The Emperor's Shadow
The shadows are silent as you peer out at a target that is getting paranoid. Dodging down alleys or trying to stay in crowded areas. Your blade is squeezed in hand as you creep ever closer until finally you strike. The kill is quick and clean leaving no one the wiser to you ever having been there. As Assassins in the Empire of Meztrailov, it is a duty to serve the Emperor and protect him and his standing in Meztrailov. You kill from the Shadows leaving nothing to show you were there. Anonymity is an Assassin’s best friend. No one comes before Bladekin and the Emperor. No one.
I. Rules of the Emperor’s Shadow
II. Ranks
III. Houses
IV. Tasks of the Shadows
V. Resurrections from Death
VI. Creating Poisons and Antidotes
VII. Skills of the Assassins
I. Rules of the Emperor’s Shadow
II. Ranks
III. Houses
IV. Tasks of the Shadows
V. Resurrections from Death
VI. Creating Poisons and Antidotes
VII. Skills of the Assassins
In all the world most people tend to think of the Assassin as a loner. Remaining alone because they hold no honor, have no etiquette. What’s hidden from the light of the surface is the true workings of the Assassins. The rules of the Emperor’s Shadow are firm. What can, and cannot be done, are laid out for every Assassin from the start.
I. The Emperor’s Shadow is loyal to the Emperor alone.
No other shall hold loyalty over the Emperor. Even friends and loved ones shall be put aside in service to the Emperor of Meztrailov.
II. Always fulfill a Contract.
If you accept a Contract, you are to see its end no matter the situation. Failing to do such will count as a failure against you as an Assassin.
III. The matters of the Order are to never be known to those outside of the Order.
We are not here to inspire compliance in the people of the Empire. The Emperor has the Inquisition for such a task. We are here to inspire fear in the Darkness. A reminder to stay good and on the path of serving the Emperor. Should we find you are talking of matters pertaining to the Order where others can hear, punishment will fit such failings.
IV. Service will be given to The Emperor and the Grand Master Assassin.
These two will be the ones all Assassins answer to and receive their contracts from. The Emperor and the Grand Master Assassin, Valena.
V. Knowledge is Power. Without knowledge, you are powerless.
An Assassin is to know the going ons of his/her area at all times. If they don’t, they are the ones at fault when everything goes to Hell in a handbasket. They are responsible for the deaths of their fellow Blades as well as the death of themselves if it comes to that.
VI. In the eye of the public, we are non existant. Nor are we above others.
To the eyes of Citizens we are no more than other Citizens. Shrouded or not, we fight along side them. Hiding our purpose for being there. We are not above the Knighthood, the Inquisition, the Hands of Mercy. We are people of Meztrailov.
VII. Those who wish entrance into the Order will be found. They will not find the Order.
If a Citizen truly wishes to become part of the Shadow, they will be found. Always watching, word will be sent to the Grand Master Assassin for possible induction.
VIII. An Assassin knows his home inside and out.
Wherever an Assassin chooses residency, they will know that place the best. {This must be worked out with the Noble of that area, and postings made on the MB.}
I. The Emperor’s Shadow is loyal to the Emperor alone.
No other shall hold loyalty over the Emperor. Even friends and loved ones shall be put aside in service to the Emperor of Meztrailov.
II. Always fulfill a Contract.
If you accept a Contract, you are to see its end no matter the situation. Failing to do such will count as a failure against you as an Assassin.
III. The matters of the Order are to never be known to those outside of the Order.
We are not here to inspire compliance in the people of the Empire. The Emperor has the Inquisition for such a task. We are here to inspire fear in the Darkness. A reminder to stay good and on the path of serving the Emperor. Should we find you are talking of matters pertaining to the Order where others can hear, punishment will fit such failings.
IV. Service will be given to The Emperor and the Grand Master Assassin.
These two will be the ones all Assassins answer to and receive their contracts from. The Emperor and the Grand Master Assassin, Valena.
V. Knowledge is Power. Without knowledge, you are powerless.
An Assassin is to know the going ons of his/her area at all times. If they don’t, they are the ones at fault when everything goes to Hell in a handbasket. They are responsible for the deaths of their fellow Blades as well as the death of themselves if it comes to that.
