Sie sind auf Seite 1von 42

General

Animal Lore (terrain/ region):


1
-
5
The character has knowledge of most regional (terrain) domestic animals,
their behavior and needs as their basic feeding and social habits (i.e.
herding, nesting, etc.).
He can imitate their sounds with some success.
6
-
1

The knowledge e!tends to some local wilderness animals.


" character can determine whether an observed animal is intending to attack
or to #ee, or $redict that animals will come along a trail at a certain time of
da%.
He can also imitate their calls and his knowledge now on small domestic
e!tends.
This character gets a &' bonus to checks made using the set snares
$ro(cienc% considering the s$eci(c animal.
1
1
-
1
5
The character can full% understand most animals in his region or those he
has encountered.
The character can imitate the calls of wild animals (e!ce$t for ver% large
creatures). " successful check means that the imitation is virtuall% $erfect,
and even fools animals of the same t%$e. " failed check might fool other
characters, but will not deceive the animals.
1
6
-
1
)
The character can full% understand most animals in most regions and even
$artl% understand s$ecies he has never encountered before cause of
similarities with s$ecies he alread% knows.
He can imitate the calls of most animals (ha has encountered) $erfectl% and
even imitate the calls of new encountered animals after hearing them once.
1
*
The character has a dee$er understanding of animal behaviour and even
$redict collective animal behaviour and+or reasons behind it.
He has a vast knowledge of the s$ecies and how the% interact with each
other.
He can $erfectl% imitate sounds of most animals and even some meaningful
ones (calling for mate, intimidating etc)
Agriculture (terrain/ region):
1
-
5
This skill includes automatic success at $lanting, harvesting, storing cro$s,
using an e!isting irrigation s%stem, tending animals (domestic ones that are
useful for cultivating land and onl% those), and butchering on familiar land
(region+terrain).
6
-
1

The character also gains knowledge on designing and+or making an irrigation


s%stem, and weed and $est control.
,n addition he gains dee$er understanding on seed e-ectiveness.
1
1
-
1
5
The character.s farming knowledge now includes neibouring terrains+ regions
as well as the long occu$ation with the land gives the character the $otential
to understand the needs of growing $lants in similar landsca$es.
1
6
-
1
)
The character.s knowledge e!ceeds regional limitations. /% com$arison the
character can cultivate almost an% landsca$e .
1
*
The character.s long term occu$ation with a variet% of seeds and landsca$es
gives him the abilit% to create better varietes of seeds that cover the needs
of the s$eci(c environment and land he wants to grow them.
Animal Handling (same terrain/ region as designated animal lore)
1
-
5
This $ro(cienc% allows characters to automaticall% steer carts, $low horses,
etc, giving them in essence all necessar% (basic) knowledge on how to take
care of an animal.s ever%da% needs.
6
-
1

The character gets a dee$er understanding on an animal.s behavior therefore


been made able to soothe domesticated animals and beasts of burden which
become agitated or frightened in addition to restoring an animal to normal
$h%si0ue
1
1
-
1
5
The long treatment of animals gives the character the abilit% to refresh an
animal from a ver% hard ride and also endows the character with basic
veterinar% knowledge.
1
6
-
1
)
1
*
Animal Training (designated animal)
1
-
5
Training of an animal re0uires a rather length% $eriod of time1a matter of
weeks, at least, for even the most basic tasks. The character can teach the
animal sim$le non o-ensive verbal commands that include dogs being
trained to sta%, come when summoned, and guard a s$eci(c location2
$igeons returning to the roost2 falcons hunting and killing game2 and horses
bearing saddles and obe%ing sim$le riding commands.
6
-
1

The characters abilit% to command an animal e!$ands to o-ensive sim$le


commands.
1
1
-
1
5
" character can now teach the animal more elaborate tasks, like dogs
$atrolling a circuit, or retrieving s$eci(c ob3ects2 and horses $erforming the
maneuvers of a knightl% charger.
1
6
-
1
)
1
*
Blacksmithing
1
-
5
" character with the blacksmithing $ro(cienc% can handle a forge, bellows,
hammer and tongs, to create tools and other ob3ects out of iron. The
character cannot make wea$ons or armor, but can make sim$le items such
as horseshoes, nails, brackets and buckles and therefore work as an
assistant.
6
-
1

The character can now create minor items and re$air minor damages to a
s$eci(c iron item.
4urthermore the character.s knowledge on metal e!$ands to another few
common metal and how to work on them.
1
1
-
1
5
The character can now create almost an% items made of iron as well as more
intricate ob3ects such as wire cages and locks. The character can also create
sim$le items made of a di-erent common metal.
The characters now has knowledge of most metal and how to work them.
The blacksmith can work together with other craftsmen for creating more
com$le! structures+devices such as making an iron hoo$ for a wheel that has
been made b% a car$enter2 this combination of $ro(ciencies is re0uired for a
strong wheel.
1
6
-
1
)
1
*
Boat Piloting
1
-
5
This $ro(cienc% is useful for negotiating challenging waters with small rafts
such as a rowboat, canoe, for e!am$le when tr%ing to sta% a#oat in a storm,
or tr%ing to row u$stream against a strong current.
4ailure does not necessaril% mean that the boat sinks, but it gets swe$t awa%
b% the current, or turned about, or moderatel% swam$ed1with ever%thing
and ever%one inside getting wet. ,f the rough water continues, the character
must make additional $ro(cienc% checks (ever% 156 rounds). The character.s
$ro(cienc% rating su-ers a 51 modi(er for each failed check, indicating the
di6cult% of steering a boat that is slowl% (lling with water.
6
-
1

" character can now maneuver even small keel boats.


