brp:03_profesje

Część 2: Profesje

This chapter gives starting skills for the various Professions open to Adventurers in the world of Renaissance. For more information on choosing a Profession and buying skills for your character, see the Character Creation chapter.

Social Class: Peasant, Townsman, Middle Class

Common Skill Bonuses: Influence +15%, Lore (Regional) +15%, Persistence +15%, Unarmed Combat +10%

Advanced Skills: Beliefs (Own), Beliefs (Other), Oratory, Lore (Politics)

Note: This Profession uses the powerful „scientific alchemy” available in the Clockwork & Chivalry game world, and described in the Alchemy chapter; it may not be suitable for many Renaissance campaigns.

Social Class: Middle Class, Gentry, Nobility

Common Skill Bonuses: Evaluate +10%, First Aid +5%

Advanced Skills: Alchemy, Elemental Casting (any), Elemental Casting (any other), Lore (Aristotelian Science), Lore (other)

Spells: Alchemists begin play with 6 Magnitude worth of alchemy spells.

Social Class: Peasant, Townsman

Common Skill Bonuses: First Aid +10%, Lore (Regional) +15%, Resilience +15%, Sing +15%

Advanced Skills: Survival

Plus choose one from Play Instrument, Seduction, Streetwise

Social Class: Gentry, Nobility

Common Skill Bonuses: Influence +15%, Lore (Regional) +5%, Dance +5%, Ride +20%

Plus choose any two from Close Combat, Gun Combat, Ranged Combat, Unarmed Combat and add +10% to each

Advanced Skills: Courtesy

Plus choose three from Art (Poetry), Dual Weapons (choose two weapons), Lore (Art), Lore (Noble Families), Oratory, Play Instrument

Social Class: Townsman, Middle Class, Gentry

Common Skill Bonuses: Influence +15%, Insight +10%, Lore (Regional +5%), Persistence +15%

Advanced Skills: Art (Writing)

Plus choose one from Lore (Law), Oratory, Teaching

Social Class: Peasant

Common Skill Bonuses: Athletics +10%, Lore (Regional) +10%, Resilience +10%

Advanced Skills: Survival

Social Class: Gentry, Nobility

Common Skill Bonuses: Influence +15%, Lore (Regional) +5%, Perception +5%

Plus choose from Sleight or Dance at 5%

Advanced Skills: Choose two from Courtesy, Lore (Art), Lore (Noble Families), Lore (Politics), Oratory, Play Instrument

Social Class: Peasant, Townsman, Middle Class

Common Skill Bonuses: Evaluate +20%, Influence +5%, Persistence +5%

Advanced Skills: Craft (any)

Plus choose one from Craft (any other), Engineering, Mechanisms

Social Class: Peasant

Common Skill Bonuses: Culture (Own) +25%, First Aid +20%, Influence +10%, Insight +20%, Lore (Regional) +25%, Persistence +20%

Advanced Skills: Craft (any two), Lore (Agriculture), Lore (Witchcraft), Lore (any other), Survival

Plus choose one from Healing (Herbal) or Witchcraft

Spells: Characters with the Witchcraft skill get the spell For to Give a Withering Look, and may choose INT-6 other Witchcraft spells.

Magick: Cunning Men and Wise Women have an extra attribute, Magick (abbreviated as MAG), which is equal to INT+POW divided by 10, rounded up.

Social Class: Peasant, Townsman, Middle Class

Common Skill Bonuses: Dance +10%, Lore (Regional) +5%, Sing +10%

Advanced Skills: Art (any)

Plus choose two from Art (any other), Disguise, Play Instrument (any), Play Instrument (any other)

Social Class: Peasant, Gentry

Common Skill Bonuses: Athletics +10%, Driving +5%, Lore (Regional) +10%, Resilience +10%

Advanced Skills: Craft (Farming)

Social Class: Townsman, Middle Class, Gentry, Nobility

Common Skill Bonuses: Evaluate +10%, Gun Combat +10%, Influence +5%, Lore (Regional) +5%, Perception +10%, Ride +10%, Stealth +5%,

Advanced Skills: Courtesy, Dual Weapons (Sword and Pistol), Streetwise

Social Class: Townsman, Middle Class

Common Skill Bonuses: Insight +10%, Lore (Regional) +15%, Persistence +15%

Advanced Skills: Art (Writing), Lore (Politics)

Plus choose one from Courtesy, Craft (Printing), Lore (Theology), Streetwise

Social Class: Nobility

Common Skill Bonuses: Influence +10%, Persistence +5%, Riding +5%

Plus choose two from Close Combat +10%, Dance +10%, Gun Combat +10%, Riding +10%

Advanced Skills: Choose two from Courtesy, Culture (other), Language (Own), Dual Weapons (Sword and Main Gauche), Lore (any), Play Instrument

Social Class: Any

Common Skill Bonuses: Close Combat +10%, Gun Combat +10%

Plus choose four from Athletics +10%, Dodge +10%, Driving +10%, Evaluate +10%, Ranged Combat +10%, Resilience +10%, Riding +10%, Unarmed Combat +10%

Advanced Skills: Lore (Tactics)

Plus choose one from Artillery, Engineering, Lore (Siegeworks)

And one from Close Combat (Polearms), Dual Weapons (choose two weapons), Ranged Combat (Bows)

Social Class: Middle Class

Common Skill Bonuses: Evaluate +20%, Influence +5%, Lore (Regional) +5%

Advanced Skills: Commerce, Language (other), Lore (Logistics), Shiphandling

Social Class: Peasant, Townsman

Common Skill Bonuses: Athletics +15%, Lore (Regional) +10%, Perception +10%, Stealth +10%

Plus choose two from Close Combat +10%, Gun Combat +10%, Ranged Combat +10%, Unarmed Combat +10%

Advanced Skills: Choose two from Ranged Combat (Bows), Survival, Track

There are three main types of Physician, each of which uses a different form of treatment, and likely caters to a different social group. The three types are as follows:

Social Class: Middle Class, Gentry, Nobility

Common Skill Bonuses: Evaluate +5%, First Aid +20%, Lore (Regional) +5%, Perception +10%

Advanced Skills: Alchemy, Courtesy, Elemental Casting (Earth), Healing (Galenic)

Spells: Galenic Physicians begin play with 3 Magnitude worth of Alchemy spells.

