proficiencies first draft

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GENERAL Proficiency Cost* Initi al Ability General Effect per level Synergy and Requirements Agriculture 3 1 Intelligence/Knowledge 1-5: Basic knowledge of land 6-10: Seed effectiveness 11-15: Creating a good seed Weather Knowledge (+2), Climate Sense (+2) Animal Handling 3 1 Wisdom/Willpower 1-5 : Basic animal care 6-10 : Restore animal to normal physique 11-15: Refresh an animal from a very hard ride basic veterinary knowledge Riding any (+1), Animal Lore (1-5),Animal Empathy (+2) Animal Training 2 1 Wisdom/Willpower, Charisma/Leadership 1-5: Teach single verbal commands ((non offensive)) 6-10: Teach simple verbal commands 11-15: teach complex verbal commands Animal Handling (1-5), Animal Lore (1-5), Animal Empathy (+2) Blacksmithing 5 1 Strength/Muscle, Intelligence/Knowledge 1-5 : Basic knowledge of the Craft, use of tools, character can work as assistant. 6-10: Create minor items, minor repairs 11-15: Create items, fully restore condition to an item Artistic Ability (+1) Boat Piloting 2 1 Strength/Muscle, Intelligence/Reason 1-5: Small Rafts 6-10: Small keel Boats 11-15: River barges, Small Coasters Brewing 3 1 Intelligence/Knowledge 1-5 : Basic knowledge of brewing and components,simple ointments and salves 6- 10: Brew ointments, herbs, wine, beer 11- 15: Brew potions using herbs (poisons, healing salves etc) Carpentry 3 1 Strength/Stamina, Intelligence/Knowledge 1-5 : Basic knowledge of the Craft, use of tools, character can work as assistant. 6-10: Create minor items, minor repairs 11-15: Create items, fully restore condition to an item Artistic Ability (+1) Cobbling 3 1 Dexterity/Aim, 1-5 : Basic knowledge of the Craft, use Artistic Ability (+1) 1

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GENERAL

Proficiency Cost* Initial Ability General Effect per level Synergy and RequirementsAgriculture 3 1 Intelligence/Knowledge 1-5: Basic knowledge of land 6-10: Seed

effectiveness 11-15: Creating a good seedWeather Knowledge (+2),

Climate Sense (+2)

Animal Handling 3 1 Wisdom/Willpower1-5 : Basic animal care 6-10 : Restore animal to normal physique 11-15: Refresh an animal from

a very hard ride basic veterinary knowledgeRiding any (+1), Animal Lore (1-

5),Animal Empathy (+2)

Animal Training 2 1 Wisdom/Willpower, Charisma/Leadership

1-5: Teach single verbal commands ((non offensive)) 6-10: Teach simple verbal

commands 11-15: teach complex verbal commands

Animal Handling (1-5), Animal Lore (1-5), Animal Empathy (+2)

Blacksmithing 5 1 Strength/Muscle, Intelligence/Knowledge

1-5 : Basic knowledge of the Craft, use of tools, character can work as assistant. 6-10: Create

minor items, minor repairs 11-15: Create items, fully restore condition to an item

Artistic Ability (+1)

Boat Piloting 2 1 Strength/Muscle, Intelligence/Reason

1-5: Small Rafts 6-10: Small keel Boats 11-15: River barges, Small Coasters

Brewing 3 1 Intelligence/Knowledge1-5 : Basic knowledge of brewing and

components,simple ointments and salves 6-10: Brew ointments, herbs, wine, beer 11-15: Brew potions using herbs (poisons, healing salves etc)

Carpentry 3 1 Strength/Stamina, Intelligence/Knowledge

1-5 : Basic knowledge of the Craft, use of tools, character can work as assistant. 6-10: Create

minor items, minor repairs 11-15: Create items, fully restore condition to an item

Artistic Ability (+1)

Cobbling 3 1 Dexterity/Aim, Intelligence/Knowledge

1-5 : Basic knowledge of the Craft, use of tools, character can work as assistant. 6-10: Create

minor items, minor repairs 11-15: Create items, fully restore condition to an item

Artistic Ability (+1)

Cooking 3 1 Intelligence/Reason1-5 : Knowledge of Basic Recipes, Create simple

meals 6-10 : Preparation and creation of complex recipes, Create large meals 11-15

Create and organize royal fests.Dancing 2 1 Dexterity/Balance,

Charisma/Appearance1-5: Basic skill, can perform for a low class

audience and earn 2d10cp 6-10 : Can perform and do other action at the same time (sing, orate, dance, play musical instrument) can

