05. Xposures

Xposures

Following is a reasonably comprehensive listing of available abilities. Remember that these are ability groups, including several skills. It is common for some skills to occur in different abilities, a degree of overlapping is allowed. Also note that some broad skills that appear in different abilities relate specifically to that abilities area. E.g. Woodland tracking vs. Mountain tracking.

Rank

Some Xposures are referred to as Base areas and taking them will generally give you 4d ability in that area.

Other Xposures are Modifiers(Mods) or specialisations of a base Xposure and normally have a pre-requisite. Such modifier abilities will generally give +1d extra in their area of influence, or may give a specific ability.

Base abilities can be taken more than once to give Advanced (+1d) and Master (+2d) levels. Mod abilities do not have levels but some may be taken so they apply in different ways.

You may take a Mod Xposure and gain its benefit without having the base Xposure it is associated with. In that case you use the default and the mod, or an agreed base and the mod.

Some Xposures are one time things, you either have it or you don't. Generally there will not be a default for these. Some of them may be taken several times as they may apply different effects each time, such as Languages.

Defaults

There will always be a primary Xposure that should be used for a resolution, however other Xposures may seem appropriate in the opinion of the GM. Defaulting to a similar Xposure will be at -2d penalty.

Defaulting to a characteristic, when the GM feels this might still work, will impose a -4d penalty.

Often there will be no alternatives and players without the correct abilities will simply be unable to roll.

Characteristic.

Each Xposure will have a single dominant characteristic that is used to provide modifiers in the form of less/extra dice.

This is not always the way however. The GM may rule that a different characteristic will be used for any particular task if it seems appropriate. Eg a thief tries to unlock a door, by default he is using Agility but if he says he wants to use his knowledge of the locks mechanism then the GM may rule that Mind can be used.

Specials

Avatar

Req: Faith, Death, One time

The believer can sacrifice themselves for their god, hoping that they be returned to life as an avatar of that god.

LORE

Scholar (Mind)(b4)

Req: Literacy.

The character is a recognized authority in an area of knowledge and has studied widely into ancient lore. Select a narrow field of knowledge, eg Egyptian History, Chemistry, Maths etc. Some other areas are listed here as example mods, players should feel free to expand on them.

Academic (mod)

Req: Literacy, Scholar

General skills required to follow a career in academic life. Read, write, speak, history, law, science, sources, teaching. You are a learned man with the required skills and contacts to find a job as required.

Animals (mod)

Req: Scholar

Skills known by those who deal with, or handle animals, for a living. Riding (simple), caring, training, breeding, identify, zoology.

Arcane (mod)

Req: Scholar or Mage

Knowledge of arcane history, lore and legends.

History (mod)

Req: Scholar

General knowledge of past ages and events. Legend, regional, national, racial, political, facts, myth.

Plants (mod)

Req: Scholar

Skills known by a botanist or herbalist: Edible, grow, uses, locations, identify, prepare

Medical (mod)

Req: Scholar

First aid, chirgery, dealing with disease and infection, knowledge of poisons, herbs and remedies.

Monsters (mod)

Req: Scholar

Knowledge of monsters and their traits. Identify, powers, estimate, history, origin, behavior.

Races (mod)

Req: Scholar

Knowledge of the different sentient races. One skill area per race. You begin with your own race. History, politics, social, locations, nature, legends.

Technology (mod)

Req: Scholar

Skills required to understand and use the most modern technology relevant to this period. Modern (relatively) devices, sciences, engineering, construction.

Theology (mod)

Knowledge of religious history, practises, lore and legends.

Natural Linguist (mod)

Req: One time

Some characters have a natural talent for languages. Given a few minutes of conversation, your hero effectively has a 1d in every language, meaning he can get across basic messages to just about anyone given a little time. In addition, he adds +1d to rolls of any language skills he actually knows.

You also gain a new common language of your choice.

Obscure Lore (mod)

Req: Scholar.

Description: you are a master of the obscure and rare, you gain +2d to your Scholar roll to know or understand some obscure piece of knowledge that the GM feels might be relevant. Once per session you may pick a particular topic and ask for extra information about it from the GM.

Forbidden Lore (mod)

Req: Scholar

Description: lore that has been banned or prohibited by the people in power. This can be political lore or arcane or theology that conflicts with the current views. It has been stamped out and forbidden, sometimes for good reason.

Combat

You dont begin combat trained, you learn how to use a weapon. Normal characters will be able to fight at -2d without one of the following combat trainings.

Weapon & Shield (Agility)(b4)

Req: none

The character gains the Base skill in using a one handed melee weapon and a shield. Using a shield allows you to Block missile attacks.

Adv: gain +1d.

Master: gain +2d.

Two Weapon Use (Agility)(b4)

Req: none

The character gains the Base skill in using a weapon in each hand. This can be combined with ambidextrous to make it more effective.

When using two weapons the user may allocate their hits between either of their weapons after they roll, so if they roll 3 hits they can assign 2 of them to one weapon and 1 to the other. They then get to roll both weapons damage dice.

