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Acolyte - from Sholari #1
Cost: 49 points
Advantages: Colour +14 (14), High Isho +12 (12)
Skills: Botany at IQ-1 (2), Breath Control at DX-1 (4), Broadsword at DX-1 (1), Ebitra at DX (4), Geology at IQ-2 (1), History at IQ-1 (2), Language (Shantha) at IQ-2 (2), Meditation at IQ (4), Savoir-Faire (shantha) at IQ-2 (1), Zoology at IQ-1 (2)
Ahdis (Orator)
Cost: 28 points
Advantages: Charisma +1
Skills: Area Knowledge (specify) at IQ (1), Bard at IQ+1 (4), Carousing at HT-1 (1), Diplomacy at IQ-2 (1), Fast Talk at IQ-1 (1), History at IQ-1 (2), Language (Choose) (3), Literature at IQ-2 (1), Philosphy at IQ-2 (1), Politics at IQ-1 (1), Savoir-Faire (5), Streetwise at IQ-1 (1), Writing at IQ-1 (1)
Archivist - from Sholari #1
Cost: 14 points
Skills: Administration at IQ-1 (1), Area Knowledge (Jorune) at IQ+1 (2), Area Knowledge (local) at IQ (1), Classics (Shantha) at IQ-3 (1/2), Diplomacy at IQ-2 (1), History (Burdoth) at IQ (4), History (Jorune) at IQ-1 (2), Research at IQ (2), Streetwise at IQ-2 (1/2)
Ardan (reporter) - from Sholari #1
Cost: 19 points
Skills: Area Knowledge (local) at IQ+1 (2), Bard at IQ (2), Brawling at DX-1 (1), Diplomacy at IQ-1 (2), History at IQ (4), Knife at DX-1 (1/2), Literature at IQ-1 (2), Research at IQ (2), Writing at IQ+1 (4)
Beaster - from SoJ60
Cost: 20 points
Skills: Animal Handling (species) at IQ+1 (6), Animal Handling (species) at IQ-1 (2), Animal Handling (species) at IQ-2 (1), Camouflage at IQ (1), Knife at DX-1 (1/2), Net at DX-3 (1/2), Shortsword at DX-1 (1), Stealth at DX (2), Tracking at IQ-1 (1), Traps at IQ-1 (1), Veterinary at IQ-1(2), Zoology at IQ-1 (2)
Bounty hunter - from Sholari #3
Cost: 17 points
Advantages: Legal Enforcement Powers (the right to collect bounty) (5)
Disadvantages: Social Stigma -1 (as a Bounty Hunter) (-5)
Skills: Administration at IQ-1 (1), Brawling at DX (1), First Aid at IQ-1 (1/2), Intimidation at DX-2 (1), Shadowing at DX (2), Stealth at DX (2), Streetwise at IQ-1 (1), Tracking at IQ (2), Weapon (specify) at DX+1 (4), Weapon (specify) at DX (2), Weapon (specify) at DX-3 (1/2)
Caji - from SoJ57
Cost: 29 points
Advantages: Colour +7 (7), High Isho +11 (11)
Disadvantages: Social Stigma -1 (as a Caji) (-5)
Skills: Astronomy (Moons) at IQ-2 (1), Caji Entropy at IQ-2 (1), Dysha Throwing at DX (1), Dyshas (spend 8 points on 6 different dyshas) (8), Isho Weather at IQ-2 (1), Savoir-Faire (Caji) at IQ+1 (2), Staff at DX-2 (1), Unweaving at IQ-2 (1)
Caji Iscin
Cost: 40
Advantages: Colour +10 (10), High Isho +8 (8)
Skills: Administration at IQ-2 (1/2), Area Knowledge (Burdoth) at IQ-1 (1/2), Area Knowledge (Jorune) at IQ-1 (1/2), Astronomy (Moons) at IQ-2 (1), Dyshas (specify) (5), History at IQ-1 (2), Isho Weather at IQ-2 (1), Jeweller at IQ-3 (1/2), Literature at IQ-2 (1), Language (Shantha) at IQ-3 (1), Language (Triddis) at IQ-2 (1), Law at IQ-2 (1), Mathematics at IQ-1 (2), Philosophy at IQ-3 (1), Research at IQ-2 (1/2), Savoire-Faire at (Caji) at IQ, Savoir-Faire (Thriddle) at IQ-2 (1), Signature at IQ-2 (1), Unweaving at IQ-2 (1), Weapon (specify) (1/2)
Caji Learsis (Healer) - from SoJ58
Cost: 35 points
