OTHER EXPERIENCE POINT COSTS:
Perception (PC): 1000 for 1st point, 500 for all subsequent points.
PS - MD - AG – EN – FT: 2000 for the 1st point, 1000 for all subsequent points.
MA – WP 3000 for the 1ST point, 1500 for all subsequent points.
Points may be raised by no more than 50% the original number of the attribute, except for PC.
SUBSKILLS
Subskills are abilities that a character can learn to give them enhanced abilities while adventuring. Some
subskills are available to anyone, while others are restricted depending on the training a character has had. Subskills
provide characters with the opportunity to enhance their abilities without taking on some of the restrictions that certain
skills impose on them.
GENERAL SUBSKILLS AVAILABLE TO ANYONE
Archery - Character subtracts only 1 per 5 hexes that an arrow or bolt travels. 500 Exp.
Apocrustic Endurance - The character can tolerate harsh odors better than other characters. He or she may make
all rolls in response to odors one factor higher. 250 Exp
Backwards thrust – This allows you to make a single strike at opponents in your rear hex. 1000 Exp.
Called Shots – This sub-skill allows the character to make called shots to a given area of an opponent. Called shot
differ from regular hitting in that the character is attempting to aim with more precision and accuracy rather than
hammering away at an opponent. Called shots do less damage (Half +D5) but hit the area you desire. You will also
only grievous an opponent by rolling 01, but you automatically grievous the opponent on the spot with an injury
appropriate to the class of weapon. The GM may devise a temporary chart for injuries. 1500 Exp.
-20 Called Shot to the leg: Opponents hit by a called shot to the leg will loose ½ their TMR for 6 pulses
as well as make an AG rolls at -15%.
-30 Called shot to the arm: Opponents hit by a called shot to the arm will automatically drop what they
are holding in that arm as well as suffer a -15% and -3 damage for 6 pulses.
-40 Called shot to the groin: Opponents hit by a called shot to the groin must roll under 3 X WP to
avoid dropping hand held items, and must roll under 3 X WP to initiate an attack each pulse for the next 6
pulses. Victims will also be limited to making single strikes during those 6 pulses as well.
-40 Called shot to the head: Opponents hit by a called shot to the head are automatically stunned for
the next pulse and must roll under 3 X WP to recover from the attack. After they recover they will only be
able to make 1/2 their normal attacks at 1/2 damage for 6 pulses.
Combat Rotation – You are able to swap positions with an ally who is within 5 feet of yourself. Your ally must be
willing to trade places with you. 250 Exp.
Death Blow – May only be executed against stunned opponents, you make one strike against an opponent and will do
full damage with a doubled percentage to do EN or grievous. 500 Exp.
Delayed Timing – You may cast a spell and delay its effect by up to one minute. A character is limited to the number
of delayed spells equal to his MA divided by 5. These spells may target persons or things that are in range and
remain in range at the time of the initial casting. 1000 Exp.
Disrupt special ability – You target the area of a creatures special attack to prevent it from using that attack that
pulse. You base chance to hit is -20 and you do no actual damage but you prevent it from using a breath weapon,
gaze attack or some other specialized ~ magical attack. 1500 Exp.
Dual Class Weapons – This gives the PC the ability to use dual class weapons in order to classify under both of their
classifications. Once a PC learns this skill it pertains to all Dual Class Weapons. 1000 Exp.
Escape Artist – You are more skilled than most at escaping from ropes, chains and bindings 2 x MD or 2 x PS (As
Needed). 750 Exp.
Favored Foe - You have a strong hatred for a particular race and gain advantages over them in combat that do not
apply to other opponents. Favored Foe gives you +3 IV and +3 to damage against your chosen opponent. 500 Exp.
Feign Death – You pretend to be dead and can take you opponents by surprise. Opponents must roll under PC to
notice the deception. 500 Exp.
Follow Through – If you drop an opponent you may continue to move the rest of your TMR. 500 Exp.