The draw back to this is that the defender may also allocate successful defences against either attack, most likely stopping the weaker of the two.

Using both weapons to attack is optional, and if not used then the off weapon can be used to Parry. If both weapons are used (toHit dice are allocated to both weapons) however the user is not eligible to Parry until they spend and action not using both. If a ToHit dice is allocated but then stopped by a defence it still counts as being used.

Adv: gain +1d.

Master: gain +2d.

Two Handed Weapons (Agility)(b4)

Req: None

The character gains the Base skill in using two handed weapons.

Adv: gain +1d.

Master: gain +2d.

Trip (Agility)(b4)

Req: Req: any Base melee Xposure

Description: as long as you are using a Spear or Polearm you may trip your opponent on a success instead of any of the other effects. Your opponent falls prone.

This does not work on opponents who are three times your SIZE or more (they are too big), or those that YOU are three times their size or more (they are too small). Creatures with 4 or more legs require an extra success (2) to trip. Creatures with no legs cannot be tripped (they dont have a prone state).

Adv: gain +1d

Master: gain +2d.

Sweeping Attack (Strength)(b4)

Req: any Base melee Xposure.

Description: you are able to melee attack two people as part of the one action.

Making a Sweeping Attack costs +2 APs over what a normal attack would cost.

Each extra target requires an extra success to hit. So at base level you would need two successes to hit the two targets and it would cost you base+2 APs.

Extra successes over those required to hit targets can be used to generate extra damage dice and can be added to the targets. No target may have more than one extra damage dice added above what every other target gets.

Damage dice used are the weapons Base damage less 1 per extra target, against every target hit, plus whatever is allocated from extra damage dice (which acts as a single pool). If a weapons Base damage is reduced below 1 it cannot be used for this type of attack.

A sweep attack can be seen as a single flowing attack, or as a series of fast but connected attacks against multiple foes. You may NOT hit the same target twice and they must all be InContact with you.

Adv: gain +1d and upto 3 targets. Eg to hit three targets would require 3 successes, cost +2 AP, and reduce the Base damage dice by 2. Each target hit would suffer Base damage dice -2d, plus any extra damage dice that can be generated by extra successes allocated around the targets.

Master: gain +2d and upto 4 targets

War Cry (Spirit)(b4)

Req: none

You can bellow an ear-splitting, nerve-wracking war cry that has been known to send foes fleeing from the field. When used, the character may make an intimidation roll against all targets with a Target Factor of 1 (see Chapter 7 for details of TF). Each extra success can be used to increase the TF by 1.

Each target (enemies) must make a Stun recovery roll or be stunned (BOD roll). Extra successes can be used to increase the number of successes required for this roll. If already stunned it has no further effect.

Eg: Boris uses his Master Level WarCry, he has Stoic level Spirit, so rolls 4+2+2=8d. He gets 3 successes and starts with TF1. The first success gets the base effect, so he has 2 extra successes. To get to TF3 would cost him 2 successes, but would allow him to affect a group. Or he can attack a single target and make them require 3 successes on their BOD roll (1 base + 2 extra) or be Stunned.

Adv: gain +1d

Master: gain +2d.

Close Fighting (Strength)(b4)

Req: none

This edge is for skilled close combat fighters who can use small weapons such as daggers, or via wrestling or grappling holds. You may attack an opponent InClose and inflict 4d damage (or the weapons damage if greater) as opposed to the untrained 1d.

Adv: gain +1d

Master: gain +2d

Martial Artist (Agility)(b4)

Req: appropriate background.

Your character has learned the mysterious ways of using his hands and feet as weapons, striking blows into your opponents whilst InContact. You do 4d damage with your hands and feet whilst InContact or InClose.

Adv: gain +1d

Master: gain +2d.

Slam (Strength)(b4)

Req: none

Description: ??

Adv: gain +1d

Master: gain +2d.

Overrun (Agility)(b4)

Req:

Description: ??

Adv: gain +1d

Master: gain +2d.

Rage (Spirit)(b4)

Req: Focused, Balanced (Adv: Controlled)(Master: Released)

Description: you are able to build up a lot of inner aggression and let it loose on demand. For every action dice (including 1s) that you discard and do nothing, you will add those dice to your coming attack roll pool. This must occur within a single initiative round or all dice are discarded

Adv: gain +1d as long as you have at least one dice in your rage pool.

Master: gain +2d as long as you have at least two dice in your rage pool.

Dodge (Agility)(b4)

Req: none

The character may spend an initiative dice and make a Dodge roll. Each success cancels one attackers success (melee, missiles or spells). If all attacker successes are cancelled then the attack fails. Unused Dodge successes remain active until the character takes another action, and can be used to cancel other attacks. Dodge may be taken again as long as you have action dice to expend.

Dodge is less effect against fired missiles, reduce by -2d against such attacks.

To use Dodge you must be aware of the attack, surprise or sneak attacks cannot be dodged.

Adv: gain +1d to dodge.

Master: gain +2d to dodge.

Parry (mod)

Req: a base weapon Xposure.

