Legends

Legends

Here be the chronicling of the Legends of IxKenDren


the Song of Bear Trap

Bear Trap was not the most reliable of players. He often had way too much to drink while playing, or showed up to games already drunk, and as a result had been kind of written off as a player who was mostly just along for the ride, and not much of a contributor. One night, after having to be dropped off, because he was too drunk to drive, he showed up and essentially went quiet for a good couple of hours, mostly just nodding and pointing his way through the session. This particular adventure had a significant level of intrigue as the party was split near evenly in allegiance to opposing factions. And at one point in the night there was a betrayal, and a large interparty brawl, ending with one of the party, an outlaw, in the custody of law enforcement, and on his way to execution. After an hour of discussion and debate, the outlaw’s allies in the party had essentially given up hope of saving the doomed man, when out of nowhere, apropos of nothing, after having been near silent for a good 2 hours, Bear Trap sits up straight, claps his hands together and asks, “Is he wearing that helmet he always wears?” referring to the outlaw, the man had a family heirloom, a famous helmet, worn by his father, and his father’s father, an item he rarely if ever took off. “Of course,” I say, “He’s a notorious outlaw and he’s known for wearing it, that’s how people recognize him.” “Alright, this is what we’re gonna do,” he said. “I have some common public servant friends that work at the garrison. What we’re gonna do is, first we need some priest robes. Then we have two of the guys grab him and another guy out of their cells, switch their clothes and put that helmet on the other guy, after gagging him of course, Then we have another guy walk him out of there in priest robes, while the other two are taking the guy who now has the helmet on away…” “To be executed in the outlaw’s place?” I ask. “Yeah!” he responded, proudly. The entire group was stunned by all of this, and left speechless for several minutes. I had them make a couple of Persuasion tests, and a couple Disguise tests to get away with all of their shenanigans, and they did, easily. The whole team even came together to make it happen. It was a good and fun plan, and the best part of all of this and why it became a legend, was everyone in the party, even the rivals, finally got together, got on the same program, worked together to accomplish their goal, and never had any issues with infighting again.

a Deadly Encounter

Recently while asea in uncharted waters in the east, a handful of adventurers and their retinue had a dangerous encounter with something from deep within the sea’s darkest of depths. Their ship itself was nearly destroyed, and many of the crew were lost. What follows is a first-hand accounting of the incident from one of the very few survivors.

“We were out on the ship, it was a stormy night, of course, right..? Sailing, minding our own business with Captain TenSar at the helm, out on the open sea. When suddenly, out of the darkness, huge, I mean, huge, massive, monstrous tentacles sprang up from the depths, grabbing at the crew, ripping them from the deck, and crushing the ship. I sprang into immediate action, hacking and slashing at the tentacles, any and all that I could reach. Until I too was grabbed up and the terrible thing tried to drag me under. I fought and fought, finally freeing myself of its grasp. Desperately, and with the last of my remaining strength, I clawed my way back aboard our battered ship. What happened after that who can say. The creature, what ever it was, disappeared beneath the dark waters. Leaving only a handful of us as survivors”. KelMinOr

Stay tuned for more Legends of IxKenDren

the Adventurers’ League

the motley crew of adventures including the noble TazRith ka HellFyre, the hulking CyaNara, the Caid, StoRin the drunkard, and the blasphemer Tess, began their adventure investigating the disappearance of beloved statesman the noble Senator Sirus ka RhoKett, and the theft of the Lineage Book of the Master of Horses of the great house KesKel of the Middle Kingdoms on the first day of the Games.

then, continuing their investigations, they made a deal with a Ra Bani chief Boss Bilik for information, and aided the elderly owners of the Old Town Brewery in finding the source of a terrible odor in their cellar. Then, found themselves cornered in an alleyway by dozens of members of rival gangs while making an exchange for the stolen Lineage Book.

then, after careful diplomatic negotiations, and some underhanded dealings, they were able to retrieve the Lineage Book and return it to its rightful owner. Then, in exchange for information involving their investigation into the missing statesman, they traveled to the Lumber camp in search of several missing lumberjacks, only to find a pair of goblins looting the camp. The racist bastards then callously murdered the helpless little goblins in a fit of impotent rage, even though there was no evidence of wrong doing. Their pitiful pleas of mercy were ignored as they were mercilessly executed without even being given a chance to pray to their goblin deties

then, after tracking the goblins to their camp, engaged in a long protracted skirmish with the goblins, and their massive ogre companion. The companions won a costly victory, with StoRin the drunkard losing an arm in the battle. They then discovered the remains of the missing lumberjacks, ending the mystery.

