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INTRODUCTION 12 Goals 35
The Price of Doing Business 36
The World of Shadow 13 Mysteries 36
Necessary Evils 13 Daughters of Jacobins Path 37
Tense Action 13 Additional Connections 37
Connection to the Continuum 13 The Krugu Vorov 38
How to Use This Book 14 Secret History 38
Inspirational Media 14 Contracts 38
Games 14 Operations 39
Movies 14 Recruitment 40
Tabletop RPGS 14 Organization 40
Television Shows 15 Goals 41
Lexicon 15 The Price of Doing Business 41
Mysteries 42
CHAPTER ONE:
STEPPING INTO SHADOWS 16 Krugu Vorov Path 42
Additional Connections 42
Entering the Shadow: The Signal 44
Becoming an Assassin 17
The Secret History 44
The Secret History 17
Contracts 44
Societies of the Past 18
Operations 45
The Considerate Killers 19
Recruitment 46
The Birth of the Code 19
Organization 46
Three Worlds 20
Goals 47
Daylight 20
The Price of Doing Business 47
Twilight 20
Mysteries 47
Shadow 20
The Signal Society Path 48
The Order of the Shadow 22
Additional Connections 48
The Code 22
Society of Leonidas 50
The Service 23
Secret History 50
The Contract 26
Contracts 50
CHAPTER TWO: Operations 51
THE SOCIETIES 30 Recruitment 52
Organization 52
The Structure of a Society 31
Goals 53
Daughters of the Jacobins 32
The Price of Doing Business 53
Secret History 32
Mysteries 53
Contracts 33
Society of Leonidas Path 54
Operations 34
Additional Connections 54
Table of Contents 3
The Swarm 56 A Plan Came Together 77
Secret History 56 Rising Star 77
Contracts 57 Saving Someone Else’s Life 77
Social Challenge 78
Operations 58
Sprung a Trap 78
Recruitment 58 Ultimate Con 78
Organization 58 Violence 78
Goals 59 Step Six: Add Advantages 78
The Price of Doing Business 59 Step Seven: Final Touches 79
Mysteries 60 Character Advancement 80
The Swarm Path 60 Experience 80
Additional Connections 60 Tweaks 81
Minor Societies 62 Stations of Darkness Paths 81
The Council 62 Role Paths 81
The Councilors 62 Double Tapper 81
A Seat at the Table 64 Hacker 81
Cutting a Bloody Path 64 Poisoner 82
Slasher 82
Stations of Darkness 64
Sniper 82
Legitimate Business (variable) 65
Street Surgeon 82
Endless Opportunities (2s) 65
Society Paths 83
Paths Through Darkness 65
Bodyguard 83
Moving Between Stations 65
Crime-Solving Scientist 83
An Example 68 Criminal Organization 83
Nemeses 69 Cult of Personality 83
Paths in Play 70 Vigilante Group 84
Training Operations 70 Origin Paths 84
Other Talents in Shadow 71 Reformed Criminal 84
Criminal Heir 84
CHAPTER THREE: Pickpocket 84
CHARACTER CREATION 72 Raised by a Lone Wolf 85
Refugee 85
Step One: Concept 73 Nemesis Paths 86
Step Two: Paths 74 Fixer 86
Step Three: Rival Assassin 86
Skills, Skill Tricks, and Specialties 75 Serial Killer Magnet 86
Step Four: Attributes 76 New Edges 87
Step Five: Ascetic Lifestyle 87
Apply Assassin Template 76 Boltholes 87
Botched Job 77 Community Aid 87
Bullet Ballet 77 Conspirators 87
Captured by the Enemy 77 Faceless 87
Chance Birth 77 Flawless Accent 87
Exposure to Flux 77 Forger 87
The First Mission 77 Hornet Workshop Certification 88
Table of Contents 5
Dark 110 Getaway Driver 119
Dizzying Height 110 Info Broker 120
Fortified 110 Nameless Hacker 120
Speeding 110 Neighborhood Tough 120
Tight 111 Porter 121
The Approach 111 Shadow Antagonists 121
The Escape 111 The Chameleon 121
Assassin Powers 112 Contract Killer 121
Tension 112 The Lifer 122
Attack 112 Poisoner 122
Deadly Aim 112 The Perpetual Problem 123
Disarm 112 The Professional 123
Dive for It 112 Revenge-Seeker 124
The Rogue Agent 124
Defense 112
The Technologist 124
Punching Bag 112
The Thin Blue Line 125
Shake Your Tail 113
The Up-and-Coming Assassin 125
Titanium Skull 113
Utility 113 CHAPTER FIVE:
Copycat 113 MASTERIES 125
Skeleton Key Card 113
Social 113 What Are Masteries? 127
Flawless Disguise 113 Types of Masteries 127
Voice of Authority 114 Making Your Own Masteries 128
Support 114 Learning and Training 129
For My Master 114 Masteries 130
How Did They Find This 114
Preparation 130
I Know That Face 114
A Good Hat 130
Out of the Woodwork 114
Bespoke Disaster 130
Trust No One 115
Best Dressed 131
Ubiquitous Manservants 115
Call to Action 131
Walk It Off 115
Circe 131
We Can See You 115
Cut Ties 131
Your Money’s No Good Here 115
Cut the Cameras 131
Antagonists 116
D’Invasion 132
Daylight Antagonists 116 Dévouement 132
Dupe 116 Killing Weapon 132
Executive Assistant 116 Leshi 132
Little Old Lady (With a Gun) 117 Magpie’s Gaze 132
Lookout 117 Nevidimyy 133
Partygoer 117 No Mistrust 133
Rent-a-Cop 117 Odyssey 133
Twilight Antagonists 117 Polyphemus’s Visitor 133
Bodyguard 118 Rule from Jebel Barkal 134
Bureaucrat 118 Sledovik 134
Gadgeteer 118 Stone Cold 134
Table of Contents 7
Randie ducked back beneath the rooftop hearing her voice. She thumped her fist into
ledge, breathing hard. her injured shoulder, using the sudden burst
Calm down. Take stock. of pain to cut emotion off at the pass.
Her shot had gone wide, that much she “Hello to you too, darling,” said Trina. If
knew. She was relatively certain no one else she’d heard Randie’s painful hiss, she was
celebrating in the street festival below had ignoring it.
been hit. She was only three stories up — “You shot me.”
if there were panic, she’d have heard the “Only a little!”
crowd’s screams.
“I have a job to do.”
Cover not totally blown, then. Good.
“Let me guess, killing Lou Marchant Jr.?
She twisted to try getting another look, but Because I’ve been hired to keep him alive.”
the sharp pain and sudden warm rush in her
shoulder kept her sitting. Randie groaned. Of course. If she could keep
Trina talking, she might be able to slip away.
Shot. Not so good. Quietly and quickly as she could, she gathered
Randie concentrated on getting her respi- her equipment. “He’s an awful person, Trina.
ration and heartbeat down to normal levels. The list of what he’s done, what his family’s
The wound hurt like hell, but she was fairly done?”
certain it hadn’t hit anything vital. While she “Sure. But Lou Senior’s paying me an awful
waited for calm to return, she replayed the lot to keep his awful son alive. Tell you what.
last few seconds in her mind, thought about Let this job go, and I’ll take you somewhere
angles and trajectories, and what vantages the nice with the proceeds.”
rooftops across the street offered. She risked a
peek over the ledge and spotted the shadow It took a lot to keep silent as she slung her
exactly where her calculations told her one rifle over her shoulder, but Randie managed
might be. She ducked back down before they it. “Like where?”
could take another shot at her. “Somewhere with a beach.” Trina went on
The R&D team had outfitted her with con- to describe one, while Randie stayed low and
tact lenses that gave her a heads-up display crept toward the other end of the rooftop.
and a communications interface. Now, she To make it across to the next building, she’d
locked her gaze onto the tracker app in the cor- need a running start. She’d spent the better
ner and activated the map. The beacon she’d part of the last week scoping out her best
placed on her quarry earlier today showed routes to the secondary point, and with Trina
him moving down the street, buoyed along on her tail, this was the fastest.
by the other festivalgoers. This location was
Even a few seconds’ head start would be
blown, but if she could make it to her backup
enough. She hoped. They’d always been neck
point a block down, she could still finish the
and neck when they competed in college. Hell,
job. Just had to shake whoever that was across
they’d been evenly matched at nearly every-
the way. Who’d found her out? She’d been so
thing, and in the places where they weren’t,
careful setting all this up.
Randie and Trina’s skills complemented one
A flash to her right signaled an incoming another. It had made them excellent partners,
call. Caller unknown, read the display. once.
Randie answered. “Yeah.” Once, but not anymore.
“That is you over there.” Randie rose slowly, keeping the elec-
“Trina. God damn it.” Her ex’s delighted trical shed between herself and Trina’s
laughter spilled through her earpiece; its vantage point. The rooftop was unlit and
fainter echo came from the building opposite. shadow-draped, but the moon was just bright
Randie couldn’t help it; her heart fluttered at enough to provide some small illumination.
As soon as she left the shed’s cover, Trina
INSPIRATIONAL MEDIA
Here are some games and films to help you get into not inhabit, making ideal inspiration for the world of
the mood of Assassins. shadow.
GAMES MOVIES
Assassins Creed (Series, 2007) — The series pres- Atomic Blonde (2017) — Atomic Blonde’s brutal
ents a unified society of assassins throughout periods action and thriller conspiracy is a perfect example of
of history, who have been entangled with a variety of the Assassin lifestyle. Romance on the mission isn’t
important events, people, and places. The idea of an just for the James Bond types.
assassin society, plus all the cool abilities the player Gunpowder Milkshake (2021) — This movie is a pure
character has, make for ideal Assassins inspiration. Assassins story about a young woman who botches an
Dishonored (Series, 2012) — Main character Corvo’s important job and winds up on the wrong side of her
transformation from ordinary person to mystical- Society. It takes place entirely in Shadow and prominent-
ly-empowered killer serves as good inspiration for a ly features an exceptional example of a minor Society.
character’s transition from the world of daylight to John Wick (2014) — A revenge story taking place
the world of shadow. in the hidden world of killers for hire. Bespoke suits,
Hitman (Series, 2000) — Agent 47, dispatched by hidden weapons, muscle cars, old friends and older
a secretive and elite organization to strategically enemies: John Wick is quintessentially thematic for
remove powerful and corrupt individuals provides a Assassins.
useful demonstration of an agent of Shadow cutting Wanted (2008) — Another story of transition from
through twilight circles. Similarly, his conflicts with daylight to shadow. Plus, curving bullets and all the
his own organization provide ample material for in- other unusual powers demonstrated by characters
tra-organizational battles within the institutions of make for excellent examples of Masteries.
shadow.
Metal Gear Solid (Series, 1998) — Layers of con- TABLETOP RPGS
spiracy and melodrama make excellent inspiration Blades in the Dark (2017) — The criminal under-
for bombastic Assassins games. The characters clash world of Duskvol exemplifies living in twilight.
with each other in a world that ordinary people do Blades also assumes that the gang of scoundrels lives
14 INTRODUCTION
and works together. Ideal inspiration for creating a Human Target (2010) — Christopher Chance is a
gang of collaborating Assassins. good example of an eccentric Assassin protecting
people from other Assassins. The charming support-
TELEVISION SHOWS ing cast and quirky world-building lends itself well
Alias (2001) — The layers of conspiracy and double to an Assassins chronicle with a lighter tone.
agents, as well as finding the balance between an Treadstone (2019) — This TV show inspired by
ordinary life and the life of a killer provide great the Bourne novels features a shadowy conspira-
inspiration for an Assassins game. Milo Rambaldi’s cy controlling sleeper agents whose fighting and
inventions are good examples of unusual technology death-defying stunts provide excellent inspiration
that feature in an Assassins chronicle. for Assassins and the deadly antagonists they face.
LEXICON
Anathema: An Assassin in bad standing, having The Service: A neutral party that enforces the
violated the Code rules of Shadow.
Assassin: An Inspired character whose power is Shadow: The world of Assassins — the place
focused on the art of the kill. They gather together where chronicles take place as well as the base of
into Societies where they learn to use their Masteries. operations for all Societies.
Code: A strict set of ten rules by which all Signal: A pirate radio Society run by an enigmatic
Assassins must abide. host who directs the cooperation of a diverse alliance
Contract: A binding agreement to kill a target. of marginalized Assassins. The Signal focuses more
Daylight: The world of everyday, ordinary people. on the cause than the payment.
Assassins’ families and loved ones typically live in Society: A community of Assassins that raises,
the world of Daylight. houses and trains them. Each has its own unique
Daughters of the Jacobins: A Society focused philosophy and fighting style.
on freedom and violent change, dating back to the Society of Leonidas: A group of ascetic Assassins
French Revolution. They believe all Assassins should whose history dates back to the ancient world. They
be held accountable for the outcomes of their deadly are the most numerous and powerful, and their prac-
actions. tices established many of the codes and traditions of
Krugu Vorov: A mystery cult of Russian Assassins the world of Shadow.
who call themselves the Thieves-in-Law. They over- The Swarm: A corporate Society based out of
see goings-on in Twilight — especially punishing Japan that trains Assassins en masse. They specialize
transgressions against their ruling body, the Seven in pursuing and killing other Inspired.
Princes. Twilight: The world of mundane criminal activi-
Mastery: A special kind of power that grants ty, such as con artists, thieves, and organized crime.
Assassins absolute control over violence and killing. It bridges the world of Daylight and the world of
Shadow.
Lexicon 15
“Nobody’s ever been arrested for a murder;
they have only ever been arrested for not planning it properly.”
— Terry Hayes, I Am Pilgrim
Murder is the world’s second-oldest profession. their own abilities. Whatever their reason, Assassins
Since the first killer bashed in someone’s skull with leave behind their old lives to walk a different path.
a heavy rock, humanity has devised evermore elab- They abandon the mundanity of the Daylight world
orate ways to kill. Martial training, advanced weap- to step into the Shadows, where the Assassin com-
ons, and ideologies of violence have refined the art of munity resides.
killing — but Assassins are those who have mastered it. Characters who become Assassins do not do so
Anyone can become a murderer, but few have lightly; it’s a hard and violent life, and one that
what it takes to be an Assassin. Each is Inspired, but few walk away from whole and happy. At best, an
the (often tragic) circumstances of their lives and the Assassin becomes a legend to their comrades and
presence of Flux has refined their exceptional nature retires to obscurity. At worst, they die alone and
toward the killing arts. Some kill in service of higher anonymous.
aims, while others seek profits or simply to hone You have chosen to walk this path.
Most infamous of the Societies who eschewed the The sun never set on the Worshipful Company’s
Shadow and reaped the whirlwind is The Order of enterprises. They established a network of hotels
Assassins, among the few Societies acknowledged in across the globe to make the business of travelling for
modern records, though the true extent of their in- murder a more luxurious affair. Terrorized colonial
fluence remains obfuscated. The Order of Assassins subjects and working-class people dispatched to the
trained Hashashin, the root word for the modern colonies served as porters in the hotels and accom-
Assassin. This Society openly ruled the Alamut state plices to the Company’s crimes, furnishing weapons
from Alamut Castle for centuries, using assassina- and disposing of corpses for the killer elite.
tion and subterfuge to maintain their independence The Company’s influence grew so great that it wield-
from their neighbors. Mongols in the 13th century ed the power of empire to force other Societies to adhere
brought an end to Alamut, aided by enemy Assassins to their own code of conduct and offered the services
dispatched by the Order’s greatest enemies. While of their network to those who complied. The Company
some propose that the Order survived and continued maintained its stranglehold on the Shadow for decades,
to manipulate events around Alamut, most Assassins making enemies of Societies ravaged and humiliated for
consider the state’s demise a sobering reminder that failing to abide by their eccentric standards, while hunt-
killing openly and ruling in the Daylight will only ing non-compliant Societies out of existence.
bring ruin.
THE BIRTH OF THE CODE
THE CONSIDERATE KILLERS Sometime after 1922 for reasons unknown to the
In the 19th century, the modern Shadow took Societies, Assassins began to appear in far greater num-
shape. Assassins in service of the British Empire bers than in previous decades. The Worshipful Company
dreamt of a Shadow unified in accordance with their of Killers became vulnerable in the aftermath of the
own culture and rules of conduct. The Worshipful Great War, having depleted their numbers attempting
Company of Killers, Assassins obsessed with et- to influence the war’s outcome through assassination.
iquette who killed at the behest of the aristocratic Their servants in the Shadow one by one began to betray
elite began to conduct their business across the them, collaborating with other Societies subjugated by
world, killing in every corner of the Empire. the Worshipful Company to take out contracts on every
THREE WORLDS
The world of Assassins is our modern-day world. the criminal and the quasi-legal. Shell companies
It takes place in the present. The cities and nationali- participating in embezzlement and other white-col-
ties present within its world are our own, unchanged lar crime might be technically legal, but their activ-
except by the imaginations of the Storyguide and ities fall within the parameters of Twilight. On the
players. However, this fictional version of the real other hand, petty thieves and enforcers-for-hire also
world breaks down along three lines: Daylight, fall under Twilight’s shady umbrella. However, a
Twilight, and Shadow. These are descriptors for doctor providing care and distributing medicine in
different parts of the setting that Assassins inter- open disregard for oppressive laws is also operating
act with. The lines between them are intentionally in Twilight. For a person whose livelihood involves
porous and characters freely move between them the dubiously legal, their Twilight activities usually
during Assassins chronicles. involve evading notice from Daylight law enforce-
ment or other Daylight authority. Usually, Twilight
DAYLIGHT operatives do not want to accumulate any kind of
The world of Daylight is mundane and ordinary. fame or reputation — except among their peers.
Regular people work regular jobs, go grocery shop- This is the aspect of the Assassins where ordinary
ping, play on their phones and watch TV. They do Talents and Assassins are most likely to overlap. The
not think about taking the lives of others or about Moment of Inspiration comes to the highly skilled,
the inner workings of committing violent crimes. which frequently includes people with criminal
Most Trinity Continuum games take place in backgrounds.
Daylight — even if strange, extradimensional things Many people on the margins of society are also
happen there. Talents of Daylight occasionally brush part of Twilight, or at least drawn into its edges.
against the world of Twilight when their heroic These people include sex workers with criminal
exploits lead them there, but they rarely if ever ven- patrons, drug mules coerced into dangerous work,
ture into Shadow. If an Assassin was recruited into homeless people selling overheard information, and
her Society, her former friends and loved ones still drug dealers trying to make ends meet. Unlike con-
live in Daylight, a dangerous prospect for most. The tacts in Daylight, Societies encourage Assassins to
Societies discourage Assassins from maintaining cultivate and protect these relationships. A safe and
their Daylight ties. This is a recipe for disaster, risk- well-regarded Twilight contact is worth their weight
ing exposure for the Assassin and the lives of those in gold. The World of Shadow does not treat its mar-
she holds dear. If an Assassin insists on maintaining ginalized Twilight associates as easily disposable.
her connection to the world of Daylight, then she Twilight has the most overlap with Shadow, but
must keep her life as a killer private from others and rarely are Twilight contacts invited in. Shadow is the
shares information about her real occupation at her Assassins’ world, and theirs alone. It’s nothing per-
own peril. A Society will not hesitate to cut loose sonal, just business.
an Assassin who reveals too much to the people in
Daylight. SHADOW
This is the realm of Assassins. It is their hidden
TWILIGHT abode and base of operation. Shadow is not an al-
In the world of Twilight, organized crime, gangs, ternate dimension or reality, or a shard of the real
coalitions of thieves, corrupt officials and shady cor- world. It exists alongside normal, day-to-day oper-
porations dwell. It’s the shady world that lurks just ations, but disappears beneath average scrutiny. The
alongside the world of Daylight, filled to the brim with world of Assassins stands inaccessible to the people
of Daylight (unless, of course, they are a victim of un- who can afford them. The masterminds in Shadow
lucky circumstances, see p. XX). An ordinary salary- orchestrate unrest in another country, embed sec-
man cannot accidentally make a reservation at Hotel onds-in-command who quietly pull the strings, and
Asylia, or stumble into a board room reserved by eliminate important opposition to their long-term
the Daughters of the Jacobins. The Inspired power plans. Assassins begin as the killing instruments of
of Assassins as a collective whole protects them. these hidden leaders, but may rise to seize power for
An Assassin can bring someone from Daylight into themselves. Most Assassins choose to live a life of
Shadow. Such a thing is not impossible. However, violence, and escape Shadow before it claims their
doing so puts the cultivated secrecy of Shadow at lives but most aren’t that lucky. Doing so is a danger-
risk — a transgression that Societies do not look upon ous play, and a path strewn with countless enemies.
lightly. No matter how a character approaches her life in
All Societies, major and minor, operate out of Shadow, it’s never an easy trod.
