Step 3. Choosing Trades and Skills

The race and background determined in Step 1. and Step 2. describe where the character came from …

Now – who is this character?

What personal pursuit, labor, or trade is the character primarily concerned with in order to generate the income or provide the financial means needed to support him and his preferred lifestyle? Given the structure of the Trades as presented in these rules, every character most likely practices more than one. One of these, however, is always the most central to the identity of the character, by which he is known to society at large and defined by it, and through which most people will relate to him on a day-to-day basis.

A character “trade” in RoM is generally the skillful practice of a practical occupation, craft or other similar pursuit requiring a specialized skill or set of skills in which the character may have a measurable amount of knowledge, training, and proficiency. In game terms, trades are themselves further defined by a series of skills or skill-like abilities (defined in the descriptions of the specific trades), bundled together in groups named for the trades or vocations pursued by the people of the medieval period of the game, supplemented by those deemed appropriate to give it the dash of fantasy and magick.

What is this character’s first or primary area of interest? On what is he focused? How is it that people should know or see this character in the context of gameworld society? Is he a social butterfly, taking pleasure in navigating the currents and strata of society? Does he delight in working with his hands? Is he an intellectual, studious and bookish? Does he relish the weight of a weapon in his hand and the elemental test of strength and heart against another warrior, mano-a-mano?

What should he be able to do? What are the skills, areas of knowledge or expertise on which he is focused? Does he follow in the footsteps of his forebearers? Has he struck out along a new direction entirely, or has he added another facet or aspect to the skills of the family trade, branching out in a new direction?

The trades from among which the player may choose for his character are presented under the heading “Character Trade Rosters”, following.

They have been divided into four lists by general type according to their nature, the aspect of the life and society to which they belong. They are classified as Social Trades, Labor Trades, Scholastic Trades and Spiritual Trades.

All of these Trades are further divided between social classes, into High (Noble), Common, and Low (Landbound).

Choice of trade provides a guide for the player in allocating strengths and weaknesses where they are most needed when determining the hard statistics that define the characters’ abilities and capabilities and influence the exercise of character skills in play.

Each character begins play with one (1) trade.

Character Trade Rosters

Social Trades Labor Trades
High Courtier * High Assassin *
Diplomat * Beastmaster (R) ‡
Merchant-Adventurer (T, G) † Berserker *
Spy * Huntsman (R) † ‡
Troubadour ** Husbandman (R) ‡
Knight Simple *
Sacred Knight *
Squire *
Surgeon §
Warrior *
Woodsman (R) †
Warrior-Brigand *
Warrior-Pirate *
Common Chapman (Merchant, R) † Common Acrobat
Courtier * Artisan (Cr, G)
Jongleur ** Assassin (G) ††
Merchant (T, G) † Barber § (G)
Merchant-Adventurer (T, G) † Beastmaster (R) ‡
Minstrel ** Berserker *
Mountebank **†† Carpenter-Builder (Cr, G)
Player-Trickster (G) **†† Craftsman-Common (G)
Recommender * Cut Purse (K, G) ††
Rogue (G) *†† Draughlatch (K, G) ††
Spy * Farmer/Gardner (R) ‡
Forger-Artisan (K, G) ††
Forger-Smith (K, G) ††
Guide (R) †
Horsethief (K, R, G) ††
Husbandman (R) ‡
Mariner * (G)
Mason-Builder (Cr, G)
Midwife §
Smith (Cr, G) **
Surgeon §
Roberdsman (K, G) ††
Warrior *
Woodsman †
Low Chapman (R) † Low Acrobat
  Minstrel **   Artisan (Cr, G)
  Mountebank **††   Assassin (G) ††
  Player-Trickster (G) **††   Beastmaster (R) ‡
  Rogue (G) *††   Berserker *
  Spy *   Boatman
    Craftsman-Common (G)
    Cut Purse (K, G) ††
    Draughlatch (K, G) ††
    Farmer/Gardner (R) ‡
    Forger-Artisan (K, G) ††
    Forger-Scrivener (K, G) ††
    Forger-Smith (K, G) ††
    Guide (R) †
    Horsethief (K, R, G) ††
    Husbandman (R) ‡
    Leechcraft §
    Mariner * (G)
    Midwife §
    Smith (Cr, G) **
    Roberdsman (K, G) ††
    Warrior *
    Woodsman †
 
   

(T) indicates a trade that may be given only to a character with a Town background.

(R) indicates a trade that may be given only to a character with a Rural background.

(Cr) indicates the trade so noted is one of the Craftsman trades.

(K) indicates that the trade so noted is one of the Knave trades.

(G) indicates the trade are overseen by a guild or a social fraternity like a guild (as the “Thieves’ Guilds” emulate the true trade guilds) and the player will have to consider the type of apprenticeship served, as explained in “The On-going Career” in Chapter 1. Skills & Abilities of Part II. The Rules of the Game.

If more than one character trade is governed by a guild connection, the player interested in using that avenue for his character’s social advancement will have to pick one.

The player will have to find out from the GM whether Wizardry or any of the trades or magick practitioners are governed by a guild. While it is so marked, it is up to the GM’s discretion, according to his own plans for his gameworld.

(C) indicates the character has taken minor orders in order to go to university for a formal education, due to the fact that the Church owns and maintains the universities and rules all higher education.

  Scholastic Trades   Spiritual Trades
High, Alchemist (C) ◊   Cabalist (HW, CM) †◊
Common Artificer/Inventor (C) ◊   Drug Trance (HW, CM) †◊
& Low Lawyer (C, T) ◊   Druid (R)
  Magister (C) ◊   Fathi (D, R)
  Physicker (C) ◊   Fili/Bard (D, R)
  Sage (C) ◊   Fiana (D, R)
  Wizard (C, T) ◊   Great-Weaver (HW, CM) †◊
      Hearth-Witch (R) †
      Hedge-Wizard ◊
      Magus (HM) ◊
      Medium (HM, CM) †◊
      Mystic *
      Smith (D, R)
      Wizard (G) ◊
       
Common Accountant/Clerk Common Cabalist (HW, CM) †◊
& Low Forger-Clerk (K, G) ††   Drug Trance (HW, CM) †◊
  Linguist/Translator   Great-Weaver (HW, CM) †◊
  Secretary/Clerk   Hearth-Witch (R) †
  Scrivener/Copyist   Hedge-Wizard ◊
      Magus (HM) ◊
      Medium (HM, CM) †◊
     
    Low Cabalist (CM) †◊
      Drug Trance (CM) †◊
      Great-Weaver (CM) †◊
      Medium (CM) †◊

 (HW) indicates that the trade so noted may be taken either as a Hearth Witch or Hedge Wizard trade, Hearth Witch trades being restricted to only those characters coming from Rural backgrounds.

(CM) indicates that the trade so noted may be taken either as a CunningMan or WiseWoman Witch or CunningMan or WiseWoman Wizard trade, CunningMan or WiseWoman Witch trades being restricted to those characters coming from Rural backgrounds.

(D) indicates that the trade so noted is one of the Druid trades.

A character’s trade indicates a period of learning and so directly affects the determination of the age the character has achieved at the point in game time at which he enters active play. In most cases, each of the trades represents a formal commitment in the form of an apprenticeship that can last anywhere from 4 to 20 years. The specific number of years that are added for each is covered under Character Age towards the end of Step 4.

The player and GM will also note various marks beside a number of entries (*, **, †, ††, ◊, ◊◊). These marks denote trades that include some lesser forms or related trades within them (i.e., Huntsman, Woodsman, and Guide; Huntsman and Husbandman; Husbandman and Beastmaster; Huntsman and Warrior; Warrior, Squire, Knight or Sacred Knight; Warrior and Assassin; Troubadour and Jongleur; Courtier, Diplomat and Spy). These marks only relate to the trades on the same roster, of the same type (Social, Labor, Scholastic, or Spiritual). They may be either socially intertwined or by the general nature of or specific skills employed, and generally indicate the avenues for advancement later, as play proceeds.

IF the player only wants a certain lesser aspect of a greater trade, or is limited to such by birth (especially characters of Common or Low birth), he is welcome to it and is by no means limited to it. The PC can always learn the greater form/related trade by seeking out a teacher in the trade at some later point during play. The lesser form taken gets the character’s foot in the door, allowing him to earn the respect of his brothers in the craft so he can climb up the ladder later on, if he so wishes.

The player should be aware that there might be consequences, a social stigma, attached to this practice, however. A troubadour brings his reputation down if he is seen to be performing as a mere Jongleur or worse, a Mountebank, Acrobat, or lowly Player. The Courtier and Rogue are related not because they consort together, but because they represent the same basic set of skills but directed at different ends of the social spectrum, one high and the other low. The player must be sure he follows the trade up the social ladder rather than down, IF he means to maintain his good name and reputation.

The descriptions of the trades, their capabilities and places in society, their dispositions and points of view providing the player with a better understanding of the role in the medieval gameworld society, are all gathered and defined in some depth in Appendix B., removed to the back of the book. They should be compared to find the best fit for the character but also for the comfort of the player in roleplaying. As they are needed for referencing character trade knowledge and abilities during play they really do not belong solely to character generation, anyway. Located in the back of the book as they are, they cannot impede the flow of the character generation process, either.

