Alignments: The Black Hand (Faction), No Mercy (Ideology), No Surrender (Ideology), No Snitching (Ideology)
A group of elite assassins hidden from everyday society, the Black Hand is as mysterious as it is exclusive. Members are only known through their scarification done to their wrists resembling chains which have been clasped tightly around them and have since been removed, as part of a ritual known as 'Unshackling' where one's inhibitions and loyalty are tested to their most extreme.
Members of the Black Hand are not allowed to accept assassination contracts against one another without approval from higher ranking members. This is to dissuade in-fighting, and usually these are only granted following an individual being thrown out of the society. Ex-Black Hand are pursued relentlessly, and if one isn't killed they are instead maimed so as to not reveal their secrets - their tongues are removed and fingers lopped off.
The following are options only available to characters who are part of the Black Hand. GMs are free to change the Black Hand as a faction to their own, but it's not recommended to remove the faction-based restrictions on character choices presented here.
Improved Coup de Grace: Reduce the Stamina cost of a Coup de Grace to be the same cost as an attack being performed. For example, if a Coup de Grace is made as your second attack on your turn, it costs whatever a second attack would cost you (normally 8 unless reduced through other abilities).
Marked for Death: Choose a target you can see, you can choose to mark that target for death by your hands. Against this target you reroll 1s on attack rolls and damage rolls (if you have the Savage weapon property, you reroll 1s and 2s). This ability functions so long as the target is alive. You can only have one target Marked for Death at one time, and if you choose to unmark a target you must wait 1 week before you can use this ability again.
'Til My Dying Breath: Any attempts to torture, intimidate, or persuade you for information increase their DC by 10. If this would be information regarding the Black Hand, it's instead increased by 20.
Unshackled and Free: You receive a +5 bonus to Contortion checks to escape bindings (such as being tied up in rope), and you reduce the time for the Pick Lock application of Lockpicking to 1d6 minutes.