1
1
-
1
5
The character also knows the basics of sailing, and can e-ectivel% maneuver
a single-masted sailboat.
4urthermore a character can maneuver the boat in even e!treme weather
conditions.
1
6
-
1
)
1
*
Brewing
1
-
5
The character has elementar% knowledge of herbs, minerals, s$ices, tools
and $rocedures that are re0uired for brewing sim$le beverages 5such as tea-,
ointments and salves.
6
-
1

The character can create more demanding ointments and salves and this
categor% also includes the brewing of malt beverages, the making of wine,
and the distilling of stronger drink. 7o new materials are learned but the
character has a dee$er understanding of the uses (herbs, minerals, etc) of
the ones he knows.
1
1
-
1
5
The character.s knowledge on brewing materials e!$ands to rare ones (such
as a snake.s venom etc) and to even more delicate and even 8dangerous9
$rocedures.
The character can now brew $otions form herbs (such as healing salves, etc)
and even create $oisons.
1
6
-
1
)
1
*
Carpentr
1
-
5
This character knows the basics of working wood with tools and can create
small structures, fences, $latforms, cabinets, carts and wagons. He can
therefore work as an assistant to a more e!$erienced car$enter.
6
-
1

The car$enter can create some items and also understands how to make
minor re$airs on wooden ob3ects. He can work on a variet% of wood t%$es and
even distinguish what t%$e is better to use for a s$eci(c structure.
1
1
-
1
5
The car$enter can make more com$le! items and structures and even work
together with other craftsmen for the creation of an item such as for the craft
of a wheel (The car$enter can make wooden wheels, but a blacksmith must
form the iron rim or the wheel will have a ver% short life e!$ectanc%) "
car$enter might build a short footbridge, a wooden clock, or a dumbwaiter
s%stem1these tasks will re0uire a $ro(cienc% check. :arger $ro3ects such as
ma3or bridges, boats, or cata$ults, re0uire the aid of a character with the
engineering $ro(cienc%.
:ast but not least, a crafter of this skill has been so familiar with wood that
has develo$ed $rocedures for strengthening it and advancing it.s 0ualit%.
:east to sa% he is familiar with almost all t%$es of wood available to his
region and neibhouring regions.
1
6
-
1
)
1
*
Co!!ling
1
-
5
" character has basic knowledge of the tools re0uired to treat all materials
necessar% to create shoes, boots, and sandals. He has basic knowledge on a few
common leather types and their properties and can work as an assistant to
promote his knowledge and skills.
6
-
1

The character can create minor items or sim$le $arts needed for the creation
of an item and even work on minor re$airs on sim$le items. He has a better
knowledge of the necessar% materials for his craft and has become more
familiar with the use of tools and the $rocedures needed to give sha$e and
te!ture to the materials.
1
1
-
1
5
1
6
-
1
)
1
*
Cooking
1
-
5
This character knows the basics of food preparation, and he can generally cook,
bake, fry, and so forth simple basic meals for a limited group of people.
6
-
1

The cook can create more com$le! reci$es and work with rarer ingredients
and even a wider range of them. He has a better knowledge of s$ices and
herbs and can $rovide a mean for a larger crowd.
1
1
-
1
5
The cook has knowledge of all regional ingredients and s$ices and even
materials that come from afar. His long e!$erience $rovides him with
knowledge on how to $re$are more com$le! meals and even satisf% the
needs of a ro%al feast concerning taste and crowd.
1
6
-
1
)
1
*
"ancing
1
-
5
The character knows and can perform the moves of many types of dances,
including some that involve precise and detailed steps. All dances common to the
characters society will be familiar. The character can $erform for a low class
audience and earn 'd1c$.
6
-
1

A character can also perform rare, archaic, or unusual dances. Also, characters
who have had a chance to observe an unknown dance can perform it. ;an
$erform and do other action at the same time (sing, orate, dance, $la%
musical instrument) can $erform for an middle to u$$er class audience and
earn 'd1 s$ ('d's$ if combines with other $erformance skill)
1
1
-
1
5
;an $erform for nobles or a court and if favored can earn 'd' g$
Truly spectacular dancesthe kind that win characters campaign-wide acclaim
combine elements of dance proficiency with skills of tumbling, tightrope
walking, and umping.
1
6
-
1
)
1
*
"eep "i#ing
1
-
5
;an add s$eed to underwater
A character with this proficiency can add !" feet per round to his speed of
descent when diving into the water, or from the surface. Thus, a character with
the deep diving proficiency can descend #" feet per round, plus modifiers for
encumbrance, running start, and height. $ikewise, a character with the deep
diving proficiency can surface at a rate of #" feet %not &" feet' per round.
6
-
1

