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Learsis (Healer) - from SoJ58
Cost: 18 points
Advantages: 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), 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: See the Caji Learsis for notes.
Mayoois (Gambler) - from Borkelby's Folly # 2
Cost: 9 points
Disadvantages: Social Stigma -1 (as a Mayoois) (-5).
Skills: Bard at IQ-1 (1), Brawling at DX-1 (1/2), Carousing at HT (2), Fast Talk at IQ-1 (1), Knife at DX-1 (1/2), Mathematics at IQ-2 (1), Savoir-Faire (Entren) at IQ+1 (2), Savoir-Faire (Thivin) at IQ-2 (1), Savoir-Faire (Woffen) at IQ-2 (1), Streetwise at IQ-1 (1)
Note: Choose either Gambling at IQ (2) and Gaming at IQ-1(1) or Gambling at IQ-1 (1) and Gaming at IQ (2)
Merchant - from SoJ58
Cost: 18 points
Skills: Accounting at IQ (4), Administration at IQ-1 (1), Area Knowledge (home) at IQ (1), Merchant at IQ+1 (4), Fast Talk at IQ-1 (1), Knife at DX-1 (1/2), Language (specify) (1), Savoir-Faire (Thivin) at IQ (4), Savoir-Faire (Specify) (1), Savoir-Faire (specify) (1/2)
Military (Ex) - from SoJ56
Cost: 7 points
Skills: Area Knowledge (specify) at IQ (1/2), Area Knowledge (specify) at IQ (1/2), Brawling at DX+1 (1/2), Combat Engineering at IQ-2 (1/2), Drill at IQ (1/2), Survival (specify) at IQ (1), Survival (specify) at IQ-1 (1/2)
Note: This is the basic package that all members of the military receive after they have taken the same basic training as militia.They then specialize in one of the following regiments or MOS's:
Militia (Ex) - from SoJ56
Cost: 15 points
Skills: Area Knowledge (specify) at IQ-1 (1/2), Area Knowledge (specify) at IQ-1 (1/2), Axe/Mace at DX-2 (1/2), Brawling at DX-1 (1/2), Camouflage at IQ-1 (1/2), Cooking at IQ-1 (1/2), Combat Engineering at IQ-3 (1/2), Drill at IQ-1 (1/2), Electronics Operation (Earth-tec) at IQ-2 (1/2), First Aid at IQ-1 (1/2), Knife at DX-1 (1/2), Savoir-Faire (military) at IQ (1), Shield at DX-1 (1/2), Spear at DX-1 (1), Stealth at DX-1 (1), Survival (specify) at IQ-1 (1), Survival (specify) at IQ-2 (1/2), Tracking at IQ-1 (1), Trapping at IQ-1 (1).
Choose either option 'A' or 'B' (only humans can take 'A'):
Miner
Cost: 17
Skills: Animal Handling (Thombo) at IQ-1 (1), Bard at IQ-1 (1), Brawling at DX (1), Carousing at HT (2), Carpentry at IQ-1 (1/2), Climbing at DX-1 (1), Engineering (Mining) at IQ-1 (2), Gambling at IQ-2 (1/2), Geology at IQ-2 (1), Jeweller at IQ-3 (1/2), Knife at DX-1 (1/2), Mechnics (Wagons) at IQ-2 (1/2), Merchant at IQ-2 (1/2), Packing at IQ-2 (1), Savoir-Faire (Corastin) at IQ-3 (1/2), Savoir-Faire (Thivin) at IQ-2 (1), Short Sword (Club) at DX-1 (1), Streetwise at IQ-1 (1), Teamster at IQ-2 (1/2)
Prospector
Cost: 21
Skills: Animal Handling (Thombo) (1), Area Knowledge (specify) (1), Bard at IQ-1 (1), Brawling at DX (1), Carousing at Ht-1 (1), Climbing at DX-1 (1), Cooking at IQ-1 (1/2), Electronics Operation (Earth-tec) at IQ-2 (1/2), Engineering (Mining) at IQ-2 (1), Geology at IQ (4), Jeweller at IQ-2 (1), Jump at DX-1 (1/2), Knife at DX-1 (1/2), Language (Chaun-Tse, Corastin or Troffa) (1), Merchant at IQ-2 (1/2), Savoir-Faire (Crugar, Trarch or Corastin) (1), Savoir-Faire (Thivin) at IQ-2 (1), Streetwise at IQ-2 (1/2), Survival (specify) (2), Weathersense at IQ-1 (1)
Querrid - from SoJ62
Cost: 16 points
Advantages: Literacy (10)
Disadvantages: Reputation -1 (as a Querrid, someone who works for Thriddle and is nosy) (-5)
Skills: Botany at IQ-1 (1), Electronic Operation (Earth-tec) at IQ-1 (1), Jeweler at IQ-3 (1/2), Language (Shantha) at IQ-4 (1/2), Language (Triddis) at IQ-2 (1), Meteorology at IQ-2 (1/2), Research at IQ (2), Savoir-Faire (Shantha) at IQ-3 (1/2), Savoir-Faire (Thriddle) at IQ-2 (1), Weapon (specify) (1), Zoology at IQ-1 (2)
Sailor - from SoJ60
Cost: 18 points