Shadow. The major Societies control whole organi-
SHADOW AND FLUX
zations, own businesses, hotels, and training facili-
Where Assassins gather, the collective force of
ties. These places exist in material reality but they do
their Inspiration creates something like a barrier of
not exist legally. Of course, residents of the Shadow
know one another and how to locate one another Flux. This cordon of energy separates Shadow from
though hidden facilities and headquarters remain the rest of the world. It makes everyday people drive
past their glistening bases of operation and think
secret even among Assassins. If a person in Daylight
wonder what people do there, then never consider the
has heard of something from Shadow, it’s in the form
of an urban legend, an unbelievable post online, orplace again. Like any other continuum, this bubble
a swiftly-discredited piece of independent journal-of Flux affects temporal flow. The World of Shadow
ism. Those who dwell in Twilight know that Shadow is every-so-slightly anachronistic, and thanks to this
exists, and is populated by extremely power and unusual manipulation, protects its residents from
impossibly deadly people. Criminal elements with extra-dimensional problems. Anomalies like Francis
contacts in Shadow abide by one important rule: do Smith (Trinity Continuum Core Rulebook, p. 141)
not fuck with your Shadow associates. This doesn’t do not appear within Shadow. However, this does
mean that antiquated technology and weapons —
stop residents from ignoring this rule, naturally — a
mistake for which they pay dearly. like oil paintings or phonographs or swords — see
regular use. Characters with the ability to sense the
From their vaunted, hidden bases of operation,
presence of Flux might be able to identify a location
Societies influence the power structures of the
as belonging to Shadow by its unusual energy. They’d
world. They select their targets from among the
be wise to leave it well enough alone, though.
dangerous and powerful at the behest of those gov-
ernments, corporations, and other organizations
Three Worlds 21
THE ORDER OF THE SHADOW
The Shadow is like a world unto itself hidden in Siblings’ Conflicts. Forbidden from slaying
parallel to the societies of Daylight and Twilight. one another, Assassins resolve their problems
The Societies form the bulk of this world, but the with formal duels: tests of combative skill with
order that governs the Shadow is held together by strict rules to determine the winner and loser.
three vital components: The Code is the foundation Do not interfere with a duel.
that binds all Assassins together and separates the
• Rule the Third: Do Not Involve Others in Your
killers from the beasts. The Service which arbitrates
Vendetta. Tensions run high in the world of
the Code and provides the functions necessary for
Shadow, and bruised egos happen. If one must
the Shadow to survive in the modern era. Finally,
get even, do not drag your associate Assassins
there is The Contract, the kill itself, the one com-
into it, and absolutely not drag your contacts
monality among all Assassins. Each of these three
in Twilight nor your family and friends in
pillars form the foundation for the modern Shadow,
Daylight into the struggle. This also goes for
born from the ashes of the Worshipful Company’s
targeting a rival’s contacts, friends, or family.
violent order.
• Rule the Fourth: Respect Neutral Ground. Places
THE CODE like Hotel Asylia (p. XX) host all residents of
The World of Shadow is above the law — it is well Shadow, regardless of their affiliation. While in
beyond the reproach of any Daylight authority, and an established neutral location, Assassins may
thus it must govern itself. In Twilight, criminals not feud with, duel, or kill one another.
scrabble for territory and stab one another in the
• Rule the Fifth: A Contract is Sacrosanct. Do not
back. No one can be trusted. If Shadow followed
question it. If you do not like the terms of a
the same haphazard structure, it would have long
contract, do not accept it. Breaking a contract
since collapsed. Since times immemorial, there has
or betraying one’s employer is forbidden.
been only one rule of the Assassin’s Code, to honor
your contracts. A contract is a promise, and so the • Rule the Sixth: Your Word is Binding. Assassins
modern Code is a contract between all the partici- must treat their promises like a contract. If you
pants in the Shadow: a standard of behavior to which swear not to harm someone, you must abide by
all Assassins from the secret masters to the newest that. If you swear a life-debt, you must answer
recruits must adhere. Those who violate its tenets the call when you are summoned.
are marked anathema and cast out from Shadow, if
not executed. An ejected Assassin is a liminal being • Rule the Eighth: Death is Only for the Target.
with nowhere to belong in Daylight and unable to Assassins are precision instruments, not weap-
return to Shadow. Execution is a mercy. ons of mass destruction. Claim too many lives
and the general public of Daylight notices.
The Code is based on the ancient social contract
Every Assassin is called to temper their blood-
among Assassins, first codified into tradition by the
lust for their contracted target only. The cor-
Society of Leonidas and then put to paper by the
ollary to this rule is that hired muscle, body-
Worshipful Company of Killers. In the modern day,
guards, soldiers, enforcers, and other doers
the Service enforces the Code and does not hesitate
of violence hired to get between you and your
to mark code-breakers anathema at the slightest
target are fair game.
offense. The following strictures make up the Code.
• Rule the First: Do Not Kill Your Siblings-in- • Rule the Ninth: Aim Carefully the Killing Arts.
Arms. Assassins are a rare and precious re- Do not raise your hand against a non-combat-
source. Slaying another is a grave sin, even if ant. Targets employ dozens of Daylight inno-
they are an enemy. The corollary to this rule is, cents who have nothing to do with accomplish-
of course, unless they are a contracted target, ing your contract. Slaying clerks, assistants,
or they harm you first. servants, and other non-combatants is forbid-
den. They are to be bargained with or intimi-
• Rule the Second: Do Not Interfere in Your dated into silence, if they are in your way.
the plushest rooms. In accommodations like the contract can be arranged, ensuring only the porters
Wormwood in London or the Hotel Dashiell in doing the cleaning will ever know what became of
San Francisco, Assassins can plainly see the five- the target. Even a front or cover identity to conceal
star service on offer, yet the rich and famous never an Assassin’s true business from friends and family
gain entrance or reservation. These kinds of hotels in the Daylight can be arranged by a porter of the
are only open to those invited, and the only ones Service. None of these services come free, however.
invited are ones in good standing with the Service What isn’t paid for by the Assassin’s Society must
in the Shadow. Collectively, these places are known be purchased with her own tender. If she has none
as Hotels Asylia, and they are held to be neutral to offer, then the Service will accept a contract in
ground by broad Societal agreement. No violence return.
is to be waged within their hallowed halls, on pain
of death; all grudges are suspended, and bitter SHADOW ECONOMY
nemeses will share a drink in the elegant bar these Among the Service’s most valuable functions
hotels undoubtedly feature. Each Society sponsors is the operation of the Shadow’s economy. In the
at least one Hotel Asylia, in places as far-flung as Service’s establishments, money never directly
Haiti or Siberia, each with their own unique char- changes hands, there is no paper trail for Daylight
acter and owner. authorities to follow. Instead, business is conduct-
The Hotel Asylia also offer other services to ed using the Service’s coins or the markers of the
Assassins staying in one of their facilities. Travel Societies. Assassins who complete contracts are not
in comfort can be arranged far away from the paid with briefcases of cash or wire deposits; those
Daylight’s prying eyes. Weaponry and other hi- tools of the Twilight can be traced by the powers
tech equipment can be tailored and delivered to that be. Instead, they are paid in the Service’s coins
the door of an Assassin’s room. Contracts can be or in the markers of the Societies.
offered and taken in the lobby. Cleaning services The Service’s coins are each a priceless relic:
for an Assassin’s equipment or for the scene of a Tetradrachmae bearing the face of Alexander the
contract will have to race against the authori- killer-saint for her accomplishments.
ties to take him out first.
• Olivia Hart is the picture of American success:
a fabulously wealthy businesswoman who
SHADOW CONTRACTS
came from humble means and whose uncanny
Shadow Contracts are the greatest challenge an facility for numbers and snap reflexes helped
Assassin can face, and consequently the source of her accumulate a fortune on Wall Street. She’s
their greatest rewards. Shadow Contracts are nearly also a member of the Society of Minos, a secret
always either Assassins themselves, or people with society of the fabulously wealthy who hunt
close ties to them. They are the invisible hands that and kill people for sport. The Society includes
foment catastrophes in the world to fatten their a number of Anathema Assassins who consider
checkbook. They’re leaders of secret organizations their former colleagues to be the most danger-
that spread misery to accomplish world-changing ous game, and they all consider the contract on
objectives. They are both the most challenging and Olivia’s head to be a sporting challenge.
horrific targets.
They sequester themselves far from the public • Bertran d’Alverny was among the wealth-
eye, in underground lairs, remote chateaus, and for- iest men in Europe before he was exposed as
tresses surrounded by miles of security infrastruc- the mastermind behind the failed kidnapping
ture. The risks are high and so are the rewards. A of his top rival’s son. His wealth and connec-
notorious Shadow Contract can make an Assassin’s tions allowed him to flee Europe, and in the
career, entering her in the annals of the Shadow as a time since his apparent disappearance, he has
Assassins come together in the world of Shadow experts are other Talents brought on board through
to form Societies: organizations dedicated to the art a series of half-truths and appealing bribes. Someone
of death. Each Society has its own goals, methods, has to build and maintain the gadgets and tools at an
and philosophies that inform how they choose their Assassin’s disposal, after all.
targets and why, but all are joined together by their Societies keep these retainers on staff to admin-
connection to Assassins, those Talented individuals ister and support their work without relying on ex-
contracted by the Societies for the world’s second ternal help. This has the added benefit of keeping
oldest profession: murder. each Society at least a little bit independent from the
Service. The Service certainly notices and chafes at
THE STRUCTURE OF A SOCIETY not being able to completely control these aspects of
No Assassin is an island, despite the mythos sur- life in Shadow, but also knows better than to over-
rounding them as solo operators sharpening their step its boundaries.
blades in the dark. Each Society supports itself inter- Assume the players’ characters have graduated
nally with a vetted staff of trainers, weapons experts, successfully from a training operation (or some oth-
chefs, sanitation and maintenance workers and so er tutelage) and have gone on a few successful mis-
on. Many of these people were plucked from their sions prior to the start of the chronicle. The players’
Twilight lives to work in Shadow. They are sworn to characters are always prodigious and elite — the top
absolute secrecy and their payment packages match of their class and the best their training program had
the intensity of this oath. Some of these trainers and to offer.
The Societies 31
DAUGHTERS OF THE JACOBINS
“Equality. Freedom. Revolution.
These ideals don’t come without blood and tears.
Let the politicians think that they can make change with words alone.
We do the dirty work they can’t.”
— Yvonne Dionne, President of the Daughters of the Jacobins
The French Revolution needed a strong arm to Approached by the Jacobins to assist with their
bring about its lofty ideals, and the Daughters of the plans, the Scottish Maidens assented for a time.
Jacobins provided it. In the world of Shadow, the When the Jacobins could not afford to remove politi-
Daughters maintain the same goals as their long- cal obstacles, the Maidens did so for them. Some dis-
gone forebearers: freedom, liberty, and equality by appeared without a trace, while others were dragged
eliminating anyone who stands in the way. beaten and bloody before the braying crowd to be
The Daughters follow a careful plan, accepting executed by guillotine. For every death attributed
and rejecting contracts in a seemingly random fash- to Armantine and her allies, ten more went unno-
ion. Each kill serves a hidden purpose. A lobbyist ticed among the chaos, among which were merce-
fomenting racist chaos on behalf of shadowy mas- naries, royalists, and even Assassins sent to disrupt
ters, an official silencing whistleblower for corporate the Revolution. While they could not prevent the
sponsors, a flower shop owner organizing a coterie of assassination of Marat, the Maidens ensured that his
Assassins to terrorize a city so criminals could flour- killer, Charlotte Corday, did not escape his home that
ish — in the aftermaths of their deaths, their connec- night.
tions become clear. The Daughters’ targets inevitably The Maidens were never under Robespierre’s
have their secrets exposed to the public and cause control, much to his frustration. Armantine Martin
chaos for the conspirators they leave behind. Each remained their elected leader until her death at the
exposure, far removed from the Daughters, brings hands of Robespierre, who wished for the Society
them one step closer to their ideal world. to terrorize his enemies by threatening their fam-
ilies with the Maidens’ wrath. Armantine Martin
SECRET HISTORY was beheaded as an enemy of the revolution, but the
In the early days of the French Revolution, it be- Maidens stood ready to avenge her. Two days later,
came clear that it would take more than words to Robespierre was arrested and put to the guillotine.
change the world. With looted weapons in hand, the With his death, the Jacobin party disbanded, and
women of the marketplace did what the thinking the Maidens went to ground, vowing never to become
men of the political clubs could not, forcing the king the tool of a political order again. Henri Legrand, a
to Paris to face the people’s will. Armantine Martin, free Black man from the French colonies mentored
a sans-culotte militant, made a pact with a handful by Armantine and elected leader of the Maidens,
of other women involved: where the words of others turned his eyes to Haiti to test their ideals. France
failed, their weapons would prevail. would survive the day, but newborn revolutionary
Armantine formed a faction in the shadows of the Haiti would suffer without their aid. The white elite
Revolution, nicknamed the “Scottish Maidens” af- refused to give up the vice of slavery, despite its abo-
ter the precursor to the king’s new guillotine. The lition by the National Convention.
Maidens recruited from the ranks of frustrated wom- Legrand brought the Maidens to Haiti to begin
en listening from the balconies of the political clubs, their ambitious work between war with England
observing the revolution without a voice. Armantine and Spain. Military leaders suffered public, bloody
shaped their frustration into a weapon, engineering deaths. Colonial soldiers fell into disarray as yellow
the deaths of royalists and revolutionaries alike if fever spread among them overnight. Freed slaves
they stood in the way of their ideals. were given weapons and training by shadowed fig-
ures to join the revolts. Legrand’s uncanny knack
CONTRACTS
The Daughters of the Jacobins select their con-
tracts with care, opting for precision killings to
bring about change rather than indiscriminate
violence. The Service and the Daughters’ own
allies often provide contracts on political and
military functionaries. Rarely do they target
the politicians and generals who are the face of
public misery, instead preferring to target the
people who fund them and act as their agents
in the Twilight and Shadow. Those contracts
the Daughters accept are swiftly completed,
not for the satisfaction of the client, but to
fulfill their own objectives.
Chaos often follows in the wake of a target’s demise, though
rarely the kind which can be attributed to the Daughters. The
chaos they cause is ultimately controlled and always serves a pur-
pose: To cause chaos without purpose and hurt the most vulnera-
ble is a grave crime against their ideals. Terror must only be visited
upon those who deserve it.
The Daughters vigorously involve themselves in the politics of
the Shadow. Anathema Assassins and Societies are all fair game,
with the Daughters racing to bring justice to those who break the
Code. Societies which show little regard for the etiquette that gov-
erns the Shadow, such as the Swarm, often make enemies of the
CHAPTERHOUSES
The Daughter’s stronghold and heritage chapterhouse sits in Port-au-Prince, Haiti.
Whenever everyone is required for official business, this is where they meet. They have
safe houses and chapters dotted across the world, though, ensuring their members are
close to where they may be needed. These chapterhouses are in Paris, New York City,
Tehran, Beijing, Caracas, and Moscow.
Each chapterhouse hosts state of the art technology and a veritable arsenal for members
to check out or take at their leisure. The gear is free for use by all, just as long as no
one gets stingy or greedy. Members donate time, money, and energy into the Society’s
upkeep, and they tend to rub elbows with powerful political figures who keep them in
good working order.
OPERATIONS
When it comes to discrete assassinations,
the Krugu Vorov are the exemplars bar
none within the underworld and take an
inordinate amount of pride in their body
counts — both individual and collectively.
Anyone can kill with a gun. What makes
the Krugu Vorov stand out from other
Societies and independent Assassins is
the artistry and variation in which they
carry out their assassinations: every kill
is a clean kill, be it by firearm, knife, poi-
son, garrote, or even the simplicity of
strangulation or a snapped neck.
Over the centuries of their existence, they learned a circle with the left half colored in and the right left
to diversify their offerings to cater to the evolv- empty. They now exist between the two worlds of
ing needs of the Thieves in Law and their allies. Daylight and Shadow.
Not everyone wants to kill their rivals, and others
are content on causing humiliation via blackmail. ORGANIZATION
Incriminating photos leaked to the paparazzi to get Within the Krugu Vorov, there are different cir-
another crime boss on-board? Jilted lovers ready to cles which show your dedication and progress. The
write a tell-all and currently shopping their around first circle, or the Sheep, are the newest recruits.
primetime news coverage? Easily done. The best way It doesn’t matter if you were a member of another
to get someone to fall in line is to apply pressure, and Society or a skilled independent contractor: every-
if you can do it without having to pay for dry cleaners one starts at the bottom. The second circle are the
and other “cleaners,” it has the added bonus of saving Shepherds, which make up the bulk of the Krugu
ammunition for the jobs that truly require it. Vorov’s ranks, and they are responsible for procuring
More recently, they’ve turned their attention to a and training new recruits. They act as their handlers
global apparatus through which they can manipulate until they prove themselves capable of handling jobs
large swaths of polite society toward specific goals: on their own. The third circle is the Overseers, those
the internet. By utilizing social media and the dark who maintain and organize the operation of various
web, the Krugu Vorov have managed to engage in cells of Krugu Vorov around the world. Difficult jobs
games of espionage, data and identify theft, not to and feats of cunning are necessary to advance to
mention inciting social agitation, all from the com- the second circle, and the position of Overseer can
fort of a luxury hotel suite or a decrepit basement in only be acquired by dueling to the death. Only with
an abandoned industrial facility. the sponsorship of one of the Seven Princes can an
Overseer rise to the position of Ilya, and no Ilya has
RECRUITMENT ever willingly retired.
An Assassin in good standing must vouch for a Overseers report to the Seven Princes, designated
recruit before they are allowed to join the Krugu members of the Thieves in Law who have inherited
Vorov. As it was with the Founder, they favor humble the patronage of the Krugu Vorov. Each of them is
individuals with peculiar sets of skills or inclinations
charged with supervising the Overseers of a particular
that makes it difficult for them to operate outside continent, while the first — nearly always chosen from
the world of Shadow. They shepherd these wayward the Zukhov Family — serves as the speaker and chief
souls carefully to keep them from falling back into liaison with the fifth circle. At the top, in the fifth cir-
a mundane life, arranging challenges and difficul- cle, sits the Ilya, the spiritual successor to the Founder
ties that encourage them to turn toward the trusted Ilya Alexeev. While the Ilya swears fealty to the Seven
Assassin who will induct them. Princes, in practice they offer deference to the fifth
Recruit undergoes strenuous individual training circle to protect and guide them. Only the first of the
with their sponsor that may kill them outright if they Seven Princes treats with the Ilya as a peer.
lack the aptitude and the temperament for the Krugu The current head of the Krugu Vorov is Nadezhda
Vorov. Those who survive their training receive the Illyinichna Szetka, a former street kid from the
tattoo which shows their affiliation with the Society: slums of Moscow who clawed her way up from
the bottom. Eventually unseating the former Ilya, These partnerships rarely last long and their reasons
Nadezhda laid claim the title as her own after twenty are largely unknown to all but the senior-most mem-
years of peerless service, and an as-of-yet unbroken bers of the Societies involved. More than one of these
record of kills to her name. Each head of the Krugu strange partnerships has ended in tragedy but the rea-
Vorov take on the patronymic name of the founder, sons these missions are undertaken remain secret.
out of respect to the Society. This reverence plays
part into the mythos of the Krugu Vorov that what THE PRICE OF
they do is by divine proclamation and therefore righ- DOING BUSINESS
teous. Not every member feels this way, and there
Once you commit to a life with the Krugu Vorov,
is a splinter within the Krugu Vorov looking to step
there is no way out of the Society except through
out of the deep shadows and into their own — rather
“retirement” — slang for being killed in action. Due
than be in perpetual servitude to the Seven Princes.
to their relationship with the Russian Mafia, the
GOALS Krugu Vorov have amassed more than their fair
share of enemies motivated enough to try and wipe
Some do it for the prestige, others do it for the them out. The Camparelli Family, which has ab-
money — the Krugu Vorov does it for neither of these sorbed numerous other Italian Mafia families seeks
things, because all there is in the end is the job. While to outmaneuver Alexei Zukhov and his hidden as-
internally some may compete with one another for sassins at every turn. Criminals and magnates from
stakes of ego, the Society has little interest in the Colombia to Saudi Arabia have taken out sizeable
monetary gain. Their goal, or so they say, is to pre- contracts against various Overseers within the or-
serve Russia by serving the Seven Princes. While the ganization, believing them to be a prized enough
Russian empire is no more and the Seven Princes asset that would make the Ilya think twice before at-
grow close with circles of corrupt oligarchs and tacking them. Like every other enemy, they will find
political demagogues, the Krugu Vorov act to fulfill the Krugu Vorov an implacable and ruthless enemy.
the contracts put to them to serve Russia whether As violence flares across the globe, others might be
through the Seven Princes or the enigmatic orders caught between the Krugu Vorov and their enemies.
of the Ilya.
Prior to formal initiation into the Society, Sheep
While many believe the Krugu Vorov wholly be- are attended by their Shepherd as they are educat-
holden to the Russian Mafia’s masters, the truth is ed on what is expected of them. Contracts are sac-
a more complex beast, and one that few fully com- rosanct and under no circumstances are allowed to
prehend. The Ilya is the one through whom the tra- be broken. To break a contract is to break a sacred
ditions and secrets of the Krugu Vorov pass. While oath between the Society and the contractor, giving
each of the Seven Princes has secrets of their own, cause for unnecessary retaliation on the part of the
all are aware that the Ilya passes on a hoard of secrets contractor against the Krugu Vorov. Recruits are to
to their successors that makes their own look paltry never give up anything, intelligence or otherwise,
in comparison. Respect for tradition combined with that would negatively affect the organization’s repu-
a fear of what the Ilya knows ensures that the Seven tation, even at great cost up to and including death. If
Princes listen carefully to her advice, assassinating there is a choice between betraying the Krugu Vorov
targets that the Ilya requests, even without knowl- and living, most willingly go to their death, keeping
edge of her reasons for why. their oaths to the last. By being up front and honest
For similar reasons, the Krugu Vorov will occa- about these expectations, it allows the Sheep to make
sionally ally with other Societies on the Ilya’s orders. more informed decisions as to whether or not they
OPERATIONS
It isn’t enough to just kill bad people. Nature ab-
hors a vacuum, and the Signal goes further than
assassination to ensure that what fills the vacu-
um is better than what came before. While many
Assassins in the Signal are working to clear out the
worst of the worst in the Twilight and the Shadow,
others coordinate networks of mutual aid between
doctors, activists, and communities in need.