;an hold breath for '+< of ;on


This proficiency provides characters with the ability to hold their breath for &(#
their )onstitution scores in rounds, not the !(# allowed to most characters.
*ffects of e+ceeding the allotted time are the same, regardless of proficiency
ratings.
1
1
-
1
5
;an remain for < full rounds underwater before e-ects take $lace
1
6
-
1
)
1
*
=ngineering
1
-
5
;an design $alisades, small bridges, roads, work as assistant
This proficiency is re,uired for the design and construction of obects and
installations of all si-es. .ote that carpentry, stonemasonry, blacksmithing, or
other proficiencies also might be necessary for the actual building. )haracters
can design and supervise the building of houses, boats, small bridges, palisades,
and towersof up to about #" feet high.
6
-
1

;an design houses, moats, boats, large bridges


/lans for these types of obects generally re,uire at least a weekmore if an
e+ceptionally large proect is being attempted. )omplicated tasks re,uire
successful proficiency checks before a workable design can be made.
1
1
-
1
5
Towers, forts, war machines, shi$s, locks, dams
/lans for these types of obects generally re,uire at least a weekmore if an
e+ceptionally large proect is being attempted. )omplicated tasks re,uire
successful proficiency checks before a workable design can be made.
1
6
-
1
)
1
*
=ti0uette
1
-
5
>im$le formal courtmanshi$
)haracters with this skill are familiar with the typical manners of formal
interactionat least as they relate to the culture in the campaign world.
6
-
1

;an $resent at a small court of a local :ord.


They know what fanfares are re,uired to greet royal visitors, how to seat the
lords and ladies at a table, how to organi-e the reception line, and how everyone
is to be addressed.
1
1
-
1
5
;an $resent at a ro%al court.
1
6
-
1
)
1
*
4ire-building
1
-
5
;an build a (re within ' minutes if a$$licable materials are $resent
A character with this proficiency can build a fire in !d&" minutes, as long as
there is dry wood and some small bits of tinder. Add another d&" minutes for
each of these factors0 the wood %or tinder' is wet, its raining or foggy, or the
winds are strong. A proficiency check is re,uired if conditions are bad and the
character is forced to work without shelter
6
-
1

;an build the (re even if not a$$licable materials are $resent at the same
time.
1
1
-
1
5
/uild a (re in e!tremel% harsh conditions (snowed mountainside etc)
1
6
-
1
)
1
*
4ishing
1
-
5
;an catch 1d< (sh within an hour
A character with this proficiency knows how to catch fish with hook and line,
net, and spear. 1f fish are present in a body of water, a successful proficiency
check means the character has caught something.
6
-
1

;an catch 1d6 (sh within the hour


1
1
-
1
5
;an catch greater (sh even in ocean sea areas.
1
6
-
1
)
1
*
?aming
1
-
5
;an $la% and understand sim$le games, give a -' $enalt% to o$$osed
gaming rolls, can win a 1@ $ro(t from gaming
A character with this proficiency is familiar with all manner of gambling games
6
-
1

?ive a -< $enalt% to o$$osed gaming rolls , can win '@ $ro(t from gaming
1
1
-
1
5
?ive a -5 to o$$osed gaming rolls , can win A@ $ro(t.
1
6
-
1
)
1
*
Heraldr%
1
-
5
;an discern local areas coat of arms
These characters are familiar with the heraldic symbols of their own lands, and
those of neighboring lands
6
-
1

;an recogniBe coat of arms of large domains


1
1
-
1
5
;an recogniBe coat of arms from almost an% noble house of a territor%
("nuire, C3uven, Dhinasi etc)
1
6
-
1
)
1
*
:eather working
1
-
5
/asic knowledge of the ;raft, use of tools, character can work as assistant
6
-
1

;reate minor items, minor re$airs


1
1
-
1
5
;reate items, full% restore condition to an item
1
6
-
1
)
1
*
Eining
1
-
5
Dnowledge of basic minerals, and how to re(ne them ( ;o$$er, ,ron etc)
A character with the mining proficiency can select the site of a mine and
supervise its e+cavation and operation
6
-
1

Dnowledge of how to 1site a mine , coordinate a small team


1
1
-
1
5
>ite large mines, re(ne ?old, >iver, Flatinum and gems.
1
6
-
1
)
1
*
Eodern languages
1
-
5
/asic Dnowledge of the :anguage
6
-
1

Dnowledge of com$le! grammar and s%nta!


