Professional Documents
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Enguard-16.3.1
Enguard-16.3.1
Labyrinthe
Edition 16.3
May 2019
© The Labyrinthe Club Ltd.
Content
Content ................................................................................................................................................................................................... 1
Introduction ............................................................................................................................................................................................ 3
WARRIOR ............................................................................................................................................................................................. 4
RANGER ............................................................................................................................................................................................... 5
ARCHER ............................................................................................................................................................................................... 6
MONK ................................................................................................................................................................................................... 7
DUELLIST ............................................................................................................................................................................................ 9
CAVALIER ......................................................................................................................................................................................... 10
PALADIN ............................................................................................................................................................................................ 11
UNHOLY CHAMPION / ANTI-PALADIN ....................................................................................................................................... 14
GREY KNIGHT .................................................................................................................................................................................. 17
BUDOKA / FIGHTER ......................................................................................................................................................................... 19
POWER MASTER .............................................................................................................................................................................. 20
POWER WARRIOR ............................................................................................................................................................................ 22
KENSAI / BLADE MASTER.............................................................................................................................................................. 23
VALDSTAYN ..................................................................................................................................................................................... 24
ROVFUGER ........................................................................................................................................................................................ 26
WIND DANCER ................................................................................................................................................................................. 27
Warrior Sub-Classes Covered Elsewhere ............................................................................................................................................. 28
Warrior Specialist Skills ...................................................................................................................................................................... 29
Skill Availabilities by Class ................................................................................................................................................................. 32
Warrior Traditions................................................................................................................................................................................ 34
Tradition Costs and Availability by Class .................................................................................................................................... 34
Adventurer ................................................................................................................................................................................... 35
Commoner.................................................................................................................................................................................... 35
Guard............................................................................................................................................................................................ 36
Legionnaire .................................................................................................................................................................................. 36
Monastic ....................................................................................................................................................................................... 36
Privileged ..................................................................................................................................................................................... 37
Samurai ........................................................................................................................................................................................ 38
Sell Sword .................................................................................................................................................................................... 38
Skirmisher .................................................................................................................................................................................... 39
Soldier .......................................................................................................................................................................................... 39
Traditions: Racial Restrictions ..................................................................................................................................................... 40
Post 8th Abilities .................................................................................................................................................................................. 41
Table 1 (0pts) ............................................................................................................................................................................... 41
Table 2 (200pts) ........................................................................................................................................................................... 44
Table 3 (250pts) ........................................................................................................................................................................... 46
Table 4 (275pts) ........................................................................................................................................................................... 47
Table 5 (450pts) ........................................................................................................................................................................... 49
Table 7(650pts) ............................................................................................................................................................................ 50
Table 8 (1000pts) ......................................................................................................................................................................... 56
~1~
Table 9 (1500pts) ......................................................................................................................................................................... 61
Table 10 (3000pts) ....................................................................................................................................................................... 65
Table 11 (5250pts) ....................................................................................................................................................................... 69
Table 12 (7500pts) ....................................................................................................................................................................... 71
[Un] Holy Words ................................................................................................................................................................................. 73
Warrior Status ...................................................................................................................................................................................... 74
Bildteve Pit Fighter ...................................................................................................................................................................... 74
Caravan Guard ............................................................................................................................................................................. 74
Sailor ............................................................................................................................................................................................ 75
City Militia ................................................................................................................................................................................... 75
Noble Guard ................................................................................................................................................................................. 76
Mercenary .................................................................................................................................................................................... 76
Pledged to the Angels ................................................................................................................................................................... 77
The Demons Called ...................................................................................................................................................................... 77
Appendix One: Life Scales .................................................................................................................................................................. 78
Appendix Two: Life Caps .................................................................................................................................................................... 80
Index of Contents ................................................................................................................................................................................. 81
Acknowledgements and Thanks........................................................................................................................................................... 86
~2~
Introduction
Within this book you should find all the main information about the Warrior Classes. They can vary greatly, and do.
From mystical Monks to noble Cavaliers, just about every conceivable type of fighter is available in the Labyrinthe
game. Warriors need as much background and flavour as any other class. They have a wide range of alignments
available to them and a huge combination of weapons and tactics.
Of course, there are very few spells and verbals to remember, which gives you the chance to practise and define a
‘combat’ style for your character. Some classes lend themselves to a style, such as the carousing Duellist or an
honourable Samurai. The differentiation between the similar classes like Kensai and Duellist should even be obvious.
The time you’d spend learning your vocals for a wizard, invest in designing a particular style of fighting for a warrior.
The time spent on learning to read spiritual runes, spend on thinking about the character’s background: Who taught him
to fight? Why is a warrior a warrior? Of course we should think about such things for any character we play, but
without the roleplay smokescreen of a church or wizard’s tower, I feel it’s so much more important for combat
characters like warriors.
This builds on the previous versions of the book, expanding to include the Baronial Valdstayn and Ishmaic Wind-
Dancers. It also opens new paths for warrior development, be it the armoured hero able to brush aside powerful blows,
or the great weapon master skilled in all forms of weapons. It provides even the experienced player with new and
varied options to make every warrior a little bit different.
So have fun, and happy parrying
Son of
GSM
~3~
WARRIOR
"If it moves hit it, if it doesn't move push it over then hit it, if neither of these two works it is
probably a wall".
Although the previous motto encompasses much of the technical information a new warrior needs to acquire, it is far
from easy to play a warrior well, successfully and heroically.
Warriors come in all shapes and sizes; they can come from a virtually infinite range of backgrounds. Your warrior
could be a noble but uncivilised barbarian warlord who normally adventures with a horde of equally ferocious
tribesmen, or he could be of foreign parts with a strange accent and an even stranger taste in apparel and social
etiquette. The warrior provides the main fighting arm of any party. Physical combat is his forte. He can wear the best
armour, use the widest choice of weapons and is the most effective in combat.
A new warrior should quickly decide what weapon configuration suits him the best, and try to acquire a trustworthy
sword brother, for the warrior who fights alone dies alone, whereas a partnered warrior is far more likely to enjoy a
longer and more successful career.
Do not miss the opportunity to role-play this character class to the full. At times of stress you do not have a head full of
spell or miracle verbals thus you are able to impress the opposition with your courage, determination and disdain for
their powers.
Maximum Armour Class is 9 for Warriors. Warriors may utilise any armour and any shield [U Skill]. The life track on
the above table is for Human Warriors; refer to the appendix for details of other races.
At 6th, 7th and 8th levels Warriors may select a specialist skill from the below table.
~4~
RANGER
The Ranger is a warrior who has foregone the luxuries of civilisation in exchange for the hardships and pleasures of the
wilderness. As such, his powers are designed to enable his survival in a natural setting.
Maximum Armour Class is 9. Rangers may wear light and medium armour and may gain the ability to use heavy
armour later, they may use any shield. Rangers may be of any alignment. The above life scale is for Humans. Alfar, ½
Wood Elves, Crol and Barbarians may be Rangers, their respective life scales are found in the appendix.
Class Skills
Tracking
The Ranger can determine what kind of creatures frequent an area by the tracks that they have left behind. In some
circumstances, at referee’s discretion, this skill can be used to provide further details, such as following a specific
target’s trail. Its use requires slow and careful inspection of surrounding terrain, and will only work in ‘natural
environments’ – not towns and cities for example.
Survival
The Ranger can find food, water and shelter in the wilderness. In practical terms this means that on extended length
adventures the player may supply their own provisions, which may be kept in an Out-Of-Character location until
foraged for.
Perception
Due to the Ranger’s heightened senses they can spot all forms of supernaturally hidden / chameleoned targets,
including those using Invisibility and similar. This does not work on normally concealed creatures, such as those
actually physically hidden from sight or using physical powers.
Stop Bleeding
The Ranger may treat a wounded location with a piece of flora, for which a real or realistic physical representation is
needed, and by doing so prevent the wound from bleeding.
~5~
ARCHER
Playing an Archer is fun, you can hit the monsters without being hit yourself, which is always a good thing. It is also
hard as you will have to learn to shoot a bow and arrow. Unlike hitting with a sword, which is easy to pick up,
shooting a bow takes some learning. Members of your party will not think much of you if you miss the monsters and
hit them.
All bows need to be checked by the referee and the desk staff, and either can refuse to permit its use. Bows are not
usable in the caves or any indoor site for safety reasons.
Archers, unlike other character classes, are not limited to a maximum damage of Quad with their shots. Instead, they
have a maximum damage of Quin when shooting at a target within 10’, and no maximum damage at all when firing at
targets at a greater distance. This represents the increased skill necessary to make such shots.
Maximum Armour Class is 8. Archers may wear light and medium armour, they may not acquire the ability to wear
heavy armour and they may not use a shield.
The above life scale is for Humans, ½ Elves, Barbarians, Dwarves and Elves may also be Archers and their life scales
are detailed in the appendix.
~6~
MONK
Monks are a sub-class of warrior dedicated to self-discipline and martial prowess. They are the equivalent of the
Shaolin Chinese order in the middle ages. Although they have many class restrictions they can be one of the most
powerful classes in the system at high level. A Monk disdains magic in general, and anywhere in his immediate
surroundings. He is strong in spirit, mind, and body and he is able to resist many of the things that can affect him
through those avenues. Being extremely agile as a result of his intense training and self-discipline, he can avoid all but
the most powerful blows; and by being selective about the weapons he uses, he becomes a fearsome warrior. Monks
lead extremely disciplined focused lives, with many severe self-imposed limitations and restrictions.
The Three Orders of Monk: The first few generations of Monks came to the Empire from the Eastern lands of Amles.
The three Orders that represented the principle beliefs of those monks are named in brackets, since what they stood for
has a wider following outside their own temples now. As is inevitable with time, native Imperial citizens have taken up
the teachings but made their own interpretation of the philosophy and teachings, as such it is now possible to start a
Western Monk, rather than an Amlesian one.
The Bright Path (The Order of the White Hand): These are an order of lawful good monks dedicated to the protection
of all the good creatures of the world by the use of their skills and powers.
The Balanced Way (The Order of the Grey Mantis): These are an order of lawful neutral monks dedicated to seeing that
we live in a neutral world and law is triumphant.
The Shadowed Trail (The Order of the Black Tiger): Monks of this Order believe in the spreading of evil, for only in an
evil world can the powerful truly enjoy power.
Class Restrictions
Monks may never wear armour, nor use a Shield.
All Monks must be Lawful in alignment.
Monks may not use any form of Item /Artefact of Power, note that this includes ‘physical’ as well as supernatural
objects.
Monks may not benefit from any form of potion, except normal 6pt curative potions. Furthermore Monks are
restricted to drinking only one potion per level per day. Thus an 8th level Monk could successfully benefit from 8
x 6pt cure potions.
Monks may not keep any money or treasure – spurning such trappings – they may donate any money they earn to
any cause appropriate to their alignment, e.g. With the money being given away, back to the Desk etc. The only
exception to this is that that may keep enough money to pay for their potion allowance.
~7~
No Monk will aid any other Monk of a different order.
Monks must not allow under any circumstances spells of a beneficent nature to be cast upon them, as this would
contravene their rule of non-magical use. A Monk’s reaction will differ based upon their alignment. The below is
a guideline should such a situation arise:
A Goodly Monk will put all his efforts into getting the spell removed.
A Neutral Monk will not aid the party in any way until the spell is removed and he may threaten the spell
caster to get the spell removed, he may even leave the party.
An Evil Monk will not aid the party until the spell is removed. He will also seek to injure or kill the wizard
that cast it upon him.
~8~
DUELLIST
The Duellist is an extravagant warrior in the style of the three musketeers. He should at all times be seen in the floppy
hat, silk shirt and breeches which were virtually their trademark, or other suitable and impressive costume. He must
role-play his excessive lifestyle to the full and at all times must be obsessed with duelling, carousing and being loudly
flamboyant, if not in manner then in his fighting prowess.
The maximum AC of a Duellist is 9. They may only wear light armour and may never acquire the ability to wear
anything heavier. They may not use shields.
Only Humans may be Duellists and they may be of any alignment
.The +2 Weapon Mastery must be taken in the weapon chosen at 5th level.
~9~
CAVALIER
Cavaliers are the ultra-lawful followers of the chivalric code. As such they can be any lawful alignment and must be
Human. Even an evil Cavalier follows the code to the letter and the spirit. They are a sub-class of the Warrior.
Cavalier’s maximum armour class is 9. Cavaliers may only ever wear metal armour, which must be of master crafted
quality. They may use any shield, with these often bearing their coat of arms! A Cavalier does not die as easily as other
characters. At negative total body life points of up to twice his level, he is unconscious, not dead. This is commonly
known as Live to Minus. Thus at 8th level the Cavalier has “Live to -16 tblp”.
~ 10 ~
PALADIN
Paladins are Holy Warriors, Champions of the forces of Light, dedicated to the protection of the weak, the furthering of
the ways of good and the eradication of evil. They are blessed with certain spiritual powers that often duplicate those
available to Goodly Priests. The class of Paladin has many benefits however it also has severe restrictions.
Players intending to play a Paladin should realise that referees will be harsh on judging your actions, always watching
for less-than-perfect behaviour. Should a Paladin ever perform a malicious, cowardly or just plain evil act and receive
a ‘Black Mark’, then the Paladin will ‘fall from grace’ and lose his paladinhood. This means loss of all paladinic
abilities, and a permanent irremovable –2 Curse of Conscience. Paladins can fall from grace very easily, as they are
judged so harshly.
If in doubt a referee has the option of awarding a Grey Mark – this acts as a note to the next referee, that the morals of
the Paladin may be in question. Fairly simply 2 Grey Marks equals a Black Mark. The next referee is entitled to instead
cancel out the 1st Grey Mark – if the Paladin was beyond reproach in his actions.