1

perform for an middle to upper class audience and earn 2d10 sp (2d20sp if combines),

11-15: Can perform for nobles or a court and if favored can earn 2d20 gp

Deep Diving 2 1 Dexterity/Balance, Constitution/Health

1-5 : Can add speed to underwater 6-10: Can hold breath for 2/3 of Con 11-15: Can remain for

3 full rounds underwater before effects take place

Engineering 5 1 Intelligence/Reason, Wisdom/Intuition

1-5 :Can design palisades, small bridges, roads, work as assistant 6-10: Can design houses, moats, boats, large bridges 11-15: Towers,

forts, war machines, ships, locks, dams

Reading/Writing (6-10), Calligraphy (1-5), Artistic Ability

(+1), Building (+1)

Etiquette 2 1 Charisma/Appearance, Wisdom/Intuition

1-5: Simple formal courtmanship, 6-10: Can present at a small court of a local Lord. 11-15:

Can present at a royal courtEmpathy (+2), Modern

Languages (6-10)

Fire-building 2 1 Wisdom/Intuition, Intelligence/Reason

1-5: Can build a fire within 20 minutes if applicable materials are present 6-10: Can

build the fire even if not applicable materials are present at the same time. 11-15: Build a fire in

extremely harsh conditions (snowed mountainside etc)

Fishing 3 1 Wisdom/Intuition, Intelligence/Knowledge

1-5: Can catch 1d3 fish within an hour 6-10: Can catch 1d6 fish within the hour 11-15: Can

catch greater fish even in ocean sea areas.

Gaming 2 1 Wisdom/Intuition, Intelligence/Knowledge

1-5: Can play and understand simple games, give a -2 penalty to opposed gaming rolls, can win a 10% profit from gaming 6-10: Give a -3 penalty to opposed gaming rolls , can win 20% profit from gaming 11-15: Give a -5 to opposed

gaming rolls , can win 40% profit.

Lucky (+2)

Heraldry 2 1 Intelligence/Knowledge

1-5: Can discern local areas coat of arms 6-10 Can recognize coat of arms of large domains 11-15: Can recognize coat of arms from almost any

noble house of a territory (Anuire, Rjuven, Khinasi etc)

Obscure Knowledge (+2), Read/Write (1-5)

Leather working 3 1 Intelligence/Knowledge, Dexterity/Aim

1-5 : Basic knowledge of the Craft, use of tools, character can work as assistant. 6-10: Create

minor items, minor repairs 11-15: Create items, fully restore condition to an item

Artistic Ability (+1)

2

Mining 5 1 Wisdom/Intuition, Strength/Stamina

1-5: Knowledge of basic minerals, and how to refine them ( Copper, Iron etc)6-10: Knowledge of how to 1site a mine , coordinate a small team

11-15: Site large mines, refine Gold, Siver, Platinum and gems.

Modern languages 2 1 Intelligence/Knowledge

1-5: Basic Knowledge of the Language 6-10: Knowledge of complex grammar and syntax 11-

15: Knowledge of idioms and refined class speech

Bonus to all new characters.

Musical Instrument 2 1 Charisma/Leadership

1-5: Basic skill, can perform for a low class audience and earn 2d10cp 6-10 : Can perform

and do other action at the same time (sing, orate, dance, play musical instrument) can

perform for an middle to upper class audience and earn 2d10 sp (2d20sp if combines),11-15: Can perform for nobles or a court and if favored

can earn 2d20 gp

Artistic Ability (+1)

Navigation 3 1 Intelligence/Knowledge, Wisdom/Intuition

1-5: Can discern the stars can navigate small routes 6-10: Can navigate Caravels or same size

ships to trade routes 11-15 Can navigate through unknown waters

Astronomy (1-5), Internal Compass (+2)

Orienteering 3 1 Intelligence/Knowledge, Wisdom/Intuition

1-5: Can find North in broad daylight 6-10: Can find North under heavy clouds, can read a map

11-15: Can find North in extreme weather conditions.