Forced Movement – Your attack (-20%) drives a person back one hex in the direction of your choice. You cannot
force an opponent into an occupied hex or one that is hazardous to it. You advance into the vacated spot. It is possible
for you to advance 3 or four hexes with this attack. 500 Exp.
Hook Rider – You must be armed with a polearm. You hit the rider with your first hit doing at -10% to hit, but if you
succeed your second hit can pull them off their mount. The rider must roll under 3 X PS – your PS. 500 Exp.
Instant dispatch – You may kill a prone & stunned opponent with one hit of your weapon. 1000 exp.
Lethal Strike – You double the chance of scoring a grievous with your primary weapon, but you -15% from your
chance to hit your opponent. 1500 exp.
Light Sleeper – You sleep very light and may roll under 5 X PC to wake from sleep by the least noise or action. 500
exp.
Mental Toughness - Character shifts up on Willpower rolls by 1. 1000 Exp
Mobile Attack – You may attack an opponent you move past while mounted. (You may still not exceed your normal
number of attacks.) If you win IV and can move past your opponent, he strikes at you for an additional -20% to attack.
1000 Exp.
Overrun – This form of attack is something like an improved charge or shield rush. You hit your opponent as normal
but from a side angle and so are able to continue your movement for the rest of your TMR. 500 Exp.
Poison Resistance – You develop a greater ability to resist poisons. 2 X EN instead of 1 X EN. 1000 Exp. This
may be purchased again by spending 2000 more exp to toughen your resistance to 3 x EN.
Power Charge – You gain no bonus for charging with a pole weapon, but if you successfully hit your opponent you do
50% more damage and they must roll under 2 X AG to remain standing. 500 Exp.
Quick don – Characters with this sub-skill take only half the time to put on their armor. 250 Exp.
Rest in Armor – Characters with this ability are able to rest in armor and regain their health as normal. They may
use this ability as long as they are not injured for up to three days. 500 Exp.
Slashing arrow – You graze the opponent with you arrows instead of piercing them. ½ Damage. 500 Exp.
Set for charge – Those trained in the use of pole weapons can set their pole weapon against a charging
opponent. This will inflict double damage against the opponent or the mount. The defender must still roll to hit the
charger. 1000 Exp.
Sprint– You may double your TMR for ½ EN pulses by spending 2 FT per pulse. 1000 Exp.
Stomp – You must be a 50% taller and heavier then those around you, if you are you may stomp on the ground in
place of your attack and all those within 10 feet of you must roll under 4 X AG or fall prone. 1000 Exp.
Subduing damage – You may opt to try and subdue an opponent instead of killing them in combat. Subduing hits
ignore grievous effects but do full damage when a grievous would be scored. Subduing hits that would kill an opponent
because of damage leave them with 2 EN and unconscious. You must be armed with a class C weapon to use this sub-
skill. 500 Exp.
Throwing - Character subtracts only 1 per hex that a thrown weapon travels. The range of the thrown weapon is also
increased by 50%. 500 Exp.
Weapon Breaker – Rather than try to disarm your opponent you try and destroy the weapon they are wielding.
Damage is done to the weapon and the base chance of success is equal to the damage done to the weapon x 5%.
Magical weapons may only be broken by other magical weapons. There is a 5% the character making this attack will
break his own weapon, this can occur whether the attack is successful or not. 1000 Exp.
Weapon Reflexes - Weapon may be picked up and used in the same turn, however you lose IV the turn it is picked
up. Character may not pick up weapon in the same pulse that it is dropped or disarmed. 750 Exp.
Weapon Quickness – You must first acquire weapon quickness, but may now roll for IV the turn it is picked up as well
as using it in a turn that it is dropped or disarmed. 1500 Exp.
Weapon Mastery – Character may choose a particular class of weapons that he has rank in and use similar weapons
at 2 ranks lower than. Characters may choose from the following classes of weapons and must have rank in a
weapon of that class. This sub-skill may be purchased multiple times for different classes of weapons, but only once
for a given class. 1200 Exp.