Although the Mystic entry on the Spiritual Trades roster might seem to imply a direct connection with the Church, it is the player’s option whether his character takes vows and formally enters the Church, allowing his connection to Deity to be manipulated by the Church (explained at length in the Mystic trade description). If the player is inclined, the Mystic may be a clerk in minor orders, major orders, able to resort to “benefit of clergy” before the law, or fully ordained, etc. The greater the commitment to the Church itself, the more he are subject to its rules, requirements, and orders, however. If the player is inclined to an association with the Church for his Mystic character, stipulating minor orders and a status as a wandering Friar or Pardoner or the like is a flexible option that allows freedom of movement and only casual oversight from the Church. This is discussed further in the description of the trade.

Character Skills

The more specific and specialized areas of knowledge and expertise a character possesses which are not defined generally by the body of knowledge of a trade itself are described and defined as “skills”. In RoM, a skill is a specific process, field or area of expertise in which the character may have a measurable degree of knowledge, training, or experience, to the point where it enhances the incidence of success enjoyed when engaged in or exercising it, or in determining whether a character has certain information regarding it. As attributes measure a character’s basic physical and mental and spiritual capabilities, so skills define his knowledge and training, usually in the context of some sort of trade, but not necessarily so for all.

These skills are most often called trade skills or sometimes referred to as sub-skills.

The bulk of the character’s skills are determined by the trade(s) the player chooses for him. The skills are used as the means by which each trade is defined. Thus, under the heading “Skill Rosters, by Trade”, each trade has an accompanying roster of skills, a complete listing of all the skills of the various sorts that define each of the trades in the game.

The groups of skills were determined according to the practical needs of the trades, to best represent the whole pool of knowledge and skills shared by those who practice a common trade or vocation. Trades define the outer boundaries of the knowledge, limiting the scope of that which is included in the practice of those who follow a given occupation. Each trade is a general archetype and the manner in which the trade and skill system is constructed is based directly on the historical careers of the people of the medieval period of the game, open to customization so characters can be individualized and distinguish themselves as their players desire. There was often a certain amount of fluidity in the trades historically, options for the direction in which a trade might ultimately be taken, especially in English society, the basis for the game.

As important as choice of race and background are, the player cannot really determine how the character’s personal resources or abilities in the form of attribute values should be distributed until after the character’s trade(s) and skills have been determined.

 

Skill Rosters, by Trade

Acrobat

Alchemist

Assassin

Balance *

Chandlery *

Assassin Strike*

Aerial

Adhesives *

Brawler/

Contortionist/Escape Artist

Combustibles *

Dodge

Dodge (O)

Corrosives *

Head-Kosh

Juggler

Drugs

Masquer

Poisons

Nerve Strikes

Boatman

Potion Bases

Weapons †

Knot-tying *

Ritual Supplies

Lore Specialties (P)

Perception (O)

Literatus (P)

Poisons

Direction Sense

& Scrivener (P) OR

Anatomy

Sentry

Grammar School (P)

Stealth (O)

Weather Sense

 

Conceal/Hide

Weapon(s) ** 1)

Courtier

Padfoot

 

Cosmetics *

Skulker

Craftsman

Connoisseur †† 1)

Game Face (O)

Armorer

Linguist (P)

Perception (O)

BlackSmith

Foreign *†

Savvy

Carpenter

Literatus *(P)

 

Cottage Crafts

& Scrivener *(P) OR

Diplomat

Mason

Secretary/Acct. (P) OR

Linguist (P)

Silver-/GoldSmith

Finishing School (P)

Foreign *†

Tinker

Social Graces (P)

Lore Specialties (P)

WeaponSmith

Domestic

National History

OR

Foreign †

Noble Families & Alliances

Other (GM’s discretion)

Game Face (O)

(Domestic & Foreign)

Artisan

Perception (O)

History of National Treaties

Artificer/Mechanician

Savvy

Social Graces (P)

Literatus (P)

Presence (O)

Domestic

& Scrivener (P) OR

Coerce

Foreign †

Grammar School (P)

Interviewer/Interrogator

Literatus *(P)

Player

& Scrivener *(P) OR

Repartee

Secretary/Acct. (P) OR

Silver Tongue

Grammar School (P)

Small Talk

Game Face (O)

 

Perception (O)

 

Savvy

Presence (O)

 

 

Coerce

 

Interviewer/Interrogator

 

Negociant/Parley *

 

Orator *

 

Player

 

Silver Tongue

 

 

Small Talk

 

 

 

 

Druid

Druid-Bard/Fili

Druid-Brehon

Dweomers *◊ 1)

Composer & Poet *†††

Dweomers *◊ 1)

High Magick *

Musician *†

High Magick *

Common Magick *

Vocalist *

Common Magick *

Low Magick *

Filidecht *◊ 1) OR

Low Magick *

Ars Quintates *

Bairdne Aers *◊ 1)

Ars Quintates *

Enchantment, Sorcery

Ars Quintates *

Enchantment, Sorcery

& Naming

Enchantment, Sorcery

& Naming

Divination

& Naming

Divination

Glamourie

Divination

Glamourie

M-RES Shield

Glamourie

M-RES Shield

Perception (O)

M-RES Shield

Perception (O)

Direction Sense

Linguist (P)

Direction Sense

Sense Mana/Magick

Foreign †

Sense Mana/Magick

Spirit Senses ◊

Lore Specialties *(P)

Spirit Senses ◊

Weather Sense

History, Heroic

Weather Sense

Linguist (P)

Mythology, Heroic

Lore Specialties (P)

High Druids’ Cant

Poetry & Literature

Native Custom & Law

Lore Specialties (P)

Noble Bloodlines

Native Church & State

Astronomy & Astrology

Folklore

 

 

Social Graces *(P)

 

Guide

Domestic

Hearth-Witch

Brawler/Wrestler (O)

Game Face (O)

Dweomers *◊ 3)

Forager *

Perception (O)

Common Magick *

Survival *

Savvy

Low Magick *

Weapons † 4)

Sense Mana/Magick

Ars Quintates *

Perception (O)

Spirit Senses ◊

Enchantment, Sorcery

Direction Sense

Presence (O)

& Naming

Searcher

Coerce

Divination

Sentry

Disputation/Debate

Glamourie

Weather Sense

Interview/Interrogate

M-RES Shield

Stealth (O)

Negociant/Parley

Perception (O)

Conceal/Hide

Orator

Direction Sense

Padfoot

Player

Sense Mana/Magick

Skulker

Repartee

Spirit Senses ◊

Stalker

Silver Tongue

Weather Sense

 

Small Talk

Linguist (P)

 

High Witches’ Cant

Healer

Farmer

Lore Specialties (P)

Barber OR

Herberer OR

Astronomy & Astrology

Herbal OR

Herbal

Hosts & Denizens of Færie

Leech OR

 

Folkways, History, Places

Midwife OR

 

Surgeon

 

 

Physicker (see Scholars)

 

 

 

 

 

Druid-Fathi

Druid-Fiana

Druid-Smith (-Gowan)

Dweomers (Div.) *◊ 1)

Dweomers (Sor.) *◊ 2)

Dweomers  *◊ 1)

High Magick *

High Magick *

Art: Enchantment *◊ 1)

Common Magick *

Common Magick *

Art: Naming *◊ 1)

Low Magick *

Low Magick *

Low Magick

Art: Divination *

Art: Sorcery

M-RES Shield

M-RES Shield

Survival *

Alchemy

Perception (O)

Forager *

Craftsman (any/all)

Sense Mana/Magick

Tracker

Lore Specialties (P)

Spirit Senses 

Trapper

Astronomy & Astrology

Lore Specialties (P)

Weapons † 1)

Sacred Historic Sites

Gods & Spirits, Holy Places

Perception (O)

History of Place-Names

Astronomy & Astrology

Direction Sense

History of Sacred Places

 

Searcher

Metallurgy & Mining

 

Sense Mana/Magick

Perception (O)

Hearth-Witch:

Spirit Senses ◊

Direction Sense

Alchemist

Sentry

Sense Mana/Magick

Chandlery *

Weather Sense

Spirit Senses ◊

Adhesives *

Stealth (O)

Combustibles *

Conceal/Hide

 

Corrosives *

Padfoot

Hearth-Witch:

Drugs

Skulker

Cabalist

Magickal Formulæ *◊ 3)

Stalker

Dweomers *◊ 3)

Poisons

Horseman (P)

Common Cabalism *

Potion Bases

AND/OR

Low Cabalism *

Ritual Supplies

Charioteer/Teamster (P)

Ars Quintates *

Low Magick *

 

Enchantment, Sorcery

Ars Quintates *

& Naming

Enchantment, Sorcery

Knave-Cut Purse

Divination

& Naming

Cut Purse *

Glamourie

Divination

Game Face (O)

M-RES Shield

Glamourie

Perception (O) :

Perception (O)

Perception (O)

Savvy

Direction Sense

Direction Sense

Sentry

Sense Mana/Magick

Weather Sense

Stealth (O)

Spirit Senses ◊

Linguist (P)

Padfoot

Weather Sense

High Witches’ Cant

Palm/Hide

Linguist (P)

Lore Specialties (P)

Stalker

High Witches’ Cant

Animal Substances

Lore Specialties (P)

Vegetable Substance

 