What will be your Legacy?

In Memoriam & Honorable Mentions

Trev, the undiagnosable, never saw his end coming when he was set upon by a deadly Jungle Stalker.

Ole One Arm, brave thief and alchemist, met his demise when his party left him behind while battling barbarians in the tin mines of DraNaHul.

Creeper B, student of the dark arts, ventured into the Black Bog never to return. It is rumored that he was done in by members of his own party.

Jed, wielder of the legendary River’s Edge, met his end bravely battling mercenaries aboard the trade vessel Alba Varden.

Alexi, the brash and brave, was slain in the street in Old Town by his own party when he became possessed by an unnamed evil entity.

B Rice the mystic, met his end in battle with the mysterious Liskkin in the valley of the Olgoi Khorkoi.

JoJo and Dan I el, adventurers who survived a shipwreck in the icy waters of the South Sea, both met their ends after being crushed by a wicked trap, while lost in an elaborate labyrinth of unknown origin.

Lazen another survivor of a ship wreck in the icy waters of the South Sea, also met his end in the same labyrinth after being stalked and slain by a member of his own party, after they became possessed by an unnamed evil entity.

Several members of the mercenary group known as the VariMa, including the cutthroat AlanDana, and the good natured Orion, the mute Golchari, and the traitorous Nix, all met their demise attempting to rescue hostages held by barbarians in the tin mines of DraNaHul

KorZak met his end while retrieving some horses that had fled the town of Kwasl during a battle, when a giant crab monster ambushed the party

Rest well adventurers, your legacy lives on

Past Adventures

Here be the chronicling of all current campaigns, active characters, and their progress. May they all become Legends.

HapLo the Huge returns with a new cadre of adventurers, Riva, KorZak, Jeff, and Rikki, they begin their adventure in the South with:

an investigation into the disappearance of the famous writer Kleb of BalAka, leading to a confrontation with a mysterious and mystical satyr creature and a pack of wild goat men monsters.

then, after defeating the creatures, and a long chase through treacherous terrain, they successfully rescued Kleb. Later after being paid to survey a road deep in the mountains that had been washed out by a landslide, they were surprised by dozens of the goat men creatures that had pursued them into the mountains. Taking refuge in a cave uncovered by the landslide, they discovered the tomb of an unknown ancient king.

then, during a stand off with another mysterious mystical satyr creature and savage goat men, they solved the mysteries of the ancient king’s tomb, and uncovered its fortune.

then, after battling their way out of the tomb, they pursued a pack of the surviving goat man to the homestead of some good citizens, saving them from certain destruction.

then, after tracking the remaining goat men to the town of Kwasl, battled the monsters street to street until finally defeating them before they could destroy town’s grain supply. The heroes then aided several of the villagers in the aftermath of the battle by returning the stolen silver, finding the abducted children, and retrieving the horses that had been run off, before accepting the quest to take revenge for the death of the nobleman’s son who died during the battle.

then, the heroes then made their way to MorTuSa, capitol of BaalAka, aiding the citizens there in healing the enchanted blood hound, treating the mystery illness, and brokering a deal with the Elves of the Old Tree, as well befriending the very old knight, Ki DonOtay.

then, the heroes attended the harvest festival, at which they were forced to battle several horrific vulture women who attacked and tried to abduct several young girls, with no success.

then, the heroes rallied with a troop of the queen’s men to march out to find the hideout of the horrible vulture women, only to be misled, betrayed and ambushed by the queen’s men. Leading to a long bloody battle.

then, tragedy struck and the party faced an opponent that has claimed countless parties, a merciless, uncaring, unfeeling, unstoppable foe, scheduling. Facing an uncertain future, the heroes have gone their own ways.