Social Class: Peasant

Common Skill Bonuses: Evaluate +5%, First Aid +20%, Lore (Regional) +5%, Perception +10%

Advanced Skills: Healing (Herbal), Lore (Plants)

Social Class: Townsman

Common Skill Bonuses: Evaluate +5%, First Aid +20%, Lore (Regional) +5%, Perception +10%

Advanced Skills: Healing (Paracelsan), Streetwise

Social Class: Any

Common Skill Bonuses: Influence +15%, Lore (Regional) +5%, Persistence +10%

Advanced Skills: Beliefs (Own), Lore (Theology), Oratory

Social Class: Any

Common Skill Bonuses: Influence +15%, Insight +15%, Sleight +15%

Advanced Skills: Courtesy, Disguise, Gambling, Streetwise

Social Class: Townsman

Common Skill Bonuses: Athletics +10%, Close Combat +15%, Evaluate +5%, Perception +10%, Stealth +5%, Unarmed Combat +15%

Advanced Skills: Streetwise

Social Class: Peasant, Townsman, Gentry

Common Skill Bonuses: Athletics +15%, Lore (Regional) +5%, Resilience +5%

Advanced Skills: Select two from Boating, Culture (other), Language (other), Shiphandling

Social Class: Middle Class, Gentry, Nobility

Common Skill Bonuses: Culture (Own) +10%, Evaluate +5%, Lore (Regional) +5%, Persistence +10%

Advanced Skills: Lore (any)

Plus choose one from Alchemy, Lore (other), Lore (Aristotelian Science)

Social Class: Peasant, Townsman, Middle Class

Common Skill Bonuses: Evaluate +10%, Insight +5%, Lore (Regional) +15%, Perception +10%, Sleight +10%

Advanced Skills: Commerce, Streetwise

Plus choose two from Courtesy, Disguise, Gambling, Shiphandling

Social Class: Any

Common Skill Bonuses: Athletics +20%, Dodge +5%, Resilience +5%

Plus pick two from Close Combat +10%, Gun Combat +10%, Ranged Combat +10%, Unarmed Combat +10%

Advanced Skills: Lore (Tactics)

Plus choose one from Artillery, Engineering, Lore (Siegeworks), Mechanisms

And one from Close Combat (Polearms), Drive, Dual Weapons (pick two weapons), Ranged Combat (Bows)

Social Class: Any

Common Skill Bonuses: Dodge +5%, Insight +5%, Lore (Regional) +5%, Perception +5%, Persistence +5%

Plus choose one from Sleight +5%, Stealth +5%

Advanced Skills: Choose two from Disguise, Beliefs (other), Culture (other), Language (other), Track

Social Class: Townsman

Common Skill Bonuses: Athletics +10%, Evaluate +10%, Perception +10%, Sleight +10%, Stealth +10%

Advanced Skills: Choose one from Disguise, Mechanisms, Streetwise

Social Class: Peasant

Common Skill Bonuses: Lore (Regional) +10%, Perception +10%, Persistence +10%, Resilience +10%, Stealth +10%

Advanced Skills: Streetwise, Survival

Social Class: Townsman

Common Skill Bonuses: Insight +10%, Lore (Regional) +5%, Resilience +10%

Plus choose two from Athletics +10%, Drive +10%, First Aid +10%, Ride +10%, Unarmed Combat +10%

Advanced Skills: Choose two from Art (any), Courtesy, Craft (any), Lore (any), Play Instrument, Track

Social Class: Townsman

Common Skill Bonuses: Athletics +15%, Close Combat +20%, Lore (Regional) +10%, Resilience +15%, Unarmed Combat +10%

Advanced Skills: Lore (Law), Streetwise

Social Class: Any

Common Skill Bonuses: First Aid +20%, Insight +10%, Lore (Regional) +10%, Perception +10%

Advanced Skills: Lore (Plants), Lore (other), Witchcraft

Plus choose one from Art (any), Craft (any), Healing (Herbal), Lore (any other), Survival

Spells: Witches begin play with the spell For to Give a Withering Look, plus a number of Witchcraft spells equal to INT-3

Magick: Witches and Warlocks have an extra attribute, Magick (abbreviated as MAG), which is equal to INT+POW divided by 10, rounded up.

Social Class: Peasant (Searcher or Watcher), Townsman (Searcher or Watcher), Middle Class, Gentry

Common Skill Bonuses: Influence +15%, Insight +10%, Lore (Regional) +10%, Perception +15%, Ride +15%, Sleight +15%

Advanced Skills: Lore (Witchcraft), Oratory, Track

Social Class: Peasant

Common Skill Bonuses: Athletics +10%, Close Combat +10%, Lore (Regional) +5%, Resilience +5%

Plus choose one from Close Combat +10%, Ranged Combat +10%

Advanced Skills: Lore (Forest), Ranged Combat (Bows), Survival