VI. In the eye of the public, we are non existant. Nor are we above others.
To the eyes of Citizens we are no more than other Citizens. Shrouded or not, we fight along side them. Hiding our purpose for being there. We are not above the Knighthood, the Inquisition, the Hands of Mercy. We are people of Meztrailov.
VII. Those who wish entrance into the Order will be found. They will not find the Order.
If a Citizen truly wishes to become part of the Shadow, they will be found. Always watching, word will be sent to the Grand Master Assassin for possible induction.
VIII. An Assassin knows his home inside and out.
Wherever an Assassin chooses residency, they will know that place the best. {This must be worked out with the Noble of that area, and postings made on the MB.}
Ranks of the Shadow
Freeblade
Hidden Blade Night Stalker Death Adept Assassin Shade Imperator-Mortis Emperor's Shadow |
|
Houses
Like the Mages there are different Houses for a Shadow to choose from if they wish to specialize. At the rank of Freeblade the assassin can choose to go into a House for specialized training. They can also choose a House at any higher rank, but they will need to purchase any necessary skills from lower levels missed before higher skills can be attained. There are five Houses to choose from:
1. Shadow
This House is for all Assassins that are starting out, or those that don't wish to specialize. Training in this House is what every Assassin receives.
2. Inquisito Assassino [Inquisitorial Acquired]
This House is for those that wish to work with the Inquisition, or have been discovered by the Inquisition. This House has strong ties to the Inquiition and therefore is more secretive than the Shadow Order itself. To attain membership of this House, you will need to be interviewed by the Inquisitorial Council [The Inquisitor Lords and the Grand Lord Inquisitor].
3. Scribes
This House is for those who desire to work with information. Who knows what, what is going on where, who is friends with who. All information is yours for the knowing and this House will specialize your talents for gathering it.
4. Infiltration
This House is for those that enjoy the game of infiltration. In this House you'll gain the skills to merge yourself in a surrounding and gain the necessary information, or perform the necessary kill.
5. Executors
This House is for those who just wish to kill. Shadows in this House gain the ability and knowledge to kill from long distances as well as the usual knowledge of killing up close.
Starting Gear
Black Leathers [Shirt, pants, boots, gloves, mask]
Dagger or Shortsword [Basic]
Hand Crossbow
Assassin's Brand [Optional]
Weapons for Assassins are mainly light such as knives, one handed blades, sais, hand held crossbows, etc.
Armor for Assassins is lightweight such as leather, and only goes to medium such as some scale, and reinforced leather. Any heavier and it restricts movement.
Necessary Tasks
1. Freeblade: Tailing, Scouting, Assistance with Assassination, Information gathering, care and upkeep of the conclaves, etc. = 2 Skill Points per Task
2. Hidden Blade: Tailing, Scouting, Assistance with Assassination, Information gathering, Assistance with poisoning, care and upkeep of the conclaves, etc. = 3 Skill Points per Task
3. Night Stalker: Tailing, Scouting, Assistance with Assassination, Information gathering, Supervised poisoning, care and upkeep of the conclaves, etc. = 4 Skill Points per Task
4. Death Adept: Supervised Assassination, Information gathering, Assistance with Infiltration, Supervised Poisoning, etc. = 5 Skill Points per Task
5. Assassin: Assassination, Information gathering, Assistance with Infiltration, Poisoning, training of a Freeblade, etc. = 6 Skill Points per Task
6. Shade: Information gathering, Assassination, Poisoning, Supervised Infiltration, Giving aid to another Assassin, training of a Freeblade or Hidden Blade, etc. = 7 Skill Points per Task
7. Imperator - Mortis: Information gathering, Assassination, Poisoning, Supervised Infiltration, Giving aid to another Assassin, Training of a Night Stalker, etc. = 8 Skill Points per Task
8. Emperor's Shadow: Information gathering, Assassination, Poisoning, Infiltration, Giving Aid to another Assassin, Training of a Freeblade, Hidden Blade, Night Stalker, or Death Adept, Mentoring of an Assassin, any task asked of a Shadow by the Inquisition, the Grand Master of the Order, or the Emperor himself, etc. = 9 Skill Points per Task
If a job offered asks for an Assassin at a certain rank, only that rank and above can go for that contract. (i.e. If a contract asks for a rank 3 (night stalker), then only ranks 3 - 8 can apply for the job. ) However the pay will be given at what rank is being hired.
