Okay I'm sure I'm just walking into it here. I know I just Know there have
to be a billion Earthdawn sites out there posting an Assasin Discipline.
(Even though I can't even find a hundred Earthdawn sites on the web.) Well
Here's the difference with my version of the Assasin discipline. I admit
my version of the assasin is screwed up. So please take this discipline
and play test it, and then please tell me what sections are the most screwed
up.
"The shadow came out of nowhere, by the time we had risen it was
gone. It wasn't until the next morning that we found Durin dead in his wagon."
---Comment from Maton, Dwarf guard
The Assasin, part Warrior, part Thief and admittedly darker than the
Scouts. Assasin's, as the name implies, kill for money. How much money depends
on the job, and the Assasin. What an Assasin will or will not do is entirly
up to the Assasin. To admit one is an Assasin is to surely invite death
or long-term imprisonment from the local goverment. Thus Assasin's often
claim to be of other disciplines, most commonly that of Warrior or Thief,
though some have been able to pass themselves off as Scouts. Assasin's are
often part of Assasin's Guilds, and take work through them exclusively.
This takes some of the danger away from being an Assasin since only the
Guild will know the Assasin's identity. But it adds a whole new level of
danger, should the Assasin inadvertently cross the guild.
Important Attributes:Dexterity and Perception
Racial Restrictions:None:Any may learn to kill
Karma Ritual:Their are several different Karma Rituals. The one described
here is most often used by Guild members. The Guilds have a long memory.
They remeber in the days before the Horrors, and the days before the pollution
of Astral Space, the long magics. The magics that could track an Assasin
down by blood, or by blade. The ritual was originally designed to protect
the Assasins from long magic by a blade. Blood still meant death for an
Assasin. In this half hour ritual the Assasin sits down and exchanges every
weapon on his body, every arrow, every blade, every stone, every sling,
every dart, and every bow, for a fresh one. This ritual, used to be preformed
every day to protect an Assasin from the long magics. It is now preformed
almost exclusively by Guild Assasin's every once in a while to fuel their
magic.
Artisan Skills:Acting, Runic Carving
FIRST CIRCLE
Talents
Climbing
Karma Ritual
Melee Weapons*
Silent Walk*
Surprise Strike*
Throwing Weapons*
Unarmed Combat
SECOND CIRCLE
Talents
Assasin Durability
Tracking
THIRD CIRCLE
Talents
Lock Pick
Avoid Blow
FOURTH CIRCLE
Karma:The Assasin may spend a Karma Point on any action using Perception
only.
Talents
Riposte
Thread Weaving(Assasin Weaving)*
FIFTH CIRCLE
Spell Defense:Increase the Assasin's Spell Defense by 1.
Talents
Missile Weapons*
Life Check
SIXTH CIRCLE
Physical Defense:Increase the Assasin's Physical Defense by 1.
Talents
Lock Sense
Swift Kick
SEVENTH CIRCLE
Recovery Tests:The Assasin gains an additional Recovery Test per day.
Talents
Conceal Weapon*
Disguise
EIGTH CIRCLE
Initiative:Increase the Assasin's Initiative dice by 1 step.
Talents
Second Attack*
Spirit Strike
NINTH CIRCLE
Spell Defense:Increase the Assasin's Spell Defense by 1.
Physical Defense:Increase the Assasin's Physical Defense by 1.
Talents
Anticipate Blow
Detect Trap
Detect Weapon
TENTH CIRCLE
Blood Magic:Venom Blade. The Assasin spends 2 damage points to cover a weapon
in Blood. This Blood becomes a deadly poison, and has the same basic effects
as Shadowmant Poison on the next target hit with this weapon. Damage can
only be healed once the poison has been used.
Talents
Body Blade*
Trap Initiative
ELEVENTH CIRCLE
Spell Defense:Increase the Assasin's Spell Defense by 1.
Social Defense:Increase the Assasin's Social Defense by 1.
Talents
Disarm Mechanical Trap
Lip Reading
TWELTH CIRCLE
Recovery Tests:The Assasin gains an adittional Recovery Test per day.
Physical Defense:Increase the Assasin's Physical Defense by 1.
Talents
Speak Language
Bank Shot
THIRTENTH CIRCLE
Karma:Increase the Assasin's Maximum number of Karma Points by 25.
Spell Defense:Increase the Assasin's Spell Defense by 2.
Talents
Quickblade*
Chameleon
FOURTENTH CIRCLE
Initiative:Increase the Assasin's Initiative dice by 1 step.
Physical Defense:Increase the Assasin's Physical Defense by 2.
Talents
Defense
Vital Strike
FIFTENTH CIRCLE
Social Defense:Increase the Assasin's Social Defense by 1.
Karma:The Assasin may spend a Karma Point on any action using Dexterity
or Strength only.
Talents
Multi-Strike
Gain Surprise
[Back]