The QuestFRP Player's Handbook

FIGHTER SKILLS

INTRODUCTION TO FIGHTER SKILL CLASS


[6.1.1]

The Fighter Skill Class is primarily concerned with weapons handling and attendant specializations. When a Character acquires a Weapons Discipline, the Character must choose one weapon in the list of weapons detailed for that Discipline as the primary weapon. The primary weapon receives all the bonuses detailed in the Degrees of Mastery of the Discipline. The Character may use similar weapons at a -2 CR penalty (similarity is decided by the GM). If a Character is completely unskilled with a weapon it is used at a -4 CR, -2 DR, -2 PR penalty.

[6.1.2]

Some explanation of how Fighter Disciplines Function. Both the DR bonus and the PR bonus function only in hand-to-hand (not missile) combat unless otherwise noted. All weapons have a regular number of times the Character may attack or parry with them, called Blows. All Characters may strike a Blow, and will gain further Blows as they advance in specific Disciplines. The Non-Bow Missile Weapons typically require more than one Blow to reload. As more Blows are added through Degrees of Mastery, the Character may attack and/or parry more frequently. At each DoM of the weapons Disciplines, the CR, DR, PR bonuses and the Blows a Character can strike are given. These are not additive with the previous DoM of that weapons Discipline, but represent what the Character has at that DoM. If no mention is made of a specific total, it remains unchanged from the previous DoM. The bonuses and extra Blows are taken only with the specific weapon the Character has chosen.

[6.1.3]

Melee/Missile Combat Example

Two fighters - Baltar, a human, and Wally, a dwarf, are walking along a plain minding their own business when from a hilltop about 100 meters away two annoying archers decide to kill them. Both of them are wearing iron chain hauberks (12 damage absorption) and iron battle helms (12 damage absorption). The first Baltar and Wally see of these archers are the two arrows coming down on them. Since they weren't aware of the arrows neither of them have any DR. The archers have a CR of 6 with their long bows, are firing from medium range (-1 CR) with a height advantage (+1 CR). So 6 CR - 0 DR = 6, and hits are looked up on the +6 column of the melee/missile chart by the GM. Archer 1 (Dirk) rolls is attacking Baltar and rolls a 92 on d100, resulting in a head hit. He rolls 15 on 3d8, but Baltar has a 12 points of protection on his head so only 3 goes through, but it certainly gets his attention. Archer 2 (Guido) also has a 6 CR and rolls a 34 on d100 hitting Wally in the Weapon Arm for 12 damage. Since the arrow is a thrusting weapon Wally's chain is at 1/2 effectiveness (12/2 = 6) and he takes 6 damage through to his arm.

With their arrows released Dirk and Guido quickly move to reload. Both of them have 4 Blows with the Long Bow, so they can fire an arrow every 7 seconds (70 subphases). In the mean time Baltar and Wally make Assessment Rolls to see how quickly they evaluate the situation. Baltar has an Assessment Statistic of 12 and rolls a 14 on 3d6, so he takes 12 + 14 = 26 subphases before he starts reacting. Wally being both more intelligent (he has an Assessment Statistic of 5) and lucky rolls a 9 on 3d6, so he takes 5 + 9 = 14 subphases to react. So, while Baltar is still standing there with a silly look on his face Wally starts charging up the hill 1.4 seconds after the arrow hit him. He keeps a careful eye on the archers in case of future shots coming his way, going into a Broken Field Sprint. About a second later Baltar gets his kite shield off his back and onto his arm. The Equip Time for a Kite Shield (on the back) is 120 subphases, since Baltar has a Dexterity of 16 he has a Equip Time Modifier of -2, making the shield take 120-2 = 118 subphases to equip (the modifier may be useless with a shield, but it comes in handy drawing a sword). Baltar declares that it is covering his Chest, Abdomen, and Groin, as well as his Shield Arm from missile attacks. He then starts up the hill after Wally at a Sprint, with a spear in hand and his sword girthed about his waist (he would not be able to sprint safely over the rocky ground if his shield were up over his head).

Meanwhile Wally had started up towards the archers at a Trot (versus a Run or a Sprint) so that he could keep his eyes out for incoming arrows. Wally has an Agility of 12, so he may Trot at 12*(1/5) = 2.4 meters/sec. Baltar has an Agility of 16, so he may Sprint at 16*(1/2) = 8 meters/sec. So, 7 seconds after the first arrows hit Baltar has been running for 2.4 seconds, covering 19.2 meters. And Wally has been running for 5.6 seconds, covering 13.4 meters.

Dirk and Guido, seeing the mindless fighters charging towards them each loose an arrow towards their chosen target. Dirk fires at Baltar again, who is now in short range giving Dirk a CR of 7 (+1 height advantage). Dirk rolls a 41 on d100, striking Baltar in the left leg (missing his shield) on the +7 chart, for 12 on 3d8 damage. Baltar has chain as well so his effective armor is 12/6 = 6 absorption against arrows, and 6 points get through. Wally is still in the medium range of Guido's long bow and he is actively Dodging which gives him 1/5 his Agility (1/5 * 12 = 2.4 = 2) as Missile DR. Guido fires his arrow, rolling a Since Wally is in medium range he first attempts to side-step the arrow by making a 52 on d100. Since Wally is in medium range and is Dodging he may try to side-step the arrow by making a Save vs. Agility. He rolls a 8 on d20, successfully side-stepping the arrow (which falls harmlessly to the ground). If Wally had not side-stepped Guido would have been on the +4 Chart (CR of 6 - DR of 2) and would have hit Wally in the left leg.

7 seconds later Baltar has covered 75.2 of the 100 meters to the archers. Meanwhile Wally has only covered 30.2 meters at his Trot. Both Dirk and Guido decide to shoot Baltar. Dirk rolls a 34 on the +7 Chart striking Baltar in the left leg again for 11 points of damage, 11 - 6 = 5 goes through. Guido rolls a 67 on the +7 Chart striking Baltar in the Abdomen for 17 points of damage. Baltar had declared his shield was over his Abdomen. His shield absorbs 12 points of damage plus his 12 point chain (1/2 against piercing), giving him 18 points of damage absorption and stopping the arrow. After shooting their arrows Dirk and Guido each expend a Blow to drop their bows and draw their Rapiers. Both Dirk and Guido have 4 Blows with their Rapiers, so this action takes 8 subphases. They both also start moving acrobatically (Acrobatics III) which adds +1 DR. Both of them have a skill roll of 86 in acrobatics. Dirk makes his acrobatics skill roll with a 73 on d100. Guido makes his acrobatics skill roll with a 12 on d100. Each of them has a DR of 5 with the Rapier and now they each have a DR 6 during the combat.

Wally makes a reaction rolls to see how quickly he realizes the bows are no longer a threat. He rolls a 16, so he takes (16 - (0.5*8)) + 10 = 22 subphases before he can realize this and start Sprinting. As such (assuming nothing changes his mind) Wally will reach Dirk and Guido after another 22 subphases at a Trot (35.5 meters away) and the other 64.5 meters at a Sprint. Wally Sprints at 6 meters/second so he will take 107 subphases to cover that distance.

Baltar continues sprinting up the hill until he is 5 meters away from Dirk and Guido. This takes until 25 subphases (giving Dirk and Guido time to draw their Rapiers). He then launches the spear at Guido with a CR of 4. Since this is a missile weapon Guido only has his 1 DR from Acrobatics and Baltar rolls a 83 on the +3 Chart hitting Guido in the Chest for 8 (on 2d10) damage. Both Dirk and Guido are wearing a Norman Helm (10 absorption), Reinforced Buskins (6 absorption, legs), Leather Cuirass (4 absorption, torso), and a Splinted Bracer (8 absorption) on their Shield Arm with an Arm Plate (14 absorption) on their Weapon Arm. The sum DR adjustment for this armor is -0.25, which rounds to 0. As such Baltar's spear hits Guido in his least defended place for 8-4 = 4 damage through. This is declared as zeros on the Melee Round chart (e.g. the 0th subphase on the chart).

From zeros Wally will arrive at subphase 107-25 = 82.