1
1
-
1
5
Dnowledge of idioms and re(ned class s$eech
1
6
-
1
)
1
*
Eusical ,nstrument
1
-
5
/asic skill, can $erform for a low class audience and earn 'd1c$
6
-
1

;an $erform and do other action at the same time (sing, orate, dance, $la%
musical instrument) can $erform for an middle to u$$er class audience and
earn 'd1 s$ ('d's$ if combines),
1
1
-
1
5
;an $erform for nobles or a court and if favored can earn 'd' g$
1
6
-
1
)
1
*
7avigation
1
-
5
;an discern the stars can navigate small routes
)haracters with the navigation proficiency know how to fi+ their locations on the
seas and oceans of the campaign world by observing celestial clues.
6
-
1

;an navigate ;aravels or same siBe shi$s to trade routes


)haracters with a se+tant %not necessarily available in all campaigns' and a
compass, and who can see the stars or observe a sunrise or sunset, will know
where they are
1
1
-
1
5
;an navigate through unknown waters
2uch a skilled character can navigate across entire oceans without becoming lost,
though bad weather can obscure the celestial clues and blow a vessel far off
course.
1
6
-
1
)
1
*
Grienteering
1
-
5
;an (nd 7orth in broad da%light
This is the ability to keep ones bearings on roadless, trackless land. /roficient
characters will not get lost as long as they can either see the sky or have the use
of a compass. This means that they can maintain track of a given direction,
keeping themselves and their companions traveling in a straight line.
6
-
1

;an (nd 7orth under heav% clouds, can read a ma$


1
1
-
1
5
;an (nd 7orth in e!treme weather conditions.
1
6
-
1
)
1
*
Fainting
1
-
5
;reate sim$le work of arts that can be sold in the market for 'd1s$
A character with this proficiency is skilled at rendering images with oil, brush,
and canvas. The artist can create reasonable portrayals of people, landscapes, and
monsters, and he possesses a knowledge of perspective, shading, and
composition.
6
-
1

;reation of better 0ualit% handiworks (t for middle to u$$er class nobles.


Frice 'd' s$
1
1
-
1
5
=!travagant works of art (t for courts and tem$les. Horkmanshi$ of this level
is high 0ualit% and costs a lot to gain 5d1'g$
1
6
-
1
)
1
*
Fotter%
1
-
5
/asic knowledge of the ;raft, use of tools, character can work as assistant
The character can create ceramic vesselsars, bottles, plates, bowls, etc.of
whatever type are in use in the campaign world
6
-
1

;reate minor items, minor re$airs


1
1
-
1
5
;reate items, full% restore condition to an item
1f the character attempts to make a fine-,uality piece, it will take about three
days for an average-si-ed obect
1
6
-
1
)
1
*
Ciding, :and
1
-
5
;an use one hand wea$on , and $erform a sim$le action
6
-
1

I ;an use two hands from horseback (>word and >hield)


1
1
-
1
5
;an use two-handed wea$ons, $erform tricks on horseback
1
6
-
1
)
1
*
Co$e Jse
1
-
5
;an tie sim$le knots and assist others to climb (&1@ to others)
6
-
1

;an tie com$le!, $ermanent knots.


1
1
-
1
5
: Jntie a $ermanent knot in 'd< mins
1
6
-
1
)
1
*
>cul$ting
1
-
5
;reate sim$le work of arts that can be sold in the market for 'd1s$
6
-
1

;reation of better 0ualit% handiworks (t for middle to u$$er class nobles.


Frice 'd' s$
1
1
-
1
5
I =!travagant works of art (t for courts and tem$les. Horkmanshi$ of this
level is high 0ualit% and costs a lot to gain 5d1'g$
1
6
-
1
)
1
*
>inging
1
-
5
: /asic skill, can $erform for a low class audience and earn 'd1c$
6
-
1

;an $erform and do other action at the same time (sing, orate, dance, $la%
musical instrument) can $erform for an middle to u$$er class audience and
earn 'd1 s$ ('d's$ if combines)
1
1
-
1
5
;an $erform for nobles or a court and if favored can earn 'd' g$
1
6
-
1
)
1
*
"dministration
1
-
5
"dminister a small town, a Tem$le, a $rovincial guild, an arm% unit, cut 5@ of
e!$enses
6
-
1

"dminister a $rovince , Tem$les within a $rovince, ?uilds within the towns of


the $rovince, an e!$edition force u$ to 1 units, cut 1@ of e!$enses
1
1
-
1
5
"dminister a domain, a domain arm%, cut 15@ of e!$enses
1
6
-
1
)
1
*
:aw
1
-
5
Jnderstand the tenets of :aws of a s$eci(c Komain.
6
-
1

;an a-ect and mani$ulate the legal s%stem. ;an defend or accuse in an%
matter of 3ustice. ;an $artici$ate in court 3ustice events. can o$erate a law
holding and rule a $rovince given the o$$ortunit%
1
1
-
1
5
The character can increase or decrease the success of a Cegents legal action
or decision, the character halves the costs of ruling a holding.
1
6
-
1
)
1
*
:eadershi$
1
-
5
;ommand u$ to 5 men in battle
6
-
1

;ommand a unit (1-') men in battle (&1 to battle rolls)


