Warfield Info
Warfield Info
Ricco McMillan
Editing and Layout: Coleen O'Donnell
Art: Dan O'Donnell
Concept Art: J. Ricco McMillan
The Khahilari
History
Scrolls of Castas
The Khashar
Khahilari ( Vanguard)
New Expertise
Khahilari (Acolyte)
Acolytes are trained in Martial Arts and the use of the
Khashar. At this stage, most begin their travels as
representatives of their order, observing and aiding
when needed. Their search for the Great Temple is
always in their thoughts.
Cost: 5 Experience Points
Requirements: Path of the Magnate
Virtue/Taint Requirements: 1 Virtue/Must not have
Taint
Benefits:
Quality Weapon - The Khahilari receive a +1
damage to their Khashar.
Language - The Khahilari have their own
written and spoken language, Khahilarian. It
is a secret language that may not be taught
outside of their order. They can read the
raised writings of their people.
Through the Veil - The blind Acolyte is now
able to see all around him in a spectrum of
color. They see auras; things that are magical
appear blue, virtuous beings are in gold,
those tainted are black. They receive a +1 to
all Perception rolls.
Khahilari (Doyen)
Doyens are exalted within their order. They are
respected teachers, philosophers and fierce warriors
on the battlefield. When they are not leading the
Khahilari into battle, they dedicate their life to
teaching, adventuring and the search for the Great
Temple.
Cost: 15
Requirements: Khahilari ( Vanguard)
Virtue/Taint Requirements: 1 Virtue/Must not have
Taint
Benefits:
Improved Quality Weapon - The Khashar
becomes a +3 weapon as opposed to a +2.
As its master grows in skill and strength so
too does the weapon.
Ricochet- When using the Khashar as a range
weapon, on a successful hit, the Khashar will
then strike the next closest target within 10
feet of the previous. The second attack
suffers a -2 penalty. A target may include a
hard surface such as a stone wall.
New Equipment
Khashar
Cost: Created by its user
Weight: 3lbs
Damage: 3 + Item of Quality bonus
Description: The Khashar is both a melee and
thrown weapon. It is treated as a single handed
weapon. When thrown on the player's turn, it will
return at the beginning of the next round. If the
player is prohibited from catching the Khashar, it will
fly off in a random direction. Optional: Roll a D12 to
determine a random clock location where the
Khashar has fallen or lodged itself.
Example: Marish was knocked unconscience after
he threw his Khashar. Though it struck its target, he
is unable to catch it. Marish's player rolls a 7 on the
dice. The Khashar lands in the 7 o-clock position
from its owner.
New Skills
Martial Arts (Coordination)
Skill Category: Normal
Skill Development: Special
Martial arts is a methodical and fluent form of
fighting. It requires a great amount of time and
practice to become skilled in martial arts. Unlike the
unarmed skill, martial arts uses a graceful technique.
Characters who study the martial arts develop sub
skills the same way as any other skill but receive
additional options and modifiers while in combat.
The five sub skills must be developed separately. They
are Closed Fist Fighting, Martial Kicks, Wrist Locks &
Arm-bars, Body Throws and Deflect Arrows.
Closed Fist Fighting
Closed Fist Fighting must be developed as its own
skill. The martial artist has learned how to make a fist
properly and strike accurately. This technique can
cause severe damage. All opponents must be within 5
feet of the martial artist. Combat is resolved normally.
If an opponent is hit with a natural 12 he may avoid
the stunning effects with a Physical Resistance roll of
TN 20.
Tier 1 (Ranks 1 - 4) Fist attacks cause +2
damage instead of the standard +1 damage.
No stunning effects offered.
Tier 2 (Ranks 5 - 8) Fist attacks cause +3
damage instead of +2 damage. Rolls of
Natural 12 stun an opponent for 1 round.
Tier 3 (Ranks 9 - 12) Fist attacks cause +4
damage instead of +3 damage. Rolls of
Natural 12 stun an opponent for 2 rounds.
Martial Kicks
Martial kicks must be developed as its own skill
through rigorous training and discipline. The martial
artist has developed this skill with such proficiency
that they may use different styles: Front Kicks, Side
Kicks, Round House Kicks and Leap Kicks. Each style
will produce varying effects. Any opponent must be
with in 5 feet of the attacker with the exception of the
Leap Kick.
Tier 1 (Ranks 1 - 4) Side Kick - Attacker adds a
bit more power to their kick with the correct
positioning of their body. Side kicks cause
+3 damage instead of the standard +2
damage.
Tier 2 (Ranks 5 - 8) Round House Kick - A
round house is a kick where the attacker
swings his leg around in a semi circular
motion to strike his opponent. Round house
kicks cause +4 damage.
Tier 3 (Ranks 9 - 12) Leap Kick - The martial
artist is able to make attacks 10 feet away by
leaping or jumping towards his opponent.
When the attacker lands, he is within 5 feet of
his opponent.