Internal Compass (+2)

Painting 2 1 Dexterity/Aim, Wisdom/Intuition

1-5: Create simple work of arts that can be sold in the market for 2d10sp 6-10: Creation of

better quality handiworks fit for middle to upper class nobles. Price 2d20 sp 11-15: Extravagant

works of art fit for courts and temples. Workmanship of this level is high quality and

costs a lot to gain 5d12gp

Artistic Ability (+1)

Pottery 3 1 Dexterity/Aim1-5 : Basic knowledge of the Craft, use of tools, character can work as assistant. 6-10: Create

minor items, minor repairs 11-15: Create items, fully restore condition to an item

Artistic Ability (+1)

Riding, Land 2 1 Wisdom/Willpower, Dexterity/Balance

1-5: Can use one hand weapon , and perform a simple action. 6-10: Can use two hands from horseback (Sword and Shield) 11-15 Can use

two-handed weapons, perform tricks on

Animal Empathy (+2) , Animal Empathy (+1)

3

horseback

Rope Use 2 1 Dexterity/Aim, Wisdom/Intuition1-5: Can tie simple knots and assist others to

climb (+10% to others) 6-10: Can tie complex, permanent knots. 11-15: Untie a permanent

knot in 2d3 mins,

Sculpting 2 1 Dexterity/Aim, Wisdom/Intuition

1-5: Create simple work of arts that can be sold in the market for 2d10sp 6-10: Creation of

better quality handiworks fit for middle to upper class nobles. Price 2d20 sp 11-15: Extravagant

works of art fit for courts and temples. Workmanship of this level is high quality and

costs a lot to gain 5d12gp

Artistic Ability (+1)

Singing 2 1 Charisma/Leadership

1-5: Basic skill, can perform for a low class audience and earn 2d10cp 6-10 : Can perform

and do other action at the same time (sing, orate, dance, play musical instrument) can

perform for an middle to upper class audience and earn 2d10 sp (2d20sp if combines),11-15: Can perform for nobles or a court and if favored

can earn 2d20 gp

Singing/Musical Instrument (+2), Artistic Ability (+1)

Administration 4 1 Int/Knowledge

1-5: Administer a small town, a Temple, a provincial guild, an army unit, cut 5% of

expenses 6-10: Administer a province , Temples within a province, Guilds within the towns of the province, an expedition force up to 10 units, cut 10% of expenses 11-15: Administer a domain, a

domain army, cut 15% of expenses

Reading/Writing (1-5), Law (1-5)

Law 4 1 Int/Knowledge; Wis/Int

1-5: Understand the tenets of Laws of a specific Domain. 6-10: Can affect and manipulate the

legal system. Can defend or accuse in any matter of justice. Can participate in court justice

events. can operate a law holding and rule a province given the opportunity 11-15: The

character can increase or decrease the success of a Regents legal action or decision, the

character halves the costs of ruling a holding.

Read/Write (1-5)

Leadership 4 1 Cha /Leadership1-5: Command up to 50 men in battle 6-10:

Command a unit (100-200) men in battle (+1 to battle rolls) 11-15: Command an army in battle

(+2 to battle rolls)Fighter trait Leadership (+2)

4

Cartography 3 1 Int/Knowledge ; Wis/Intuition

1-5 : Read and Simple drawing of directions (map gives +1 to Orienteering) 6-10: Draw a province map given time (map gives +2 to

Orienteering) 11-15: Draw a domain map or a complex map (map gives +3 to Orienteering)

Read/Write (1-5), Artistic Ability (+1)

Seamanship 3 1 Wisdom/Intuition, Dexterity/Balance

1-5: Can work from Seaman to Boatswain 2d6sp/month 6-10: Can work as Second officer

to First mate with 2d4gp/month 11-15: Can work from First Mate to Captain in a ship with

2d12gp/month

Stonemasonry 4 1 Strength/Stamina, Wisdom/Intuition

1-5 : Basic knowledge of the Craft, use of tools, character can work as assistant. 6-10: Create

minor items, minor repairs 11-15: Create items, fully restore condition to an item

Dwarves gain (+2), Artistic Ability (+1)

Swimming 2 1 Strength/Stamina

1-5: Can swim in calm waters and simple dive can add 1 to sea movement 6-10: Can swim

with light armor or carry medium weight can add 2 to sea movement 11-15: Can swim with

double speed as normal people, can swim in harsh circumstances

Tailoring- Weaving 3 1 Dexterity/Aim,

Intelligence/Reason

1-5 : Basic knowledge of the Craft, use of tools, character can work as assistant. 6-10: Create

minor items, minor repairs 11-15: Create items, fully restore condition to an item

Artistic Ability (+1)

Weather Knowledge 2 1 Wisdom/Intuition

1-5: Can predict up to 3 hours weather 6-10: Can predict 10 hours of weather 11-15: Can

predict one day weatherClimate Sense (+2)