Baltar then stops and draws his sword, which takes 8 subphases. Meanwhile Dirk and Guido make reaction rolls (16 Intelligences) to see how quickly they can react to this new information that Baltar is no longer charging. Dirk rolls a 6 on d20 and Guido a 1 on d20. So Dirk takes (6 - (0.5*16)) + 10 = 8 subphases and Guido takes (1 - (0.5*16)) + 10 = 3 subphases to react. 3 subphases later Guido takes off at a Sprint towards Baltar, trying to get to him before he can draw his sword. Guido has a 16 Agility making his sprinting speed equal to Baltar's 8 meters/sec = 16*(1/2) = 8/10 of a meter per subphase. So Guido will reach Baltar in 5 meters / 0.8 meters/sec = 6.25 = 6 subphases, which is the 6+3 = 9th subphase of the combat. Baltar takes 8 subphases to draw his weapon. Guido gains a Blow at subphase 9 since he had been holding his Blow for Baltar ever since he had taken his sword out, which was over 3 seconds ago (25+9 = 34 subphases ago). Dirk will arrive with his held Blow at subphase 6+8 = 14 (he also has an Agility of 16). Baltar doesn't have any held Blow since he used his in his spear attack and only just drew his sword.

Dirk and Guido both have a 5 CR with the Rapier and Baltar has a 3 DR with his longsword. So Guido strikes at subphase 9 on the +2 Chart with a roll of 100, hitting Baltar in the Head. Baltar decides this would be a good time to Parry and "pulls" his next Blow as a Parry. He has a PR of 3, so he is on the 3-5 = -2 Chart for parrying. He rolls a 85 resulting in a Block. But Guido goes again at subphase 12 and rolls a 99 on the +2 Chart resulting in another Head hit. Since Baltar had already pulled his Blow at subphase 12 he now must pull his Blow at subphase 19 (which only just became accessable to him) in order to Parry. He does so and rolls a 81 on the -2 Chart resulting in another Block. But Dirk was close behind and at subphase 14 Dirk strikes, also on the +2 Chart. He however rolls a 3 resulting in a broken weapon.

Wally's now only had to run 59.5 meters to reach the battle, so he will arrive at subphase 73.

BOW WEAPON

[Display Tree]


[6.2.0.5]

Bow Blows work differently from Handheld Blows. Instead of blows being resolved on a per Round basis they are resolved on a per second basis (for more information about melee combat and blow resolution see the Game Masters Guide: Melee). A character unskilled in Bow Blows fires a bow at the rate of 1 arrow per 10 seconds. For every DoM of Bow Blows gained the character fires a bow 1 second faster. As such at DoM 1 Bow Blows the rate is 1 arrow per 9 seconds, at DoM 9 it is 1 arrow per second. If the GM allows it, DoMs higher than 9 halve the firing time, so that a DoM 10 Bow Blows archer shoots every 5 pulses.

[6.2.1]

DoM 1) BOW WEAPON BLOWS I
Base Cost: 100Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +1 BLOWS, 9 sec/arrow.
Short Description: 9 sec/arrow

[6.2.2]

DoM 2) BOW WEAPON BLOWS II
Base Cost: 200Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +2 BLOWS, 8 sec/arrow.
Short Description: 8 sec/arrow
Prerequisites: BOW WEAPON BLOWS I [Display prerequisites graphically]

[6.2.3]

DoM 3) BOW WEAPON BLOWS III
Base Cost: 300Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +3 BLOWS, 7 sec/arrow.
Short Description: 7 sec/arrow
Prerequisites: BOW WEAPON BLOWS II [Display prerequisites graphically]

[6.2.4]

DoM 4) BOW WEAPON BLOWS IV
Base Cost: 400Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +4 BLOWS, 6 sec/arrow.
Short Description: 6 sec/arrow
Prerequisites: BOW WEAPON BLOWS III [Display prerequisites graphically]

[6.2.5]

DoM 5) BOW WEAPON BLOWS V
Base Cost: 500Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +5 BLOWS, 5 sec/arrow.
Short Description: 5 sec/arrow
Prerequisites: BOW WEAPON BLOWS IV [Display prerequisites graphically]

[6.2.6]

DoM 6) BOW WEAPON BLOWS VI
Base Cost: 600Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +6 BLOWS, 4 sec/arrow.
Short Description: 4 sec/arrow
Prerequisites: BOW WEAPON BLOWS V [Display prerequisites graphically]

[6.2.7]

DoM 7) BOW WEAPON BLOWS VII
Base Cost: 700Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +7 BLOWS, 3 sec/arrow.
Short Description: 3 sec/arrow
Prerequisites: BOW WEAPON BLOWS VI [Display prerequisites graphically]

[6.2.8]

DoM 8) BOW WEAPON BLOWS VIII
Base Cost: 800Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +8 BLOWS, 2 sec/arrow.
Short Description: 2 sec/arrow
Prerequisites: BOW WEAPON BLOWS VII [Display prerequisites graphically]

[6.2.9]

DoM 9) BOW WEAPON BLOWS IX
Base Cost: 900Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +9 BLOWS, 1 sec/arrow.
Short Description: 1 sec/arrow
Prerequisites: BOW WEAPON BLOWS VIII [Display prerequisites graphically]

[6.2.10]

DoM 10) BOW WEAPON BLOWS X
Base Cost: 1000Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +10 BLOWS, 5 pulses/arrow.
Short Description: 5 pulses/arrow
Prerequisites: BOW WEAPON BLOWS IX [Display prerequisites graphically]

[6.2.11]

DoM 1) BOW WEAPON CR I
Base Cost: 100Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +1 CR
Short Description: +1 CR

[6.2.12]

DoM 2) BOW WEAPON CR II
Base Cost: 200Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +2 CR
Short Description: +2 CR
Prerequisites: BOW WEAPON CR I [Display prerequisites graphically]

[6.2.13]

DoM 3) BOW WEAPON CR III
Base Cost: 300Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +3 CR
Short Description: +3 CR
Prerequisites: BOW WEAPON CR II [Display prerequisites graphically]

[6.2.14]

DoM 4) BOW WEAPON CR IV
Base Cost: 400Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +4 CR
Short Description: +4 CR
Prerequisites: BOW WEAPON CR III [Display prerequisites graphically]

[6.2.15]

DoM 5) BOW WEAPON CR V
Base Cost: 500Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +5 CR
Short Description: +5 CR
Prerequisites: BOW WEAPON CR IV [Display prerequisites graphically]

[6.2.16]

DoM 6) BOW WEAPON CR VI
Base Cost: 600Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +6 CR
Short Description: +6 CR
Prerequisites: BOW WEAPON CR V [Display prerequisites graphically]

[6.2.17]

DoM 7) BOW WEAPON CR VII
Base Cost: 700Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +7 CR
Short Description: +7 CR
Prerequisites: BOW WEAPON CR VI [Display prerequisites graphically]

[6.2.18]

DoM 8) BOW WEAPON CR VIII
Base Cost: 800Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +8 CR
Short Description: +8 CR
Prerequisites: BOW WEAPON CR VII [Display prerequisites graphically]

[6.2.19]

DoM 9) BOW WEAPON CR IX
Base Cost: 900Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +9 CR
Short Description: +9 CR
Prerequisites: BOW WEAPON CR VIII [Display prerequisites graphically]

[6.2.20]

DoM 10) BOW WEAPON CR X
Base Cost: 1000Learning Rate: + (Strength) + (Dexterity * 2) + (Constitution) + (Will)
Long Description: The Character is +10 CR
Short Description: +10 CR
Prerequisites: BOW WEAPON CR IX [Display prerequisites graphically]

[6.2.100]


Bow Weapon Tree
Bow Weapon Tree: displays prerequisite relationships.