In order to regain their paladinhood they will need to complete 3 further adventures without their paladinic abilities
without falling from grace again.
Paladins may align to a church and it is the doctrines of this faith that will often moderate the paladin’s behaviour. For
example the Paladin of a caring and healing god will seek to protect the innocent and work to the furtherment of the
goodly way of life. A Paladin of a goodly war god might seek to destroy all the evil he can find, smiting them and
offering little in the way of leniency to those evil creatures he discovers. Both styles are valid, and it is recommended
that you discuss your style with the referee, or at least make note of your faith and views on your battleboard.
Paladins have a maximum armour class of 9. They may wear any armour and use any shield.
They must be Human and Lawful Good in alignment.
~ 11 ~
LAY ON HANDS
Verbal: “Spirits of light permit mine hands to staunch this wound.”
Gesture: Touch via both hands
By the use of this ability the paladin may cure a wounded location. They may cure a total of 3pts of damage for
each level (i.e. has 24pts at 8th level). The damage cured is restored to the location and TBLP. Lay on Hands also
has the effect of stopping any bleeding on the location touched provided at least one point of curing is
administered. All curing from this is used in packages of 3pts per incantation of the verbal.
BLESS [OTHER]
Verbal: “Let the spirits of light watch over thee.”
Gesture: Touch target on head
A paladin’s Bless is similar to that of a priest except for the following:
It offers no AC bonus.
It has the effect of a “Remove Fear and Paralysis” miracle.
If cast on a Spiritually Mastered creature, it will free that creature of the Spiritual Mastery.
In all other ways it has a duration of only 5 minutes.
DETECT LIE
Verbal: “Spirits of Light, have lies been spoken?”
Gesture: Raise hands upwards in supplication
This ability is useable at will.
It will reveal if a previously heard statement was a lie in the eyes of the speaker.
This must either be used straight after the statement has been heard or the statement needs repeating – as per the
Priestly miracle.
This is a spiritual informational effect.
CURE DISEASE
Verbal: “By the powers of light I bid this pestilence be gone.”
Gesture: Touch target on head
This ability works as the priestly miracle – i.e.: It will spiritually remove one disease on a target.
REPEL UNDEAD
Verbal: “Undead spirit I repel thee!”
Gesture: Indicate targets with weapon hand
This power will work on any Undead creature with a spirit within 20’. An Undead so affected is instantly repelled
away from the Paladin up to 20’, or until a solid object is met.
RECOGNISE SPIRIT
Range: 1”
This is the same as the priestly ability and will reveal the presence of a spirit within 1” of the paladin’s hand.
REPEL EVIL
Verbal: “Spirits of Evil I repel thee!”
Gesture: Indicate targets with weapon hand
This power will work on any Evil creature with a spirit within 20’. An Evil spirit so affected is instantly repelled
away from the Paladin up to 20’, or until a solid object is met.
~ 12 ~
Paladin Specialist Skills
+6/2 Stamina Weapon Mastery
Make Healing Balm Enhanced Reflexes
Read Spirit Runes and Utilise Goodly Scrolls
Utilise Goodly Spirit Item
PALADINIC RESTRICTIONS:
1 A paladin may only ever own three ‘items’ regardless of type and are expected to give all money beyond their
basic needs (Normal Armour and standard potion allowance) away, either to NPC goodly causes (the desk, or via
CC contract) or to church funds, though this should not be abused. Players whose paladins battle board with a
sack full of potions ‘given to them by their High Priest’ will be judged harshly by their referee.
2 A Paladin should always be true to his word.
3 If a Paladin should gain a “holy weapon” he should forswear the use of all other supernatural weapon, except for
when the use of those weapons is the only way to damage an evil or hostile enemy.
4 Please also note the paragraphs above on ‘falling from grace’.
5 Paladins must be Lawful Good in alignment.
Breaking any of the above will lead to the Paladin falling from grace as noted above.
~ 13 ~
UNHOLY CHAMPION / ANTI-PALADIN
These warriors are the champions of the forces of darkness and are dedicated to the spread of religious evil. They are
dedicated to the progress of whatever evil they serve, and to do this they are often aligned to a church. They will use
any means available to further their church’s/cause’s power. As a result of their truly dark natures, evil spirits are
drawn to them and they are able to innately call upon them to duplicate those powers available to Evil Priests. In battle
they are capable warriors, able to fight for their own ends with as much fervour as is necessary to annihilate their
opposition, but their preferred combat techniques involve treachery, betrayal, deception and poisoned blades in
combination with their spiritual skills.
Unholy Champions may align to a church and it is the doctrines of this faith that will often moderate the Unholy
Champion’s behaviour. For example the Unholy Champion of a deceptive and beguiling god will seek to protect his
identity and cause conflict through the lies and discord he is able to spread. An Unholy Champion of an evil war god
might seek to destroy all the good he can find, murdering as he goes bringing blood and carnage with each stab of his
sword. Both styles are valid, and it is recommended that you discuss your style with the referee, or at least make note of
your faith and views on your battleboard. It should be noted that Unholy Champions are also subject to the Black Mark
scheme listed under Paladins but they are punished should they perform any overly Goodly act or go against their
chosen alignment.
REPEL GOOD:
Verbal: “Spirits of Good I repel thee!”
Gesture: Indicate targets with weapon hand
This power will work on any goodly creature with a spirit within 20’. A goodly spirit so affected is instantly
repelled away from the Unholy Champion up to 20’, or until a solid object is met.
Any UC may sacrifice the Repel Good ability gained in order to gain a permanent beneficial Curse. This operates
in the same manner as a Paladin’s Permanent Bless being irremovable as long as the Unholy Champion is an
Unholy Champion. If the Unholy Champion becomes immune to Handbook Curses (as per the table 3 post 8th
ability), then he remains cursed and retains the A/C benefit. If however he becomes immune to non-handbook
curses (for example via the table 10 immunity), then they lose the A/C benefit from their curse.
~ 14 ~
UNDEAD RETURNER:
Unholy Champions upon their death may choose to release an evil spirit to seek vengeance upon their slayer. This
standardly takes the form of an undead. The more potent the Unholy Champion the more potent the Undead
Returner. For the statistics of these undead please refer to the Handbook or Word from Above publications. Their
hits are now calculated as though the Unholy Champion had raised them and are thus dependent upon his level
[this does included published increases such as Undead Master]. It is possible to choose an undead lower than your
current level (e.g. a 6th level Unholy Champion could return as a Ghoul). An Unholy Champion’s returner will
seek to kill their slayer, anyone involved in their death, and may then act as it wishes until slain.
Level Returner
1 Zombie
2 Zombie
3 Skeleton
4 Ghoul
5 Ghoul
6 Mummy
7 Wraith
8 Wight
~ 15 ~
EXAMPLES OF UNHOLY CHAMPION STAIRWAYS:
Causing List
Level Evil Miracle Uses Spirit Cost Running Total
1
2 Cause Wound 1/2 levels 2*4= 8 8
3
4 Cause Serious 1/4 levels 3*2= 6 14
5 Cause Disease 1/4 levels 4*2= 8 22
6 Cause Grevious 1/4 levels 5*2= 10 32
7 Suspend Life 1/8 levels 8*1= 8 40
8
Undead List
Level Evil Miracle Uses Spirit Cost Running Total
1
2 Animate Zombie 1/2 levels 2*4= 8 8
3 Animate Skeleton 1/4 levels 3*2= 6 14
4 Animate Ghoul 1/4 levels 4*2= 8 22
Control Zombie 1/4 levels 2*2= 4 26
5 Animate Mummy 1/ day 5*1= 5 31
Protection from
6 1/ day 3*1= 3 34
Good Spirits
7 Summon Wraith 1/ day 6*1= 6 40
8
~ 16 ~
GREY KNIGHT
Where there is Good and Evil there is Balance. The path of neutrality also has its exponents and followers. In a
religious sense not all belief falls into the Good or Evil category; some faiths and teachings require the faithful to be
outside of such things.
Perhaps these followers of balance seek to protect wisdom for the benefit of all; maybe they seek to balance out the
universe; or possibly they just find themselves with an affinity for the spirit realm, acting as conduits between the real
and the ethereal. The guardians and warriors of balance and neutrality are collectively known as Grey Knights [GK].
Grey Knights must be Neutral in alignment but this may be coupled with Lawful, Neutral, or Chaotic as desired.
KNIGHTLY VOWS
Grey Knights must take one of the following vows at 1st level.
Vow of Poverty - Now has wealth restrictions as per Paladin.
Vow of Selflessness - Now has max 3 items as Paladin.
Vow of Truth - Should always be true to his word.
Vow of Abstinence - Potions restrictions as per monk.
Vow of Selfishness - May not be a member of any social guild.
Grey Knights spiritual alignment needs to be watched very carefully – too many overly goodly or evil acts may result
in Grey & Black Marks – as defined within the Paladin entry.
In a change from previous rules Grey Knights do suffer casting damage from their miracles as a priest does.
Grey Knights are able to design their own ‘stairway of power’ – as per Unholy Champion – but their stairway is made
up of 40 spirits of Neutral miracles. Two examples are shown below.
~ 17 ~
Communication List
Level Neutral Miracle Uses Spirit Cost Running Total
1
2 Spirit of Seeing 1/ level 1*8 = 8 8
Spirit of Seeing &
3 1/2 levels 2*4= 8 16
Hearing
4 Talk to Spirit 1/4 levels 3*2= 6 22
5 Communication I 1/4 levels 4*2= 8 30
6
7
8 Communication II 1/day 10*1=10 40
Warding List
Level Neutral Miracle Uses Spirit Cost Running Total
1
2
Protection from
3 1/2 levels 3*4= 12 12
Spirits
4 Spirit Shield 1/4 levels 3*2= 6 18
Halt 1/4 levels 1*2= 2 20
5 Rune of Power 1/4 levels 4*2= 8 28
6 Minor Ward 1/day 5*1= 5 33
7 Spirit. Invisibility 1/day 5*1= 5 38
8 Control Zombie 1/day 2*1= 2 40
~ 18 ~
BUDOKA / FIGHTER
Traditionally the Budoka are the less disciplined, although perhaps more heroic, warriors of the Eastern Lands. Their
martial skills are not unlike those of the monk but, where monks contemplate Inner Strength and learn martial arts as a
way to achieve better mind over body control, Budoka study martial arts for the sake of skill and fighting prowess, with
little or no concern for the inner serenity sought by many from the East.
In more modern times the role of the Budoka has been developed into a style of street fighting called ‘The Doka’ in the
west. The citizens of the Empire have their own fighters who partake in no-blows barred pit fighting. The styles are
comparable and stats wise identical. As such it is now possible to play a western Budoka. The art has yet to reach the
Baronies or Ishma thus only ‘Empire’ or Amlesian Humans may learn this class.
If taken the +2 Weapon Mastery must be in the same weapon in which the first mastery is possessed.
~ 19 ~
POWER MASTER
This class is cross between Wizard and Monk. These mystic monks are completely dedicated to their chosen element
and the belief in self. They draw their magic from a focus know as ‘The Power’. Originating from an alternate plane the
followers of the Power quickly assimilated into everyday Labyrinthian life, with many of the followers soon settling
down in the Jade Empire far to the East, finding a kinship in the martial styles the Easterners possessed.
The Power Master gains power by meditating on the power of an element. Thus, the Power Master is aligned to one of
the prime elements of Air, Earth, Fire and Water. These are called the Orders of Cloud, Mountain, Flame, and Sea
respectively.
All true Power Masters are Human, though the Crol are known to have very similar practitioners amongst their people.
For further details on Crol Power Masters please see ‘Evolution; Races’.
All Power Masters must be lawful, though they may choose to be Good, Evil or Neutral freely. Their alignment
governs which order they belong to. Good Masters are of the “White”, neutral “Grey” and evil masters of the “Black”.
They cannot voluntarily change alignment or all their powers will be lost.
Power Masters have no need for material wealth, and they will never keep any money beyond what they need to
survive day to day. They may never use any form of “item”, and may not drink any potions at all, they consider any
“artificial” aid to their own ability as an affront. Knowingly using a potion of any type will prevent the Power Master
from using any of his elemental powers for 24 hours. Any beneficial potion will simply not work.
A Power Master may only use one O class weapon type, chosen when started (recorded on their card). Additionally no
armour of any kind may ever be worn, and no shield may ever be utilised.
For information on their magical skills and Spells in general please consult ’The Wizard’s Grimoire’ or the Basic
Handbook.
A Power Master’s maximum armour class is 8 They may not use any armour or shields..
SELF HEAL
This ability may only be used whilst in contact with the appropriate element, which means underground for earth, in a
strong breeze for air, up to the waist in water for water, and within or near a bonfire-size blaze for fire. This effect
magically heals all normal damage to tblp and locations, and negates diseases and potions or poisons on the master.
The phrase “Let the power of [element] come onto me” must be repeatedly chanted for two minutes to achieve the
effect. During this time the master cannot fight, cast spells, move etc or the process is interrupted and the innate is
wasted. Diseases, potions and poisons do not progress further during this time.
~ 20 ~
RESISTANCE TO OWN ELEMENT:
This skill gained at 7th level, means that the Power-Master cannot be harmed by natural occurrences of his element,
including lightning for air Power-Masters and rock-falls for earth. Additionally they take only half-effect from
supernatural attacks of that element.
