Template: Callidus AssassinCharacter Name: The Name Chart can be used
Force Sensitive: No
Force Points: 1
Dark Side Points: 0 or up to 5 (based on background)
Character Points: 10
Extra Character Points: 20+ (+5-10 based on background, 10 per Dark Side Point, 5 per Cyber points))
Cyber Points: 2 or up to 6 (based on background)
Move: 10 (13)
Place of Birth: W40K Location
Homeworld: W40K World
Dexterity 4D: Acrobatics, Blaster, (s)Blaster: Neural Shredder, Blind Fighting, Dodge, Grenade, Melee Combat, (s)Melee Combat: Sword, Pick Pocket, Running, (s)Simultaneous Attack: Blaster, (s)Simultaneous Attack: Sword, Thrown Weapons
Perception 4D: Command, Con, Forgery, Hide, Investigation, Persuasion, Search, Sneak
Strength 4D (5D): Brawling Combat, Climbing/Jumping, Lifting, (A)Martial Arts: Combat Master, Stamina, Swimming
Knowledge 3D: (s)Alien Species: Chaos, (s)Alien Species: Eldar, (s)Alien Species: Genestealer, (s)Alien Species: Ork, (s)Biochemistry: Poisons, Bureaucracy, (s)Humanoid Biology: Chaos, (s)Humanoid Biology: Eldar, (s)Humanoid Biology: Human, (s)Humanoid Biology: Ork, (s)Non-Humanoid Biology: Genestealer, Intimidation, Languages, Law Enforcement, (s)Law Enforcement: Eldar, (s)Law Enforcement: Ork, Planetary Systems, Politics, Streetwise, Survival, Tactics, (s)Tactics: Callidus, Technology, Value, Willpower
Mechanical 3D: Computer Ops, Powersuit Ops, Repulsorlift Ops, Vehicle Weapons
Technical 2D: Armor Repair, (s)Armor Repair: Callidus Combat Armor, (s)Armor Repair: Assassin Syn-Skin, Blaster Repair, (s)Blaster Repair: Neural Shredder, First Aid, Melee Weapon Repair, Security
Up to three will be rolled for by the GM. However, a good background can override the GM results in favor of those listed in the history created. The better the history of the character, the better the chance to use those described.
1. Strength Increase: +1D added to Strength for causing and resisting damage.
2. Move Increase: Adds +3 to Move Rate
Acrobatics: Adds +1D to Dodge, Melee Combat or Brawling Combat for defense only
Ambidextrous: No penalties for off-hand use of a weapon
Blademaster: Adds +1D to hit with any melee weapon that has a blade
Catfall: Adds +1D to Dexterity when falling to land on feet
Dodge: Adds +1D to skill
Quick Draw: Allows a single weapon to be drawn and fired once with no penalty; this skill does not cover melee weapons
First Strike: Allows a single melee weapon to be drawn and used once at the beginning of a combat round without penalty if a Very Difficult Difficulty is met)
Hipshooting: No minuses to hit with a ranged weapon
Force of Will: Requires Willpower of 6D and works similar to the Jedi Power of the same name)
Nerves of Steel: Stamina at 6D and Willpower at 6D: allows character to ignore rolls vs. fear - with the exception of certain Force Powers - for those the assassin gets +1D to resistance rolls)
Quickload: Unload a clip and load another in a single action - small, hand-held weapons only
Lightning Reflexes: +2 to Perception for all Initiative rolls)
Subdue: Adds +2D stun damage to the intended target, must be stated)
Stealth: All attempts to detect an assassin via Perception suffer a -2D modifier
(As) Martial Arts: CA Combat Master: Requires Brawling Combat and Melee Combat at 6D or more. Callidus assassins are trained to deal with large numbers of enemies in close combat at one time, and fully expect to have to utilize this aspect of their training. This Advanced skill adds +2D to all Brawling Combat and Melee Combat rolls (attack and parry) as no one in the Star Wars galaxy knows it (including Space Marines). The actual dice in the skill may be divided between attack and defense as the Player sees fit. Ranged attacks allow no bonus. See Callidus Maneuver Table below for details.
