Rank |
Category |
Hobby Skill |
Exp Cost |
Pro Lvl |
Cost |
1 to 3 |
UNC / WEAPON / MILITARY |
NO |
4 |
N/A |
100 |
4 to 5+ |
UNC / WEAPON |
NO |
4 |
N/A |
100 |
Rank |
Skills |
1 |
The player may do +1 damage |
2 |
The player may do +2 damage |
3 |
May strike to subdue with chosen weapon. |
They are still able to add all the normal combat bonuses, i.e. +1 for strength. |
|
Damage from a subdue is worked out the same way as a normal weapon strike but the damage taken is not Permanent. This means that any limb will cease to work when reduced to 0 LP s and the victim will fall unconscious if reduced to 0 BPs. However, after 15 minutes the damage taken will be recovered and the victim will regain control over any deadened bodily locations or come around. He will also retain any damage taken less a single's worth of Blood Points. It should also be noted that if a victim is subdued to minus 10 or below death does not occur. Instead of dying or losing a limb on minus 10 blood points/Location Points death or limb loss will occur at minus 20. |
|
4 |
- |
- |
|
5+ |
Play may choose a unique talent form the table below. The chosen talent must be applicable to the weapon and be agreed / explained to a ref. |
Missile and Thrown weapons |
|
Talent |
Description |
Spot Vulnerability |
Player may aim for least armoured locations and all attacks count as through , magical armour protects as normal. The weapon also impales and requires a surgeon to remove or an additional double to BP’s (quad to monster) damage is caused. |
Mighty Shot |
Player may knock back a victim off their feet 5 . If the player is already able to do this (with a magical crossbow for example) this distance is increased by +5’ distance. |
Impale |
Player may impale a victim. The weapon must be left inside the victim but unless a surgeon removes the weapon the victim will take the weapons damage to BP’s again when it is removed (no armour saves). This is x2 damage vs. monsters. |
Inner Power |
PC gains 1d4 chi, they also have the power for the cost of 1 chi to make their next blow magical |
TRUE Shot |
PC must concentrate for 20 seconds (aiming). During which they can perform no other actions, weapon must be drawn or in hand ready to fire. They can then call a time freeze and place a single shot anywhere on any chosen target in line of sight. (Up to range of weapon). |
Crippling Shot |
PC' s Blow does a permanent 1LP and 1 BP of damage that can never be healed |
Weapon Bond |
PC is able to bond to a single weapon (not weapon type) becoming unparalleled experts with their favoured weapon. They can learn techniques and manoeuvres that nobody else can even attempt. They gain +2 damage and any shots/hits from it will count as magical. This weapon is their favourite and they will use it above all others (old faithful). This skill is lost if they lose their weapon and can only be for one weapon at a time. |
Initiates Eye |
Your familiarity with your weapon allows you to gauge the skill of your rivals with alacrity. Against opponents who are armed with the same weapon as your weapon of choice, you can force then to declare what damage they are causing before they call it. |
Speed Shot |
PC is so blinding fast at throwing shooting that each shot actually is two (need to give the second missile to ref). All damage is as normal for PC but is called twice (do not add together). |
Claw, Fist and Natural Weapons |
|
Talent |
Description |
Savage Attack |
Player gets the Tear Throat skill free. If the player already has the tear throat skill (or learns it) then the player is able to tear through a Gorgette. |
Mighty Punch |