Power Masters gain mana and spell casting capabilities based on their chosen element. These spells are cast in much
the same way as wizards, with full verbals required, gestures etc. However, Power-Masters may never cast a glyph of
higher than their own casting level, they do not pay life points for casting a spell, and need not buy glyphs for grulls –
the Master instinctively knows how to cast all standard spells of up to his casting level. They gain 3 mana of their own
colour only per level, and may never learn to cast spells of any other colour, even grey. They may not read glyphs.
The second Weapon Mastery may only be taken in the Chosen Weapon recorded on their character card.
NOTE: Power Masters are considered to be in both the Warrior and Wizard brackets
~ 21 ~
POWER WARRIOR
A Power Warrior is either a follower of the Gem: darkness and evil, or the Jewel: light and goodness.
The persuasion of the follower must be blatantly obvious. They wear either all black or all white, depending on
alignment. This dress includes appropriate face-paint. A Power Warrior will never seek to hide his identity; if he does
so all special abilities will be lost.
A warrior of the Jewel seeks the destruction of all darkness and evil, while Gem followers seek the destruction of all
that is light and good. Power Warriors will normally attack and fight to the death anything to which they are opposed;
failure to fulfil this condition will strip the warrior of all magical abilities. However as a lawful character class they will
never attack a fellow adventurer except in self-defence, they will either ignore an opposed adventurer, or leave the
adventure.
For information on their magical skills and spells in general please consult ’The Wizard’s Grimoire’ or the Basic
Handbook.
~ 22 ~
KENSAI / BLADE MASTER
The Kensai once came from the East, mystical masters of the Blade who have dedicated themselves to the use of the
sword. The style and excellence of the Kensai’s arts has, over the last generation, filtered through to the West – Many
of the Warrior Academies and Training Schools specialise in the harmony between man and blade. The schools and
training only exist in the Empire at present thus only Humans from the Empire or Amlesians may take this class, e.g.
not Humans from Ishma, or the Baronies.
Many proponents of this art keep the name of Kensai to honour the great art – others seeking to move with the times in
the West call themselves Blade Masters. The stats are identical however.
A Kensai must choose one particular sword to be proficient with. This may be the No-Dachi (Two Handed), Katana
(Bastard), or Wakizashi (Short). A Kensai may only use a sword in each hand if the chosen weapon is a Wakizashi.
For game purposes, any one-handed sword is a Wakizashi.
A Kensai will only ever use this weapon, hands, a dagger or bo-sticks. The chosen weapon will always be used in
preference.
~ 23 ~
VALDSTAYN
Bodyguards to the Circle, the Valdstayn are loyal guardians that have proved themselves willing to risk life and limb to
protect those within the secretive order. As reward they are enchanted with powerful rites during their training, lacing
their body with a deep vibrancy which deflects or 'earths' magic which assaults them. However the nature of these rites
are that should the Valdstayn kill a member of the Circle or be deemed by the referee of the adventure to have been
severely negligent in their protection of a Circle member then the elements which form their body instantaneously
separate. The Valdstayn dies as a consequence of this, leaving no body for a restore to life to be cast upon and inflicting
12 tblp and 2 Loc. damage to all within 20 feet. Negligence in this case could include willingly leaving a Circle
member alone in a place to wander off alone or with non-circle members or fleeing a combat location leaving a Circle
member in the combat. Refusal to “shield” a master is also negligent (unless the master requested such).
The Circle member in question is always free to deny this negligence at the point the Valdstayn would explode and
spare the bodyguard’s life.
Hedge Valdstayn are possible, however do not gain the abilities of Defend the Master, Shield the Master or Stand by
the Master. Such Hedge Valdstayn are deemed to serve some cult within one of the smaller baronies who do maintain
the rites which create the magical shielding (armour class). A Hedge Valdstayn may spend 50 points post eight to name
another Hedge character (not a Valdstayn) as their master, and thus gain the abilities lost for not being a member of the
Circle. Obviously the disadvantages for the death of a Circle member above now apply to the death of the new Master.
For details on Hedge, the Circle, and Baronial Characters see Evolution: Races
~ 24 ~
Valdstayn Specialist Skills
+6/2 Stamina Weapon Mastery
Athletic Training Enhanced Reflexes
Unarmed Combat War Cry
~ 25 ~
ROVFUGER
Rovfugr glory in the rush of conflict and are always seeking to prove themselves. Their name in their native tongue
now left behind on the old world meant 'Hawk of War', and it is this light springing step style of combat which
exhilarates them so. Always seeking challenge in combat, a Rovfugr will never back down from a fight (they must be
able to affect the opponent - otherwise it is not considered a fight) unless supernaturally forced to do so, and should
they willingly admit that another is better than them in combat or refuse to fight an opponent they can harm, then they
suffer a -2 to their dexterity armour class in shame (as a 'curse of conscience') until the end of the adventure.
Rovfugr often live their lives as a shooting star, full of glory but ultimately leading to an early death. In game terms this
means that if there is a fight in which a Rovfugr can usefully contribute, even if only blocking blows aimed at their
colleagues, then they should always be involved. They should be amongst the last to leave a combat, and should always
act as a rear guard if the party is fleeing an opponent or stand out on point if engaging a new enemy.
In case the above is not clear should a Rovfugr willingly leave any combat in which they can affect the opponent, they
suffer a -2 DAC curse of conscience until the end of adventure.
Referees are expected to judge Rovfugr who do not enter every fight and stay until the finish very harshly - regardless
of chances of survival.
Rovfugr will not use unarmed combat; to fight is to use weapons, brawling lacks grace and skill in their eyes. Only play
a Rovfugr if you are willing to die. A lot.
+2 weapon mastery may only be taken in the weapon chosen at 3rd level.
~ 26 ~
WIND DANCER
The Wind Dancers are the skilled swordsmen of the Ishmaic Confederacy. They spend their lives training their bodies
to move like the wind and fight in flowing forms that unite their blade with the supple movements of their bodies. The
Wind Dancers are well regarded by their Hetyan and are used in disputes between such groups when all out conflict
would be foolish and the involvement of the Rainfinders is not considered desirable by either of the Hetyan groups
involved.
Wind Dancers are proud warriors and carry the honour of their Hetyan and Clan with them at all times. They will never
back down from a challenge in which they have the capability to inflict damage against an opponent and should they do
so they will lose the Innate DAC from their class (for the rest of the day) that comes from their confidence and pride.
Only in a direct challenge of arms, not involving supernatural powers will this apply however and Wind Dancers are
able to fight in or leave a combat as normal otherwise.
Wind Dancers are always lawful (though may be good, neutral or evil as normal) and take the Laws and Traditions of
Ishmaic society extremely seriously. Should they be found guilty of breaking any of the Laws and traditions the power
within them is sundered and they will become warriors, but with the lower life gained from this class. They will always
seek to uphold the Laws and Traditions in others, especially members of their own Clan and Hetyan.
~ 27 ~
Warrior Sub-Classes Covered Elsewhere
Warlocks and Sorcerers are listed within the Wizard’s Grimoire and are in the Warrior Bracket and thus eligible for
Traditions.
Vochstelen are also listed in the Wizard’s Grimoire and if they chose to be Militant Vochstelen are considered to be
within the Warrior bracket and gain a Tradition.
Beggar subclasses are listed in At the Sharp End and details of how their Traditions work can be found there.
Slayers and Psi-Masters are detailed in the Oraculum Insight book and are warrior subclasses so gain a tradition slot.
~ 28 ~
Warrior Specialist Skills
Not all specialist skills are available to all warrior classes, check the individual class entry or the following table for
details. These specialist skills (with the exception of Smithing) no longer cost grulls to learn. They are either self
taught, picked up along the way, or learnt from the various training schools and guilds that support mercenaries.
Weapon Mastery
By means of training and practice the Warrior may become more skilled with one specific weapon e.g. Dagger,
Broadsword, Hand Mace, Battle Axe, Bastard Sword, Spear etc. This Mastery means that one extra grade of damage is
added to the normal base damage done by a weapon of this type. Any weapon usable by the Warrior may be chosen,
including ‘B’ class weapons.
Unarmed Combat
This skill allows the Warrior to do damage with their hands (and not any other part of their body), as if they were O
class weapons. It should be remembered that a blow from any weapon must be a minimum of 12” long to be effective.
Martial art skills must NOT be used. It is only necessary to gently touch the opponent; anything stronger is unsafe and
must be avoided. NOTE: Anyone abusing this skill will lose it.
Smithing
This skill allows the Warrior to manufacture weapons and armour. Unlike other specialist skills this one costs 1000
grulls to learn. The cost of armour made by the character is then only 10 grulls per point of AC per location (e.g. a suit
of AC 1 all over is 70 grulls, a suit of AC 3, or a suit of AC 1+2, is 210 grulls). The cost of the skill mostly consists of
the cost of wasted materials in getting used to the equipment and preparing the forge. Thus another individual could
not benefit from the forge without similar expenditure. The amount of equipment the character with this skill may
manufacture is limited to 700 grulls per weekly visit to Labyrinthe. All handbook manufacturing takes place at the
Desk. It is assumed that a Smith will adjust and make running repairs to their own armour, preventing wear, and as
such someone with this skill does not lose adventure ‘uses’ on their own armour. Standardly weapons in Labyrinthe
are assumed to be free, but in cases where it may matter a Smith can manufacture a weapon at 1/3 of the ‘bought price’.
Advanced rules that build on the Smithing skill can be found in the “Manufacturers Guide” (Downloadable on the
forums).
Enhanced Reflexes
By means of rigorous training, the warrior may learn greater agility in combat, thus giving him a bonus of +1 Dexterity
Armour Class. This replaces the first point of dexterity armour class available post eighth on table one and may only
be taken once. Note: If you are a class which naturally gains innate DAC this extra DAC will stack with the DAC that
you already have. This skill is sometimes referred to as Dexterity Training.
+6/2 Stamina
By means of rigorous exercise and training the warrior may become extremely fit. This fitness has the effect of giving
him an extra 6 total body life points, and an extra 2 life points per location, it does not however increase his level for
resisting magic or spirits. This skill may only be taken once by a character.
Cold Rage
This ability allows the Warrior to enter a Rage – such that for the next 5 minutes, the Warrior takes 25% less from any
damage suffered – bar that suffered from purely magic weapons and magical spells. In a Cold Rage the Warrior is able
to distinguish friend from foe and as such is not required to attack them. In a Cold Rage you may use ‘offensive
powers’ such as Knock Back, but not other powers like Monk Locational Healing or using your magical ring to Blink
away. This ability is usable 1/day.
War Cry
This ability allows the Warrior to negate one listed stopping effect, and grants immunity to that effect for the following
five minutes. It must be used within 2 seconds of the effect occurring and accompanied with a loud shout. This ability
is usable 1/day.
Athletic Training
This skill grants the Warrior the ability to jump a large distance. Also found listed under the spell Jump, or Salmon
Leap, the distance jumped cannot be more than 20’ forwards, 10’ backwards, or 15’ upwards. Jumping past a person
will enable that person to take one swing at the jumper; simple actions or other ‘instant’ abilities which need no verbal
can be used (just one ability – not a string of Neuronic Penetrations!) instead of a weapon swing, including speaking a
single word. This ability is usable 2/day.
~ 29 ~
Shadowing
This allows the user to follow the tracks of creatures in urban, built up environments or in tunnels or buildings. The
user can determine what kind of creatures frequent an area by the tracks that they have left behind. In some
circumstances, at referee’s discretion, this skill can be used to provide further details, such as following a specific
target’s trail. Its use requires slow and careful inspection of surrounding area.
Accuracy
This skill allows the Archer to do all arrow damage regardless of the PAC possessed by the target (e.g. Triple becomes
Triple Through) but it requires 5 seconds concentration to perform.
Mind Block
This ability allows the Monk to take only half damage from a Neuronic attack. It does not affect any non-damaging
neuronic attacks.
Stop Bleeding
Through their knowledge of anatomy the Monk may stop a location bleeding by delivering a sharp (non-damaging)
blow to that location. This will stop the bleeding for one hour.
Forearm Parry
This skill allows the Monk to parry weapons with his hands and forearms taking no damage from the blow. It is not
possible to parry a blow from a weapon without a Physical component. Effects attached to weapon blows are still taken
– for example a Knock Back effect.
Note: That the Monk must be able to freely move his arms to use this skill. This skill cannot be used whilst using a 2
handed weapon, and may only be learnt at 8th level.
Forearm, Foreleg and Upper Arm Parries cannot ever be used in conjunction with a shield. A weapon that can be
used as B-class, such as a bastard sword, or a spear, still prevents the use of Forearm/Foreleg/Upper Arm Parry even
when held in one hand.
Relaxed Fall
This skill allows the Monk to fall up to 25’ and take no damage. Should the fall be further than 25’ he only takes 1/3rd
of the normal falling damage.
~ 30 ~
Make Poison
This skill allows the Unholy Champion to make Blade Venom and Ingestive Poisons. The poisons made can be either
IV6 or BV6, chosen at the time of making them – For further information on these you should consult the Scout source
book ‘At the Sharp End’. The Unholy Champion may make 2 doses of each per week at 7th level, or 3 doses of each if
8th level. They cost 400 grulls per dose. This skill does not allow the UC to recognise poisons.
Empower Armour
This skill imbues the armour worn with a magical essence, granting magical armour class equal to half the value of the
armour’s physical armour class (round up), and half effect the warrior’s opposite element (light or dark). These benefits
are only gained when wearing master crafted armour, which appears appropriate to the warrior’s colour (e.g. should
have white or black designs etc.).