GENERAL FIGHTER SKILLS

[Display Tree]


[6.3.1]

DoM 1) Initiative I
Base Cost: 100Learning Rate: + (Dexterity * 3) + (Agility) + (Constitution)
Long Description: The Character gains -5 Assessment Roll for the purposes of determining initiative in melee.
Short Description: -5 Assessment Roll
Prerequisites: HANDHELD WEAPON CR I [Display prerequisites graphically]

[6.3.2]

DoM 1) Quick Draw
Base Cost: 100Learning Rate: + (Dexterity * 3) + (Agility) + (Constitution)
Long Description: The Fencer has learned the art of quick drawing, and may attempt to strike or parry from a sheathed position with a bonus of +2 CR or PR. This skill works by surprising an opponent and thus it will work only once per combat.
Short Description: +2 CR or PR from sheathed position
Prerequisites: Initiative II [Display prerequisites graphically]

[6.3.3]

DoM 2) Parry Missile Weapons I
Base Cost: 200Learning Rate: + (Dexterity * 3) + (Will * 2)
Long Description: The Character may parry any missile weapon using any handheld weapon at -2 PR
Short Description: Parry any missile weapon at -2 PR
Prerequisites: Parry Thrown Weapons I [Display prerequisites graphically]

[6.3.4]

DoM 2) Parry Thrown Weapons I
Base Cost: 200Learning Rate: + (Dexterity * 3) + (Will * 2)
Long Description: The Character may parry any thrown weapon using any handheld weapon at -3 PR
Short Description: Parry any thrown weapon at -3 PR
Prerequisites: HANDHELD WEAPON PR IV [Display prerequisites graphically]

[6.3.5]

DoM 2) Side step
Base Cost: 200Learning Rate: + (Strength) + (Dexterity) + (Agility * 2) + (Will)
Long Description: The Character may skirt advancing opponents, adding +1 CR when attacking from the side.
Short Description: +1 CR when attacking from the side.
Prerequisites: HANDHELD WEAPON DR II [Display prerequisites graphically]

[6.3.6]

DoM 2) Stop Thrust
Base Cost: 200Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: When using any handheld weapon with a point on an advancing opponent, the Character may add an additional damage die to their damage roll.
Short Description: Add an additional damage die against advancing opponent
Prerequisites: HANDHELD WEAPON DR II [Display prerequisites graphically]

[6.3.7]

DoM 3) Armor Expertise
Base Cost: 300Learning Rate: + (Dexterity * 2) + (Intellect * 3)
Long Description: The Character becomes adept at striking the more vulnerable sections of armor and subtracts 2 from his or her opponent's armor protection values. This ability will only function against physical armor with which the fighter is familiar and does not function against armor protection given by a Spell.
Short Description: -2 from opponent's armor

[6.3.8]

DoM 3) Armor Familiarity
Base Cost: 300Learning Rate: + (Strength * 2) + (Agility) + (Constitution)
Long Description: The Character has become so accustomed to wearing armor that he or she may ignore 1 point of DR penalty from the wearing of armor.
Short Description: -1 armor DR penalty

[6.3.9]

DoM 3) Initiative II
Base Cost: 300Learning Rate: + (Dexterity * 3) + (Agility) + (Constitution)
Long Description: The Character gains -10 Assessment Roll for the purposes of determining initiative in melee.
Short Description: -10 Assessment Roll
Prerequisites: HANDHELD WEAPON CR III, Initiative I [Display prerequisites graphically]

[6.3.10]

DoM 3) Sweep Attack
Base Cost: 300Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Constitution)
Long Description: The Character may attempt a sweep attack in the following manner: An attack is rolled on the opponent's weapon, treating the weapon's DR bonus due to the opponent's DoM with it as its DR. If this attack is successful - hitting higher than a half-weapon arm hit, the Character may attack the opponent, ignoring their weapon DR. The opponent may still attempt to parry the attack at -2 PR.
Short Description: Attack weapon; if successful ignore weapon DR
Prerequisites: HANDHELD WEAPON CR III [Display prerequisites graphically]

[6.3.11]

DoM 4) Blind Fighting I
Base Cost: 400Learning Rate: + (Dexterity) + (Agility) + (Intellect) + (Will * 2)
Long Description: The Character may fight in total darkness with a -2 penalty to CR,DR,PR.
Short Description: Fight in darkness at -2 CR,DR,PR.
Prerequisites: HANDHELD WEAPON CR IV, Situational Awareness [Display prerequisites graphically]

[6.3.12]

DoM 4) Parry Missile Weapons II
Base Cost: 400Learning Rate: + (Dexterity * 3) + (Will * 2)
Long Description: The Character may parry any missile weapon using any handheld weapon with no penalty
Short Description: Parry any missile weapon - no penalty
Prerequisites: Parry Missile Weapons I, Parry Thrown Weapons II [Display prerequisites graphically]

[6.3.13]

DoM 4) Parry Thrown Weapons II
Base Cost: 400Learning Rate: + (Dexterity * 3) + (Will * 2)
Long Description: The Character may parry any thrown weapon using any handheld weapon at -2 PR
Short Description: Parry any thrown weapon at -2 PR
Prerequisites: HANDHELD WEAPON PR VI, Parry Thrown Weapons I [Display prerequisites graphically]

[6.3.14]

DoM 4) Parry-Riposte
Base Cost: 400Learning Rate: + (Dexterity * 3) + (Agility) + (Will)
Long Description: On a successful parry, the Character receives a free attack against the attacking opponent.
Short Description: Free attack with parry
Prerequisites: HANDHELD WEAPON PR VI [Display prerequisites graphically]

[6.3.15]

DoM 4) Quick Throw
Base Cost: 400Learning Rate: + (Dexterity * 2) + (Agility * 2) + (Constitution)
Long Description: The Character must have +6 CR in Throws before taking this skill. This skill allows the Character to perform 'quick throws', which allows the fighter to attempt two throws per Blow and do no physical damage. A quick throw has the normal chances of knocking an opponent over.
Short Description: Two quick throws per Blow
Prerequisites: HANDHELD WEAPON CR VI [Display prerequisites graphically]

[6.3.16]

DoM 4) Special Attack/Trick Shot
Base Cost: 400Learning Rate: + (Dexterity) + (Agility) + (Constitution) + (Intellect) + (Will)
Long Description: This skill encompasses special maneuvers and attacks, like firing two arrows at a time, flipping weapons from hand-to-hand, or throwing a longsword. The Player and GM should work out appropriate prerequisites and special attack bonuses. This skill may be taken multiple times.
Short Description: Special maneuvers and attacks

[6.3.17]

DoM 5) Blind Fighting II
Base Cost: 500Learning Rate: + (Dexterity) + (Agility) + (Intellect) + (Will * 2)
Long Description: The Character may fight in total darkness with a -1 penalty to CR,DR,PR.
Short Description: Fight in darkness at -1 CR,DR,PR.
Prerequisites: Blind Fighting I [Display prerequisites graphically]

[6.3.18]

DoM 5) Initiative III
Base Cost: 500Learning Rate: + (Dexterity * 3) + (Agility) + (Constitution)
Long Description: The Character gains -15 Assessment Roll for the purposes of determining initiative in melee.
Short Description: -15 Assessment Roll
Prerequisites: HANDHELD WEAPON CR V, Initiative II [Display prerequisites graphically]

[6.3.19]

DoM 5) Instinct
Base Cost: 500Learning Rate: + (Dexterity) + (Agility * 3) + (Will)
Long Description: By rolling with Blows taken in melee combat, the Character will take two less points of damage from melee attacks.
Short Description: -2 damage from melee attacks.
Prerequisites: HANDHELD WEAPON DR IV, Situational Awareness [Display prerequisites graphically]

[6.3.20]

DoM 5) Precision I
Base Cost: 500Learning Rate: + (Dexterity * 2) + (Agility) + (Intellect * 2)
Long Description: The Character gains has enough finesse in combat situations to become more precise in the amount of damage she does. Every attack the character may choose one die of damage to reroll. The new roll counts as the final roll to be included in the total whether it shifted the damage in the intended direction or not.
Short Description: reroll 1 damage die
Prerequisites: HANDHELD WEAPON CR VII, Situational Awareness, Armor Expertise [Display prerequisites graphically]

[6.3.21]

DoM 5) Situational Awareness
Base Cost: 500Learning Rate: + (Dexterity) + (Intellect * 3) + (Will)
Long Description: The Character's mental discipline is such that his or her senses are heightened to the pinnacle of human norms. The Character becomes very difficult to surprise, and may attack and defend against all opponents as if they were directly in front of him or her.
Short Description: Senses pinnacle of human norms.