Proof of the job must be given (rp log or MB post).
To accept a contract, word must be sent to the Head of the Order = Valena.
How to Kill a Target
Now that you’ve accepted a contract, all Assassins must kill the target of that contract. Whether it’s by getting friendly and interacting with them or just blatantly killing them from a distance. Either way, you need to know how to kill a target.
Resurrections from Death
Even Assassins aren’t lucky to always escape with their lives in some missions. As such, there are resurrections even for Assassins in Meztrailov. But it’s not an unlimited thing. However many resurrections you have at that time, is how many you get. (If you have all three, then you have three. If you only have one left, you only get that one.)
Creating Poisons/Antidotes:
Creating Poisons/Antidotes:
(Please Note: When making a crafting attempt, you may only craft items as high as your level of Concoctioner.)
Novice Concoctioner:
Capabilities: Poisons and Antidotes for Poison Condition 1.
Requirements for Successful Craft: 450 words and 24 hours to successfully create a poison/antidote.
Intermediate Concoctioner:
Capabilities: Poisons and Antidotes for Poison Condition 2.
Requirements: 525 words and 3 Days to successfully forge an Intermediate item.
Crafting Upgrade: Novice to Intermediate: 200 words and 2 Days to successfully update a Novice item to Intermediate.
Journeyman Concoctioner:
Capabilities: Poisons and Antidotes for Poison Condition 3.
Requirements: 700 words and 5 Days to successfully forge a Journeyman item.
Crafting Upgrade: Novice to Journeyman: 350 words and 3 Days to complete.
Crafting Upgrade: Intermediate to Journeyman: 430 words and 7 Days to complete.
Master Concoctioner:
Capabilities: Poisons and Antidotes for Poison Condition 4.
Crafting Upgrade: Items being upgraded from Novice and Intermediate tiers can be upgraded twice as fast to Journeyman for half the crafting time and word count.
Crafting Upgrade: Journeyman items can only be updated to Master items. Requires 500 Words and 4 Days to upgrade a concoction from Journeyman to Master.
Legendary Concoctioner:
Capabilities: Poisons and Antidotes for Poison Condition 5.
Requirements: 3,000 Words and 1 Month to complete.
Crafting Upgrade: Legendary Smiths can update Novice and Intermediate items to Journeyman for half the time and word count still.
Crafting Upgrade: Legendary Smiths can update Master concoctions to Legendary for 600 Words and 2 Weeks.
How does one increase their rank however? Quite simply! As one advances in their careers, their skill becomes more flawless, more perfected over time. In the chart below is how to advance one’s character. (Please See Note at the very end)
Like the Mages there are different Houses for a Shadow to choose from if they wish to specialize. At the rank of Freeblade the assassin can choose to go into a House for specialized training. They can also choose a House at any higher rank, but they will need to purchase any necessary skills from lower levels missed before higher skills can be attained. There are five Houses to choose from:
1. Shadow
This House is for all Assassins that are starting out, or those that don't wish to specialize. Training in this House is what every Assassin receives.
2. Inquisito Assassino [Inquisitorial Acquired]
This House is for those that wish to work with the Inquisition, or have been discovered by the Inquisition. This House has strong ties to the Inquiition and therefore is more secretive than the Shadow Order itself. To attain membership of this House, you will need to be interviewed by the Inquisitorial Council [The Inquisitor Lords and the Grand Lord Inquisitor].
3. Scribes
This House is for those who desire to work with information. Who knows what, what is going on where, who is friends with who. All information is yours for the knowing and this House will specialize your talents for gathering it.
4. Infiltration
This House is for those that enjoy the game of infiltration. In this House you'll gain the skills to merge yourself in a surrounding and gain the necessary information, or perform the necessary kill.
5. Executors
This House is for those who just wish to kill. Shadows in this House gain the ability and knowledge to kill from long distances as well as the usual knowledge of killing up close.
Starting Gear
Black Leathers [Shirt, pants, boots, gloves, mask]
Dagger or Shortsword [Basic]
Hand Crossbow
Assassin's Brand [Optional]
Weapons for Assassins are mainly light such as knives, one handed blades, sais, hand held crossbows, etc.
Armor for Assassins is lightweight such as leather, and only goes to medium such as some scale, and reinforced leather. Any heavier and it restricts movement.