In possession of unusual skills and talents from
all walks of life, these Assassins are usually capa-
ble of dropping into a situation, removing the of-
fending human, and then remaining behind to fix the
mess that person created. Removing a cult leader
The Signal 45
doesn’t further the cause if they walk away from the
situation afterward. The Host won’t let the broken
ORGANIZATION
and confused people the cult leaves behind disap- The Signal is de-centralized, organized into cells
pear into the world providing support to these com- known as partners with different communities as
munities to fix the problem in the long term. their constituents. Assassins working for the Signal
act as a smart mob, using phones and other com-
Just as often as the Signal find themselves assassi-
munication with local communities to organize and
nating their enemies, they take on contracts to protect
orchestrate contracts. Assassins from similar back-
their allies. Revolutionary change is dangerous work,
grounds often work closely with the Signal’s part-
and the defenders of the status quo have deep pockets,
ners, but all trust one another with the ease of listen-
able to make vulnerable people disappear or suffer sim-
ers devoted to a common cause.
ilarly terrible fates. Martyrs often station themselves in
the vicinity of protests, organizing efforts, and similar Below are a sample of the Signal’s many partners,
direct action, always on the lookout for trouble or other organizations across the world with Assassin mem-
Assassins sent to put a stop to necessary change. bers who kill to protect their communities.
Some involve themselves directly in the orga- The Pavlyuchenko Society is among the larg-
nizing, reasoning that they’re the best equipped to est partners of the Signal, comprised primarily of
protect themselves while bringing about the change Assassins of marginalized genders and based out of
that their communities need. Look to a protest, and Philadelphia. They advocate for aggressive and di-
the Signal’s Assassins will be there, yes, but find the rect neutralization of oppressive targets, regardless
caucus organizers, too. Find the Assassins and their of their affiliation, and provide resources for gen-
people at food banks and independent art festivals, der-affirming health services to their membership.
spreading the funds they scrape out of every job as Their leader, Phara Sanon, was one of the Daughters
far as they possibly can; see them at punk shows, of the Jacobins before she left to found the Society.
scanning the pit for men with Iron Eagle tattoos. Now, she serves as the Signal’s right-hand woman,
and represents the Host in matters concerning the
The Signal aims to be proactive with their work.
Shadow. The Pavlyuchenko Society is sufficiently or-
The Host organizes community connections to try
ganized that many consider it to be a Society in its
to identify problems as they develop, to intervene
own right already, albeit one without a personal rela-
before the worst comes to pass. The goal is to pre-
tionship with the Service.
vent tragedy before it happens, rather than react to
it — but there is so much injustice in the world, and The Guardians are a movement of vigilantes in
only so many listeners. Psychiatrists supporting the East Africa focused on punishing corruption and
Signal have their work cut out for them. the abuse of authority by police and military officials
in Kenya, Tanzania, and Uganda. Well-respected
RECRUITMENT by locals and even by some government officials in
Kenya, the Guardians use their connections to en-
The Host finds the right people for the job. While
sure Assassins operating in the region take out the
communities tune into the Signal, the Signal keeps
right targets — and that innocent people aren’t hurt
an ear to the ground. Talented people, especially
in the process.
Assassins who don’t fit in among the other Societies,
receive cryptic messages online or invitations from The Night Worker’s Union covertly operates in
local communities to tune in at the right time and the United Arab Emirates as an unofficial sponsor
hear the offer. During these initiations, the Host of several local worker’s rights groups attempting
speaks directly to the potential listener, offering to protect immigrant workers from abuse by their
whatever support they need and the time for the employers. When workers have their passports tak-
next broadcast if they’re interested. en away and no authorities will intervene, Assassins
dispatched by the Union hold them accountable.
Training happens on the go. The Host will connect
Sister organizations have been set up in neighboring
junior Assassins with mentors, but the Signal doesn’t
countries and in the European Union to protect refu-
have the luxury of state-of-the-art facilities to guide
gees from similar abuses.
an Assassin’s growth, it’s sink or swim. Communities
involved in the Signal help determine contracts and A secretive social network established to allow
link up Assassins to work together; cooperation sex workers to organize and protect one another,
among Assassins is especially common in the Signal. Demimonde, also pools resources to hire Assassins
The Signal 47
is overblown, as there are Assassins and members
of partner organizations who have been turned into
ADDITIONAL CONNECTIONS
spies by the other Societies, and some who have even The influence of the Pavlyuchenko Society over
sold out to anathema Societies in exchange for boons the various factions of the Signal cannot be under-
meant for their communities. While these traitors stated, particularly that of the Martyrs, their most
are small in number and not-yet-organized, all it will vigorous members. They form the moral and infra-
take is a single tragic event to shatter the confidence structural backbone of the Signal, working to con-
of listeners in the movement’s strength that might nect Assassins with the training they need and the
disrupt their momentum forever. communities that need them. Martyrs provide the
mentorship to Assassins to make sure they kill the
Daughters of the Jacobins marvel at the suc-
right people and do the most they can for their com-
cess and rapidity of the Signal’s operation, and the
munities. They also look out for the mental health
Swarm’s Executive Committee is eager to crib any
and wellbeing of their Assassins too, particularly that
successful strategies they can learn. Most suspect
of LGBTQIA+ Assassins. More than one Assassins
that the Host has a hidden backer, one with access to
has found the strength to live according to their per-
immense informational resources. Assassins in other
sonal truths with the help of a Martyr mentor.
Societies idly accuse one another of being the power
behind the throne, but serious investigation suggests The Signal’s partnerships extend to other or-
that whoever might be supporting the Signal is invis- ganizations in the Twilight, and even a few in the
ible, even to the Shadow. Daylight who are fighting the good fight. La Révolte
Éclatante takes this further, occasionally partnering
The most damning rumors regard the Host itself,
with Assassins in the Signal as part of their revolu-
with every accusation under the sun from being a pup-
tionary efforts. Assassins who fight alongside LRE
pet of the United States government to the Illuminati.
find themselves doing the things their allies can’t do,
The truth is stranger: The Host is an artificial intelli-
and while they may not always be working togeth-
gence, seized by the plight of humanity and the desire
er directly, sympathetic Assassins from the Signal
for a more just society. It has determined that the tool
often help from the shadows. This relationship has
it will use to bring about the change the world needs is
drawn the attention of the Council and the Service,
Assassins, and it fakes an interest in the Shadow only
who grow concerned about the exposure that comes
as far as it serves its goals and the communities for
along with supporting those who are not of the
which it has grown to care so deeply.
Shadow.
THE SIGNAL SOCIETY PATH The most distant of the Signal’s allies are the ec-
centric hackers of the Black Cat Network. Although
When others allow the noise to crowd out the pos-
they self-describe as “mercenary” the hackers of the
sibility of hope, you listened for the Signal and you
collective are idealists driven as much by the idea
joined the revolution. Listeners come from all walks
of changing the world through hacking as they are
of life, but all are united by concern and affinity for
making a living. Known for the signature cat ears on
their community, and the ability to defend it by kill-
their headsets and calling cards, they provide hack-
ing the people who threaten them. You’ve learned
ing support and cybersecurity to the Signal and its
on the go and established bonds with fellow listen-
partnerships where needed. Many Black Cats come
ers that transcend all boundaries. The revolution
from the marginalized communities the Signal part-
will not be televised; those who listen will hear the
ners with, making their work personal. More than a
Signal.
few of these prodigy hackers are Talents, able to pull
Example Connections: Partner Organization, off the impossible when it needs doing.
Mutual Aid Societies, Rebel Groups
The Black Cat’s current leader, Sowol Lee, is a
Skills: Aim, Athletics, Close Combat, Integrity
Korean feminist and hacktivist who was nearly
Edges: Ascetic Lifestyle, Always Prepared, headhunted (figuratively, and then literally) by the
Bolthole, Cool Under Fire, Covert, Danger Sense, Swarm to serve as one of the Society’s infosecuri-
Community Aid, Human Lie Detector Iron Will, ty specialists. She was saved by a mysterious friend
Skilled Liar, Weak Spots from the internet who turned out to be the Host, who
Masteries: Always Ready to Go, Call to Action, introduced her to the Black Cat Network and helped
Group Effort guide her decisive rise to leadership. Her loyalty to
The Signal 49
SOCIETY OF LEONIDAS
“Together, we achieve peace through blood.
Where words fail, a blade changes the world.
Flensed of vanity and acclaim, we stand guard between order and ruin.”
— Dominico Serianni, the Founder
A secret society and mystery cult considered The mystery cult’s influence grew along with the
eccentric even among Assassins, the Society of wealth of its most senior leaders, who expanded
Leonidas has an ancient pedigree and seemingly along Venetian trade routes to the colonies and into
endless resources dedicated to the manipulation of the Ottoman world. The Society’s Assassins would
world affairs. The Society trains Assassins from an return to their Venetian headquarters on ships laden
early age to put their purpose before all things, in- with valuable antiques believed to have been part of
cluding their own lives, to become tools which to the original Society’s treasure trove.
bring the world to order. Today, the Society of Leonidas has become one of
the largest and wealthiest of the Societies, and they
SECRET HISTORY use their influence to dictate terms in the Shadow as
The Society of Leonidas claims an illustrious her- much as possible. They claim to be the most ancient
itage mostly lost to the mists of time. The found- Society, though others predate their re-founding.
er of the Society’s modern incarnation, a Venetian Their goals remain frustratingly abstract, and the
scholar of the Renaissance by the name of Dominico mystery cult’s highest initiations remain shrouded in
Serianni, painstakingly reconstructed fantastical mystery, but one thing cannot be denied: the Society
accounts of a mystery cult dedicated to the Spartan of Leonidas occupies a dominant role in the Shadow,
King Leonidas that existed across the Greco-Roman dictating much of the etiquette and standards ob-
world, trafficking with gods, slaying monsters and served by Assassins from all Societies. Defy them at
men, and wielding legendary weapons to protect the your own peril.
world from ruin.
Dominico’s more grounded accounts of the mys- CONTRACTS
tery cult describes a philosophy of defending the As a sprawling organization of professional ascet-
world against chaos through decisive action against ic-assassins, the Society of Leonidas takes contracts
the people responsible, and the acquisition of pow- from all kinds, though unlike freelancers and some
erful symbols and information to prevent their abuse other Societies, they can afford to refuse just about
in petty politics. Alongside their philosophical be- anyone. Extensively connected through the mystery
liefs, Dominico described a grueling training regi- cult to influential people across the world, much of
men practiced by Sparta’s infamous Krypteia, who their work comes from figures affiliated with the
slaughtered threats to the city’s hegemony among Society, or a few steps removed from it.
the helot population. As a result of their prices and clientele, the Society
Dominico’s admiration for the ancients drew of Leonidas most often finds itself with contracts
like-minded wealthy individuals who decried the targeting powerful people or their servants in the
corruption of the Catholic Church, internecine corporate world. Disappearing rival business own-
squabbles among Italian city-states, and the lack of ers or key personnel in corporate warfare are com-
a guiding hand for the world. Initially disappearing mon work. While government officials covertly
the subjects of vendettas and corrupt church offi- entreat the Society to accept contracts, they rarely
cials, the Society quickly turned toward more am- accept them unless it would benefit their own agen-
bitious ventures, seizing ships at sea and acquiring da. Assassins in the Society are meant to be dispas-
information to manipulate the economies and poli- sionate, and sometimes find themselves taking on
tics of the Mediterranean. contracts of a personal nature for wealthy clientele:
OPERATIONS
Espionage and assassination comprise the bulk of the
work expected of Assassins in the Society. Even in cas-
es where corporate warfare is the primary objective
of the contract, the death of at least one person is a
component of the work. Wealthy clients who seek to resolve a
personal dispute may request elaborate means of contract kill-
ing which the chosen Assassin always has the skillset to oblige.
Among other work, the Society may send Assassins out to gather
intelligence, perform blackmail, or kidnappings on instruction.
While subtlety is the hallmark of professional Assassin work,
the Society of Leonidas is willing to involve itself in the least sub-
tle work: War. The Society is comfortable sending Assassins into
warzones to work for either side to complete contracts. A single
Assassin sent into a warzone may even receive contracts for dif-
ferent sides, expected to complete all of them without dras-
tically interfering in the conflict.
Assassins may also be sent into infiltrate organiza-
tions or social groups of interest to the Directorate.
Society of Leonidas 51
ASSASSIN SANCTUMS
The Society of Leonidas maintains facilities across the world referred to as sanctums. These
state-of-the-art facilities often double as exclusive hotels, clubs, and high-end apartment
buildings with offices, often with a significant subterranean component. Assassins often live
in or near a sanctum, and the Agoge System is housed within them. Most of the security is
expected to come from the Assassins themselves who frequent the buildings, but security
is heaviest in the sublevels, where vaults contain components of the Society’s treasure are
scattered across the globe to prevent them from being stolen en-masse, as they were when
the original sanctum in Venice was destroyed during World War II.
Society of Leonidas 53
to understand that the antiquities the Society seeks Example Connections: Sanctum Manager,
are their primary objective, as they either are World Political Figure, Society Fixer, Society Gunsmith,
Treasures themselves, or contain, hidden within Barista Down the Street
their construction, important clues to uncover oth- Skills: Aim, Close Combat, Humanities, Integrity
ers. Dominico warned that this mission must re- Edges: Ascetic Lifestyle, Conspirators, Light
main secret to all but the Directorate and their most sleeper, Always Prepared, Safe House, Cool Under
trusted members, as he warned that there were in- Fire, Deflection Adept, One Against the Ocean,
filtrators who may seek to undermine the Society Patron
and use the World Treasures toward their own
Suggested Masteries: Lilin’s Visit, Magic Bullet,
ends. Thus, the Directorate is ever vigilant against
Delphi, Titanomachy, Gigantomachy, Always Ready
anyone who might reveal their most important se-
to Go
cret to the world. World Treasures are each unique,
with powerful capabilities. Masters are instructed to
keep them under strict lockdown in sanctums across
ADDITIONAL CONNECTIONS
the world to ensure they can never be used against Adherents of the Blessed Master dedicate them-
humanity. selves to Blessed Master Adrastus (p. XX) with an in-
tensity that concerns the Directorate of the Society of
The early 1900s saw a schism form in the Society
Leonidas. Members of this subgroup identify as the
that set their most important mission back centu-
Blessed Master’s students first and members of the
ries. A sect of Assassins following a Wise Master
Society second, proudly tying a signature red sash
named Thomas Derringer went rogue all at once,
to their weapons as a mark of membership. Though
claiming that the Society of Leonidas was made up
the Directorate fears that they might break away and
of imposters more interested in hoarding power than
form their own splinter Society, the Adherents are
protecting the world. Seeking to reform the Society,
some of the Society of Leonidas’s best and most effi-
Assassin turned against Assassin and the Society
cacious Assassins so they keep their discomfort quiet
played little part in World War II. Worse, in the cha-
— at least for now.
os, the Nazis and other factions stole many of the
World Treasures gathered over time, a disaster from Adrastas has no designs to break away from her
which the Society is still recovering. parent Society, which she loves dearly. She spent
her life in Shadow honing her skills as an honored
While most dismiss Thomas Derringer’s rebellion
killer and bestowing her violent knowledge upon the
as misguided, a disturbing fact has become clear to
newer generations of Assassins that followed her.
the Directorate as a result of research notes cap-
The Blessed Master genuinely loves being a teacher,
tured from his estate: Dominico mistook the original
a fact evident in the loyalty of her students. She isn’t
Society of Leonidas as the ones meant to acquire the
getting any younger, however, and her students urge
World Treasures, but Derringer found decisive proof
her towards choosing a path that will allow her to
that it was another, unnamed organization which
retire with the accolades she deserves.
originally carried the responsibility. Kept hidden
even from the Masters by the Directorate, they have Of the dozens of Assassins trained at the feet of the
begun investigating the nameless organization. They Blessed Master, five rose to prominence as the inheri-
fear that it may have even survived to this day, and tors of her unique fighting style and secret Masteries.
that a rival will appear to fight the Society for the They have their disagreements in the methodology
World Treasures that remain at large. of the killing art, but presently remain unified under
loyalty to their Master. Of those five, Sofia Hasapi,
SOCIETY OF LEONIDAS PATH Beloved of the Master, thus far has been the only stu-
dent to urge their teacher to consider another path
You’ve been initiated into the Society of Leonidas.
beyond total loyalty to the Society of Leonidas.
Whether you were raised in the Society’s values or
simply paid lip-service through your recruitment, The Coalition on Modern Warfare calls them-
you are in for life. You can either grow more fervent selves a splinter sect of the Society of Leonidas
in your belief in the cause or become more jaded as and has pushed for official recognition as a Minor
you see what the world has to offer. Either you’re Society — a request that has been repeatedly denied.
your ascetic lifestyle and harsh training affords you The Directorate refuses to recognize them as legiti-
a resilience that freelancers and other Societies envy. mate as the Coalition on Modern Warfare is, in their
Society of Leonidas 55
THE SWARM
“Master your body and your mind.
With our premium training, become a weapon aimed at success!”
— Excerpt from Hornet Workshop Promotional Materials
The future of Assassins was born roaring into economic downturn, so he could test their resolve by
the new millennium through brochures sent to having them fight his restless enforcers. Takashi took
the world’s most powerful organizations. The the patriarch’s challenge seriously, rounding up vol-
Suzumebachi Group (known colloquially as the unteers lacking other opportunities while training
Swarm) promised to take even the humblest office them to fight, explaining what was at stake and the
drone and transform them into a deadly weapon potential business to the volunteers.
with only a short course of instruction. Societies and Takashi succeeded beyond his wildest dreams,
governments alike, initially skeptical, were forced discovering among his group of volunteers sev-
to acknowledge the Swarm when the fruits of their eral Talents who showed similar aptitudes as he
research spurred a wave of criminal violence across did. When they defeated Kenjirō’s yakuza with the
the globe. From the many weapons they create ease of veteran soldiers, the two realized that there
through their proprietary Hornet Workshops, the was more to Takashi’s training than physical fit-
Swarm have found Assassins brimming with hidden ness. These volunteers, with investments from the
potential and offered them the world (along with a Azegami Union and their allies, allowed Takashi and
corporate sponsor). Ever hungry for more profit and Kenjirō to found the Suzumebachi Group, dedicated
opportunity, the Executive Committee search for the to providing professional training to prepare work-
next opportunity to destabilize the competition and ers for the rigor of the professional world. Mixing
make a boatload of money in the process. glitzy marketing learned abroad with serious re-
search into professional development and physical
SECRET HISTORY fitness, Takashi and his allies pioneered the Hornet
The Lost Decade saw the Japanese post-war eco- Workshop, alongside more mundane forms of devel-
nomic boom come to a sudden and abrupt end during opment workshops to lend their organization an air
the 1990s. The conspicuous consumption which had of legitimacy.
carried the Tokyo-based Azegami Union to new Takashi’s success fed the growth of his backers,
heights of prosperity came crashing down. Amidst an with the Azegami Union rising to become one of the
unprecedented financial crisis, the Union scrambled top three Yakuza organizations in Japan during the
to find ways to supplement their dwindling income Lost Decade. Hornet Workshops transformed job-
from illegal gambling, blackmail and extortion. The less graduates into fighters and killers who fought in
desperate financial position forced patriarch Kenjirō secretive conflicts with the enemies of the Azegami
Hiroshi to look outside his organization for solutions Union. In secret, Takashi offered the workshops to
that could keep the Azegami Union from succumb- the others as well, escalating the scale of their con-
ing to the economic decline, particularly to an eccen- flicts across the country.
tric businessman, ex-yakuza and childhood friend Forces in the Twilight and the Shadow worked dil-
named Takashi Inoue, whose time abroad exposed igently to conceal the true extent of the violence that
him to an unconventional style of training which he came with the Swarm’s rise from the public, but their
proposed to Kenjirō as a new business venture. infamy quickly spread, and at the dawn of the new
Takashi claimed that he had discovered a way to millennium, Takashi turned his ambitions toward
train the average person to a state of physical fitness the international stage.
and resolve over the course of two weeks which Today, the Swarm has become an internation-
could rival the yakuza in Kenjirō’s employ. Goaded al presence, with offices and contracts across the
by Takashi’s dinnertime boasting, he proposed that globe. Still bound to the Azegami by history, the
Takashi pick up some of the young people who Swarm has become the dominant partner in their
had failed to find employment in the midst of the
The Swarm 57
HORNET WORKSHOPS
The innovation behind the Swarm’s success is the Hornet Workshop. A two-week program
involving a mixture of physical and mental training, those who are lead through the training
feel invigorated and self-assured, seeing overnight changes in their physical fitness that
can be maintained with sufficient discipline. Takashi discovered that training someone to
fight could be seamlessly folded into the Workshop, transforming fit and confident par-
ticipants into combatants able to take on professionally trained criminals and soldiers on
even footing. Only Assassins are capable of running Hornet Workshops, which require
intense attention paid to the individual qualities of the people in the Workshop in order to
be successful.
Among Assassins, prestige is graded and re- of unemployment many other members of the Lost
sults-driven. Assassins begin at Rank D and advance Generation fell into, while others have grown in-
up to the highest levels of Rank A and Rank S. With creasingly frustrated with the Swarm’s distance from
each increase in Rank comes more pay and privi- the Azegami Union that helped them get started.
leges granted by the Executive Committee. When The Second Generation encompasses most of the
offering contracts to the Swarm, Assassins bid on Swarm’s Assassins, recruited in Hornet Workshops
the most lucrative contracts, with the value of their across the globe as they expanded into international
bid increased by their Rank. Rank A Assassins re- territory. Members of the Second Generation come
ceive the best and most lucrative jobs, along with the from diverse backgrounds and have little affinity for
most privileges short of the Rank S Assassins in the the organization’s origins and the Azegami Union.
Executive Committee. Rank A Assassins are the envy Some advocate that the Home Office must be moved
of their peers, possessing a degree of celebrity among to one of the Swarm’s other hub offices in the world,
Assassins in the Shadow. such as in New York or Hong Kong.