Astronomy & Astrology

Mineral Substances

Hosts & Denizens of Færie

Astronomy & Astrology

 

Folklore: History, Places

Hosts & Denizens of Færie

 

Runes & Ancient Writing

Folklore: History, Places

Runes & Ancient Writing

 

 

 

Hearth-Witch:

Hearth-Witch:

Hearth-Witch:

Drug-Trance

Great Weaver

Medium

Dweomers *◊ 3)

Dweomers *◊ 3)

Dweomers *◊ 2)

Common Magick *

Common Knots/Weaving *

Common Magick *

Low Magick *

Low Knots/Weaving *

Low Magick *

Ars Quintates *

Ars Quintates *

Ars Quintates *

Enchantment, Sorcery

Enchantment, Sorcery

Enchantment, Sorcery

& Naming

& Naming

& Naming

Divination

Divination

Divination

Glamourie

Glamourie

Glamourie

M-RES Shield

M-RES Shield

M-RES Shield

Perception (O)

Perception (O)

Perception (O)

Direction Sense

Direction Sense

Direction Sense

Sense Mana/Magick

Sense Mana/Magick

Sense Mana/Magick

Spirit Senses ◊

Spirit Senses ◊

Spirit Senses ◊

Weather Sense

Weather Sense

Weather Sense

Linguist (P)

Linguist (P)

Linguist (P)

High Witches’ Cant

High Witches’ Cant

High Witches’ Cant

Lore Specialties (P)

Lore Specialties (P)

Lore Specialties (P)

Astronomy & Astrology

Astronomy & Astrology

Astronomy & Astrology

Hosts & Denizens of Færie

Hosts & Denizens of Færie

Hosts & Denizens of Færie

Folklore: History, Places

Folklore: History, Places

Folklore: History, Places

Esoteric Sub’s (Entheism)

 

Esoteric Sub’s (Entheism)

 

 

 

Hedge-Wizard

Hedge-Wizard:

Hedge-Wizard:

Dweomers *◊ 3)

Cabalist

Drug-Trance

Common Magick *

Dweomers *◊ 3)

Dweomers *◊ 3)

Low Magick *

Common Cabalism *

Common Magick *

Ars Quintates *

Low Cabalism *

Low Magick *

Enchantment, Sorcery

Ars Quintates *

Ars Quintates *

& Naming

Enchantment, Sorcery

Enchantment, Sorcery

Divination

& Naming

& Naming

Glamourie

Divination

Divination

M-RES Shield

Glamourie

Glamourie

Perception (O)

M-RES Shield

M-RES Shield

Sense Mana/Magick

Perception (O)

Perception (O)

Spirit Senses ◊

Sense Mana/Magick

Sense Mana/Magick

Linguist (P)

Spirit Senses ◊

Spirit Senses ◊

Ancient Arcane

Linguist (P)

Linguist (P)

Literatus *(P)

Ancient Arcane

Ancient Arcane

& Scrivener *(P) OR

Literatus *(P)

Literatus *(P)

Secretary/Acct. (P) OR

& Scrivener *(P) OR

& Scrivener *(P) OR

Grammar School (P)

Secretary/Acct. (P) OR

Secretary/Acct. (P) OR

Lore Specialties (P)

Grammar School (P)

Grammar School (P)

Astronomy & Astrology

Lore Specialties (P)

Lore Specialties (P)

Astronomy & Astrology

Astronomy & Astrology

Runes & Ancient Writing

Esoteric Sub’s (Entheism)

 

Hedge-Wizard:

Hedge-Wizard:

Hedge-Wizard:

Great Weaver

Magus

Medium

Dweomers *◊ 3)

Miraculous Feats *

Dweomers *◊ 2)

Common Knots/Weaving *

Attack

Common Magick *

Low Knots/Weaving *

Defense

Low Magick *

Ars Quintates *

Information

Ars Quintates *

Enchantment, Sorcery

General

Enchantment, Sorcery

& Naming

Dweomers *◊ 2)

& Naming

Divination

Common Magick *

Divination

Glamourie

Low Magick *

Glamourie

M-RES Shield

M-RES Shield

M-RES Shield

Perception (O)

Ars Quintates *

Perception (O)

Sense Mana/Magick

Enchantment, Sorcery

Sense Mana/Magick

Spirit Senses ◊

& Naming

Spirit Senses ◊

Linguist (P)

Divination

Linguist (P)

Ancient Arcane

Glamourie

Ancient Arcane

Lore Specialties (P)

Perception (O)

Literatus *(P)

Astronomy & Astrology

Sense Mana/Magick

& Scrivener *(P) OR

 

Sense Light/Darkness

Secretary (P) OR

Spirit Senses ◊

Grammar School (P)

Knave-Draughlatch

Linguist (P)

Lore Specialties (P)

Draughlatch *

Scholar’s Tongue

Astronomy & Astrology

Traps *

Ancient Arcane

Spirit Lore

Find, Disable

Literatus *(P)

& Disarm

& Scrivener *(P) OR

 

Climber (O)

Secretary (P) OR

Knave-Roberdsman

Perception (O)

Grammar School (P)

Head-Kosh *

Searcher

Lore Specialties (P)

Weapon skills †

Sentry

Astronomy & Astrology

Brawler/Wrestler (O)

Stealth (O)

Spirits of Light/Dark

Perception (O)

Conceal/Hide

Savvy

Padfoot

 

Searcher

Skulker

Knave-Horse Thief

Sentry

Tracker

Stealth (O)

Drover *(P) AND/OR

Conceal/Hide

Knave-Forger

Horseman                                *(P)

Padfoot

Connoisseur †††

Husbandman

Skulker

Forger/Mimic *

Beastmaster

Stalker

Game Face (O)

Perception (O)

 

Linguist

Sentry

Scholar’s Tongue

Stealth (O)

Literatus (P)

Conceal/Hide

 

& Scrivener (P) OR

Skulker

 

Secretary (P) OR

Padfoot

 

Grammar School (P)

 

 

Craftsman-Smith

 

Artisan

 

 

Hedge-Wizard:

Huntsman

Husbandman † 7)

Alchemist

Brawler/Wrestler (O)

Beastmaster † 7)

Chandlery *

Horseman (P)

Leech

Adhesives *

Survival

Combustibles *

Forager

Jongleur

Corrosives *

Tracker

Musician * †

Drugs

Trapper

Vocalist * †††

Magickal Formulæ *◊ 3)

Weapons † 2)

Juggler

Poisons

Perception (O)

Dancer (P)

Potion Bases

Direction Sense

Game Face (O)

Ritual Supplies

Searcher

Perception (O)

Low Magick *

Sentry

Savvy

Ars Quintates *

Weather Sense

Presence (O)

Enchantment, Sorcery

Stealth (O)

Silver Tongue

& Naming

Conceal/Hide

Divination

Padfoot

Merchant-Chapman

Glamourie

Skulker

Connoisseur †††

Linguist (P)

Stalker

Weapons ** 3)

Ancient Arcane

Boatman (P) OR

Literatus *(P)

Mariner

Horseman (P)

& Scrivener *(P) OR

Knot-tying *

Linguist (P) †

Secretary/Acct. (P) OR

Weapons †

Trader’s Tongue

Grammar School (P)

Swimmer (P)

Foreign

Lore Specialties (P)

Climber *(O)

Literatus * (P)

Animal Substances

Perception (O)

& Mathematics * (P) ** 4)

Vegetable Substance

Direction Sense

& Scrivener * (P) OR

Mineral Substances

Weather Sense

Secretary (P) ** 4)

Astronomy & Astrology

Linguist (P)

Social Graces (P)

Trader’s Tongue

Domestic

Knight

Foreign †

Game Face (O)

Shield (any)

Presence (O)

Weapons † 12)

Merchant

Chaffer/Haggle

Horseman (P)

Connoisseur †††

Coerce

Literatus (P)

Game Face (O)

Player

& Scrivener (P) OR

Presence (O)

Silver Tongue

Secretary (P) OR

Chaffer/Haggle

Perception (O)

Grammar School (P) OR

Coerce

Savvy

Finishing School (P)

Player

 

Brawler/Wrestler (O)

Silver Tongue

 

Game Face (O)

Perception (O)

 

Perception (O)

Savvy

 

Sentry

Social Graces (P)

 

Presence (O)

Domestic

 

Coerce

Secretary/Acct. (P) ** 2)

 

Interview/Interrogate

OR

 

Command/Leadership

Grammar School (P) ** 2)

 

 

 

 

Merchant-Adventurer

Minstrel

Mountebank

Connoisseur †††

Musician * †

Escape Artist

Linguist (P)

Vocalist * †††

Juggler

Trader’s Tongue

Social Graces (P)

Sleight-of-Hand *

Foreign †

Domestic

Ventriloquist

Social Graces (P)

Linguist (P)

Game Face (O)

Domestic

Trader’s Tongue

Stealth (O)

Secretary/Acct. (P) ** 2) OR

Lore Specialties (P)

Conceal/Hide

Grammar School (P) ** 2)

Native History

Palm/Hide *

Brawler/Wrestler (O)

Classical Mythology

Perception (O)

Game Face (O)

Popular Tunes/Tales

Savvy

Perception (O)

Game Face (O)

Presence (O)

Savvy

Perception (O)