A base parry allows you to try to stop the hit, or to reduce the damage (see Chapt 6 Smoting thy Enemy). Taking the Parry mod gives you +1d AND some other options if you have some spare successes. Spare successes are those available AFTER the attack has been fully cancelled (misses or rolls no damage).

Riposte attack: You gain a free attack (immediately) on your enemy but at -2d. If you have 2 extra successes you may make an attack without any lost dice.

Disarm: You may disarm one weapon from your enemy. They get to make a raw STR or AGL roll to avoid this. If you have extra successes each one allocated will reduce their dice by -2. If disarmed the weapon lands InContact with the wielder, if they rolled any 1's then it lands Alone.

StepBack: If you only have the one enemy InContact, you may step back into Alone mode without their getting an opportunity attack.

Block (mod)

Req: Weapon&Shield, equipped Shield.

A base block allows you to try to stop the hit, or to reduce the damage. Taking the Block mod gives you +1d AND some other options if you have some spare successes.

Bash: you may Bash your opponent if you have any net successes and Stun them. If they are already stunned then they may drop their weapon, see Disarm under Parry. Extra successes may be applied one at a time to try to gain the disarm.

StepBack: If you only have the one enemy InContact you may step back into Alone mode without their getting an opportunity attack.

KnockBack: you do the reverse of a Stepback, knocking your opponent away from you into Alone status (which may result in you going Alone also if there are no other enemies). If there is another group, or enemy, nearby (if it appears appropriate looking at the layout, and at the discretion of the GM) then they can be knocked back into them.

Fist Of Iron (mod)

Req: Martial Artist, Strong

Your hero's unarmed attacks gain +1d damage.

Strong Arm (mod)

Req: Two Handed Weapons, Mighty

The character may use two-handed melee weapons with one hand, at -2d to skill rolls AND to damage rolls. He must still meet the minimum Strength requirement to use the weapon.

Dirty Fighter (mod)

Req: Close Fighting

Those with this Edge will do anything to win out in a fight. This scoundrel inflicts +1d to their normal InClose damage rolls.

Infighting (mod)

Req: Close Fighting.

Description: used in InClose combat, you gain +1d to your skill roll.

Quick Draw (mod)

Req: any Base weapon Xposure, Agile+

Description: the user is able to draw items from their slot one area at a cost of +1 action point rather than 2. As a +1 AP cost it can now be combined with any other action, as a single action. Reduces costs for slots 2 by 1, and from slots 3 and 4 by 2 each.

Combat Reflexes (mod)

Req:any Base melee Xposure.

Description: as long as you have sufficient action points left you may pre-empt another CCMs action by using an AP dice higher than what they are using, eg they use a 4 then you can pre-empt using a 5 or 6. If they used a 6 then you cannot pre-empt them. The pre-empted creatures action is held until the interrupt is completed. Pre-emption must be announced immediately after the target has allocated their dice.

You may only pre-empt once per initiative round.

The action performed must be completed on this dice, so the dice must cover all costs or complete the final cost of a multi-dice action. You must finish the action at this time, it may not carry on in anyway.

Mobility (mod)

Req: any Base melee Xposure, Agile

Description: you are able to use a normal Battle Move action to leave InContact status rather than a Withdraw action, and not trigger an attack of opportunity. You end in StandAlone status. To do this there must be an ally left in the group you are leaving, you cant be the last person left with the enemies.

Leap Out (mod)

Req: any Base melee Xposure, Agile

Description: if your attack includes any special successes you may choose to use one of them to leave InContact status and move to StandAlone. This does not trigger any special attacks.

Expertise (mod)

Req: any Base weapon Xposure

Description: you have learned to use a specific weapon with incredible skill and accuracy. You may swap 1 Base Damage dice of your weapon for +1d extra ToHit. You cannot reduce the Base Damage Dice below 1. This mod must be taken for a specific weapon, but can be taken multiple times for different weapons.

Critical (mod)

Req: any combat exposure.

Description: you may add 1 to any dice showing a 5, making it a re-roll. One level only per weapon. Select one weapon each time this ability is taken.

Deflect Missiles (mod)

Req: Martial Artist, Agile

The -2d for Dodging fired missiles does not apply to the Martial Artist, and they gain +1d against thrown missiles.

Stunning Fists (mod)

Req: Martial Artist, Strong, Agile, Focused.

Description: you may use ONE point of damage to inflict a Stun effect as part of any natural appendage attack that inflicted damage. So if you inflicted 3 damage, you may elect to inflict a Stun and 2 damage.

This must be announced before any rolls are made, "this is a Stunning Fist attack".

This is applied before any other damage is applied. If the target is already stunned it has no further effect.

Only works on creatures who are less than 3x your Size. Targets without MINDs cannot be stunned in this way, such as undead or goo etc.

Power Strike (mod)

Req: any weapon combat Xposure, Mighty.

You gain +1d damage when using a melee weapon. You may also discard a single action dice to gain an extra +1d damage (1s can be used).

