Weapon Proficiency(X): X = 2 CP for the
first weapon of a group and 1 CP for other weapons from the same
group. Here's the table that gives the number of attacks per level for characters
proficient in a weapon:
Weapon Specialisation(X): X = 4 CP for
the first weapon of a group and 2 CP for other weapons from the
same group. To buy this skill for a weapon, the character must first be proficient
in it. This skill gives +1 to hit and +2 to damage.
Weapon Mastery(X): X = 8 CP for the first
weapon of a group and 4 CP for other weapons from the same
group. To buy this skill for a weapon, the character must first be specialised in it. This skill
gives +3 to hit and +4 to damage.
Weapon Style Specialisation(X): To buy
any of those style, a character must be proficient in all components
of the style. Each style can't be bought more than once.
|One-Handed Weapon||2||AC Bonus of 2 while fighting without shields or a secondary weapon.|
|Weapon and Shield||2||AC Bonus of 1 or +1 to hit. Must be chosen before the round actiuons starts|
|Two-Handed Weapon||2||Lower the speed factor by 3 and +2 to damage while using LARGE two-handed weapons|
|Two Weapons||4||No penalty while fighting with 2 weapons and wearing any type of leather armor. The penalty, when wearing heavier armors is 0/-2.|
|Missile||2||While using missile weapons can make is full move and still use all his allowed attacks. +1 to damage.|
|Horse Archery||2||If the horse move at half is full speed, there is no penalty. -2 to hit if the horse is moving is full move. If the horse is moving faster, a Riding check must be successful to attack at -4.|
|Customised||X||Created with the help of the DM.|
Shield Proficiency(2): The character becomes
proficient in the use of all shields. Here's the bonus table:
|Body||+2/+3 vs Missiles||Two|
Shield Specialisation(4): The character
becomes a specialist in the use of all shields. To buy this skill, the
character must first be proficient in the use of shields. Here's the bonus table:
|Body||+3/+4 vs Missles||4|
Shield Mastery(8): The character becomes
a master in the use of all shields.To buy this skill, the character
must first be a specialist in the use of shields. Here's the bonus table:
|Body||+4/+5 vs Missiles||Four|
Armor Proficiency(2): The character becomes
proficient in the use of all armors in a category. Each armor type
in that category is considered to weight half its actual weight for encumbrance purposes
only. There are three categories of armors that a character can
purchase: Leathers, Chains & Scales, Plates.
A character that wants to cast wizard's spells in an armor he's proficient
in can do so
but must make a Balance check modified by the AC bonus of the armor as a malus.
A character must be proficient with an armor type to cast wizard's spells in armor.
THACO Reduction(2): The THACO is the overall
knowledge of fighting with a weapon. By buying this skill, the
character reduce the THACO of 1 weapon he's proficient in by 1. This skill can only be
bought once per level per weapon.
HD Improvement(5): Raise HD by 1 category(d2>d4>d6>d8>d10>d12).
Each restriction gives the number of CP in parenthesis and can be only taken during character creation. Restriction that gives variable CP can only be bought once.
Lower HD(5): Lower HD by 1 category(d12>d10>d8>d6>d4>d2)
include the actual level. This skill can be
taken more than once.
Limited Armors(X): X = 15 if the character cannot wear armors. X = 10 if the character can only wear armors
that gives an AC bonus of +6 or less. X = 5 if the character can only wear armors that gives
an AC bonus of +3 or worst. This include Magical versions of those armors.
Limited Weapons(5): The character is limites to Blunt melee Weapons or Small melee Weapons or Large
melee weapons. This restiction can only be taken once for each category and only if the
character is not already restricted in those weapon categories.
Magical Items(X): X = 5 if the character won't use any kind of potions, oils, balms.
X = 10 if the character won't use any kind of magical items but Weapons and Armors with
only pluses, no other effects.
X = 15 if the character won't use any kind of magical items.
Cannot retain wealth(5): The character can keep enough money to keep enough money to support himself and
his enchmen but any exess must be given to worthy causes(Which usualy depend to
the alignment of the character).