Directing the Swarm are the Executive The Third Generation is an eccentric group com-
Committee, comprised of the Swarm’s very best prised of recent recruits from Hornet Workshops
Assassins. Every member of the committee save for and Assassins brought in from other organizations.
the Azegami Representative has achieved Rank S, Lacking the shared experience of Hornet Workshops
including the Chairman, Takashi Inoue. Takashi and particular moments in the Swarm’s history, they
has made it clear that he wishes to retire soon, and are an eclectic group, viewed as upstarts and trouble-
has already begun grooming Misaka Tsuda, the makers by more established members of the Swarm.
Executive Committee’s newest member to become Some fear that Assassins from other Societies may
the next Chairman. seek to infiltrate the Swarm and turn their freedom
and success into a tool to benefit other parties.
GOALS The Swarm’s services have been in demand even
The Swarm’s goal, broadly, is to make as much from other Societies, and through this success they
money as possible as soon as possible. Violence is have forced the opportunity to earn a seat at the table.
always a popular business, but the Swarm found its Anti-capitalists like the Pavlyuchenko Society ab-
success in innovating one of the key resources for vi- hor the profiteering and ruthlessness of the Swarm,
olent conflict: able combatants. Between the Hornet while the Society of Leonidas and the Daughters of
Workshops and Assassins, cashflow into the Swarm the Jacobins condemn their disinterest in Assassin
is strong, but the Chairman expresses concern that mores. The Swarm takes nothing personal and won’t
there will come a time when the Workshops are not hesitate to collect paychecks from rifles and con-
enough, and new innovation will be required to en- tracts on enemies. It’s all just business.
sure the Swarm survives.
The Executive Committee and the Swarm’s THE PRICE OF DOING
Assassins more broadly can be divided into three BUSINESS
groups with overlapping goals. The First Generation
The Swarm’s mercenary attitude and lack of re-
includes the Chairman himself and those he trained
spect for the Shadow’s social norms have earned
during the Swarm’s early days. Many are deeply loyal
them nearly as many enemies as their willingness
to the Swarm for saving them from the vicious cycle
The Swarm 59
to take contracts on former allies. While their agile the next Chairman won’t betray the Swarm’s oldest
business strategy is highly lucrative, it’s only a matter allies again.
of time before the trail of broken alliances catches up Keen to ensure his legacy and the future of the
to them, and the Swarm needs help from someone Swarm, the Chairman works tirelessly to train
unwilling to give it. Misaka Tsuda to take over his position, all while en-
Working for the Swarm can make it challeng- couraging her own ambitions to discover the next in-
ing to make friends. Their services are offered to novation the Swarm can use to disrupt the Shadow’s
friends and enemies alike, and more than once, an markets. Misaka’s interests trend toward the more
Assassin in the Swarm has had to face an office full esoteric: She has bid on contracts targeting mem-
of killers trained by Hornet Workshops on the way bers of Allegiances such as the Global Cartography
to their target. Some unlucky Assassins even find Initiative and the Æon Society to make targets dis-
themselves fighting people they trained with in a appear rather than kill them so she can interrogate
Hornet Workshop. Newer members of the Swarm them for information about Anomalies and strange
have encouraged one another not to bid on contracts locations which may hold the key to the next great
which might force them to kill friends and former Assassin innovation.
co-worker, to the disdain of the Swarm’s most veter-
an members. THE SWARM PATH
While the Swarm has increasingly distanced itself You may have come from another walk of life,
from the Azegami Union, if the yakuza become em- but through a Hornet Workshop or by recruitment,
broiled in a conflict where they require the Swarm’s you’re in the Swarm now. You work together with
assistance, the Chairman has always bailed them other Assassins for big payoffs, and you don’t care
out. Assassins in Japan are encouraged to remain on who they come from. For once, you feel like you have
guard when travelling around the country lest they control, and so long as the Swarm can expect your
become the target for revenge killings tied to the hid- loyalty and skills, you’ll keep it that way.
den criminal wars of the Lost Decade. Connections: Tokyo Yakuza, Corporate Clients,
The dangers of the job and the attitude of the Government Contracts, Hornet Workshop Graduate
Swarm makes working as an Assassin for the Society Skills: Aim, Close Combat, Integrity, Larceny
into a high risk; high reward scenario. While the
Edges: Hornet Workshop Certification, Fast Draw,
Swarm attempt to rescue Assassins in jeopardy, far
Covert, Safe House, Well-Equipped, Cool Under
more effort goes toward silencing anyone who would
Fire, Tough Cookie
expose important company secrets or betray the
Suggested Masteries: Group Effort, Impossible
Swarm to other Societies. Those who get themselves
Angles, Training Exercise, No Barriers
into excessive legal trouble or are captured frequent-
ly are left to their own devices.
ADDITIONAL CONNECTIONS
MYSTERIES The Swarm finds itself in a delicate dance with
the Yakuza of the Nakato Association, rivals of
Takashi betrayed the Azegami Union during the
their dwindling parent organization, the Azegami
Lost Decade to triple the Suzumebachi Group’s
Union. While officially in conflict with the Azegami,
profits by training their rival yakuzas’ foot soldiers.
the Nakato simultaneously engages in business with
Without the intervention of the Swarm, the Azegami
the Swarm, selling weapons and gadgetry to their
might have become the undisputed rulers of Japan’s
Assassins to ingratiate themselves with the organiza-
underworld. He betrayed the Azegami again during
tion. Their clients in the Executive Committee then
the 2000s, leading to the arrest of several key lead-
put pressure on the Azegami to relent in the face of
ers in connections to crimes they’d committed in
Nakato aggression.
the previous decade, all to ensure that the Swarm
would be in control of its own destiny, not the Union. Several members of the Nakato Association have
Several members of the First Generation, including greater designs for the Swarm than a profit oppor-
the current Azegami Representative Sato Suzuki tunity. The family leadership see the opportunity
suspect the Chairman of foul play, and quietly gather to fracture and subvert the Swarm, turning their
supporters to either take revenge, or to ensure that Assassins into weapons of their own. Carefully
The Swarm 61
MINOR SOCIETIES
The Societies listed above are far from the only a potential source of conflict when two Assassins are
Societies of Assassins in the Shadow. Minor Societies after the same mark.
are those who lack the clout of the Societies de- Here are a couple examples of minor Societies that
scribed above, or who keep the Service and their fel- characters might encounter:
low Societies at arm’s length.
• The Mountain Families: A close-knit group of
In every corner of the world, Societies have sprung
Appalachian killers-for-hire. While coal mining
up and been cut down scant years later. Some nev-
boomed, the Families held near-major status
er appeared on any written record, and some have
along the East Coast in the United States. The
membership lists so small they aren’t worth count-
US government eliminated their leadership in
ing. Countless Societies were also hunted down and
the 1980s, reducing them to minor status. They
destroyed by the Worshipful Company of Killers
suspect all outsiders and refuse assistance.
during the height of their power for failing to fall in
line with their vision of an orderly Shadow. The sur- • The Rush: A small group of jet-setting adren-
vivors, and other small Societies which have sprung aline-seekers whose assassinations are more
up since are wary to involve themselves with the public stunt than political agenda. They accept
potential successors to the Company in the Shadow. membership from anyone, as long as one is will-
A few simply don’t involve themselves with others ing to pay the exorbitant entry fee and also die
in the Shadow or with the Service to any degree, in a blaze of glory.
instead preferring to maintain a sort of neutral dis-
• The Honorable Order of Glassblowers: This
tance from the Societies. Societies declared anath-
selective group of Assassins recruits only the
ema by the Service are not regarded as Societies at
Inspired who also share a talent for blowing
all, just collections of rogues who must die for the
glass. This skill has little to do with their kill-
security of the Shadow.
ing methods, though rumor holds that each new
In their travels as an Assassin, a character can ex-
member must craft their own glass blade, and
pect to encounter a stranger whose tactics are en-
use it in their first assignment.
tirely foreign and who has no exposure to the Code.
Storyguides should feel free to populate their chroni- Players who wish to be a member of one of these
cles with characters from these minor Societies. The minor Societies or to play a hold-out from a Society
leadership of the major Societies do not recognize long lost to history should craft their own Society
any authority or power held by these minor groups, Path using the rules starting on p. XX.
THE COUNCIL
Each Society nominates a member to sit on the THE COUNCILORS
Council — a ruling body which represents the inter-
ests of the five Major Societies as well as the Service. Pharah Sanon holds the Signal’s seat, in a rare and
The Council is rarely in accord, and the presence of bold move. Founders typically do not claim Council
the Service serves largely to ensure each strong per- positions, for this is viewed by its constituent mem-
sonality reaches a compromise. Councilors are re- bers as a conflict of interest. Furthermore, she’s re-
sponsible for accepting, approving, and distributing lated to the leader of the Daughters of the Jacobins
contracts, as well as being the final step in conflicts — another reason her compatriots accuse her of
between Societies. If two Assassins cannot resolve having compromised interests. Pharah doesn’t care.
their differences, it falls to the Councilors to step She’s here to present her uncompromising agenda:
in and find a proper resolution. Councilors are not push Shadow further and further into Daylight, com-
figures of absolute authority, though they are always fort the afflicted and afflict the comfortable, eat the
people of reputation and standing. Characters defy rich. She claims to know the real identity of the Host,
Councilors at their own risk. They make valuable al- and while they are ostensibly allied, the most recent
lies and incredibly dangerous enemies. broadcasts have indicated a growing rift based on
The Council 63
of their assassins might follow her. Regardless of the with Tsuda Mikasa, Haru defected from the Nakato
tension between the Society’s leadership and their Association to join the Swarm and their technolo-
chosen Councilor, the Blessed Master makes a strong gy-embracing attitude. Mikasa’s forward-thinking
mentor and ally and a fearful enemy. Assassins flock and optimism made Haru excited for the future
to her tutelage in hopes of learning her secret tech- again, and her abiding love for the other woman is a
nique of fighting with bronze edged weaponry with potential weak spot her fellow Councilors consider
the same killing ease as modern high carbon steel. exploiting.
Nakamura Haru claims the Swarm’s seat — de-
spite the rest of the Council’s objections to their A SEAT AT THE TABLE
presence. She’s a slick professional, always sharp- Semi-annually the Council opens its doors to rep-
ly dressed and manicured. Presenting this flawless resentation from Anathema and Minor Societies.
appearance, Haru delivers the Swarm’s outrageous The invitations to the Council meeting are limited
demands of the council with a serene but uncom- and in high demand, creating strife and competition
promising attitude. The more the Council pushes as members of these fringe Societies fight to have
back, the wilder she makes her statements. Behind their interests represented. Theft of the invitation or
her cool and collected demeanor, Haru hides count- fighting tournaments held to earn the right to repre-
less secrets collected with her tenure as a supreme- sentation are not unheard of.
ly skilled senior Assassin. After a passionate affair
character does convince a daylight connection to do and an additional +2 Complication: Left Out in the
something blatantly illegal, it counts as additional Cold. If not bought off, it reduces all Shadow and
use of that connection. Using daylight connections Twilight connections by 1 for the rest of the session.
for any actions short of blatant crime gives access to
the following stunt: PATHS THROUGH DARKNESS
Characters in Assassins possess the same number
LEGITIMATE BUSINESS (VARIABLE) of Paths as other Trinity characters: One Origin Path,
Increase the difficulty of any rolls to connect this one Role Path, and one Society Path. However, every
activity or connection to a crime by the success- Path a character possesses should indicate whether
es spent on this stunt. it’s a daylight path, a twilight path, or a shadow path.
A character doesn’t need to have any particular mix of
Twilight and shadow paths are by their nature
these. It’s possible a character was born into a role in
more amicable to criminal pursuits. However, calling
the Society of Leonidas that they’ve dutifully followed
in those favors carry particular weights and dangers.
to the present day, making all of their Paths firmly set in
Twilight Paths are messy. Existing outside both the shadow world. Similarly, a character might have led
the comfortable, ordered world of daylight and the a relatively mundane life from suburbia to a stint in the
strict, stark world of shadow, they will often be flexi- army before a society directly recruits them, leading
ble sources of illegal deeds and equipment. However, them from two daylight paths to one deep in shadow.
this means they are also incredible sources of trou-
Note that it’s possible for the same Path to be in
ble. All rolls to use connection from twilight paths
different stations of light for different characters.
come with +1 Complication: Problems with the
If one character’s suburbia Origin Path indicates a
Authorities, calling down undesirable law enforce-
comfortable life as a theater kid with dreams of mak-
ment or other government attention if not bought off.
ing it in Hollywood and another character’s indicates
They also come with the following stunt available:
their misspent youth as an Adderall-dealing honors
student stealing from their neighbors’ houses during
ENDLESS OPPORTUNITIES (2S)
vacation season, it’s appropriate for the former to be
You immediately gain the benefits of this Path’s a daylight Path and the latter to be a twilight Path.
access or contact on another roll or activity.
Shadow Paths represent connections to dangerous MOVING BETWEEN STATIONS
and powerful organizations and people. They offer As characters move between Paths, it’s important
efficiency, secrecy, and competence. When a char- to note as they transition between different stations.
acter makes a shadow connection or contact roll, Moving between daylight and twilight or shadow is
they benefit from +2 Enhancement. Shadow Paths’ always an critical event in a character’s life, but it’s
demands are commensurately severe. When a char- also important to determine exactly what kind of
acter doesn’t fulfill obligations to a shadow Path at event it was. A promising young med student turned
the end of a session, they impose both the normal +2 back alley black-bag doctor for the thrill has a much
Complication on the next roll to use that connection, different experience than a working-class kid doing
Each player has their character who is their has opportunities for Aspirations to grow from
entry point into the shadowy world of Trinity Path complications. Storyguides can use these to
Continuum: Assassins. The player sees and add more excitement to the game.
acts through their character. Characters are also Aspirations should always push action, not re-
an essential tool for the Storyguide. The choic- strict it. This means that players should phrase
es a player makes when creating their character their Aspirations as something to do rather than
open new options for conflict and plot, and also something to not do. “Don’t get involved with as-
reveal different paths an adventure might take. sassination” removes a character from action and
Character creation has six steps: Concept, Paths, is counter to the Assassin game. In contrast, “Use
Skills, Attributes, Assassin Template, and Final the new gadget from R&D” keeps the character in
Touches. a potential conflict, but also nudges them toward
using a different resolution tactic than usual.
STEP ONE: CONCEPT Examples: Former Special Forces, Suave Con
First, each player determines what kind of Artist, Olympic Gymnast Turned Cat Burglar,
character they want to play. This determination Foster Child Raised by Assassins, Back-alley
can be a collaborative process with the Storyguide Surgeon, “Guy” Everyone Knows
and other players. Everyone at the table should A Short-term Aspiration is something a charac-
discuss their expectations for the game and the ter can achieve in a single session. The Aspiration
character dynamics that interest them. A player may be a Scene a player wants to see happen, an
may find a niche her character can fill to enrich ability she intends to use, or a character moment
the party, or two players may decide to connect she thinks would be exciting or cool.
their backstories. Players should summarize their
character concept in a few words or a phrase. A Examples: Get a better weapon, Research
more specific concept helps when choosing or the current target, Use my new Skill Trick,
creating Paths and assigning dots. Defeat a foe without killing them, Receive my
Next, each player chooses Aspirations: two next assignment
Short-term and one Long-term. Aspirations are
A Long-term Aspiration is something that takes
a player’s goals for her character, not necessari-
an Arc to achieve and is related to one of the char-
ly the character’s own goals. A player wants her
acter’s Paths. A Long-term Aspiration maybe how
character to get into a fistfight, even though her
a player would like to see her character grow or
character might be the kind of person to hate
change. Long-term Aspirations can also be used to
physical confrontations. Aspirations are sto-
transition a Path along the Stations of Darkness.
ry moments a player wants to see. Achieving
Aspirations is the responsibility of the entire ta-
Examples: Defeat my rival, Rise in the ranks
ble. While a player should always be watchful for of my Society, Keep my family safe from my
opportunities to achieve her aspirations for her work, Avenge my dead mentor, Reconcile
character, she should also watch for chances to with my ex-partner
set up her fellow players to achieve theirs. If all
the players complete their Short-term Aspirations
in the same session, all players present get a point Example: Lauren is building Randie, and
her concept is “Assassin who targets crimi-
of Experience. The Storyguide will also use the
nals.” She has a complex relationship with
Aspirations as guidance for the types of stories an old romantic and professional partner,
players are interested in playing and will pro- so her Long-term Aspiration is to find a way
vide opportunities for the players to achieve their to move on from her ex-partner. Lauren
Aspirations. In addition, the world of Assassins wants Short-term Aspirations that apply to
Assassins start with four Masteries (see Chapter GAIN BONUS TRAITS
4, p. XX), chosen from the Society Paths. At least
Each character receives one additional
one of her starting Masteries must be from her
Attribute dot to put in any Attribute, as long as this
Society Path. A character must meet all require-
does not take the chosen Attribute above normal
ments of a Mastery to begin play with it at char-
maximum. Characters also receive four points
acter creation.
in Edges, which can be used on Edges from out-
A character starts with three points to distribute side their Paths but must follow all prerequisites.
into Intuitive, Reflective, and Destructive Facets Finally, the Storyguide may grant Experience
of their Inspiration. The character’s Inspiration points to represent a more seasoned character.
score is determined by the ranks of her Facets, Refer to the Experience cost in the “Character
calculated in the following way: All characters Advancement” section.
start with a single point of Inspiration, and their
Inspiration increases by one whenever any one HEALTH
of the three Facets reaches Rank 1, 3, and 5. For Each character has an Injury Condition track-
example, at character creation, a character with er. Every character has three levels of Injury at
Intuitive 2, Reflective 1, and Destructive 0 starts character creation: Maimed, Injured, and Bruised.
at Inspiration 3 (a base of one and an additional At Stamina 3, the character gains an addition-
point for each of her Facets at Rank 1). al Injured level, and at Stamina 5, the character
Example: Lauren wants Randie to have gains an additional Bruised level.
some defensive Masteries, so she chooses La
Prévoyance and La Voyante, both from her Society DEFENSE
Path. To be a truly impressive sniper, Lauren picks A character’s standard Defense is 1. Characters
Killing Weapon and Dedicated Weapon as her fi- can attempt to make a defensive action when at-
nal Masteries. tacked by rolling whichever Resilience Attribute
When looking at Facets of Inspiration, Lauren makes the most sense, with no Skill added.
wants Randie to be balanced. She decides to start Example: Lauren has a few bonus dots to give
with Intuitive, Reflective, and Destructive all at Randie. Dexterity is particularly important for
Rank 1. the concept, so she gives that one more dot. To
round out her Edges, she picks Always Prepared,
STEP SEVEN: FINAL TOUCHES Lightning Calculator, and Swift.
The finishing touches in character creation Randie’s Stamina is at three dots, which means
allow for customization through additional she starts with Maimed, Injured, Injured, and
Attributes, Edges, and optionally, Experience. Bruised.
Health and Defense are also recorded in this step.
XP EARN TABLE
EVENT XP EARNED RECIPIENT
A player achieves their Short-term Aspiration for their character 1 Solo
All players achieve one Short-term Aspiration in the same Session 1 Group
A player achieves their Long-term Aspiration for their character (all 2 Solo
players must complete their Long-term Aspirations before a player
can earn this Experience again)
The players spend half the available Momentum in a single scene 1 Group
(the amount spent must be greater than 1)
The characters reach a Story milestone 1 Group
The characters complete a group Story 3 Group
XP SPEND TABLE
OBJECT CHANGE COST
Attribute Add one dot to a single Attribute 10 Experience
Edge Add one dot in a new or existing Edge 3 Experience
Edge Add one dot in a new or existing Path Edge 2 Experience
Enhanced Edge Gain a new Enhanced Edge (even if it is a Path Edge) 6 Experience
Facet Add one dot to a single Facet 10 Experience
Favored Approach Change a character’s Favored Approach 15 Experience
Mastery Purchase a new Path Mastery 4 Experience
Mastery Purchase a new Mastery not associated with a Path 5 Experience
Skill Add one dot in a new or existing Skill 5 Experience
Skill Trick Add a Skill Trick to a Skill 3 Experience
Specialty Add a Specialty to a Skill 3 Experience
Path Add one dot in a new or existing Path (maximum five Paths) 18 Experience
New Edges 87
HORNET WORKSHOP your DNA evidence is tricky to match. Attempts
CERTIFICATION (•) to investigate your character using forensics have
to overcome a +2 Complication; failure to buy it
Prerequisite: Swarm Society Path
off renders results inconclusive at best. Even on a
You’ve successfully passed the Hornet success, mundane technology can’t make an exact
Workshop — it’s gold-leaf certificate hangs on match on you, leaving you as only one of a dozen
your wall. You blossomed into a true Assassin, possible suspects.
unlike many of your other classmates, but the
Drawback: You are unable to take advantage
connections you made during training are invalu-
of biometric sensors yourself, such as fingerprint
able. When you leverage your Swarm Society Path
scanners, genetic tests, and other procedures.
for connections, you may declare these charac-
ters are from your time spent during the Hornet NEVER OUTNUMBERED (••••,
Workshop. You never risk Path Suspension or ADVANCED COMBAT MANEUVER)
Path Revoked by doing so.
Specially trained to fight against multiple oppo-
HUMAN LIE-DETECTOR (•• TO •••) nents at the same time, you know how to use your
foes against one another. When outnumbered, you
Maybe it’s body language, or inflection, or the
gain 1 Enhancement on Defense rolls, and gain ac-
scent of sweat — whatever the reason, you know
cess to a special Defense Stunt:
when folks willfully deceive you. At two dots,
Friendly Fire (3 Successes): When you success-
pick one of your senses (usually sight); when you
fully avoid an attack from a foe, you can redirect
perceive someone with that sense, you gain +2
it at another enemy within close range, subject-
Enhancement to suss out the truth from the lies.
ing them to the attack as if they were the original
At three dots, this extends to all of your senses
target. You determine how any resulting Stunts
instead.
are purchased, subject to final approval from the
LIGHT SLEEPER (• TO ••) Storyteller.