Cleave (mod)

Req: Base weapon Xposure, Strong

Description: you may convert a single special success from any melee attack into an extra attack, instead of the normal benefit. Resolve an immediate second attack exactly the same as the first (even if the target is more vulnerable). This second attack 'burns' an action dice (reduce one dice to a 1), unless you have no APs left, in which case you cant do it. You must attack the same target. You cannot chain cleave, one cleave attack per regular attack. The defender may defend as normal.

Shield Breaker (mod)

Req: Base weapon Xposure

Description: you are skilled at destroying shields. You must be using a Slashing, Bashing or Mashing type weapon. You must state you are attacking the shield.

Make a normal melee attack, if successful then you inflict all damage dice to the shield (no PENE rolls). A shield can absorb damage equal to ?? times its (STR rating+1). Each special success will add your STR bonus.

Weapon Finesse (mod)

Req: Agile

Description: user is able to use the total of their STR + DEX bonus less 1 to make attacks instead of just STR.

Stunning Attack (mod)

Req: Base Melee Xposure, Strong

Description: convert a special success into a Stun, implemented before damage is rolled. No further effect if already stunned. Must be announced for the attack roll is made.

Shield Pin (mod)

Req: Base Melee Xposure.

Description: on a special success the user is able to elect to remove an opponents Parry defence. This can be taken as a Special success optional. If used the defender's Parry is completely cancelled.

If the defender has Shield Mastery you will require 2 special successes to use this ability.

Shield Mastery (mod)

Req: Weapon&Shield Xposure.

Description: the user gains an extra 1d when using their shield to Block or Parry, plus a Shield Pin will require 2 special successes.

Prone Attacks (mod)

Req: Agile

Description: user is able to fight while prone and suffers no penalty.

Combat Master (mod)

Req: any Melee Xposure.

Description: The CCM may expend upto 2 action dice at the same time on a combat related action (not spell casting) as long as one of them is their base (coloured) dice. This will allow them to complete a single action costing more than 6pts in one round, if dice permit, or to speed up the accumulation of pts.

Favoured Enemy (mod)

Req: any Combat B4

Description: Pick a single specific creature type as the favoured enemy, any attack against this type will gain +2d extra damage. This feat can be taken any number of times, against new enemies, or to improve damage vs the same enemy, upto a limit of 3 levels per enemy.

Sneak Attack (mod)

Req: Agile

Description: any attack you make with surprise, or against an unsuspecting enemy, will inflict +3d damage. Any special successes will also do double the normal bonus damage (+4d each) if that is selected. This works with thrown and fired weapons but only at Short range or less.

Killing Blow (mod)

Req: Base Melee Xposure at Master level.

Character is able to make an attack that kills (makes them OoA) a non-Heroic creature as long as it inflicts 1 point of damage.

Knockdown (mod)

Req: Close Fighting or Martial Arts

Bonus +1d to Knockdown attempts.

Subdual (mod)

Req: Close Fighting or Martial Arts

Bonus +1d to subdual attacks.

Wrestler (mod)

Req: Close Fighting or Martial Arts

Bonus +1d to Holds, gain an extra dice when making, improving or breaking Holds.

Missiles

Thrower (Agility)(b4)

Req: None

Basic ability using throwing weapons.

Adv: gain +1d

Master: gain +2d.

Shooter (Agility)(b4)

Req:

Basic ability to use bows and crossbows.

Adv: gain +1d

Master: gain +2d.

Slinger (Agility)(b4)

Req: Thrower

Basic ability to use slings.

Adv: gain +1d

Master: gain +2d.

Archer (mod)

Req: Shooting

Description: gain +1d ToHit rolls when firing at Short or Long range with Bows.

Close Shooting (mod)

Req:

Description: reduces the InContact penalty for shooting by 1d.

Accurate Shot (mod)

Req: Shooter, Slinger or Thrower.

Description: you may add +1 to any ToHit dice roll with any missile weapon, improving a 5 to a 6 etc. The result must still be a hit.

Rapid Shot (mod)

Req: Shooter or Slinger

Description: you are able to reduce the reload time of your Bow or Sling (not crossbow) ...

Shoot on the Run (mod)

Req: Shooter

Description: reduces the penalty for moving and shooting by ...

Throw Any Weapon (mod)

Req: Thrower

Description: you are able to throw any weapon with amazing skill. Basically you can make a normal thrown attack with any weapon. Treat the attack as a normal melee attack with that weapon but of course you end up with nothing in your hand (unless you have a magically returning weapon). Optimal range is 0, maximum range is 1. There are no in between ranges. All weapon mods that would apply in melee can be used, eg STR.

Hit the Spot (mod)

Req: Shooter, Thrower

Description: you are incredibly good at putting a fired or thrown missile in exactly the right spot, either through skill or great luck. You can make attacks against 'spots' as if an average attack (1 success). You cant use this to inflict grievous wounds (to eyes for e.g.), but it is useful for hitting buttons or levers or trigger spots at range when required. Select a single weapon type (bows, slings crossbows etc) for each use of this feat.