Gem Cutting 3 1 Dexterity/Aim

1-5: Create simple work of arts that can be sold in the market for 2d10sp 6-10: Creation of better quality handiworks fit for middle to upper class nobles. Price 2d20 sp 11-15: Extravagant works of art fit for courts and temples. Workmanship of this level is high

quality and costs a lot to gain 5d12gp

5

PRIEST

Proficiency Cost*Initial Ratin

gAbility General Effect per level Synergy and Requirements

Ancient History 3 1 Wisdom/Intuition, Intelligence/Knowledge

1-5: General knowledge of the past, Great events, major characters 6-10 : Knowledge of places, dates and characters involvement. 11-15: Knowledge of

specific people, places, dates and events mentioned in race history. Recognition of ancient relics.

Obscure Knowledge (+3), Reading/Writing (1-5)

Ancient Languages 4 1 Intelligence/Knowledge

1-5: Recognition of simple writing, basic vocabulary 6-10: Knowledge of grammar and syntax, able to

understand an old statement. 11-15: Knowledge of idioms and refined class speech, forgotten names

and places, can read/translate a book.

Modern Language (6-10), Reading/Writing (6-10), Precise

Memory (+2)

Astrology 3 1 Wisdom/Intuition, Intelligence/Knowledge

1-5: The diviner studying the stars can gain a bonus up to his skill to discern the outcome of an action 6-10: The diviner using the star alignments can detect

the general outcome of a decision 11-15: The diviner can try to predict the general future of the

victim using the power of the Gods.

Empathy (+1), Divination School (either priest or mage)

Healing 4 1 Wisdom/Intuition, Charisma/Leadership

1-5: The physician can stabilize minor or major bleeding effects on a target, can treat a wounded target (restore 1 more hp per day) and treat minor

illness (fever, cold etc) 6-10: The physician can treat more critical wounds severe bleeding, broken limbs,

stitch a wound, treat a burn. The physician can restore immediately 1d3 HP to the target 11-15: The doctor now can treat more than 1 patient at a time

or co-ordinate a group of physicians, given resources. He can treat diseases, limb amputations, severe brain damage, and with given resources can

restore 2 more hp per day to a target.

Herbalism 3 1 Intelligence/Knowledge, Wisdom/Intuition

1-5: The herbalist can find and use common herbs (2d3 doses) 6-10: The herbalist can find and use

uncommon herbs for (2d3) doses 11-15 : The herbalist can find and use (1d3) doses of a rare herb

Healing (if combined restores 1 more HP to target) Survival (+1)

6

Calligraphy 3 1 Dexterity/Aim

1-5: Create simple work of arts that can be sold in the market for 2d10sp 6-10: Creation of better quality handiworks fit for middle to upper class

nobles. Price 2d20 sp 11-15: Extravagant works of art fit for courts and temples. Workmanship of this level is high quality and costs a lot to gain 5d12gp

Artistic Ability (+1)

Alchemy 6 1 Int/Knowledge

1-5: The Alchemist can discern materials used for potions and ingredients for several concoctions. 6-

10: The Alchemist can prepare several complex alchemical concoctions such as glue, tar, acid,

acetone, alcohol 11-15: The alchemist providing that he has the materials needed can create strong potions sometimes with unpredictable results

Brewing (6-10), Herbalism (6-10), Read/Write (6-10)

Diplomacy 4 1 Wis/Intuition

1-5: The character is eloquent with speech and can sway the targets relative course of action, unless it is in their ill portent. 6-10: The character can persuade

through speech and manipulative fast talk the decisions of a target or targets even if that will put

the target is non apparent danger. 11-15: The character can exert control even in circumstances of extreme hostility. His words are vital to the decision of a regent and his dictations can be decrees even

for a domain.

Read/Write (6-10), Modern Languages (6-10) Etiquette (6-10),

Local History (1-5)

Local History 2 1Intelligence/

Knowledge,Charisma/Appearance

1-5: The character is knowledgeable with the modern history of his domain (past 30-60 years)

wars, regents, major events, betrayals , lineage. 6-10: The character has some knowledge of the

neighboring domains (past 30-60 years) and has researched more into the history of his domain down

to the last century. 11-15: The character has acquired knowledge around the happenings of his

region (Western Coast, Heartlands) domains at those places, regents etc, for the last 30 to 60 years.

Obscure Knowledge (+3), Reading/Writing (1-5)

Reading/Writing 2 1 Intelligence/Knowledge 1-5: Basic propositions, can read and write most common words. Basic education for middle to upper

class 6-10: Structural writing, editing of scribes, ability to scribe, can understand most writings found.