[6.3.22]

DoM 6) Blind Fighting III
Base Cost: 600Learning Rate: + (Dexterity) + (Agility) + (Intellect) + (Will * 2)
Long Description: The Character may fight in total darkness without penalty.
Short Description: Fight in darkness - no penalty.
Prerequisites: Blind Fighting II [Display prerequisites graphically]

[6.3.23]

DoM 6) Disarm
Base Cost: 600Learning Rate: + (Strength) + (Dexterity * 3) + (Intellect)
Long Description: The Character may strike to disarm his or her opponent, if that opponent is attacking with a weapon. A blow is attempted at -2 CR, and if the attack roll scores a torso hit or higher on the Melee-Missile chart, the disarm is successful. The weapon will be removed from the opponent's hand(s) and generally land one to two meters away.
Short Description: Strike to disarm at -2 CR
Prerequisites: HANDHELD WEAPON CR VI [Display prerequisites graphically]

[6.3.24]

DoM 6) Limited Hit Selection
Base Cost: 600Learning Rate: + (Dexterity * 2) + (Agility) + (Intellect) + (Will)
Long Description: The Character may choose the target just below that which he or she actually rolled on the Melee-Missile chart. For example, if what the Character rolled indicated that the opponent was hit in the groin, the fighter could choose to hit the opponent in the right leg or in the groin.
Short Description: Choose one lower target on Melee-Missile chart
Prerequisites: HANDHELD WEAPON CR VI [Display prerequisites graphically]

[6.3.25]

DoM 6) Parry Missile Weapons III
Base Cost: 600Learning Rate: + (Dexterity * 3) + (Will * 2)
Long Description: The Character may parry any missile weapon using any handheld weapon at +2 PR
Short Description: Parry any missile weapon at +2 PR
Prerequisites: Parry Missile Weapons II, Parry Thrown Weapons III [Display prerequisites graphically]

[6.3.26]

DoM 6) Parry Thrown Weapons III
Base Cost: 600Learning Rate: + (Dexterity * 3) + (Will * 2)
Long Description: The Character may parry any thrown weapon using any handheld weapon at -1 PR
Short Description: Parry any thrown weapon at -1 PR
Prerequisites: HANDHELD WEAPON PR VIII, Parry Thrown Weapons II [Display prerequisites graphically]

[6.3.27]

DoM 6) Split Parries
Base Cost: 600Learning Rate: + (Dexterity * 3) + (Agility) + (Constitution)
Long Description: When using light handheld weapons (two damage dice), the Character may split Parries, parrying two attacks with a single Blow.
Short Description: Double parries with light handheld weapons (two damage dice)
Prerequisites: HANDHELD WEAPON PR V [Display prerequisites graphically]

[6.3.28]

DoM 6) Weapons Master
Base Cost: 600Learning Rate: + (Strength) + (Dexterity) + (Agility) + (Constitution) + (Intellect)
Long Description: This skill represents the familiarity gained with the weapons after long years of training. The Character effectively has DoM 2 CR,DR, and PR with any handheld weapon of his or her culture.
Short Description: DoM 2 CR,DR, and PR with any handheld weapon
Prerequisites: HANDHELD WEAPON CR VI, HANDHELD WEAPON DR VI, HANDHELD WEAPON PR VI [Display prerequisites graphically]

[6.3.29]

DoM 8) Hit Selection
Base Cost: 800Learning Rate: + (Dexterity * 2) + (Agility) + (Intellect) + (Will)
Long Description: The Character may choose any target below that which he or she actually rolled on the Melee-Missile chart. For example, if what the Character rolled indicated that the opponent was hit in the groin, the fighter could choose to hit the opponent in either arm for full or half damage, in either leg or in the groin.
Short Description: Choose lower target on Melee-Missile Chart
Prerequisites: HANDHELD WEAPON CR VIII, Limited Hit Selection [Display prerequisites graphically]

[6.3.30]

DoM 10) Pressure Points
Base Cost: 1000Learning Rate: + (Dexterity) + (Constitution) + (Intellect * 2) + (Will)
Long Description: The Character has learned the location of the various nerve pressure points throughout the body of his or her native species. On a successful limb strike the Character has a 25% chance of incapacitating the limb, rendering it useless for 1 to 10 minutes. On a successful head or torso hit, the Character has a 25% chance of stunning the opponent. The Character may choose not to inflict normal damage with the attacking blow, concentrating only on the pressure point hit, increasing their chances for success by an additional 15%.
Short Description: 25% chance of incapacitating the limb; stun on torso/head
Prerequisites: HANDHELD WEAPON CR IX [Display prerequisites graphically]

[6.3.31]


General Fighter Tree
General Fighter Tree: displays prerequisite relationships.


HANDHELD WEAPON

[Display Tree]


[6.4.1]

DoM 1) HANDHELD WEAPON BLOWS I
Base Cost: 300Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +1 BLOWS
Short Description: +1 BLOWS

[6.4.2]

DoM 2) HANDHELD WEAPON BLOWS II
Base Cost: 600Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +2 BLOWS
Short Description: +2 BLOWS
Prerequisites: HANDHELD WEAPON BLOWS I [Display prerequisites graphically]

[6.4.3]

DoM 3) HANDHELD WEAPON BLOWS III
Base Cost: 900Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +3 BLOWS
Short Description: +3 BLOWS
Prerequisites: HANDHELD WEAPON BLOWS II [Display prerequisites graphically]

[6.4.4]

DoM 4) HANDHELD WEAPON BLOWS IV
Base Cost: 1200Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +4 BLOWS
Short Description: +4 BLOWS
Prerequisites: HANDHELD WEAPON BLOWS III [Display prerequisites graphically]

[6.4.5]

DoM 5) HANDHELD WEAPON BLOWS V
Base Cost: 1500Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +5 BLOWS
Short Description: +5 BLOWS
Prerequisites: HANDHELD WEAPON BLOWS IV [Display prerequisites graphically]

[6.4.6]

DoM 6) HANDHELD WEAPON BLOWS VI
Base Cost: 1800Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +6 BLOWS
Short Description: +6 BLOWS
Prerequisites: HANDHELD WEAPON BLOWS V [Display prerequisites graphically]

[6.4.7]

DoM 7) HANDHELD WEAPON BLOWS VII
Base Cost: 2100Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +7 BLOWS
Short Description: +7 BLOWS
Prerequisites: HANDHELD WEAPON BLOWS VI [Display prerequisites graphically]

[6.4.8]

DoM 8) HANDHELD WEAPON BLOWS VIII
Base Cost: 2400Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +8 BLOWS
Short Description: +8 BLOWS
Prerequisites: HANDHELD WEAPON BLOWS VII [Display prerequisites graphically]

[6.4.9]

DoM 9) HANDHELD WEAPON BLOWS IX
Base Cost: 2700Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +9 BLOWS
Short Description: +9 BLOWS
Prerequisites: HANDHELD WEAPON BLOWS VIII [Display prerequisites graphically]

[6.4.10]

DoM 10) HANDHELD WEAPON BLOWS X
Base Cost: 3000Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +10 BLOWS
Short Description: +10 BLOWS
Prerequisites: HANDHELD WEAPON BLOWS IX [Display prerequisites graphically]

[6.4.11]

DoM 1) HANDHELD WEAPON CR I
Base Cost: 100Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +1 CR
Short Description: +1 CR

[6.4.12]

DoM 2) HANDHELD WEAPON CR II
Base Cost: 200Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +2 CR
Short Description: +2 CR
Prerequisites: HANDHELD WEAPON CR I [Display prerequisites graphically]

[6.4.13]

DoM 3) HANDHELD WEAPON CR III
Base Cost: 300Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +3 CR
Short Description: +3 CR
Prerequisites: HANDHELD WEAPON CR II [Display prerequisites graphically]

[6.4.14]

DoM 4) HANDHELD WEAPON CR IV
Base Cost: 400Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +4 CR
Short Description: +4 CR
Prerequisites: HANDHELD WEAPON CR III [Display prerequisites graphically]

[6.4.15]

DoM 5) HANDHELD WEAPON CR V
Base Cost: 500Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +5 CR
Short Description: +5 CR
Prerequisites: HANDHELD WEAPON CR IV [Display prerequisites graphically]

[6.4.16]

DoM 6) HANDHELD WEAPON CR VI
Base Cost: 600Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +6 CR
Short Description: +6 CR
Prerequisites: HANDHELD WEAPON CR V [Display prerequisites graphically]

[6.4.17]

DoM 7) HANDHELD WEAPON CR VII
Base Cost: 700Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +7 CR
Short Description: +7 CR
Prerequisites: HANDHELD WEAPON CR VI [Display prerequisites graphically]