1
1
-
1
5
;ommand an arm% in battle (&' to battle rolls)
1
6
-
1
)
1
*
;artogra$h%
1
-
5
Cead and >im$le drawing of directions (ma$ gives &1 to Grienteering)
6
-
1

Kraw a $rovince ma$ given time (ma$ gives &' to Grienteering


1
1
-
1
5
Kraw a domain ma$ or a com$le! ma$ (ma$ gives &< to Grienteering)
1
6
-
1
)
1
*
>eamanshi$
1
-
5
;an work from >eaman to /oatswain 'd6s$+month
6
-
1

;an work as >econd o6cer to 4irst mate with 'dAg$+month


1
1
-
1
5
;an work from 4irst Eate to ;a$tain in a shi$ with 'd1'g$+month
1
6
-
1
)
1
*
>tonemasonr%
1
-
5
/asic knowledge of the ;raft, use of tools, character can work as assistant
6
-
1

;reate minor items, minor re$airs


1
1
-
1
5
;reate items, full% restore condition to an item
1
6
-
1
)
1
*
>wimming
1
-
5
;an swim in calm waters and sim$le dive can add 1 to sea movement
6
-
1

I ;an swim with light armor or carr% medium weight can add ' to sea
movement
1
1
-
1
5
;an swim with double s$eed as normal $eo$le, can swim in harsh
circumstances
1
6
-
1
)
1
*
Tailoring- Heaving
1
-
5
/asic knowledge of the ;raft, use of tools, character can work as assistant
6
-
1

;reate minor items, minor re$airs


1
1
-
1
5
;reate items, full% restore condition to an item
1
6
-
1
)
1
*
Heather Dnowledge
1
-
5
;an $redict u$ to < hours weather
6
-
1

;an $redict 1 hours of weather


1
1
-
1
5
;an $redict one da% weather
1
6
-
1
)
1
*
?em ;utting
1
-
5
;reate sim$le work of arts that can be sold in the market for 'd1s$
6
-
1

;reation of better 0ualit% handiworks (t for middle to u$$er class nobles.


Frice 'd' s$
1
1
-
1
5
=!travagant works of art (t for courts and tem$les. Horkmanshi$ of this level
is high 0ualit% and costs a lot to gain 5d1'g$
1
6
-
1
)
1
*
P$%&'T
"ncient Histor%
1
-
5
?eneral knowledge of the $ast, ?reat events, ma3or characters
6
-
1

I Dnowledge of $laces, dates and characters involvement


1
1
-
1
5
Dnowledge of s$eci(c $eo$le, $laces, dates and events mentioned in race
histor%. Cecognition of ancient relics.
1
6
-
1
)
1
*
"ncient :anguages
1
-
5
Cecognition of sim$le writing, basic vocabular%
6
-
1

Dnowledge of grammar and s%nta!, able to understand an old statement


1
1
-
1
5
Dnowledge of idioms and re(ned class s$eech, forgotten names and $laces,
can read+translate a book.
1
6
-
1
)
1
*
"strolog%
1
-
5
The diviner stud%ing the stars can gain a bonus u$ to his skill to discern the
outcome of an action
6
-
1

The diviner using the star alignments can detect the general outcome of a
decision
1
1
-
1
5
The diviner can tr% to $redict the general future of the victim using the $ower
of the ?ods.
1
6
-
1
)
1
*
Healing
1
-
5
The $h%sician can stabiliBe minor or ma3or bleeding e-ects on a target, can
treat a wounded target (restore 1 more h$ $er da%) and treat minor illness
(fever, cold etc
6
-
1

The $h%sician can treat more critical wounds severe bleeding, broken limbs,
stitch a wound, treat a burn. The $h%sician can restore immediatel% 1d< HF
to the target
1
1
-
1
5
The doctor now can treat more than 1 $atient at a time or co-ordinate a
grou$ of $h%sicians, given resources. He can treat diseases, limb
am$utations, severe brain damage, and with given resources can restore '
more h$ $er da% to a target.
1
6
-
1
)
1
*
Herbalism
1
-
5
The herbalist can (nd and use common herbs ('d< doses)
6
-
1

The herbalist can (nd and use uncommon herbs for ('d<) doses
1
1
-
1
5
The herbalist can (nd and use (1d<) doses of a rare herb
1
6
-
1
)
1
*
;alligra$h%
1
-
5
;reate sim$le work of arts that can be sold in the market for 'd1s$
6
-
1

;reation of better 0ualit% handiworks (t for middle to u$$er class nobles.