Necessary Tasks
1. Freeblade: Tailing, Scouting, Assistance with Assassination, Information gathering, care and upkeep of the conclaves, etc. = 2 Skill Points per Task
2. Hidden Blade: Tailing, Scouting, Assistance with Assassination, Information gathering, Assistance with poisoning, care and upkeep of the conclaves, etc. = 3 Skill Points per Task
3. Night Stalker: Tailing, Scouting, Assistance with Assassination, Information gathering, Supervised poisoning, care and upkeep of the conclaves, etc. = 4 Skill Points per Task
4. Death Adept: Supervised Assassination, Information gathering, Assistance with Infiltration, Supervised Poisoning, etc. = 5 Skill Points per Task
5. Assassin: Assassination, Information gathering, Assistance with Infiltration, Poisoning, training of a Freeblade, etc. = 6 Skill Points per Task
6. Shade: Information gathering, Assassination, Poisoning, Supervised Infiltration, Giving aid to another Assassin, training of a Freeblade or Hidden Blade, etc. = 7 Skill Points per Task
7. Imperator - Mortis: Information gathering, Assassination, Poisoning, Supervised Infiltration, Giving aid to another Assassin, Training of a Night Stalker, etc. = 8 Skill Points per Task
8. Emperor's Shadow: Information gathering, Assassination, Poisoning, Infiltration, Giving Aid to another Assassin, Training of a Freeblade, Hidden Blade, Night Stalker, or Death Adept, Mentoring of an Assassin, any task asked of a Shadow by the Inquisition, the Grand Master of the Order, or the Emperor himself, etc. = 9 Skill Points per Task
If a job offered asks for an Assassin at a certain rank, only that rank and above can go for that contract. (i.e. If a contract asks for a rank 3 (night stalker), then only ranks 3 - 8 can apply for the job. ) However the pay will be given at what rank is being hired.
Proof of the job must be given (rp log or MB post).
To accept a contract, word must be sent to the Head of the Order = Valena.
How to Kill a Target
Now that you’ve accepted a contract, all Assassins must kill the target of that contract. Whether it’s by getting friendly and interacting with them or just blatantly killing them from a distance. Either way, you need to know how to kill a target.
Resurrections from Death
Even Assassins aren’t lucky to always escape with their lives in some missions. As such, there are resurrections even for Assassins in Meztrailov. But it’s not an unlimited thing. However many resurrections you have at that time, is how many you get. (If you have all three, then you have three. If you only have one left, you only get that one.)
Creating Poisons/Antidotes:
Creating Poisons/Antidotes:
(Please Note: When making a crafting attempt, you may only craft items as high as your level of Concoctioner.)
Novice Concoctioner:
Capabilities: Poisons and Antidotes for Poison Condition 1.
Requirements for Successful Craft: 450 words and 24 hours to successfully create a poison/antidote.
Intermediate Concoctioner:
Capabilities: Poisons and Antidotes for Poison Condition 2.
Requirements: 525 words and 3 Days to successfully forge an Intermediate item.
Crafting Upgrade: Novice to Intermediate: 200 words and 2 Days to successfully update a Novice item to Intermediate.
Journeyman Concoctioner:
Capabilities: Poisons and Antidotes for Poison Condition 3.
Requirements: 700 words and 5 Days to successfully forge a Journeyman item.
Crafting Upgrade: Novice to Journeyman: 350 words and 3 Days to complete.
Crafting Upgrade: Intermediate to Journeyman: 430 words and 7 Days to complete.
Master Concoctioner:
Capabilities: Poisons and Antidotes for Poison Condition 4.
Crafting Upgrade: Items being upgraded from Novice and Intermediate tiers can be upgraded twice as fast to Journeyman for half the crafting time and word count.
Crafting Upgrade: Journeyman items can only be updated to Master items. Requires 500 Words and 4 Days to upgrade a concoction from Journeyman to Master.
Legendary Concoctioner:
Capabilities: Poisons and Antidotes for Poison Condition 5.
Requirements: 3,000 Words and 1 Month to complete.
Crafting Upgrade: Legendary Smiths can update Novice and Intermediate items to Journeyman for half the time and word count still.
Crafting Upgrade: Legendary Smiths can update Master concoctions to Legendary for 600 Words and 2 Weeks.