One Handed Thrusting Sword One Handed Slashing Sword
Two Handed Slashing Sword One handed hafted weapons
Two handed hafted weapons Slashing Pole arms
Thrusting Pole arms Bows
Crossbows Thrown Weapons
Entangling Weapons Dual Class Entangling
Exotic Weapons
RESTRICTED SUBSKILLS
These sub-skills may not be learned by anyone trained in a professional skill unless stated otherwise in the description
of the sub-skill. If a person takes one of these and later pursues a profession, they lose the subskill.
Adrenalin Rush – You are able to give yourself an extra push of adrenalin for a pulse and push your TMR by 50%
and increase the damage of your attacks by 50%. If you attempt to do this more than three times in a battle you must
roll under 4 X EN to avoid a 50% reduction in damage because of chronic fatigue. If you try it a fourth time you must
roll under 2 X EN. You may not push it beyond a fourth time. This subskill cost 3 FT to use. 1500 Exp.
All out attack – You may make a reckless attack against your opponent, you damage is doubled but your defensive is
halved. 1000 Exp.
Animal Empathy – May only be purchased by Beastmaster and Ranger. This skill allows you to communicate with an
animal in a limited manner. 500 Exp.
Autohypnosis - Who doesn’t like second chances? That is exactly what this skill gives you: a lot of second chances.
The handiest uses of this skill are Resist Fear, Tolerate Poison, and Willpower. Resist Fear gives you a second
chance to stop running away from the fight, or to avoid continuing to cower in fear as the bad guy eats your
companions. On top of this second chance, you even get a bonus! 3 X WP + 10% to overcome your fear. Tolerate
Poison’s main benefit is that is gives you a chance to bolster your resistance, 2 X EN to resist poison on top of other
attempts to resist poison. Willpower will let you attempt o break out of hypnosis or control spells by rolling under 3 X
WP. You may attempt this once per minute and may even feign that you are still under control. 2000 Exp.
Axe-kick –This kick cannot be performed by a creature that is moving, since it requires the kicker’s momentum to be
thrown backwards and up, as he kicks his legs over his own head. Doing this requires an agility check (2 X AG) and
then a strike with hands/feet. Failing the check indicates the character has fallen prone in his square. However, if the
check succeeds, the character kicks backwards and over his own head, throwing his whole body into a spin and
delivering a pulverizing kick as he lands. The kick does double damage and the opponent must roll under 2 X AG to
remain standing. The character must be wearing light or magical armor or have magical boots that provide the
movement. The GM will arbitrate the possibility of such an attack happening. 1000 Exp.
Battle Presence – This sub-skill gives you a limited awareness of those behind you. Anyone attempting a back attack
against you only gains half their benefit from attack and may only make one strike before you are allowed to change
facing. 750 Exp.
Blinding Strike – You take an aimed shot at an opponent’s eye with an attempt to temporarily blind them. The attack
is made at -30% and only does ½ damage but your opponent makes all attack for the next 6 pulses at -50%. 1000
Exp
Bloody Strike – You strike an opponent at -20% to hit but cause them to bleed for D +1 pulses. 1000 Exp.
Crippling Strike – You strike at an opponents legs for -20% and -3 damage but if the target suffers any damage their
leg is injured and they move at ½ TMR and ½ AG for D days. 1000 Exp.
Critical Aim – If you score a grievous with a class A missile weapon you automatically classify in a manner similar to
the Eye of the Elf. 2400 Exp.
Defensive Fighting – You may opt to make one less attack with you melee weapon and gain 10% on to your defense
for that pulse. You may forgo additional attacks to add more on to your defense. 500 Exp.
Donkey Kick – You may kick an opponent behind with a trip maneuver. This may be done in additional to you normal
attack against opponents facing you. If you miss and they successfully parry you will fall prone. 500 Exp.
Elemental Resistance – You ignore the first 5 points of damage from fire, air, earth or water attacks. You may
choose this sub-skill more then once for different elements. 750 Exp.
