TEXT: Heroes of
  Marakush
  "C&S:The Rebirth"
  Continuing Campaign
  incorporating
  Tabletop RPG,
  Live Action RPG
  and Miniature Wargaming
  "Heroes of Marakush" is copyright Brittannia Game Designs Ltd / S A Turner 2002.
  The author asserts the moral right to be identified as the author of this work.
  Chivalry & Sorcery: The Rebirth, Skillskape, Percentile Pair, Crit Die and
  Marakush are trademarks owned and asserted by Brittannia Game Designs Ltd.
  Creature Bestiary is a trademark owned and asserted by Maple Leaf Games Ltd.
  The Brittannia Game Designs logo is a registered trademark of Brittannia Game
  Designs Ltd.
  
  INTRODUCTION 1
  2
  THE HEROES OF MARAKUSH
  "Heroes of Marakush "  is the ongoing Campaign for fans of Chivalry
  & Sorcery.  It will be run at conventions initially but will be expanded
  to allow online gaming.
  Games that take place at Conventions will combine the aspects of
  Tabletop role playing, live action role playing and table top miniature
  wargaming, where players can take there characters onto the bat-
  tlefield as heroes.
  The campaign will take place within the confines of the Kingdom of
  Solda in the Dragon  Reaches of Marakush.  You will find that it will
  an advantage if you have the Chivalry & Sorcery: The Rebirth rules to
  play Heroes of Marakush.
  Characters at the outset will be restricted to Human and use the 150
  point Heroic character generation system.
  THE KINGDOM OF SOLDA
  Location:
  South of Urtind and to the east of
       the Ruby Mountains
  Emblem:
  Stag
  Form of Govt.:
  Feudal
  Current Ruler:
  King Grismol
  Official Religion:
  Church of Urto and the Temple of Tyrith
  Official Language:
  Urtish, Moorabic and Pedrandir
  Area:
  135,000 square miles approx.
  Population:
  3,795,000 Humans
  Capital:
  Leganti
  Currency:
  Darts, Arrows and Spears
  Trade Goods:
  Corn and timber
  Description:
  Solda borders the easternmost point of the Ruby Mountains, with Urtind to its
  immediate north.  Once this region was part of the Urtish Empire but during
  the time of conflict with the Southern Baronies, it broke away under the
  influence of the Canus Cult.  When King Karonus began his wars, Solda was
  one of the first to capitulate to his armies. Once the Cult had been eradicated
  the Church of Urto took over and the youngest son of the existing King was
  placed in power.  King Grismol has now gained the respect that his father
  never had and he is regarded as an enlightened monarch.  He has strength-
  ened his position with various treaties, amongst them a non-aggression pact
  with Urtind.  The ruined kingdom he inherited has developed and grown into
  a thriving kingdom.  Its fertile valleys producing three crops of corn a year,
  and the increase in other produce has been the envy of its neighbours.
  In the north the realm merges with the central Urtish plain, whilst in the south
  west lies the verdant Solda Forest which gives the realm its name.  At
  present the King is facing his first internal problem with the Temple of Tyrith.
  The young men and women of the gentry have been flocking to this growing
  religion and this has resulted in some minor disturbances.  So far the King
  has not acted despite pleas from the Church of Urto.
  LANGUAGES
  The languages available to characters in Solda are as follows:
  Modern Tongues
  Urtish, Moorabic, Pedrandir (Common), Jakool, Carabish
  Ancient Tongues
  Old Urtish
  Mage Speech
  Debased Argonish (Full Argonish is a lost language)
  CURRENCY
  In Solda the coins used are as follows:
  Darts: a 4 dram coper coin
  Arrows: a 4 dram silver coin
  Spears: a 40 dram silver coin
  A Dart is equal to a standard C&S Farthing (1/4 Penny)
  An Arrow is equal to 4 standard C&S silver pennies
  A Spear is equal to 40 standard C&S silver pennies and 6 Spears are equal
  to a standard C&S Crown.