Player’s punches may break limb bones and ribs on any person not wearing metal armour. The effects of broken bones is not quite as harsh as Limb Loss, it renders a location to 0 LP’s and renders it useless (unless under very extreme circumstances will never reduce a limb below 0 LP’s). (See Appendix 11 for rules on Broken Bones) |
Disarm |
The player may disarm a foe of any one handed weapon. Unless that victim has Strength or wrestling skill. |
Insulting Scar |
The player may elect to make any of his hitting blows cause a disfiguring scar that the victim will keep for the rest of their lives (can only be removed by specific ‘Remove Scar’ magic’s or herbs). |
Strangling Bite |
The player is able to leap on their foe and bite their throats, holding onto them until the victim dies of asphyxiation. |
How to role play. |
|
Hold victim around the chest for 1 minute and put mouth on neck. |
|
General Rules |
|
Bite must cause at least a single worth of damage to victim (whole 5 points) in order to kill the victim. |
|
Victim cannot struggle but if they possess the strength or wrestle skill to the same or higher rank than the attacker they will be able to break free. |
|
A failed attempt still does damage as per the bite. |
|
Cannot strangle any creature over 15’ |
|
Vice- |
Player can clasp a foes Limb with a minimum of two of their own limbs and can paralyze the grabbed appendage until they let go. Wrestle vs. Weapon skill can be used to evade. |
Adrenalin Parry |
Adrenalin Parry can be done with any hand held weapon. This skill can only be used once per adventure and will deflect all damage done by one hit. |
Combat Balance |
PC has perfected their style and is immune to Knock Backs caused by weapons. Spells still knock back as usual. |
Inner Power |
PC gains 1d4 chi they also have the power for the cost of 1 chi to make their next blow magical |
Crippling Strike |
PC’s Blow does a permanent 1LP and 1 BP of damage that can never be healed |
Blinding Rake |
PC can scratch at victims eyes blinding them for 15mins 1 enc. |
Arrow |
Your attacks are swift and unhesitating, trading power for speed and accuracy. By taking a - |
Time |
|
Mighty Leap |
PC can leap 5 steps (as per leaping potion). |
Sweeping Attack |
PC is able to sweep any foe without the doge skill to the floor. |
Impressive Haka |
By putting on an impressive display the PC can stop any single target from attacking them for up to 30 seconds. PC must keep twirling blade too keep the target from attacking. |
Melee Weapons |
|
Talent |
Description |
Spot Vulnerability |
Player may aim for least armoured locations and all attacks count as through, magical armour protects as normal. |
Disarm |
The player may disarm a foe of any one handed weapon. Unless that victim has Strength skill. |
Insulting Scar |
The player may elect to make any of his hitting blows cause a disfiguring scar that the victim will keep for the rest of their lives (can only be removed by specific ‘Remove Scar’ magic’s or herbs). |
Impale |
Player may impale a victim. The weapon must be left inside the victim but unless a surgeon removes the weapon the victim will take the weapons damage to BP’s again when it is removed (no armour saves). This is x2 damage vs. Monsters. |
Mighty Blow |
Player may ‘knock back’ a victim off there feet 5’. If the player is already able to do this (with strength for example) this distance is increased by +5’ distance. |
Power Smash |
Player is able to break any non- |
Adrenalin Parry |
Adrenalin Parry can be done with any hand held weapon. This skill can only be used once per adventure and will deflect all damage done by one hit. |