DuRok the Treacherous and his companions, OsVo the wee, Haplo the Huge, and LarKa the Blasphemous began their adventure in the North with:

a confrontation with Big Red, leader of the Hog Boys, making them all a dangerous new enemy.

then, inadvertently releasing an malevolent spirit in Old Town, while trying to discover the source of the foul smell beneath the Old Town Brewery. Resulting in the complete destruction of the world famous Old Town Travelers House, and Old Town being completely overrun by undead.

then, after tracking the bandits who stole livestock from House MakaTalGas to their secret hideout. They ambushed and captured the bandits after swiftly defeating their leader Iron Fox, and claiming the legendary weapon the River’s Edge.

then, as they were unable to deliver a message to priest JemTa due to his untimely death, they returned to the Temple of Ohm with the news, and his journal, discovered after the defeat of Iron Fox. Haplo the Huge was given the rank of full member of the Cult of Ohm as a reward. Then, following clues that lead them to a secret library inside the Grand Library of the Temple of Ohm, they discovered the journal of a thief, retrieving it for an exchange with the RaBani Librarian, for a copy of the ka MoJor.

then, made their way north into the Black Bog, in search of the missing nobleman Sirus ka RhoKett.

then, after returning to DraNaHul empty handed, they had a bloody confrontation in the street with the Hog Boys and their leader Big Red.

then, successfully tracked a goblin war party to their hideout, while investigating the missing woodcutters near Halvar creek.

then, tragedy struck and the party faced an opponent that has claimed countless parties, a merciless, uncaring, unfeeling, unstoppable foe, scheduling. Facing an uncertain future, the heroes have gone their own ways.

The cadre of adventurers known as VariMa, made up of the cutthroat AlanDana, and the good natured Orion, brave and brash Aite, noble ApinYa, the mute Golchari, the outlaw Rob, and the traitorous Nix began their adventure in the North with:

a visit to House RhoKett, and a meeting with LauRa ka RhoKett lady of the house.

then, they discovered a survivor of Sirus’s expedition being held in the basement of the hospital at the Temple of Ohm.

then, while attempting to deliver a message to the priest JemTa, they discovered the village of nomadic Red Elf barbarians that he had been living with had been razed with no survivors, by bandits lead by the notorious Iron Fox.

then, were ambushed by a goblin war party while investigating the disappearance of several lumberjacks near Halvar Creek.

then, after tracking the remaining goblins to their hideout, vanquished them and their massive ogre companion, and discovered the remains of the missing lumberjacks.

then, were again ambushed, this time by barbarians while trying to investigate the hostage situation at the tin mine of DraNaHul.

then, after a prolonged and bloody battle they defeated the ambushers.

then, while searching the tin mine of DraNaHul they discovered the hostages, freeing them from their barbarian captors. But while trying to flee the mine, they find themselves cornered with enemies both in front and behind.

then, battling to the last, deep within the ruins of an ancient city, beneath the tin mines of DraNaHul is where most of the members of the Varima met to an unfortunate, bloody, gruesome end at the hands of wild and savage barbarians.

then, after regrouping with new Varima members, MelDar the Mystic, Esme, Lilly, noble ApinYa, and Aite the Brash, survivors of the massacre at the mine, bravely returned vanquishing the barbarians, taking revenge for their fallen comrades.

then, continuing their investigation of the disappearance of the missing nobleman Sirus, the VariMa have quested into untamed lands. Making camp on the banks of the Silver Serpent river they made a gruesome discovery.

then, following the tracks of some previous adventurers, found themselves ambushed by goblins, leading to a bloody battle.

then, after defeating the goblins, they tracked the remaining goblins that fled the battle to their lair, leading to another bloody battle.

then, continuing their journey north they encountered four other groups of mercenaries, all on the same quest. Aiding and befriending many of them in the town of ReedHul. Then they traveled down Black Rock Creek into the Black Bog, where their boat became stuck, and they were again ambushed by goblins.

then, after accidentally scuttling their own ship during the battle, the heroes discovered, and rescued a lone survivor, injured at the bottom of a spiked pit trap. then after building new canoes the heroes continued down Black Rock Creek, eventually discovering the Salt Flats and the Blood Pools. Continuing on, they discovered the Sea of Reeds, and had an encounter with wild, savage men on a tiny island.