Coerce

Presence (O)

Savvy

Orator

Chaffer/Haggle

Presence (O)

Player

Coerce

Coerce

Silver Tongue

Command/Leadership

Player

Small Talk

Player

Silver Tongue

 

Silver Tongue

 

Recommender

 

 

Social Graces *(P)

Mystic

Player

Domestic

Feats

Cosmetics *

Literatus *(P)

Attack

Masquer

& Scrivener *(P) OR

Defense

Weapons ** 5)

Secretary (P) OR

Information

Linguist (P)

Grammar School (P)

General

Foreign †

Game Face (O)

Prayers

Social Graces (P)

Presence (O)

Attack

Domestic *

Interviewer

Defense

Foreign †

Player

Information

Game Face (O)

Silver Tongue

General

Perception (O)

Small Talk

Rites

Savvy

Perception (O)

Attack

Presence (O)

Savvy

Defense

Coerce

Information

Disputation/Debate

Rogue

General

Interviewer/Interrogator

Street Survival

Presence (O)

Negociant/Parley

Weapons † 9)

Orator

Orator

Linguist (P)

Disputation/Debate

Player

Thieves’ Cant *

Negociant/Parley

Repartee

Brawler/Wrestler (O)

Perception (O)

Silver Tongue

Perception (O)

Sense Light/Darkness

Small Talk

Savvy

Spirit Senses ◊

Sentry

 

Presence (O)

 

 

Player

 

Silver Tongue

 

 

 

 

Scholar- Magister (BA)

Scholar-Sage, Historian,

Scholar-Alchemist (PhD.)

Connoisseur †

Philosopher

Connoisseur †

Grammar School (P)

Connoisseur †

Chandlery *

Linguist (P)

Grammar School *(P)

Adhesives *

Foreign †

Linguist (P)

Combustibles *

Philosopher’s Tongue

Foreign †

Corrosives *

Scholar’s Tongue

Ancient †

Drugs

Lore Specialties (P)

Philosopher’s Tongue *

Magickal Formulæ ◊ 1)

Trivium & Quadrivium

Scholar’s Tongue *

Poisons

History & Mythology

Lore Specialties (P)

Potion Bases

(ancient & recent)

Trivium & Quadrivium

Ritual Supplies

(domestic & international)

History & Mythology

Grammar School *(P)

(Church & State)

(ancient & recent)

Linguist (P)

Classical Literature,

(domestic & international)

Foreign †

Plays & Poetry

(Church & State)

Ancient †

Religion & Theology

Classical Literature

Ancient Arcane *

Cultures/Societies

Plays & Poetry

Philosopher’s Tongue *

(domestic & foreign)

Religion & Theology

Scholar’s Tongue *

(ancient & recent)

Cultures/Societies

Lore Specialties (P)

Mathematics & Geometry

(domestic & foreign)

Animal Substances

Astrology & Astronomy

(ancient & recent)

Vegetable Substance

Other Areas of Expertise †

Mathematics & Geometry

Mineral Substances

Social Graces (P)

Astrology & Astronomy

Trivium & Quadrivium

Domestic

Other Areas of Expertise †

History & Mythology

Perception (O)

Perception (O)

(ancient & recent)

Savvy

Savvy

(domestic & international)

Presence (O)

Social Graces (P)

(Church & State)

Disputation/Debate

Domestic

Classical Literature,

Interviewer/Interrogate

Foreign †

Plays & Poetry

Orator

Presence (O)

Religion & Theology

Repartee

Disputation/Debate

Cultures/Societies

Interviewer/Interrogate

(domestic & foreign)

Orator

(ancient & recent)

Repartee

Mathematics & Geometry

 

 

Astrology & Astronomy

 

Other Areas of Expertise †

Presence (O)

 

Disputation/Debate

Interviewer/Interrogate

Orator

 

 

 

Scholar-Lawyer (PhD.)

Scholar-Physicker (PhD.)

Scholar-Wizard (PhD.)

Grammar School (P)

Grammar School (P)

Dweomers *◊ 1)

Linguist (P)

Linguist (P)

High Magick *

Philosopher’s Tongue

Philosopher’s Tongue

Common Magick *

Scholar’s Tongue

Scholar’s Tongue

Low Magick *

Lore Specialties (P)

Lore Specialties (P)

Ars Quintates *

Trivium & Quadrivium

Trivium & Quadrivium

Enchantment, Sorcery

History & Mythology

History & Mythology

& Naming

(ancient & recent)

(ancient & recent)

Divination

(domestic & international)

(domestic & international)

Glamourie

(Church & State)

(Church & State)

Grammar School (P)

Classical Literature,

Classical Literature,

M-RES Shield

Plays & Poetry

Plays & Poetry

Linguist (P)

Religion & Theology

Religion & Theology

Foreign †

Cultures/Societies

Cultures/Societies

Ancient †

(domestic & foreign)

(domestic & foreign)

Ancient Arcane

(ancient & recent)

(ancient & recent)

Philosopher’s Tongue

Law: Civil, Criminal

Mathematics & Geometry

Scholar’s Tongue

or Canon

Astrology & Astronomy

Lore Specialties (P)

Mathematics & Geometry

Anatomy & Physiology

Trivium & Quadrivium

Astrology & Astronomy

Herbcraft & Apothecary

History & Mythology

Other Areas of Expertise †

Maladies & Diseases

(ancient & recent)

Perception (O)

Poisons & Drugs

(domestic & international)

Savvy

Other Areas of Expertise †

(Church & State)

Presence (O)

Perception (O)

Classical Literature,

Coerce

Diagnose Affliction

Plays & Poetry

Disputation/Debate

Prescribing & Prognosis

Religion & Theology

Interviewer/Interrogate

Savvy

Cultures/Societies

Orator

Presence (O)

(domestic & foreign)

Player

Disputation/Debate

(ancient & recent)

Silver Tongue

Interviewer/Interrogate

Mathematics & Geometry

Orator

Astrology & Astronomy

 

 

Other Areas of Expertise †

 

Perception (O)

 

Sense Mana/Magick

 

Spirit Senses ◊

Sentry

 

Presence (O)

 

Disputation/Debate

 

 

Interviewer/Interrogate

 

Orator

 

Sacred Knight

Squire

Spy

Shield (any)

Shield (any)

Masquer

Weapons † 12)

Weapons † 11)

Indelible Memory

Horseman (P)

Drover/Charioteer (P)

Literatus (P)

Literatus *(P)

Horseman (P)

Lip-Read

& Scrivener *(P) OR

Literatus *(P)

Game Face (O)

Secretary (P) OR

& Scrivener *(P) OR

Presence (O)

Grammar School (P) OR

Secretary (P) OR

Charm/Coerce/Seduce

Finishing School (P)

Grammar School (P) OR

Player

Linguist (P)

Finishing School (P)

Interview/Interrogate

Scholar’s Tongue

Brawler/Wrestler (O)

Intimidate

Brawler/Wrestler (O)

Dodge (O)

Silver Tongue

Dodge (O)

Game Face (O)

Small Talk

Game Face (O)

Perception (O)

Perception (O)

Perception (O)

Savvy

Savvy

Savvy

Search

Search

Search

Sentry

Sentry

Sentry

Presence (O)

Stealth (O)

Presence (O)

Coerce

Conceal/Hide

Coerce

Player

Palm/Hide

Command/Leadership

Interview/Interrogate

Warrior

Warrior-Brigand

 

Shield (any)

Head-Kosh

Troubadour

Weapons † 10)

Shield (any)

Poet, Composer * †††

Brawler/Wrestler (O)

Weapons * † 10)

Musician * †

Dodge (O)

Brawler/Wrestler (O)

Vocalist * †††

Game Face (O)

Game Face (O)

Dancer (P)

Perception (O)

Perception (O)

Linguist (P)

Savvy

Savvy

Foreign †

Search

Search

Scholar’s Tongue

Sentry

Sentry

Lore Specialties (P)

Presence (O)

Presence (O)

Classical & Native

Interview/Interrogate

Coerce

Mythology, History

Intimidate

Interview/Interrogate

& Poetry

Intimidate

Social Graces (P)

Silver Tongue

Domestic

 

Foreign †

 

Game Face (O)

 

Perception (O)

 

Savvy

 

Presence (O)

 

Coerce

 

Orator

 

Player

 

Silver Tongue

 

 

 

WiseWoman,

WiseWoman,

WiseWoman,

CunningMan:

CunningMan:

CunningMan:

Dweomers ◊ 2)

Alchemist

Cabalist

Low Magick *

Chandlery *

Dweomers ◊ 2)

Ars Quintates *

Adhesives *

Low Cabalism *

Enchantment, Sorcery

Combustibles *

Ars Quintates *

& Naming

Corrosives *

Enchantment, Sorcery

Divination

Drugs

& Naming

Glamourie

Magickal Formulæ *◊ 3)

Divination

M-RES Shield

Poisons

Glamourie

Lore Specialties (P)

Potion Bases

M-RES Shield

Astrology & Astronomy

Ritual Supplies

Lore Specialties (P)

Folkways

Low Magick *

Astrology & Astronomy

Perception (O)

Ars Quintates *

Folkways

Sense Mana/Magick

Enchantment, Sorcery

Runes & Ancient Writing

Spirit Senses ◊

& Naming

Perception (O)