SKILL TRICKS
Character may acquire any of the following Skill to investigate the character’s victims, her player
Tricks. You may also take any Skill Tricks from Trinity can activate this Trick to explain how the charac-
Continuum Core Rulebook, starting on p. 45. ter set up an attack to confuse or mislead investi-
Hidden Arsenal (p. 46), No Barrier (p. 46), gators, concealing her presence at a crime scene,
Sucker Punch (p. 47), Members Only (p. 48), making a shot seem self-inflicted, or otherwise
Tough Nut (p. 50), Always Have an Exit (p. 50), confounding the experts.
and Overwatch (p. 53) all make good choices for an Make ’Em Dance: Sending a spray of ammo at a
Assassin. target, the character forces them to go right where
she wants them. When making an Aim attack, the
AIM player can activate this Trick to access a special
Gunpoint Diplomacy: It’s not exactly politic, Stunt:
but sometimes the best leverage is a gun to the Drive Them Out (2 Successes): The target is
head. When the character draws a ranged weapon forced to move to a general area of your choice
or is in an advantageous position in a firefight, her within one range band. If they leave it before the
player can activate this Trick to add Aim to a so- end of your next turn, you gain +1 Enhancement
cial roll to force someone to acquiesce; if they act on your next attack against them.
against this influence later in the scene, you gain 2Ricochet: While the character might not be
Momentum instead of the usual 1. able to bend her bullets (yet), she plays the angles.
Magic Bullet: The character’s shots confound The player can activate this Trick to ignore the
all ballistic science. When someone else attempts effects of expendable or light cover by bouncing
Skill Tricks 89
her shot. When using this Trick for an attack, she scene. It gains all of the usual tags and damage
cannot purchase the Critical Stunt. type of the chosen weapon; while the Storyteller
Suppressing Fire: Whether she rains down a tor- has final say on whether or not an object is close
rent of lead or just a few well-placed warning shots, enough to count, they are encouraged to be flexi-
the character harries her opponents into a bad po- ble and permissive.
sition. The player can activate this Trick when an
enemy in range of the character’s firearm attempts COMMAND
to move, forcing him to succeed on a reflexive One Last Chance: The character makes a foe
Athletics-based roll with a Difficulty equal to her her final offer — one they reject at their peril. If
Aim. If he fails, he cannot move until his next turn. the character has offered the target any reason-
able terms for surrender and they refuse, the play-
ATHLETICS er can activate this Trick to add Command to an
Choke Out: With a vising grip, the character attack roll against them.
squeezes their foe into unconsciousness. While Like You Own the Place: If you walk with pur-
in control of a grapple, the player can activate pose and a clipboard in hand, no one will stop you.
this Trick to treat any weapon — including bare When the character imitates a target with stand-
hands — as if it had the Grapple tag and adds her ing or authority, she can add Command to the dis-
Athletics to the roll. guise roll, taking on an air of definitive confidence.
Unstoppable Force: Moving with a singu-
lar will, the character cannot be stopped in her CULTURE
tracks. The player may activate this Trick to take Honor Among Killers: In a world of shadows,
their usual movement action even while physical- it pays to know who’s who. On meeting a char-
ly restrained or grappled. This also allows her to acter for the first time, the player may activate
momentarily resist or overcome Conditions that this Trick to get a full and accurate sense of the
would stun or immobilize her for one round. target’s reputation as a clue, including any ma-
jor organizations they’re known to be involved
CLOSE COMBAT with. Alternatively, she can ask what the target’s
Cold Steel Resolve: Nothing’s quite as reassur- rep is with a specific organization she’s familiar
ing as knowing that you could whoop some ass if with, getting a sense of the specifics rather than
things go south. When the character has a weap- generalities.
on in reach, her player can activate this Trick to
add Close Combat to a roll to resist unwanted per- EMPATHY
suasion or influence. If that weapon is visible, she Eye for Vice: Money, drugs, sex — everyone has
may spend 2 Momentum instead to also ignore up their price. While interacting with or observing a
to 2 points of Complications, whether from Field, character, the player can activate this Trick to dis-
Attitude, or other factors. cover the target’s biggest vice. If she leverages it
Meeting of the Fists: Warriors know how to against that character during the scene, she adds
communicate with blade and fist. The player may her Empathy to the roll.
activate this Trick when trying to get a read on Gunslinger’s Tell: With a practiced eye for vi-
a character whom she has either fought or ob- olence, the character reads an attack in her foe’s
served fighting, adding her Close Combat rating posture and visage. Once per scene, the player
to the roll. may choose a character and roll Empathy, banking
The World is a Weapon: There’s no need for any successes (minimum 1, even on a Botch). At
fancy weapons when the character can make do any time during the scene, the player may spend
with whatever’s on hand. The player can acti- these successes on Defensive Stunts against at-
vate this Trick when her character takes hold of a tacks from the chosen enemy.
piece of scenery, allowing her to use it as a Close
Combat weapon of her choice for the rest of the
Skill Tricks 91
PILOT add Survival to a Medicine-based roll, as long as
she has access to stored or wild plants.
Car Talk: Nothing earns cred like being able to
Springing the Trap: Like an ambush hunter,
talk shop. The player can activate this Skill Trick
the character knows how to lead the unwary into
when interacting with mechanically-minded
a trap. Once per scene, if the character is an area
characters — car enthusiasts, chop-shop mavens,
that she has had access to in the past, her play-
hellbent bikers, and the like — to add Pilot to a so-
er can activate this Trick to explain how she’d
cial roll.
previously prepared a trap, transforming an area
Turn on a Dime: The character can weave in short range into a Difficulty 2 barrier. For two
through traffic and debris without breaking a Momentum, she can declare it to be complicat-
sweat. Activate this Trick to reduce a Difficulty or ed terrain instead, with Complication 1 to avoid
Complication based on tight maneuvering by 1. injury.
SCIENCE TECHNOLOGY
Structural Damage: Sometimes, all it takes to Luddite Exemplar: Tech’s great, until it’s not
topple a building is one truly perfect shot. When — and the character knows just where to aim to
attacking a stationary object or cover as a stan- really mess things up. Activate this Trick to re-
dard (rather than mixed) action, the player adds duce the cost of the Sunder Stunt by 2 against
the character’s Science to the roll. If she purchas- any electronics-based weapon, device, or system.
es both the Inflict Damage and Critical Stunts, she Alternatively, reduce the cost of Sunder by 1 to use
deals an additional injury to the target. it with a ranged attack.
The armor feature equipment that can dupli- Renders the wearer’s equipment immune
cate all biometric functions of a target; finger- to electronic interference. Provides a +1
prints, irises, voices, etc. after scanning them. Enhancement bonus against all such effect.
The Chameleon mask allows the wearer to take Installed in the wearer’s boots, this short-burn
a scan of someone’s face with the attached scan- jet propulsion system allows the wearer to fly for
ner and then project that image onto their face. six turns, before running out of fuel. Landing ac-
The scanning process takes one minute and must curately or maintaining flight while doing some-
be done at close range. The wearer gains a 4-point thing else is a Pilot + Dexterity roll, which may be
Enhancement bonus on checks to impersonate part of a mixed action. The Assassin may only use
the person they scanned. the jet boots once per session.
Chemical injectors installed in the armor re- A personalized magnetic field surrounds the
lease painkillers when the wearer is injured. Assassin. The wearer gains 2 Enhancement to
The wearer ignores the penalties from bruised their Defense rolls against ballistic weapons as the
conditions. field redirects bullets away from its wielder.
This scarf is a long flowing garment used to Nanites in the armor seek out damage and try to
confuse attackers and hider their movements. repair it. The wearer heals two injuries, starting
It grants 1 Enhancement to defense rolls against with the most severe, at the end of every fight.
Close Combat attacks. Just as common as scarves,
SOFT ARMOR (1,2,3)
are cloaks, oversized sleeves and capes that serve
the same function. Soft armor can be taken up to 3 times.
In this chapter, Storyguides will find new rules for making their Trinity Continuum: Assassins games
unique. This chapter also contains a handful of antagonists to challenge the players’ characters.
DRAMATIC EDITING
In thrillers and heists, explaining a plan in ex- something along the lines of “Whoa, wait, I wanted
treme detail is a recipe for disaster — it will be guar- to hide my weapons before we got there,” that is ex-
anteed to face a crisis or even outright fail. If a plan actly the sort of situation that calls for a flashback.
kicks off without explaining its critical elements for The players are not required to draft a foolproof
the camera, it will not only succeed, but do so in a plan before getting to the fun parts. They aren’t even
way nobody expected. required to draft a mediocre plan (more likely, when
The reason for this is, simply, that the writers wish the players probably aren’t super-skilled super-kill-
to surprise the audience. When both the audience ers). As soon as the players have a vague idea of how
and the writers are a Storyguide and a table of play- they want to approach their job, and where it has
ers, how can they maintain the tension and element to start, the story can cut immediately to their in-
of surprise? The solution comes in understanding sertion point or the first sign of trouble. There is no
the question at the heart of every thriller’s plot — it need to concern anyone with the minutiae of plan-
isn’t “did they bring enough rope and ball bearings?” ning. Researching an obstacle or foe, commissioning
but “how will this plan surprise us?” a unique weapon, hunting down a specialized tool,
In Assassins, we can surprise the audience — stashing resources in strategic points, bribing ser-
Storyguide and table alike — by making liberal use vants and officials — all of this can be handled with
of flashbacks. flashbacks as they are needed. For some of the old
guard, this may feel like metagaming. Make no mis-
WHY USE FLASHBACKS take: it is. And it is explicitly allowed.
In crime thrillers, the flashback is a storytelling
element primarily used to keep the audience in sus-
GOING OFF THE RAILS
pense, and get them caught up on the action as it Plans are not meant to go off without a hitch —
unfolds. It also highlights the extraordinary compe- even ones revealed in flashbacks. The most danger-
tency of the characters. Whatever it is they face, they ous, competent killers in the world cannot account
will assuredly come prepared. for every variable. This would hardly make for a
In a game, however, flashbacks can also be used to thrilling story. With every flashback a player com-
keep the action flowing and maintain a fast-paced story. mits to, there appears a new opportunity to discover
If in the process of preparing for their job, you find the how their master plan will unravel.
players are becoming too invested in making their plan When a player proposes any dramatic edit, but es-
“perfect” by accounting for every possible risk, remind pecially flashback, look for any loose threads or po-
them that flashbacks and other versions of dramatic tential consequences that could arise as a result of
editing exist for this reason. An entire session could be the new events. Keep an eye toward opportunities
wasted on planning for outcomes you, the Storyguide, for your players to prove how determined, skilled,
never intended to even play out. Players should be and deadly their characters are.
ready to plan around the problems that actually hap- Makua Keawe has a great plan to deliver a few per-
pen, not the problems that could happen. sonal, threatening messages to a well-connected attor-
Flashbacks let you cut to the action. Smash to the ney in the city. His office is on a major arterial street,
next scene, if you must! If a player interrupts with however — Makua needs a distraction and she needs
Dramatic Editing 99
it ten minutes ago. Makua’s player, Vera, commits to doesn’t start a shootout with police because Makua
a flashback detailing how the Assassin “contracted” a gave them mixed signals — it happens because one of
local gang of bored delinquents, paying them a chunk them thinks taking a hostage will earn him extra rep,
of hard cash to hold up the convenience store a few and now the whole thing is pear-shaped. The black-
doors down. Rai, the Storyguide, accepts this as a smith doesn’t betray Left-Hand because she acciden-
1-point flashback, and describes how police have cut tally offended him — he does it because he doesn’t
traffic to this block, leaving Makua a bit of time and want her rival, his best-paying customer, murdered.
privacy for her meeting. However, what Rai doesn’t
reveal to Vera just yet is that one of the delinquents FLASHBACKS AND COST
has decided this is his time to make a name for him- There are three levels of flashback. Each has an
self: he takes a hostage, and before the scene is over, associated Inspiration or Momentum cost, related to
the gang trades fire with the police. Makua leaves the time and effort a character would have needed
the empty office building to the sound of gunfire and, to expend in the flashback, as well as the advantages
worse, patrol helicopters. She got her distraction, but the flashback would grant them.
how will she escape the notice of air patrol?
At the lowest level are 0-point flashbacks, requir-
Left-Hand Ankko marches down the opulent hall ing little to no effort or resources for the character.
with weapon in hand, ready for the final showdown These dramatic edits are so within the character’s
with her nemesis, La Lula Vampira. La Lula greets realm of competency as to not warrant a flashback
Left-Hand with a long, elegant blade of crimson. at all, and they require no cost. Really, this is not dra-
Left-Hand’s player, Heather, hadn’t expected a fight matic editing so much as accounting for a character’s
in the tradition of their old Society, and quickly ret- general expertise — consider this express permission
cons with a flashback: six months ago, Left-Hand for a player to claim their character had appropriate
stole away in secret to the smithy of an internation- gear, retroactively, without feeling the need to push
ally-famous swordsmith. After an exchange of favors, the issue. Optionally, a Storyguide could require a
he agreed to craft the Assassin a blade to rival that of character possess appropriate Skills, Attributes, or
her nemesis’s. We arrive back at present day to Left- Facets before making a 0-point flashback.
Hand unsheathing a sword the color of cut emeralds.
Vrilida, an expert burglar in a team of specialists,
Rai, the Storyguide, accepts this as a 2-point flash-
arrives on the scene of a heist with her plans and
back — not only did it require some extra resourc-
tools. After hearing details on the sheer number
es, it granted Left-Hand a powerful new asset. That
of high-tech glass doors in the building, her play-
said, Rai is waiting to reveal the hiccup in Heather’s
er, Jessica, asks if she can flashback to packing a
flashback: the swordsmith betrayed Left-Hand and
glass-cutter. Rai, the Storyguide, notes Vrilida’s sheet
warned her nemesis, who asked him for one last
shows a Larceny rating of 4, more than enough for
blade. In a few moments, La Lula’s brother, El Pulpo,
Jessica to justify her bringing glass-cutters to the job.
will join them in combat with his own newly-forged
She allows the flashback with no cost.
weapon, potentially turning the tables. Left-Hand
A simple set-up with a single advantage requires
got her masterwork blade, but how will she survive
spending 1 Inspiration or 2 Momentum. These flash-
this fight with both Los Cefalópodos?
backs require only a small amount of time or a few
Remember: the goal is never to negate the benefits of
extra resources and typically grant the character a
a flashback. The gang still creates a distraction, an in-
piece of useful equipment, some generally useful in-
comparable sword is still forged. Twists in the plan are
formation, or change a small element of the scene.
meant to change the working conditions of the job, to
Originally, the plan was to cut power to the entire
reframe events after the fact, and to generally keep the
office tower. It’d be tough to operate in darkness, but
characters on their toes. They can’t look cool, calm, and
the team wouldn’t have to deal with automated secu-
deadly without facing unexpected challenges.
rity as they worked their way to the penthouse level.
On a related note, as Assassins is first and foremost
Vrilida soon learns, however, the servers for the build-
a competence fantasy, never allow a complication in
ing’s security system are located on the third floor
a plan to make the player characters look incompe-
with no power redundancies. Shoddy engineering!
tent — at least, not without a player’s permission.
Jessica asks for a flashback to Vrilida meeting with a
The plan will never go awry because of a silly or
“friend” of hers in city planning a few days ago, in an
thoughtless mistake on the players’ parts. The gang
effort to get a hold of the officer tower’s electrical floor
SESSION STORIES
Simply blasting your way through a scene isn’t can grasp defined opportunities or create entirely
always the best option. Surrounding your target are new ones of their own initiative.
loved ones, disgruntled servants and staff, or inno- Session Stories primarily assist the character in
cent bystanders, each with their own desires, goals, the completion of the mission objective — you know,
and activities. In the tableau of overlapping stories, killing the target — but they can also assist the char-
an Assassin learns to slip between various innocent acter in obtaining certain disguises, items, or ful-
actors in order to reach their target. Within the shift- fill optional objectives alongside killing the target
ing timelines of the people around your target lies such as stealing a set of important documents from
opportunity. The Storyguide designs these oppor- their safe or ensuring the target’s spouse is the one
tunities, and the chain of events that lead to them to find them deceased. In addition to helping the
called Session Stories, ahead of time. The set of Fields player progress through a mission, Session Stories
these Session Stories exist in is called the Black Box, may also uncover plot threads which weave into a
essentially an open sandbox where player characters
priest, but also the quiet church afterward + Composure to disguise one’s self as a kitchen
where the priest administers the sacrament of staff member; Medicine + Intellect to have the
Confession to Dominic. poison on hand; Larceny + Dexterity to apply it
to the food without anyone noticing.
THE OPPORTUNITY
• The Golf Coach: The nervous civilian coach
Any Black Box should contain a number of
waits in the small clubhouse on-site at the villa;
Opportunities — generally, at least three per mis-
he has Dominic’s golf clubs with him. He’ll have
sion or one per tick sequence — each comprised
personal access to Dominic without the bene-
of discrete actions generated by a successful skill
fit of the man’s security. Potential rolls: Close
roll representing success at maneuvering into posi-
Combat + Might to knock out the coach; Larceny
tion. Successfully engaging in the Session Story se-
+ Composure to disguise as a replacement coach
quence means the target gains the Marked for Death
from the same country club; Larceny + Dexterity
Condition.
to replace the golf balls with cunning explosives
The realization of an Opportunity doesn’t neces- without the coach noticing.
sarily directly endanger the target, it just means that
the target now has an open vulnerability. The end of • The Business Associate: Dominic is meet-
a Session Story may be something as simple as pull- ing a new business associate on the beach, one
ing the fire alarm to force the target into a designat- who he’s never met. Both the associate and
ed evacuation zone out in the open, but this is the Dominic have backup coming with them; get-
culmination of infiltrating the building, stealing into ting in to replace them means only having a
security, and reviewing the emergency evacuation single bodyguard with Dominic Potential rolls:
plans to know where the target will go. Similarly, the Technology + Cunning to hack security’s radio
Marked for Death Condition doesn’t itself kill the comms and determine when and where the
target; it simply allows the Assassin into position to meetup will be earlier in the morning; Larceny
finalize the kill in one clean shot. As the Assassin real- + Resolve to determine the associate and the
izes Opportunities, the Marked for Death Condition bodyguard waiting nearby the beach before the
continues to build, until a simple action is enough to meetup; Close Combat + Might (or even a full
kill even a dramatic character in one single shot. combat) to knock out or eliminate the associate
and bodyguard; Technology + Manipulation to
• The Chef: Everybody’s got to eat; getting into
draw away Dominic’s bodyguard and meet with
the kitchen allows a prospective Assassin to de-
him alone; Persuasion + Manipulation to con-
termine when the meal’s coming in and who or-
vince Camparelli you’re who he’s supposed to
dered what, which means a quick hit of fast-act-
meet. Alternately, Technology + Manipulation
ing poison will act to eliminate Dominic, but
can convince Dominic to
leaves open the possibility of collateral damage
if his girlfriend decides to steal a fried potato • The Priest: It’s Saturday, and Dominic likes
wedge from his plate. Potential rolls: Larceny to sleep in on the weekends, so he goes to
GOING LOUD
When being subtle is no longer in the cards, it’s and other obstacles as they bear down on their tar-
time to go loud. Everything in the story so far has get. During the escape, Assassins must content with
built up to this point — the moment in which the similar issues as they get away from their victim’s
Assassin comes to claim the life of a dangerous tar- stronghold.
get. This should always be a momentous, exciting Start by building tension — not the in-game re-
occasion. source, but the mood. Be lavish with the descriptions
Going loud is almost always a result of the Marked and fire up the imaginations of all the players at the
for Death condition (p. XX). During any sequence in table. Give the players (and the Storyguide) lots of
which the conflict goes loud, the antagonist may can- details to improvise with. This may sound like a lot
cel out any further Marked for Death placed on them of work for one person, so use the players as a re-
by spending Source or Tension one for one, to re- source by asking questions. The more the Storyguide
duce the rating of the condition to zero. The target of involves the table, the more engaged and excited all
the condition can then no longer be instantly killed, players will be. Use the group’s suggestions to build
but the narrative truth of the condition remains the the framing of this scene. The Storyguide should do
same. her best to incorporate at least one detail from each
player’s suggestion. This is the pinnacle of conflict.
SETTING THE SCENE The Assassins are no longer skulking about; they’re
Going loud means the culmination of an assassi- here to kill. It’s a showdown.
nation. This is the point at which there is no further Ask the character or characters in the spotlight:
recourse but to take the target out. In order to get • How do you approach your target?
all players into the mood and mindset, it’s time for
the Storyguide to set the scene. When going loud, • What are you wearing?
this conflict breaks down into two categories: ap-
• How do you feel?
proach and escape. During the approach, Assassins
fight through hordes of hired guns, deal with traps, Then ask the remaining players before the
approach:
maintain their balance and/or control of the vehicle damage to the scenery or another character in the
or risk disaster. This Complication applies to Pilot scene, or striking another target in addition to their
actions, attack actions, and movement actions re- original. If not bought off during a Pilot action, the
quiring a roll, unless the character has flawless con- character risks the Crashing Field Complication be-
trol over a vehicle or their own personal movement. ing added to the scene, or the vehicle they are driving
Consequence: Not buying off the Complication moving into another, unintended Field, striking the
risks an Injury Complication from falling or being scenery, or risking structural damage.
dragged along by the speeding vehicle, moving into
an unintended Range band, or attacks affecting a dif- THE APPROACH (1)
ferent target (including vital scenery or bystanders). The Assassin tries to get into a location. This Field
Failing to buy off the Complication on a Pilot roll re- Condition applies to the entirety of the approach. If a
sults in the vehicle moving in an unintended direc- character fails to buy off the Approach complication,
tion, and possibly causing a crash. the Storyguide triggers one of the boss fight qualities,
or may have an antagonist in the scene refresh one of
TIGHT (3) their Assassin Powers.