Energy Resistance – You ignore the first 5 points of damage from acid, cold, electricity fire, or sonic You may choose
this sub-skill more then once for different elements. 750 Exp.
Enhanced Tactical Movement – Your character can move full TMR each pulse even through zones of combat. 500
Exp.
Extra strike - Character may gain extra strike with primary weapon. This subskill may be purchased twice by a
character. 1000 Exp for 1st, 3000 for 2nd.
Field Alchemy - Must posses Alchemist and Ranger, allows you to make crude potions and elixirs outside of a lab.
1000 Exp.
Forgery – May only be purchased by Assassin or Spy. Person must roll under Perception to notice the forgery. 1000
Exp.
Read Lips – May only be purchased by Assassin, Demagogue, Diplomat, Spy or Thief. 500 Exp.
Deflection – The character is skilled in anticipating and deflecting the attacks of an opponent. Must roll under 3 X MD
to deflect thrown and ranged weapons. 1200 exp.
Improved balance - You are able to keep more balanced on dangerous surfaces. AG rolls in balancing situations
are shifted up by 1 factor. 1000 Exp.
Infuse Weapon – You must possess a MA of at least 8 and you can infuse a weapon with either a fire, water, lighting
and acidic bonus by spending 3 FT. The weapon does an addition +3 damage for 6 pulses. This may not be used on
magic weapons. 1500 Exp.
Over-powering strike – You strike your opponent with a wide swing that has the potential of knocking them off their
feet. -20% to hit but opponent must roll under 2 X PS or be knocked prone. They must subtract the difference in your
PS from their success chance. 1000 Exp.
Paired Fighting – You and your partner must both posses this skill which allows you to assist each other in combat.
You may offer your shield defense to your adjacent partner instead of yourself, you may also opt to forgo an attack in
an attempt to parry any missed shots on your partner. 500 Exp.
Paired weapons - Character may use smaller weapon in secondary hand with no penalty other than the - 10 for
multiple strike. Secondary weapon must be one of the following: dagger, knife, main-gauche, sai, hand-axe, rock,
tonfa, hand blades, 9 teeth hook, katar, cinqueda, dirk, emei piercer or hands. This ability would allow a character to
make two strikes with primary weapon and two strikes with secondary weapon. The sub-skill of extra strike would
provide even more attacks. 1000 Exp.
Precision Strike – You forfeit one of your multiple strikes to increase your chances of a grievous or endurance hit.
You double the percentage for both. 1000 Exp.
Power Strike – You learn to hit with maximum damage by swinging with less precision but more force, -20% to strike
but you do maximum damage. 1000 Exp.
Relentless – You can ignore the effects of being fatigued in combat and your opponent does not gain any
advantages when you are fatigued. 500 Exp.
Sculpt Spell – A character is able to tamper with the abilities of a spell and may increase the area of effect, range,
duration or damage of a spell by altering one other aspect. Abilities may be altered on an increment basis, in effect
the mage adds addition ranks above the normal by subtracting from one area to add to another. A character must be
rank 20 in the spell in order to sculpt it. Once sculpted the spell remains that way until the mage resets it, it takes one
hour to sculpt a spell. 1000 Exp.
Shot on the run – You may move you full TMR and make a ranged attacked on an opponent. This includes casting a
spell. 1000 Exp.
Spell Weaving – You may combine two spells that are rank 20. You pay the normal FT cost. The player and the
Game Master will have to work out to actual effect that takes place when the spells are combined. The player must
successfully cast each spell for them to work otherwise neither spell works. 1000 Exp.
Sweeping Kick – You may try to trip multiple opponents with your legs. You may use this move against any in your
front hexes. 1000 exp.
Whirlwind Attack – You must be armed with one of the following weapons to execute a whirlwind attack: Class B
Sword, Axe, Flail, Morning Star. You are allowed to attempt to strike any opponent in an adjacent hex with only a -10%
added on to their defense, this is an extremely draining form of attack and takes 3 FT to properly execute. This attack
may be learned by Berserkers at double the cost. 1000 Exp.