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.
Agitator
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)
Alchemist
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.
Camp Follower
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
Cavalier
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
Clerk
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
Cottager
Social Class: Peasant
Common Skill Bonuses: Athletics +10%, Lore (Regional) +10%, Resilience +10%
Advanced Skills: Survival
Courtier
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
Craftsman
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
Cunning Man or Wise Woman
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.
Entertainer
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)
Farmer
Social Class: Peasant, Gentry
Common Skill Bonuses: Athletics +10%, Driving +5%, Lore (Regional) +10%, Resilience +10%
Advanced Skills: Craft (Farming)
Highwayman
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
Journalist
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
Lord/Lady
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
Mercenary
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)
Merchant
Social Class: Middle Class
Common Skill Bonuses: Evaluate +20%, Influence +5%, Lore (Regional) +5%
Advanced Skills: Commerce, Language (other), Lore (Logistics), Shiphandling
Outlaw
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
Physician
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:
Galenic Physician
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.
Herbalist
Social Class: Peasant
Common Skill Bonuses: Evaluate +5%, First Aid +20%, Lore (Regional) +5%, Perception +10%
Advanced Skills: Healing (Herbal), Lore (Plants)
Paracelsan Physician
Social Class: Townsman
Common Skill Bonuses: Evaluate +5%, First Aid +20%, Lore (Regional) +5%, Perception +10%
Advanced Skills: Healing (Paracelsan), Streetwise
Preacher
Social Class: Any
Common Skill Bonuses: Influence +15%, Lore (Regional) +5%, Persistence +10%
Advanced Skills: Beliefs (Own), Lore (Theology), Oratory
Rook (Con-man)
Social Class: Any
Common Skill Bonuses: Influence +15%, Insight +15%, Sleight +15%
Advanced Skills: Courtesy, Disguise, Gambling, Streetwise
Ruffian
Social Class: Townsman
Common Skill Bonuses: Athletics +10%, Close Combat +15%, Evaluate +5%, Perception +10%, Stealth +5%, Unarmed Combat +15%
Advanced Skills: Streetwise
Sailor
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
Scholar
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)
Smuggler
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
Soldier
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)
Spy
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
Thief
Social Class: Townsman
Common Skill Bonuses: Athletics +10%, Evaluate +10%, Perception +10%, Sleight +10%, Stealth +10%
Advanced Skills: Choose one from Disguise, Mechanisms, Streetwise
Vagabond
Social Class: Peasant
Common Skill Bonuses: Lore (Regional) +10%, Perception +10%, Persistence +10%, Resilience +10%, Stealth +10%
Advanced Skills: Streetwise, Survival
Valet/Lady’s Maid
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
Watchman
Social Class: Townsman
Common Skill Bonuses: Athletics +15%, Close Combat +20%, Lore (Regional) +10%, Resilience +15%, Unarmed Combat +10%
Advanced Skills: Lore (Law), Streetwise
Witch/Warlock
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.
Witch Finder
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
Woodsman
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