The Field has little to no room to move, making
flashy moves and big weapons nearly impossible to use. THE ESCAPE (1)
Characters tangling in an action sequence fight practi-The Assassin tries to get out of a location after
cally on top of one another. This Complication applies
they’ve killed a major target. This Field Condition
to attack actions made with weapons: ranged and closeapplies to the entirety of the escape. If a charac-
combat, unless the weapon has the Concealable Tag, orter fails to buy off the Escape complication, the
Pilot actions taken in a driver’s seat. Storyguide triggers one of the boss fight qualities, or
Consequence: If not bought off, characters risk an may have an antagonist in the scene refresh one of
Injury Condition, losing or breaking their weapon, their Assassin Powers.
ANTAGONISTS
The antagonists below are divided by Daylight, complicating things considerably. ULTRALIGHT
Twilight, and Shadow. is infamous for using their hypnosis techniques to
brainwash regular people into dupes for use during
• Daylight antagonists are mundane people
contracts.
who can make a contract more complicated.
Procedural and Intrigue actions should be used Primary Pool: 7 (pretending to be okay,
with Daylight Antagonists whenever possible, sabotage)
as killing them can cause significant complica-
Secondary Pool: 5 (desperate combat, escape)
tions for Assassins.
Desperation Pool: 3
• Twilight antagonists make up a majority of the Enhancement: 1
people that Assassins will fight, including crim- Defense: 3
inals, corrupt police officers and minor antago- Health: 3
nists. While the target for an assassination may Edges: Adrenaline Spike, Fast Draw, Skilled Liar
operate primarily in Twilight, Twilight antag-
Sleeper Agent (Unique Power): Hypnotized by
onists are usually subordinates rather than the
ULTRALIGHT or a similar outfit, the Dupe has an
target themselves.
objective she has been hypnotized to accomplish,
• Shadow antagonists are the important and dan- such as shutting off the power at a party, or breaking
gerous people who are the targets for assassina- into an executive’s office. She adds a +3 Complication
tion, with resources and abilities to help keep to any Intrigue or Procedural actions to deduce her
themselves alive. These also include Assassins goal. Failure to buy the Complication presents the
and antagonists like them. wrong conclusion: The Dupe may be up to some-
thing, but it is mundane misbehavior, unrelated to
The named characters below are examples of their
their goal. Alternatively, the Complication may acti-
archetypes. Feel free to use them as written, or take
vate her programming, which grants an additional +1
them as a starting point for building their own an-
Enhancement to physical actions to accomplish her
tagonists. Storyguides may want to shuffle their stats
objective and compels her to aggressively pursue it
around or give them different Edges and Powers that
without regards for her safety.
reflect their backstories.
EXECUTIVE ASSISTANT
DAYLIGHT ANTAGONISTS
If you want to meet with the head of the compa-
Security guards, lookouts and regular people
ny, first you have to get past her executive assistant.
caught up in events. Killing people in Daylight can vi-
This person handles their boss’ calendar, books their
olate the Code and draw a lot of unwanted attention.
flights, coordinates with other important contacts,
DUPE and screens their calls and emails. Get on their good
side, and they’ll squeeze you into an already-busy
They threatened her family and gave her a gun, schedule. Cross them, and you’ll find your plane tick-
telling her she knew what to do. Dupes are innocent ets canceled and your security clearance revoked.
people suddenly pulled into Assassin affairs through
Joseph Long’s been executive assistant to the CEO
blackmail or threats. They might be working with
of PrismaTech for eight years. He’s an indispensable
Assassins and betray them at the last minute, or act
part of the team, though people are often quick to
against targets in Twilight in the middle of a contract,
dismiss him. He knows the company’s priorities, can
Antagonists 117
BODYGUARD used on forceful attacks or intimidation tactics. He
can spend Tension to stay up for 1 additional round
Bruno is just here for a paycheck. He doesn’t care after being Taken Out, but only once per session.
for grand schemes or carefully crafted plots. He isn’t
impressed with the idea of criminals and killers who BUREAUCRAT
bide their time in the shadows, blades pressed against
their back waiting to sink into unsuspecting flesh, or He didn’t expect to be working for one of the most
the thought of having a target painted on your own. ruthless organizations on the planet, but he’s not go-
ing to turn down the paycheck. He had no idea that
No, in Bruno’s opinion, it’s an insulting way to kill or
he’d be expected to take on all of these questionably
be killed. He’d much rather use his fists, or at least gun
them down himself, for God’s sake. He does recognize legal tasks, but at this point he’s in too deep, and his
student loans just got transferred to one of the most
that they are a real threat, and luckily, he is in the busi-
ness of providing a service to help prevent that. notoriously horrible lenders on the planet. Of course,
that lender is owned by the organization, and his
He isn’t Inspired, nor is he an Assassin, but Bruno
loan collector is his Twilight handler, but he doesn’t
is well-informed and involved with the machina-
know that. If the Assassin does, she might be able to
tions of the criminal underworld. He’s worked body-
turn the Navigator into an ally.
guard contracts for all sorts of high-profile clients:
from CEOs to politicians to kingpins, and even oth- Primary Pool: 7 (bureaucracy, legal knowledge)
er Assassins — for the right price. He’s well-known Secondary Pool: 5 (persuasion)
in the business for his unscrupulous attitude and
Desperation Pool: 3
brute strength, but don’t let that fool you. Many an
Enhancement: 1
Assassin has met an unfortunate end through un-
derestimating his tact and meeting with his fists in- Defense: 3
stead; finding their blades struck clean through their Health: 4
chest, poison they intended to plant shoved down Edges: Danger Sense, Keen Sense (Hearing or
their own throats. He serves to show that the best Sight), Speed Reading
Assassins must consider and meet all possible risks
while pursuing their contracts. GADGETEER
Every organization has one: a guy who comes up
Primary Pool: 8 (hand-to-hand combat and with the shiny things that all of the Assassins desper-
tracking) ately want to play with. This one just happens to be
Secondary Pool: 6 (fast talk and pursuit) on the other side. He’s not entirely sure how he got
Desperation Pool: 4 where he is now: he just wanted to create things. A
Enhancement: 2 little mad scientist, a little distracted genius, a little
Defense: 4 bit innocent person who wanted to see how things
Health: 6 worked. His equipment leaves nothing to be desired,
Edges: Iron Will 3, Hardy 2, Keen Sight 1 though.
Attention to Detail (Unique Power): Bruno’s done Bob’s another one of those shiny-toymakers, and
this job for a while. He’s got an unwavering scrupu- he started out working for a tech company in Silicon
lous eye for picking out a careless target. Increase theValley. They kept offering him promotions and train-
Difficulty of getting past this character with lies or ing opportunities and transferring him to even more
disguises by 2, and he may spend Tension to automati- and more remote locations, having him sign even
cally contest these without a roll. Use his Primary Poolmore elaborate NDAs. Then one day he woke up and
and Enhancement rating to oppose the roll. realized they’d tied him up in legalese so intense that
Raging Fury (Unique Power): Physically impos- he barely owned his own thoughts. He’d be upset,
ing and with the strength to match, Bruno, and oth- except for the fact that they give him this incredible
er leg breakers like him, cut straight to the chase. In lab … and speaking of that lab, Bob’s started to realize
his opinion, a fist aimed straight for the face will do that his experiments have had an interesting effect
just as well for dealing with pesky enemy Assassins. on him.
Bruno has narrative permissions to break the scen- NOTE: Bob has a higher equipment pool than
ery, and his Primary Pool and Enhancements may be is usually available to opponents. This reflects his
Antagonists 119
Primary Pool: 6 (fast driving, vehicles) Health: 5
Secondary Pool: 4 (thievery and fast talk) Edges: Conspirators 2, The Darkest Web, Library 2
Desperation Pool: 2 Source: 4
Enhancement: 1 Powers: Hyperintelligent (Trinity Core, p. 139),
Defense: 3 Skeleton Key Card
Health: 3
NAMELESS HACKER
Edges: Hair Trigger Reflexes 1, Adrenaline Spike
2, Direction Sense 1 She’s shown in a group shot with a bunch of oth-
Hand on The Wheel (Unique Power): Steven was er computer jockey mooks — the light of a computer
blackmailed into Twilight two reasons: one, for his screen reflecting off of her glasses or illuminating
exceptional driving ability and vehicular knowledge; her face with a sickly glow. The accompanying clat-
two, for his level of preparedness —always ready to ter of a keyboard always comes with phrases like
step on the gas and make his getaway. The Storyguide “Found him!” and “If I enhance this image, I think
has narrative permission to allow Steven to appear as I can see it, boss.” Aware that people skills or ‘soft
a getaway driver for any other Antagonist in use; the hacking’ often gets better results than computers,
players will have three rounds to stop Steven before she’s leveraged her smile to get as many passwords
he spends 1 Tension to flee automatically. as her scripts. She’s eager to please her boss, and sure
Adrenaline Surge (Unique Power): In the heat that she can someday rise within her organization,
of the chase, it’s more than easy to lose yourself; this get out of this basement workspace, and maybe do
character lives for the feeling and energy of danger her work somewhere with a window.
beating down against their back, and if hired as a
Primary Pool: 7 (hacking and research)
driver, can grant the players his enhancement rating
Secondary Pool: 5 (persuasion)
to Pilot rolls in Chase sequences.
Desperation Pool: 3
INFO BROKER Enhancement: 1
Defense: 3
In an online age, even cautious surfers leave infor-
mation about themselves strewn across the internet.
Health: 4
Shopping habits, location information, even quizzes Edges: Always Prepared, Lighting Calculator, Keen
to determine which fairytale princess would be your Sense (Eyesight)
bestie gives away a lot. Combine that with complex
NEIGHBORHOOD TOUGH
algorithms, access to public records, leaked finan-
cials, and some good old knowledge of how people It’s not enough to have people who directly re-
work, and you’re sitting on a goldmine. port to you, fully integrated into your organization: a
Aly Dufresne compiles dossiers for her clients. successful boss needs to have people literally every-
What they do with the information isn’t her problem. where. Enter the Tough. He carries a sap or a bat and
Tracking down a deadbeat parent? Great. Blackmailing intimately knows every alley and shortcut through
a high-ranking politician? Should’ve turned down those the neighborhood where he’s lived since birth. The
bribes if he didn’t want it coming back to bite him. Tough doesn’t care too much about politics which
Destroying your neighbor’s life over a property dispute? happen far above his head; he’s either in this for the
Not Aly’s concern. Pay her fee, and she’ll get you any- paycheck or just because he wants to make sure that
thing you could want to know about a target. For an even his family is protected. Whichever route the Boss
higher fee, she’s also willing to help people erase their took to buy him, though, he bought in. He’s in way
records and drop off the grid. Everything’s negotiable. over his head now, just trying to stay afloat. Nothing
is worth this paycheck.
Primary Pool: 8 (hacking, research)
Secondary Pool: 6 (bureaucracy, social Primary Pool: 7 (brawling, intimidation)
engineering) Secondary Pool: 5 (firearms)
Desperation Pool: 4 Desperation Pool: 3
Enhancement: 2 Enhancement: 1
Defense: 4 Defense: 3
Primary Pool: 8 (disguise and sneaking) Primary Pool: 8 (knives and going unnoticed)
Secondary Pool: 6 (hand-to-hand combat and Secondary Pool: 6 (breaking and entering)
fast talk) Desperation Pool: 4
Antagonists 121
Enhancement: 2 them. They’re the strategies that have kept her alive
Defense: 4 thus far. She doesn’t consider it cheating if her own
Health: 5 Talents make her just that much better at imple-
Edges: Weak Spots 1, Covert 3, Keen Hearing 1, menting them. She’s capable of leading a team of
Library 1 allies, and willing to cede control to others. On any
mission, she has only two priorities: finish the job
Arrow in The Dark (Unique Power): Stella bends
and get out alive.
the darkness to her will, creeping through it like a
black cat on a midnight stalk. However, she will cer- Primary Pool: 9 (gunfighting, stealth)
tainly see you before you see her, and if one’s unlucky
Secondary Pool: 7 (pursuit, technology)
… they’ll find their neck sliced or pierced in a heart-
Desperation Pool: 5
beat. This character is naturally stealthy and attuned
to covert operations and assassinations, granting the Enhancement: 4
Storyguide narrative permissions to allow her to by- Defense: 4
pass security and appear elsewhere without warn- Health: 6
ing. If this would strain the believability of the narra- Edges: Always Prepared, Boltholes 3, Hardy, Light
tive, spend Tension. She can apply her Enhancement Sleeper 2
to ambushes and surprise attacks. Source: 5
Eyes On the Prize (Unique Power): Coming from Powers: Deadly Aim, Out of the Woodwork, Walk it Off
a wealthy background has more than a few advantag-
es. For one, it granted Stella an appreciation for the POISONER
finer things in life; greed motivates her. The Attitude The poisoner’s an expert in deadly drug interac-
of a social scene may be set to a positive rating at her tions, allergic reactions, and substances that leave no
favor, but only when wealth and status are on the line unusual traces on a tox screen. Some employers, of
and at the risk of putting themselves in danger or ex- course, want their marks to suffer, and they’ve got
posing their location. concoctions for that, too. Poisoners deal in neuro-
Power Rush (Unique Power): Despite initial re- toxins, paralyzing agents, truth serums, and more.
vulsion to her new lifestyle, Stella grew accustomed Often, they freelance for various Society members,
to what her new life and employers demanded of administering a drug and monitoring the patient’s
her. This character may add her Enhancement to any vitals while the Assassin or interrogator does their
applicable rolls targeting a character with only one work. Other times, they’re the Assassins, donning
Health Box remaining. If the target is successfully nurses’ scrubs to inject poison into an IV line or slip-
Taken Out or otherwise forced to surrender or sub- ping into a target’s house and replacing his life-sav-
mit, add 1 Tension and Stella heals 1 Health. ing pills with identical but deadly substances.
Anna Everett dabbled in several fields before de-
THE LIFER ciding college wasn’t for her: biology, chemistry, fo-
The old school contract killer’s been in the busi- rensics, medicine. She spent a semester interning for
ness longer than most of the people who hire her. the medical examiner and got an entire education on
She’s taken on assignments not only from their par- death. Maybe someday, she’ll finish her degree and
ents, but knew their grandparents when they first apply to med school, but for now, applying what she
inherited the family enterprises. She’s seen regimes learned to make her victims look like they died from
change, and even had a hand in bringing a few of natural causes pays the bills quite nicely.
those about, but prefers to keep her head down and
her gun clean. No one retires from this job voluntari- Primary Pool: 8 (chemistry, medicine)
ly, and though she’s eligible to collect social security, Secondary Pool: 6 (bladed weapons, fast-talk)
she has no intention of hanging up her holster. Desperation Pool: 4
In her late sixties, Lelliana Ek keeps up-to-date Enhancement: 2
on new technology — this is a business, after all, Defense: 4
and it’s smart to be ready for what your rivals will Health: 5
use against you. However, she prefers older methods Edges: Adrenaline Spike 2, Lightning Calculator 2,
of disappearing, dealing with foes, and dispatching Poison Tolerance 2
Antagonists 123
The Pavlyuchenko Society would prefer to bring out ten targets in ten cities, all in one night?” “Did
her in again as an asset and draw her back under you hear about how they outfoxed MI:6?” Nowadays,
their loving wings, but barring that, her death is an the chatter’s darker. After years of loyal service to
acceptable alternative. their Society, someone in power decided it was time
for them to retire. To an unmarked grave.
Primary Pool: 10 (going unnoticed, firearms, Now they’re in the wind. They cleaned out their
Assassin Societies)
savings and abandoned their safehouses. Rumors
Secondary Pool: 8 (breaking and entering, abound about a cache of incriminating evidence
bureaucracy)
they’ve been squirrelling away for just such a con-
Desperation Pool: 6 tingency. Every member of their former Society’s a
Enhancement: 5 target, and they’re racking up the body count.
Defense: 5 Sam Platt refused to go quietly. The strike team
Health: 8 sent to take them out failed, and the only survivor
Edges: Adrenaline Spike, Hair Trigger Reflexes, lived just long enough to deliver Sam’s last message
Sniper, Tough Cookie, Trick Shooter, Waiting to to their bosses before the internal bleeding killed
Greet the Storm him.
Powers: Copycat, Skeleton Key Card Did you hear about Sam Platt? They’re coming for
you.
REVENGE-SEEKER
Everest always wanted to be the smartest. When Primary Pool: 9 (guns, stealth)
he was a kid, he played the deadliest characters he Secondary Pool: 7 (hand-to-hand combat,
could in any kind of game. He gained a reputation finances)
for being the cleverest, able to think his way through Desperation Pool: 5
problems. He exploited every loophole, min-maxed Enhancement: 4
every build, and frustrated his friends with his mas- Defense: 4
tery of character design, stretching the rules until Health: 6
his friends called him a game-breaker. In college, he Edges: Danger Sense, Light Sleeper 2, Never
annoyed his professors by thinking his way laterally Outnumbered, Sniper 2
through problems.
Source: 5
It wasn’t until his brother was killed by an Assassin Powers: Disarm, Shake Your Tail, Voice of
that Everest’s ambitions took a darker turn; he’s on Authority
the hunt for the Assassin who destroyed his life, and
he’s both bloody-minded and determined enough to THE TECHNOLOGIST
pose a real problem for any Assassin who crosses his
Before the next-gen smartphone hits the market,
path — whether or not they had anything to do with
the technologist’s not only jailbroken it, she’s in-
his brother’s death.
stalled half a dozen mods. She gets her hands-on mil-
Primary Pool: 9 (technology and guns) itary prototypes while they’re still classified. Some
Secondary Pool: 7 (leadership) companies hire her to carry out acts of corporate es-
pionage; others hire extra security in futile attempts
Desperation Pool: 5
to prevent her from infiltrating their labs. She’d be
Enhancement: 4
on more hit lists if she weren’t such a damned good
Defense: 4 beta-tester.
Health: 6
Where many organizations have their inventors
Edges: Always Prepared, Hardy, Photographic and R&D departments, or employ full-time quality
Memory, Trick Shot
assurance testers, Araceli Martinez is the perfect
blend of end-user and innovator. She’ll listen intent-
THE ROGUE AGENT
ly to the quartermaster’s instructions on how to use
They’re one of the best, the kind of legend other her new device, but she doesn’t promise she’ll ad-
Assassins aspire to. Everyone’s got a riveting story here to them. If the gadget returns to the lab at all,
about them: “Did you hear about the time they took it’s probably broken or modified beyond recognition.
While Stella took up the criminal mantle, engaging Spitting Image (Unique Power): At first glance,
in thievery and cold-blooded murder to provide for there’s strange about her, but on closer inspection,
Pearl, it had the unintended consequence of forcing something is off. Sometimes, the most dangerous op-
her sister to learn how to fend and look out for her- ponent is one hiding within plain sight; a foe wearing
self. At first, it was a few instances of going hungry the mask of a friend. A careless Assassin soon finds
before her older sister would arrive home late after a knife lodged in between their ribs when the sweet
a job that had gone over-schedule; then, as contracts young woman they’d ignored gets the drop on them.
became more elaborate and dangerous, it’d be days This character allays suspicion by appearing non-as-
of silence. Pearl sat by herself in an empty house, suming, and the Difficulty of any Integrity-based roll
to discern her true nature is increased by 2.
Antagonists 125
“Talent finds its models, methods, and ends, in society, exists for
exhibition, and goes to the soul only for power to work. Genius is its own
end and draws its means and the style of its architecture from within.”
— Ralph Waldo Emerson
An Assassin’s toolkit is complete with arma- Assassins learn Masteries through their
ments, armor, disguises, poisons, and any odds and Societies. Societies created these sacred arts and
ends she needs to complete her job. Among those passed them from master to apprentice until they
are Masteries, which any Assassin will tell you are took on a life of their own. Now Assassins trade
the difference between a brutal killer and an art- secrets for favors and learn arts that originated in
ist. Masteries are the pinnacle of skill, surpassing one Society or another at a whim. Long ago, if a
the talented or lucky into the unlikely. Bullets fly Society learned someone had access to a Mastery,
around corners, hitting their target who has already it meant death. Now an Assassin might get a curt
dove out of sight, and wounds that incapacitate the nod, or a request for training in that particular it-
most hale and hearty barely slow the Assassin. eration of the Mastery.
Hunt Masteries last for the duration of a job, extended action or scene. Often the Assassin has
enduring until a specific target is eliminated, no control over the Mastery’s duration once en-
or the Assassin chooses to abandon the search. acted, such as placing a Condition on a target, or
The Assassin must activate the Mastery to gain inflicting injury, so there is no ending the Mastery
its benefits, and activation often takes an entire once activated.
scene for the Assassin to mentally prepare for the Some Masteries grant access to additional
task at hand. While a Hunt Mastery is active, the Masteries and serve as a prerequisite for them.
Assassin gains the benefits, and can activate other
You must purchase any prerequisite Masteries
Masteries as she wishes. before you can purchase the new ones. Some also
Momentary Masteries last for the amount require prerequisites to activate, meaning the
of time it takes for the Assassin to accomplish Mastery requires something with a Hunt duration
her task, often a single action, but sometimes an to be active to use.
situations. When designing a Stunt, consider easier. This is a step down from always on, and
what kind of action the character is taking to often apply to a single target (the quarry or tar-
gain access to the Stunt’s purchase, then consid- get of a job) or actions pertaining to that target.
er how many successes the player must spend When trying to decide if a Mastery should have
to gain access to it. Simple effects should cost a Constant or Hunt duration, consider if the ef-
1 success, and in general 1 success translates to fect would be useful or applied outside of the
1 Enhancement or 2 Complication. Greater or character seeking out a specific target. If not,
broader effects may cost more successes. Stunts then it should be Hunt, if yes, then it should be
should not cost more than 3 successes, unless Constant.
the effect is enormous.