Double Shot (mod)

Req:

Double Shot allows an archer/slinger to fire two missiles in their bow or sling at once, both at the same target at a –2 modifier to the Shooting roll. The target must be within short range. If the attack is successful, both missiles hit, both causing normal damage.

Zen Archery (mod)

Req:

Description: you are able to fire more arrows at once, an extra one per level taken up to 3. For each arrow you suffer -1 ToHit (the number fired must be decided before rolling, so shooting 3 arrows would be at -3 each). All arrows must be against the same target. Can only be done at optimum range. Separate attack rolls are made for each arrow. Use of Zen Archery costs 1 FAT. The AP cost is increased by 1 for each extra arrow (+2 for 3 arrows), and the users BASE dice must be used.

Distant Shot (mod)

Req:

Description: increase your maximum range of a fired weapon by an extra zone. Select a single fired (not thrown) weapon. May be taken multiple times for different weapons. Only permits a single missile attack, so no Zen Archery.

Mounted Combat

Riding (Agility)(b4)

Description:

Adv: gain +1d

Master: gain +2d.

Driving (Agility)(b4)

Description:

Adv: gain +1d

Master: gain +2d.

Flying (Agility)(b4)

Description:

Adv: gain +1d

Master: gain +2d.

Trample (mod)

Req: Riding

Description: A chariot or horse can be used to ride over an opponent and inflict trampling damage. This requires the horses to be trained for battle.

The attacker must do a charge move to execute this attack (see page 96 of the Core Rules).

The rider/driver does not get to attack but instead makes a riding/driving roll to attack the target.

If they miss the horses baulk before the target and swing randomly to the left or right to avoid them (or if no room they just stop), using up the rest of their movement if possible. The rider/driver and crew must all make Riding/AG(4) rolls or be thrown off.

If they fumble the horses baulk to a stop and the chariot swings over the top throwing the crew around for 3d6 damage. Such a chariot is broken till repaired.

If the attacker hits then they do ST+d6+Size(3 or 4) damage (a horse is Size 2, a chariot gains +1 size due to the vehicle if light, +2 if heavy). A target that has an action left, or was holding their action, may set to receive a charge or may make an AG(4/6) roll to avoid the attack (like against a burst attack). Doing so counts as their action for the round.

A chariot may trample multiple targets, as long as they can be contacted by the front edge of the element (no diagonals), and they comply with the charge move requirements. If contacted at the same time only one attack roll is made to hit all targets, as in a Sweep. If any movement separates the targets then new attack rolls are required for each.

The target of a trample attack is always knocked prone if they take any damage (including a Shaken), and they are moved out of the way.

If an attack results in no damage the chariot stops at that point.

If the target is bigger than the attacker (a chariot counts its total size for this, 2 per horse plus the cabin) and takes no damage then the attacker is stopped and all riders must make AG(4) rolls or be dismounted.

In the diagram the 2 horse chariot begins at Start, moves 6 to make a charge, then strikes the first two targets at A, makes a single attack and hits, rides over them to hit target B, makes a single attack against one opponent (no diagonal attacks), rides over him and moves on to attack target C .

The chariot always takes possession of the square unless it misses or does no damage, so move any overlapping figures to the side.

If a target is already prone the attack gains +2 to hit.

Ride-By-Attacks (mod)

Req: Riding

Rider can move, fight at -2, move (normal move limits),

They do not suffer an opportunity attack from the target (only).

Inflicts +2 damage as long as they move at least 3 squares straight immediately before the attack.

Chariots with scyths may use this attack but must perform a charge move. Any target that the chariot runs adjacent to will be attacked using a Driving roll as the skill. Any target that still has an initiative card left may elect to try to dodge by doing an AG(4) roll or set to receive the charge. See Chariots section for more details.

Born In The Saddle (mod)

Req:

+2d to riding rolls, cancels 2pts of unsteady platform penalty.

Defensive Driving (mod)

Req:

If the driver still has an action left to perform and the chariot is attacked they may make an Driving roll to reset your Parry score. This counts as your action, it can include a move for the chariot.

Flyby Attack (mod)

Req:

Description: used by flyers and mounted flyers. This allows them to move from StandAlone into InContact and out to StandAlone in the one move, whilst making an attack as they pass. The move can be interzone if they have the capacity.

Improved Flight (mod)

Req:

Description: you are a master at flying or riding flyers, allowing better movement. Increase your movement target number by +1 (7+1) per level.

Wingover (mod)

Req:

Description: flight maneouvre. You are able to reverse your direction of flight by 180 degrees.

Magical

Mage(Mind)(b4)

Req: Smart

Skill required by all mage spell casters.

Read, write, ceremony, ritual, shopping, history, legend, research, logic.

Adv: gain +1d

Master: gain +2d.

Priest (Will)(b4)

Req: Focused.

Skills required by all divine spell casters.

Read, write, religion, history, ceremony, ritual, worship, oratory, faith.

Adv: gain +1d

Master: gain +2d.

Shaman (Spirit)(b4)

Req: Calm

Shamanic skills used to allow the user to cast shamanic spells and conduct traditional ceremonies.

