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  1. INITIATE
  2. Talent Options: Stopping Aim, Climbing, Throwing Weapons, Silent Walk, Tracking
  3.  
  4. First Circle
  5. Discipline Talents: Karma Ritual, Missile Weapons, Mystic Aim, Melee Weapons, True Shot
  6.  
  7. NOVICE
  8. Talent Options: Detect Weapon, Durability (6/5), Conceal Object, Spot Armor Flaw, Great Leap, Long Shot, Detect Trap, Disarm Trap
  9.  
  10. Second Circle
  11. Defense: The adept adds +1 to his Physical Defense.
  12. Discipline Talent: Surprise Strike
  13.  
  14. Third Circle
  15. Discipline Talent: Cobra Strike
  16.  
  17. Fourth Circle
  18. Karma: The adept may spend 1 Karma Point on Dexterity-only Tests.
  19. 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.
  20. Discipline Talent: Thread Weaving [Assassin Weaving]
  21.  
  22. JOURNEYMAN
  23. Talent Options: Call Missile, Hypnotize, Fast Hand, Mimic Voice, Evidence Analysis, Frighten, Lip Reading, Steel Thought
  24.  
  25. Fifth Circle
  26. 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.
  27. Discipline Talent: Stopping Aim
  28.  
  29. Sixth Circle
  30. Karma: The adept may spend 1 Karma Point on Perception-only Tests.
  31. Discipline Talent: Bank Shot
  32.  
  33. Seventh Circle
  34. Karma: The adept may spend 1 Karma Point on ranged combat Damage Tests.
  35. Discipline Talent: Lifesight
  36.  
  37. Eighth Circle
  38. Defense: The adept adds +1 to his Physical Defense.
  39. Discipline Talent: Second Shot