proficiencies first draft
TRANSCRIPT
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
14
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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