~ 31 ~
Skill Availabilities by Class
Unholy Champion
Budoka/Fighter
Power Warrior
Power Master
Wind Dancer
Grey Knight
Valdstayn
Rovfuger
Specialist
Cavalier
Warrior
Duellist
Paladin
Ranger
Archer
Monk
Skills
Weapon x x
Mastery
Unarmed x x x x x x x
Combat
Smithing x x x x x x x x x x x x x x
Enhanced
Reflexes
+6/2 Stamina x x x x
Cold Rage x x x x x x x x x x x x x
War Cry x x x x x x x x x
Athletic x x x x x x x x
Training
Shadowing x x x x x x x x x x x x x x
Accuracy x x x x x x x x x x x x x x
Mind Block x x x x x x x x x x x x x x
Stop Bleeding x x x x x x x x x x x x x x
Monk Loc x x x x x x x x x x x x x x
Curing
Forearm Parry x x x x x x x x x x x
Relaxed Fall x x x x x x x x x x x x
Make Healing x x x x x x x x x x x x x x
Balm
Read Runes /Use x x x x x x x x x x x x x x
Goodly Scrolls
Use Goodly x x x x x x x x x x x x x x
Spirit Item
Make Poison x x x x x x x x x x x x x x
Use Evil Spirit x x x x x x x x x x x x x x
Item
Read Runes /Use x x x x x x x x x x x x x x
Evil Scrolls
Chosen of the x x x x x x x x x x x x x x
Faithful
Read Runes /Use x x x x x x x x x x x x x x
Neutral Scrolls
Use Neutral x x x x x x x x x x x x x x
Spirit Item
Empower x x x x x x x x x x x x x x
Chosen Weapon
~ 32 ~
Empower x x x x x x x x x x x x x x
Armour
~ 33 ~
Warrior Traditions
Differing warrior types have a variety of skills available to them. However their role for the most part is as a trained
fighter. Where they first learnt how to fight and their style of combat will depend on where they trained or who trained
them.
The idea behind this selection of abilities is to offer background choices to the warrior bracket. Much like a priest will
have their spheres and churches, and wizards have their elemental colour and towers. These traditions need not just be
a background note either; they could form a whole history of why your character is the way he is and what he does
when he is not out adventuring.
It is only possible to standardly purchase one of these “Traditions”. Existing characters may find that one of these
abilities adds to their character or works alongside what they had already developed, in which case they should feel free
to buy one. Below is a table showing which classes can have which “Tradition” and an associated cost. All are deemed
to be on table 1.
If you are of a non-standard class/race you may not buy a tradition without first checking with the GSM and they will
need to sign the ability on. The class of Samurai is now deemed a Tradition. Existing Samurai may continue as they
were before but no new Samurai may be started.
Commoner
Sell Sword
Skirmisher
Privileged
Monastic
Soldier
Guard
Archer 60 50 60 80 50 65 50 x 50
Budoka x 30 x x 40 60 40 x x
Cavalier x x x 60 40 50 x x 60
Duellist 60 40 x 90 x 65 40 40 x
Kensai x 40 x x 50 60 40 60 x
Grey Knight x 60 x 85 40 70 x 75 70
Monk x 20 x x 40 x 30 x x
Paladin x 70 70 x 60 70 x x 70
Power Master x 20 x x 60 x x x x
Power Warrior 75 x 70 75 65 x x x 75
Psi Master 75 50 x 75 65 75 50 80 75
Ranger 60 50 70 75 x 60 40 75 x
Silver Warden 75 50 x 75 65 75 50 80 75
Sorceror 75 x 70 x 65 75 60 100 75
Unholy Champion x 60 x 85 40 70 50 80 x
Valdstayn 65 60 60 x x x 50 x 75
Warlock 75 x 70 70 65 75 60 100 75
Warrior 60 50 60 60 50 60 40 60 70
Wind Dancer 70 30 x x 50 x x 80 x
~ 34 ~
Adventurer
The Adventurer is the classic hero type, their skills have been honed whilst rescuing princesses from towers, making
daring escapes from the lairs of pirates, and just doing daring and often heroic deeds. However there is also the other
side of the adventurer: A cad, a bounder and rapscallion, with little thought to the future, careless and living for the now
and the thrill of high adventure.
They often seem to have a secret motive or benefactor- and are well equipped with all manner of gumpf.
Well Equipped with 400 grulls worth of immediately available or simple potions. Use the costs for perm
potions for this calculation.
Well Equipped with supernatural scrolls and may battle board up to 10 power of standard magical or spiritual
scrolls. This can be a mixture of the two if desired.
1/day Recuperation: The Adventurer recovers well from a mortal danger with amazing powers of recuperation.
As such, the first time per day where required they gain a fully cumulative live to minus 6 and, whilst
unconscious due to damage, regenerate at a rate of 1pt of locational damage and 1pt of tblp per 5 minutes.
They cannot ‘bleed’ to death.
1/day Well Prepared: Before time-in is called gains a ‘lucky idea’ with regards to the adventure he is about to
undergo.
This ability can only be used should the player be fully ready for his adventure – in full costume and make-up
etc as required. The answer by the referee could be “remember the anti-venoms”,”wrap up warm” or even
“expect undead”. Obviously it is necessary for this to be done with the referee for the adventure, and does
legitimately allow the character to add further equipment to his battle board. {Think of this ability as James
Bond getting his supplies from Q, not knowing what he is going to need – but always just happening to have
the required object}.
Due to their careless manner, or their need to give money to their contacts they automatically lose ½ of any
payment they might receive from an adventure, including any monies gained from treasure, bounties and such.
Any lost money is automatically returned to the referee.
Commoner
The Commoner is an unusual type of fighter, typically those that have ‘fallen’ into adventuring, perhaps seeking some
personal goal or knowledge. Perhaps there was a retired mercenary who lived in their village whose stories awoke a
primal instinct in them before leaving on their great quest training in the militant skills along him. Or maybe they were
born and raised in one the cities of the Empire; every day being a struggle to survive and having to learn to fight in
order to live.
1/day Instinct: After 30secs of melee versus an opponent [timed from the 1st blow struck] is able to get a gut-
feeling about the opponent, in the manner of a lucky idea about the opponent but also granting a Study
Opponent [as per table 10 ability].
Commoners do not rely on excessive amounts of armour, preferring to be light on foot and ready for trouble at
all times. As such for each 2 ranks of PAC that the character class could normally wear, but isn’t, they gain +1
DAC (e.g. a character could wear up to AC 4, but chooses to only wear AC 2 gains an additional point of
DAC).
For this calculation use the armour listings in the Handbook – exclude Layering but include Master Crafted
bonuses: Thus a warrior could normally wear PAC 6 [Plate] but by only wearing PAC 2 [Leathers] he would
gain 2 DAC.
Due to their upbringing poisons take twice as long to progress and take a minimum of 30secs to have any
effect even if the poison is instant.
Diseases also take twice as long to progress, and take a minimum of 5 minutes to kill even if the effect was
meant to be instant.
~ 35 ~
Guard
Most cities, towns and villages have a group of ‘guards’ to defend and uphold the laws or local desires. Whether they
are a member of the village watch, a city militiaman, or town guard, there is a certain skill to being able to put up with
sitting around for hours looking like you’re busy.
Despite this common perception of the Labyrinthian guard, their sense of duty and resolve in the face of overwhelming
odds often leads the guard to be known for their determined and ability to ‘stand their ground’. Those that become
mercenaries often epitomise this stubborn resilience and keen eyed perception.
1/day “Standing Ground”: May be activated like a War Cry i.e. within 2 seconds of an event occurring. This
ability allows the Guard to increase his resistance levels for the next 5 minutes- This force of will costs 3 tblp
for each level he chooses to increase it by. There is no maximum level. Once it has been increased it cannot be
raised further using this same ability.
Guards may learn and buy any published “Distancing” style ability 1 table earlier e.g. Enhanced Distancing on
Table 7 rather than 8.
1/day “On Guard” After 5 minutes of being within the same general location; in a tavern, at a cave entrance
etc, gains 6th Sense [as per the tables ability but no DAC requirement], Traitor Shield [as tables], and ‘Guards’
Danger Sense – similar to the Tomb Robber ability but will provide a sense of imminent danger with regards
to things occurring in that location, lasts as long as they remain in that location (e.g. an attack is about to
happen, a ritual strike is about to target the area). Is broken if they leave that area
Legionnaire
A member of the Empire’s Legions dedicated to the cause. Unlike a common soldier, their first loyalty is to the Empire,
rather than the grull. Legionnaires should select a legion to join. Details of legions can be found on the Laby Wiki, in
the Almanac, or by asking on the forums. Some legions may have joining restrictions or other requirements.
As long as a Legionnaire is not outlawed or ostracised they gain their standard imperial potion allowance for
free and are provided with a suit of normal master crafted armour every dungeon. The minimum potion
allowance they will be given is always five 6 points, regardless of system effects in place. A legionnaire is also
well equipped with a trusty old weapon and shield, with no penalty for this loss.
Legionnaires also gain + 1 level of resistance vs. Domination effects not from a superior within their legion.
Finally, they gain an innate “For the Legion”. This acts as either a Discipline Innate (as per the post 8th
ability), a War Cry, or grants immunity to repels for 5 minute.
Monastic
Some fighters are trained at monastic centres, often with specific religious or life-affirming tenets that guide and direct
these fighters as they venture out in to the wider world. The reasons for leaving the monastery are left to the individual
characters. It could be that they are sent out by the Elders to discover the meaning of existence, or that they were taken
in as an orphan and now they seek out whatever happened to the rest of their family.
Monastic fighters are always principled, well disciplined and find little joy in material wealth. As such this “training”
may only be taken by characters of a lawful alignment.
May buy the ‘Ley Believer’ ability for ½ cost, and may buy True Believer as per Paladin.
Gains Discipline 1/day – Which acts as per a war cry ability but against a listed domination effect, emotion
effect or fear effect rather than a stopping effect.
Chosen Weapon: Gains +1 cumulative weapon mastery in a weapon type of choice, noted on character card
when bought.
Due to the well-trained regime those trained from Monastic Orders automatically gain one additional specialist
slot from their base class. Should their class not receive Specialist Skill abilities, e.g. Kensai, they may instead
choose a specialist from the standard Warrior options.
Those under Monastic training may never battleboard more than 3 items [Monks etc may still not benefit from
any items]. They also have wealth restrictions as per Monk.
~ 36 ~
Privileged
Not all of the mercenary caste are from the same background, some are from more notable stock. The young nobles,
children of rich merchants, and those that move in such circles, such as a Senator’s family, or even the family of a
noble retainer, can experience a very different style of training into the world of melee, and battle. Alternatively, the
privileged character could be from a clan or oriental house, or even a tribe.
Their training would take a more organised form: Proper teachers and instructors holding small classes and individual
tutoring for the up and coming generation.
The styles of this expertise would vary greatly- depending on the teacher and of course the wishes of those paying the
fees. The pomp and ritual of the heavily armed and armoured court Knight, or the delicate and fanciful speed of the
best duellists could be extremes of this training.
Those with this training hold the knowledge of ‘battle tactics’ and perhaps more importantly the expectation to win.
1/day “Battle Tactics” This skill allows the warrior to come up with a plan – it takes 1minute concentration to
formulate, though this can be spoken externally and involve others if desired. The ‘plan’ must be enacted
within 15 minutes of its formulation, else is wasted.
For the 1st 5minutes of the plan or until its end [if sooner] the warrior gains: +6/2 temporary life, and one of a
War Cry, Salmon Leap, Knockback or Cold Rage.
1/day “Know your Foe” This skill allows the user to gain knowledge about a particular target. It can work in
one of two ways:
Based on passed on knowledge, remembered studies, and common lore it will reveal about a sentences worth
of information about a particular creature type. e.g. The party hear tell of a Werebear rampaging in the local
area. From using this ability the warrior is able to learn that Werebears are known for only being harmed by
the supernatural or weapons made from Gold, typically goodly creatures and fond of honey. OR
Based on 10 seconds observation of a target would reveal the number and type of ‘hits’ a creature has and any
strange requirements that may be necessary to injure it productively. e.g. The same Werebear from above is
met in the woods, this ability reveals that it has 60hits, these need to be supernatural or ‘golden’ and that its fur
is mystically enchanted such that weapon blows will have very little effect [e.g. rockskin style].
At all times they gain +1 level of resistance against physical Domination and Stopping Effects.
Those Privileged trained have slightly more Multi-class options open to them than previously.
Thus non-human types with this training may multi-class to any [solely] warrior bracket class as long as it is a
published option for their Class, e.g. A ½ Elf Warrior could MC/ to Cavalier at the published cost.
Humans gain an additional MC slot at 8th+0pts.
~ 37 ~
Samurai
Samurai are the ultimate followers of the Jade Code. As such their personal honour code is very limiting indeed. If a
Samurai breaks his code in any way he must commit Seppuku [ritual suicide] at once. He may delay Seppuku only to
get his revenge on a person or group related to his failure, but must commit Seppuku by the end of the adventure on
which he breaks his code. Under no circumstances may a Samurai be 'let off' from such a situation, and they cannot be
restored to life. In fact, a Samurai committing Seppuku may choose to rebirth as the same character with the same
memories.
A Samurai will commit Seppuku if:
They show outward fear.
They run from a fight.
They contract to perform a task and fail (e.g. agree to rescue a princess, but she is already dead when the samurai
gets there).
For more information on this please see the section in Evolution: Races or The World of Primus Book 3, The Jade
Empire
Samurai are Immune to all forms of Fear.
They gain the following innate abilities:
8/day Damage Focus: Samurai can add +6pts of damage [+1 hit] to a single blow. The power can be used only
once per blow and is used up even if the blow misses. If this would take the damage above the characters max
damage then instead it cuts through PAC and ignores physical armour class.