[6.4.18]

DoM 8) HANDHELD WEAPON CR VIII
Base Cost: 800Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +8 CR
Short Description: +8 CR
Prerequisites: HANDHELD WEAPON CR VII [Display prerequisites graphically]

[6.4.19]

DoM 9) HANDHELD WEAPON CR IX
Base Cost: 900Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +9 CR
Short Description: +9 CR
Prerequisites: HANDHELD WEAPON CR VIII [Display prerequisites graphically]

[6.4.20]

DoM 10) HANDHELD WEAPON CR X
Base Cost: 1000Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +10 CR
Short Description: +10 CR
Prerequisites: HANDHELD WEAPON CR IX [Display prerequisites graphically]

[6.4.21]

DoM 1) HANDHELD WEAPON DR I
Base Cost: 100Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +1 DR
Short Description: +1 DR

[6.4.22]

DoM 2) HANDHELD WEAPON DR II
Base Cost: 200Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +2 DR
Short Description: +2 DR
Prerequisites: HANDHELD WEAPON DR I [Display prerequisites graphically]

[6.4.23]

DoM 3) HANDHELD WEAPON DR III
Base Cost: 300Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +3 DR
Short Description: +3 DR
Prerequisites: HANDHELD WEAPON DR II [Display prerequisites graphically]

[6.4.24]

DoM 4) HANDHELD WEAPON DR IV
Base Cost: 400Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +4 DR
Short Description: +4 DR
Prerequisites: HANDHELD WEAPON DR III [Display prerequisites graphically]

[6.4.25]

DoM 5) HANDHELD WEAPON DR V
Base Cost: 500Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +5 DR
Short Description: +5 DR
Prerequisites: HANDHELD WEAPON DR IV [Display prerequisites graphically]

[6.4.26]

DoM 6) HANDHELD WEAPON DR VI
Base Cost: 600Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +6 DR
Short Description: +6 DR
Prerequisites: HANDHELD WEAPON DR V [Display prerequisites graphically]

[6.4.27]

DoM 7) HANDHELD WEAPON DR VII
Base Cost: 700Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +7 DR
Short Description: +7 DR
Prerequisites: HANDHELD WEAPON DR VI [Display prerequisites graphically]

[6.4.28]

DoM 8) HANDHELD WEAPON DR VIII
Base Cost: 800Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +8 DR
Short Description: +8 DR
Prerequisites: HANDHELD WEAPON DR VII [Display prerequisites graphically]

[6.4.29]

DoM 9) HANDHELD WEAPON DR IX
Base Cost: 900Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +9 DR
Short Description: +9 DR
Prerequisites: HANDHELD WEAPON DR VIII [Display prerequisites graphically]

[6.4.30]

DoM 10) HANDHELD WEAPON DR X
Base Cost: 1000Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +10 DR
Short Description: +10 DR
Prerequisites: HANDHELD WEAPON DR IX [Display prerequisites graphically]

[6.4.31]

DoM 1) HANDHELD WEAPON PR I
Base Cost: 100Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +1 PR
Short Description: +1 PR

[6.4.32]

DoM 2) HANDHELD WEAPON PR II
Base Cost: 200Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +2 PR
Short Description: +2 PR
Prerequisites: HANDHELD WEAPON PR I [Display prerequisites graphically]

[6.4.33]

DoM 3) HANDHELD WEAPON PR III
Base Cost: 300Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +3 PR
Short Description: +3 PR
Prerequisites: HANDHELD WEAPON PR II [Display prerequisites graphically]

[6.4.34]

DoM 4) HANDHELD WEAPON PR IV
Base Cost: 400Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +4 PR
Short Description: +4 PR
Prerequisites: HANDHELD WEAPON PR III [Display prerequisites graphically]

[6.4.35]

DoM 5) HANDHELD WEAPON PR V
Base Cost: 500Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +5 PR
Short Description: +5 PR
Prerequisites: HANDHELD WEAPON PR IV [Display prerequisites graphically]

[6.4.36]

DoM 6) HANDHELD WEAPON PR VI
Base Cost: 600Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +6 PR
Short Description: +6 PR
Prerequisites: HANDHELD WEAPON PR V [Display prerequisites graphically]

[6.4.37]

DoM 7) HANDHELD WEAPON PR VII
Base Cost: 700Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +7 PR
Short Description: +7 PR
Prerequisites: HANDHELD WEAPON PR VI [Display prerequisites graphically]

[6.4.38]

DoM 8) HANDHELD WEAPON PR VIII
Base Cost: 800Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +8 PR
Short Description: +8 PR
Prerequisites: HANDHELD WEAPON PR VII [Display prerequisites graphically]

[6.4.39]

DoM 9) HANDHELD WEAPON PR IX
Base Cost: 900Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +9 PR
Short Description: +9 PR
Prerequisites: HANDHELD WEAPON PR VIII [Display prerequisites graphically]

[6.4.40]

DoM 10) HANDHELD WEAPON PR X
Base Cost: 1000Learning Rate: + (Strength * 2) + (Dexterity * 2) + (Agility)
Long Description: The Character is +10 PR
Short Description: +10 PR
Prerequisites: HANDHELD WEAPON PR IX [Display prerequisites graphically]

[6.4.100]


Handheld Weapon Tree
Handheld Weapon Tree: displays prerequisite relationships.


MAGE CR

[Display Tree]


[6.5.5]

These lists deal with the Mage's use of spells in combat situations. They are skills, not spells themselves. The Mage CR is used when the Mage is casting Missile Spells (such as Stone Bolt or Light Spear) or using a weapon held by Telekinesis and is additive with any base CR that such a spell might have.

[6.5.110]

DoM 1) MAGE CR I
Base Cost: 100Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +1 CR
Short Description: +1 CR

[6.5.120]

DoM 2) MAGE CR II
Base Cost: 200Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +2 CR
Short Description: +2 CR
Prerequisites: MAGE CR I [Display prerequisites graphically]

[6.5.130]

DoM 3) MAGE CR III
Base Cost: 300Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +3 CR
Short Description: +3 CR
Prerequisites: MAGE CR II [Display prerequisites graphically]

[6.5.140]

DoM 4) MAGE CR IV
Base Cost: 400Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +4 CR
Short Description: +4 CR
Prerequisites: MAGE CR III [Display prerequisites graphically]

[6.5.150]

DoM 5) MAGE CR V
Base Cost: 500Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +5 CR
Short Description: +5 CR
Prerequisites: MAGE CR IV [Display prerequisites graphically]

[6.5.160]

DoM 6) MAGE CR VI
Base Cost: 600Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +6 CR
Short Description: +6 CR
Prerequisites: MAGE CR V [Display prerequisites graphically]

[6.5.170]

DoM 7) MAGE CR VII
Base Cost: 700Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +7 CR
Short Description: +7 CR
Prerequisites: MAGE CR VI [Display prerequisites graphically]

[6.5.180]

DoM 8) MAGE CR VIII
Base Cost: 800Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +8 CR
Short Description: +8 CR
Prerequisites: MAGE CR VII [Display prerequisites graphically]

[6.5.190]

DoM 9) MAGE CR IX
Base Cost: 900Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +9 CR
Short Description: +9 CR
Prerequisites: MAGE CR VIII [Display prerequisites graphically]

[6.5.200]

DoM 10) MAGE CR X
Base Cost: 1000Learning Rate: + (Dexterity * 2) + (Intellect) + (Magic talent * 2)
Long Description: The Character is +10 CR
Short Description: +10 CR
Prerequisites: MAGE CR IX [Display prerequisites graphically]

[6.5.1000]


Mage CR Tree
Mage CR Tree: displays prerequisite relationships.


MANIPULATION BLOWS

[Display Tree]


[6.6.5]

These lists deal with the Mage's use of spells in combat situations. They are skills, not spells themselves. The Manipulation Blows portions below determine how rapidly a Mage may use one of the Elemental Manipulations or Telekinesis.