Here, unfortunately, is where their story ends.

Updates

It has come to my attention that there are several editing and printing errors that have popped up in the first edition copies of Feudal Legacy: Legends of IxKenDren. My apologies for the oversights. I will attempt to address them each individually as they come to my attention.

Character Generation: Heritage (Chapter 1); the header and the paragraph for the Pureblood trait is missing, and should appear in this section. It should read, Pureblood Rare All of your ancestors as far back as can be remembered are of the same demi-human heritage. You gain the racial modifier, and may select from their traits as normal. Preferring to keep to them themselves, Purebloods are often isolated in small, highly tradition oriented, tightly-knit, family centric communities.

Character Generation: Personal Traits (Chapter 1); The Trait ‘Funny’ the word ‘Perform’ does not belong in the description of the trait’s effect.

Game Mechanics: Combat (Chapter 2); the paragraph under the heading ‘Initiative, Actions, & the Order of Operations‘ has been rephrased, it should read, “When enemies become aware of one another, and it is decided that combat is going to take place, everyone potentially involved, and aware, in combat rolls an Initiative test (INIT+1d12).  This roll not only determines who goes before whom, but also determines the number of actions all participants get each round of combat.  The higher a score the character gets, the more actions they get.  Characters gain 1 Standard action at a 1 INIT and 1 additional Standard action for every 10 points above 1.  In addition, characters gain 1 Off-Hand action at a 6 INIT and 1 additional Off-Hand action for every 10 points above 6.  The character with the highest INIT score takes the first turn, and may perform up to one Standard and one Off-Hand action, or one Complex action.  Once the first character has acted, and their turn is over, an Initiative “clock” begins to tick downward from their INIT score.  A character takes their next action when the Initiative “clock” ticks down 10 points.  For instance, a character with a 24 INIT score takes their turn when the Initiative “clock” reaches 24, 14, and 4.  The character with the next highest INIT score then takes their turn, and so on until all combatants have used all of their actions.  Characters are free to use their actions as they see fit to either attack or defend, but these are all of the actions they get until the round of combat is over and  Initiative is rolled again for the next round of combat.  One round of combat is equal to 10 seconds.”

Game Mechanics: Martial Techniques (Chapter 2); the ability ‘Cross’ should deal ((MIT)+(1/2 Punch)+1d3) Blunt damage.

Game Mechanics: Martial Techniques (Chapter 2); the ability ‘Quick Flail’ is missing, and should appear in this section. It should read, “Quick Flail- You may perform the Flail attack as an Off-Hand action, but not move.”

Game Mechanics: Martial Techniques (Chapter 2); the abilities ‘Slash’ and ‘Slam’ are in reverse alphabetical order.

Game Mechanics: Combat Modifiers (Chapter 2); ‘Fear’ should appear in this section. It should read, “Fear- Effects that cause Fear reduce the target’s TEMP (*see Combat Modifiers: Duress)”.

Skills (Chapter 3); the Arts Skill ‘Sing’ should appear under the Art ‘Perform’.

Skills (Chapter 3); under the ‘Crafts’ header, the skill group ‘Mercantile’ is not in alphabetical order in the header or in the skill group break down.

Skills (Chapter 3); under the Arcane Arts the word ‘Transmutation’ should be substituted for any instance of the word ‘Transformation’.

Skills: Action Skills (Chapter 3); ‘Escape’ is in this section mistakenly. It should be in the Combat Modifiers (Chapter 2) section under ‘Grappling’, as it is a function of the ‘Grapple’ skill, rather than being its own skill.