Upper Class, or Acolyte and above rank. The character has some general education on sciences.

The character can pass knowledge to lower level

7

students 11-15: The character has literate background, he can read and write any book, he can understand meanings within words, only higher level

priests or kings are able if they require to achieve this rank. The character is able to pass down

knowledge which is mind altering for most young characters.

Religion 2 1 Wisdom/Intuition

1-5: The character is familiar with some priestly tenets of his faith and the roles within a church. 6-

10: The character is aware of the details of his deities portfolio, his adversaries, his allies, his history

and the role the church has within his domain. The character is familiar now with all clerical hierarchy. 11-15: The character has a complete knowledge of the existence of several churches of his faith, their

differences, their quarrels, the details, their strengths and weaknesses.

Read/Write (1-5)

Spellcraft 3 1 Intelligence/Reason

1-5: The character is familiar with divine rites and he has undergone spiritual training. He understands the

truth of communing with his deity and the power granted by it. 6-10: The character can discern the power of a spell around him and understand the derivation of its sphere. 11-15: The priest can

understand a spell directed at him , its effects, and power. The priest can also feel divine power used in a place and to what purpose by asking the favor of

his god (+skill% to divination)

Read/Write (1-5)

ROGUE

Proficiency Cost*Initial Ratin

gAbility

Appraising 2 1 Intelligence/Reason, Wisdom/Intuition

1-5: +/- 25% to estimate the value of any common object 6-10: +/- 25% to estimate the value of any exquisite work

(+1) If the character possess the craft/art corresponding

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of art, or crafted object. and lowers to +/- 10% the chance for common items 11-15: The character is able to

understand high level or maybe if given the time magical induced properties into an item or forgery conducted.

skill

Cryptography 3 1 Intelligence/Reason, Wisdom/Intuition

1-5: The character is able to discern cryptographic messages on a written text, coat of arm, tapestry etc. 6-10:

The character given time can decipher cryptographic messages and create simple ones. 11-15: The character can encode secret messages in the most peculiar places

and marks. The character can provide key codes to decipher their messages.

Read/Write (1-5)

Disguise 4 1 Wisdom/Intuition, Charisma/Leadership

1-5: The character can disguise changing his facial characteristics 6-10: The character can change his sex and

speech 11-15: The character a master of disguise can change his height, weight, even racial traits, skin color and

age.

Impersonation (+2)

Forgery 3 1 Dexterity/Aim, Wisdom/Willpower

1-5: The character can duplicate the style of general hand writing 6-10: Characters can duplicate hand writing of specific individuals and their signatures. 11-15: The character can duplicate a ring seal given time and

materials, coat of arms, objects of art or craft.

Appraising (1-5), Read/Write (1-5)

Juggling 3 1 Dexterity/Aim

1-5: The character can juggle up to 3 items in his hands. He can display his skill to low or middle class and gain 2d10cp

6-10: The character can juggle with additional objects in his hands, the juggler can manipulate object in fire ,2 medium

or 3 small weapons in his arms, displaying in middle to upper class this can gain him 2d10sp 11-15: The character

can display accurately his skill in a royal court and gain 2d10gp while he can also using his skill catch thrown

daggers at him with an attack roll vs AC 4

Ambidexterity (+2)

Local History 2 1Intelligence/

Knowledge,Charisma/Appearance

1-5: The character is knowledgeable with the modern history of his domain (past 30-60 years) wars, regents,

major events, betrayals , lineage. 6-10: The character has some knowledge of the neighboring domains (past 30-60

years) and has researched more into the history of his domain down to the last century. 11-15: The character has acquired knowledge around the happenings of his region

(Western Coast, Heartlands) domains at those places, regents etc, for the last 30 to 60 years.

Obscure Knowledge (+3), Reading/Writing (1-5)

Reading Lips 3 1 Intelligence/Knowledge, 1-5: The character can read lips in a distance of less than Empathy (+2), Modern 9

Wisdom/Intuition

30 feet away with good lightning. He can understand the general meaning of the message addressed at him. 6-10:

The character can understand at the same distance indirect speech not mentioned at him. He can overhear other people talk if he can see them 11-15: The character can read lips

in low light environment, he can fully understand the conversation as if he was present. His skill increases his

range in broad daylight by 30 feet.