Jump Back: Callidus assassins are trained to bypass bodyguards sent to intercept them in combat as quickly as possible, allowing them to concentrate on the job at hand - namely, eliminating their target! Unlike a normal fighter, when a Callidus assassin executes a Break Off maneuver in close combat, she always adds +2D to her Initiative score, and +3D if at arm's length. If the Break Off is successful, then the assassin may use the free run action to move straight passed the opponent from whom she has just broken off. Normally, a fighter cannot run passed a foe during a Break Off unless there is no other option. She can move a full move away plus .5 meters per 10 points above the opponents' roll. Jump Back is an Advanced Dexterity skill that can be increased at x3 normal cost and requires Running at 6D.
Neural Shredder *
Assassin Body Suit (syn-skin)
Callidus Combat Armor: Protects head, chest and abdomen) *
5 Blind Grenades: Roll 5D vs. Stamina or blind for 5 rounds +4D added to all target numbers to hit
* Whether or not these items of equipment are carried depends on whether or not the Callidus assassin makes use of the Polymorphine drug - see below for more details.
GM Note: The C'Tan Sword did not make it through the Warp, so don't ask.
The Neural Shredder is unique in that it uses the target's Knowledge Attribute instead of the target's Strength to determine wounds. The Neural Shredder can also affect vehicles; automatically causing a Glancing Hit (so you can only Stun or Shake a vehicle with a Neural Shredder). Damage: 6D+2 (Character scale)/ 5D (Speeder scale stun only)
Callidus Combat Armor:
If the Callidus assassin is not planning on using Polymorphine to get right next to the target before striking, then she may enter combat wearing a suit of carapace armor modified by the Callidus temple for their operatives.
The Combat Armor is more lightweight than most carapace armor, and so provides marginally less protection, but is more flexible, and still allows the assassin a full range of movement. The armor gives +2D+2/+1D+1 to all locations covered. Weight: 4 kg.
In addition to this, the head piece contains advanced sensory equipment which can be overlaid upon the assassin's vision. The assassin counts as having Advanced Sight (allows Infrared and Ultraviolet vision) and Hearing Auto-Senses (+1D to Perception or Search), Filtration Plugs (basically air filters - need to be changed after every 30 hours of use), an Infrascope Gunsight (adds +1D to hit with chosen weapon only - usually the Neural Shredder - and allows it to be used in darkness, but without the bonus) and a Bio-Scanner Auspex (must choose to activate the bio-scanner as normal, otherwise it scans on passive only).
Like normal imperial syn-skin for the purposes of resistance tests, but made with an additional lightweight and strong fiber mesh, giving the assassin +2D/+1D of additional protection. Weight: 2 kg. This armor can be worn under normal clothing.
Callidus assassins may often find themselves in situations when they cannot carry the signature weaponry of their temple. However, they are never completely unarmed, and will carry upon themselves several thin, stiletto-like blades, often poisoned, that they can use to attack their target if the opportunity arises.
The blades may be coated with one toxin of the GM's choice. Toxins are detailed below.
Fex-M3: Deadly nerve toxin used that kills its victim in under 10 seconds. Fex-M3 is often delivered through dart-weapons for silent elimination.
Sennari: Fast-acting toxin delivered by a Kamino Saberdart and used by Jango Fett to eliminate Zam Wesell in Episode II.
Polymorphine is the signature tool of the Callidus temple. It is also, in gaming terms, the hardest part of the assassin's armory to represent. A single dose lasts until the assassin changes back to their original form or they are killed. To change into their chosen identity or to change back requires a Very Difficult Willpower roll. Failure knocks the assassin out for 5 rounds, after which they can try again with a +2 modifier. A second failure kills the assassin if they fail a Heroic Stamina roll.
The Player Character will be allowed 5 doses of Polymorphine, which cannot be replaced. However, the character can get an extra 1-3 doses by spending 15 CP's per dose from extra starting points only.
Credits: The amount of starting credits must be determined in the Background and approved by the GM.