Skills: Area Knowledge (Jorune) at IQ (1), Bard at IQ-1 (1), Boating at DX-1 (1), Carousing at HT-1 (1), Climbing at DX+1 (4), Knife at DX (1), Language (species one) (1), Language (species two) (1/2), Navigation at IQ-2 (1), Savoir-Faire (Acubon or Salu) IQ-1 (1/2), Savoir-Faire (Acubon or Salu) IQ (1), Seamanship at IQ+1 (2), Shipbuilding at IQ-2 (1), Swimming at DX+1 (2)
Servant - from Sholari #1
Cost: 3 points
Disadvantages: Status-1 (As a Servant) (-5)
Skills: Accounting at IQ-1 (2), Area Knowledge (specify) at IQ (1), Camouflage at IQ (1), Cooking at IQ (1), Fast Talk at IQ-1 (1), Merchant at IQ-1 (1), Savoir-Faire (Servant) IQ (1)
Shast (Innkeeper) - From SoJ61
Cost: 16 points
Skills: Accounting at IQ-2 (1), Area Knowledge (specify) at IQ-1 (1/2), Blackjack at DX+1 (2), Carousing at HT-1 (1), Gambling at IQ-1 (1), Fast Talk at IQ-1 (1), Philosophy at IQ-3 (1/2), Savoir-Faire (Bronth) at IQ-2 (1), Savoir-Faire (Crugar) at IQ-2 (1), Savoir-Faire (Entren) at IQ+1 (2), Savoir-Faire (Military) at IQ-1 (1/2), Savoir-Faire (Woffen) at IQ-1 (2), Language (Thowtis) at IQ-1 (2), Streetwise at IQ-2 (1/2)
Sherja (Thike Fighter) - from SoJ55
Cost: 28 points
Advantages: Combat Reflexes (15), Reputation +2 (as a Sherja, Auklin only) (5)
Disadvantages: Social Stigma -1 (as a Sherja) (-5)
Skills: Acrobatics at DX-1 (2), Area Knowledge (Auklin) at IQ-1 (1/2), Brawling at DX+1 (2), Climbing at DX-1 (1), Fast Talk at IQ-1 (1), Gambling at IQ-1 (1), Jumping at DX (1), Streetwise at IQ-2 (1/2), Thikes at DX+2 (4)
Quirk: Bears a stable owner's tattoo (-1)
Toth (City) - from SoJ61
Cost: 4 points
Skills: Area Knowledge (specify city) at IQ (1), Craft Skill (specify) (2), Streetwise at IQ-2 (1/2), Weather Sense at IQ-2 (1/2)
Toth (Country) - from SoJ61
Cost: 6 points
Skills: Agronomy at IQ-1 (1), Animal Handling (Thombo) at IQ-2 (1), Area Knowledge (specify) at IQ (1), Craft Skill (specify) (1), Riding (Thombo) at DX-1 (1), Weather Sense at IQ-1 (1)
Trimsman - from 'Voyage of the Aylon Star' (Sholari's Companion)
Cost: 15
Skills: Area Knowledge (Jasp) (1), Area Knowledge (Jorune) at IQ (1), Area Knowledge (specify) (1), Broadsword at DX-1 (1), Carpentry at IQ (1), 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
Weaponsmith - from Borkelby's Folly #1
Cost: 12 points
Skills: Blacksmith at IQ-1 (1), Carving/Sculpting at DX-1 (1), Electronics Operation (Earth-tec) at IQ-2 (1/2), History at IQ-3 (1/2), Leatherworking at IQ (1), Mathematics at IQ-3 (1/2), Savoir-Faire (Military) at IQ-1 (1/2), Savoir-Faire (Thivin) at IQ-3 (1/2), Streetwise at IQ-2 (1/2), Weapon (specify) (2), Weapon (specify) (1)
Note: Choose either Armoury (hand weapons) at IQ (2) and Armoury (armour) at IQ-1 (1) or Armoury (armour) at IQ (2) and Armoury (hand weapons) at IQ-1 (1)
Yiordeh (Private Detective) - from SoJ62
Cost: 11 points
Advantages: Reputation -2 (as a Yiordeh, from Yords only) (-5)
Skills: Administration at IQ-2 (1/2), Area Knowledge (specify) at IQ (1), Brawling at DX-1 (1/2), Broadsword at DX-1 (1), Camouflage at IQ-1 (1/2), Fast Talk at IQ (2), Gambling at IQ-2 (1/2), Holdout at IQ-1 (1), Knife at DX-1 (1/2), Law at IQ-2 (1), Lockpicking at IQ-2 (1/2), Research at IQ (2), Shadowing at IQ (2), Stealth at DX-1 (1), Streetwise at IQ (2)
Yord - from SoJ63
Cost: 13 points
Advantages: Legal Enforcement Powers (5)
Skills: Administration at IQ-2 (1/2), Area Knowledge (specify) at IQ (1), Brawling at DX-1 (1/2), Broadsword at DX-2 (1/2), Knife at DX-1 (1/2), Law at IQ-3 (1/2), Savoir-Faire (Entren) (1), Spear at DX (2), Shield at DX (1), Streetwise at IQ-2 (1/2)
Yordeh (Lawyer) - from Borkelby's Folly #2
Cost: 44 points
Advantages: Legal Enforcement Powers (10); Literacy (10); Status +1 (as a Yordeh) (5)
Skills: Administration at IQ-1 (1), Area Knowledge (specify) at IQ-1 (1/2), Broadsword at DX-2 (1/2), Detect Lies at IQ-1 (2), Diplomacy at IQ-2 (1), Fast Talk at IQ-1 (1), Law at IQ (4), Literature at IQ-3 (1/2), Research at IQ (2), Savoir-Faire (Entren) (2), Streetwise at IQ-2 (1/2), Writing at IQ+1 (4)