1) **Weapon/Magic Specialist:** Your attack increases by +1 when using that specific weapon/magic.
2) **Martial Arts:** See the monk in Chapter 3.
3) **Ki Control:** You gain 10 ki points (vital/spiritual energy) to use in specific situations. The monk can cast certain spells (actually more like powers) using ki instead of mana.
3.1) **Reiki:** 1D6 healing using ki. The cost will be the healed value. Can upgrade for more dice (D8, D10...).
4) **Special Attack:** Requires ki or mana. You can make an attack with 2× the value of your normal attack. For example: a longsword will be 2D8 instead of 1D8. The cost is the damage caused, up to a maximum of 10.
5) **Fury:** See the barbarian in Chapter 3.
6) **Weapon/Armor Mastery:** As the master decides, your mage might be able to use swords, your thief could use a katana...
7) **Magic in Combat:** You've become a battle mage and no longer receive penalties for casting spells in melee combat.
8) **Long-Distance Attack:** No penalties for shooting from afar (bull's eye or sniper).
8.1) **Quick Weapon Swap:** When changing from a ranged weapon to a melee weapon, you don't lose your turn.
8.2) **Short Shot:** You can use your ranged weapon for point-blank attacks without penalties.
9) **Charge:** If you're at least 3 squares away from the opponent, you can double the damage by charging at the creature.
10) **Two-Weapon Fighting/Ambidexterity:** No penalty for fighting with two weapons.
11) **Enhanced Two-Weapon Attack:** The defender makes only one defense roll against your two weapons.
12) **Skewer:** If you killed an enemy, you can make a new attack in the same round against a new enemy.
13) **Multiple Attack:** Hit an attack? Send another one!
14) **Combo:** Can keep attacking as long as you keep hitting. Requires Multiple Attack.
15) **Big Weapons Guy:** You know how to use a halberd or any other huge motherfucker weapon well and can hit two birds with one stone!
16) **Enhanced Vitality:** Increase your vitality by +2. This enhancement can be bought multiple times.
17) **Enhanced Mana:** Same as above but for mana.
18) **Enhanced Ki:** Same as above but for ki.
19) **Scroll Scribe:** You can spend the necessary mana to perform that magic to write a scroll of it. So later, when using that magic, you won't need to spend mana. After using the scroll once, it's destroyed. The cost of making a scroll is 10 gold coins considering papyrus, magic ink, etc.
20) **Enhanced Initiative:** Use D8 instead of D6 for rolling initiative. Can buy this enhancement multiple times to further improve initiative up to a maximum of D20.
21) **The master can invent any enhancement he deems necessary to make the adventure interesting! Take a look at the characters' sheets in chapters 2 and 3. There are other good ideas there...**