Qualification: Soc 10+. -1 DM per previous career. If you have a Social Standing of 10 or more, you automatically qualify. If you are trying to qualify for the Knight specialization, you may add your rank in Man-At-Arms or Templar as a positive DM to your qualification roll.
Specialties:
Courtier: You were a member of the court of a noble, or possibly a traveling diplomat. Avoiding embarrassing yourself in court relied on tact, while advancing your station entailed understanding the web or power and knowing who to manipulate.
Survival: Int 4+. Advancement: Soc 8+.
Knight: You were a member of the military aristocracy, leading armies on the field and distinguishing yourself in battle. Heavily armored, your survival often depended on your strength, but achieving notable victories required a careful study of history, tactics, heraldry, and the hearts of men.
Survival: Str 6+. Advancement: Edu 6+.
Magistrate: You served as a judge, arbiter of disputes, or tax collector. Knowledge of the legal code was essential to keeping your position, while wisdom and discernment helped advance your station.
Survival: Edu 5+. Advancement: Int 7+.
Personal Development:
- +1 Int
- +1 Edu
- +1 Soc
- Carouse
- Deception
- 1 Contact
- Advocate
- Diplomat
- Persuade
- Investigate
- Lore (History, Heraldry, Geography, or similar)
- Melee (Blade)
- Advocate
- Diplomat
- Deception
- Carouse
- Persuade
- 1 Contact
- Leadership
- Melee (Any)
- Heavy Armor
- Animals (Riding)
- Tactics
- Athletics (Strength or Endurance)
- Investigate
- Recon
- Persuade
- Advocate
- Streetwise
- Leadership
- Liability -> Carouse 1
- Adjutant
- Courtier -> Deception 1
- Webspinner
- Unassailable -> Investigate 1 or +1 Soc
- Voice of the Court
- Squire -> Animals (Riding) 1
- Gallant
- Knight Errant -> Leadership 1
- Knight
- Knight Protector -> Tactics 1 or +1 Soc
- Justiciar
- Investigator -> Investigate 1
- Lawyer
- Magistrate -> Advocate 1
- Hand of Justice
- Justice -> Liturgy (Deity of Justice) 1 or +1 Soc
- Chief Justice
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