Frice 'd' s$
1
1
-
1
5
=!travagant works of art (t for courts and tem$les. Horkmanshi$ of this level
is high 0ualit% and costs a lot to gain 5d1'g$
1
6
-
1
)
1
*
"lchem%
1
-
5
The "lchemist can discern materials used for $otions and ingredients for
several concoctions.
6
-
1

The "lchemist can $re$are several com$le! alchemical concoctions such as


glue, tar, acid, acetone, alcohol
1
1
-
1
5
The alchemist $roviding that he has the materials needed can create strong
$otions sometimes with un$redictable results
1
6
-
1
)
1
*
Ki$lomac%
1
-
5
The character is elo0uent with s$eech and can swa% the targets relative
course of action, unless it is in their ill $ortent.
6
-
1

The character can $ersuade through s$eech and mani$ulative fast talk the
decisions of a target or targets even if that will $ut the target is non a$$arent
danger.
1
1
-
1
5
The character can e!ert control even in circumstances of e!treme hostilit%.
His words are vital to the decision of a regent and his dictations can be
decrees even for a domain.
1
6
-
1
)
1
*
:ocal Histor%
1
-
5
The character is knowledgeable with the modern histor% of his domain ($ast
<-6 %ears) wars, regents, ma3or events, betra%als , lineage
6
-
1

The character has some knowledge of the neighboring domains ($ast <-6
%ears) and has researched more into the histor% of his domain down to the
last centur%.
1
1
-
1
5
The character has ac0uired knowledge around the ha$$enings of his region
(Hestern ;oast, Heartlands) domains at those $laces, regents etc, for the last
< to 6 %ears.
1
6
-
1
)
1
*
Ceading+Hriting
1
-
5
I /asic $ro$ositions, can read and write most common words. /asic
education for middle to u$$er class
6
-
1

>tructural writing, editing of scribes, abilit% to scribe, can understand most


writings found. J$$er ;lass, or "col%te and above rank. The character has
some general education on sciences. The character can $ass knowledge to
lower level students
1
1
-
1
5
The character has literate background, he can read and write an% book, he
can understand meanings within words, onl% higher level $riests or kings are
able if the% re0uire to achieve this rank. The character is able to $ass down
knowledge which is mind altering for most %oung characters.
1
6
-
1
)
1
*
Celigion
1
-
5
The character is familiar with some $riestl% tenets of his faith and the roles
within a church
6
-
1

The character is aware of the details of his deities $ortfolio, his adversaries,
his allies, his histor% and the role the church has within his domain. The
character is familiar now with all clerical hierarch%.
1
1
-
1
5
The character has a com$lete knowledge of the e!istence of several
churches of his faith, their di-erences, their 0uarrels, the details, their
strengths and weaknesses.
1
6
-
1
)
1
*
>$ellcraft
1
-
5
The character is familiar with divine rites and he has undergone s$iritual
training. He understands the truth of communing with his deit% and the
$ower granted b% it.
6
-
1

The character can discern the $ower of a s$ell around him and understand
the derivation of its s$here.
1
1
-
1
5
The $riest can understand a s$ell directed at him , its e-ects, and $ower. The
$riest can also feel divine $ower used in a $lace and to what $ur$ose b%
asking the favor of his god (&skill@ to divination)
1
6
-
1
)
1
*
$(G)&
"$$raising
1
-
5
I &+- '5@ to estimate the value of an% common ob3ect
6
-
1

&+- '5@ to estimate the value of an% e!0uisite work of art, or crafted ob3ect.
and lowers to &+- 1@ the chance for common items
1
1
-
1
5
The character is able to understand high level or ma%be if given the time
magical induced $ro$erties into an item or forger% conducted.
1
6
-
1
)
1
*
;r%$togra$h%
1
-
5
The character is able to discern cr%$togra$hic messages on a written te!t,
coat of arm, ta$estr% etc
6
-
1

The character given time can deci$her cr%$togra$hic messages and create
sim$le ones.
1
1
-
1
5
The character can encode secret messages in the most $eculiar $laces and
marks. The character can $rovide ke% codes to deci$her their messages.
1
6
-
1
)
1
*
Kisguise
1
-
5
The character can disguise changing his facial characteristics
6
-
1

The character can disguise changing his facial characteristics


1
1
-
1
5
The character a master of disguise can change his height, weight, even racial
traits, skin color and age.
1
6
-
1
)
1
*
4orger%
1
-
5
The character can du$licate the st%le of general hand writing
6
-
1

;haracters can du$licate hand writing of s$eci(c individuals and their


signatures
1
1
-
1
5
The character can du$licate a ring seal given time and materials, coat of
arms, ob3ects of art or craft
1
6
-
1
)
1
*
Luggling
1
-
5
The character can 3uggle u$ to < items in his hands. He can dis$la% his skill to
low or middle class and gain 'd1c$
6
-
1

The character can 3uggle with additional ob3ects in his hands, the 3uggler can
mani$ulate ob3ect in (re ,' medium or < small wea$ons in his arms,
dis$la%ing in middle to u$$er class this can gain him 'd1s$
1
1
-
1
5
The character can dis$la% accuratel% his skill in a ro%al court and gain
'd1g$ while he can also using his skill catch thrown daggers at him with an
attack roll vs "; A
1
6
-
1
)
1
*
:ocal Histor%
1
-
5
6
-
1

1
1
-
1
5
1
6
-
1
)
1
*
Ceading :i$s
1
-
5
The character can read li$s in a distance of less than < feet awa% with good
lightning. He can understand the general meaning of the message addressed
at him
6
-
1