Advantages: Colour (Desti 1, Launtra 5, Shal 3, Tra 1) (10), License to use dyshas outside kerning bays (5), Status +1 (as a Learsis) (5)
Disadvantages: Vow (to heal the sick) (-10)
Skills: Botany (limilates) at IQ-1 (2), Chemistry (limilates) at IQ-1 (2), Diagnosis (racial group) at IQ (4), Diagnosis (racial group) at IQ-1 (2), Diagnosis (racial group) at IQ-2 (1), Dysha (Healer at IQ) (2), First Aid (racial group) at IQ+1 (2), First Aid (racial group) at IQ (1), First Aid (racial group) at IQ-1 (1/2), Physician (racial group) at IQ (4), Physician (racial group) at IQ-1 (2), Physician (racial group) at IQ-2 (1), Savoir-Faire (own racial group) at IQ-1 (1/2), Savoir-Faire (racial group) at IQ-3 (1/2), Savoir-Faire (racial group) at IQ-3 (1/2)
Note: Learsis who receive their training in Ardoth are expected to learn about several species. They should select three racial groups which to study: humans (including boccord and muadra), the Iscin races (primarily crugar, woffen and bronth) and non-Joruni races (such as thriddle or thivin). It is extremely unlikely (unless Unusual Background is taken) that any player should have more than passing medical knowledge of either the shantha or the ramian. The thriddle are likely to have texts from which this information might be gleaned, but it is doubtful that they would grant access to this material.
It takes several years to train as a Learsis in Ardoth. Other cities and nations also offer this training, but to a lesser degree.
Muadra Learsis are taught how to use the Healer dysha as part of their training and carry a chalisk permitting them to use dyshas outside the kerning bays and isho free areas.
Caji Trimsman - from 'Voyage of the Aylon Star' (Sholari's Companion)
Cost: 28
Skills: Area Knowledge (Jasp) (1), Area Knowledge (Jorune) at IQ (1), Area Knowledge (specify) (1), Broadsword at DX-1 (1), Carpentry at IQ (1), Dyshas (specify) (7), Dysha Throwing at IQ (1), Fire Touch at IQ+1 (2), Frost Bolt at IQ+1 (4), History (Caji) at IQ-2 (1), History (Jasp) at IQ-1 (2), Isho Weather at IQ-1 (2), Jeweller at IQ-2 (1), Navigation at IQ-2 (1), Savoir-Faire (Caji) at IQ (1), Savoir-Faire (Shantha) at IQ-2 (1), Shipbuilding at IQ-2 (1)
Note: Trimsmen for Crystal Schooners may only come from Jasp
Calprin (Yord Detective) - from Companion Jorune: Ardoth, p. 33
Cost: 22 points
Advantages: Legal Enforcement Powers (5)
Skills: Administration at IQ-1 (1), Area Knowledge (specify) at IQ (1), Brawling at DX-1 (1/2), Fast Talk at IQ (2), Interrogation at IQ-1 (1), Knife at DX-1(1/2), Law at IQ-1 (2), Savoir-Faire (human) at IQ+1 (2), Shadowing at IQ-1 (1), Shield at DX (1), Spear at DX (2), Stealth at DX-1 (1), Streetwise at IQ-1 (1), Sword at DX-1(1)
Chattel - from Sholari #1
Cost: -1 point
Disadvantages: Status -1 (as an owned individual) (-5)
Skills: Area Knowledge (specify) at IQ (1), Camouflage at IQ-1 (1/2), Cooking at IQ (1), Merchant at IQ-2 (1/2), Stealth at DX-1 (1)
Clerbil (Entertainer)
Cost: 15 points
Skills: Carousing at HT-1 (1), Fast Talk at IQ-1(1), Gambling at IQ-2 (1/2), Savoir-Faire (5), Streetwise at IQ-2 (1/2)
Note: Spend 7 points on Acting, Bard, Dancing, Musical Instruments, Performance, Poetry, Singing, Ventriloquism, Writing