4/day Yell of Fear: This will ‘fear’ all creatures of less than half the Samurai’s level that are within 20’. This
only lasts 1 minute. It affects creatures with no spirit but other than this works as per the “Cause Fear”
miracle. It does not work on other Samurai, or ‘mindless’ creatures such as Undead or Elementals.
2/day Cold Rage: This ability allows the Samurai to enter a rage, such that for the next 5 minutes, the Samurai
takes 25% less from any damage suffered, bar that suffered from purely magic weapons and magical spells. In
a Cold Rage the Samurai is able to distinguish friend from foe and as such is not required to attack them. In a
cold rage you may use ‘offensive powers’ such as Stunning Yell, but not other powers like monk locational
healing or using your magical ring to Blink away.
2/ day Stunning Yell: This works in a similar manner to the Halt miracle, but works on all sentient creatures of
a lower level than the Samurai within 20’. It does not work on mindless creatures.
Sell Sword
This type of fighter is a dedicated mercenary, perhaps a lone wolf, member of a mercenary group or war band but they
learnt their trade in a ‘hands on’ fashion. As a professional mercenary they are intrinsically linked to the fate of Primus.
Knowing that the mercenary caste is one of the strongest things Primus has been able to create to defend itself, these
heroes are watched over by the Primal Spirit and the Empire.
On any licensed adventure the Sell Sword is able to ensure that he is rewarded well to the extent that he will
receive an additional 800 grulls if the mission is successful. The money is claimed from the office of
whomever authorised the ‘Mercenary Hiring License’, and requested from the Desk by the Adventure Referee.
No more than 800 grulls can be claimed in any one week by a Mercenary.
In addition to this the Sell Sword has his healing potion allowance paid for, i.e. no money has to be given to
the referee in order to claim your 6pt allowance.
1/day Primal Strike Through being able to call upon the power of Primus is able to empower a ‘normal’ [not
otherwise supernatural] weapon such that whilst wielded by the Sell Sword it will inflict either magical or
spiritual damage as required, even if the user could not usually use magical or spiritual artefacts.
Should a Sell Sword need to be resurrected ‘off-adventure’ they are deemed to have the Fated Hero ability
from the post 8th development system.
Should a Sell Sword become outlawed then they lose the benefits of the additional payment and potion
allowance until it is removed.
~ 38 ~
Skirmisher
While many warriors are used to forming shield walls and fighting in a line, the Skirmisher shuns shields, and works
best operating separate from a shield wall.
Skirmishers lose U skill, and can never regain the ability to use a shield. They are also limited to wearing light
armour (up to A/C 2 before Master Crafted bonus).
Skirmishers gain Forearm Parry (as per the Monk skill), and gain 2 points of class based DAC (does not stack
with Duellist, Kensai or similar).
Skirmishers gain an innate “Advantage in combat” 1/day which acts as either a Salmon Leap, a Force Majeure
(as tables), or a Strike to Stun effecting 8 levels.
Skirmishers are adept at sensing hidden dangers and are often aware of them before they occur, a gut feeling
or a split second reaction. This grants them Danger Sense. When 20ft or more away from the party they will
often suddenly become aware of a hidden danger or unseen problem (Ref’s discretion but it will only reveal
unforeseen dangers). It can also function when near the party for truly unseen dangers (such as ritual strikes,
or opponents about to teleport in to attack).
Soldier
The Soldier has been trained in a military organisation; this may be one of the Empire’s Legions, a Noble’s private
army, or even a dark and evil army lead by a great evil god intent on invasion and conquering – But the Soldier’s life is
similar the world over. They march, fight and die.
A Soldier knows that his odds of survival are greatly increased the better the equipment he has, and how well
he looks after what he’s got. As such, soldiers know how to look after and maintain their own equipment- to
the extent that their armour loses no normal uses.
They are automatically equipped with a ‘trusty old weapon’ and may buy additional trusty weapons at 25pts
each. There is no penalty associated to the loss of such a weapon.
They may buy any tables ability to do with armour as though a 1st class Warrior, if they can already buy the
ability as a Warrior, then they may buy any published ability to do with armour 2 tables earlier than normal.
For example, Armour Mastery is normally on table 8 [1000pts] but for a 1st class Warrior with the Soldier
tradition it is on table 6 [600pts].
1/day Stand and Die: It is the duty of a Soldier to stand and die, but those charged with vitae are a different
breed. This ability must be announced at the beginning of a combat and grants the Soldier Live-to-Minus 5
minutes. In this Live-to-Minus he may remain conscious and melee fight – but not use any other innate ability.
He may continue to move and talk [not casting etc] but only at ½ speed [though still fight at normal speed].
The 5 minute duration starts when the Live-to-Minus is entered. Should it not be entered then the ability is
wasted for that day. When the effect ends the additional live to minus disappears and if the Soldier has used
the additional live to minus from this ability he dies – unavoidably. May not use this ability in conjunction
with ‘Tempo of Battle’ or similar. It should be noted limbs can still stop working.
Soldiers also know how to look after the cuts and scrapes that come from their daily toil. As such, they learn
the ‘bandaging’ skill [See At the Sharp End], and count as knowing the recipe for when applying Treated and
Medicated bandages.
~ 39 ~
Traditions: Racial Restrictions
Here are listed the adjustments to the traditions available according to your race.zxx.
Rovfugar as per Budoka
Silver Folk Slayer as per Silver Warden
Vochstelen who have selected the Militant option gain Traditions as per a Warlock
Beggars (Kallah and Hanot) eligible for a Tradition learn Commoner as per a Ranger.
Alfar cannot be Adventurers
Ancient Folk cannot be Commoners
Crol cannot be Adventurers
Crol cannot be Commoners
Draves cannot be Commoners
Dwarves can only be Guards, Privileged, Soldiers, or Legionnaires.
Elves cannot be Commoners
Faeries cannot be Commoners
Farfolk cannot be Adventurers
Goblins cannot be Soldiers or Legionnaires.
Goblins pay double price for the Skirmisher Tradition.
Ggrutuck can only be Guards, Soldiers, or Legionnaires.
Orcs cannot be Monastic
Ogres can only be Guards or Commoners
Trolls can only be Guards or Commoners
Ratfolk cannot be Adventurers
Silver Folk cannot be Commoners
If a standard race is not listed above then you may assume that they may take any training as befits their Class.
~ 40 ~
Post 8th Abilities
All of the classes detailed above within this book, may learn “Warrior Subclass” abilities, plus as their own specific
class, as mentioned in the post 8th development section within in class.
Some abilities are listed for 1st Class Warrior Subclass. In a change the restriction on dual-bracket characters has been
removed. These abilities may now be purchased by 1st Class Warrior Subclasses that are automatically paired into
another bracket.
Immunities to Bruising; there are several abilities which confer this immunity they all share a few common
restrictions. No forms of Bruising Immunity can be applied in combination with any form of damage reduction.
Immunity to Bruising does not confer immunity to associated effects from the blow so a blow would still deliver a
paralysis or knock-back even if the damage was reduced to zero.
Table 1 (0pts)
Trained Warrior Cost: 50pts T: 1
Available To: 1st Class Warrior Subclass
May never multi-race or buy abilities outside of the warrior bracket but may buy as a 1st class warrior. May only
multi-class within the warrior bracket.
~ 41 ~
Additional “Ki Strike” Cost: 45pts* (Max 3) T: 1
Available To: Kensai
As per their standard pre 8th ability.
~ 43 ~
Enhanced Stamina, +12/+4 (total) Cost: +45pts T: 1
Available To: Warrior Subclass
From +6/+2 (1st Stamina).
Table 2 (200pts)
3rd Weapon Mastery Bow Cost: +40pts T: 2
Available To: Archer
From +2 WM with bow.
~ 44 ~
4th Weapon Mastery Bow Cost: +65pts T: 2
Available To: Archer
From +3 WM with bow.
~ 45 ~
Natural Learning Cost: 100pts T: 2
Available To: Ranger
Now gains all druidic standard discerns (Tell Plant Type, Tell Animal Type, Tell Time, Tell Disease, Tell Wounds
& Tell Poison).
Table 3 (250pts)
Master of Celerity Cost: 150pts T: 3
Available To: 1st Class Monk
All AC always applies vs. relevant weapons blows if the character is able to move his body by his own free will
~ 46 ~
Master of Celerity Cost: 200pts T: 3
Available To: 1st Class Warrior
All AC always applies vs. relevant weapons blows if the character is able to move his body by his own free will
Table 4 (275pts)
Immunity to Bruising Using Cost: 60pts T: 4
Master Crafted Metal Armour
Available To: Cavalier
For this to work the Cavalier must be wearing master crafted metal armour on the location struck and that armour
must apply to the blow. If so then the Cavalier may apply all AC owned on the location and if it equals or exceeds
the damage inflicted then they may ignore the bruising damage.
~ 47 ~
Sense Berserker Spirit 20' radius Cost: 40pts T: 4
(Y/N only)
Available To: Berserker
~ 48 ~
Immunity to Bruising Using Cost: 75pts T: 4
Master-Crafted Armour
Available To: Warrior Subclass
For this to work the character must be wearing master crafted armour on the location struck and that armour must
apply to the blow. If so then the character may apply all AC owned on the location and if it equals or exceeds the
damage inflicted then they may ignore the bruising damage.
Table 5 (450pts)
Quick-draw bow [from back] Cost: 75pts T: 5
Available To: Archer
At will may call Time Freeze to un-sling Bow from back
~ 49 ~
Disciplined Cost: 60pts*(Max 2) T: 5
Available To: 1st Class Warrior
Grants Immunity to Fear, Emotion Attacks, and Insanity for 5 minutes. Must be used within 2 seconds of the attack
(cf. War Cry) 1/day
Table 7(650pts)
Foreleg Parry Cost: 120pts T: 7
Available To: 1st Class Monk
As per the Forearm Parry skill but operates from toes to knee.
Note: That the Monk must be able to freely move his legs to use this skill, e.g. not under the affects of a bind spell or
similar.
~ 50 ~
Magical Empower Weapon Cost: 300pts T: 7
Available To: 1st Class Power Warrior
Makes any one O or B class weapon +0 magical whilst the character uses it, and aligned to his colour of magic. The
user may change this ability from weapon to weapon as he uses different types – i.e. it is not fixed to a specific
weapon.
~ 51 ~
Knockback Blow Cost: 35pts* T: 7
Available To: Monk
1/day As Warrior, but needs no strength, and may use any weapon in which at least +2 mastery is possessed,
including unarmed combat.
~ 52 ~
Spirit Sight Cost: 50pts*(Max 3) T: 7
Available To: Paladin, Unholy Champion, Grey Knight
Paladins can only see Evil spirits, and Unholy Champions can only see Good and Grey Knights can only see Neutral
Spirits. Full concentration is required and cannot be used in conjunction with any other innate abilities. Usable
1/day for 5 minutes.
~ 53 ~
2nd Cold Rage per day Cost: +65pts T: 7
Available To: Warrior
~ 54 ~
Accuracy Cost: 50pts T: 7
Available To: Warrior, Monk, Duellist
1st blow of combat negates foes PAC. Immunity to Accuracy applies.
~ 55 ~
Table 8 (1000pts)
Disarming Shot Cost: 30pts* T: 8
Available To: 1st Class Archer
1/day this skill causes the opponent, who must be shot either on the weapon or appropriate arm to drop a weapon
they are fighting with. It only works if the opponent is doing less than or equal damage than the disarmer has
weapon masteries.
~ 57 ~
Lesser Contra Mastery Cost: 50pts T: 8
Available To: 1st Class Warrior Subclass
As per Contra Mastery above but only grants a 3pt reduction against the chosen weapon.
~ 58 ~
Leg-Sweep Cost: 45pts*(Max 3) T: 8
Available To: Monk
1/day With a phys repped blow to the legs (not a martial arts-style leg sweep!) one two-legged opponent is knocked
to the ground. Immunity to Trip applies.
~ 59 ~
Ill Aspected Cost: 50pts T: 8
Available To: Tribal Warrior
Character gains +12/4 life and +1 level of resistance, but is unaffected by beneficial magic or spirit unless it is cast
by the character’s tribes Shaman or Witch Doctor. The Shaman or Witch Doctor must be the ones named for that
tribe on their character card. It does not function in tandem with abilities that allow power users to ‘stand in’ as the
tribes Shaman/Witch Doctor. This ability is not available to Chi-Perfect or similar type characters, i.e. those already
immune to beneficial magic AND spirits.
~ 60 ~
Maximum Damage Quin B’Class Cost: 100pts T: 8
Available To: Post Weapon Master Skill
Allows Maximum Damage Quin when using a two handed weapon in both hands.
Table 9 (1500pts)
Fury Cost: 60pts*(Max 3) T: 9
st
Available To: 1 Class Berserker
1/day Enhances Berserker’s natural 50% Rage to 66% for the length of one combat
~ 61 ~
The Wanderer’s Hunch Cost: +65pts T: 9
~ 62 ~
7th Weapon Mastery Bow Cost: +130pts T: 9
Available To: 1st Class Archer
From +6 WM with bow.
~ 63 ~
Non Magical Chameleon in Cost: 50pts*(Max 3) T: 9
Woodlands, 1/day
Available To: Ranger
~ 64 ~
Veteran Fighter Cost: 50pts T: 9
Available To: Warrior Subclass
+6pts of damage (i.e. +1 damage grade (base damage not max)), must have +1 Weapon Mastery and +1 Strength.
This does not stack with the scout ability ‘Dirty Fighter’.
