
Underworld Assassin
DR 1.5Humanoid · Medium·Recommended levels: 3-6
Abilities
Saves
- DEX +4
- WIS +3
Skills
- Stealth +6
- Perception +4
- Investigation +4
- Acrobatics +6
Languages
- Basic
Equipment
Traits
When the Assassin makes a ranged weapon attack against a target within 20 feet, they gain a +1 bonus to attack rolls and +1 to damage rolls.
When the Assassin attacks a creature while hidden, they deal an extra 1d6 damage.
When the Underworld Assassin takes the Disengage action, it may immediately attempt to Hide as part of the same action.
Actions
Lore
Underworld Assassins are precision tools, not street muscle. They’re hired to remove specific problems quietly and efficiently — witnesses, rivals, or inconvenient heroes who can’t be handled openly.
In SWURPG encounters, an Assassin is defined by timing and intent. They strike from concealment, hit hard in the opening moments, and disengage the instant the fight turns uncertain. They don’t posture, threaten, or explain themselves. If the job requires a message, someone else delivers it.
Assassins often operate with preparation: mapped exits, pre-positioned smoke charges, and an escape route that assumes the target fights back. They are rarely encountered accidentally — if one appears, someone paid for it.
Use Underworld Assassins to introduce paranoia, consequences, and escalation. The first sign of their presence should be the attack itself.
In Play
Underworld Assassins rely on surprise, concealment, and short-range execution. They begin encounters Hidden whenever possible, choosing a priority target and opening with a silenced blaster shot. If they attack while hidden, Stealth Attack adds extra damage, making that first hit feel like a planned strike rather than a fair fight.
They prefer to fight inside 20 feet to benefit from Point Blank Shot, using movement and angles to close distance without exposing themselves for long. If threatened or focused, the Assassin disengages immediately and vanishes—Disappear lets them Disengage and attempt to Hide in the same turn, breaking line of sight and forcing the party to hunt them.
If the target survives the opening, the Assassin alternates between short bursts of pressure and repositioning. They avoid stand-up firefights, attack from cover or darkness, and only commit to melee when it guarantees a clean finish with the vibrodagger.
Adventure Hooks
- Paid in Advance — An Underworld Assassin is contracted to eliminate a witness connected to the party. The heroes arrive just as the hit is in progress — and must decide whether to protect the target or pursue the assassin through a crowded urban zone.
- Message Without Words — A quiet assassination attempt against one of the party members fails, but the assassin leaves behind a calling card that clearly identifies the employer. The job wasn’t meant to succeed — it was meant to warn.
- Clean Exit Clause — The party tracks an assassin back to a safehouse, only to discover the assassin was contracted with strict limits: no collateral, no witnesses, no escalation. Breaking those terms could turn the assassin into an unexpected information source — or a temporary ally.