Condrij (Mercenary) - from SoJ59
Cost: 5 points
Skills: Camouflage at DX (1/2), Carousing at HT (2), Holdout at IQ-1 (1), Merchant at IQ-1 (1), Savoir-Faire (corastin) at IQ-3 (1/2)
Note: This occupation may only be taken after time spent in the military. This is a 'true' condrij - those that claim to be condrij and have not served in the military are disliked by the true condrij
Daijic - from Sholari #1
Cost: 19 points
Advantages: Status 1 (as a Daijic) (5)
Skills: Administration at IQ+1 (4), Area Knowledge (city) at IQ (1), Crystal Reading at IQ+1 (4), History at IQ-1 (2), Staff at DX-1 (2), Streetwise at IQ-1 (2)
Dyte Punk - from SoJ55
Cost: 18 points
Advantages: Colour (Desti 10, Du 4, Gobey 2) (16), High Isho +7 (7)
Disadvantages: Duty (to the gang) (-5), Status -2 (as a Dyte Punk) (-10)
Skills: Area Knowledge (home city) at IQ (1), Brawling at DX-1 (1/2), Dysha Throwing at DX+1 (2), Frost Bolt at IQ-1 (1), Knife at DX (1), Law (criminal) at IQ-3 (1/2), Lightning Blast at IQ+1 (2), Stealth at DX-1 (1), Streetwise at IQ-1 (1)
Entris (Translator) - from SoJ59
Cost: 51 points
Advantages: Literacy (10), Status +1 (as an Entris) (5)
Skills: Administration at IQ-1 (1), Bard at IQ (2), Diplomacy at IQ-2 (1), History at IQ-2 (1), Language (species one) (4), Language (species two) (2), Language (species three) (2), Language (species four) (1), Language (species five) (1), Language (Entren) at IQ+2 (6), Language (Triddis) at IQ-1 (2), Research at IQ-1 (1), Savoir-Faire (species one) (2), Savoir-Faire (species two) (2), Savoir-Faire (species three) (1), Savoir-Faire (species four) (1), Savoir Fair (species five) (1), Savoir-Faire (human) at IQ+1 (2), Savoir-Faire (Thriddle) at IQ-2 (1), Writing at IQ (2)
Farmer - from Sholari #3
Cost: 15 points
Skills: Agronomy at IQ (4), Animal Handling (specify) at IQ-1 (2), Area Knowledge (specify) at IQ (1), Botany at IQ-1 (2), Craft Skill (specify) (1), Survival (specify) at IQ-1 (1), Weather Sense at IQ (2), Zoology at IQ-1 (2)
Githerin - from SoJ64
Cost: 6 points
Advantages: Patron (Githerin Klade) (10)
Disadvantages: Duty (to the Githerin Klade) (-5), Sense of Duty (to the Githerin Klade) (-5)
Skills: Area Knowledge (city) at IQ (1), Camouflage at IQ (1), Climbing at DX-1 (1 point), Jumping at DX (1), Knife at DX (1), Streetwise at IQ-1 (1)
Note: This is the basic package that all members of a Githerin Klade receive. They then specialize in one of the following:
Gloundan Shadow Warrior - from SoJ56
Cost: 31 points
Advantages: Combat Reflexes (15)
Disadvantages: Sense of Duty (Ardoth) (-10), Sense of Duty (Glounda) (-10)
Skills: Animal Handling (Thombo) at IQ-2 (1), Area Knowledge (Glounda) at IQ (1 point), Botany at IQ-2 (1), Camouflage at IQ (1), Climbing at DX+1 (4), Jumping at DX+1 (2), Riding (Thombo) at DX (2), Running at HT-1 (2), Savoir-Faire (Military) at IQ (1), Sis-naun at DX+1 (8), Sis-ganj (Throwing Knife) at DX (1), Stealth at DX (2), Survival (Glounda) at IQ (2), Survival (another area) at IQ-1 (1), Survival (another area) at IQ-1 (1), Tactics at IQ-2 (1), Teaching at IQ-1 (1), Tracking at IQ-1 (1), Weapon (specify) (2), Whistling at IQ (1), Zoology at IQ-2 (1)
Quirk: Speaks with a funny accent (-1).
