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Profession Bonuses Penalties Weapons & Armor Skill Types
Noble
  • Can exchange character points for shillings
  • Can start with a business
  • Luck check to tap into family fortune
  • Can have 1d10 skills at max success rate at start, as long as not offensive skills and are Tier 1
  • Max Success Rate for character skills increased by 10
  • 20% less damage with melee or throw weapons except rapiers
  • Requires extra meal and half cycle rest
  • Offensive Skills max success decreased by 10
  • Good with Rapiers and projectiles
  • Can't use heavy weapons
  • Can only wear cloth armor and cannot use shields larger than bucklers

All Character skills 

 

Or perhaps even simply a rich kid to a wealthy and important family, or maybe you have inherited a family business. You don't fight, you hire others to fight for you. You are good with words and charm, and you know how to make money. Many may regard you as a psychopath and heartless but why should you care, you own them. You just better treat them right because you need them to defend you since you are basically useless in a fight.

This is basically regarded as the Noble class in other games and could easily be viewed as such here. This profession is a profession of inheritance, not of choice. Your character grew up in a family of old money and prestige therefore your character really hasn't had to do anything for money. Your character may have even been given a business. Sure as a noble you would have had all sorts of lessons and a stellar education, but you really couldn't hold your own in combat. It is a good thing you are rich because you will need the money. Of course this could just be jealousy talking here. After all, you've rightly been given your station above all others, right?

1. Bonuses and Penalties

You already know that playing as a noble gives you 300 shillings per week salary. However this is not the only benefit a noble receives.

  • A noble can exchange Character Points and Skill Points for shillings. The rate is 1 Character Point = 100 shillings or 1 skill point = 25 shillings.
  • A noble can start with a business. If the noble rolls a 3 on the wealth roll for currency, the noble will start with a business that pays an extra 200 shillings per game week.
  • Increase Max Success Rate for any character skill type skill by 10.
  • Depending upon the noble's character origins and GM discretion, the noble may be able to make a luck check once a week to tap into his or her family's massive fortune to make a purchase the noble can otherwise not afford.
  • Due to the noble's excellent education, the noble can roll a 1d10 during character creation; the number on the 1d10 signifies how many skills the noble starts with that are mastered. The skills have to all be Tier 1 skills.
  • Due to living a life of luxury, the noble will deal 20% less damage with melee and thrown weapons. However this does not apply to rapiers, after all what noble can't fence?
  • Due to living a life of luxury, the noble will require an extra meal and an extra half cycle worth of sleep when away from his life of comfort. This can change obviously, if the noble spends more than 2 months outside of his or her life of comfort this handicap will disappear. If the noble is a xodian or other like race with similar lack of need for food and rest, this does not apply.
  • Offensive Skills Max Success Rate decreased by 10.
  • Nobles start with Glamour and Apprasial mastered.

2. Effects on Weapon Usage

Nobles are not warriors. Why be a warrior when you  can hire one? Therefore, nobles deal 20% less damage with any melee or thrown weapon.  They can use projectile weapons just fine, and may even see it as a sport. They can't use heavy weapons.

The melee penalty doesn't apply when using rapiers as all nobles have at least tried fencing.


3. Effects on Armor Usage

Nobles are unable to wear heavy armor. They must stick with cloth armor. They also cannot use shields larger than bucklers.

4. Skill Type

Nobles specialize in skills in dealing with people and creatures. Any of the skills that are Character Skills would have their Max Success Rate increased by 10 automatically.

Any skill not a Character Skill is not a skill this profession is strong in. Offensive skills have their Max Success Rate decreased by 10.

5. Noble Abilities

Below are the abilities that you can acquire specifically for nobles. You can think of these as skills though these are always in effect. 

Tier

 Skill

 Effects

 Stat and Action Cost

 Range and Area

 Duration

Success Rate

Prerequisites

Cost to Acquire

1

Basic Statesmanship

This ability grants you the ability to better learn the skills that are within your profession. This ability increases the maximum success rate of affected skills by an additional 5 points. See Skill Types for more information.  N/A self permanent 100 master one of the affected skills. 50

2

Novice Statesmanship

This ability grants you the ability to better learn the skills that are within your profession.  This ability increases the maximum success rate of affected skills by an additional 10 points. See Skill Types for more information. This effect replaces Basic Statesmanship. N/A  self permanent 100 master a Tier 2 affected skill.  100

3

Skilled

Statesmanship

This ability grants you the ability to better learn the skills that are within your profession. This ability increases the maximum success rate of affected skills by an additional 15 points. See Skill Types for more information. This effect replaces Basic and Novice Statesmanship.  N/A self permanent 100 master a Tier 3 affected skill. 150

4

Master

Statesmanship

This ability grants you the ability to better learn the skills that are within your profession. This ability increases the maximum success rate of affected skills by an additional 20 points. See Skill Types for more information. This effect replaces Basic, Novice, and Skilled Statesmanship.  N/A self permanent 100 master a Tier 4 affected skill 200

version 9.0