Spirits, history, ceremony, ritual, worship, nature, traditions.

Adv: gain +1d

Master: gain +2d.

Alchemy (Mind)(b4)

Req:

The ability to use raw magical materials and convert them into usable magical items. There is a wide range of materials that can be used for this.

There is a matching skill that goes with this feat – Knowledge(Alchemy)(SM) that is used to make the rolls to convert the materials into potions and the like.

You begin with d4 in this skill when you take this edge. You cannot take the skill without this edge

Adv: gain +1d

Master: gain +2d.

Spell Casting (mod)

Req: Mage.

Enhances the Mages casting ability by +1d.

Faith (mod)

Req: Priest

Enhances the Priests casting ability by +1d.

Serenity (mod)

Req: Shaman

Enhances the Shamans casting ability by +1d.

Spell Targetting-Fired (mod)

Req: None

This improves all your Fired spell casting rolls by +1d

Spell Targetting-Thrown (mod)

Req: None

This improves all your Thrown spell casting rolls by +1d

Spell Targeting-Touch(mod)

Req: None

This improves all your Touch and Body Touch casting rolls by +1d.

Co-Operative Magic (mod)

Casters can combine to cast magic. They must all have this feat and be of the same class. Effect: +1d to spellcasting rolls, per extra person. The lowest skill of the casters is used for the roll. Power costs are spread as desired.

New Powers

Req: Mage or Faith or Shaman

The caster gains 3 new powers. A Priest may use this to gain a new domain, its edge, and one power.

Touch Of The Divine (mod)

Req: Faith

Allows the use of one Domain of magic (but not the Domain edge). You may cast ONE spell from that domain per day. The number of power pts available to cast with equates to the (number of exp pts/20) +3.You may not be a Sorceror or Shaman.

Combat Casting (mod)

Req: None

Description: the user is able to cast spells whilst in combat without being distracted as much. Reduce all spell casting penalties for you being InContact and InClose by one ( becomes -2d and -3d). This can only be taken once.

Spell Penetration (mod)

Req: None

Description: user is able to overcome magic resistance, reducing it one level. May only be taken once.

Disguise Spellcasting (mod)

Req: None

Description: able to prevent others recognising your spell casting, modifying base values by 1 per level. Recognising another spellcasting is a 'normal' task to anyone with Mage skill who performs an observe action, and 'difficult' if done as a Free action. This skill would modify those levels -1 appropriately.

Spell Master (mod)

Req:

Description: similar to Combat Master but for spell casting actions.You may use your Base action dice (a 6) and one other dice at the same time for a single action, allowing you to accumulate actions faster.

Fast Cast (mod)

Req: Mage/Priest/Shaman

If you can reduce a spells casting time to 0d you may cast that spell as a free action, and perform another action OTHER than casting.

Rays (mod)

Req: Mage/Priest/Shaman

Description: you gain +1d when using a spell at Ranged Maximum, the spells manifestation appears as a bunch of bright rays of power striking out toward the targets.

Beams (mod)

Req: Mage/Priest/Shaman

Description: you gain +1d when using a spell at Ranged Long, the spells manifestation appears as a bunch of narrow beams of power striking out toward the targets.

Bolts (mod)

Description: you gain +1d when using a spell at Thrown Maximum range, the spells manifestation appears as a bunch of short bolts of power striking out toward the targets.

Balls

Req: Mage/Priest/Shaman

Description: you gain +1d when using a spell at Thrown Long range, the spells manifestation appears as a bunch of solid balls of power striking out toward the targets.

Cones

Req: Mage/Priest/Shaman

Description: you gain +1d when targetting a group (or more) at Optimum range.

Blast

Req: Mage/Priest/Shaman

Description:

you gain +1d when using elemental Air spells.

Burst (mod)

Description: you gain +1d when using elemental Water spells

Bombs

Req: Mage/Priest/Shaman

Description: you gain +1d when using elemental Earth spells

Auras

Req: Mage/Priest/Shaman

Description: you gain +1d when using elemental Fire spells

Radiance

Req: Mage/Priest/Shaman

Description:

you gain +1d when using elemental spells on yourself or anyone bound to you.

Split Ray(mod)

Req:

Description: you gain +1d when you attack multiple single targets (no groups).

Widen Spell (mod)

Req:

Description: user can widen a spells area of effect, you gain +1d when attacking a single Group at long or maximum range.

Multi-Spell (mod)

Req:

Description:

Perception

Spot (Mind)(b4)

Req: none

The ability to see things at a distance or to visually see things within a larger image.

Adv: gain +1d

Master: gain +2d.

Search (Body)(b4)

Req: none

The ability to find things using both visual and tactile means, physically touching and handling the target.

Adv: gain +1d

Master: gain +2d.

Recall (Mind)(b4)

Req: None

Description: you may roll to recall details of any event in the past. You must have some idea what it is you are after so the GM can elaborate on it. The more successes the more detail the GM should give.

Adv: gain +1d

Master: gain +2 dice.

Eye for Detail (mod)

Req: none

Description: you may perform an Observe action as a Free action.