How does one increase their rank however? Quite simply! As one advances in their careers, their skill becomes more flawless, more perfected over time. In the chart below is how to advance one’s character. (Please See Note at the very end)
Apothecary Rank
Novice Apothecary
Intermediate Apothecary Journeyman Apothecary Master Apothecary Legendary Apothecary |
Successful Craftings
1 Successful Craftings
24 Successful Craftings 50 Successful Craftings 75 Successful Craftings 100 Successful Craftings |
Notes from Above:
Please Note the Following:
1. Time reflected in crafting is represented in real time. One day spent crafting out of character is represented as one day in character, unless otherwise told so.
2. Forges may be purchased on the Marketplace. Consult the DM.
3. All attempts of crafting may be done on the Forums, through email, or Microsoft Word attachments. However, all attempts must be sent to the DM, as well as the Grand Master Assassin, at [email protected].
4. Anything less than the word count will be considered a failed crafting attempt, even if it is only by one word.
Skills
Listed here will be the skills available to Assassins only. Some of them will be marked as required for proper completion of a task, or necessary for the Division to function. All skills will be listed by Ranks and in the format of:
Name of Skill
Description of Skill
Required?
Effect of Skill
Skills of the Freeblade
Herbalism I
Description: This skill is the first step of learning what plants will help.....and also what will hurt.
Required? Yes
Effect of Skill: This skill will give you a basic knowledge in the use of herbs for making poisons and antidotes.
Sign of the Assassin
Description: As Assassins, plans need to be kept quiet. The going ons of the Shadow are kept quiet from non Assassins at all times. Sign of the Assassin is Hand Signs that are only known by Assassins. And they are only taught by Assassins.
Required? Yes
Effect of Skill: This skill will allow to you the read the most basic of the Shadow's speech. You can barely hide the fact that your hands are moving though.
Fade
Description: The Assassin is able to become completely transparent hiding them that much better from their target. (Assassin can still be found using action dice.)
Required? No
Effect of Skill: This skill allows you to hide from your target for one (1 mun) hour.
Tracker
Description: Using action dice, you can always hunt your target no matter how far they are without having previous knowledge of their whereabouts.
Required? Yes
Effect of Skill: You are able to trail your target by even the smallest of clues left behind such as a broken or bent twig, crushed leaves or even the faintest footprints left in the dirt.
Skills of the Hidden Blade
Herbalism II
Description: A mortar and pestle can be used to create a low level potion or poison out in the field.
Required? No
Effect of Skill: This skill allows you to make rudimentary potions or poisons while out in the field. Any better ones you want to try and make need to be made in a lab at this point.
Sign of the Assassin II
Description: With higher knowledge comes higher skill. You can now read more common Shadow speak and can even return some signs.
Required? Yes
Effect of Skill: You are now able to read more signs of the Assassin and converse back. You are able to hide the easier words made with the hand signals.
Tracker II
Description: Your skills as a tracker have increased a little. Being able to follow them is the easy part.
Required? Yes
Effect of Skill: You can now hide your own tracks in case you're being followed. You can easily follow behind someone without them knowing in the wilds.
Smoke Screen
Description: Though normally not the style of Assassins, sometimes it’s necessary to create a way to escape, or even to distract targets in order to get in close to the kill. How do we do this? Smoke screens.
Required? No
Effect of Skill: You can create a screen of smoke that masks the area at the cost of ten minutes; this can give the group an extra twenty minutes to make an escape or attack through the smoke.
Skills of the Night Stalker
Advanced Herbalism
Description: While others advance in their blades and hands on approach to killing, you prefer to watch from afar. Enjoying the reactions of your target and those around them when they realize, the target cannot be saved.
Required? Yes
Effect of Skill: This knowledge allows you to make medium level potions and poisons outside of a work lab and has a medium chance of success.
Sign of the Assassin III
Description: With hard work and time spent studying, you’re able to read the sign of the Assassin at an advanced level.
Required? Yes
Effect of Skill: Reading the signs of the Assassin are easier for you now and you can speak “common” fluently. You are able to hide larger words when using the language yourself.
Tranformation
Description: Sometimes when one is tracking down a target, they just need to blend in. Do so with a quick transform into that of your target! Or someone your target knows! Or even a complete stranger!