Skills Action Skills (Chapter 3); under the header ‘Parry’ the text, “Attacks from small weapons, unarmed attacks, attacks from natural weapons, or great weapons may not be Parried.” should appear.

Skills (Chapter 3); the Knowledge Skill ‘Adhesives’ should appear under the Science ‘Alchemy’. It should read, “Adhesives- This is the measure of the character’s knowledge of adhesive compounds. ((Adhesives) + (WIT) + 1d12).”

Skills (Chapter 3); under the Knowledge Skills header ‘Geology’ the term ‘Geography’ should replace the term ‘Geology’ in the equation.

Skills (Chapter 3); the Knowledge Skill ‘Navigation’ is missing, and should appear under the Science ‘Geology’. It should read, “Navigation-  This is the measure of the character’s ability to use charts and maps to accurately determine course and location.  ((Navigation) + (WIT) + 1d12.).”

Equipment: Uncommon Weapons & Armor (Chapter 4); Cross Daggers should deal 1d6e damage. Great Flails should have the trait ‘Reach’.

Health & Healing: First Aid (Chapter 5); under Apply Pressure the text “a wound that reduces the hit points in a location into the negatives,” should instead read “a wound that reduces the hit points to -10 or below,”.

Health & Healing: Trauma (Chapter 5); any time a character takes damage of from 5-12 in any location that is considered ‘Minor Trauma’. Any time a character takes damage of 13 or more in any location that is considered ‘Major Trauma’. Damage that reduces a character’s hit points from -1 to -9 in any location is considered ‘Severe Trauma’. Damage that reduces a character’s hit points to -10 is considered ‘Critical Trauma’, and no further damage can be taken in that location.

Magic: Animism (Chapter 6); the word ‘Conjuration’ should be substituted for any instance of the word ‘Creation’.

Magic: Animism (Chapter 6); the word ‘Transmutation’ should be substituted for any instance of the word ‘Transformation’.

Magic: Animism (Chapter 6); the Area of Effect for the spell ‘Clap of Thunder’ is large.

Magic: Black Magic Spells (Chapter 6); the spell ‘Speak with Shadow Creatures’ is out of alphabetical order.

Magic: Invocation Spells (Chapter 6); the description of the effects of the spell ‘Invocation’ should read “Effect- upon casting, the caster must make an Destruction skill test ((Destruction) + (WIT) + 1d12), the caster then gains magical resistance to Heat equal to the result of the roll.”

Magic: Invocation Spells (Chapter 6); the spell ‘Touch of Madness’ is out of alphabetical order.

Magic: Invocation Spells (Chapter 6); the Duration for spell ‘Ring in Flame’ is meant to be 1 minute.

Magic: Mysticism Spells (Chapter 6); the word ‘Persuade’ is misspelled.

Magic: Mysticism Spells (Chapter 6); the spell ‘Speak Foreign Tongue’ is out of alphabetical order.

Magic: Mysticism Spells (Chapter 6); the Duration for the spell ‘Spirit Vessel’ is meant to be 1 hour.

Magic: Mysticism Spells (Chapter 6); under the Major Spell, ‘Psychic Transference’ the word ‘harmful’ should precede the word ‘Enchantment’ under spell’s effects.

Spells by School: (Chapter 6); under the Animism header, ‘Channel Nature’s Essence’ is misspelled.

Spells by School: (Chapter 6); under the Black Magic header, ‘Speak with Shadow Creatures’ is out of alphabetical order.

Spells by School: (Chapter 6); under the Black Magic header, ‘Shadow of Fear’ is misspelled.

Spells by School: (Chapter 6); under the Invocation header, ‘Touch of Madness’ is misspelled, and is out of alphabetical order.

Spells by School: (Chapter 6); under the Mysticism header, ‘Speak Foreign Tongue’ is out of alphabetical order.

FAQ

Why are there no Common Personal Traits?