Fast Find (mod)

Req: none

Description: the user is talented at organising their load and is able to find things faster. Reduce the action point cost to retrieve anything to a Free action.

Physicality

Thief (Agility)(b4)

Req:

The art of taking what is not yours, preferably without them knowing.

Pick pockets, disguise, hide, run, streetwise, fencing, robbery, burglary, lock picking.

Does not include Stealth abilities.

Adv: gain +1d

Master: gain +2d.

Stealth (Agility)(b4)

Req:

Ability to remain unseen and unheard.

Move quietly, hide, listen, climbing, jumping, falling, breathing, acrobatics.

Adv: gain +1d

Master: gain +2d.

Athletics (Body)(b4)

Req:

General athletic skills.

+1d to Movement rolls. Running, jumping, balancing, tumbling, throwing, catching, swimming etc

Adv: gain +1d

Master: gain +2d.

Swim (Body)(b4)

Description: you are a master swimmer. Swimmers usually have a movement target number of 4 (7-3), with this you suffer 1 less per level.

Adv: gain +1d

Master: gain +2d.

Sprint (mod)

Req: None

Description: the user gains 0/+1/0 movement rate.

Fast (mod)

Req: Athletics

Description: you have trained yourself to be a fast and efficient runner, whenever a 1d6 roll to complete a move is called for you use 2d6 and take the best result.

Initiative (mod)

Req: none

Description: you gain +1 to a single action dice rolled per level of this ability. If the dice is converted to a 6 then you DO NOT get a reroll. You may convert 1's to a 2.

Adv: may alter 2 dice, +1 each.

Master: may alter 3 dice, +1 each.

Leap to Your Feet (mod)

Req: Athletics

Description: you are able to move from prone to standing at a cost of +1AP, this can also be done as part of any other action as a +1 cost.

Blind Fighting (mod)

Req: Stealth

Description: ability to fight in poor or no light, or with poor or no sight. Reduce light penalties by 1 per level taken, only applies to melee and targets that are InContact or InClose. This skill can be taken upto 2 times. It will stack with Low Light abilities, so an elf could get themselves to fight in the dark exceptionally well. Note that this skill does not allow you to 'see' in the dark, it merely allows you to perform melee in the dark. Modifies all darkness Limits appropriately.

Stability (mod)

Req: none.

Description: whenever you suffer an effect that would knock you from your feet (like Trip) you avoid or reduce that effect. If the cause included any special successes this cancels one of them for each level taken. If the cause results in a die roll this skill modifies the base value in your favour by 1 per level. Maximum of 2 levels

Social

Entertainer (Appearance)(b4)

Req: none

Skills required by performers.

Singing, music, poetry, jokes, bard, juggling, tumbling, acting.

Adv: gain +1d

Master: gain +2d.

Interact (Appearance)(b4)

Req: none

Interaction with a single creature. Communication at a personal level. For group interaction use Social.

Influence, intimidate, persuade, communicate.

Adv: gain +1d

Master: gain +2d.

Language (Mind)(b4)

Req: none

Selection of this skill gives you basic reading (and writing if literate) in one language.

Adv: gain +1d

Master: gain +2d.

Social (Appearance)(b4)

Req: None

Skill required to mix with and impress groups of others, as opposed to individuals where Interact would be used.

Etiquette, gossip, talk, news, politics, romance, music, poetry, dance, drink.

Adv: gain +1d

Master: gain +2d.

Command (Appearance)(b4)

Req: None

Skill at leading a group in combat, organisational and training based skills that get performance and obedience from a group of individuals acting as a unit.

Adv: gain +1d

Master: gain +2d.

Politics (Appearance)(b4)

Req: none

General skills of a political leader.

Lying, beaurocracy, bribery, oratory, administration, cover up.

Adv: gain +1d

Master: gain +2d.

Noble (Appearance)(b4)

Req: None

Skills required by people of special rank or birth.

Command, etiquette, oratory, diplomacy, social standing, riding, music, read, write, leadership.

Adv: gain +1d

Master: gain +2d.

Leadership (Appearance)(b4)

Req: none

The skills required to lead other heroic characters (and players). A leader can use their skill to increase the Initiative of their side in combat. This is a charismatic effect, not an organisational one such as Command. Applies to all within the same zone.

Successful use can cancel/restore the loss of a single Mental Rank due to a morale or fear based effect. To do this the skill must be used immediately after the effect takes hold, which could be difficult.

Only one character can exercise this ability at a time, if more than one Leader is present then one of them must be agreed to be THE Leader.

Command, motivation, tactics, organising, motivation.

Adv: gain +1d

Master: gain +2d

Officer (mod)

Req: Leadership

Skills known by an officer and a gentlemen. Successful use of Officer skill can improve the initiative value of soldiers/followers in the same zone as you (excluding players).

Successful use can cancel/restore the loss of a single Mental Rank due to a morale or fear based effect. To do this the skill must be used immediately after the effect takes hold, which could be difficult.

Command, beaurocracy, bribery, tactics, intrigue, riding, dance.

