Beruflich Dokumente
Kultur Dokumente
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
$ro(cienc% rating su-ers a 51 modi(er for each failed check, indicating the
di6cult% of steering a boat that is slowl% (lling with water.
6
-
1
The character can create more demanding ointments and salves and this
categor% also includes the brewing of malt beverages, the making of wine,
and the distilling of stronger drink. 7o new materials are learned but the
character has a dee$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$$er class audience and
earn 'd1 s$ ('d's$ if combines with other $erformance skill)
1
1
-
1
5
;an $erform for nobles or a court and if favored can earn 'd' g$
Truly spectacular dancesthe kind that win characters campaign-wide acclaim
combine elements of dance proficiency with skills of tumbling, tightrope
walking, and umping.
1
6
-
1
)
1
*
"eep "i#ing
1
-
5
;an add s$eed to underwater
A character with this proficiency can add !" feet per round to his speed of
descent when diving into the water, or from the surface. Thus, a character with
the deep diving proficiency can descend #" feet per round, plus modifiers for
encumbrance, running start, and height. $ikewise, a character with the deep
diving proficiency can surface at a rate of #" feet %not &" feet' per round.
6
-
1
;an build the (re even if not a$$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
?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 $erform and do other action at the same time (sing, orate, dance, $la%
musical instrument) can $erform for an middle to u$$er class audience and
earn 'd1 s$ ('d's$ if combines),
1
1
-
1
5
;an $erform for nobles or a court and if favored can earn 'd' g$
1
6
-
1
)
1
*
7avigation
1
-
5
;an discern the stars can navigate small routes
)haracters with the navigation proficiency know how to fi+ their locations on the
seas and oceans of the campaign world by observing celestial clues.
6
-
1
;an $erform and do other action at the same time (sing, orate, dance, $la%
musical instrument) can $erform for an middle to u$$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
;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$$ortunit%
1
1
-
1
5
The character can increase or decrease the success of a Cegents legal action
or decision, the character halves the costs of ruling a holding.
1
6
-
1
)
1
*
:eadershi$
1
-
5
;ommand u$ to 5 men in battle
6
-
1
I ;an swim with light armor or carr% medium weight can add ' to sea
movement
1
1
-
1
5
;an swim with double s$eed as normal $eo$le, can swim in harsh
circumstances
1
6
-
1
)
1
*
Tailoring- Heaving
1
-
5
/asic knowledge of the ;raft, use of tools, character can work as assistant
6
-
1
The diviner using the star alignments can detect the general outcome of a
decision
1
1
-
1
5
The diviner can tr% to $redict the general future of the victim using the $ower
of the ?ods.
1
6
-
1
)
1
*
Healing
1
-
5
The $h%sician can stabiliBe minor or ma3or bleeding e-ects on a target, can
treat a wounded target (restore 1 more h$ $er da%) and treat minor illness
(fever, cold etc
6
-
1
The $h%sician can treat more critical wounds severe bleeding, broken limbs,
stitch a wound, treat a burn. The $h%sician can restore immediatel% 1d< HF
to the target
1
1
-
1
5
The doctor now can treat more than 1 $atient at a time or co-ordinate a
grou$ of $h%sicians, given resources. He can treat diseases, limb
am$utations, severe brain damage, and with given resources can restore '
more h$ $er da% to a target.
1
6
-
1
)
1
*
Herbalism
1
-
5
The herbalist can (nd and use common herbs ('d< doses)
6
-
1
The herbalist can (nd and use uncommon herbs for ('d<) doses
1
1
-
1
5
The herbalist can (nd and use (1d<) doses of a rare herb
1
6
-
1
)
1
*
;alligra$h%
1
-
5
;reate sim$le work of arts that can be sold in the market for 'd1s$
6
-
1
The character can $ersuade through s$eech and mani$ulative fast talk the
decisions of a target or targets even if that will $ut the target is non a$$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
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)&
"$$raising
1
-
5
I &+- '5@ to estimate the value of an% common ob3ect
6
-
1
&+- '5@ to estimate the value of an% e!0uisite work of art, or crafted ob3ect.
and lowers to &+- 1@ the chance for common items
1
1
-
1
5
The character is able to understand high level or ma%be if given the time
magical induced $ro$erties into an item or forger% conducted.
1
6
-
1
)
1
*
;r%$togra$h%
1
-
5
The character is able to discern cr%$togra$hic messages on a written te!t,
coat of arm, ta$estr% etc
6
-
1
The character given time can deci$her cr%$togra$hic messages and create
sim$le ones.
1
1
-
1
5
The character can encode secret messages in the most $eculiar $laces and
marks. The character can $rovide ke% codes to deci$her their messages.
1
6
-
1
)
1
*
Kisguise
1
-
5
The character can disguise changing his facial characteristics
6
-
1
The character can 3uggle with additional ob3ects in his hands, the 3uggler can
mani$ulate ob3ect in (re ,' medium or < small wea$ons in his arms,
dis$la%ing in middle to u$$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
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% '
$oint e0uall% if defending. The >iege Easter can attack an% citadel with an%
sort of arm%.
1
6
-
1
)
1
*
TrackingN1
1
-
5
The character can (nd and fresh tracks. The character can distinguish tracks
from beasts, animals or humanoids.
6
-
1
1
1
-
1
5
1
6
-
1
)
1
*
"stronom%
1
-
5
6
-
1
1
1
-
1
5
1
6
-
1
)
1
*
;r%$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