The character can understand at the same distance indirect s$eech not
mentioned at him. He can overhear other $eo$le talk if he can see them
1
1
-
1
5
The character can read li$s in low light environment, he can full% understand
the conversation as if he was $resent. His skill increases his range in broad
da%light b% < feet.
1
6
-
1
)
1
*
>et >nares
1
-
5
The character can create small snares for (>) siBed animals and below given
the resources. The character can set u$ to ' snares in an hour with a 5@ $er
skill $oint of success $er
6
-
1

The character can create larger snares and tra$s now that can a-ect (E)
siBed animals. He can set u$ ' snares $er 1 and a half hour and with a 5@
$er skill $oint above 5
1
1
-
1
5
The character can create man siBed tra$s, $its, or larger snares which can
a-ect also humanoids.
1
6
-
1
)
1
*
Throwing
1
-
5
The character can add 1M (%ards) $er range categor% for thrown wea$ons
6
-
1

The character can add &1 to attack or damage $er wea$on thrown.
1
1
-
1
5
The character gains &1 to attack and damage $er wea$on thrown and gains
an additional 5M (%ards) $er range categor%
1
6
-
1
)
1
*
Tumbling
1
-
5
The character can lower b% 1 feet height dro$$ed. The character can gain 1
$oint bonus in his "; if not $erforming an% action this round or full $arries.
6
-
1

The character can lower b% an additional 1 feet the height dro$$ed. The
character can gain ' $oint bonus in his "; if not $erforming an% action this
round or full $arries
1
1
-
1
5
The character can lower the damage dealt b% 1 $er die. The character can
gain A $oint bonus in his "; if not $erforming an% action this round or full
$arries
1
6
-
1
)
1
*
*A$$%($
"nimal :ore
1
-
5
The character has knowledge of most domestic animals, their behavior and
needs. He can imitate their sounds with some success
6
-
1

The knowledge e!tends to some local wilderness animals. He can also imitate
their calls and his knowledge now on small domestic e!tends
1
1
-
1
5
The character can full% understand most animals in his region or those he
has encountered he can imitate closel% their calls and sounds that can even
fool them.
1
6
-
1
)
1
*
"rmorer
1
-
5
/asic knowledge of the ;raft, use of tools, character can work as assistant
6
-
1

I ;reate minor items, minor re$airs


1
1
-
1
5
;reate items, full% restore condition to an item
1
6
-
1
)
1
*
/lind-(ghting
1
-
5
The character gets used at low light or blind (ghts lowering his $enalt% b% -1
to attack and ";
6
-
1

The bonus gets to -'


1
1
-
1
5
The character gets attuned to darkness and can (ght as good as low light
lowering his $enalt% b% -< more
1
6
-
1
)
1
*
/ow%er+4letcher
1
-
5
The character can create #ight arrows $rovided the materials ('d6 $er da%)
6
-
1

The character can create sheaf arrows $rovided he has materials ('d6 $er
da%) and increases the #ight $roduction to 'd* $er da%. The character can
create a short bow within a 1-A da% $eriod (dA)
1
1
-
1
5
The character can $roduce now 'd* sheaf arrows $er da% can create a short
bow withing 1-< (d<) da%s and a long bow within 1-5 (1dA&1)
1
6
-
1
)
1
*
=ndurance
1
-
5
The character can withstand heav% e!ertion be%ond normal standards so he
gains 1 4atigue $oint $er level
6
-
1

The character can withstand (ghting in strenuous activit% or (ghts and his
endurance is almost heroic. The character gains one level reduction of
fatigue die. The character can walk double the distance $er da% given the
needed amounts of food and water or can survive without them da%s e0ual
to half his >tamina.
1
1
-
1
5
The character can o$t to ,gnore the $enalties of a fatigue categor% once $er
(ght. The character gains also 1 4atigue $oint $er level e!tra. "lso the
character can withstand his >tamina da%s without food before $enalties
occur
1
6
-
1
)
1
*
Hunting
1
-
5
The character can (nd small $re% within an area of in a < hour $eriod the
$re% will be enough for 1dA $eo$le
6
-
1

The character can search and (nd larger $re% within an area in a < hour
$eriod the game will be enough for 1d6&1 $eo$le.
1
1
-
1
5
The character can hunt faster and more e-ectivel%, he can coordinate other
hunters to his assistance and he can either coordinate a hunt or hunt alone
and within a ' hour $eriod he can get enough $re% for 'dA $eo$le, in a hunt
the hunter can coordinate u$ to his skill in hunters and e6cientl% get greater
results in hunting
1
6
-
1
)
1
*
>et >nares
1
-
5
The character can create small snares for (>) siBed animals and below given
the resources. The character can set u$ to ' snares in an hour with a 5@ $er
skill $oint of success $er snare
6
-
1

