Wolf Pack Master Assassin
“…”
The Wolf
Pack Master Assassin is a specialized branch of the Special Forces. They are
loners in every sense of the word. Rarely do they ever operate in groups larger
than two. Traditionally, they work alone for better mobility and stealth. Their
job is simple, to eliminate a target, whether that target be a General, a Unit
Commander, a key figure, a power armor, a tank, a building, etc.
Throughout history there has been a demand for death for hire. This has
often led to the development of a class of individuals who specialize in
fulfilling this demand. In times past this would consist of a properly placed
toxin, a knife in the back, a snapped neck or a slit throat.
As technology advanced methods of inflicting death expanded to include
communication of diseases and well placed shots from a cross bow or long bow.
With the advent of the accurate, long range rifle, the sniper fully came into
his own, while the development of explosives and the proliferation of machinery
in peoples lives allowed the car bomb, exploding blender, or, more subtly,
disassembled breaks to become effective means of killing people. The wide
variety of ways in which to deal sudden death has lead to further
specialization among some assassins, able to effectively kill even the most
heavily guarded individuals using their favorite methods.
Their
training focuses primarily on weapons and tactics. All of their skills are
geared to dealing death quickly and efficiently. A common quote among these
specialists is, “Anyone can kill, but who among us can kill with style?”
There are
many ways to dispatch a target, and each has its own particular set of skills.
Very few can master two specialty methods, but it’s not impossible. These
methods include Unarmed, Melee, Long-Range (Sniper), Demolitions, and
Chemical/Biological.
Wolf Pack
Master Assassins receive lodging, 3 meals a day, uniforms, laundry service,
medical services, training, 1 week leave time per year, and a starting salary
based on their ability, training, and experience. Death Compensation is
provided to surviving family members and/or designated parties in the amount of
1 year standard Salary for the soldier. After 10 years of service within the
ranks of the Wolf Pack, the Assassin qualifies for retirement in which he/she
receives ¾ annual salary per year for 20 years and access to medical facilities
for themselves and their immediate families for life. This is a relatively new
policy designed by Col. Masters in the hopes of maintaining troop loyalty and
fair compensation/recognition to veteran soldiers. Since the Wolf Pack
inception 5 years ago, there have been no claims for this policy. However, Col.
Masters has made provisions that this policy will be upheld in the case of his
death.
Alignment: Anarchist, or any Evil Alignment.
Attribute Requirements: PP of 14 or higher
Bonuses: None except through specialization
OCC Skills:
Language: Native 98%
Language: American (+25%)
Literacy: American (+20%)
Math: Basic (+20%)
Radio: Basic (+15%)
Pilot: Hovercraft (+15%)
Weapon Systems (+10%)
Climbing (+5%)
Prowl (+30%
Swimming (+10%)
Running
Streetwise (+10%)
WP: Energy Pistol (+1
to Strike)
WP: Submachine gun (+1
to Strike)
Hand-to-Hand: Assassin
*Hand-to-hand: Assassin can be
changed to Commando or Martial Arts at the cost of one OCC related skills.
OCC Related Skills: Select 6 other skills. Plus select one additional skill at
levels 3, 6, 11, and 15. All new skills begin at level 1 proficiency.
Communications: Any
Domestic: Any
Electrical: None
Espionage: Detect Ambush and Recog.
Weapon Quality only (+20% for both)
Mechanical: Basic mechanics only (+10%)
Medical: First Aid only (+5%)
Military: None
Physical: (+5%)
Pilot: Any Except Power Armor or
Robots
Pilot Related: Any (+15%)
Rogue: Any (+5%)
Science: Mathematics: Advanced only
Technical: Any (+10%)
WP: Any
Wilderness: Any (+5%)
Secondary Skills: The character also gets to select 4 secondary skills from the
previous list. These are additional areas of knowledge that do not get the
advantages of the bonuses listed in parenthesis (). All Secondary skills start
at the base level. Also, skills are limited (Any, Only, and None) as previously
indicated in the list.
Specialization: Each Character may choose ONE Specialization
Sniper Specialization
The Sniper can strike over long distances with unerring accuracy, given a chance to set up and prepare to ambush his target. He/She has trained extensively at striking even the smallest of targets, often while moving.
Character starts out with a JA-11 or
WP-SF36, a set of Naruni Camouflage Armor, and a Multi-Optics Eye.
WP: Energy Rifle
WP: Rifle
Sharp Shooting: Energy Rifle (Called
Shots)
Sharp Shooting: Rifle (Called Shots)
Military Sniper (with an additional
+1 to strike)
Camouflage (+15%)
Optic Systems (+10%)
Read Sensory Equip (+10%)
Land Navigation (+10%)
Wilderness Survival (+10%)
Demolitions & Traps
This
character can install a car bomb, or make a bomb and leave it in someone’s
mailbox with equal ease. This character is also a competent mechanic, able to
“fix” someone’s breaks, nuclear cooling, or environmental systems if subtlety
is required. This character is generally skilled at impersonating mechanics and
technicians that are actually authorized to service vehicles, plumbing, or
electrical systems
Character starts with a portable tool kit, Wilks laser wand and torch, 2 of each type of fusion block, a cybernetic finger with a finger jack, and Amplified Hearing with Sound Filtration.
