Advanced Skills
Advanced
skills are only available to purchase after a character has played in at least one event, these are the more powerful skills
that you would learn through life experience and greater studies, and not in you early years of life. All the Advanced skills
from the core rule book are still open to all characters
Strength
(2)
The
character has greater than normal physical strength, they may move heavy objects with greater ease, and once per day may strike
a Mighty Blow causing twice their normal damage.
Weapon
initiate (3)
A
character can choose a single type of weapon e.g. long sword, hammer, Ect. Once bought they can then cause doubles, with that
weapon.
Weapon
Master (6)
The
follow on skill to weapon initiate, this skill increases the damage to triples from doubles for the chosen weapon type
Heavy
Armour (6)
This
allows the character use type four armour
Heavy
weapons (6)
This
skill covers all weapons from machineguns to rocket launchers.
Expert
scientist (4per field)
You
have a great understanding of the chosen field
Expert
repair (6 per field)
With
this skill you have an in-depth understanding in a certain field e.g. mechanics, electronics, Ect.
Expert
computer ops (4)
In-depth
understanding of computers, and their uses and how to program and hack them.
Expert
communication systems (4)
Able
to use all scramblers and cryptographic systems
Pick
locks advanced (4)
The
character is able to pick complex locks
Pick
locks High tech (6)
The
character is able to bypass electrical locking systems
Trusted
academic (2 points per subject)
The
character has a good understanding of the subject, to the extent of being able to teach it
Great
academic (4 points per subject)
You
know almost all there is to know on the subject, you are respected in your field and have most certainly have written books
and or scrolls on the subject.
Meditation
(varies)
This
skill allows the user to recover power points faster through meditation
Skilled (8 points) – 15 mins of med to restore one quarter
of their points
Master (16points) – 5 mins of med to restore one quarter
of their points
Master
power (8)
Allows
the psychic to use the greater powers now open to them
Casting
level 2+ (6)
Each
time this is bought it gives the mystic higher levels of power