The character can create larger snares and tra$s now that can a-ect (E)
siBed animals. He can set u$ ' snares $er 1 and a half hour and with a 5@
$er skill $oint above 5.
1
1
-
1
5
The character can create man siBed tra$s, $its, or larger snares which can
a-ect also humanoids.
1
6
-
1
)
1
*
>trateg%
1
-
5
The character has general knowledge of militar% tactics and war moves. He
can understand the signi(cance of troo$s and their use. Terrain factors are
taken into account. The character can understand ground su$eriorit% and can
use it to his advantage
6
-
1

The character can understand the formation of troo$s and its bene(t or
weakness, the character gains a &' to /attle Colls if he commands an arm% .
The character can command e6cientl% u$ to < di-erent t%$es of units. His
$resence e-ects unit morale increasing it b% 1
1
1
-
1
5
The ?eneral now is the king of the terrain. He can utiliBe his terrain to best
results giving an% unit in favorable terrain a &1 total bonus on all actions. His
fame will increase the morale of all troo$s b% &' and he is able to command
an% t%$e of unit and lead huge and vast number of armies
1
6
-
1
)
1
*
>urvival
1
-
5
The character is aware of the basic haBards of his terrain. He can travel
safel% in his terrain recogniBing dangerous areas he can (nd within. He can
direct others to avoid the haBards also
6
-
1

The character can (nd in his chosen terrain enough food and water to sustain
him for da%. The character has to search for 'd6 turns in order to (nd good
for one $erson and 1d6 hours to (nd water. The character can also (nd
shelter in his territor% if he searches for 1d6 hours.
1
1
-
1
5
The character can (nd faster food and water in his terrain lowering the die
for time to dA. The character can also inter$ret subtle changes in the
environment to antici$ate natural disasters.
1
6
-
1
)
1
*
>iegecraft
1
-
5
The character can understand the use of war machines, their de$lo%ment
and their necessit% in a castle siege. The character can also defend with the
same e-ectiveness if defending against a siege.
6
-
1

The character can coordinate and de$lo% e-ectivel% against a low level
forti(cation (1-A) siege machines. The character lowers the e-ectiveness of
the castle b% 1 $oint or raises it b% 1 $oint e0uall% if defending. The
character is considered a siege wea$on for terms of castle assaults and even
in the absence of siege machines he can coordinate the attacks
1
1
-
1
5
The character is now a >iege Easter, he can see weakness in a forti(cation
he can lower the e-ective level of a forti(cation b% ' $oints or raises it b% '
$oint e0uall% if defending. The >iege Easter can attack an% citadel with an%
sort of arm%.
1
6
-
1
)
1
*
TrackingN1
1
-
5
The character can (nd and fresh tracks. The character can distinguish tracks
from beasts, animals or humanoids.
6
-
1

The character can distinguish number of tracks, s$eed of movement. The


character can (nd the general direction of the tracks
1
1
-
1
5
The character can (nd siBe of the creature(s), how recentl% the tracks where
made and an% s$ecial condition the creature(s) are.
1
6
-
1
)
1
*
Hea$onsmithing
1
-
5
/asic knowledge of the ;raft, use of tools, character can work as assistant
6
-
1

;reate minor items, minor re$airs


1
1
-
1
5
;reate items, full% restore condition to an item
1
6
-
1
)
1
*
*%+A$"
"ncient Histor%
1
-
5
?eneral knowledge of the $ast, ?reat events, ma3or characters
6
-
1

Dnowledge of $laces, dates and characters involvement


1
1
-
1
5
Dnowledge of s$eci(c $eo$le, $laces, dates and events mentioned in race
histor%. Cecognition of ancient relics.
1
6
-
1
)
1
*
"ncient :anguages
1
-
5
Cecognition of sim$le writing, basic vocabular%
6
-
1

Dnowledge of grammar and s%nta!, able to understand an old statement


1
1
-
1
5
Dnowledge of idioms and re(ned class s$eech, forgotten names and $laces,
can read+translate a book.
1
6
-
1
)
1
*
"strolog%
1
-
5
6
-
1

1
1
-
1
5
1
6
-
1
)
1
*
"stronom%
1
-
5
6
-
1

1
1
-
1
5
1
6
-
1
)
1
*
;r%$togra$h%
1
-
5
6
-
1

1
1
-
1
5
1
6
-
1
)
1
*
Herbalism
1
-
5
6
-
1

1
1
-
1
5
1
6
-
1
)
1
*
Ceading+Hriting
1
-
5
6
-
1

1
1
-
1
5
1
6
-
1
)
1
*
"lchem%
1
-
5
6
-
1

1
1
-
1
5
1
6
-
1
)
1
*
>$ellcraft
1
-
5
6
-
1

1
1
-
1
5
1
6
-
1
)
1
*
;alligra$h%
1
-
5
;reate sim$le work of arts that can be sold in the market for 'd1s$
6
-
1

;reation of better 0ualit% handiworks (t for middle to u$$er class nobles.


Frice 'd' s$
1
1
-
1
5
=!travagant works of art (t for courts and tem$les. Horkmanshi$ of this level
is high 0ualit% and costs a lot to gain 5d1'g$
1
6
-
1
)
1
*

Das könnte Ihnen auch gefallen