Pin Foe |
Pin can only be used with a net weapon. The victim cannot break free unless they have an equal to or higher wrestle or strength rank than the character. |
Weapon Bond |
PC is able to bond to a single weapon (not weapon type) becoming unparalleled experts with their favoured weapon. They can learn techniques and manoeuvres that nobody else can even attempt. They gain +2 damage and any blows from it will count as magical. This weapon is their favourite and they will use it above all others (old faithful). This skill is lost if they lose their weapon and can only be for one weapon at a time. |
Combat Balance |
PC has perfected their style and is immune to Knock Backs caused by weapons. Spells still knock back as usual. |
Be- |
PC can instantly be- |
Inner Power |
PC gains 1d4 chi they also have the power for the cost of 1 chi to make their next blow magical |
Crippling Blow |
PC s Blow does a permanent 1LP and 1 BP of damage that can never be healed |
Arrow Time |
Your attacks are swift and unhesitating, trading power for speed and accuracy. By taking a - |
Inner Power |
PC develops 2d4 Chi that they can use to become a martial artist. |
Initiates Eye |
Your familiarity with your weapon allows you to gauge the skill of your rivals with alacrity. Against opponents who are armed with the same weapon as your weapon of choice, you can force then to declare what damage they are causing before they call it. |
Devastating Riposte |
Foils and Epees only |
If PC successfully parries a blow from an aggressor they can attack back at +1 damage |
|
Hypnotic Blade |
By butting on an impressive display the PC can stop any single target from attacking them for up to 30 seconds. PC must keep twirling blade too keep the target from attacking. |
Steps to creating a Character |
Racial Templates - Human |
Racial Templates - Other |
Freak Rolls |
Military Characters |
Oriental Characters |
Table One |
Table Two |
Table Three |
Military Scout |
Military Mage |
Military Soldier |
Militia |
Navy |
Samurai or Ronin |
Sohei |
Ashigaru |
Ninja |
Kuge |
The Races |
Distances |
Laws |
The Lords |
World History |
Cities |
Maps |
Guilds |
Currency |
The Planes |
Hell |
Human Races - Eastern Continent |
Human Races - Western Continent |
'Animal' Races |
Non-Human Races |
Half-Breeds |
Elves |
Faerie and other Realm |
NPC Races |
Andian |
Arges |
Zambeshians |
Adram |
Ape-man |
Bearman |
Kaboi - Cat Folk |
Karnakks (Lizard-men) |
Kelpie |
Ratling |
Serpentine |
Wolfen |
Changelings |
Cyclops |
Dwarves |
Dwagar |
Gnomes |
Hobgoblin |
Merfolk |
Oceghyll |
Part Kobolds |
Tibbits |
Half-Elf |
Half-Orcs |
Half-Ogres |
Half-Trolls |
Ajor |
Dryads |
Dragon Newts |
Oakmen |
Playing a Lord |
Royal Family |
The Five Families |
Recent History |
Creating a Lord Character |
Drummond |
Grimstone |
Maddock |
Sedrin |
Warfields |
Drummond Family |
Grimstone family |
Maddock family |
Sedrin family |
Warfields family |
Lords Meeting - 10/05/2014 |
Baeggwyn |
Gefyn Dwyr |
Tyrnuedd |
Luagg |
Peldwyn |
Baeggwyn |
Feurdii |
Adwyn |
Lyngoch |
Maedyll |
Cefyn Graenog |
Dinnas Emyrs |
Llyn Cerrig Bach |
Tal-Y-Lyn |
Gefyn Dwyr |
Tanarsa Ritual |
Skill Summary Table |
Skills A |
Skills B |
Skills C |
Skills D |
Skills E - F |
Skills G - L |
Skills M |
Skills N - R |
Skills S |
Skills T |
Skills U - Z |
Baking |
Barbering |
Battle Magic |
Beautician |
Bee Keeping |
Biography |
Bladed Weapon |
Blow Pipe |
Blunt Weapons |
Boat Building |
Body Development |
Book Lore |
Bowmanry |
Brawling |
Brewing |
Butcher |
Daemon Lore |
Dance |
Defence Mastery |
Dentistry |
Disease Lore |
Disguise |
Distillery |
Dodge Blow |
Dowsing |