[6.6.10]

DoM 1) MANIPULATION BLOWS I
Base Cost: 300Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +1 BLOWS
Short Description: +1 BLOWS

[6.6.20]

DoM 2) MANIPULATION BLOWS II
Base Cost: 600Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +2 BLOWS
Short Description: +2 BLOWS
Prerequisites: MANIPULATION BLOWS I [Display prerequisites graphically]

[6.6.30]

DoM 3) MANIPULATION BLOWS III
Base Cost: 900Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +3 BLOWS
Short Description: +3 BLOWS
Prerequisites: MANIPULATION BLOWS II [Display prerequisites graphically]

[6.6.40]

DoM 4) MANIPULATION BLOWS IV
Base Cost: 1200Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +4 BLOWS
Short Description: +4 BLOWS
Prerequisites: MANIPULATION BLOWS III [Display prerequisites graphically]

[6.6.50]

DoM 5) MANIPULATION BLOWS V
Base Cost: 1500Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +5 BLOWS
Short Description: +5 BLOWS
Prerequisites: MANIPULATION BLOWS IV [Display prerequisites graphically]

[6.6.60]

DoM 6) MANIPULATION BLOWS VI
Base Cost: 1800Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +6 BLOWS
Short Description: +6 BLOWS
Prerequisites: MANIPULATION BLOWS V [Display prerequisites graphically]

[6.6.70]

DoM 7) MANIPULATION BLOWS VII
Base Cost: 2100Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +7 BLOWS
Short Description: +7 BLOWS
Prerequisites: MANIPULATION BLOWS VI [Display prerequisites graphically]

[6.6.80]

DoM 8) MANIPULATION BLOWS VIII
Base Cost: 2400Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +8 BLOWS
Short Description: +8 BLOWS
Prerequisites: MANIPULATION BLOWS VII [Display prerequisites graphically]

[6.6.90]

DoM 9) MANIPULATION BLOWS IX
Base Cost: 2700Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +9 BLOWS
Short Description: +9 BLOWS
Prerequisites: MANIPULATION BLOWS VIII [Display prerequisites graphically]

[6.6.100]

DoM 10) MANIPULATION BLOWS X
Base Cost: 3000Learning Rate: + (Dexterity) + (Intellect) + (Magic talent * 2) + (Will)
Long Description: The Character is +10 BLOWS
Short Description: +10 BLOWS
Prerequisites: MANIPULATION BLOWS IX [Display prerequisites graphically]

[6.6.1000]


Manipulation Blows Tree
Manipulation Blows Tree: displays prerequisite relationships.


MECHANICAL WEAPON

[Display Tree]


[6.7.0.5]

Mechanical Blows work differently from Handheld Blows. Instead of Blows being resolved on a per Round basis they are resolved on a per second basis (for more information about melee combat and Blow resolution see the Game Master's Guide: Melee). A character unskilled in Mechanical Blows fires a their weapon at the rate of 1 shot per [reload time] seconds, where reload time is determined on a per weapon basis. For every DoM of Mechanical Blows gained the character fires [reload improvement time] seconds faster, where reload time is determined on a per weapon basis. As such at DoM 1 Mechanical Blows the rate with a light crossbow is 1 quarrel per 13 seconds, at DoM 5 it is 1 quarrel per 5 seconds. The fastest any Mechanical Weapon may be shot is the reload improvement time for that weapon. So a character with DoM 7 Mechanical Blows with the light crossbow would shoot at 1 quarrel per 2 seconds, and there could be no improvement past that point.

In the case of weapons with more than one shot, such as a revolver, the character fires on the appropriate melee blow for their number of blows until they need to reload. Reloading takes place at the noted speed for reloading with the weapon as explained above.

[6.7.1]

DoM 1) MECHANICAL WEAPON BLOWS I
Base Cost: 300Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +1 BLOWS
Short Description: +1 BLOWS

[6.7.2]

DoM 2) MECHANICAL WEAPON BLOWS II
Base Cost: 600Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +2 BLOWS
Short Description: +2 BLOWS
Prerequisites: MECHANICAL WEAPON BLOWS I [Display prerequisites graphically]

[6.7.3]

DoM 3) MECHANICAL WEAPON BLOWS III
Base Cost: 900Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +3 BLOWS
Short Description: +3 BLOWS
Prerequisites: MECHANICAL WEAPON BLOWS II [Display prerequisites graphically]

[6.7.4]

DoM 4) MECHANICAL WEAPON BLOWS IV
Base Cost: 1200Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +4 BLOWS
Short Description: +4 BLOWS
Prerequisites: MECHANICAL WEAPON BLOWS III [Display prerequisites graphically]

[6.7.5]

DoM 5) MECHANICAL WEAPON BLOWS V
Base Cost: 1500Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +5 BLOWS
Short Description: +5 BLOWS
Prerequisites: MECHANICAL WEAPON BLOWS IV [Display prerequisites graphically]

[6.7.6]

DoM 6) MECHANICAL WEAPON BLOWS VI
Base Cost: 1800Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +6 BLOWS
Short Description: +6 BLOWS
Prerequisites: MECHANICAL WEAPON BLOWS V [Display prerequisites graphically]

[6.7.7]

DoM 7) MECHANICAL WEAPON BLOWS VII
Base Cost: 2100Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +7 BLOWS
Short Description: +7 BLOWS
Prerequisites: MECHANICAL WEAPON BLOWS VI [Display prerequisites graphically]

[6.7.8]

DoM 8) MECHANICAL WEAPON BLOWS VIII
Base Cost: 2400Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +8 BLOWS
Short Description: +8 BLOWS
Prerequisites: MECHANICAL WEAPON BLOWS VII [Display prerequisites graphically]

[6.7.9]

DoM 9) MECHANICAL WEAPON BLOWS IX
Base Cost: 2700Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +9 BLOWS
Short Description: +9 BLOWS
Prerequisites: MECHANICAL WEAPON BLOWS VIII [Display prerequisites graphically]

[6.7.10]

DoM 10) MECHANICAL WEAPON BLOWS X
Base Cost: 3000Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +10 BLOWS
Short Description: +10 BLOWS
Prerequisites: MECHANICAL WEAPON BLOWS IX [Display prerequisites graphically]

[6.7.11]

DoM 1) MECHANICAL WEAPON CR I
Base Cost: 100Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +1 CR
Short Description: +1 CR

[6.7.12]

DoM 2) MECHANICAL WEAPON CR II
Base Cost: 200Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +2 CR
Short Description: +2 CR
Prerequisites: MECHANICAL WEAPON CR I [Display prerequisites graphically]

[6.7.13]

DoM 3) MECHANICAL WEAPON CR III
Base Cost: 300Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +3 CR
Short Description: +3 CR
Prerequisites: MECHANICAL WEAPON CR II [Display prerequisites graphically]

[6.7.14]

DoM 4) MECHANICAL WEAPON CR IV
Base Cost: 400Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +4 CR
Short Description: +4 CR
Prerequisites: MECHANICAL WEAPON CR III [Display prerequisites graphically]

[6.7.15]

DoM 5) MECHANICAL WEAPON CR V
Base Cost: 500Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +5 CR
Short Description: +5 CR
Prerequisites: MECHANICAL WEAPON CR IV [Display prerequisites graphically]

[6.7.16]

DoM 6) MECHANICAL WEAPON CR VI
Base Cost: 600Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +6 CR
Short Description: +6 CR
Prerequisites: MECHANICAL WEAPON CR V [Display prerequisites graphically]

[6.7.17]

DoM 7) MECHANICAL WEAPON CR VII
Base Cost: 700Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +7 CR
Short Description: +7 CR
Prerequisites: MECHANICAL WEAPON CR VI [Display prerequisites graphically]

[6.7.18]

DoM 8) MECHANICAL WEAPON CR VIII
Base Cost: 800Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +8 CR
Short Description: +8 CR
Prerequisites: MECHANICAL WEAPON CR VII [Display prerequisites graphically]

[6.7.19]

DoM 9) MECHANICAL WEAPON CR IX
Base Cost: 900Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +9 CR
Short Description: +9 CR
Prerequisites: MECHANICAL WEAPON CR VIII [Display prerequisites graphically]

[6.7.20]

DoM 10) MECHANICAL WEAPON CR X
Base Cost: 1000Learning Rate: + (Dexterity * 2) + (Intellect) + (Will * 2)
Long Description: The Character is +10 CR
Short Description: +10 CR
Prerequisites: MECHANICAL WEAPON CR IX [Display prerequisites graphically]

[6.7.1000]


Mechanical Weapon Tree
Mechanical Weapon Tree: displays prerequisite relationships.


