Assassin - PL6/9
Strength 1, Stamina 1, Agility 4, Dexterity 4, Fighting 9, Intellect 0, Awareness 3, Presence 0
Advantages
Agile Feint, Assessment, Equipment 13, Hide in Plain Sight, Improved Critical (Knives), Improved Initiative, Instant Up, Move-by-Action, Second Chance (Stealth: Hiding), Ranged Attack 3
Skills
Acrobatics 5 (+9), Athletics 6 (+7), Deception 7 (+7), Stealth 6 (+10), Vehicles 6 (+10)
Powers
Cyber-Jack: Feature 1 *1pp
Equipment
Stealth Suit (Protection 2, Concealment 2 (Normal Visual, Blending)*3pp
Long Knives (Strength-Based Damage 2, Threat 19-20, Feature 1: Twinned)*4pp
Light Pistol + Laser Sight (Ranged Damage 3, +2 Acc, Threat 20)*3pp
Stim Pack x 4 (Feature 1)*4pp
Communicator (Feature 1)*1pp
Assassin-Class Power Suit: AP-002 *32pp
(Large**; Str 6 Tough 8 Def -2 Speed 4 (30 MPH); Extra Limbs 4, Communications, Sealed Systems, Feature 1 [Cyber-Linked], Senses 7 [Extended Radar 2 (1/2 Miles), Ultravision, Extended Vision 1 (100ft)] Concealment 2 [Normal Visual, Blending], Impervious Toughness 8)
** -2 to Stealth/+4 Intimidation
Lancer Rifle (Ranged Damage 9, +2 Acc, Threat 19-20, Quirk 2: Requires Str 5)*18pp
Offense
Initiative +8
Unarmed +9, Damage DC 16
Long Knives +9, Damage DC 18, Threat 18-20
Light Pistol +9, Damage DC 18
Lancer Rifle +9, Damage DC 24, Threat 19-20
Defense
Dodge 8/9*, Parry 8/9*, Fortitude -/4*, Toughness 8/3*, Will 8
* w/o Power Suit - Toughness 8 is Impervious (4 Ranks)
Power Points
Abilities 44 + Powers 1 + Advantages 26 + Skills 15 + Defenses 13 = 99pp
***
- Type A (Assassin) operative/pilot. Master of stealth and HTH combat, assassins pilot extremely lightweight and maneuverable mechs into battle. The focus of this type is stealth and precision: the business of dealing out and coping with heavy punishment on the battlefield is best left to heavier units.
- Assassins are recruited from state wards (usually orphans) and other members of society without family obligations (often criminals, heretics and traitors) and serve under the DSO (The Department of Special Operations, which serves as a commando branch/secret police of the Charon Imperium). Assassins are indoctrinated under the maxim: "Your father is the Emperor, your mother the Imperial Navy, your sisters and brothers your comrades in the field, and your only children are the subjects of The Realm". They have no honor greater then the completion of their mission, and do not abide by the code of chivalry observed by other members of the Imperial armed forces.
- If you are employed as an assassin, don't expect to be buried with honors if you fall in combat. No statue will be erected in your honor, no marker will mark your grave (assuming your body is recovered), no candles will burn in your memory. Whatever record of your achievements exists will be classified and only read by the cold, disinterested eyes of those with a high enough clearance level to view them.
- Assassins rarely retire. Those few that do survive the dangerous missions assigned to them sometimes defect to Fortuna (where the class differences that define life in Charon do not exist), or take on private employment in security positions - often of a criminal nature- elsewhere in the cluster. Rumor has it that if an assassin neither defects nor dies on mission the state will assign them to a comfortable if monotonous retirement to a place called 'The Village': a remote colony somewhere in the Charon sphere. If this place exists, and is not just a rumor, it must be the most baddass collection of senior citizens anywhere within known space.