Frustrating... Just when I am looking forward to posting a new class - the Guild Assassin of Rhem, LW 16 - the RPoL guys go AWOL. Murphy!
Sod that. Here is a preview:
[Guild Assassin of Rhem] (LW 16) - personal class; not yet submitted to S&P
- Tier II: ?
- Tier III: ?
Ranks:
01.
02.
03.
04.
05.
06.
07.
08.
09.
10.
Stats:
- CS: 10 + RNT (10-19)
- EN: 16 + RNT (16-25)
Disciplines:
01. Touch of Steel
- can fight with two short weapons to maximize damage
- when wielding two weapons of the same type, of size Shortsword or smaller, roll 1d10 at end of round & deal 2x damage on a '9'
02. Touch of Air
- proficient with all manners of bows and ranged weapons
- can add half rank to CS when attacking with any ranged weapon
03. Touch of Shadows
- are trained to fight in the shadows, where their opponents cannot see them clearly
- when fighting in an area of little/no light, can add half rank to CS
04. Touch of Darkness
- can use dark sorcery to extinguish nearby fires, creating more shadows for them to move in
- spend 2EP, can mentally extinguish a nearby fire of torch size or smaller (lanterns, burning arrows, etc)
05. Touch of Prestidigitation
- trained to pick pockets, use sleigh of hand, palm small objects, etc
- can add half rank to any Tests related to these activities
06. Mark of Concentration
- trained to focus mind exclusively on a single matter, blocking out pain and all other influences
- can subtract up to half rank from EP and add it to Test result when performing a Test that involves heavy concentration
- e.g. picking a lock, disarming a trap
07. Mark of Agility
- have been trained to highest possible standards of fitness and manual dexterity
- can add half rank to any Test that involves agility
- e.g. climbing, swimming, walking a tight-rope, dodging an arrow
- can also reduce any falling damage taken by up to half rank
08. Mark of the Mind
- rank 8 or higher
- taught dark magical arts from instructors, allows Assassin to tap into hidden mental reservoirs
- gain 5 + RNT WP
- whenever a discipline would cost the Assassin EP to use, it can now be deducted from WP instead
09. Mark of Resistance
- Assassins know they are likely to be caught and surrounded if things go wrong; develop combat techniques accordingly
- whenever Assassin is outnumber (either as part of a group, or directly in close combat), can add half rank to CS for as long as outnumbered
10. Mark of Two
- trained to impersonate people in order to get close to their targets
- are masters of disguise, can mimic people - accents, postures, fashion, etc - to hide true nature
- to show true loyalty, often carry a runic disc with the mark of the Assassin Guild of Rhem to identify their true natures
Starting Equipment:
- form-hugging black tunic, belt with belt pouch, travel satchel (only 4 Backpack slots instead of 8)
- roll 1d10 (10=0) and multiply by 4 to get number of starting Lune (4 Lune = 1 Gold Crown)
- start with two Daggers (Weapons) if possess 'Touch of Steel' Discipline
- start with Runic Disc (Special Item) if possess 'Mark of Two'Discipline
- 2 from list:
- Shortsword (Weapon)
- Dagger (Weapon)
- Meal (Backpack Item, restores 3 EN when consumed)
- Rope (Backpack Item)
- Potion of Laumspur (Backpack Item, restores 4 EN when consumed)
- Vial of Poison (Backpack Item, poison of choice)
- Bow (Weapon) and Quiver (Special Item) with 6 arrows
- Crystal Arrow (Special Item, deals 2x damage when shot from Bow; virtually unbreakable, can be recovered after shot)
Note: Guild Assassin may not wear any conventional armour or use conventional shields