Divination

Sense Mana/Magick

Witch

Glamourie

Spirit Senses ◊

Spirit Senses ◊

Lore Specialties (P)

 

Dweomers * ◊ 1)

Animal Substances

WiseWoman,

High Magick *

Vegetable Substance

CunningMan:

Common Magick *

Mineral Substances

Great Weaver

Low Magick *

Astronomy & Astrology

Spirit Senses ◊

Ars Quintates *

Folkways

Dweomers *◊ 2)

Enchantment, Sorcery

Low Knots/Weaving *

& Naming

WiseWoman,

Ars Quintates *

Divination

CunningMan:

Enchantment, Sorcery

Glamourie

Drug-Trance

& Naming

Lore Specialties (P)

Dweomers *◊ 2)

Divination

Astrology & Astronomy

Low Magick *

Glamourie

Folkways, History, Places

Ars Quintates *

Lore Specialties (P)

Hosts & Denizens of Færie

Enchantment, Sorcery

Astrology & Astronomy

Perception (O)

& Naming

Folkways

Direction Sense

Divination

Esoteric Sub’s (Entheism)

Sense Mana/Magick

Glamourie

 

Sentry

Lore Specialties (P)

 

Weather Sense

Astrology & Astronomy

 

 

Folkways

 

 

Esoteric Sub’s (Entheism)

Perception (O)

 

Spirit Senses ◊

 

 

 

 

 

 

 

 

 

 

 

 

 

WiseWoman,

Wizard

Woodsman

CunningMan:

Spirit Senses ◊

Forager

Medium

Dweomers * ◊ 1)

Survival

Spirit Senses ◊

High Magick *

Trapper

Dweomers *◊ 2)

Common Magick *

Weapons † 3)

Low Magick *

Low Magick *

Brawler/Wrestler (O)

Ars Quintates *

Ars Quintates *

Perception (O)

Enchantment, Sorcery

Enchantment, Sorcery

Direction Sense

& Naming

& Naming

Searcher

Divination

Divination

Sentry

Glamourie

Glamourie

Weather Sense

Lore Specialties (P)

Linguist

Stealth (O)

Astrology & Astronomy

Ancient Arcane

Padfoot

Folkways

Literatus (P)

Skulker

Spirit Lore

& Scrivener (P) OR

Stalker

 

Secretary/Acct. (P) OR

Hide

 

Grammar School (P)

Lore Specialties (P)

 

Astrology & Astronomy

 

Perception (O)

Sense Mana/Magick

 

 

Sentry

 

 

 

 

Petty Skills

To further define the character’s early life, a number of general skills are available acquired from simply living and growing up in the medieval world, which may also be considered useful while adventuring. These are known as Petty Skills, some of which are gathered in named bundles (Athletics, Homely Arts, Grammar School, etc.).

Like trades, Petty Skills are also divided into four different lists according to their nature: Physical Pastimes, Domestic Labor, Scholastic, and Spiritual Skills. Petty Skills are further divided between social classes, High (Noble), Common, and Low (Landbound).

Petty skills are acquired in that portion of the character’s childhood from the earliest years up until his entering trade training or a formal apprenticeship, indicative of how the character spent his youth. As such they don’t affect the character’s age at the start of play, unlike trades.

For Petty Skills, no barriers will stand in the un-trained character’s way from learning them, should he desire to expand his personal horizons and add them to his portfolio.

Petty Skills

  Physical Pastimes   Domestic Labor
High, Acrobat High
Common Athlete (B)  
& Low Boatman    
  Brawler/Wrestler (O)    
  Climber (O)    
  Drover/Charioteer    
  Horseman  
  Swimmer    
  Weapons †    
     
Common Brawler/Wrestler (O) Common Cook/Chef
& Low Farmer/Gardener & Low Cottage Crafts (R, B)
  Guide   Homely Arts (B)
  Husbandman   Forager
  Street Survival (T)    
  Weapons †  
     
  Scholastic Skills   Spiritual Skills
High, Accountant-Clerk (B) High, Clairaudience/Spirit Speak
Common Finishing School (B) Common Clairvoyance/Scrying
& Low Grammar School (B) & Low Divination/Finding
  Household Manager (B)   Prescience
  Leechcraft   Psychometry
  Linguist (P) †   Second Sight
  Literatus   Spirit Sight
  Mathematics   Spirit Senses (B)
  Musician †  
  Scrivener  
  Secretary-Clerk (B)  
  Social Graces, Domestic  
  Social Graces, Foreign †  
     
     

Composition of Petty Skill Bundles

Athlete

Finishing School

Finishing School

Acrobat

Women

Men

Brawler/Wrestler

Dancer

Artisan-Drawing †††

Climber (O)

Musician †

Dancer

Drover/Charioteer

Vocalist †††

Musician

Horseman

Linguist

Vocalist †††

Swimmer

Foreign †

Linguist

Weapons † 14)

Scholar’s Tongue

Foreign †

 

Philosopher’s Tongue

Scholar’s Tongue

Grammar School

Literatus

Philosopher’s Tongue

Linguist

Mathematics

Literatus

Foreign †

Scrivener

Mathematics

Scholar’s Tongue

Social Graces

Scrivener

Literatus

Domestic

Social Graces

Mathematics

Homely Arts (B)

Domestic

Scrivener

Household Manager (B)

Horseman

Lore Specialties

Lore Specialties

Bow (any)

Poetry & popular Literature

Poetry & popular Literature

Buckler

Classical Mythology

Classical Mythology

Sword (any)

Ancient & National History

Ancient & National History

Swimmer

Philosophy & Theology

Philosophy & Theology

Brawler/Wrestler (O)

Trivium/Quadrivium

Trivium/Quadrivium

Lore Specialties

Presence (O)

Presence (O)

Poetry & popular Literature

Orator

Orator

Classical Mythology

Player

Player

Ancient & National History

Silver Tongue

Silver Tongue

Philosophy & Theology

 

Trivium/Quadrivium

Accountant-Clerk

Household Manager

Presence (O)

Linguist

Literatus

Orator

Scholar’s Tongue

Scrivener

Player

Literatus

Mathematics

Silver Tongue

Scrivener

Lore Specialties

Mathematics

Domestic Staff & Duties

Secretary-Clerk

Linguist

Homely Arts

Chef/Specialist

Scholar’s Tongue

Cook

Waferer

Literatus

Cottage Textiles (B)

Confectioner

Scrivener

Sew/Mend

Saucer

Household Cleaning

Baker

Cottage Textiles

Textiles Care

Brewer

Card

Laundry/Stain Removal

Vintner

Spin

Chandler

Weave

Leechcraft

Crochet/Knit

Embroider

 

 

(Needle or Bobbin Lace)

* indicates the skill is mandatory for the Trade under which it is listed.

(T) indicates the item may only be given to characters from a Town background.

(R) indicates the item may only be given to characters from a Rural background.

(O) indicates the skill so marked is an “Open Skill”. These have a special status, as described under the heading of the same name.

(P) on the Trade Skill Rosters, indicates the entry so marked is a Petty Skill.

(B) on the Petty Skill rosters, indicates the entry is a set of Bundled skills.

† indicates that up to (AWA ÷ 4) skills in number of this type or category are allowed.

† 1) Fiana Weapon skills are to include one (1) Ranged, Missile weapon, either the Long Bow or Sling, one (1) Weapon, Mêlée, Axe (any), a Spear (any), and a Weapon, Mêlée, Thrusting Blade such as a Short Sword/Gladius and/or a Knife. If the character does have sufficient AWA to take this many weapon skills, the player are limited to choosing from among these only.

† 2) Huntsman Weapon skills are to include one (1) Ranged, Missile weapon, either the Long Bow or Sling and two (2) Blades, one of which must be for Thrusting

† 3) Woodsmen’s Weapon skills are to include a Spear and an Axe (any, and one (1) Small Mêlée weapon of the player’s choice.

† 4) Guides’ Weapon skills are to include one (1) Ranged, Missile weapon (either the Long Bow or Sling), a Quarterstaff and 1 Small Mêlée weapon of the player’s choice.

† 5) The character’s trade knowledge are limited to horses, cattle, sheep, pigs, and such other similar and equivalent sorts of domestic beasts the GM deems appropriate, BUT each such type of beasts taken will fill an AWA-slot of its own.

† 6) The character’s trade knowledge are limited to the beasts of the hunt, player’s choice of either Horse, Hawk, or Hound, BUT each such type of beasts taken will fill an AWA-slot of its own.

† 7) The character’s trade knowledge are limited to the care and raising (and training in the case of Beastmasters) of a particular type of beast – or more if the player so desires, BUT each such type of beasts taken will fill an AWA-slot of its own. The types of beasts from which the player may choose may be limited depending on the manner in which the trade is taken, especially if it is an Allied Trade derived from another.

† 8) The sorts of beasts to which this are limited as an Allied Trade are those to be used as a part of the Mountebank’s stage illusions, and may be trained further by the use of the Beastmaster trade as an auxiliary to the Husbandman to do further tricks to amuse the audiences. What is intended for the character should be discussed with the GM. If the PC has in mind more impressive feats such as making a lion disappear, or the like, such a thing would take special preparations and sufficient knowledge to safely keep the beast and maintain it in good health.

