Primary Attributes: Intelligence, Dexterity and Agility – Bonus
dice awarded for each instead of standard STR & END for Warrior.
Initial
Skill Bonuses:
Are given for bonus attributes (15 = 1, 16 = 2, 17 = 3, 18 = 4). For Skill
Bonus may improve Natural Defense (@ D6-1%), Weapon Proficiency (@ 2d6-1%), or
Stamina (1/2 of standard level rolled). Maximum Skill Bonuses per area is
Intelligence bonus, thus 16 INT allows 2 bonuses per area initially.
Fault --- Does not gain any Skill
bonuses (IE. Binding, tracking) other than basic racial, thus no additional
learning for special racial or attributes. Also unable to have any ‘knacks’
other than weapon related.
Primary
Fault / Experience penalty --- Needs additional 30% additional Experience Points
to progress levels. That’s is, making 2nd level @ 1300 XPs, 3rd
@ 2600 XPs, 4th @ 5200 XPs, etc. Bonus Attributes in INT, DEX and
AGL will defer this. Each Bonus Attribute (IE. 15 or better) subtracts 5%. A
Bonus Attribute of 18 subtracts 10%. The experience penalty may be reduced for
attribute growth at advanced levels. Maximum reduction is to 10%.
Edge --- Gets better weapon
training per level advancement. Gets 1 free re-roll for primary
weapon and Natural Defense.
Primary
Edge / Weapon Stunts / ”The Disciplines”: Instead of standard weapon damage bonus (IE. Every 40% above 100%
proficiency) Blademaster may choose class-specific Stunts. First discipline is
gained at 100% proficiency with primary weapon. Additional discipline may be
learned every ‘Racial Threshold’, thus Humans every 40% after.
Preparation
- Before
each use of any discipline, mental preparation is required. Needs to prepare up
to 4 actions (12 seconds), reduces 1 action per level attained in discipline to
minimum of 1 action (3 seconds) at 4th level. No preparation needed
once 8th level in a discipline is achieved.
Way of Fire: Initial explosive
attack; causes additional damage from primary weapon. At 1st
level adds +2 damage, 2nd level: +3 damage, 3rd level: +4
damage. At 4th level the weapons damage dice roll is doubled, thus a
D8 roll of 5 = 10 damage. A Max roll (IE. D8 of 8, doubled to 16) gets only 1
additional dice roll but it is doubled. At 5th level, weapon damage
roll is doubled then add +2. At 8th, weapon damage roll is tripled.
Way of Earth: Incrementally stronger
attacks; adds incremental to hits and damage to successive attacks. To
benefit from increasing attacks it is necessary to keep hitting your opponent
with every attack or bonuses are lost. At 1st level: 1st attack is +1/+1. At 2nd
level, 1st attack is +1/+1, 2nd attack is +2/+2. Thus at
5th level: 1st attack is +1/+1 up to +5/+5 for 5th
consecutive successful attack.
Way of Air: Faster attacks;
additional ‘to-hit’ growing to additional attacks. At 1st level
gains +1 ‘to-hit’ and additional attack after 4 actions; the additional attack
does not get the +1. 2nd level gains +1 ‘to-hit’ and additional
attack after 3 actions. 3rd level gains +1 ‘to-hit’ and additional
attack after 2 actions. 4th level gains +1 ‘to-hit’ and additional
attack after 1 action; thus an additional attack every other action. 5th
level gains +2 ‘to-hit’ and additional attack after 1 action; thus every other
round. 6th level gains +2 ‘to-hit’ and additional attack after 1
action (every other round); but extra attack occurs as first action. 7th
level as 6th but ‘to-hit’ bonus is +3. At 8th level is
allowed 2 attacks every round.
Way of Water: Flowing defense; better
dodges or parries. Each level gained allows additional ‘1’ to be added to
Parry or Dodge. Must add ‘1’ to each every 4 levels.
Way of Shadow: Because each discipline is
so stylized, experienced opponents may detect style and know how to counter. This
discipline disguises the styles. At 4th level, also gives
powerful feint to distract and setup opponent.
Advanced Disciplines: Only allowed after the specified base
disciplines are learned to 4th level, this allows disciplines to be
melded together.
Way of Ice / combining Air &
Water: Swifter
attacks and defenses, this appears as a dance and opponent’s responses become
clumsier as if slipping on ice.
Way of Iron / combining Fire
and Earth: Increasingly explosive all-out attacking style.