly waiting to allow the rogue to go in first then they are likely to have a patrol/wandering monster spawn on top of them.

On a side note, we play that if he is first to enter the room, the rogue closes the door behind him if the sneak is successful.


Very cool ideas man. I appreciate your feedback. What are your rogue's general stats and other abilities if any? Just curious.


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Re: Assassin (Dual Wielding Ability)

Postby DullandRusty » May 3rd, 2018, 8:07 pm

my rogue has 3 skills, sneak, backstab (which requires one be in sneak mode) and then a vanish skill which can be done when monsters are aware of him, but you can't attack out of it like backstab. it is purely a "oh crap" save yourself skill that can be used only a small amount of times in a quest.

they also have the passive ability to draw 2 treasure cards instead of 1, then choose 1 and discard the other.

the stats are 6 body, 4 mind, 2 defense. weapons are dual wield daggers. we tried 5 and 5 but the group felt it was a point low and lead to the rogue being too cautious despite only being one point less). they start with basic daggers but I have artifact daggers that are a little higher in stats or have special attributes like poison or some that allow combos if you successfully roll a skull. (I think its the same as the hellfire dagger someone else made on this site, which if you roll a skull you can roll again as another attack, repeatedly till you don't roll 1).

I have a character card and skill cards I can put on here in a few days when I get home to my main computer if you are interested. (for the record, my rogue is a female so the character card has a female on it)
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