You will find that there are no Common Personal Traits listed in the character generation section of Feudal Legacy: Legends of IxKenDren. This is by design. Personal Traits are by their nature things that separate a character from the crowd, personal idiosyncrasies that are relatively unique to that character. In the case of Common Personal Traits the opposite is true. These would be traits that make a character blend in with the crowd. Things like right-handedness, or brown hair, or brown eyes, etc… In the coming expansions there will be Common Personal Traits that players may choose from, these will be based on the region of their birth, such as blond hair, and blue eyes being common in the South, while black hair and green eyes are common in the East, for example.

Can my character have more than 1 Heritage, Education, and/or Status?

A character may have as many Uncommon heritages as they are willing to spend traits on, but then may only have Uncommon heritages, they may not also have a Rare and/or Common heritage. Otherwise a character may only have 1 Heritage, Education, and Status.

Why is making a magic user so confusing?

This is also by design. Magic users are deliberately difficult for first time players to make because, from a design standpoint, I feel that a player should have a strong understanding of how the game works mechanically before they start bending the existing rules with magic.

Can my character pick up more personal traits after character generation?

Associations, Contacts, Reputations, and Imperfections are the only traits a character may gain after character generation. These represent the cults, gangs, guilds, etc… that they join, friends, and enemies they make, what the NPCs they encounter think about them, and injuries or traumas they have endured. All of these are gained through game-play and the GM is the ultimate arbiter of the effects that they have in their story.

How much experience should I give my players?

I personally give my players 100 xp just for showing up to each game session. Then I give out increments of 25 xp for completing simple tasks, 50 for more difficult tasks, 100 for more challenging or complicated tasks, and 200 for complicated long term challenges.

Can my character make a skill test even though it doesn’t have any points in the skill?

A character may attempt any skill test, even if they have no points assigned to the related skill, except for Arcane Knowledge.

Why are there so many mistakes and typos in your book J.W.?

I don’t know, I’m an idiot, what do you want me to say? I’m sorry, I tried my best.

Tips for Players

Wear a helmet.

Fit your armor.

Work together.

Make friends.

Appraise everything.

Tips for GMs

Before game play begins, have the players make 6 ALERT and Sense Deception tests. Then when the characters need to make them during the game, roll a d6 and apply the appropriate pre-rolled result. That way game play is not interrupted, and the player’s meta knowledge doesn’t effect their decision making.

It is ok if a character dies. TPKs are also ok. Though killing off a character is not the ultimate goal of the GM, and the GM ought to be impartial, if it happens its not the end of the world. Sometimes it has to happen for the players to grasp the gravity of their characters’ situation, and for them to realize that there are actually consequences for their actions, or that there at least ought to be. But since the goal is for everyone to have fun and be a part of the narrative, you absolutely have my permission to “fudge” numbers in the name of fair and fun play.

When building your own adventure, try to think about each scenario as a scene from movie. With one scenario leading into the next as a logical part of the story’s progression. Event B following event A because of event A, rather than event B following event A as just a random occurrence. (A leads to B leads to C, etc… Not A happens, then B happens, then C happens, with no connective tissue between them) Also, build your setting from the ground up, let the players experience your world first hand. You don’t need a lot of fantastical world building, or grand exposition dumps, or super NPCs, or wild and crazy powerful magic effects, you just need things and events that your players can identify with, so they can A: remember what’s going on in between sessions, and B: invest in the story’s outcome. Only give them the information that they need, and keep the scope simple and self-contained, if there are too many grandiose world altering events, the players will feel as though they don’t have enough of their own agency and just tune out. Let them discover your world for themselves at their own pace. And most importantly, control your ego. You are not in competition with the players. Don’t take it personal when the players make a left turn in your story and go completely away from what you had planned. Prepare ahead of time, but don’t over-prepare. Its supposed to be a fun story that everybody participates in. And lastly, do not use sexual assault as a plot device, ever. In fact, avoid sexual situations and hot-button political issues completely if possible, this is not the format for that, its rarely, if ever, appreciated, it can alienate and/or trigger your players, and is just in poor taste.

Here be optional updated “Expanded Martial Techniques” for Feudal Legacy: Legends of IxKenDren

Axe / Hammer- at level 16 gain ‘Heavy Hands’, and no longer gain the ability ‘Heave’.