  WEAPONS AND ARMOUR AVAILABILITY
  In the Heroes of Marakush campaign certain weapons and armour listed in
  the main rules are NOT AVAILABLE.  These are:
  Cavalry Lance
  Poignard
  Gladius
  Yatagham
  Spatha
  Greatsword
  Falchion
  2-hand Sword
  Zwei Hander
  Cavalry Flail
  Military Flail
  Dwarf Hammer
  Billhook
  Roman Pilum
  Elvish Longbow
  Heavy Crossbow
  Platemail (Curiass to Full)
  Fieldplate
  Cavalry Plate
  Late Cavalry Plate
  Jousting Armour
  Visored Helm
  Open Bascinet
  Great Helm
  Jousting Helm
  Tower Shields
  RELIGIONS
  TEMPLE OF TYRITH
  In recent years a new cult has appeared within the realm of Solda
  which deserves a brief mention.  As already discussed under
  Lysenda (qv), the Temple of Tyrith is dedicated to her.  Although the
  Temple appears to be mainly benevolent it does seek to spread the
  word of Lysenda and has gained support amongst the youth of
  neighbouring realms.  In Vinlon feasts to Lysenda have begun to
  increase amongst settlements near the border with Solda.  In Solda
  itself, the Church of Urto is warning about the excesses of the reli-
  gious festivals taking place claiming that some are suffering harm
  as a result.
  This claim has been rejected by Jarynn, the High Priestess of the
  Temple, and claims that the founder, the Druid Tyrith only desired
  that the worshippers of Lysenda be allowed to follow the dance.
  Within Solda a rift between the youth of the realm and the establish-
  ment is beginning to appear.
  
  INTRODUCTION 2
  3
  Worship is led by Druid priestesses, and takes place in temples
  that are in natural amphitheatres such as forest clearings where the
  ground drops to form a bowl.  During the services, which take place
  every ten days, the worshippers gather to listen to bands of enter-
  tainers, who call them to join in the dance.  As the dance reaches it ’s
  climax the priestesses wander amongst the crowd offering the bless-
  ing of the Goddess upon them.  In some cases, some recipients of
  the blessing appear to collapse in a  religious ecstasy.
  A typical Priestess of the Cult will wear a simple red chiffon robe and
  will allow her hair to grow down to her waist, which she will wear
  plaited with a red ribbon woven through it.  Lysenda’s worshippers
  all carry a small set of reed pipes and some of the richer members
  of her congregation will have pipes of silver or gold.  These pipes
  are played during the wild dances of her religious celebrations.
  Deity:
  LYSENDA
  Attitude:
  Chaotic and benevolent
  Portfolio:
  Dance, love and music
  Totem:
  Deer
  Symbol:
  A set of reed pipes
  Appearance:
  Lysenda is the most beautiful of the Gods, a slim elf-like figure with
  a face carved of what seems like porcelain.  Her golden brown
  tresses drop in waves to her waist, over the light crimson coloured
  chiffon robe that she wears.  Her green eyes glisten at the sound of
  music, and she will often join wild dances when no one is fully
  aware of her presence.  When she joins such a dance she will fling
  herself into the beat of the music with wild abandon, and spin as a
  dervish, her robe billowing out around her before she vanishes as
  the music reaches its crescendo.
  CHURCH OF URTO
  Originally, the nomadic tribes of Urtind were totemistic in religion with each
  tribe worshipping a particular animal and with a tribal shaman providing the
  priesthood for the members of that nomadic tribe.
  When the Bear Tribe became the supreme tribe, the King of the tribe, Bara
  Ursine, was also the tribe’s Shaman.  When his wife give birth to twin sons,
  he prepared to separate rulership from religion by bestowing one of the
  twins with rulership and the other with the priesthood.  The Ursine family
  then became split into two branches - the Royal and the Religious.
  Shortly after the splitting of the family, the grandson of the first King, Aldo
  Ursine, was struck blind and dumb for five years.  When he recovered, he
  was imbued with a glow and he began to write new religious teachings.
