Ghost
Difficulty: ★ Easy
You are the shadow of history, the silent blade, the shot in the dark that changes the world one dying gasp at a time. Whether you are a living weapon serving greater powers or your own master with your own mercenary agenda, others are right to fear you.
In your story, a Ghost could be…
• A hardened sniper, serving his country and loyal his own moral code.
• A shadowy hit-man feared as much as he is respected.
• A special operative so spectacularly successful some suspect they have psychic powers.
• A lone vigilante who exploits the weakness and fear found in all criminals
• A secret warrior, heir to ancient traditions and locked in a battle between rival ninja clans.
In your story, a Ghost could be…
• A hardened sniper, serving his country and loyal his own moral code.
• A shadowy hit-man feared as much as he is respected.
• A special operative so spectacularly successful some suspect they have psychic powers.
• A lone vigilante who exploits the weakness and fear found in all criminals
• A secret warrior, heir to ancient traditions and locked in a battle between rival ninja clans.
Near-invisibility will often be your go-to strategy. Be sure to read up on your class skills and Stealth in particular
Power: Assassination
While you’re no slouch in a stand-up fight, you are beyond deadly when you have the opportunity to prepare an ambush.
Party Role: Combatant/Prowler
You are a master infiltrator and deadly assassin: if it’s possible to go unnoticed, you’ve already come and gone..
Building a Ghost
Dip into Ghost to become an invisible killer. Stick with Ghost to become one of the most lethal assassins in history.
Class Features
Requirements: You must have an Archery, Concealed Weapons, or Longarms weapon proficiency or one of their focuses.
Favored Attributes: Grace, Cunning
Max Luck per level: 6 + Determination modifier
Skill Ranks per level: 6 + Cunning modifier
Class Sills: YAcrobatics, Acting, Athletics, Focus, Stealth, Survival, Vigilance
Class Abilities
[REDACTED]: (prologue) Information about you is almost non-existent... and what can be found is mostly lies. Other characters cannot add their Awareness modifier to checks targeting you or that would reveal information about you or your presence. The maximum bonus other characters can gain from your dossier is +2 ranks.
The Unseen Hand: At Level 1, You gain formidable Stealth and may make Focus & Survival checks using your Cunning modifier. (Whenever you roll a 1-9 on a Stealth check, turn the die to ‘10’. If you gain the same formidable skill a second time, you gain a Skill Talent instead.)
Silent Kill I: At Level 2, if you are out of combat you may perform a silent kill on a single bystander or enemy. The target must be within the range of your readied weapon, have no more than one-quarter cover, and be unaware of your presence as a hostile threat (typically due to distance, disguise, or stealth). You are considered to have rolled a natural 18 on this attack. If this is a threat, you must still spend a Twist or roll to confirm it to a critical hit.
If the target is defeated, they make no sound and give no warning beyond the evidence of their wound and slumping to the ground (however, the weapon still makes sound normally).
Silent Kill II: At Level 11, you are considered to have rolled a natural 19 and the target may have up to three-quarters cover.
Superior Cunning: At Levels 3, 9, and 15, you gain an additional Talent from the following list: Brains and Brawn, In for Another Hand, Insightful by Design, Lasting Impression, or Quick Thinking. You may select each Talent only once. If no choices remain, you gain +1 Cunning and +1 to your lowest Attribute instead.
(Each of these Talents provides a +1 to Cunning and +1 to a different second Attribute.)
Ninjutsu I: At Level 4, you are aware of the locations of all characters within 8 sqaures with fewer ranks in Stealth than you have ranks in Vigilance. This awareness does not require line of sight and does not provide you with knowledge of who or what those characters are.
Ninjutsu II: At Level 8, add 2 to your maximum ranks in Focus then gain 2 ranks of Focus for each Melee Combat Talent you have (maximum +8).
Add 2 to your maximum ranks in Stealth then gain 2 ranks of Stealth for each Covert Talent you have (maximum +8).
Add 2 to your maximum ranks in Vigilance then gain 2 ranks of Vigilance for each Ranged Combat Talent you have (maximum +8).
Ninjutsu III: At Level 12, once per scene, you may spend a Full Turn to recover Luck equal to twice your ranks in Focus. You must be hidden from all enemies present to use this ability.
Ghost Talent: At Levels 5, 7, 9, 11, 13, and 15, you gain an additional Covert, Melee Combat, or Ranged Combat Talent.
One Hit, One Kill I: At Level 6 all of your attacks on non-Unique characters gain the Fatal tag.
One Hit, One Kill II: At Level 12 all of your attacks on Unique characters gain the Fatal tag.
(If you roll a threat on a Fatal attack, it is automatically confirmed as a critical hit.)
Silent Approach: At Level 10, you gain either formidable Athletics or formidable Survival.
(Whenever you roll a 1-9 on a formidable skill check, turn the die to ‘10’. If you gain the same formidable skill a second time, you gain a Skill Talent instead.)
Breathtaking: When you choose to strike your enemies often draw their final breath. At Level 14, You gain a Twist each time you defeat a Unique enemy with one of your attacks. Also, while you are aiming, your attacks gain 25 Execute Damage.
(Execute Damage is added to your normal damage when attacking characters IF the added damage would be enough to defeat the character.)