STATISTICS IMPROVEMENTS

[Display Tree]


[6.8.1]

DoM 1) STATISTICS IMPROVEMENTS AGILITY I
Base Cost: 500Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +1 AGILITY
Short Description: +1 AGILITY

[6.8.2]

DoM 2) STATISTICS IMPROVEMENTS AGILITY II
Base Cost: 1000Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +2 AGILITY
Short Description: +2 AGILITY
Prerequisites: STATISTICS IMPROVEMENTS AGILITY I [Display prerequisites graphically]

[6.8.3]

DoM 3) STATISTICS IMPROVEMENTS AGILITY III
Base Cost: 1500Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +3 AGILITY
Short Description: +3 AGILITY
Prerequisites: STATISTICS IMPROVEMENTS AGILITY II [Display prerequisites graphically]

[6.8.4]

DoM 4) STATISTICS IMPROVEMENTS AGILITY IV
Base Cost: 2000Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +4 AGILITY
Short Description: +4 AGILITY
Prerequisites: STATISTICS IMPROVEMENTS AGILITY III [Display prerequisites graphically]

[6.8.5]

DoM 5) STATISTICS IMPROVEMENTS AGILITY V
Base Cost: 2500Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +5 AGILITY
Short Description: +5 AGILITY
Prerequisites: STATISTICS IMPROVEMENTS AGILITY IV [Display prerequisites graphically]

[6.8.6]

DoM 6) STATISTICS IMPROVEMENTS AGILITY VI
Base Cost: 3000Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +6 AGILITY
Short Description: +6 AGILITY
Prerequisites: STATISTICS IMPROVEMENTS AGILITY V [Display prerequisites graphically]

[6.8.7]

DoM 7) STATISTICS IMPROVEMENTS AGILITY VII
Base Cost: 3500Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +7 AGILITY
Short Description: +7 AGILITY
Prerequisites: STATISTICS IMPROVEMENTS AGILITY VI [Display prerequisites graphically]

[6.8.8]

DoM 8) STATISTICS IMPROVEMENTS AGILITY VIII
Base Cost: 4000Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +8 AGILITY
Short Description: +8 AGILITY
Prerequisites: STATISTICS IMPROVEMENTS AGILITY VII [Display prerequisites graphically]

[6.8.9]

DoM 9) STATISTICS IMPROVEMENTS AGILITY IX
Base Cost: 4500Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +9 AGILITY
Short Description: +9 AGILITY
Prerequisites: STATISTICS IMPROVEMENTS AGILITY VIII [Display prerequisites graphically]

[6.8.10]

DoM 10) STATISTICS IMPROVEMENTS AGILITY X
Base Cost: 5000Learning Rate: + (Agility) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +10 AGILITY
Short Description: +10 AGILITY
Prerequisites: STATISTICS IMPROVEMENTS AGILITY IX [Display prerequisites graphically]

[6.8.11]

DoM 1) STATISTICS IMPROVEMENTS CONSTITUTION I
Base Cost: 500Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +1 CONSTITUTION
Short Description: +1 CONSTITUTION

[6.8.12]

DoM 2) STATISTICS IMPROVEMENTS CONSTITUTION II
Base Cost: 1000Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +2 CONSTITUTION
Short Description: +2 CONSTITUTION
Prerequisites: STATISTICS IMPROVEMENTS CONSTITUTION I [Display prerequisites graphically]

[6.8.13]

DoM 3) STATISTICS IMPROVEMENTS CONSTITUTION III
Base Cost: 1500Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +3 CONSTITUTION
Short Description: +3 CONSTITUTION
Prerequisites: STATISTICS IMPROVEMENTS CONSTITUTION II [Display prerequisites graphically]

[6.8.14]

DoM 4) STATISTICS IMPROVEMENTS CONSTITUTION IV
Base Cost: 2000Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +4 CONSTITUTION
Short Description: +4 CONSTITUTION
Prerequisites: STATISTICS IMPROVEMENTS CONSTITUTION III [Display prerequisites graphically]

[6.8.15]

DoM 5) STATISTICS IMPROVEMENTS CONSTITUTION V
Base Cost: 2500Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +5 CONSTITUTION
Short Description: +5 CONSTITUTION
Prerequisites: STATISTICS IMPROVEMENTS CONSTITUTION IV [Display prerequisites graphically]

[6.8.16]

DoM 6) STATISTICS IMPROVEMENTS CONSTITUTION VI
Base Cost: 3000Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +6 CONSTITUTION
Short Description: +6 CONSTITUTION
Prerequisites: STATISTICS IMPROVEMENTS CONSTITUTION V [Display prerequisites graphically]

[6.8.17]

DoM 7) STATISTICS IMPROVEMENTS CONSTITUTION VII
Base Cost: 3500Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +7 CONSTITUTION
Short Description: +7 CONSTITUTION
Prerequisites: STATISTICS IMPROVEMENTS CONSTITUTION VI [Display prerequisites graphically]

[6.8.18]

DoM 8) STATISTICS IMPROVEMENTS CONSTITUTION VIII
Base Cost: 4000Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +8 CONSTITUTION
Short Description: +8 CONSTITUTION
Prerequisites: STATISTICS IMPROVEMENTS CONSTITUTION VII [Display prerequisites graphically]

[6.8.19]

DoM 9) STATISTICS IMPROVEMENTS CONSTITUTION IX
Base Cost: 4500Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +9 CONSTITUTION
Short Description: +9 CONSTITUTION
Prerequisites: STATISTICS IMPROVEMENTS CONSTITUTION VIII [Display prerequisites graphically]

[6.8.20]

DoM 10) STATISTICS IMPROVEMENTS CONSTITUTION X
Base Cost: 5000Learning Rate: + (Constitution * 2) + (Will * 3)
Long Description: The Character is +10 CONSTITUTION
Short Description: +10 CONSTITUTION
Prerequisites: STATISTICS IMPROVEMENTS CONSTITUTION IX [Display prerequisites graphically]

[6.8.21]

DoM 1) STATISTICS IMPROVEMENTS DEXTERITY I
Base Cost: 500Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +1 DEXTERITY
Short Description: +1 DEXTERITY

[6.8.22]

DoM 2) STATISTICS IMPROVEMENTS DEXTERITY II
Base Cost: 1000Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +2 DEXTERITY
Short Description: +2 DEXTERITY
Prerequisites: STATISTICS IMPROVEMENTS DEXTERITY I [Display prerequisites graphically]

[6.8.23]

DoM 3) STATISTICS IMPROVEMENTS DEXTERITY III
Base Cost: 1500Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +3 DEXTERITY
Short Description: +3 DEXTERITY
Prerequisites: STATISTICS IMPROVEMENTS DEXTERITY II [Display prerequisites graphically]

[6.8.24]

DoM 4) STATISTICS IMPROVEMENTS DEXTERITY IV
Base Cost: 2000Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +4 DEXTERITY
Short Description: +4 DEXTERITY
Prerequisites: STATISTICS IMPROVEMENTS DEXTERITY III [Display prerequisites graphically]

[6.8.25]

DoM 5) STATISTICS IMPROVEMENTS DEXTERITY V
Base Cost: 2500Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +5 DEXTERITY
Short Description: +5 DEXTERITY
Prerequisites: STATISTICS IMPROVEMENTS DEXTERITY IV [Display prerequisites graphically]

[6.8.26]

DoM 6) STATISTICS IMPROVEMENTS DEXTERITY VI
Base Cost: 3000Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +6 DEXTERITY
Short Description: +6 DEXTERITY
Prerequisites: STATISTICS IMPROVEMENTS DEXTERITY V [Display prerequisites graphically]

[6.8.27]

DoM 7) STATISTICS IMPROVEMENTS DEXTERITY VII
Base Cost: 3500Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +7 DEXTERITY
Short Description: +7 DEXTERITY
Prerequisites: STATISTICS IMPROVEMENTS DEXTERITY VI [Display prerequisites graphically]

[6.8.28]

DoM 8) STATISTICS IMPROVEMENTS DEXTERITY VIII
Base Cost: 4000Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +8 DEXTERITY
Short Description: +8 DEXTERITY
Prerequisites: STATISTICS IMPROVEMENTS DEXTERITY VII [Display prerequisites graphically]

[6.8.29]

