LASHER
    Lashers are masters in using the whip,
dagger whip or spiked chain.  Lashers use
their weapons as extensions of themselves.  A
whip in the hands of a Lasher is like a living
thing, obeying its masters every command.  
Lashers who choose to master the spiked
chain often have a sinister aura about them
and use their chains to intimidate as well as to
slay.  

+2% per rank to base chance, +1 to damage
at rank 3, 5, 7, & 10.
Rank 2: Lashers may use their weapon to unnerve and intimidate an opponent.  By subtracting 15% from the
chance to hit Lashers cause the whip to snap loud and near the face of their opponent, or they cause their chains
to rattle and scrap.   Opponents must roll under 3 X WP or suffer  -4 IV, -10% (-20% against one armed with spiked
chains) and -3 damage when attacking that pulse.

Rank 3: Lashers proficient with the whip or whip-dagger may use their whip to grab or pick up an item they could
normally move or hold one handed.   A normal hit minus a difficult percentage assigned by the GM is need and the
item is brought back to the Lasher.  The Lasher may also use the whip to grasp hold of things as if it were his or
her hand.

Rank 4:  Lashers trained in the use of the spiked chain can fight while climbing or suspended from chains or
ropes.  The Lasher has an increased defense +15%, and may attack as normal. If chains, ropes or other
suspended items are hanging the Lasher may move up to half his TMR each round while moving through them.

Rank 5: Trip & Whip:  A Lasher may use a whip or whip dagger to trip an opponent as a normal attack with the
damage done subtracted from the roll for the opponent to remain standing.  The Lasher may attack the opponent
with additional hits as normal.  Lashers armed with chains may bind their opponents with one end of the chain and
pummel them with the other.  Bound opponents are entangled and take twice the normal of pulses to untangle a
spike chain.  In the mean time the Lasher gains bonuses from attacking a prone and disarmed opponent.  Lashers
gain an extra attack with their whip, dagger whip or spiked chain.

Rank 7: Deflection:  Lashers are skilled in using their weapons to deflect ranged or thrown attacks.  Their base
chance to deflect is equal to half their normal percentage.  Crack of Fate/Death Rattle: The use of the whip or
chain now so unnerves an opponent that their attacks falter more frequently.  By subtracting 15% form their
chance to hit they force opponents to roll under 2 X WP or suffer -6 IV, -20% (40% against one armed with spiked
chains) and -6 to damage.  Even if the opponent resist they still have to suffer half of the modifiers. (-3 IV -10/20%,
- 3 damage.)

Rank 8: Drop & Take:   A Lasher armed with the whip may disarm an opponent by making a normal attack and
then take an item not weighing more than 25 pounds and deposit it at his or her feet or empty hand.  Lashers
armed with spike chains now cause bleeding in opponents if they score an EN or grievous injury. Their chance to
cause EN is doubled.  Bleeding cause loss of 1 FT and then EN when FT is gone until stopped by a Healer or
Hospitaler. Extra attack with whip or chains

Rank 10: Whirl wind attack: Lasher may attack opponents in any adjacent hex by rapidly whirling the whip or chain
around their heads.   Each opponent may only be hit once, but will be hit for maximum damage.  Chance of
grievous injury is doubled.