Table 10 (3000pts)
Internal Strike Cost: 60pts*(Max 2) T: 10
Available To: 1st Class Shadowed Path Monk
1/day After 10 seconds concentration the Monk may strike a blow to the chest or abdomen of a target which inflicts
no normal damage, but instead causes 36 points of tblp damage regardless of all armour (12 Hits to monsters). If the
target is completely immune to flesh-and-blood effects they will not be injured (elves are affected).
~ 65 ~
Max Damage ‘Six’ Cost: +125pts T: 10
Available To: 1st Class Kensai
Grants Maximum Damage ‘Six’ in two hands with B-Class weapon, from max ‘Quin’.
May only be selected if chosen weapon is B-class.
~ 66 ~
Knowing the Enemy Cost: 75pts T: 10
Available To: Paladin, Unholy Champion
Maximum damage Quin vs. one of the following chosen at the point ability is bought, Undead, Demon-kind, or
Angel-kind and using a B-class weapon, in two hands.
~ 67 ~
Keen Eye Cost: +150pts T: 10
Available To: Warrior, Duellist
Accuracy through PAC at all times - one weapon type only. Must have ‘Accuracy’ from Table 7.
Table 11 (5250pts)
True Armour Mastery Cost: 50pts T: 11
Available To: (1st-class only and bracket pure) Warrior, Cavalier, Samurai
If is wearing master-crafted Plate over master-crafted Chainmail may now apply Immunity to Bruising to the
standard numerical damage reduction granted by Armour Mastery to a maximum of 6 points of Armour Mastery.
~ 69 ~
Grants +30/10 life (total) from +24/8 life.
~ 70 ~
Enhanced Contra Mastery vs. Weapons Cost: 300pts T: 11
Available To: (1st-class only)Warrior, Monk or Battlemaster
From Contra Mastery weapons now gains Enhanced Contra Mastery vs. all weapons.
Table 12 (7500pts)
Fist of Fury Cost: +240pts T: 12
Available To: 1st-Class Budoka
As per the Shadowed Path Monk ability.
~ 72 ~
[Un] Holy Words
These abilities are [Un] Holy Words. Immunity to Baneful Holy / Unholy Words applies.
In order to learn these Holy Words it is necessary for the practitioner must have purchased post 8th (base
stairways do NOT count) at least one innate of all miracles on the base tree of the relevant sphere.
When buying these abilities a specific word is assigned to the ability – that becomes the [Un] Holy Word.
Thus a Paladin with the healing tree could learn their Holy Word as the following on their character card. Holy
Word – Healing – “LIFE!”
All of these words must be shouted to have any affect. They all cost 75pts each to learn, and can be learnt at most
1/3 tables post 8th; e.g. 2nd on T6, a 3rd on t9 and 4th on T12. This is the cap even if buying Words from different
spheres.
In addition, no same Un / Holy Word may be used within 15 minutes of each other by the same shouter.
Healing
By shouting this Holy Word the Paladin is instantly cured 60 tblp & 60pts of locational damage by a goodly spiritual
source, as per Cure Critical Wounds.
Benediction
By shouting this Holy Word the Paladin is able to negate/destroy/end one ongoing evil spiritual effect affecting a
goodly spirit. Thus this could be used to remove a Spiritual Mastery, get rid of a Curse, negate a Suspend Life etc.
Dismissal
By shouting this Holy Word the Paladin is able to destroy all Undead of up to 3rd level within shouting distance [or
60’, whichever less]. Immunity to Holy Words or Dismissal miracles grants immunity.
Force
By shouting this word all spirits within 20’ are repelled, take a knockback, knockdown and a 10 second Halt effecting 8
levels and below. Immunities apply separately to each individual facet, with Immunity to Holy/Unholy Word granting
full immunity. This does not affect the shouter.
Warding
This Word causes one target with a spirit who hears it to be unable to approach within 20’ of the shouter; moving that
far away should they move / be closer. Should the shouter move faster than a slow walk, fight or cast then the effect is
broken. It otherwise lasts at most 15 minutes.
Communication
The Word grants the shouter a Spiritual Know Foe against the target of the Word. This has the effect of deducing all
spiritual information from the target. The target cannot effectively use any activated spiritual powers or abilities
directly against the shouter. For instance, a target Priest could continue to use their spiritual mace, but they could not
cast a Spirit Bolt, nor could they use the Cause Grievous miracle that their mace could otherwise use once per day.
Immunity to Un/Holy Words or Spiritual Informational Effects grants immunity to this effect. In any event this effect
lasts no longer than 15 minutes.
NECROMANCY
The shouting of this Unholy Word causes all those within hearing [up to 60’ the lesser] to take a standard Undead
Touch effect, i.e. one of Paralysis, Freeze, Fear, Disease or Level Drain. It is the shouter’s choice and is declared at the
time of use, does not affect the shouter. Immunity to Unholy Word or the respective effect grants immunity.
DOMINION
The shouting of this Unholy Word causes all within hearing [up to 60’ the lesser] to be affected by a non-level based
Beguile Spirit effect, lasting at most 60seconds. Does not affect the shouter. Immunity to Beguile or Unholy Words
grants full immunity.
CAUSING
The shouting of this Unholy Word causes all within hearing [up to 60’ if the lesser] to take a Cause Serious miracle to
the head. Does not harm the shouter-rather they are cured 24/24 in spiritually evil curing, providing at least one
individual is harmed. Resistances / SAC apply as normal, and Immunity to Unholy Words grants full immunity.
~ 73 ~
Warrior Status
Those Warriors that take to the adventuring trail come from many backgrounds. Anyone is able to pick up a weapon
and learn how to use it, they don’t need mystical training or faith in a God, they just need the will to learn and get hit.
The Status listed below represent some of these upbringings. They are only available to those characters that start as
Warrior Subclasses, this includes Psi-Masters and other classes in two brackets. If a Vochstelen has chosen to be a
Martial Vochstelen then they can purchase a status.
A character can only buy one of these Status, and life gained form them does not stack with life from another Status.
Caravan Guard
A life travelling from city to city, and town to town, keeping an eye out for Bandits, Raiders, or great beasts to ensure
the Trade Caravans reach their destination intact. They are particularly adept at using the secret paths of the Mittlenacht
to avoid the worst dangers, and to increase the caravans speed.
~ 74 ~
Sailor
The character learnt their trade on the ships that sail the Oceans of Primus. Be it the trade routes from Bildteve to Ishma
or the Baronies, or between Scarlene and Keys. They spent their time fighting Pirates, Sea beasts and other dangers.
May buy extra Walk through Waters at 40 points each, max 2, Repel Boarders at 30 points each max 3, and Boarding
Action at 50 points max 1.
City Militia
A life protecting the rural lands from attack, patrolling between the villagers, and keeping the roads safe. Rarely called
upon but there to respond should danger arise. As the legions of the Empire dwindle in size and number their role is
becoming more important however.
May upgrade their armour, shield and weapon to Master Status for 50 points each on table 8.
~ 75 ~
Noble Guard
A Member of the Nobility’s Personal Guard, loyal to a chosen house rather than the Empire. The duty is to serve and
protect their Lords and Ladies.
The character should choose a Noble House to align to when they start. For Houses controlled by player characters they
should seek the Head of the Houses permission to be part of their guard.
May buy extra Blood Infused Armour innates at 25 points each, max 2, and extra Primal Strikes at 40 points, max 2.
Mercenary
The Warrior trained as they worked, a true professional mercenary. Be it necessity, a desire for revenge, or because
orcs killed their family, they picked up a weapon, and travelled out to seek fame and glory.
~ 76 ~
Pledged to the Angels
Possibly the result of growing up in a goodly monastery, or maybe from an earlier age, whatever the reason the warrior
is pledged to the service of the Angels and the Spirits of Light, and fights in their name.
May buy extra Angels Blades at 40 points each, max 2, Extra Angel’s Shields at 30 points, max 4, and an extra Angelic
Belief at 70 points max 1.
~ 77 ~
Appendix One: Life Scales
Below you will find the life scale tables for the various race/class combination.
If the life scale for a particular race is not listed then that combination is not standardly permissible.
Human Warrior Class 1st 2nd 3rd 4th 5th 6th 7th 8th
Archer 30/10 33/11 36/12 39/13 42/14 45/15 48/16 51/17
Budoka 30/10 33/11 36/12 39/13 42/14 45/15 48/16 51/17
Cavalier 28/9 33/11 38/13 43/14 48/16 53/18 58/19 63/21
Duellist 28/9 33/11 38/13 43/14 48/16 53/18 58/19 63/21
Grey Knight 27/9 31/10 35/12 39/13 43/14 47/16 51/17 55/18
Kensai 26/9 29/10 32/11 35/12 38/13 41/14 44/15 47/16
Monk 30/10 33/11 36/12 40/13 44/16 49/20 54/24 60/28
Paladin 28/9 33/11 38/13 43/14 48/16 53/18 58/19 63/21
Power Master 26/9 29/10 32/11 35/12 38/13 41/14 44/15 47/16
Power Warrior 30/10 33/11 36/12 39/13 42/14 45/15 48/16 51/17
Ranger 28/9 33/11 38/13 43/14 48/16 53/18 58/19 63/21
Unholy Champion 27/9 31/10 35/12 39/13 43/14 47/16 51/17 55/18
Valdstayn 27/9 31/11 35/12 39/13 43/15 47/16 51/17 55/18
Warlock 26/9 29/10 32/11 35/12 38/13 41/14 44/15 47/16
Warrior 30/10 36/12 42/14 48/16 54/18 60/20 66/22 72/24
Wind Dancer 30/10 33/11 36/12 39/13 42/14 45/15 48/16 51/17
Elven (Drave) 1st 2nd 3rd 4th 5th 6th 7th 8th
Athfanal Archer 23/7 25/8 27/9 29/10 31/10 33/11 35/12 37/13
Athfanal Warrior 28/9 32/11 36/12 40/14 44/15 48/16 52/17 56/18
Drowe Archer 23/7 25/8 27/9 29/10 31/10 33/11 35/12 37/13
Drowe Warrior 24/8 27/9 29/10 32/11 34/12 37/13 39/14 42/15
Elven Archer 23/7 25/8 27/9 29/10 31/10 33/11 35/12 37/13
Elven Warrior 26/8 29/10 32/11 35/12 38/13 41/14 44/15 47/16
Faerie / Ebony Warrior 24/8 27/9 29/10 32/11 34/12 37/13 39/14 42/15
Gold / Ivory Drave 28/9 32/11 36/12 40/14 44/15 48/16 52/17 56/18
Warrior
Winter Elf Warrior 28/9 32/11 36/12 40/14 44/15 48/16 52/17 56/18
~ 78 ~
Dwarven Warrior 28/14 33/17 38/19 43/22 48/24 53/27 58/29 63/32
Farfolk Warrior 28/9 33/11 38/13 43/14 48/16 53/18 58/19 63/21
Ggrutuck Warrior 33/11 40/13 47/16 54/18 61/20 68/23 75/25 82/27
Goblin Warrior 28/9 30/10 32/11 34/12 36/13 38/14 40/15 42/16
Half Athfanal Archer 30/10 33/11 36/12 39/13 42/14 45/15 48/16 51/17
Half Athfanal Warrior 30/10 36/12 42/14 48/16 54/18 60/20 66/22 72/24
Half Elf / Drave Archer 30/10 33/11 36/12 39/13 42/14 45/15 48/16 51/17
Half Elf / Drave Warrior 30/10 36/12 42/14 48/16 54/18 60/20 66/22 72/24
Half Wood Elf Ranger 28/9 33/11 38/13 43/14 48/16 53/18 58/19 63/21
Ogre Warrior 33/11 40/13 47/16 54/18 61/20 68/23 75/25 82/27
Orc Warrior 36/12 40/13 44/15 48/16 52/17 56/18 60/20 64/21
Ratfolk Rachatat Warrior 36/12 40/13 44/15 48/16 52/17 56/18 60/20 64/21
Silverfolk Warrior 30/10 33/11 36/12 39/13 42/14 45/15 48/16 51/17
Troll Warrior 30/10 36/12 42/14 48/16 54/18 60/20 66/22 72/24
~ 79 ~
Appendix Two: Life Caps
The maximum permanent or ‘at-will’ tblp value a character may have, including all bonuses from items, guilds, or
similar, is determined as below:
Below Table 8: 3/2 x character’s base life.
Below Table 10: 5/3 x character’s base life.
Below Table 11: 2 x character’s base life.
Below Table 12: 7/3 x character’s base life.
Always round down to the nearest whole point.
First Class Warrior Subclasses whose base life at 8th is less than 51 may consider it to be 51 for these calculations. Life
gained from another player’s ability, such as a Blessing that grants life, or the Warhaft of the Host ability, can exceed a
player’s life cap. Items and guild life however, which are effectively permanent whilst they exist, cannot.
For convenience, below is a table giving maximum tblp values for a range of normal base life values - other values can
be calculated as above.
Characters who are above Table 12 can exceed the fixed limit by 6 tblp per l000pts above 7500 if their 1st class is a
Warrior class, by 4 if a 1st-class Priest, Scout, Druid or Warlock, and by 3 if a 1st-class neuronicist or Wizard.
For these purposes Sorcerors are considered a Wizard class, since Ancient Folk have difficulty acquiring physical
toughness.
Power-Mongers and other warrior multi-classes that give no increase in base life are considered for capping to have 41
tblp at sixth (or 47 at eighth) – as if their tblp followed the Battle-Priest life-scale.
