Use of Alternate Experience - Type I
Increasing attribute totals instead of increasing levels. When a character gains
the amount of experience needed to rise to the next level (ex. 3rd to 4th), he or
she may trade in half of the experience points needed to go up one level, and
instead increase his prime attribute by one point, or any other attribute by
half a point. Attribute totals may be increased up to 20, but not above. Once
past the 18th mark, prime attributes increase at only half-point levels, and
other attribute totals at quarter-point levels.

Use of Alternate Experience - Type II
This is for characters who wish to be more capable and varied. A PC may choose as
many of these options as he or she wishes, as long as he or she subtracts the
percentage (listed to the left of the ability) from his or her experience points
at the end of each adventure. The abilities must be chosen when the PC is first
begun. If, at anytime, the character does not subtract this percentage, he or she
loses, permanently, the special ability. Nothing, not even a wish, can alter the loss.

Cost Magical Abilities
-10% One certain first level clerical spell (a) (*).
-10% One certain first level druidical spell (a) (*).
-10% One certain first level magic-user spell (b).
-10% One certain first level illusionist spell (c).
-05% Infravision as gnome (6“).
-10% Turn undead as first level cleric (a).
-10% Immunity to all forms of disease.
-10% Ability to use clerical items (a) (*).
-10% Ability to use fighter items.
-10% Ability to use magic-user items (b).
-10% Ability to use thief items (d).
-10% Ability to use any one specific magic item (a,b,d). (Must be stated each
adventure, which magic item will be used)

Cost Non-Magical Abilities
-05% Identification of plant life, animal type & pure water, 3rd level druid.
-10% Bind wounds as first level cleric (a).
-05% Track as ranger of equal level.
-10% Extra attack per round (only one per PC).
-05% All thief skills as first level thief (d).
-05% Pick Pockets as thief same level (d).
-05% Open Locks as thief same level (d).
-05% Find/Remove Traps as thief same level (d).
-05% Move Silently and Hide in Shadows as thief same level (d).
-05% Hear Noise as thief same level (d).
-05% Climb Walls as thief same level (d).
-10% Read Languages as thief same level (d).
-15% Backstab as thief ½ level, rounded down.
-25% Open hand damage as monk same level (or martial arts style (if western PC)).
-10% Movement as monk of equal level.
-10% Falling ability as fourth level monk.
-10% Illegal use of weapon (or an extra proficiency slot).
-10% Surprising and being surprised as ranger.
-10% Knowledge of extra language, i.e. thieves cant or druidic.

(*) The character must have a god listed on his or her character sheet.
(a) Minimum wisdom of 12 required.
(b) Minimum intelligence of 10 required.
(c) Minimum intelligence of 15 and dexterity of 16 required.
(d) Minimum dexterity of 9 required.

Additional Non-Magical Abilities added by Lily House:
-10% Extra healing action per round. (Only one per PC).
-15% Fire into melee per an archer ranger.
-15% Chance to roll on the Birthright Chart per the Oriental Adventures Book.
-20% Armor Class as a kensai of same level.

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