† 9) Rogue weapon skills are to include two (2) Close Mêlée skills of the player’s choice, and it is suggested that one of these be a Hurled skill (player’s discretion).

† 10) The Mêlée Weapon skills of the Warrior, Sergeant or Champion are NOT to include any Combination Blades or heavy Lance and should include at least one (1) Close Mêlée weapon, and one (1) Weapon, Missile/Ranged (any) or at least some skill with a Hurled Weapon (player’s discretion).

† 11) The Squire Weapon skills are to include the Quarterstaff and Guisarme from among the Weapons, Mêlée, Polearms, and any Weapons, Mêlée, Blades skills may NOT include any Combination Blades, and should include at least one (1) Weapon, Missile/Ranged (any) or at least some skill with a Hurled Weapon (player’s discretion).

 12) The Knight (any) Weapon skills may include Weapons, Mêlée (any), BUT no less than one (1) from among the Weapons, Mêlée, Combination Blades and Weapon as well as the Mêlée, Heavy Lance are required, and from among the Weapon, Missile/Ranged crossbows are forbidden, unless the Knight is an outcast considered to have no honor.

† 13) Taken as an Allied Trade of Witchcraft, the Husbandman trade will NOT have the option of branching out into the Allied Trade of Beastmastery.

† 14) for those of High birth (nobles), the choice of weapons here are unrestricted, while those of Common or Low birth are restricted to Bow (any); Dagger/Dirk/Knife; Woodsman’s Axe; Hatchet; Farm Tool; Quarter Staff; Sling; Hurled and/or Off-Hand (any of the previous, as appropriate).

In general, Farm Tools will include (but are not necessarily limited to) spades, mattocks, hoes, pitchforks, and any similar farm implements which in the period were adapted to create the polearm class of weapons, and will also include those tools related to common trades and skills, such as the stevedore’s baling hook, or the Cook’s or Chef’s knives (GM’s discretion), according to the character’s background.

†† 1) to include up to (AWA ÷ 4) specialties, BUT “jewels & plate” is required to be included, and cultural subjects such as painters and paintings, sculptors and their works, music and composers, and the like are to be preferred (GM’s discretion), as well as fashion and fine food, delicacies, and drink.

†† 2) may include up to (AWA ÷ 4) specialties, BUT “Charters, Writs & Official Letters of the Chancery & the Wardrobe” is required to be included, and the balance should be focused on rubrication and illumination of manuscripts, charters and other official documents (GM’s discretion).

††† indicate the skill so marked requires that those characters being crafted by the Custom method will require a Talent be purchased for it

** 1) Quarterstaff &/or Dagger/Knife

** 2) indicates the characters knowledge of Mathematics and accounting includes standard weights and measures of the marketplace, carven stock and tally receipts, counting change and figuring profit margins on a per-item basis from bulk acquisitions, double entry accounting, but also logistics in time of war (determining amounts needed according to troop strengths and determine means and routes for shipping, and estimating time required).

** 3) indicates the character will derive no more than two (2) combat-worthy weapon skills from this opportunity, but they are entirely up to the player’s choosing.

** 4) indicates the characters knowledge of Mathematics and accounting will include standard weights and measures of the marketplace, carven stock and tally receipts, counting change and figuring profit margins on a per-item basis from bulk acquisitions.

** 5) indicates the character will derive no more than two (2) combat-worthy weapon skills from this opportunity, of which one (1) must be a sword skill (cutting, piercing, or combination, player’s discretion) for enacting noble characters, the other being something a rustic would employ, such as a quarter staff

◊ The Spirit Senses consist of

Second Sight

Clairaudience/Speak with Spirit

Clairvoyance/Scrying

Divination/Finding

Prescience

Psychometry

Spirit Sight

In the case of the Druid trades, Prescience will consist of the ancient practices of 

imbas forosna

teinm láeda

díchetal di cennaib

◊ 1) up to (MGA) skills in number of this type or category

◊ 2) up to (MGA x 0.5) skills in number of this type or category

◊ 3) up to (MGA x 0.75) skills in number of this type or category

Between his Trade, Trade Skills, and Petty Skills, each character may start play with a total of no more than (AWA).

This limited allowance is commonly referred to as being made up of “skill-slots” or AWA-slots. In this way, each point of the AWA score is counted as a single skill-slot and the Trade and each skill with which the character is equipped fills one “slot” (with some notable exceptions, as follows).

Those skills appearing below the name of a particular Trade on the Trade Skill Rosters that follow are commonly available to all who practice that trade, part of the common ground shared by those who follow that trade. They represent and define the heart or main thrust of the knowledge and practices of the trade. They are available to every character that is equipped with that trade, BUT the player is by no means under any obligation to take them all.

In addition to the trade itself, each of the Trade Skills with which the character is equipped fills an AWA-slot.

The player is free to take only those that appeal to him or seem most useful, aside from those that are marked as mandatory.

Any skills appearing underlined on the roster for the character’s trade are required and MUST be taken.

These are considered pivotal and central to the thrust of the trade in question.

The Weapons, Foreign Languages, Social Graces (Foreign), and Connoisseur skills, of which the character is allowed (AWA ÷ 4) different varieties of the same skill, are bundled together so that each such group of related skills will effectively fill only one (1) of the character’s AWA-slots. The player wanting more of such skills can devote additional skill-slots to add more to the character’s repertoire.

All Petty Skills appearing on a given Trade Skill Roster are considered mandatory for that trade, in addition to any other skills that may be marked as mandatory (*).

Petty skills chosen from outside the character’s given Trade Skill Roster may ONLY be chosen from the character’s native social class (High = noble, Common, or Low = landbound).

Each Petty Skill (Swimmer, Horseman, Cook, etc.) with which a character is equipped fills an AWA-slot of its own.

The skill bundles found among the Petty Skills (Athlete, Homely Arts, Cottage Crafts, Grammar School or Finishing School, etc.), each fill one (1) of the character’s AWA-slots, in the same manner as a trade.

Like the trades and their skill rosters, those skills appearing underlined on the rosters of skills comprising the various Petty Skill bundles are similarly required, the balance are up to the player’s taste and discretion. He may take as many or as few of them as he likes.

Skills taken as part of a Petty Skill bundle do NOT take any additional AWA-slots.

A character may be equipped with only one (1) Petty Skill bundle taken independent of a trade. There is no limit placed on the number of Petty Skill bundles with which a character is equipped which are derived from the character’s Trade rosters as “trade skills”. In this case, the Petty Skill bundle is considered to have been included with the body of knowledge, generally as foundational education, taught during the apprenticeship.

Open Skills

While it has indeed been stated that trade skills or sub-skills derived from the practices of a given trade are the most exclusive of the skills or areas of knowledge or expertise in the game, the players and GM will take note of the fact that a number of skills on the trade rosters are marked “(O)”, and are in fact “Open Skills”.

Open Skills are those skills that directly tie into the faculties and abilities encompassed by particular Primary Attributes and really represent the focused and skillful use of those attributes or specific major aspects of them. In some cases, the uses to which the character can put the ability described by these skills are limited, in others the limits are more generous, but this are addressed on a case-by-case basis in the descriptions of the skills to which this applies (GM’s discretion).

In terms of game play, just about any activity a player can conceive of his character may or may not have a chance of succeeding in, by dint of his character’s own natural abilities. The better he is endowed in the attribute(s) that apply to it, the better his chances of success. How extreme the barrier to success, which are up to the GM to determine, should provide a clue to the PC’s as to whether they should proceed. Those activities to which an Open Skill applies simply provide the character with the ability to cultivate some experience and skill in regards to it.

While any character may try to tell a convincing lie, bluster his way into the local Rathaus to see the local authorities, hide from the Night Watch, move silently up behind an opponent, climb a tree or a rocky escarpment, walk the fallen tree bridging the ravine, or the like, only those who take the time to cultivate the skills which apply to these activities will enjoy greater and more regular success with it. The appearance of Open Skills on a given trade roster indicates which trades especially value certain ones and will have masters to teach them. The trade rosters on which they appear should give the player an idea of the positive or negative impressions that are associated with them in the mind of the public (exhibiting skills esteemed by Knaves making the character morally suspect).

Open Skills in general represent activities that really lie in the basic capabilities of ALL characters, and as such should be Open and available to all characters equally throughout the course of the game. They may be picked up and developed on one’s own, cultivated through hit-or-miss use without the benefit of any master to teach (though that is always the fastest and easiest method), and without restrictions of guild rules or any sort of concerns for “trade secrets”. They are far more accessible than any other sort of skill to characters interested in learning them or training under a teacher in them later on, after the character has already been brought into play.

The descriptions of the mundane skills, both trade skills and Petty Skills, may be consulted to get a clear idea of what each is about. All are gathered and defined in some depth in Appendix D. Petty Skills and E. Trade Skills. removed to the back of the book. As they are needed for referencing character trade knowledge and abilities during play they really do not belong solely to character generation. Located in the back of the book as they are, they will not to impede the flow of the character generation process, either.

For characters who are practitioners of magick, the descriptions of the magickal or dweomer skills can be found in Appendix F.

The player need not read all of the skill descriptions, just those that seem likely, to make sure it provides the character with the sorts of abilities he wishes his character to have, in the same manner recommended when looking over races, and also trades.