~ 80 ~
Index of Contents
Abilities
‘E’ Weapon Skill [Goblin Warrior] 40pts Tb1 ........................................................................................................ 43
+1 Max AC [Warrior Subclass] 20pts Tb1 ............................................................................................................... 43
+1 Strength [Warrior Subclass] 70pts Tb1 .............................................................................................................. 43
+12/4 Stamina [Warrior Subclass] +45pts Tb1 ........................................................................................................ 43
+18/6 Stamina [Warrior Subclass] +50pts Tb2 ........................................................................................................ 45
+2 Max AC [Warrior Subclass] +40pts Tb2 ............................................................................................................ 45
+2 Strength [Warrior Subclass] +80pts Tb2 ............................................................................................................ 45
+2 Strength with Bow [Archer] +70pts Tb2 ............................................................................................................. 44
+2 Strength with Bow [Ranger] +70pts Tb2 ............................................................................................................ 44
+2 WM [Warrior Subclass] +55pts* Tb2 ................................................................................................................. 45
+24/8 Stamina [Warrior/1st Class Warrior Subclass] 55pts Tb7 ............................................................................ 52
+3 DAC [Warrior Subclass] +45pts Tb1 .................................................................................................................. 42
+3 DAC for Force Majeure [Warrior Subclass] 20pts Tb10 .................................................................................. 66
+3 Max AC [Warrior/Monk/1st Class Warrior Subclass] +60pts Tb4 ................................................................... 48
+3 Strength [Berserker] +125pts Tb7 ....................................................................................................................... 50
+3 Strength with Bow [1st Archer] +100pts Tb9 ...................................................................................................... 61
+3 WM [Kensai] 60pts Tb2........................................................................................................................................ 44
+3 WM [Monk/Duellist] +80pts Tb7 ......................................................................................................................... 51
+3 WM [Warrior] +120pts Tb7 ................................................................................................................................. 52
+3 WM Bow [Archer] +40pts Tb2 ............................................................................................................................ 43
+30/10 Stamina [1st Warrior] +65pts Tb11 .............................................................................................................. 68
+4 DAC [Warrior Subclass] +50pts Tb2 .................................................................................................................. 45
+4 WM [Warrior/Duellist/Monk] +40pts Tb8 ......................................................................................................... 58
+4 WM Bow [Archer] +65pts Tb2 ............................................................................................................................ 44
+5 DAC [Warrior Subclass] +55pts Tb2 .................................................................................................................. 45
+5 WM [Warrior/Monk/Duellist] 40pts Tb9............................................................................................................ 63
+5 WM Bow [Archer] +65pts Tb7 ............................................................................................................................ 50
+6 DAC [Monk] +75pts Tb8 ...................................................................................................................................... 57
+6 DAC for Force Majeure [Warrior Subclass] +40pts Tb10 ................................................................................ 66
+6 WM Bow [1st Archer] 120pts Tb8 ........................................................................................................................ 57
+7 WM Bow [1st Archer] +130pts Tb9...................................................................................................................... 62
2nd Resistance to Sever [Warrior/Monk] 125pts Tb9 .............................................................................................. 63
3rd Resistance to Sever [1st Warrior/Monk/Samurai] +175pts Tb12 ...................................................................... 70
Accuracy [Warrior/Monk/Duellist] 50pts Tb7 ........................................................................................................ 54
Accurséd [Unholy Champion] 50pts Tb7 ................................................................................................................. 50
Adrenal Surge [1st Warrior] 80pts Tb8 .................................................................................................................... 56
Armour Facility [Goblin Warrior] 40pts Tb1.......................................................................................................... 43
Armour Master [1st Warrior/Samurai] 100pts Tb10 .............................................................................................. 65
Armour Mastery Blunt [1st Warrior Subclass] 50pts* Tb8 .................................................................................... 56
Armour Mastery Sharp [1st Warrior Subclass] 50pts* Tb8 ................................................................................... 56
Armoured Defender [Battlemaster/Armour Master]200pts Tb10 ......................................................................... 68
Arrow Cutting (Yadomejutsu) [1st Warrior Subclass] 100pts Tb9 ........................................................................ 62
Avenging Spirit [Unholy Champion] 90pts Tb9 ...................................................................................................... 63
Backflip [Monk] 30pts* Tb5 ...................................................................................................................................... 48
Battle Cry [1st Warrior Subclass] 50pts Tb9 ............................................................................................................ 61
Berserk Rage [1st Class Warrior/Samurai] 85pts* Tb9 .......................................................................................... 61
Berserk Rage [Cavalier] 75pts* Tb9 ......................................................................................................................... 62
Berserk Rage [Monk] 90pts Tb9 ............................................................................................................................... 62
Berserk Rage [Samurai] 75pts Tb9 ........................................................................................................................... 62
Berserk Rage [Samurai] 75pts* Tb9 ......................................................................................................................... 62
Blind Fighting [Warrior/Monk] 125pts Tb9 ............................................................................................................ 63
Blindness Strike [1st Monk/Budoka] 75pts Tb9 ....................................................................................................... 60
Body Purge [Monk/Budoka] 20pts* Tb8 .................................................................................................................. 58
Breaking Blow [Warrior/Duellist] 40pts* Tb10....................................................................................................... 67
Call Location Shot [Archer] 40pts Tb1 .................................................................................................................... 40
Chameleon In Woodlands [Ranger] 50pts Tb9........................................................................................................ 63
Champion’s Armour [Battlemaster] 50pts Tb12 ..................................................................................................... 71
~ 81 ~
Chi Perfection [1st Monk] 200pts Tb8 ....................................................................................................................... 55
Cold Rage (1st ) [Warrior] 50pts Tb7 ........................................................................................................................ 52
Cold Rage (2nd) [Warrior] +65pts Tb7 ..................................................................................................................... 53
Cold Rage [Monk] 65pts* Tb7 .................................................................................................................................. 50
Cold Rage [Samurai] 50pts Tb1 ................................................................................................................................ 41
Combat Agility [1st Berserker/Monk/Budoka] 100pts Tb10 ................................................................................... 65
Combatant [1st Warrior Subclass] 40pts Tb3 .......................................................................................................... 46
Combatant [Warrior Subclass] 40pts Tb9 ............................................................................................................... 64
Conrad’s Cheeky Flick [1st Warrior Subclass] 50pts Tb8 ...................................................................................... 60
Contra Mastery [1st Duellist] 200pts Tb8 ................................................................................................................. 65
Contra Mastery [1st Kensai] +200pts Tb8 ................................................................................................................ 65
Contra Mastery [1st Warrior Subclass] 90pts Tb8 .................................................................................................. 56
Contra Mastery [Duellist/Kensai] 90pts Tb8 ........................................................................................................... 57
Contra Mastery vs Weapons 24 [1st Warrior/Monk/Duellist/Kensai/ Battlemaster] 200pts Tb10 ...................... 68
Counter Mastery [Warrior/1st Class Warrior Subclass] 65pts Tb7 ....................................................................... 54
Damage Focus [Monk] 35pts* Tb7 ........................................................................................................................... 51
Damage Focus innates [Samurai] 10pts* Tb1 .......................................................................................................... 41
Daring Deed [1st Warrior Subclass] 80pts Tb7 ........................................................................................................ 54
Darkbane’s Body Building Classes [Warrior Subclass] 100pts Tb10 .................................................................... 68
Deafness Strike [1st Monk/Budoka] 40pts Tb9......................................................................................................... 60
Deception [Unholy Champion] 40pts* Tb8 .............................................................................................................. 58
Defensive Combat [1st Warrior Subclass] 250pts Tb10........................................................................................... 67
Disarm [Monk/Duellist] 20pts Tb7 ........................................................................................................................... 51
Disarm [Warrior/Cavalier] 30pts* Tb7 .................................................................................................................... 53
Disarm Shot [1st Archer] 30pts* Tb8 ........................................................................................................................ 55
Discern Nature of Undead [Paladin/Unholy Champion/Grey Knight] 10pts Tb1 ................................................ 41
Discern Own Remaining Spiritual Innates [Paladin/Grey Knight/Unholy Champion] 20pts Tb4 ..................... 47
Discern Spiritual Aura [Grey Knight/Unholy Champion] ~ 60pts Tb1................................................................. 42
Disciplined [1st Warrior] 60pts* Tb5 ........................................................................................................................ 49
Diversification [Paladin/Grey Knight/Unholy Champion] 75pts Tb8 ................................................................... 58
Divine Guidance [Paladin/Grey Knight/ Unholy Champion] 150pts Tb9 ............................................................. 62
Dumbness Strike [1st Class Monk/Budoka] 75pts Tb9 ............................................................................................ 60
Embody Abashi [Unholy Champion] 225pts Tb4 .................................................................................................... 47
Embody Minor Angel [Paladin] 225pts Tb4 ............................................................................................................ 47
Embody Shamanic Totem [Tribal Warrior] 80pts* Tb9 ........................................................................................ 63
Enhanced Contra Mastery [1st Warrior/Monk] +100pts Tb10 .............................................................................. 67
Enhanced Contra Mastery vs Weapons [1st Warrior/Monk/Battlemaster] 300pts Tb11..................................... 70
Enhanced Counter Mastery [Warrior/Monk/Duellist] +100pts Tb10 ................................................................... 67
Enhanced Discern Spiritual Aura [Paladin/Grey Knight/Unholy Champion] +30pts Tb5 ................................. 48
Enhanced Mind Block [Monk] 150pts Tb8 .............................................................................................................. 57
Enhanced Perception [Ranger] 80pts Tb1 ............................................................................................................... 41
Enhanced Relaxed Fall [Monk] 50pts Tb2 ............................................................................................................... 44
Enhanced Super Monk Spirit [Monk] +75pts Tb10 ................................................................................................ 65
Enhanced Survival [1st Ranger] 30pts* Tb7 ............................................................................................................ 50
Enhanced Weapon Mastery Shield [1st Class Warrior] +125pts Tb8 .................................................................... 59
Enhanced Weapon Mastery Shield [Warrior Subclass] +125pts Tb10 ................................................................. 66
Final Stand [Warrior/Kensai/Cavalier] 50pts Tb11 ................................................................................................ 69
Fist of Fury [1st Balanced Path Monk] 200pts Tb12................................................................................................ 70
Fist of Fury [1st Budoka] 240pts Tb12 ...................................................................................................................... 70
Fist of Fury [1st Shadowed Path Monk] +200pts Tb11............................................................................................ 68
Flat of the Blade [Warrior Subclass] 60pts Tb8 ...................................................................................................... 59
Flat of the Blade [Weapon Master] 30pts Tb8 ......................................................................................................... 59
Flick of the Wrist [1st Warrior Subclass] 80pts Tb7 ................................................................................................ 54
Force Majeure [Warrior/Cavalier/Monk/Duellist] 20pts* Tb7 .............................................................................. 53
Fore Leg Parry [1st Budoka] 150pts Tb8 .................................................................................................................. 55
Foreleg Parry [1st Monk] 120pts Tb7........................................................................................................................ 49
Fortified Spirit [Paladin/Grey Knight/Unholy Champion] 50pts Tb7 ................................................................... 51
Foundation in Faith [Paladin/Grey Knight/Unholy Champion] 125pts Tb5 ........................................................ 48
Fury [1st Berserker] 60pts* Tb9 ................................................................................................................................ 60
General Weapons Expertise [1st Class Warrior/Monk] 125pts Tb1 ...................................................................... 43
Grand Noble Staminas [1st Warrior/Samurai] 30pts* Tb11................................................................................... 69
Grand Shattering Blow (Grand Tanashiwara) [1st Class Monk] 40pts* Tb8 ....................................................... 60
Greater Shield Mastery [1st Warrior] +300pts Tb12 ............................................................................................... 70
~ 82 ~
Hand of Purity [Paladin] 75pts Tb8 .......................................................................................................................... 58
Hand of Putrefaction [Unholy Champion] 95pts* Tb8 ........................................................................................... 58
Hardened Body [1st Warrior Subclass] 60pts* Tb5 ................................................................................................. 49
Hardened Warrior [1st Warrior Subclass] +100pts Tb1 ......................................................................................... 40
Healing Strike [1st Bright Path Monk] 20pts Tb10 .................................................................................................. 65
Holy Fury [1st Paladin/Unholy Champion] 80pts Tb8............................................................................................. 56
Holy Stamina [Paladin/Unholy Champion] 40pts* Tb8 .......................................................................................... 58
I Shall Defend the Master [Valdstayn] 30pts* Tb1 ................................................................................................. 42
I Shall Stand by the Master [Valdstayn] 30pts* Tb1 .............................................................................................. 42
Ill Aspected [Tribal Warrior] 50pts Tb8 .................................................................................................................. 59
Ill Aspected [Warrior Subclass] 30pts Tb8 .............................................................................................................. 59
Immunity to Accuracy Versus PAC [Warrior.Subclass] 60pts Tb4 ...................................................................... 48
Immunity to Bruising Using DAC [Monk] 20pts Tb1 ............................................................................................. 40
Immunity to Bruising Using MC Armour [Warrior Subclass] 75pts Tb4 ............................................................ 48
Immunity to Bruising Using MC Metal Armour [Cavalier] 60pts Tb4 ................................................................. 46
Immunity to Disarm [Warrior Subclass] 40pts Tb10.............................................................................................. 67
Immunity to Force Majeure [Warrior/Monk] 50pts Tb7 ....................................................................................... 53
Immunity to Forearm Parry [Monk/1st Class Warrior] 80pts Tb7 ........................................................................ 51
Immunity to Foreleg Parry [Monk/1st Class Warrior] 65pts Tb7 .......................................................................... 51
Immunity to Non Handbook Curses [Paladin/Grey Knight/Unholy Champion] 130pts Tb10 ........................... 65
Immunity to Puissant D’armes [Warrior Subclass] 80pts Tb3 .............................................................................. 46
Immunity to Upper Arm Parry [Monk/1st Class Warrior] 30pts Tb7 ................................................................... 51
Instant Stand From Prone [Monk] 25pts* Tb7 ....................................................................................................... 50
Internal Strike [1st Shadowed Path Monk] 60pts* Tb10 ......................................................................................... 64
Keen Eye [Warrior/Duellist] +150pts Tb10 ............................................................................................................. 67
Keen Eye [Weapon Master] +100pts Tb10............................................................................................................... 67
Ki Strike [Kensai] 45pts Tb1 ..................................................................................................................................... 41
