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INITIATE
Talent Options: Stopping Aim, Climbing, Throwing Weapons, Silent Walk, Tracking
First Circle
Discipline Talents: Karma Ritual, Missile Weapons, Mystic Aim, Melee Weapons, True Shot
NOVICE
Talent Options: Detect Weapon, Durability (6/5), Conceal Object, Spot Armor Flaw, Great Leap, Long Shot, Detect Trap, Disarm Trap
Second Circle
Defense: The adept adds +1 to his Physical Defense.
Discipline Talent: Surprise Strike
Third Circle
Discipline Talent: Cobra Strike
Fourth Circle
Karma: The adept may spend 1 Karma Point on Dexterity-only Tests.
Ability: The assassin may make a perception test to attempt to learn a spell from someone willing to teach him/her. Assassin Weaving takes the place of the traditionally required threadweaving talent, and the adept makes a half-magic test in place of spellcasting.
Discipline Talent: Thread Weaving [Assassin Weaving]
JOURNEYMAN
Talent Options: Call Missile, Hypnotize, Fast Hand, Mimic Voice, Evidence Analysis, Frighten, Lip Reading, Steel Thought
Fifth Circle
Arrow’s Eye View: After firing an arrow as normal, for 1 Strain the adept may replace his vision by what would be seen if his eyes were on either side of the flying arrow head. His vision reverts to normal at the end of the round, but until then he is considered Harried and any sight-based reactions suffer penalties as if in Full Darkness.
Discipline Talent: Stopping Aim
Sixth Circle
Karma: The adept may spend 1 Karma Point on Perception-only Tests.
Discipline Talent: Bank Shot
Seventh Circle
Karma: The adept may spend 1 Karma Point on ranged combat Damage Tests.
Discipline Talent: Lifesight
Eighth Circle
Defense: The adept adds +1 to his Physical Defense.
Discipline Talent: Second Shot