Pale Accord Whisper-Assassin
Tier 2 Skulk
Pale Accord Whisper-Assassin
Difficulty: 14 | Thresholds: 8/16 | HP: 6 | Stress: 5
ATK: 4 | Resonance Garrote: Melee | 2d6+3 phy
Features
Erasure-In-Progress - Passive: The first time the party encounters a Whisper-Assassin, they have usually been operating on a target — often a PC, often without the PC noticing — for one to four weeks. The GM should determine, in advance, what the Assassin has already accomplished. Examples: one NPC the PC knew now cannot remember their name; the PC's papers at a Lexharrow checkpoint now read with a misspelled surname; a tavern the PC frequents now has no record of them. These effects persist until reversed.
Memory-Erasing Dust - Action: Mark 1 Stress. The Whisper-Assassin throws a small ceramic vial that bursts within Very Close range. All creatures in the burst must succeed on a Knowledge roll (DC 14) or, until the end of the scene, forget one specific recent piece of information of GM choice — the route they were on, the name of an NPC they just met, the contents of a letter they just read. Severe failure may carry beyond the scene; cleansing requires a Codex Warden binding or equivalent.
Garrote in the Corridor - Action: If the Whisper-Assassin attacks a target from Hidden status, the attack is at +4. On a hit, 2d6+3 physical damage and the target must succeed on a Strength roll (DC 14) or be Silenced and unable to call for help for one full round. The Assassin will continue the garrote as a follow-up action on its next turn if the target has not been freed.
Unmake the Witness - Reaction: When the Whisper-Assassin is observed by a non-PC witness — an innkeeper, a guard, a passerby — they may, on their next turn, attempt to retroactively unmake the witness's memory of the encounter. Witness rolls Knowledge (DC 15) to retain the memory. On a failed roll, the Assassin's presence at the scene is removed from the witness's recollection. PCs are not subject to this — their memories are protected by player agency.
Flee Observed Work - Reaction: When the Whisper-Assassin takes Major or worse damage in a scene where their work has been observed by a witness they cannot unmake, they may withdraw at full speed, using all environmental cover available. They will not re-engage this party in this region for at least two weeks while they restructure their operation.