Assassins
Assassins are a bit of a special case. In DW they have the curious feature of having the most demanding stat requirements, and their abilities are broad, clearly inspired by the legends of the Ninja and the Hashishin.
Seen through the GURPS Lands of Legend lens, Assassins combine abilites from the fighting professions with powers from the Soul category, with their focus on inner abilities etc. It is a different way from the Mystic, but still a focus on the development of inner power and the application of it.
Round it out with various crafting skills for the ability to make the gadgetry.
Stealth and Skills
These abilities are simply covered by the corresponding GURPS skills:
Stealth → Stealth
Climb → Climbing
Disguise → Disguise
Pilfer → Pickpocket (perhaps also Filch)
Pick Lock – Lockpicking
Track – Tracking
Jumping → Jumping, but see below.
Armour Piercing → Targeted Attack vs. Chinks eg.
Throwing Spikes → Shuriken, plus perhaps Armoury to make them.
Unarmed Combat
Assassins should be trained in a Martial Arts style.
Assassin type characters should be on the track to become Trained by a Master. When thihs is achieved, the character gains the ability to use the cinematic Stealth rules from GURPS Action 2: Exploits.
This will also give access to pusrchace up to 2 levels of Super Jump, to match the jumping prowess of DW Assassins.
Mental Techniques
These abilities may be purchased after character creation when an assassin.
- Inner Sense – buy Danger Sense to have this power. 15 points
- Memorize – buy Eidetic/Photographic Memory to mimic this. 5 or 10 points
- Deathvow – buy Unkillable 1, with Accessibility (Only after 1 week preparation) (-80%) and Only when in close proximity of victim (-20%), Temporary Disadvantage (Obsession: Kill victim) (-5%) for 10 points total
Meditational Techniques
These must be purchased in the sequence mentioned below
- Light Trance: Slow Regeneration (ONly
