Executioner

The executioner’s trade appeals to few. Killing people, even those who deserve it, is difficult for most. Yet death never bothered you. People die all the time, some to disease, others to mishap. You, at least, can promise a good, clean death. So skilled have you become at the killing business, your victims hardly feel a thing. Or so you hope. It’s not like they can complain after the fact.
As an executioner, you spend your time between quests lopping the heads off criminals or political prisoners. You could also be a hired killer, making ends meet by snuffing out the lives of the people who angered your employers. Then again, you could belong to a guild of executioners, an extremist death cult, or some other fringe organization with a fixation on killing.

Level 7 Executioner

Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Anatomical Knowledge: You can use this talent when you make a called shot. You roll with 1 boon. On a critical success, the target also becomes weakened (luck ends).
Execution: You can use this talent when your melee attack deals damage to an injured target or causes a target to become injured. The target takes an extra 2d6 damage, or 4d6 damage at level 10.

Level 8 Executioner

Health: +12
One Terrible Cut: You can use this talent when you get a critical success for a roll to attack. Make a luck roll. Add the result of the luck roll as extra damage to the attack.

Level 10 Executioner

Health: +12
Exacting Strike: You can use this talent when you attack with a melee weapon and get a success on the roll to attack. The target takes maximum damage. Once you use this talent, you lose access to it (luck ends).