Languages (1-5), Keen eye sight (+1)

Set Snares 3 1 Dexterity/Aim, Wisdom /Intuition

1-5: The character can create small snares for (S) sized animals and below given the resources. The character can set up to 2 snares in an hour with a 5% per skill point of success per snare 6-10: The character can create larger

snares and traps now that can affect (M) sized animals. He can set up 2 snares per 1 and a half hour and with a 5% per skill point above 5. 11-15: The character can create man

sized traps, pits, or larger snares which can affect also humanoids.

Animal Lore (1-5) , Animal Lore (+2), Animal Empathy

(+2)

Throwing 2 1 Dexterity/Aim, Strength/Muscle

1-5: The character can add 10' (yards) per range category for thrown weapons. 6-10: The character can add +1 to

attack or damage per weapon thrown. 11-15: The character gains +1 to attack and damage per weapon thrown and

gains an additional 5' (yards) per range category

Tumbling 3 1 Dexterity/Balance, Strength/Muscle

1-5: The character can lower by 10 feet height dropped. The character can gain 1 point bonus in his AC if not

performing any action this round or full parries. 6-10: The character can lower by an additional 10 feet the height

dropped. The character can gain 2 point bonus in his AC if not performing any action this round or full parries 11-15:

The character can lower the damage dealt by 1 per die. The character can gain 4 point bonus in his AC if not performing

any action this round or full parries

10

WARRIOR

Proficiency Cost*Initial Ratin

gAbility

Animal Lore 3 1 Intelligence/Knowledge, Wisdom/Intuition

1-5: The character has knowledge of most domestic animals, their behavior and needs. He

can imitate their sounds with some success 6-10: The knowledge extends to some local wilderness animals. He can also imitate their calls and his knowledge now on small domestic extends 11-15: The character can fully understand most

animals in his region or those he has encountered he can imitate closely their calls and sounds that

can even fool them.

Animal Empathy (+2)

Armorer 5 1 Intelligence/Knowledge, Strength/Muscle

1-5 : Basic knowledge of the Craft, use of tools, character can work as assistant. 6-10: Create

minor items, minor repairs 11-15: Create items, fully restore condition to an item

Blacksmithing (1-5)

Blind-fighting 4 1 Wisdom/Intuition, Dexterity/Balance

1-5: The character gets used at low light or blind fights lowering his penalty by -1 to attack and AC 6-10: The bonus gets to -2 11-15: The character gets attuned to darkness and can fight as good as

low light lowering his penalty by -3 more

Bowyer/Fletcher 5 1 Intelligence/Knowledge, Dexterity/Aim

1-5: The character can create flight arrows provided the materials (2d6 per day) 6-10: The character can create sheaf arrows provided he has materials (2d6 per day) and increases the flight production to 2d8 per day. The character can create a short bow within a 1-4 day period

(d4) 11-15: The character can produce now 2d8 sheaf arrows per day can create a short bow

withing 1-3 (d3) days and a long bow within 1-5 (1d4+1)

11

Endurance 2 1 Constitution/Fitness

1-5: The character can withstand heavy exertion beyond normal standards so he gains 1 Fatigue

point per level 6-10: The character can withstand fighting in strenuous activity or fights

and his endurance is almost heroic. The character gains one level reduction of fatigue die. The

character can walk double the distance per day given the needed amounts of food and water or can survive without them days equal to half his

Stamina. 11-15: The character can opt to Ignore the penalties of a fatigue category once per fight. The character gains also 1 Fatigue point per level

extra. Also the character can withstand his Stamina days without food before penalties occur

Hunting 2 1 Wisdom/Intuition

1-5: The character can find small prey within an area of in a 3 hour period the prey will be enough

for 1d4 people 6-10: The character can search and find larger prey within an area in a 3 hour

period the game will be enough for 1d6+1 people. 11-15: The character can hunt faster and more effectively, he can coordinate other hunters to his assistance and he can either coordinate a hunt or hunt alone and within a 2 hour period he

can get enough prey for 2d4 people, in a hunt the hunter can coordinate up to his skill in hunters and efficiently get greater results in hunting

Tracking (+2)

Set Snares 4 1 Dexterity/Aim, Wisdom/Intuition

1-5: The character can create small snares for (S) sized animals and below given the resources. The character can set up to 2 snares in an hour with a 5% per skill point of success per snare 6-10: The character can create larger snares and traps now that can affect (M) sized animals. He can set up 2 snares per 1 and a half hour and with a 5% per skill point above 5. 11-15: The character can create man sized traps, pits, or larger snares

which can affect also humanoids.