Knights Armour [Battlemaster/ 1st Class Warrior/1st Class Cavalier] 300pts Tb9 .............................................. 64
Knockback [Monk] 35pts* Tb7 ................................................................................................................................. 51
Knockback [Warrior] 35pts* Tb7............................................................................................................................. 53
Knowing the Enemy [Paladin/Unholy Champion] 75pts Tb10 .............................................................................. 66
Kudo [Archer] 100pts Tb8......................................................................................................................................... 57
Legsweep [Monk] 45pts* Tb8.................................................................................................................................... 58
Lesser Contra Mastery [1st Warrior Subclass] 50pts Tb8 ...................................................................................... 57
Lesser Counter Mastery [Warrior/1st Class Warrior Subclass] 40pts Tb7 ........................................................... 54
Live to Minus 18 [Warrior Subclass] 50pts Tb7 ...................................................................................................... 53
Live to Minus 24 [Warrior] +75pts Tb10 ................................................................................................................. 67
Magical Empower Weapon [1st Power Warrior] 300pts Tb7 ................................................................................. 50
Master Armourer [Warrior] 50pts Tb8 ................................................................................................................... 59
Master of Celerity [1st Monk] 150pts Tb3 ................................................................................................................ 45
Master of Celerity [1st Warrior] 200pts Tb3 ............................................................................................................ 46
Max Damage Quin [1st Class Warrior/Cavalier/Duellist] 150pts / 75pts Tb11 ..................................................... 69
Max Damage Quin [1st Warrior Subclass] 100pts Tb10 ......................................................................................... 62
Max Damage Quin [1st Warrior/Samurai/Kensai] 100pts Tb7 .............................................................................. 50
Max Damage Quin [B Class Weapon Master] 100pts Tb8 ..................................................................................... 60
Max Damage Quin [E Class Battle Master/1st Class Kensai] 280pts Tb11 ........................................................... 69
Max Damage Quin with H [Monk] 75pts Tb8 ......................................................................................................... 58
Max Damage Quin with Longbow or Crossbow [Ranger] 40pts Tb9 .................................................................... 63
Max Damage Six [1st Kensai] +125pts Tb10............................................................................................................. 65
Max Damage Six [1st Warrior Subclass] 250pts Tb11 ............................................................................................. 69
Max Damage Six [B Class Battle Master] +180pts Tb11 ........................................................................................ 69
Max Damage Six [B Class Weapon Master] 220pts Tb11 ...................................................................................... 69
Mighty Strike I [Warrior/1st Class Warrior Subclass] 70pts Tb7 .......................................................................... 54
Mighty Strike II [1st Warrior Subclass] 80pts Tb8 .................................................................................................. 57
Mighty Strike III [1st Warrior] +100pts Tb9 ........................................................................................................... 61
Mighty Strike III [Weapon Master] +90pts Tb9 ..................................................................................................... 61
Monk Locational Curing [Samurai] 80pts Tb9 ....................................................................................................... 63
Monk Locational Curing to 2/3 [Monk] 60pts Tb4 ................................................................................................. 47
Monk Locational Curing to 3/3rd [1st Bright Path Monk] +60pts Tb10 ................................................................. 65
Monk Locational Healing [Ranger] 50pts Tb7 ........................................................................................................ 52
Mystical Rages [Warrior Subclass] 60pts Tb9 ......................................................................................................... 64
Natural Learning [Ranger] 100pts Tb2 .................................................................................................................... 45
Noble Staminas [1st Warrior/Samurai] 25pts* Tb9 ................................................................................................. 61
~ 83 ~
Noble Staminas [Cavalier] 30pts* Tb9 ..................................................................................................................... 62
Open Hand Master [1st Monk/Budoka] 200pts Tb8 ................................................................................................ 55
Optimism [Berserker] 80pts Tb3 .............................................................................................................................. 46
Parry Versatility [Monk/Skirmisher/Bildteve Pit Fighter] 40pts Tb2 ................................................................... 44
Poised and Ready [Warrior Subclass] 30pts* Tb8 .................................................................................................. 59
Proficiency [1st Warrior Subclass] +50pts Tb10 ...................................................................................................... 65
Puissant d’Mort [Weapon Master/Battlemaster] +100pts Tb10 ............................................................................ 67
Puissant d'Armes [Warrior Subclass] 40pts Tb5 .................................................................................................... 48
Quick Draw Bastard Weapon [Warrior/Monk] +35pts Tb7 .................................................................................. 52
Quick Draw Both Handed Weapon [Warrior/Monk] 40pts Tb7 ........................................................................... 52
Quick Draw Bow [Archer] 75pts Tb5 ....................................................................................................................... 48
Quick Draw O Class Weapon [Warrior/Monk/Duellist] 30pts Tb7 ...................................................................... 52
Really Knowing The Enemy [1st Paladin/Unholy Champion] +100pts Tb11 ........................................................ 68
Recovery [1st Warrior Subclass] 60pts Tb8 .............................................................................................................. 54
Repel Undead 1/Day [Paladin] 35pts* Tb4 .............................................................................................................. 47
Resilience [Warrior Subclass] 50pts Tb8 ................................................................................................................. 59
Salmon Leap (1st) [Warrior] 25pts Tb7 .................................................................................................................... 53
Salmon Leap (2nd) [Warrior] +40pts Tb7 ................................................................................................................. 53
Second Colour Ivory [Power Warrior] 100pts Tb2 ................................................................................................. 44
Sense Berserker Spirit [Berserker] 40pts Tb4 ......................................................................................................... 47
Sense Good [Unholy Champion] 40pts Tb1 ............................................................................................................. 42
Shattering Blow (Tanashiwara) [Monk] 25pts* Tb7 ............................................................................................... 51
Slayer [Unholy Champion] 60pts Tb1 ...................................................................................................................... 41
Specialist Skill [Warrior Subclass] 40pts Tb1.......................................................................................................... 42
Spirit Sight [Paladin/Grey Knight/Unholy Champion] 50pts* Tb7 ....................................................................... 52
Spiritual Aptitude ....................................................................................................................................................... 56
Spiritual Empower Weapon [1st Class Paladin/Grey Knight/Unholy Champion] 350pts Tb7 ........................... 49
Spiritual Empower Weapon [Paladin/Grey Knight/Unholy Champion] 425pts Tb7 ........................................... 49
Spiritual Innates [Paladin/Unholy Champion/Grey Knight] 10pts per spirit pt Tb1 .......................................... 41
Strength of Purpose [Warrior Subclass] 30pts* Tb9 .............................................................................................. 64
Strike Blows [Warrior Subclass] 40pts Tb10 ........................................................................................................... 66
Strike Death Blow [Monk/Budoka] 175pts Tb10 ..................................................................................................... 66
Strike Death Blow [Warrior/Unholy Champion] 225pts Tb10............................................................................... 66
Strike the Heart [1st Monk] 400pts Tb8 .................................................................................................................... 55
Strong Fingers [Monk] 75pts Tb9 ............................................................................................................................. 62
Study Opponent [Warrior] 65pts* Tb10 .................................................................................................................. 66
Stunning Yell [Samurai] 65pts* Tb1 ........................................................................................................................ 41
Super Monk Spirit [Monk] 225pts Tb8 .................................................................................................................... 57
Supernatural Perception [Ranger] +50pts Tb1 ....................................................................................................... 43
Sword Brother [1st Warrior] 30pts Tb1 .................................................................................................................... 40
Taking the Hit [1st Warrior] 40pts Tb5 .................................................................................................................... 49
Target Prediction [Archer] 40pts Tb2 ...................................................................................................................... 44
Tempo of Battle [Warrior Subclass] 100pts Tb9 ..................................................................................................... 64
Totem Stamina [Tribal Warrior] 65pts Tb7 ............................................................................................................ 52
Touched by Nature [Ranger] +60pts Tb9................................................................................................................. 63
Trained Warrior[1stWarrior Subclass] 50pts Tb1................................................................................................... 40
True Armour Master [1st Warrior/Cavalier/Samurai] 50pts Tb11 ....................................................................... 68
True Believer [Paladin/Grey Knight/Unholy Champion] 70pts Tb3 ..................................................................... 46
True Repulsion [Paladin/Grey Knight/Unholy Champion] 40pts Tb4 .................................................................. 47
Truly Determined [Warrior Subclass] 50pts Tb10.................................................................................................. 68
Trusty Old Shield [Warrior Subclass/Cavalier] 40pts Tb3 .................................................................................... 46
Undead’s Ally [Unholy Champion] 125pts Tb3 ....................................................................................................... 46
Unholy Knight [Unholy Champion] 50pts Tb1 ........................................................................................................ 42
Unique Fighting Style [1st Warrior/Samurai/Kensai] 100pts Tb7.......................................................................... 50
Upper Arm Parry [1st Budoka] 125pts Tb8 ............................................................................................................. 55
Upper Arm Parry [1st Monk] 125pts Tb7................................................................................................................. 49
Upper Leg Parry [1st Balanced Path Monk] 225pts Tb12....................................................................................... 70
Upper Leg Parry [1st Bright Path Monk] 225pts Tb11 ........................................................................................... 69
Upper Leg Parry [1st Budoka] 275pts Tb12 ............................................................................................................. 70
Utilise Shield [Ggrutuck Warrior] 20pts Tb 1 ......................................................................................................... 43
Utilise Strength With Bow [Archer] 120pts Tb1 ..................................................................................................... 40
Utilise Strength With Bow [Ranger] 140pts Tb1 ..................................................................................................... 41
Venom Skill [1st Unholy Champion] 100pts Tb9 ..................................................................................................... 61
~ 84 ~
Very Athletic [Monk/Berserker] +45pts Tb2 ........................................................................................................... 44
Veteran Fighter [Warrior Subclass] 50pts Tb9 ....................................................................................................... 64
Wanderer’s Hunch [1st Ranger] +65pts Tb9 ............................................................................................................ 61
War Haft of the Host [Tribal Warrior] 300pts Tb12 .............................................................................................. 70
Warrior Specialist Skill [Warrior Subclass] 40pts* ................................................................................................ 42
Warrior Tutor [Warrior] 20pts* Tb7 ....................................................................................................................... 53
Weapon Master [1st Warrior/Monk/Kensai/Rovfugar/Budoka/Duellist/Wind Dancer] 200pts Tb8 .................. 56
Weapon Mastery Shield [Warrior Subclass] 40pts Tb1.......................................................................................... 42
Yell of Disintegration [Samurai] 40pts* Tb2 ........................................................................................................... 45
Yell of Fear innates [Samurai] 45pts* Tb1............................................................................................................... 41
Warrior Specialist
+6/2 Stamina ............................................................................................................................................................... 29
Accuracy...................................................................................................................................................................... 30
Athletic Training ........................................................................................................................................................ 29
Chosen of the Faithful ................................................................................................................................................ 31
Cold Rage .................................................................................................................................................................... 29
Empower Armour ...................................................................................................................................................... 31
Empower Chosen Weapon......................................................................................................................................... 31
Enhanced Reflexes ...................................................................................................................................................... 29
Forearm Parry ............................................................................................................................................................ 30
Make Healing Balm .................................................................................................................................................... 30
Make Poison ................................................................................................................................................................ 31
Mind Block .................................................................................................................................................................. 30
Monk Locational Curing ........................................................................................................................................... 30
Read Spiritual Runes and Utilise Evil Scrolls .......................................................................................................... 31
Read Spiritual Runes and Utilise Goodly Scrolls .................................................................................................... 30
Read Spiritual Runes and Utilise Neutral Scrolls .................................................................................................... 31
Relaxed Fall ................................................................................................................................................................ 30
Shadowing ................................................................................................................................................................... 30
Smithing ...................................................................................................................................................................... 29
Stop Bleeding .............................................................................................................................................................. 30
Unarmed Combat ....................................................................................................................................................... 29
Utilise Evil Spirit Item ............................................................................................................................................... 30
Utilise Goodly Spirit Item .......................................................................................................................................... 30
Utilise Neutral Spirit Item ......................................................................................................................................... 31
War Cry ...................................................................................................................................................................... 29
Weapon Mastery......................................................................................................................................................... 29
~ 85 ~
Acknowledgements and Thanks
With a game that has been going as long as Labyrinthe there are far too many people to thank for their hard work and
effort, but a few stand out and we would like to thank them for their efforts over the years to keep the game running.
The previous GSM’s; Jan, Iain Knope, Bruno, MCC and Phil for their hard work in keeping a game running and
expanding as it has.
Saint Tim Treadwell for his tireless work printing the books, and everything else, for Labyrinthe and keeping the lights
on.
Each and every person that has ever Monstered, A-Reffed, Reffed, Desked, Armoured, Gophered or been a Taverner.
Without all that effort things would have fallen apart years ago.
To the thousands of people that have put in points requests over the decades. Without the drive to break the system, the
desire to build a “Folder C” and the cool ideas contained within them the system would never have evolved beyond the
handbook that it started with.
Finally, as is fitting in a warrior book, a thank you to the brave souls that step up to play the healing pure priest, without
them playing a warrior would be a short lived experience.
Duncan
Kat
Lee
~ 86 ~