  These scriptures advocated the fact that Beleryn was the only power in the
  heavens and that the other Gods drew their power from her.  The animal
  totems, he wrote, were manifestations of Beleryn's descendants and, as
  such, were further aspects of her power.  This belief formed the corner-
  stone of the Church of Urto and continues today.
  Aldo made many prophecies which have come to pass.  These were written
  down and became known as the Ursine Scriptures.  As belief in Beleryn and
  that she was the sole power in the heavens began to spread, a church
  developed.
   In his 67th year, Aldo Ursine, was made Leader of the Urtish Church, which
  over the years became known as the Church of Urto.  (Aldo Ursine was
  murdered by Orcs when he reached the age of 72).  Word of these teach-
  ings began to spread, and they even gained some acceptance in the Taraj
  Empire.
  Despite the loss of the Southern Baronies and the subsequent fall of the
  Urtish Empire, the Church of Urto retained its base in Urtind, and the Primate
  of Urtind is still regarded as its overall leader of the church.
  As the Church grew it realised it would need protection, so it sponsored the
  formation of religious military orders.  The first one created was the Order of
  the Blue Rose.  Its emblem being a blue rose on a white background.  They
  were a small order, limited to 1,200 members, sworn to supporting the Rose
  Prophecy and dedicated to providing elite troops for the eventual quest
  when it came.
  The second required more members in its role as protector of the Church of
  Urto.  The Order of the Bear, whose symbol is a golden bear rampant on a
  black background, was created to provide a fighting order to protect the
  Church from attack and to guard pilgrims on the road, who were travelling
  from one religious community to another.
  A third order in existence is located outside the Kingdom of Urtind.   This is the
  Order of the Chalice, named after the goblet that Edwas used to anoint new
  converts to the faith and  whose emblem is a golden chalice on a red back-
  ground.  Its purpose is to assist priests in bringing new converts to the faith
  and it protects those priests who have gone on missionary duties outside the
  boundaries of Urtind.
  The priests of the Church of Urto are able to cast Acts of Faith as ordained
  priests.  They wear flowing robes with a tabard.  The robes are always
  white but the colour of the tabard relates to their rank within the Church.  The
  lowest ordained priests wear simple brown tabards and may only cast Acts
  of Faith to Rank 2.  The next level in the Church's hierarchy are Bishops who
  wear green tabards and are able to cast Acts of Faith to Rank 6.  Above them
  are Primates (the leaders of the church in a particular realm), who wear red
  tabards, and the Holy Revorn (the Primate of Urtind) who wears a blue robe
  with a white tabard.  Both the Holy Revorn and the Primates are able to cast
  Acts of Faith to Rank 7.  Emblazoned upon the tabards, regardless of level,
  is the image of a phoenix in gold.
  Deity:
  BELERYN
  Attitude:
  Law-abiding, merciful and benevolent
  Portfolio:
  Birth, children, justice, marriage, nature
  and rulership
  Totem:
  Phoenix
  Symbol:
  A child holding a sceptre and scales
  Appearance:
  If Beleryn deigns to reveal herself to a worshipper, she will normally
  appear as a beautiful mature woman, over 6' tall and muscular in
  build.  Her hair is fiery red, which seems to glow with sunlight, and
  reaches to her waist.  She tends to appear barefoot, wearing a floor
  length green robe which is tied at the waist with a girdle of flowers.
  In her left hand she carries the "Scales of Justice" and in her right
  hand, the "Sceptre of Rulership".  Those who have been blessed by
  a vision of Beleryn, have never been able to fully describe her beauty
  which somehow mirrors nature and harmony itself.
  
  CHARACTER GENERATION 1.1
  4
  CHARACTER GENERATION
  All characters for the Heroes of Marakush campaign are human (further
  races may be added at a later stage).  All character generation follows the
  rules as given in Chivalry & Sorcery: The Rebirth role-playing game.