Demolitions (+25%)
Demolitions Disposal (+5%)
Trap Construction (+10%)
Pick Locks (+10%)
Concealment (+15%)
Impersonation (+5%)
Mechanical Engineer (+5%)
Electrical Engineer (+5%)
Advanced Math (+5%)
Weapons Engineer
Biological & Chemical
This character can discreetly drop a capsule of deadly poison into
someone’s food, or, if more subtlety is required, a pinch of botulism toxin or
any number of common but deadly diseases. Anyone found dead of poisoning, food
poisoning, disease, heart attack, or stroke may have been killed by one of
these specialists.
Character starts with an extensive
collection of poisons, viruses, and bacteria. They also start with a cybernetic
wrist joint with a needle/drug dispenser, a chemical spray, and a molecular
analyzer.
Cook (+5%)
Chemistry (+20%)
Chemistry: Analytical (+25%)
Biology (+20%)
Paramedic (+5%)
Holistic Medicine (+10%)
Identify Plants & Fruits
(Emphasis on poison ones) (+20%)
Biological, Chemical, Nuclear
Warfare (+15%)
Impersonation (+15%)
Concealment (+15%)
Armed (Melee) Combat
This character
can expertly slit someone’s throat, plant a knife in his or her back, split
their skull or run a blade through their heart/kidney/lung. The often prefer to
use small, easily concealable weapons, such knives or shuriken.
Character starts with 2 Vibro-Knives, 2 additional knives, 2 other
ancient weapons of choice, concealable sheaths for all, retractable
vibro-blades, garrote wrist wire, and amplified hearing.
WP: Knife (With an additional +1 to strike, parry, and throw)
WP: 2 Ancient of choice
WP: Archery & Targeting
Concealment (+25%)
Paramedic (+10%)
Impersonation (+10%)
Critical strike from behind
Critical strike on natural 18-20 (16-20 at 10th level)
Lethal strike - direct to HP on called shot at - 3
+1 to PP
+1 to PS
+1 to PE
+2 to Damage
Unarmed Combat
The unarmed
combat specialist can be strip-searched, passed through a metal detector, and
be checked out as thoroughly clean. Then they can proceed to kill their target,
and slip away. They often disguise themselves as an individual who have access
to the target and then proceed to snap the target’s neck, rip out his windpipe,
or ram his nose into his brain.
Character starts with Cyber-Disguise AA-1 and amplified hearing.
Boxing
Paramedic (+15%)
Impersonation (+10%)
Disguise (+10%)
Disarm (+3
to Strike)
Critical Strike from behind
Critical Strike on natural 18-20 (16-20 at 10th level)
Lethal strike - direct to HP on called shot at - 2
1D8 punch, 2D6 kick
+ 2 PS
+2 PP
+2 PE
+3 to Damage
Standard Equipment: 2 sets of Field BDU’s, WPGM-01 gas mask, Comm./HUD headset
Transceiver, T-41 Commando Scout armor, Digital watch /w radiation detector,
(Utility belt /w Sidearm holster, Multi-Optics binoculars, WPLT-01 language
translator, Pocket flashlight, Handcuffs (MDC: 10), E-Clip pouches (2), Flash
comp. Goggles, Infra-red distancer/designator, and a Wilks laser tool.
Weapons: WP-20 Laser/Stun Sidearm /w 2 E-Clips, WP-25 “Wolf Pup”
Submachine Gun /w 3 Magazines (1 of silver ammo), WP-14 Vibro-knife, and
Silver-plated throwing knives (2).
Combat Pack: NG-S2+ Basic survival pack with the following; Spare uniform, 2
sets of civilian clothes, a set of black night ops. Clothes, Comm./HUD set,
Dress uniform, Short E-Clips (4), Long E-Clips (4), SMG Magazines (4+1 silver),
Canteen, Rations (5 days), WP-45 Auto-pistol /w 2 magazines (+1 silver), and an
RMK/IRMSS med kit.
Vehicle: WP05EX Hover Trike or WP10EX Hover Jeep, but will use anything
that is fast and agile.
Equipment available upon assignment: Other Weapons, Equipment, Vehicles, and services are on an as
needed basis. The Unit Officer has the final say as to what the soldier may use
while on assignment. If the Unit Officer does not like the Soldier,
availability of additional supplies may be extremely limited.
Money: The Master Assassin gets a room shared by 1 other soldier in the
Special Forces barracks, food, clothing and all other basics provided free as
part of his/her pay, as well as, access to medical and recreational facilities.
Plus a monthly salary of 2300 credits a month in addition to Training &
Contract completion bonuses. Starts off with one month’s salary and a possible
savings of 1D4x1000 in credits or Black Market items.
Cybernetics/Bionics: All members of the Wolf pack Mercenary Corps are required to
submit to implantation of the WP Security Implant Chip before any training is
allowed. Otherwise, soldiers may opt for cybernetic/bio-system augmentation at
a later date, or for medical reasons.
Experience Table: Use Master Assassins OCC