Animal Lore (1-5) , Animal Lore (+2), Animal Empathy

(+2)

Strategy 4 1 Int/Reason 1-5: The character has general knowledge of military tactics and war moves. He can

understand the significance of troops and their use. Terrain factors are taken into account. The

Leadership (1-5), Read/Write (1-5)

12

character can understand ground superiority and can use it to his advantage. 6-10: The character can understand the formation of troops and its

benefit or weakness, the character gains a +2 to Battle Rolls if he commands an army . The character can command efficiently up to 3

different types of units. His presence effects unit morale increasing it by 1 11-15: The General now is the king of the terrain. He can utilize his terrain to best results giving any unit in favorable terrain

a +1 total bonus on all actions. His fame will increase the morale of all troops by +2 and he is able to command any type of unit and lead huge

and vast number of armies

Survival 3 1 Intelligence/Knowledge, Wisdom/Willpower

1-5: The character is aware of the basic hazards of his terrain. He can travel safely in his terrain recognizing dangerous areas he can find within. He can direct others to avoid the hazards also 6-10: The character can find in his chosen terrain enough food and water to sustain him for day.

The character has to search for 2d6 turns in order to find good for one person and 1d6 hours to find water. The character can also find shelter in his

territory if he searches for 1d6 hours. 11-15: The character can find faster food and water in his

terrain lowering the die for time to d4. The character can also interpret subtle changes in the

environment to anticipate natural disasters. Siegecraft 5 1 Int/Reason 1-5: The character can understand the use of war

machines, their deployment and their necessity in a castle siege. The character can also defend with

the same effectiveness if defending against a siege. 6-10: The character can coordinate and

deploy effectively against a low level fortification (1-4) siege machines. The character lowers the effectiveness of the castle by 1 point or raises it by 1 point equally if defending. The character is considered a siege weapon for terms of castle

assaults and even in the absence of siege machines he can coordinate the attacks. 11-15:

Strategy (1-5), Read/Write (1-5), Engineering (+2)

13

The character is now a Siege Master, he can see weakness in a fortification he can lower the

effective level of a fortification by 2 points or raises it by 2 point equally if defending. The Siege

Master can attack any citadel with any sort of army.

Tracking*1 4 1 Wisdom/Intuition

1-5: The character can find and fresh tracks. The character can distinguish tracks from beasts,

animals or humanoids. 6-10: The character can distinguish number of tracks, speed of

movement. The character can find the general direction of the tracks 11-15: The character can

find size of the creature(s), how recently the tracks where made and any special condition the

creature(s) are.

Animal Empathy (+2) , Animal Lore (+2)

Weaponsmithing 5 1 Intelligence/Knowledge, Dexterity/Aim

1-5 : Basic knowledge of the Craft, use of tools, character can work as assistant. 6-10: Create

minor items, minor repairs 11-15: Create items, fully restore condition to an item

Blacksmithing (1-5)

WIZARD Proficiency Cost* Initial

Rating Ability

Ancient History 3 1 Wisdom/Intuition, Intelligence/Knowledge

1-5: General knowledge of the past, Great events, major characters 6-10 : Knowledge of

places, dates and characters involvement. 11-15: Knowledge of specific people, places, dates and events mentioned in race history.

Recognition of ancient relics.

Obscure Knowledge (+3), Reading/Writing (1-5)

Ancient Languages 4 1 Intelligence/Knowledge

1-5: Recognition of simple writing, basic vocabulary 6-10: Knowledge of grammar

and syntax, able to understand an old statement. 11-15: Knowledge of idioms and refined class speech, forgotten names and

places, can read/translate a book.

Modern Language (6-10), Reading/Writing (6-10),

Precise Memory (+2)

Astrology 3 1 Wisdom/Intuition, Intelligence/Knowledge

1-5: The diviner studying the stars can gain a bonus up to his skill to discern the outcome of

Empathy (+1), Divination School (either priest or

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an action 6-10: The diviner using the star alignments can detect the general outcome of

a decision 11-15: The diviner can try to predict the general future of the victim using

the power of the Mebhaigl

mage)

Astronomy 2 Intelligence/Knowledge

Cryptography 3 1 Intelligence/Reason, Wisdom/Intuition

1-5: The character is able to discern cryptographic messages on a written text,

coat of arm, tapestry etc. 6-10: The character given time can decipher

cryptographic messages and create simple ones. 11-15: The character can encode

secret messages in the most peculiar places and marks. The character can provide key

codes to decipher their messages.