Flail – at level 21 gain ‘Dragon Sweeps its Tail’.

Spear / Staff- at level 16 gain ‘Skewer’.

WoCha- WoCha will now have a skill level cap of fifteen. Characters will no longer gain the abilities Parry Projectile, or Run-Through at level 11. To advance, a character must discover the secrets of the Great Masters. This involves either training with a master or reading their writings.

Bronze Leopard Style- Bronze Leopard is the style created by Master TarToBan ‘the Bronze Leopard’. Practitioners gain the skills: Dodge, Kick, Level Head, Parry, Punch, Fencing Sword Attack, and gain the abilities Flying Kick, and Lunge at 16th level, Reposte at 21st level, Quick Slash at 22nd level, Windmill Parry at 23rd level, Precision Strike at 24th level, and Flurry of Blows at 25th level.

Iron Mantis Style- Iron Mantis Style is the style created by Master RyManDal ‘the Iron Mantis’. Practitioners gain the skills: Dodge, Kick, Level Head, Parry, Punch, and gain the abilities Cross, and Round Kick at 16th level, Counter-Punch at 21st level, Uppercut at 22nd level, Hands of Stone at 23rd level, Combination at 24th level, and Hammerfist at 25th level.

Jade Scorpion Style- Jade Scorpion Style is the style created by Master SuSerNeRon ‘the Jade Scorpion’. Practitioners gain the skills: Dodge, Grapple, Hold, Kick, Level Head, Parry, Punch and gain the abilities Scorpion’s Iron Grasp at 16th level, Uppercut at 21st level, Choke at 22nd level, Precision Strike at 23rd level, Hands of Stone 24th level, Scorpion’s Venomous Sting at 25th level.

Red Crane Style- Red Crane Style is the style created by Master MoRoBaat ka AruuKet ‘the Red Crane’. Practitioners gain the skills: Dodge, Kick, Level Head, Parry, Punch, Spear / Staff Attack, and gain the abilities Flying Kick, and One-Handed Thrust at 16th level, Quick Thrust, and Skewer at 21st level, Fend at 22nd level, Windmill Parry at 23rd level, Bull’s Eye at 24th level, and Flurry of Blows at 25th level.

Winter Dragon Style- Winter Dragon Style is the style created by Master WenKelDos ‘the Bronze Leopard’. Practitioners gain the skills: Dodge, Flail Attack, Kick, Level Head, Parry, Punch and gain the abilities Ensnare, and Entangle at 16th level, Dragon Sweeps its Tail, Flying Kick at 21st level, Quick Flail at 22nd level, Windmill Parry at 23rd level, Choke at 24th level, and Critical Strike at 25th level.

Critical Strike- you deal an additional die of damage for every 5 points above the target number to hit, with a Flail.

Dragon Sweeps its Tail- as a Standard action you may move up to a full MOVE and make a single attack that targets all opponents within 3 adjacent hexes, adjacent to you own. A single roll is made to Hit ((Flail Attack) + (QUIK) + 1d12), targets may Block or Dodge as normal, the first opponent to successfully Block the attack interrupts the remaining attacks. A weapon with an increased Reach has its range as well as number of possible targets also increased, all opponents within the range are legal targets. Only the first opponent targeted may be the target of a called shot. (Must be standing, may not be Grappled)

Heavy Hands- you do an additional die of damage for every 5 points above the target number to hit, with an axe or hammer.

Precision Strike- you suffer no penalty when making a called shot.

Scorpion’s Iron Grasp- as an Off-Hand action, you may attempt to time your grappling attack to deflect an enemies’ attack and leave you with a Hold on them. One roll is made to both Parry and ‘to Hit’ ((Grapple) + (MIT) + 1d12). If successful, your opponent’s attack is harmlessly deflected, and you have a Hold on whichever limb the opponent attacked you with.

Scorpion’s Venomous Sting- you deal an additional die of damage for every 3 points above the target number to hit, with a Punch.

Skewer- you do an additional die of damage for every 5 points above the target number to hit, when using the ability ‘Thrust’.