Required? No
Effect of Skill: You are able to change your appearance to look like that of your target. Once you speak, are touched, or someone breaks your bluff, you revert back to your own looks.
Quick on Your Feet
Description: Being stealthy isn’t the only thing an Assassin needs to learn in order to complete contracts. Sometimes you need to chase your quarry in order to catch them unaware. Or just catch them in general.
Required? Yes
Effect of Skill: With the speed you’ve learned to instill in your body, you become just a bit faster than you normally are.
Skills of the Death Adept
Advanced Herbalism II
Description: Not only do you need to learn how to make poisons and potions in the workroom, but also in the field in case you’re traveling after a target.
Required? Yes
Effect of Skill: Able to make medium potions and poisons while in the field.
Smoke Screen II
Description: Your skills with the smoke screen have advanced. Not only are you distracting targets better, or using the screen to escape more cleaning, but you are able to use it more quickly and efficiently.
Required? No
Effect of Skill: You no longer lose time when you activate the smoke screen.
Quick on Your Feet II
Description: Quicker on your feet is more like it. You have trained your feet to carry you even faster after, or away, from someone!
Required? No
Effect of Skill: You are very fast on your feet.
Skills of the Assassin
Fade II
Description: Slipping in and out of sight is not an easy task. It takes long hours of training to be certain you cannot be seen.
Required? No
Effect of Skill: More advanced skill for turning invisible. As long as you are still, you cannot be found.
Transformation II
Description: Looking like someone isn’t good enough a lot of the time. You have to be able to sound like them in order to get away with not being looked at too closely.
Required? No
Effect of Skill: You’re able to look and sound like someone for 2 mun hours. 12 mun hour cool down.
I Can Resist…
Description: As an Assassin you’re not only trained to weaken the resistance of others, but to increase your own.
Required? No
Effect of Skill: You gain a better resistance to pain and the elements.
I Can Make You Talk
Description: Oh so many ways to make a person talk. And not enough time to decide which one would actually be best. But can you even make the person want to talk to begin with?
Required? No
Effect of Skill: You're able to make people talk to you more easily whether by Charm or Intimidation.
Skills of the Shade
Smoke Screen III
Description: You’ve learned to Master the smoke screen and as such, are able to deploy it with no trouble.
Required? No
Effect of Skill: You gain an extra thirty minutes when activating the smoke screen.
I Can Resist II
Description: There are times when you have to learn to resist what’s being done to you. Not just in combat.
Required? Yes
Effect of Skill: You gain a high resistance when being interrogated and or tortured.
I Can Make You Talk II
Description: Having a reputation of what you can do is almost as good as having a reputation of what’s known about what you can do. Sometimes that’s all you need to get something done.
Required? No
Effect of Skill: Your reputation alone allows you to extract the information you want from an NPC (usable once per day).
Skills of the Imperator-Mortis
Fade III
Description: Your skills in hiding have become great. Now you’re able to hide so well that you can move without being noticed.
Required? No
Effect of Skill: Most advanced skill for turning invisible. You can move while still invisible for ten minutes.
Transformation III
Description: While others may only be able to look and sound like someone on the surface, you’re able to pass yourself off as that person to the point that, people don’t know if you’re the real thing, or your target is the imposter!
Required? No
Effect of Skill: Able to completely mimic someone else, that does not include their skills and abilities. (only usable once per combat encounter)
Quick on Your Feet III
Description: Your quickness on your feet is matched only by others of your order. Your targets will have extra reason to be afraid now.
Required? No
Effect of Skill: Only members of the Order and beings that are built for speed will be able to keep up with you.
Skills of the Emperor’s Shadow
Tracker III
Description: The skills of the hunt are unparalleled as you’ve been given a rare opportunity. You can find the Emperor/ess as long as they're willing to be found. Danger lurks everywhere not only around them, but you as well.
Required? Yes
Effect of Skill: You can instantly transport yourself to the side of the Emperor/ess at any time at will. This can be useful to protect them, or to escape a bad situation.
Shadow Clone
Description: Through a partnership with the Mages a special gift was given. The ability of summoning another you in a time of need.
Required? No
Effect of Skill: You can create a clone of yourself to join in on the fight. The clone will stay to fight for ten minutes. 24 hour cool down.
