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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

- The player may do +3 damage

- Player can use chosen weapon wrong handed with no combat losses. It does not however grant the ambidextrous skill so two weapons can not be used simultaneously.

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-like Grip

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 -3 penalty on your damage you can fight in time fast.

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-magical or non-master crafted weapon that is used to parry. (Not shield)

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-head

PC can instantly be-head any prone foe regardless of their hits or armour. Magical Protections still protect as normal.

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 -3 penalty on your damage you can fight in time fast.

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.