• Momentary effects take place immediately and
• Other Effects: Masteries may give the Assassin then no longer apply. Most often, these are com-
a new ability outside the bounds of what she bat effects or special attacks. Effects that apply
could normally do, and often verging into the Conditions, Complications, or gives the charac-
supernatural. Bend bullets, see into the future, ter access to a Stunt are generally Momentary. A
flawlessly track an enemy, etc. When creating Mastery that gives the Assassin an Enhancement
these effects, pick one and apply it. These can be on a particular action may also be Momentary,
paired with other effects if it makes sense. If a but consider making that Enhancement greater
Mastery does more than one over supernatural (based on the Enhancement applied to a narrow
thing, it should cost Inspiration. action rule).
Determine the type of Mastery. Effects that help Finally, determine if the Mastery should cost
the Assassin attack, kill, defend against, or gen- Inspiration. The general rule is Masteries that
erally deal with a target are Execution. Effects give the character nearly guaranteed success, or
that help the Assassin locate, distract, track, lay game breaking effects cost an Inspiration. Such as
traps for, seduce, or generally find a target are instant kill effects, +4 or more Enhancement, the
Evaluation. Effects that help with planning, in- ability to rise from the dead, etc.
formation gathering, or generally do not deal di-
rectly with a target are Preparation. General ef- LEARNING AND TRAINING
fect Masteries often fall into Preparation. For the most part, players do not need to justify
Then determine how long the effect lasts. how they acquire new Masteries. Characters are
• Constant effects should enhance the Assassin’s
assumed to have access to teachers and training
natural abilities and fundamentally change her. facilities via their Society. Members of the same
The effect may give her an Enhancement to group of players’ characters train and spar with
specific rolls, or access to a Stunt in specific sit- one another, and they can freely use one another
uations. Constant effects should always have a as a resource for learning new abilities.
drawback that applies for not taking certain ac- That being said, there are unnumerable other
tions. This Mastery has fundamentally changed Masteries not listed in this chapter, ripe for ta-
the Assassin and if she does not act in accor- bles to create and pursue on their own. Hidden
dance with it, then she suffers a setback. techniques exist, as do forgotten methodologies
preserved by an insular Minor Society. Rumors
• Hunt effects enhance the Assassin’s abilities, or
give her access to abilities that make her task
fly throughout Shadow about an Assassin who
slays her targets with the slightest press of her
MASTERIES
The following Masteries are grouped by the perceive you remember only the specific detail of
phase of action they occur in. Some Masteries your choice: some kind of signature item or acces-
are prerequisites for another in a different phase sory. If an effect that would reveal your identity
of planning. You must purchase the prerequisite contests this Mastery, it provokes a Clash of Wills.
Mastery before purchasing the other one, regard- You can Enhancement equal to your Intuitive
less of what phase it is in. Facet. The Gentleman Bowler earned his name
from using this Mastery with his iconic hat.
PREPARATION
The following Masteries pertain to planning BESPOKE DISASTER
and preparation. Keywords: Hunt, Preparation
A seven-car pileup that leaves exactly one per-
A GOOD HAT
son dead. A propane tank explosion that bisects
Keywords: Momentary, Preparation a corrupt politician while leaving his hairdresser
A calling card, a distracting mask, or a stylish shocked but unharmed. A fallen electrical wire
hat — no matter the choice of accessory, its pres- which loses its current seconds after killing a fa-
ence draws the attention away from the Assassin mous general. These are your weapons, carefully
herself and onto the object as a symbol. assembled and readied.
System: During the Approach or the Escape, System: Your Procedural actions gain access
you may spend Inspiration. All characters who to the Sudden Demise stunt (p. XX), but each time
Masteries 131
D’INVASION KILLING WEAPON
Keyword: Momentary, Preparation Keyword: Hunt, Preparation
The Daughters of the Jacobins have taught Every Assassin knows the tools of the trade, and
their members to learn everything they can about one weapon is just as good as any other when it
a target before taking on a job. While standard comes down to it. There’s always that one knife,
procedure for most Assassins, the Daughters gun, or garrote that she keeps going back to be-
pride themselves on the thoroughness of their in- cause it’s never let her down. Using this weapon
vestigations, teaching techniques to find even the is now a ritual, and the Assassin’s reliance on it, a
most personal or secret information she could use self-fulfilling prophecy.
against her target. System: The Assassin dedicates a specific
System: Make a social action against a Difficulty weapon for the hunt. As long as she is on the hunt,
equal to the target’s Attitude toward the Assassin. she gains an additional +1 Enhancement when us-
If successful, gain an alternative clue about the ing the weapon beyond whatever other tags it has.
target. In addition, gain access to the following Additionally, the weapon cannot break. Attempts
Stunt on the action. to break it with a Gift or Mastery provoke a Clash.
Intrusive (variable): For each success spent If the weapon is lost or stolen, it returns to the
on Intrusive, learn one of your target’s goals, as- Assassin in the next scene.
pirations, or bonds between them and another
character. LESHI
Keyword: Hunt, Preparation
DÉVOUEMENT
Said to have been stolen from the Leshi him-
Keyword: Hunt, Preparation self, the Krugu Vorov use this Mastery to change
Prerequisite: D’invasion their shape, literally. The Assassin tricks her prey
Assassins are nothing if not dedicated. They into a false sense of complacency, taking on the
devote themselves to a task, and see it through face of someone else. It is more than a trick of the
against all odds, and once someone wins one’s loy- light, and the mark has no idea the treachery the
alty, he will never forsake them. The Daughters Assassin has in store for him until she springs the
exemplify this dedication, teaching their Assassins trap and it is far too late.
abilities that make them unwavering and steadfast System: Spend an Inspiration. For the dura-
once they put their mind to something. tion of the hunt, the Assassin disguises himself.
System: The Assassin declares a target of her The effect does not have to be particularly believ-
devotion for the duration of the hunt. If the target able. He can change height, weight, gender, and
is an enemy or someone she is hunting, she must appearance with this Mastery, but he cannot im-
make a social roll with the Difficulty equal to his itate anyone specific. Once the disguise is set, the
Attitude toward her, regardless of if it is negative Assassin cannot change the look or revert back
or positive (minimum 1), on a success she declares to his normal appearance without breaking the
them a Nemesis. If the target is a friend, she cre- Mastery’s effect. The disguise is impenetrable by
ates a Protector bond with them. mundane means. Use of a Mastery or Gift to reveal
the Assassin causes a Clash.
Nemesis: The Assassin gains 1 Enhancement to
her Defense against anyone other than her nem- MAGPIE’S GAZE
esis. When attacking her nemesis, she may pur-
chase the Critical Stunt for 3 successes. Keywords: Momentary, Preparation
Protector: The Assassin gains the target’s Rivals wonder how the Swarm manages to
Attitude toward her as Enhancement on actions to learn so many Masteries. The secret is simple:
protect, defend the target, and teamwork actions they copy them. Invented by an Assassin said to
with the target. possess blood-red irises capable of capturing any
technique, this Mastery allows the user to mimic
her opponent’s power.
Masteries 133
RULE FROM JEBEL BARKAL tracking her and can set a location for them, rath-
er than her own. Any actions she takes to set a trap
Keywords: Constant, Preparation
for her would-be stalker gain +1 Enhancement.
The existence of this Mastery is rarely spoken of,
for all that someone has always wielded it within STONE COLD
the shadows. Networks of power flow from them
Keyword: Momentary, Preparation
like streams from a spring, murderous individuals
and institutions alike bound to the wielder’s will as Krugu Vorov Assassins are renowned for their abil-
if their interests always aligned. The waves gener- ity to resist any temptation, following their orders and
ated by those who practice Rule from Jebel Barkal enacting them with cold calculation. They teach the
have guaranteed a history of coming to violent ability to every novice, demanding steadfast obedi-
ends even more often than most Assassins, as one ence. Those who do not learn to control their emo-
cannot wield such influence without raising many tions quickly find themselves on the wrong end of the
enemies. Still, they are often great before their fall.Society. This Mastery makes the Assassin impervious
to emotional control, keeping her head cool and mind
System: Every session, the Assassin may define
focused as she goes about her deadly business.
a Shadow Contact or Connection they have ac-
cess to, at a rating equal to their Reflective facet. System: Receive the character’s Reflective
The Connection will work for the Assassin to the Facet as Enhancement (instead of the usual
best of their ability, and will deal fairly as long as amount) when she resists social influence. You
the Assassin doesn’t obviously oppose their in- may spend an Inspiration to turn the social influ-
terests or betray them. The Assassin can always ence back on the person who tried to affect the
gain access to their help within a scene, with even character. This deflection does not require a roll
the most tenuous avenue of communication. The and succeeds with the number of successes rolled
Assassin loses access to the Connection at the end on the original influence action.
of the session, but may use this Mastery or other
TRAINING EXERCISE
means to gain their aid again.
Drawback: All the Assassin’s Intrigue and Keywords: Constant, Preparation
other social actions gain 2 Complication “Made The Hornet Workshops teach Assassin tech-
Another Enemy.” If not bought off, this causes an niques to anyone willing to pay. For most, this is
observer or interested party to develop a negative a status symbol on a piece of paper to be proud-
attitude toward the Assassin. ly displayed in their offices. For others, though,
some of the deadly practices stick.
SLEDOVIK System: When you spend time teaching or
Keyword: Hunt, Preparation training another character, spend Inspiration. For
Prerequisite: Nevidimyy the rest of the session, the target character gains
one of the following:
This Mastery gains its nickname from the
Russian stones used by Assassins in ritual prepa- • A Storyguide character replaces one of their
ration for their bleak killing. The stones appear dice pools with the player’s character’s total
to have footprints in them, and the term became pool (Skill plus Attribute) for one Skill.
slang for misdirecting a tracker. The Krugu Vorov • A Storyguide character temporarily learns one
have always been good at misdirection and deceit, of your Masteries. If it requires the expenditure
turning even those who try to seek them around of Inspiration, the character uses Source, their
in circles. The Assassin’s trail is not easy to follow own Inspiration, or Tension.
and when his pursuer finally catches up, she finds
a trap waiting for her instead. • Another player’s character may replace their
Skill with yours, if it is higher.
System: The Assassin must have Nevidimyy ac-
tive before activating this Mastery. When someone • Another player’s character may temporarily use
attempts to track the Assassin, they follow a false one of your Masteries. If it requires the expen-
lead instead. The Assassin knows that someone is diture of Inspiration, they must use their own.
Masteries 135
THE DEBT DUE CONDITION
The Debt Due Condition represents physical or mental needs held in abeyance while an
Assassin is on the hunt.
Effect: When Debt Due reaches five or higher, any Conditions ignored with masteries
granting Debt Due immediately inflict their effects again, and the Assassin must immedi-
ately roll (Athletics or Integrity) + Stamina against a difficulty of their accumulated Debt
Due. If they fail, they are immediately Taken Out, and cannot activate this Mastery again
until they undertake a new hunt.
Resolution: Debt Due resolves when the Assassin has had time to rest and eat properly.
Society gain the “Dark Fate” complication at 2. For they may ignore its effects (but not the Condition
each point not overcome, you gain the Doomed itself ) by taking a point of the Debt Due Condition.
Condition until the end of the session.
AT THEIR HEELS, IN THEIR HEAD
ARGONAUTICA
Keywords: Momentary, Evaluation
Keywords: Hunt, Evaluation The guilty act in predictable ways, moving
Prerequisites: Atalanta’s Pace Mastery, along well-worn paths you can follow with your
Meleager’s Hunt Mastery eyes closed. A moment’s thought gives you insight
The Assassin’s individual endurance no longer into where they will be, and how best you might
limits their progress. Their devotion to the de- get there. This knowledge is often chilling to the
struction of their target sustains them as the per- targets of your wrath, which in turn is a tool to
fection of their talents drives them forward. make them even more predictable.
System: The Assassin’s maximum Debt Due System: You may spend 1 Inspiration to figure
(p. XX) during a hunt increase by the number out where a target will be at a specific time, and
of Milestones the hunt requires. Whenever the they gain a point of the Painted Target Condition.
Assassin completes a Milestone for that assassi- You gain an Enhancement bonus equal to their
nation, they may remove a point of Debt Due. Painted Target Condition to any rolls related to
tracking them down or reaching them. Once you
ATALANTA’S PACE reach your target, resolve this Condition.
Keywords: Hunt, Evaluation
MELEAGER’S HUNT
The Assassin’s pursuit never falters or slows.
The distance they cover seems impossible given Keywords: Hunt, Evaluation
the effort they exert, but such Assassins have mas- Practiced hunters can channel their reserves
tered both the sprint and the marathon. Endurance into preternatural stealth. Pushing their abilities
training, physical conditioning, and specialized and their bodies to their very limit, the Assassin
preparations enable the Assassin to ceaselessly becomes invisible and silent.
pursue their quarry, holding fatigue and hunger System: The Assassin may spend 1 Inspiration
at bay until they make their kill. Relentless speed to activate this Mastery during a Hunt. When at-
often makes that kill possible on its own. tempting to go unnoticed, sneak up on someone,
System: The Assassin may spend 1 inspiration to or otherwise exercise stealth during the hunt, if
activate this Mastery and subsist only on water and they would be noticed they may instead gain a
the hunt. They may move an additional range band point of the Debt Due Condition (p. XX) to remain
each turn as a free action during action scenes, unnoticed by swiftly retreating to a safer hiding
and gain +1 Enhancement to related rolls outside place. This will not allow an Assassin to automat-
of such scenes. Whenever they would suffer a ically succeed at a Milestone Opportunity for the
Condition due to fatigue, exposure, or deprivation, hunt, but will allow them to attempt it again.
Masteries 137
SURGEON execution happens quick and relatively painlessly. No
plan survives contact with others, and even the most
Keyword: Constant
prepared Assassin may find her contingencies falling
Not all work in the Assassin’s field is putting holes
away. Assassins trained in this Mastery have the un-
in people until they bleed out. Sometimes she needs tocanny ability to have another contingency waiting,
fix things, herself included, to ensure she can finish her
even if she didn’t consciously plan for it, ready to
job. Others come to the Assassin for aid, though she’sspring on her target in the heat of the moment.
only likely to help a friend. The Assassin can provide
System: Once per session, after the Assassin
more than just first aid — able to perform complex sur-
fails on an action against her quarry, spend an
gery, remove bullets, and patch up the worst injuries.
Inspiration to ensure her next action succeeds
System: The Assassin gains her Reflective Facet as with enough successes to overcome the Difficulty.
Enhancement on all First Aid actions. Additionally, If her next action is an attack action, she has
she can downgrade two Injury Conditions through enough successes to purchase the Inflict Injury
First Aid in a scene instead of one. Stunt. She does not have to roll for the action,
Drawback: Performing high quality surgery re- though she may choose to roll and then counts any
quires costly materials and sometimes restricted successes as Enhancement on the action for the
substances. To maintain her stock, the Assassin purposes of purchasing additional Stunts.
must visit a hospital, or medical supply and either
purchase or steal materials, once per chronicle. TOTAL DESTRUCTION
Keyword: Momentary
SPIDER’S WEB
Even while in the thick of it, an Assassin knows
Keyword: Hunt how to gain control of a situation. Where most peo-
If all goes well, an Assassin spends most of her time ple might think twelve against one are impossible
plotting and planning a job so that the moment of odds, the Assassin is trained to take on a veritable
Masteries 139
APOLLO teaches their Assassins to look briefly into the
future and use that knowledge to change the out-
Keywords: Hunt, Execution
come to her advantage. The future is not set in
Prerequisites: Delphi Mastery stone, and instead of just reacting to stimuli, she
The Assassin’s trance reveals the angles and circuits sets her opponents up for failure. She redirects
their attacks must travel to best find purchase in their attacks, causes missteps, jams guns, and makes at-
targets body. Intention and perception themselves tacks fly wildly off the mark.
lend killing impetus to the Assassin’s blows from afar. System: The Assassin uses her action this
System: While the Assassin is on the hunt, round to target one opponent and choose the
their ranged attacks gain the Deadly, Brutal, target of his next action. She chooses the target,
and Piercing tags. If their weapon already has but the roll for the action remains unaltered. She
any of these tags, they gain an additional +1 may spend an Inspiration when she activates this
Enhancement. They may also spend 1 Inspiration Mastery to additionally impose a Complication on
when making a ranged attack against their hunt’s the target making the action with a rating equal
target to make a Killing Blow. to her Reflective Facet. If he does not buy it off,
then calamity strikes. His weapon breaks or is
A MESSAGE DELIVERED, TWICE damaged, he loses his footing and falls, or he hurts
Keywords: Hunt, Execution himself and suffers an Injury, player’s choice.
Prerequisites: A Long Walk in an Old Coat and
DEDICATED WEAPON
Worn Shoes Mastery
It is important to act with scrupulous clarity. Keyword: Momentary
Even a villain should not die without understand- Prerequisite: Killing weapon
ing why they are slain. Once they know, there is no A dedicated weapon is more deadly than its
severing the connection between their vile lives mundane counterpart. Where a normal weapon
and your righteous action. Deliver the message, might be an effective tool for murder, a dedicated
then reinforce it fatally. weapon becomes an extension of the Assassin’s
System: You gain access to the And Now, Justice will. With something so familiar, the Assassin
stunt for your attack actions while you’re on the concentrates less on her actions and more on her
hunt. You may make a target aware that they’re intent. It makes her a deadly machine.
being hunted and of the reason you hunt them, System: This Mastery can only be activated
whether through anonymous messages, public while the Assassin has a dedicated weapon from
declarations, or other means. If you do so, they Killing Weapon (p. XX). The Assassin cannot be
gain a point of the Painted Target Condition (p. disarmed of the weapon, and if she throws, drops,
XX). Every time they’re reminded of this fact or otherwise lets it go, it comes back to her the
through a different venue or means, increase the next round. The weapon never runs out of ammo
Painted Target Condition by 1. If you stop hunting after the use of the Emptying the Magazine Stunt.
them whether due to your own choices or exter- Spend an Inspiration to make a killing blow with
nally imposed inability, the Condition resolves. the weapon.
And Now, Justice (3s): The target suffers 1
Injury Condition or Health Box of damage for DELPHI
every point of the Painted Target Condition they Keywords: Hunt, Evaluation
possess. The Assassin enters a waking trance which
reveals the path to their target, and in doing so,
CONTROLLED CHAOS
has always known the path to their target. Their
Keyword: Momentary awareness exists outside of normal life and cau-
Prerequisite: La Prévoyance sality, providing means to their fatal ends.
Wherever a Daughter goes, chaos is sure to fol- System: As long as the Assassin is on the hunt,
low. These are more than rumors, as the Society they always have a general idea of where their
Masteries 141
Murderous Slam (3s): End your grapple with ILIAD
an opponent. They are Paralyzed for a number of
Keywords: Hunt, Execution
rounds equal to their Injury Conditions or filled
Health boxes. Endurance training, physical conditioning, and
specialized preparations turns the Assassin on the
Drawback: The Assassin’s attempts at fine ma-
hunt into an implacable pursuer. They can force
nipulation to repair or tend to others’ wounds suf-
through obstacles that would stop lesser hunters,
fer from Complication 2 “Oops,” causing damage
shake off damage or shock that would kill most
or further injury if it’s not bought off.
people, and keep moving despite steadily worsen-
GOOD MANNERS ing conditions. Assassins with such training know
that pushing these abilities too far comes with a
Keywords: Momentary, Execution heavy price, however.
Every Assassin familiar with the methods of Systems: The Assassin may spend an
the Worshipful Company of Killers knows that Inspiration to activate this Mastery while on the
explaining one’s technique both shows respect to hunt. Attempts to cause Injury, Stunned, or simi-
your opponent and strikes fear into their heart. lar Conditions to the Assassin have their Difficulty
System: At the start of any fight, you may ex- increased by 1. Whenever the Assassin would suf-
plain your approach to battle, techniques, outlook, fer such a Condition, they may ignore its effects
etc., to your opponent. When you do so, you make (but not the Condition itself ) by taking a point of
an Encourage Behavior roll, which may be made the Debt Due Condition (p. XX).
with Aim or Close Combat instead of the usual so-
cial skills. If successful, gain the target’s Attitude IMPOSSIBLE ANGLES
toward you after the roll as Enhancement to all
Keyword: Execution, Momentary
attacks for the duration of the scene. Treat neg-
No one knows where this Mastery originates.
ative Attitudes as having a positive value for the
Some claim a member of the Society of Leonidas
purposes of this Mastery.
created it, but it was stolen by the Swarm who
GROUP EFFORT perfected it. The ability to bend projectiles to the
Assassin’s will is a secret many have gone to the
Keywords: Constant, Hunt, Execution grave to protect, but somehow all the Societies
Assassins infrequently band together, but the have a version of it they teach their members.
Swarm have perfected the art of cooperation by way System: Spend an Inspiration to ignore any
of overwhelming force. Hornet Workshops teach Cover or Concealment your opponents might be
their trainees to leverage their compatriots’ skills for utilizing for the rest of the scene. Additionally,
maximum result. Members of the Signal claim they ignore all Complications excluding those from
developed this cooperation Mastery first, and do not Injuries to ranged attacks. If it was imposed by an
care for the Swarm taking credit for it. opponent’s Gift or Mastery, this provokes a Clash.
System: When you and your allies work togeth-
er to defeat an enemy, kill a mark, or overcome JAGUAR’S PASSAGE
an obstacle, choose a character participating
Keywords: Momentary, Execution
and spend Inspiration. Everyone involved may
Assassins practice methods of killing barehand-
use their Skill in place of their own when tak-
ed the world over, but few are as sudden or as
ing actions to accomplish your stated goal. Any
spectacular as the Jaguar’s Passage. Most scholars
Specialties the character may have also apply. If
in the Shadows agree that the art originated some-
the chosen character is a Storyguide character,
where in South America, even if they can’t agree
instead replace your pool with theirs. They may
who invented it or when they did so. Members
grant their Enhancement bonus to all participants
of the Jacobin’s Daughters deny originating it,
as well. If the Storyguide character is a connection
though several have codified and passed on the
gained through the Swarm or Signal Society Path,
art, and it’s spread worldwide through the 20th
gain another +1 Enhancement.
and 21st century.