Drill |
Drug Resistance |
Dual-Weapon Combo |
Dying |
Magic Development |
Magic Manipulation |
Magic Mastery |
Magic Sense |
Management |
Marksmanship |
Martial Arts |
Masonry / Stone Working |
Meditation |
Metallurgy |
Milling |
Mining |
Missile |
Mythology |
Shaman Spirits |
Shamanistic Rituals |
Spirits - Animals |
Spirits - Creature |
Spirits - Plant |
Spirits - Power |
Tanning |
Teaching |
Tear Throat |
Thatching |
Theology |
Throat Slit |
Thrown |
Tight Rope Walking |
Tinker |
Tobacconist |
Torture |
Tracking |
Trap Mastery |
Two-Handed Weapons |
Undead Lore |
Viniculture |
Weapon Mastery |
Wig Maker |
Wild Magic Mastery |
Wild's Lore |
Witch Curse |
Wound Binding |
Wrestling |
Wrestling - Sumo |
Yodelling |
Alchemy |
Armour |
Clothing |
Food and Lodgings |
Herbs |
Equipment |
Properties |
Weapons - Melee |
Weapons - Missile |
Alchemy Rules |
Broken Bones |
Business Rules |
Diseases |
Etiquette |
Herbalism Rules |
Magic Rules |
Religion Rules |
Rune Mastery Rules |
Strength Drain |
Skins and their Properties |
Willpower |
Business Earnings |
Business Set Up Costs |
Profession Earnings |
Job Earnings Table |
Magic Rules |
Cantrips |
Mage and Apprentice Rules |
Magic Manipulations |
Magical Research |
Soul Fire Stone Ritual |
Bolster |
Charging |
Delay |
Distruct |
Effect Other |
Extension |
On / Off |
Permenency |
Range |
Re-Charge |
Stipulation |
Warding |
Avatars |
Blesses and Curses |
Religious Familiar |
Guidance and Sacrifices |
Holy & UnHoly Water |
Index of Gods |
Laying the Dead to rest |
Origin of Religion |
Religious Symbols |
Strictures |
The Priesthood |
Rune Mastery Q&A |
Adventures |
World News 22/11/2010 |
World News 07/10/2010 |
World News 24/09/2010 |
Members Stories |
Tavern Wall |
Event Blog |
United Luagg Alliance |
Rob |
Vicky |
Aerie - Intro and Prologue |
Aerie - Chapter One |
Aerie - Chapter Two |
Aerie - Chapter 3 |
Aerie - Chapter 4 |
The Game - Gods at Play |
The Game - New Pieces |
Gwynneth - Intro |
Gwynneth - Chapter 1 |
Gwynneth - Chapter 2 |
Gwynneth - Chapter 2 continued |
Gwynneth - Chapter 3 |
Gwynneth - Chapter 3 continued |
Undead Lore |
Viniculture |
Weapon Mastery |
Wig Maker |
Wild Magic Mastery |
Wild's Lore |
Witch Curse |
Wound Binding |
Wrestling |
Wrestling - Sumo |
Yodelling |
Skill Summary Table |
Skills A |
Skills B |
Skills C |
Skills D |
Skills E - F |
Skills G - L |
Skills M |
Skills N - R |
Skills S |
Skills T |
Skills U - Z |
Baking |
Barbering |
Battle Magic |
Beautician |
Bee Keeping |
Biography |
Bladed Weapon |
Blow Pipe |
Blunt Weapons |
Boat Building |
Body Development |
Book Lore |
Bowmanry |
Brawling |
Brewing |
Butcher |
Daemon Lore |
Dance |
Defence Mastery |
Dentistry |
Disease Lore |
Disguise |
Distillery |
Dodge Blow |
Dowsing |
Drill |
Drug Resistance |
Dual-Weapon Combo |
Dying |
Magic Development |
Magic Manipulation |
Magic Mastery |
Magic Sense |
Management |
Marksmanship |
Martial Arts |
Masonry / Stone Working |
Meditation |
Metallurgy |
Milling |
Mining |
Missile |
Mythology |
Shaman Spirits |
Shamanistic Rituals |
Spirits - Animals |
Spirits - Creature |
Spirits - Plant |
Spirits - Power |
Tanning |
Teaching |
Tear Throat |
Thatching |
Theology |
Throat Slit |
Thrown |
Tight Rope Walking |
Tinker |
Tobacconist |
Torture |
Tracking |
Trap Mastery |
Two-Handed Weapons |
Undead Lore |
Viniculture |
Weapon Mastery |
Wig Maker |
Wild Magic Mastery |
Wild's Lore |
Witch Curse |
Wound Binding |
Wrestling |
Wrestling - Sumo |
Yodelling |
Undead Lore |
Viniculture |
Weapon Mastery |
Wig Maker |
Wild Magic Mastery |
Wild's Lore |
Witch Curse |
Wound Binding |
Wrestling |
Wrestling - Sumo |
Yodelling |