Soldier (Mod)

Req: Command

Skills known by all grunt soldiers (as opposed to officers). Successful use of Soldier skill can improve the initiative value of those InContact with you (excluding players).

Successful use can cancel/restore the loss of a single Mental Rank due to a morale or fear based effect. To do this the skill must be used immediately after the effect takes hold, which could be difficult.

Drill, command, riding, digging, hygiene, weapons, armour.

Good Rep/Bad Rep (mod)

Req: any

Whether that character is branded a hero or villain, he has earned a reputation. He may add his Charisma to Intimidation rolls. A negative score is treated as positive for this purpose (and the character has a bad reputation).

Hold the Line (mod)

Req: Command

Description: +1d to either Command or Leadership, pick one, can be taken twice to get both.

Bullwark of Defence (mod)

Req: Command

Description: you may expend 1pt from an action dice and improve your defence base value by +1 per level. The maximum you can improve a single defence by is limited by the number of levels you have. Maximum of 3 levels. This decision MUST be made before an attack is rolled.

Tactician (mod)

Req: Command

Description: you are skilled at deploying your forces and at making use of terrain and situations. If there is time before an encounter you may be able to modify the encounter map to your advantage... no specifics yet. You will ne able to control the positions of your firends and maybe your enemies at the start of an encounter...no specifics yet.

Terrain

Survival (Body)(b4)

Req: Mage/Priest/Shaman

Req: Mage/Priest/Shaman

Req: none

Ability to stay alive in various terrains and climates in adverse times and conditions.

Hunting, foraging, scavenging, locating food and water, first aid, exposure reduction.

Adv: gain +1d

Master: gain +2d.

Scout (Body)(b4)

Req: None

Scouts have learned to watch for signs and trust their instincts.

Anytime the GM draws a face card while travelling (indicating a random encounter has occurred), a Scout may make a Notice roll at -2. If successful, the Scout detects the hazard, creature, or situation at the earliest opportunity, likely giving his party time to avoid it or at least attack it on their own terms.

Scouts gain +2 to Notice rolls made to avoid surprise in tactical situation.

Adv: gain +1d

Master: gain +2d.

Desert (mod)

Req: none

Skills that a dervish would know, relating to that type of environment. The following skills are environment specific.

Tracking, climbing, shelter seeking, water finding, geography.

Mountain (mod)

Req: none

Skills that a mountaineer would know, relating to that type of environment. The following skills are environment specific.

Tracking, climbing, rope use, geography, minerals and ores, weather prediction.

Plains (mod)

Req: none

Skills that would be known to a plainsman or nomadic character, relating to that type of environment. The following skills are environment specific.

Hunting, trapping, tracking, riding, hiding, nature, animals, skinning.

Riverine (mod)

Req: none

Skills for living and travelling around water evvironments such as rivers, swamps, marshes etc.

Hunting, trapper, fishing, netting, rowing, swimming, small water craft.

Rural (mod)

Req: none

Skills known by those who work the land.

Farming, husbandry, poaching, hunting, jobs, gossip, crops, weather prediction.

Sea (mod)

Req: none

General skills of the water, as would be expected of a sailor.

Sailing, rope use, navigation, weather prediction, sewing, fishing.

Urban (mod)

Req: none

General skills known to a resident of a town or city.

Haggle, gossip, find jobs, places and news, socialising, shopping.

Underground (mod)

Req: none

Skills for living and travelling and working in undergorund environments.

Climbing, perception, hearing, stealth, smell, identify fungus.

Woodland (mod)

Req: none

Skills that would be known to a woodsman or frontier character, relating to that type of environment. The following skills are environment specific.

Hunting, trapping, tracking, moving silently, hiding, nature, animals, skinning.

Dune Warrior (mod)

Req: none

Wearing ANY armour in HOT conditions imposes a negative equal to the Toughness rating during combat and during fatigue tests. DWs ignore 1 level of this penalty. They also get +1 to survival rolls in desert.

Wind Sense(mod)

Req: None

Ability to sense the weather in the desert (common knowledge roll to warn of storms), to smell trouble (+1 to Notice rolls vs surprise), to find water and shelter etc (+1 survival rolls to all in group).

Trading

Bureaucracy (Will)(b4)

Req:

Skills in dealing with officials and official rules.

Adv: gain +1d

Master: gain +2d.

Craft (var)(b4)

Req:

This skill represents the different trade skills, such as carpenter, mechanic, grocer, builder etc. These are basically professional careers in medieval times and generally have a guild system to support them. Each craft skill should have a different skill level.

Adv: gain +1d

Master: gain +2d.

Merchant (Will)(b4)

Req:

Skills required by your run of the mill trader. Trade, haggle, bribery, accounting, beaurocracy, news, gossip.

Adv: gain +1d

Master: gain +2d.

Trader (Mod)

Req: Merchant

Skills required to run a business involving import and export to foreign cities.

Streetwise (Mnd)(b4)

Req: None

Finding things or information from the street, knowing who and where to go, and how to deal with them.