Lancer Discipline

Elite Theran spies, known as the Dragoons, are members of this discipline. They specialize in all forms of espionage and stealth, but are also masters of combat. Dragoons are Thera’s true elite, both infiltrator and assassin in a complete, deadly package.
The secrets of the Dragoons are closely guarded, and under no circumstances will they teach any other character the ways or talents of the Lancer discipline. In short, this is an extremely powerful combat-focused discipline that will not be made available to PCs.
A common tactic of Lancers, once they reach 2nd Circle, is to utilize the Great Leap Talent to leap onto their opponent, hitting with the Down Strike Talent for added damage as they strike. As their favored weapons are spears, this tactic contributed greatly to the Lancer’s name.

Circle 1:

  • Acrobatic Strike (D)
  • Avoid Blow (D)
  • Karma Ritual
  • Melee Weapons (D)
  • Silent Walk
  • Steel Thought (D)

Circle 2:

  • Durability (8/6)
  • Down Strike (D)
  • Great Leap (D)

Circle 3:

  • Read/Write Language
  • Wound Balance

Circle 4:
Karma: The Lancer can spend a Karma Point to increase the damage of any attack made with a weapon.

  • Thread Weaving (Lance Weaving) (D)
  • Tracking

Circle 5:
Physical Defense: Increase the Lancer’s Physical Defense by 1.

  • Astral Sight (D)
  • Speak Language

Circle 6:
Spell Defense: Increase the Lancer’s Spell Defense by 1.

  • Book Memory
  • Book Recall

Circle 7:
Initiative: Increase the Lancer’s Initiative dice by 1 step.

  • Anticipate Blow
  • Empathic Sense

Circle 8:
Karma: Increase the Lancer’s maximum number of Karma points by 25.

  • Air Dance
  • Critical Hit (D)

Circle 9:
Dispel Magic: For the cost of 2 points of Strain, the Lancer can attempt to Dispel Magic (as per the Circle 1 Wizard Spell, p. 183 ED) on himself only.
Physical Defense: Increase the Lancer’s Physical Defense by 1.

  • Lock Pick
  • Riposte
  • Tiger Spring

Circle 10:
Karma: The Lancer can spend a Karma point on a recovery test.
Spell Defense: Increase the Lancer’s Spell Defense by 1.

  • Shield Beater (D)
  • Spot Armor Flaw

Circle 11:
Recovery Tests: The Lancer gains an additional Recovery Test per day.
Recovery Tests: Increase the Lancer’s Recovery dice by 1 step.

  • Conceal Weapon
  • Lip Reading

Circle 12:
Physical Defense: increase the Lancer’s Physical Defense by 2.

  • Surprise Strike
  • Trap Initiative

Circle 13:
Initiative: Increase the Lancer’s Initiative dice by 1 step.
Spell Defense: Increase the Lancer’s Spell Defense by 2.

  • Fireblood
  • Unarmed Combat

Circle 14:
Improved Fireblood: The Lancer can spend a Karma point whenever he uses the Talent Fireblood, but this karma point is not rolled to enhance the Fireblood roll. Instead, the Lancer may heal a single wound.
Social Defense: Increase the Lancer’s Social Defense by 2.

  • Multi-Strike
  • Vital Strike

Circle 15:
Karma: The Lancer may spend a second Karma point (see 4th Circle Discipline ability) to increase the damage of any attack made with a weapon.
Karma: The Lancer may spend a Karma point to increase his Initiative roll.
Recovery Tests: The Lancer gains an additional Recovery Test per day.

  • Gain Surprise
  • Second Chance

Lancer Discipline

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