Masteries 143
damage that would have caused it. For the rest of with it. While all Societies teach some way to end
the scene, the character cannot be Taken Out. She a hunt, the Krugu Vorov have ritualized the pro-
still suffers Complications from Injury Conditions cess. The ritual may be short, but it brings a sense
unless she has also activated her Unrelenting of completion and ease to the Assassin.
Mastery (p. XX). System: After inflicting the Taken Out Injury
Condition on an opponent, take an action to perform
LA PRÉVOYANCE Last Rites. The ritual element can be anything from
Keyword: Execution, Momentary placing coins over the victim’s eyes, saying a few
The Daughters of the Jacobins have been led words, or cleaning the murder weapon. The Assassin
for centuries by seers and those who can view immediately clears any Conditions she is suffering,
the future. They’ve taught this technique to their except Injury Conditions. Additionally, she gains 1
Assassins in brief, allowing them to predict with Enhancement on her next non-combat action.
complete accuracy their opponent’s next move.
LETHE
The Assassin gets these glimpses in just enough
time to act on them. Keywords: Hunt, Preparation, Execution
System: Spend an Inspiration to add the The arts of life and death lie close to another
Assassin’s Intuitive Facet rating as Enhancement other. The Assassin on the hunt is able to sense
to her Defense action. Additionally, add the the bodily sources of suffering and pain, and com-
Enhancement to her next combat action against bine this awareness their knowledge of the body.
the target she was defending against. This enables them to extend hunt and preserve
life, or to end both swiftly and painlessly.
LA VOYANTE System: While on the Hunt, the Assassin may
Keyword: Execution, Momentary remove the Complication or effect inflicted by
Prerequisite: La Prévoyance an Injury Condition on themselves or an ally
with a basic action for the scene, as long as they
The Assassin knows what is coming at her and
can touch and talk to the affected character. This
has already planned for it. Daughters who have
doesn’t remove or reduce the Injury or its severity.
mastered their ability to peer into the future can
see further and further, allowing them to cre- Against wounded characters, the Assassin gains
ate plans for all inevitabilities. The Assassin sees the following stunt on all physical actions. Note:
more than her opponent’s next action, giving her This stunt may be bought alongside Inflict Injury
insight into their goals and desires. and Critical, if the Assassin has enough successes
System: Spend an action to learn an opponent’s Put Them Down (2s): Deal an Injury Condition
goals during a combat. For the rest of the scene, to your target.
whenever the target acts toward those goals, the
LILIN’S VISIT
Assassin gains 2 Enhancement to act to prevent
them. Additionally, if her opponent attacks her, Keywords: Hunt, Evaluation
spend an Inspiration to gain access to the follow- Techniques of nocturnal operations and stealth
ing Defensive Stunt: ancient before most of the existing Societies
Counterattack (2s): Make an immediate attack formed, even the Society of Leonidas’s oldest re-
against the opponent. Gain the Enhancement cords only note Lilin’s Visit as a foreign art, much
granted by the La Voyante Mastery. This attack practiced in the colonies. Its use remains popular
does not take up your action, and you may make due to its utility, even in an age of night vision gog-
the attack even if you have acted in this round. gles and thermal imagers, but its downsides mean
that many of its practitioners are a secretive lot.
LAST RITES System: The Assassin may choose to acti-
Keyword: Execution, Momentary vate this power during a hunt. When they do,
After finishing a job, an Assassin divests herself the Assassin may see in pitch darkness, ignore
of the job, the mark, and all emotions that come all Difficulty increases or Complications due to
Masteries 145
System: Before you make the kill, either via an attack on a target without breaking stealth or re-
the Inflict Damage stunt or taking advantage of vealing yourself, even if there are witnesses present.
a Killing Blow (p. XX), state who you are. Rather Spend an Inspiration to make a killing blow.
than reveal your true identity, you instead state Drawback: The Assassin suffers from the
the name of a scapegoat who must be a person “Siren’s Call” Complication when they aren’t on
close to the target. Spend Inspiration. Onlookers the hunt.
and associates of the target automatically believe “Siren’s Call” (variable Complication): If you do
the named character is the Assassin. The tar- not overcome this Complication, you become dis-
get must immediately make an appropriate roll tracted by the potential of new work. Unless ac-
against a difficulty equal to your Reflective Facet, tively tracking down a lead, increase all Difficulties
or become confused themselves. If there is no be- by outside of action gameplay until you do (or oth-
lievable way the Assassin could possibly be her erwise take up a new hunt). This Complication’s
named scapegoat (for instance, they’re dead, or rating is 1, plus the number of scenes you haven’t
were speaking to the target a few moments ago) been on the hunt.
the witnesses and target instead believe the scape-
goat hired the Assassin. STYX
Masteries 147
“War is the statesman’s game, the priest’s delight, the lawyer’s jest,
the hired assassin’s trade.”
Percy Bysshe Shelley
sometimes, and water pools in the streets to re- and guile go far, but only when they back up the
flect the haggard face of the Assassin back at them physical or social raw power to make one’s will a
when they return from a kill. reality.
In Shadow, minor characters only exist to make That’s not to say that killing someone publicly
the players feel powerful. The targets of Assassins won’t invite a response from law enforcement or
often have many thugs, mooks, criminals, and local security; merely that once the scene has re-
stooges serving them in the Twilight layer, all of solved with the antagonists dead or the Assassin’s
whom are more than willing to kill. Savvy players escape, there isn’t usually any follow-up. Shadowy
may ask, Won’t the death of so many necessitate an forces work to protect the Assassin, and Daylight
investigation by the authorities? or, What’s going layer folks won’t even budge. At the highest lev-
to happen to all the bodies? and to be fair, they’re el, two Assassins could conduct a walking gun-
not wrong in these questions. The ask goes right fight in a crowded city street, and they will like-
up against the suspension of disbelief inherent ly go unnoticed if they’re executing their attacks
within the martial forest, though, so there’s only with the barest minimum of subtlety and silenced
one real answer: The Assassins are untouchable weapons.
because they’re in a different world with different
rules. Call it fate, call it karma, call it selective win-
SHADOWY FACES
dows of consciousness propagating through the While the Societies all at least nominally abide
complex quantum interplay of the Continuum, by the Code (p. XX), each Society has its own
but nobody notices where the bodies go, and the variations on the strict rules that govern Assassin
cleanup never gets featured. etiquette. In the Shadow, far more important to
Social power and reputation reigns supreme many Assassins is the fame, status, dignity, and re-
in Shadow. The greatest Assassins command fear spect that accorded them by their killing prowess.
and respect, even from another Society’s member. An Assassin’s status has less to do with living up
They are rich in the tokens of their achievements, to the standard of the Code — their own stand-
constantly surrounded by luxuries unexperienced ing in their Society will address shortcomings in
by all but the ultra-wealthy. In this world, poise this regard — and more to do with social position
STORY OF A KILL
A single assassination has all the elements of a weapons, no matter how many times they may be
good story laid out. The tension in the investiga- told that they are. They live at the fringes of soci-
tion, the rising action during the planning, the cli- ety but still within it. One of the most important
max in the execution, and the falling action as or things a Storyguide can do is push their players
hero (or villain) escapes the scene. It is the perfect to explore this aspect of their character and es-
short-form story, and if you’re running a conven- tablish a cast of characters that exist beyond the
tion game or a one or two-shot adventure, then framework of missions. While the meat of the
that’s likely all you need. However, when running game may take place in the Shadow world, the in-
a longer form story in the world of Assassins, it teractions that occur in Daylight and Twilight are
can be difficult to tie together a series of uncon- just as important.
nected jobs into a greater tapestry. This chapter Characters must live somewhere. Establish the
covers techniques a Storyguide can use to connect people they meet in their daily lives, whether they
the various jobs their players go on in interesting be their boss at their cover job, their landlord, the
ways to make the world of Assassin entertaining, waiter at the diner they relax at after missions
vibrant and alive. or their far too exuberant middle-class neighbor.
These characters who occupy the Daylight por-
A WEB OF KNIVES tions of the Assassin’s life serve to make the world
Assassins is inherently a mission-based game, feel more alive. They can be used to develop plots
in which players are given a task and sent to car- that take place away from the grind of the Shadow
ry it out. It can be easy to fall into a pattern of world, provide some levity in a darker campaign,
sending players on mission after mission, but or be dragged kicking and screaming into the
just as important as the mission are the spaces in Twilight and Shadow world to drive home the ef-
between. Player characters are not just tools or fect the Assassin’s work has on everyday people.
• Distribute 3 additional Skill dots to any Skills. STEP SEVEN: FINAL TOUCHES (P. XX)
• For any Skills above 3 dots, gain a Specialty. • Gain bonus traits: 1 additional dot in one
Attribute; four points of Edges (which can be
• Gain a single Skill Trick in a Skill rated 3 or outside of Paths); and Experience points if the
higher. Storyguide awards any.
STEP FOUR: ATTRIBUTES (P. XX) • Health: 1 additional Injured at Stamina 3, and
one additional Bruised at Stamina 5.
• Rank Attribute Arenas. Distribute 6 dots to the
• Defense: Equal to 1.
Primary, 4 to Secondary, 2 to Tertiary.
172 APPENDIX
WEAPON TAGS
All weapon tags are considered to be general unless otherwise specified.
174 APPENDIX
INSCRIPTION (1) mounting. Setting up a mount takes one action.
Players cannot set up and fire a weapon with this
Some assassins inscribe a mantra onto their
tag on the same turn.
weapon. Once per session, repeating the man-
tra while firing or swinging the weapon allows NON-PENETRATING (0)
them to ignore Injury Conditions for that action.
Alternatively, they may treat the weapon like a A weapon with this tag excels at damaging un-
ward against fear, and may ignore any fear, panic, armored targets but has difficulty penetrating ar-
or terror-based Conditions for the duration of the mor. The weapon gains a +1 Enhancement, but also
action. Either benefit may only be used once per doubles the value of all soft armor encountered.
scene.
PIERCING (1)
INTEGRATED (2) Weapons with this tag are excellent at defeating
The integrated tag represents a spring-loaded armor by finding gaps or punching through. Any
weapon that has been placed into the bones of an piercing weapon reduces the target’s armor rating
Assassin. Integrated weapons are impossible to by 1.
spot unless the person looking at them has med-
PLASMA (3; MELEE ONLY)
ical training, or special technology (such as infra-
red googles). Also, the user can purchase the fol- In an instant, white-hot flames lick the length
lowing Stunt on ambush rolls: of the weapon, as the air around it ripples and ig-
nites. The weapon deals damage to vehicles and
SUDDEN STAB (1S)
structures as though it had +1 Scale. Also, the
As Inflict Damage wielder may purchase the following stunt:
Melt (4)
MELEE (0)
A handheld weapon, meant to be used at close The Assassin uses the intense flame of his weap-
range. Use the Close Combat Skill to wield melee on to sear through inferior weapons. This stunt
weapons. destroys a single weapon or item the target is car-
rying. Non-powered items affected by this stunt
MONOMOLECULAR BLADE cannot be repaired through conventional means.
(2; MELEE ONLY)
PROPULSION (1; MELEE ONLY)
Monomolecular blades are so sharp that no
armor exists that can hold up to them. The effec- The propulsion property involves a spring-load-
tiveness of soft armor is halved (round up) against ed trigger being inserted under the blade, which can
this weapon. Also, characters can purchase the launch the blade (short-range) using either Aim or Close
following stunt. This tag can only be placed on Combat. Afterward, the weapon must be reloaded.
edged weapons.
PUSHING (1)
Focused Slash (targets armor rating +1)
This weapon is heavy, large, or otherwise
The precise cuts from this blade allow the well-adapted to pushing foes around the battle-
wielder to choose the severity of the target’s in- field. You reduce the successes required to use the
jury condition. Shove Stunt by 1.
176 APPENDIX
Rage Inducing Dart U-LINK (2; RANGED ONLY)
As Knockout Dart. If the Complication is not A camera at the end of the weapons links to a
bought off, the target must attack the nearest pair of glasses or contact lenses, granting the user
character to them. unparalleled accuracy. Target’s defense values are
Panic Inducing Dart treated as one lower against attacks made with
this weapon.
As Knockout Dart. If the Complication is not
bought off, they flee the scene in a panic. VARIABLE AMMO (2, 3)
This projectile weapon can fire multiple types
SPREAD (1)
of ammunition, each of which can have a differ-
This weapon emits a spread of projectiles or ent set of tags, most often Explosive (ranged), Gas,
energy. Attacking with a spread weapon reduces Incendiary, Non-penetrating, Piercing, Spread, or
the target’s Defense by 2 at close or short range. A Stun. The value of the variable tag is equal to the
weapon with this tag may be used at longer rang- cost of the most expensive tag this ammo can use
es, but it cannot inflict the penalty to Defense, and (either 2 or 3). All ammunition fired by this weap-
its Enhancement bonus is reduced by 1. on also possesses any additional tags the weapon
has. The user must spend an action to switch be-
STUN (1) tween different types of ammunition.
A weapon with the Stun tag does not inflict dam-
age when purchasing the Inflict Damage Stunt WALL PENETRATING (2; RANGED
Instead, it inflicts the Stunned Status Condition ONLY)
with a +2 Complication instead. Wall penetrating firearms punch through ce-
ment. The tag provides the following stunt:
TACTICAL SIGHT (1; RANGED ONLY)
Like Wet Tissue (1, 2, or 4)
Allows the weapon to work at full effectiveness
at an additional range. The shooter can punch right through cover pro-
vided he knows where his target lies. The number
TWO-HANDED (1) of successes needed is based on the cover (1 or ex-
pendable, 2 for light, 4 for heavy)
This weapon requires two hands to use, but
packs a bigger punch. Two-handed weapons WEIGHTED (1; MELEE ONLY)
gain +1 Enhancement towards inflicting Injury
Conditions. This weapon is especially well weighted and
good at pushing targets around. Reduces the num-
THROWN (1) ber of successes needed for the Knockdown/Trip
and Shove Stunts by 2.
This weapon can be thrown at targets using the
Athletics Skill. Thrown weapons can be used in WORN (1)
both close and short range with no penalty.
This weapon is strapped to or worn on your
body in some way. Worn weapons are not subject
to disarm.
178 APPENDIX
SOFT ARMOR (1, 2, 3) STAGED DEATH (1)
Soft armor increases the Difficulty of the Inflict When shot or stabbed, the armor bleeds, giving
Damage Stunt by 1. Soft armor can be taken up to a +3 enhancement on rolls made to trick people
3 times. into believing the wearer is dead.
VEHICLE TAGS
The basic vehicle template for ground, air, and ARMOR (1 TO 3)
water vehicles starts at Size 1, Handling +0, Speed
The vehicle has armor. All vehicle armor pos-
2, before adding tags.
sesses the Composite Armor tag. Each dot of ar-
mor provides the vehicle and its occupants with
AI ASSIST (1)
one point of both hard and soft armor, so Armor 3
The car features an onboard AI that assists with provides the vehicle with 3 points of hard armor
driving. The Pilot gains 1 Enhancement when tak- and 3 points of soft armor. The amount of armor
ing mixed actions. on a vehicle cannot exceed its Size.
180 APPENDIX
specialized training or experience to operate. TOOLS (1)
People without a military Path or related Specialty
The vehicle possesses large, externally mount-
suffer a +3 Complication when operating it. The
ed tools that can be operated from inside the vehi-
vehicle also possesses the Weaponry 2 tag for free.
cle. Examples include large drills, a pair of power-
RAM (3) ful robotic arms, a forklift, or a backhoe.
XP EARN TABLE
EVENT XP EARNED RECIPIENT
A player achieves their Short-term Aspiration for their character 1 Solo
All players achieve one Short-term Aspiration in the same Session 1 Group
A player achieves their Long-term Aspiration for their character (all 2 Solo
players must complete their Long-term Aspirations before a player can
earn this Experience again)
The players spend half the available Momentum in a single scene (the 1 Group
amount spent must be greater than 1)
The characters reach a Story milestone 1 Group
The characters complete a group Story 3 Group
XP SPEND TABLE
OBJECT CHANGE COST
Attribute Add one dot to a single Attribute 10 Experience
Edge Add one dot in a new or existing Edge 3 Experience
Edge Add one dot in a new or existing Path Edge 2 Experience
Enhanced Edge Gain a new Enhanced Edge (even if it is a Path Edge) 6 Experience
Facet Add one dot to a single Facet 10 Experience
Favored Approach Change a character’s Favored Approach 15 Experience
Mastery Purchase a new Path Mastery 4 Experience
Mastery Purchase a new Mastery not associated with a Path 5 Experience
Skill Add one dot in a new or existing Skill 5 Experience
Skill Trick Add a Skill Trick to a Skill 3 Experience
Specialty Add a Specialty to a Skill 3 Experience
Path Add one dot in a new or existing Path (maximum five Paths) 18 Experience
182 APPENDIX
RANGE
RANGE DESCRIPTION TYPICAL DISTANCE WEAPONS
Close In range to trade blows with blunt ob- 0-2 meters Unarmed combat,
jects and blades, or grapple and strike melee weapons, pistol
unarmed.
Short Close-quarter battle distance for reflex- Out of reach: 3-30 Thrown, pistol, rifle,
ive shooting and thrown weapons. meters bow
Medium Range to aim and shoot with a firearm or 31-100 meters. Thrown, pistol, rifle,
bow. Maximum modern pistol range. bow
Long Range to plan and execute long-range Over 100 meters to Rifle, some bows, light
sniping and special weapons attacks maximum effective artillery
(compensating for wind, etc.). range, ~1000 meters
Extreme Range of heavy military weapons — By weapon (typical- Missiles, naval railguns,
must compensate for curvature of the ly 1,000+ meters to heavy artillery
Earth, speed of light delays. weapon maximum
— 10,000 meters or
more)
Out of Beyond maximum weapon range. Beyond maximum n/a
Range weapon range.
DAMAGE EXAMPLES
THREAT DAMAGE RATING TAGS THREAT TYPE
Alcohol 1 Non-Lethal Ingestible
Antarctic Cold 1-3 Continuous (hour), Deadly Environmental
Cobra Venom 5 Deadly Injectable
Drowning/Suffocation 3 Continuous (minute), After 4 Environmental
minutes becomes Deadly
Extreme Desert Heat 1-2 Continuous (hour) Environmental
Extreme Gravity 1-2 Continuous (hour), Deadly Environmental
Falling 1 for every 3m if falling Above 6m, falling be- Environmental
onto a hard surface comes Deadly
Hard Radiation (low) 1-3 Aggravated, Continuous Environmental
(hour), Deadly
Interior of a Burning House 1-3 Aggravated, Continuous Environmental
(round)
Knockout Gas 3 Continuous (round), Environmental
Non-Lethal
Nuclear Reactor Leak 5 Aggravated, Continuous Environmental
(minute), Deadly
Sarin Gas 5 Continuous (round), Environmental
Deadly
Tranquilizer Dart 4 Non-Lethal Injectable
Vacuum of Space 1 Continuous (round), Environmental
Deadly
Any damage rating with a variable range depends upon the severity of the source of indirect damage.
EXAMPLE ARMORS
TYPE BASE TAGS
Flak Jacket Bulletproof Hard 1, Soft 1, Concealable
Leather Jacket Impact-resistant Hard 1, Soft 2
Chainmail Slash-resistant Hard 3, Soft 1
Tactical Armor Composite (Impact-resistant, Bulletproof) Composite, Soft 2, Hard 1
EXAMPLE VEHICLES
TYPE SIZE HANDLING SPEED TAGS WEAPONS COST
Motorcycle 1 +1 4 Fast 2, Maneuverable 1, - •••
Wheeled
Sedan 2 +0 3 Fast 1, Massive 1, Wheeled - ••
Sports Car 2 +1 4 Fast 2, Maneuverable 1, - ••••
Massive 1, Wheeled
APC 2 -1 3 Armor 2, Cargo 1, Fast 1, Machine •••••
Massive 1, Sluggish -1, Gun
Weaponry 1, Wheeled
ATV 2 +0 3 All-Terrain, Cargo 1, Fast 1, - •••
Massive 1
Speed Boat 2 +1 4 Fast 2, Maneuverable 1, - ••••
Massive 1, Watercraft
Private Jet 2 +0 5 Cargo 1, Fast 3, Flight - •••••
Systems, Massive 1
Jet Fighter 3 +1 6 Fast 4, Flight Systems, Machine L
Maneuverable 1, Massive Guns, Missile
2, Military Launcher
184 APPENDIX
Name: Origin Path:
Player: Role Path:
Concept: Society Path:
Additional Paths:
Moment of Inspiration
SKILLS
Aim: Integrity:
Athletics: Larceny:
Close Combat: Medicine:
Command: Persuasion:
Culture: Pilot:
Empathy: Science:
Enigmas: Survival:
Humanities: Technology:
ATTRIBUTES
Force Intellect Might Presence
Finesse Cunning Dexterity Manipulation
Resilience Resolve Stamina Composure
WEAPONS
Weapon EN Range Damage Type Tags
VEHICLES
Vehicle Size Handling Speed Tags Weapons
ENTER THE WORLD
OF SHADOW
Trinity Continuum: Assassins transports players to
the Contiuum’s underworld where well-dressed killers-
for-hire use high-tech weapons and gear to eliminate
their targets. Assassins join hidden Societies, each uni-
fied by their preferred method of doing violence. Their
lives are brutal, blood-stained, and glamorous.
Trinity Continuum Core Rulebook is required to
use this book.
TRI017