Open Skills are NOT counted towards filling a character’s (AWA) skill slots.

They are considered to be expressions of the attribute from which they are derived, so integral to the body’s faculties that they are ingrained in the body’s own memory – the Lore “skill” is considered so integral to the AWA attribute itself that it doesn’t fill a skill-slot. Every character is considered to have a general Lore skill as an Open Skill at no cost or penalty. Presence skills are the Open Skills of the Charisma attribute, while Stealth and Climbing are the Open Skills of AGL.

While the Lore skill itself is Open and does not take any AWA slots, it is only so in a general way encompassing the characters background knowledge in all of the trades and skills in which he is trained – the common pool of knowledge shared by all who are similarly trained. On the Trade Skill Rosters to follow the player and GM will find a variety of specialty areas of knowledge listed under the sub-heading “Lore (P)”, which are considered part of the Lore skills described among the Petty Skills, and will require an AWA slot for every (AWA ÷ 4) of their number, in the same manner as Linguist language skills or Weapon skills, foreign Social Graces, and the like. These are optional in the same manner as any other Trade Skill unless marked as mandatory.

Those Open skills appearing on the Trade Skill Rosters are included to distinguish them as being valued in particular by the members of the practitioners of the trades under which they are found and to highlight the fact that during trade training some time will have been spent cultivating them. Thus, they are provided with SL’s at the start of play along with the rest of the character’s skills. This saves the PC the trouble of cultivating those Open Skills himself once play has commenced, as he will have to in the cases of those he finds desirable but did equip the character to start. The Open Skills appearing on the applicable Trade Skill Rosters will also be included when averaging SL’s later on during play when determining “Trade Rank” (see the text to follow under the heading of the same name).

The player will please note that he is under no obligation whatsoever to completely fill the character’s (AWA) quota of skills when fitting the character out to bring him into play. To the contrary, the player is encouraged to leave a couple or a few AWA-slots open in order to further develop the character later on, after he has been brought into play. As the game progresses, the player’s image or concept of his character is very likely to change, his vision of the character will evolve and grow, and that usually requires the addition of a new skill here or there to accommodate that changing vision.

Although a given Allied Trade or Trade Skill might appear on the Rosters available to a particular character more than one time, in most cases this is because the skill or trade may be taken via different routes, as a part of a number of different trades.

The player may NOT equip his character with any particular Trade or skill more than once. Any duplication won’t do the character the least bit of good. A character either knows a skill or has been trained in a trade or he doesn’t and hasn’t.

The only exceptions to this are the awards of opportunities for skills such as Lore Specialties, Weapons, Foreign Languages, Connoisseur specialties, and similar opportunities where the character is allowed a number of varieties of the same skill. In the case of those limited Weapon skills allowed a Boatman, or accruing from the Player or Cook skill which may be bundled under the trade from which they are derived along with any other trade skills, separate from any (AWA ÷ 4) allowance of Weapons skills the character may derive from any other source, this increases the total number that may be taken, however, this will also increase the number of AWA slots used, although the limited numbers of more than one trade, like the Boatman, Player and Cook opportunities, could be bundled together into a single AWA-slot..

In the cases of Barbers, Surgeons, Midwives, and Leechcraft, like the Husbandman and Beastmaster and a number of other Trades, the knowledge of each Trade is considered narrow enough in focus that no lesser, bundled formal “Trade”-skills were needed to describe it. They represent a few different ways of exercising the knowledge they describe, however. The Barber, Surgeon, Midwife, or Leech may use his knowledge, in staunching wounds, cleaning wounds, closing wounds, setting bones, repairing dislocated joints, Herb Lore for Midwives and Leeches, and cutting hair and pulling teeth for Barbers and even Surgeons, for example. The use of each of these is tracked separately during play with SP’s and their own SL’s as they progresses BUT do NOT take any additional skill-slots.

 

Magickal Skills & Magick

In the same vein as Petty Skill bundles, the Spirit Senses are considered to be so closely intertwined and related by nature that they are bundled together, all of them together filling only a single AWA-slot.

While they are also available to all other character’s freely as any Open Skill, they are ONLY considered to be bundled after the manner of Petty Skill bundles for those characters that are members of some sort of magick-wielding trade (any Druid practitioner, Witch, and Wizard, Hedge-Wizard, Hearth-Witch, and CunningMan or WiseWoman).

The members of the magick-wielding trades, members of ALL the Druid trades, every Witch and Wizard, Hedge-Wizard, Hearth-Witch, and CunningMan or WiseWoman, will have an advantage in regards to the use of AWA-slots in that their trade requires them to cultivate a special memory keyed to certain mnemonics and a meditative state of mind that actually enables them to contain more knowledge and lore than would be possible by mundane means.

This special trade memory enables the character to make one (1) skill-slot hold up to (MGA + trade SL) specific dweomer skills of the Common Sphere.

The skills for the basic Forms of Low, Common, and High Magick however, are bundled together, filling only a single AWA skill-slot.

Of the skills representing the character’s general accumulated knowledge and background in each of the Ars Quintates (Divination, Sorcery, Enchantment, Glamourie, and Naming) only those of Sorcery and Enchantment are bundled together with Naming to fill a single AWA skill-slot, due to the fact that they are directly related.

Divination and Glamourie are NOT bundled with the others.

Each of the other Arts requires an AWA skill-slot of their own. While these are all general skills of magick, the natures of Divination and Glamourie are wildly different from the other three, such that they each form completely separate bodies of knowledge.

Thus, the Ars Quintates fill 3 AWA skill-slots, all told.

Despite the fact that Wizards, Witches, and other magick-wielding characters embody one of the major attractions of fantasy roleplaying games (magick), it is highly recommended that players new to RoM (and especially those new to roleplaying games in general) wait until they have played the game for awhile and had a chance to become familiar with the system and the flow of play before creating such a character. This is primarily to save the player from getting bogged down in a whole lot of extra reading and additional record-keeping, and having to get familiar with all the special rules governing magick use while he is still trying to get a handle on the basic rules for situations like combat, which affect more characters much more regularly. The background and rules for the magick trades and the use of magick are about as long that for all the other trades and skills combined. The Grimoire is devoted to its use, and before he can play a practitioner character successfully he must get acquainted with it and the great array of skills in it specific to magickers. Magick-wielding characters in RoM can be rather an ambitious undertaking for the most part, unless the player has solid exposure to the game already, or has experience with magick in other, similarly detailed fantasy roleplaying games and understands the extra work and reading involved in its use.

A Word about Weapon Skills

Reading through the rosters of skills above that make up the various trades and the electives that are also available to further develop them, the reader will soon realize that not all trades seem to provide the opportunity to equip the character with one or more weapon skills. Access seems to have been rather severely limited.

This is only superficially true.

Weapon skills are available to ANY and ALL characters, regardless of class and station, and are not at all dependent on a character’s trade.

Finishing School may allow a character to account for his weapon skills among the items in its bundle, and a few weapon skills may also be bundled in the Petty Skill Athlete bundle, and Cook allows a couple Knife skills. Otherwise, the characters weapon skill(s) may have to be taken outside of a bundle, each filling an individual AWA-slot.

The Warrior trades are provided for those players who want their characters to really submerge themselves in that lifestyle and make the arts of war the focus of their characters’ efforts and activities.

HOWEVER, due to the fact that every man in the realm in the period of the game from the ages of 16 to 60 was required (historically) to be able to aid in the defense of the realm when called to duty by his king, according to his financial means (as expressed in the Assize of Arms table provided in Step 6. of Character Generation, Appendix C., Appendix D., etc.), there were schools scattered across the realms catering to the instruction of the common folk in the skills of battle. There might be such a school in almost every shire, and the constable of every hundred in every shire is responsible for making sure that a) each man had the weapons and armor required by the Assize, inspected twice a year to make sure they were properly maintained, and b), that every man knew what to do with his weapon – at least the rudiments – in monthly reviews and cursory training (weather permitting).

The schools teaching weapon and combat skills were NOT (historically) run solely by and for the benefit of the noble class. Naturally schools formed for the benefit of the nobles, commonly centered on some great noble’s court as a mark of prestige, to attract attention and enhance reputation, but only those of this character are dedicated to those of noble blood or the gentry.

ANY character in the game may learn to swing a weapon with skill enough to earn the respect of his foes. The only restrictions are the types that are appropriate for him due to social class, and those restrictions are only laxly enforced except in the case of landbound rustics, for whom the various farm tools and items such as slings and quarterstaves have been included on the equipment rosters. This topic is addressed further in Step 6., and again in the discussion of the realities and social conditions of the medieval world under the heading “Society and Custom: Weapons of War”.

The only other hindrance in the mechanics of the game regarding weapon skills is where they are accounted among the (AWA) “skill-slot” allowance each character receives to take all of his trades and skills.

Character Concept & Design

The player is encouraged to make the most of the various race, trade, and skill combinations, aiming for a flexible well-rounded character, seeking the most complimentary combinations, even the most advantageous. Choosing trade bundles/skills that conflict with the racial and social point of view, attitudes, and disposition can easily make the character a misfit or even an outcast among his native people.