Dark Death
Description: Death comes to all sooner or later shrouded in Darkness. The Emperor’s Shadows are manifest of death whether with mercy or malice.
Required? No
Effect of Skill: Once per combat encounter you may use this skill to instantly kill an NPC foe. [A PC foe must be a logical kill.]
Please Note the Following:
1. Time reflected in crafting is represented in real time. One day spent crafting out of character is represented as one day in character, unless otherwise told so.
2. Forges may be purchased on the Marketplace. Consult the DM.
3. All attempts of crafting may be done on the Forums, through email, or Microsoft Word attachments. However, all attempts must be sent to the DM, as well as the Grand Master Assassin, at [email protected].
4. Anything less than the word count will be considered a failed crafting attempt, even if it is only by one word.
Skills
Listed here will be the skills available to Assassins only. Some of them will be marked as required for proper completion of a task, or necessary for the Division to function. All skills will be listed by Ranks and in the format of:
Name of Skill
Description of Skill
Required?
Effect of Skill
Skills of the Freeblade
Herbalism I
Description: This skill is the first step of learning what plants will help.....and also what will hurt.
Required? Yes
Effect of Skill: This skill will give you a basic knowledge in the use of herbs for making poisons and antidotes.
Sign of the Assassin
Description: As Assassins, plans need to be kept quiet. The going ons of the Shadow are kept quiet from non Assassins at all times. Sign of the Assassin is Hand Signs that are only known by Assassins. And they are only taught by Assassins.
Required? Yes
Effect of Skill: This skill will allow to you the read the most basic of the Shadow's speech. You can barely hide the fact that your hands are moving though.
Fade
Description: The Assassin is able to become completely transparent hiding them that much better from their target. (Assassin can still be found using action dice.)
Required? No
Effect of Skill: This skill allows you to hide from your target for one (1 mun) hour.
Tracker
Description: Using action dice, you can always hunt your target no matter how far they are without having previous knowledge of their whereabouts.
Required? Yes
Effect of Skill: You are able to trail your target by even the smallest of clues left behind such as a broken or bent twig, crushed leaves or even the faintest footprints left in the dirt.
Skills of the Hidden Blade
Herbalism II
Description: A mortar and pestle can be used to create a low level potion or poison out in the field.
Required? No
Effect of Skill: This skill allows you to make rudimentary potions or poisons while out in the field. Any better ones you want to try and make need to be made in a lab at this point.
Sign of the Assassin II
Description: With higher knowledge comes higher skill. You can now read more common Shadow speak and can even return some signs.
Required? Yes
Effect of Skill: You are now able to read more signs of the Assassin and converse back. You are able to hide the easier words made with the hand signals.
Tracker II
Description: Your skills as a tracker have increased a little. Being able to follow them is the easy part.
Required? Yes
Effect of Skill: You can now hide your own tracks in case you're being followed. You can easily follow behind someone without them knowing in the wilds.
Smoke Screen
Description: Though normally not the style of Assassins, sometimes it’s necessary to create a way to escape, or even to distract targets in order to get in close to the kill. How do we do this? Smoke screens.
Required? No
Effect of Skill: You can create a screen of smoke that masks the area at the cost of ten minutes; this can give the group an extra twenty minutes to make an escape or attack through the smoke.
Skills of the Night Stalker
Advanced Herbalism
Description: While others advance in their blades and hands on approach to killing, you prefer to watch from afar. Enjoying the reactions of your target and those around them when they realize, the target cannot be saved.
Required? Yes
Effect of Skill: This knowledge allows you to make medium level potions and poisons outside of a work lab and has a medium chance of success.
Sign of the Assassin III
Description: With hard work and time spent studying, you’re able to read the sign of the Assassin at an advanced level.
Required? Yes
Effect of Skill: Reading the signs of the Assassin are easier for you now and you can speak “common” fluently. You are able to hide larger words when using the language yourself.
Tranformation
Description: Sometimes when one is tracking down a target, they just need to blend in. Do so with a quick transform into that of your target! Or someone your target knows! Or even a complete stranger!
Required? No
Effect of Skill: You are able to change your appearance to look like that of your target. Once you speak, are touched, or someone breaks your bluff, you revert back to your own looks.
