Black Sun Assassin
DR 2.5Humanoid · Medium·Recommended levels: 4-8
Abilities
Saves
- DEX +6
- WIS +3
Skills
- Stealth +8
- Perception +4
- Investigation +6
- Acrobatics +8
- Deception +2
Languages
- Basic
Equipment
Traits
The Black Sun Assassin has Advantage on saving throws against being Frightened or Shaken.
When the Assassin makes a ranged weapon attack against a target within 20 feet, it gains a +1 bonus to the attack roll and deals +1 damage on a hit.
Once per turn, when the Assassin attacks a creature while Hidden, it deals an extra 2d6 damage.
When the Black Sun Assassin takes the Disengage action, it may immediately attempt to Hide as part of the same action.
Actions
Lore
Black Sun Assassins are not freelancers and not “street talent.” They’re vetted operators trusted with the syndicate’s most sensitive removals—witnesses who won’t stay bought, rivals who won’t stay quiet, and problems too high-profile for a public shootout.
In SWURPG encounters, a Black Sun Assassin is defined by control and exit strategy. They strike from concealment, hit hard in the first moments, and disappear before the fight becomes fair. If they’re still trading shots on round three, something went wrong—and they’ll correct it by changing the battlefield, not by standing their ground.
Unlike a typical underworld hitman, a Black Sun Assassin expects counterplay. They assume targets have guards, armor, and friends willing to take risks. That’s why they build the kill around timing: chokepoints, blind corners, noise cover, and clean lines of fire.
Use a Black Sun Assassin when you want the table to feel watched. Their presence means the syndicate isn’t just angry—it’s invested, professional, and willing to spend real credits to make a point.
In Play
Black Sun Assassins begin encounters Hidden whenever possible, choosing a priority target and opening with a silenced pistol shot from a strong angle. When they attack while Hidden, Stealth Attack adds significant burst damage, making the opening strike feel deliberate and punishing.
They prefer to fight inside 20 feet when terrain allows, benefiting from Point Blank Shot without exposing themselves unnecessarily. The Assassin closes distance using cover, vertical routes, or crowd concealment rather than straight advances, then disengages the moment the party attempts to lock them down.
Disappear defines the Assassin’s combat rhythm: strike, Disengage, Hide, reposition. They avoid prolonged exchanges and will reset the fight repeatedly rather than stand their ground. If the party adapts, the Assassin changes angles, targets, or elevation instead of escalating force.
If cornered with no viable escape route, the Assassin commits to a fast finish with the vibrodagger, targeting wounded or isolated characters before immediately attempting to break away again. Their objective is always completion or extraction — never domination.
Adventure Hooks
- No Witnesses — A deal goes bad and the party survives—barely. The next day, a Black Sun Assassin begins removing anyone who saw the heroes’ faces, forcing the party to protect frightened witnesses while hunting a killer who never stays in one place.
- The Quiet Contract — A local official hires the party for protection during a public appearance. The threat isn’t a bomb or a riot—it’s a single Black Sun Assassin with a clean line of sight and a better exit plan than the heroes.
- Misread the Target — The party is attacked, but the Assassin wasn’t paid to kill them—only to tag them as leverage. Following the trail reveals a Black Sun handler offering a brutal choice: trade something valuable, or the next contract won’t be a warning.