The background generated for the character in Step 2. has a direct effect on how others of the character’s native class view his chosen trades/skills, and so should also be kept in mind. In general, battle is considered to be the province of the nobility, or a means of advancement for any free commoner who is not afraid to risk his life, but the large and strong among the landbound class might just as easily find themselves taken by their lords to serve in battle or man his castle walls and gain an opportunity to win freedom in return for loyalty in the heat of battle (Warrior, Huntsman, Knight). Farming, Husbandry and the provision of unskilled labor are the proper work of the free commoners and landbound classes, as are the manufacturing and processing craft trades in the towns (Smith/Artificer, Mason/Architect, Craftsman-Artisan, and so on).

Academia is the preserve of those with connections to the Church and who can afford it or those who have sufficient social contacts to find a sponsor. The Church owns and maintains all institutions of higher learning (Alchemist, Physicker, Scholar, Lawyer, Magister). The highly learned Scholar character has “benefit of clergy” at law, but is required to take no higher orders unless he wishes to pursue a career in the Church. This may include the trade of Wizardry (PhD in Natural Philosophy), but the GM very likely allows for that trade to be passed on privately, after the manner of a private or guild apprenticeship, as well, so the player may have the option NOT to choose a Church connection.

Knavery and all the trades of the desperate and hungry who stand beyond the law and have been abandoned by the Church belong in large part to the disaffected of the landbound class (Roberdsman, Draughlatch, Cut-Purse, Horsethief, Forger-Clerk, -Smith, -Artisan), including the Hearth-Witches and Hedge-Wizards who are the last resort of those who cannot afford more or better magick to turn the tide of Fate in their favor.

When choosing a trade it is also important to remember that the characters are viewed by society according to the trade with the highest social prestige, and in return are expected to act in accordance with the commonly accepted rules and conventions of that social circle. If a character is a Knight of some sort, he is treated by the medieval gameworld society at large as a noble with prestige according to the wealth he displays, and in turn is expected to behave like a knight. If he is a Courtier also, he is treated even more as an integral member of the upper social circles and he is expected to act like a member of the refined upper crust of society. The Trades/skills the character practices determines the social circles in which the character is accepted, which social groups hold him in esteem.

The RoM system of character creation is primarily skill-based. While there are “trades” which can make it appear like a “class-based” system, that is really a superficial impression. The trades are really much more flexible and adaptable than this. They are intended to provide something more along the lines of loose character templates. Most people are more comfortable having general guidelines in which to work, and that applies to character creation for roleplay, as well. Thus, the trades are used as a framework into which the skills fit. The trades are nothing more than general labels used to break the whole spectrum of skills down into associated groups, to make the skills easier to deal with. The sum of each skill group provides a rough sense of identity corresponding to the nature and/or quality of the sort of character who might practice such skills, BUT because there is no requirement that all be taken and there is a great deal of variety inherent in the Petty Skills that indicate early learning, those practicing the same trade aren’t necessarily going to all be identical.

IF the GM or player doesn’t see the combination that represents the type of character he is trying to create, he should think about creating an additional trade with the selection of skills desired, or perhaps (for the sake of preserving the modular nature of the trades in the system) only a smaller off-shoot sub-trade module that can be bundled with an existing trade to achieve what is desired. While there is a variety of trades and a number of ways in which they can be manipulated, they are not considered to be exhaustive, nor are they intended to be. The GM and players are encouraged to make RoM their own, to add or subtract whatever they deem necessary to create and maintain the standards and gaming environment that suits their style of play best.

Skill Levels

A character’s knowledge, training, and experience with any and all trades and skills with which he is equipped, regardless of whether Primary, Secondary or Allied, or whether taken as a trade skill or Petty Skill, in a bundle or singly, are measured in a series of progressive numerical ratings known as Skill Levels (SL’s). The trades and individual skills listed on the rosters in Step 3. are all measured in SL’s, which rise during play in response to their being used. The higher the character’s SL with a given skill or ability, the more knowledge he will have concerning it, the better he are with it, and the more often he will enjoy success when consulting, employing or exercising it.

Those skills that do not get used will not only stagnate in SL but will have the potential to fade away and be forgotten entirely, over time. This process is called “Skill Atrophy” and is discussed further in “The Rules of the Game”.

Starting Character SL Awards

Particular trades and certain social classes and stations of society value certain skills so highly and teach them to their members so assiduously and consistently that they are considered standards and even earmarks by which those social classes or trades are publicly known, making it necessary to award them to qualifying characters as a reflection of that importance and their ubiquitous occurrence among those people. The absence of those skills would be a matter of some note among those of which this is true, and considered a distinct disadvantage to those lacking them, a handicap.

These skill and SL awards are made to starting characters prior to their entry into play in order to make them proper representatives of the strata of society to which they belong and are generally of an advanced SL. These awards are defined by use of the LoA’s previously defined and discussed, so the player must consult table 5-2. to find what the actual number are for his character, as they will vary with the scores applicable to the use of the skills for which they are awarded.

These awards are free to all characters regardless of their build method.

The SL’s awarded may NOT be cannibalized to get rebates of DP’s to buy SL’s for other skills, in the case of Custom Method characters.

The LoA’s/SL’s awarded are the ones the character will have when play commences. They may NOT be altered except to increase them through the expenditure of DP’s on them (Custom Method characters).

These are largely language skills, but all are Petty Skills, and their award does not eliminate the skill slot each will take unless included in a bundle of some sort, all together in one slot. Regardless of how the skills are taken when building the character, singly or in bundles, the LoA/SL award in skill should be applied.

The player and GM will please note that a LoA award does NOT require that the character be equipped with the skill in question, though foregoing an award might cause problems in later play.

The beginning skill awards can be found on table 5-2., as follows, according to the character’s background and/or trade.

 

5-2. Beginning Skill Awards

Background Skill

SL Granted

all PC’s :HighCommoner(all Craftsman & Merchant Stations)Low Linguist : native languageFinishing School † (optional)Linguist : native languageGrammar School (optional)Linguist : native language (AWA x 1.5)(AWA)(AWA)(AWA)(AWA x 0.75
Border RegionsHighCommonerLow Linguist : foreign languageLinguist : foreign languageLinguist : foreign language (AWA x 1.5)(AWA)(AWA x 0.75
Trade Skill

SL Granted

Courtier, Troubadour, Scholar (all), Wizard, Magus Linguist, Literatus : native language (AWA x 1.5)
Merchant Adventurer*, Chapman*, Mariner Linguist : Trader’s Tongue (AWA)
Rogue,Knave (any) Linguist : Thieves’ Cant (AWA)
Warriors,Huntsmen Linguist : Battle Sign Handspeak (AWA)
Jongleur, Merchant,Chapman, Sacred Knight Literatus : native language (AWA
Scholar (any), Accountant/Scrivener/Secretary, Wizard, Magus Scrivener : native language (AWA)
Druid (any), Witch Linguist : Druid/Witch High Cant (AWA x 1.5)
Wizard, Magus Linguist, Literatus, Scrivener : Ancient Arcane Trade Tongue (AWA x 1.5)
Scholar (any), Mystic, Wizard, Magus Linguist, Literatus, Scrivener : Scholar’s Tongue (AWA x 1.5)
Scholar (any) Linguist, Literatus, Scrivener : Additional Scholarly, Foreign, or Ancient Tongues †† (AWA)
Scholar-Alchemist, Astronomer, Architect, Artificer, Druid-Astronomer Mathematics (AWA x 2)
Merchant, Wizard Mathematics (AWA x 1.5)
Chapman, Household Accountant, Secretary/Clerk Mathematics (AWA)
Druid-Brehon Lore : Law & Custom (AWA x 2)
Fili Lore : History, Noble Bloodlines; Folklore (AWA x 2)
Bard Lore : History, Noble Bloodlines (AWA x 1.5)
Druid-Smith, Witch Folklore : History of Place Names, Holy Places (AWA x 2)
Bard, Hearth-Witch, Hedge-Wizard (common apprenticeships only), CunningMan, WiseWoman Folklore (AWA x 1.5)
All Characters Lore: all aspects bearing on the character’s trade and Petty Skills

1 OR (SL)

* Only those Merchants who are engaged in travel or whose primary office/residence is in a port or border market town where they deal regularly with carters, Mariners, and other merchants who are widely travelled.

† This allowance is optional. If the players wants it, the character will receive the LoA award for it. IF the character is given any single skill from this bundle instead, the same LoA award are made to it.

†† This allowance only applies if the player has opted to equip his Scholar with additional Scholar Tongues (equivalent of Greek, Arabic, Hebrew, etc.), Foreign languages, and/or Ancient Tongues, and are applied to as many of the (AWA ÷ 4) he is allowed as the player chooses to give the character.

** The STA score is assumed to be modified for Build by race first.

Starting SL’s: The Rest of the Skills

Aside from those skills in which the character may have been awarded SL’s according to a LoA, as provided for on table 5-2. previously, the character will still have a large body of trades and skills yet in need of being rated in SL for their use in play, as follows (regardless of the method by which they are being created).

In addition to the SL’s previously awarded,

All trades and Petty Skills that have been taken from their rosters but have NOT already been awarded SL’s previously, are rated at SL1 at the start of play.

All Petty Skills NOT taken from the trade skill rosters are granted at (AWA) in SL.

These SL’s gradually improve, but only if the character makes use of them, over the course of game play.

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