Guide - from Sholari #1
Cost: 13 points
Skills: Administration at IQ-1 (1), Area Knowledge (specify) at IQ+1 (2), Botany at IQ-2 (1), Fast Talk at IQ (2), History at IQ-1 (2), Merchant at IQ-1 (1), Streetwise at IQ-1 (1), Weapon (specify) (1), Zoology at IQ-2 (1)
Hishtin
Cost: 29 points
Advantages: Colour +10
Skills: Administration at IQ-1 (1), Area Knowledge (specify) at IQ (1), Astronomy (Moons) at IQ-1 (2), Interference at IQ-1 (2), Instruction at IQ (2), Isho Weather at IQ-1 (2), Savoir-Faire (Caji) at IQ+1 (2), Savoir-Faire (Boccord) at IQ (1), Savoir-Faire (Human) at IQ (1), Signature at IQ-1 (2), Streetwise at IQ-1 (1), Unweaving at IQ-1 (2)
Iscin (Classical) - from SoJ63
Cost: 47 points
Advantages: Literacy (10), Status 1 (as a Iscin) (5)
Skills: Administration at IQ (2), Area Knowledge (city) at IQ (1), Classics (spend 10 points on 5 different skills) (10), Language (specify M/H) at IQ (4), Language (specify M/A) at IQ (2), Research at IQ+1 (4), Savoir-faire (thriddle) at IQ-2 (1), Sciences (spend 8 points on 4 different skills) (8)
Note: 'Classics' are Scientific skills that can be studied in a comfortable chair in the library. Examples are History, Literature, Mathematics, Linguistics and Philosophy. 'Sciences' are Scientific skills where you need a more 'hands-on' approach. Examples are Area Knowledge (Jorune), Astronomy, Electronics Operation (Earth-tec), Genetic Engineering (Bio-tec), Geology, Isho Weather, Naturalist and Physics
Iscin (Outdoor) - from SoJ63
Cost: 62 points
Advantages: Literacy (10), Status 1 (as a Iscin) (5)
Skills: Botany at IQ (4), Classics (spend 3 points on 2 different skills) (3), Climbing at DX+1 (4), Electronics Operation (Earth-tec) at IQ (1), Jumping at DX+1 (2), Languages (spend 6 points, at least one language must be at IQ+1) (6), Research at IQ (2), Sciences (spend 15 points on 8 different skills) (15), Survival (specify) at IQ (2), Survival (specify) at IQ-1 (1), Swimming at DX+1 (2), Zoology at IQ (4)
Note: 'Classics' are Scientific skills that can be studied in a comfortable chair in the library. Examples are History, Literature, Mathematics, Linguistics and Philosophy. 'Sciences' are Scientific skills where you need a more 'hands-on' approach. Examples are Area Knowledge (Jorune), Astronomy, Electronics Operation (Earth-tec), Genetic Engineering (Bio-tec), Geology, Isho Weather, Naturalist and Physics
Jer (Jungle-runner) - from SoJ58
Cost: 22 points
Skills: Area Knowledge (East Trinnu Jungle Lands) at IQ+1 (2), Botany at IQ-1 (2), Camouflage at IQ-1 (1/2), Climbing at DX (2), Crossbow at DX-1 (1/2), Fast Talk at IQ-1 (1), First Aid at IQ (1), Knife at DX-1 (1/2), Language (Cleash) at IQ-3 (1/2), Naturalist at IQ-1 (2), Navigation at IQ-2 (1), Scrounging at IQ-1 (1/2), Shortsword at DX-1 (1), Stealth at DX (2), Survival (Jungle) at IQ (2), Tracking at IQ-1 (1), Weather Sense at IQ-2 (1/2), Zoology at IQ-1 (2)
Lance (Ex) - from Companion Jorune: Burdoth
Cost: 4 points
Skills: Administration at IQ-2 (1/2), Drill at IQ (1/2), Instruction at IQ-1 (1), Leadership at IQ-1 (1), Tactics at IQ-2 (1).
Note: This represents the skills learnt whilst serving in both the militia and the military as the leader of a squad (approximately ten men). The rank is approximate to that of corporal.