Quick on Your Feet
Description: Being stealthy isn’t the only thing an Assassin needs to learn in order to complete contracts. Sometimes you need to chase your quarry in order to catch them unaware. Or just catch them in general.
Required? Yes
Effect of Skill: With the speed you’ve learned to instill in your body, you become just a bit faster than you normally are.
Skills of the Death Adept
Advanced Herbalism II
Description: Not only do you need to learn how to make poisons and potions in the workroom, but also in the field in case you’re traveling after a target.
Required? Yes
Effect of Skill: Able to make medium potions and poisons while in the field.
Smoke Screen II
Description: Your skills with the smoke screen have advanced. Not only are you distracting targets better, or using the screen to escape more cleaning, but you are able to use it more quickly and efficiently.
Required? No
Effect of Skill: You no longer lose time when you activate the smoke screen.
Quick on Your Feet II
Description: Quicker on your feet is more like it. You have trained your feet to carry you even faster after, or away, from someone!
Required? No
Effect of Skill: You are very fast on your feet.
Skills of the Assassin
Fade II
Description: Slipping in and out of sight is not an easy task. It takes long hours of training to be certain you cannot be seen.
Required? No
Effect of Skill: More advanced skill for turning invisible. As long as you are still, you cannot be found.
Transformation II
Description: Looking like someone isn’t good enough a lot of the time. You have to be able to sound like them in order to get away with not being looked at too closely.
Required? No
Effect of Skill: You’re able to look and sound like someone for 2 mun hours. 12 mun hour cool down.
I Can Resist…
Description: As an Assassin you’re not only trained to weaken the resistance of others, but to increase your own.
Required? No
Effect of Skill: You gain a better resistance to pain and the elements.
I Can Make You Talk
Description: Oh so many ways to make a person talk. And not enough time to decide which one would actually be best. But can you even make the person want to talk to begin with?
Required? No
Effect of Skill: You're able to make people talk to you more easily whether by Charm or Intimidation.
Skills of the Shade
Smoke Screen III
Description: You’ve learned to Master the smoke screen and as such, are able to deploy it with no trouble.
Required? No
Effect of Skill: You gain an extra thirty minutes when activating the smoke screen.
I Can Resist II
Description: There are times when you have to learn to resist what’s being done to you. Not just in combat.
Required? Yes
Effect of Skill: You gain a high resistance when being interrogated and or tortured.
I Can Make You Talk II
Description: Having a reputation of what you can do is almost as good as having a reputation of what’s known about what you can do. Sometimes that’s all you need to get something done.
Required? No
Effect of Skill: Your reputation alone allows you to extract the information you want from an NPC (usable once per day).
Skills of the Imperator-Mortis
Fade III
Description: Your skills in hiding have become great. Now you’re able to hide so well that you can move without being noticed.
Required? No
Effect of Skill: Most advanced skill for turning invisible. You can move while still invisible for ten minutes.
Transformation III
Description: While others may only be able to look and sound like someone on the surface, you’re able to pass yourself off as that person to the point that, people don’t know if you’re the real thing, or your target is the imposter!
Required? No
Effect of Skill: Able to completely mimic someone else, that does not include their skills and abilities. (only usable once per combat encounter)
Quick on Your Feet III
Description: Your quickness on your feet is matched only by others of your order. Your targets will have extra reason to be afraid now.
Required? No
Effect of Skill: Only members of the Order and beings that are built for speed will be able to keep up with you.
Skills of the Emperor’s Shadow
Tracker III
Description: The skills of the hunt are unparalleled as you’ve been given a rare opportunity. You can find the Emperor/ess as long as they're willing to be found. Danger lurks everywhere not only around them, but you as well.
Required? Yes
Effect of Skill: You can instantly transport yourself to the side of the Emperor/ess at any time at will. This can be useful to protect them, or to escape a bad situation.
Shadow Clone
Description: Through a partnership with the Mages a special gift was given. The ability of summoning another you in a time of need.
Required? No
Effect of Skill: You can create a clone of yourself to join in on the fight. The clone will stay to fight for ten minutes. 24 hour cool down.
Dark Death
Description: Death comes to all sooner or later shrouded in Darkness. The Emperor’s Shadows are manifest of death whether with mercy or malice.
Required? No
Effect of Skill: Once per combat encounter you may use this skill to instantly kill an NPC foe. [A PC foe must be a logical kill.]