DoM 9) STATISTICS IMPROVEMENTS DEXTERITY IX
Base Cost: 4500Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +9 DEXTERITY
Short Description: +9 DEXTERITY
Prerequisites: STATISTICS IMPROVEMENTS DEXTERITY VIII [Display prerequisites graphically]

[6.8.30]

DoM 10) STATISTICS IMPROVEMENTS DEXTERITY X
Base Cost: 5000Learning Rate: + (Dexterity) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +10 DEXTERITY
Short Description: +10 DEXTERITY
Prerequisites: STATISTICS IMPROVEMENTS DEXTERITY IX [Display prerequisites graphically]

[6.8.31]

DoM 1) STATISTICS IMPROVEMENTS STRENGTH I
Base Cost: 500Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +1 STRENGTH
Short Description: +1 STRENGTH

[6.8.32]

DoM 2) STATISTICS IMPROVEMENTS STRENGTH II
Base Cost: 1000Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +2 STRENGTH
Short Description: +2 STRENGTH
Prerequisites: STATISTICS IMPROVEMENTS STRENGTH I [Display prerequisites graphically]

[6.8.33]

DoM 3) STATISTICS IMPROVEMENTS STRENGTH III
Base Cost: 1500Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +3 STRENGTH
Short Description: +3 STRENGTH
Prerequisites: STATISTICS IMPROVEMENTS STRENGTH II [Display prerequisites graphically]

[6.8.34]

DoM 4) STATISTICS IMPROVEMENTS STRENGTH IV
Base Cost: 2000Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +4 STRENGTH
Short Description: +4 STRENGTH
Prerequisites: STATISTICS IMPROVEMENTS STRENGTH III [Display prerequisites graphically]

[6.8.35]

DoM 5) STATISTICS IMPROVEMENTS STRENGTH V
Base Cost: 2500Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +5 STRENGTH
Short Description: +5 STRENGTH
Prerequisites: STATISTICS IMPROVEMENTS STRENGTH IV [Display prerequisites graphically]

[6.8.36]

DoM 6) STATISTICS IMPROVEMENTS STRENGTH VI
Base Cost: 3000Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +6 STRENGTH
Short Description: +6 STRENGTH
Prerequisites: STATISTICS IMPROVEMENTS STRENGTH V [Display prerequisites graphically]

[6.8.37]

DoM 7) STATISTICS IMPROVEMENTS STRENGTH VII
Base Cost: 3500Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +7 STRENGTH
Short Description: +7 STRENGTH
Prerequisites: STATISTICS IMPROVEMENTS STRENGTH VI [Display prerequisites graphically]

[6.8.38]

DoM 8) STATISTICS IMPROVEMENTS STRENGTH VIII
Base Cost: 4000Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +8 STRENGTH
Short Description: +8 STRENGTH
Prerequisites: STATISTICS IMPROVEMENTS STRENGTH VII [Display prerequisites graphically]

[6.8.39]

DoM 9) STATISTICS IMPROVEMENTS STRENGTH IX
Base Cost: 4500Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +9 STRENGTH
Short Description: +9 STRENGTH
Prerequisites: STATISTICS IMPROVEMENTS STRENGTH VIII [Display prerequisites graphically]

[6.8.40]

DoM 10) STATISTICS IMPROVEMENTS STRENGTH X
Base Cost: 5000Learning Rate: + (Strength) + (Constitution * 2) + (Will * 2)
Long Description: The Character is +10 STRENGTH
Short Description: +10 STRENGTH
Prerequisites: STATISTICS IMPROVEMENTS STRENGTH IX [Display prerequisites graphically]

[6.8.1000]


Statistics Improvements Tree
Statistics Improvements Tree: displays prerequisite relationships.


THROWN WEAPON

[Display Tree]


[6.9.1]

DoM 1) THROWN WEAPON BLOWS I
Base Cost: 300Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +1 BLOWS
Short Description: +1 BLOWS

[6.9.2]

DoM 2) THROWN WEAPON BLOWS II
Base Cost: 600Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +2 BLOWS
Short Description: +2 BLOWS
Prerequisites: THROWN WEAPON BLOWS I [Display prerequisites graphically]

[6.9.3]

DoM 3) THROWN WEAPON BLOWS III
Base Cost: 900Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +3 BLOWS
Short Description: +3 BLOWS
Prerequisites: THROWN WEAPON BLOWS II [Display prerequisites graphically]

[6.9.4]

DoM 4) THROWN WEAPON BLOWS IV
Base Cost: 1200Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +4 BLOWS
Short Description: +4 BLOWS
Prerequisites: THROWN WEAPON BLOWS III [Display prerequisites graphically]

[6.9.5]

DoM 5) THROWN WEAPON BLOWS V
Base Cost: 1500Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +5 BLOWS
Short Description: +5 BLOWS
Prerequisites: THROWN WEAPON BLOWS IV [Display prerequisites graphically]

[6.9.6]

DoM 6) THROWN WEAPON BLOWS VI
Base Cost: 1800Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +6 BLOWS
Short Description: +6 BLOWS
Prerequisites: THROWN WEAPON BLOWS V [Display prerequisites graphically]

[6.9.7]

DoM 7) THROWN WEAPON BLOWS VII
Base Cost: 2100Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +7 BLOWS
Short Description: +7 BLOWS
Prerequisites: THROWN WEAPON BLOWS VI [Display prerequisites graphically]

[6.9.8]

DoM 8) THROWN WEAPON BLOWS VIII
Base Cost: 2400Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +8 BLOWS
Short Description: +8 BLOWS
Prerequisites: THROWN WEAPON BLOWS VII [Display prerequisites graphically]

[6.9.9]

DoM 9) THROWN WEAPON BLOWS IX
Base Cost: 2700Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +9 BLOWS
Short Description: +9 BLOWS
Prerequisites: THROWN WEAPON BLOWS VIII [Display prerequisites graphically]

[6.9.10]

DoM 10) THROWN WEAPON BLOWS X
Base Cost: 3000Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +10 BLOWS
Short Description: +10 BLOWS
Prerequisites: THROWN WEAPON BLOWS IX [Display prerequisites graphically]

[6.9.11]

DoM 1) THROWN WEAPON CR I
Base Cost: 100Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +1 CR
Short Description: +1 CR

[6.9.12]

DoM 2) THROWN WEAPON CR II
Base Cost: 200Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +2 CR
Short Description: +2 CR
Prerequisites: THROWN WEAPON CR I [Display prerequisites graphically]

[6.9.13]

DoM 3) THROWN WEAPON CR III
Base Cost: 300Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +3 CR
Short Description: +3 CR
Prerequisites: THROWN WEAPON CR II [Display prerequisites graphically]

[6.9.14]

DoM 4) THROWN WEAPON CR IV
Base Cost: 400Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +4 CR
Short Description: +4 CR
Prerequisites: THROWN WEAPON CR III [Display prerequisites graphically]

[6.9.15]

DoM 5) THROWN WEAPON CR V
Base Cost: 500Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +5 CR
Short Description: +5 CR
Prerequisites: THROWN WEAPON CR IV [Display prerequisites graphically]

[6.9.16]

DoM 6) THROWN WEAPON CR VI
Base Cost: 600Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +6 CR
Short Description: +6 CR
Prerequisites: THROWN WEAPON CR V [Display prerequisites graphically]

[6.9.17]

DoM 7) THROWN WEAPON CR VII
Base Cost: 700Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +7 CR
Short Description: +7 CR
Prerequisites: THROWN WEAPON CR VI [Display prerequisites graphically]

[6.9.18]

DoM 8) THROWN WEAPON CR VIII
Base Cost: 800Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +8 CR
Short Description: +8 CR
Prerequisites: THROWN WEAPON CR VII [Display prerequisites graphically]

[6.9.19]

DoM 9) THROWN WEAPON CR IX
Base Cost: 900Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +9 CR
Short Description: +9 CR
Prerequisites: THROWN WEAPON CR VIII [Display prerequisites graphically]

[6.9.20]

DoM 10) THROWN WEAPON CR X
Base Cost: 1000Learning Rate: + (Strength) + (Dexterity * 2) + (Agility) + (Will)
Long Description: The Character is +10 CR
Short Description: +10 CR
Prerequisites: THROWN WEAPON CR IX [Display prerequisites graphically]

[6.9.1000]


Thrown Weapon Tree
Thrown Weapon Tree: displays prerequisite relationships.