Read/Write (1-5)

Herbalism 3 1 Intelligence/Knowledge, Wisdom/Intuition

1-5: The herbalist can find and use common herbs (2d3 doses) 6-10: The herbalist can

find and use uncommon herbs for (2d3) doses 11-15 : The herbalist can find and use (1d3)

doses of a rare herb

Healing (if combined restores 1 more HP to target) Survival (+1)

Reading/Writing 2 1 Intelligence/Knowledge

1-5: Basic propositions, can read and write most common words. Basic education for

middle to upper class 6-10: Structural writing, editing of scribes, ability to scribe, can understand most writings found. Upper

Class, or Acolyte and above rank. The character has some general education on

sciences. The character can pass knowledge to lower level students 11-15: The character

has literate background, he can read and write any book, he can understand meanings

within words, only higher level priests or kings are able if they require to achieve this

rank. The character is able to pass down knowledge which is mind altering for most

young characters.Alchemy 6 1 Intelligence/Knowledge 1-5: The Alchemist can discern materials

used for potions and ingredients for several concoctions. 6-10: The Alchemist can prepare several complex alchemical concoctions such

Brewing (6-10), Herbalism (6-10), Read/Write (6-10)

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as glue, tar, acid, acetone, alcohol 11-15: The alchemist providing that he has the materials needed can create strong potions sometimes

with unpredictable results

Spellcraft 3 1 Intelligence/Reason

1-5: The character is familiar with the arcane way and he has undergone magical training. He understands the truth of embracing the

power of the meghbail and the powers granted by it. 6-10: The character can

discern the power of a spell around him and understand the derivation of its school . 11-

15: The mage can understand a spell directed at him , its effects, and power. The mage can also feel arcane power used in a place and to what purpose by focusing on the power of the

meghbail (+skill% to divination)

Read/Write (1-5)

Calligraphy 3 1 Dexterity/Aim

1-5: Create simple work of arts that can be sold in the market for 2d10sp 6-10: Creation of better quality handiworks fit for middle to

upper class nobles. Price 2d20 sp 11-15: Extravagant works of art fit for courts and temples. Workmanship of this level is high

quality and costs a lot to gain 5d12gp

Artistic Ability (+1)

_______________ Any skill marked as yellow can level up by using or utilizing the skill for an amount of time up to level 10 (see table 1.a)_______________ Any skill marked as red can level up by using or utilizing the skill for an amount of time up to level 5 (see table 1.a)_______________ Any skill marked as green can be level up only by specific training from a teacher/tutor for any level of the skill _______________ Any skill marked as purple is a class skill and can be learned only from specific characters or classes.

Table 1.a

Skill Training Time Check Modifier C.P for free raise1-5 6 months per point 0 1

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6-10 12 months per point -1 211-15 18 months per point -2 4

*1 Tracking

Table 18:  Movement While Tracking

Unmodified Tracking Score Movement Rate Limit

1-5 ¼ Normal

6-10 ½ Normal

11-15 ¾ Normal

Table 15:  Terrain Tracking Modifiers

Terrain (use only one) Modifier

Fresh snow (clearly outlined footprints) +6

Soft or muddy ground, loose dirt floor (good impressions of prints, but not as defined as fresh snow)

+4

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Thick brush, dense jungle (broken branches, crushed weeds) +3

Forests, fields, dusty indoor arena (occasional marks of passage) +2

Normal ground, wood floor, plains with sparse vegetation (infrequent marks of passage)

0

Desert, dry sand -2

Swamp (spongy surface but little mud for prints, much vegetation) -5

Rocky terrain, solid ice, stone floors, shallow water (prohibits all but the most minute signs of passage)

-10

Table 16:  Illumination Modifiers

Illumination (use only one) Modifier

Good illumination, sunny day; continual light or equivalent indoors

0

Twilight, light fog, snow, single torch in dark interior of building

-3

Night with full moon, day with moderate fog -6

Overcast night with no moon, dense fog, blizzard, blowing sand

-10

Table 17:  Special Tracking Modifiers

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Situation (use all applicable)                        Modifier

Every two creatures in a group being tracked +1

Each additional tracker assisting the ranger (use the score of the best tracker) +1

Animal follower assists in tracking +1

Trail is in characters survival terrain +2

Every 12 hours since trail was made -1

Every hour of rain, snow, or sleet since trail was made -5

Creature being tracked attempts to hide trail (covering footprints, detouring into stream, passing through secret door)

-5

Specialized ranger being tracked in his primary terrain attempts to hide trail -2

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