  These guidelines only detail those sections of the rules that are specific to
  the Heroes of Marakush campaign.  The full Chivalry & Sorcery: The
  Rebirth rules are required along side these guidelines.
  The method used for creating characters is a points-based method where
  points are used to purchase attributes and other personality traits.  Each
  character begins with 150 points.  All attributes cost the character points.
  However, personality traits can either cost the character points (represented
  by negative numbers) or gain points for the character (represented by
  positive numbers).
  The steps to creating a character are as follows:
  1
  Determine the Birth Omens
  2
  Determine Personal Attributes
  3
  Determine PC’s Background - Social Class and Social Status
  4
  Determine the PC’s Sibling Rank
  5
  Determine the PC’s Family Status
  6
  Determine “The Curse” (if required)
  7
  Determine Special Talents or Abilities
  8
  Determine Deficiencies or Defects
  9
  Determine Personal Fears
  10 Determine Character Size
  11 Determine Body Points, Recovery Rates etc.
  12 Determine Fatigue Points, Recovery Rates etc.
  13 Determine Lifting & Carrying Capacity
  14 Determine Jumping Ability
  15 Determine Movement Rates
  16 Determine Birth Horoscope
  17 Determine Character Age
  18 Determine Personalising Character Traits
  STEP 1 - DIVINE THE BIRTH OMENS
  The inhabitants of Marakush believe that supernatural forces have a major
  influence on their destinies.  Such influences are represented by Aspect.
  To determine the character’s birth omens:
  1
  Default to a Neutrally Aspected character (at no PC point cost), or
  2
  Elect to pay the appropriate PC Points cost as indicated in Table 1.1a -
  Marakush - Birth Omens for a Well or Poorly Aspected character.
  Well Aspected: Your character was touched by supernatural forces and
  has a strong affinity to Magick.
  Poorly Aspected: Dark Forces actively oppose your character or certain
  supernatural forces have taken an unhealthy interest in him.  This does not
  make him Evil!  Indeed, he may be destined to fight against Evil and due to this
  has attracted the active hostility of Dark Forces.  Again, some prophecy
  divined at birth might be introduced.
  At least one Curse afflicts a Poorly Aspected PC.  However, being Poorly
  Aspected also bestows a powerful affinity to Magick.
  STEP 2 - DETERMINE PERSONAL ATTRIBUTES
  Attributes are characteristics that define the overall nature and general
  capabilities of every character.  The higher an Attribute, the more a character
  enjoys the benefits of various enhancements to learning and performing
  skills affected by that Attribute.  Similarly, low Attributes may result in the
  impairment of a character’s ability to learn and practice his skills.
  The Nine Personal Attributes:
  Agility (AGIL)
  Strength (STR)
  Constitution (CON)
  Intellect (INT)
  Wisdom (WIS)
  Discipline (DISC)
  Bardic Voice (BV)
  Appearance (APP)
  Piety (PTY)
  Agility (AGIL): This is a measure of a character’s grace and dexterity.
  Intellect (INT): This measures a character’s ability to understand various
  situations, concentrate, to reason and to remember.
  Bardic Voice (BV): This measures a character’s ability to speak eloquently,
  sing etc.
  Strength (STR): This measures the raw power of a character’s body.
  Wisdom (WIS): This measures a character’s judgement and insight into the
  deeper significance of things than might be apparent on the surface.
  Appearance (APP): This measures a character’s physical attractiveness.
  Constitution (CON): This is a measure of how healthy and durable a
  character is.
  Discipline (DISC): This measures your character’s patience and ability to
  remain focused on a subject or goal.
  Piety (PTY): This measures a character’s religious faith or belief.
  Table 1.2a - Marakush - Attribute Levels, Points Cost and Success Chance
  gives the points cost for each attribute.  Each attribute must have a minumum
  level of 02 and can be a maximum level of 22.
  Neutrally Aspected: There is no strong magical presence in a character’s
  blood.  He has a Magick Resistance (MR) of 10%.
  Attribute
  Points
  Success
  Attribute
  Points
  Success
  Level
  Cost
  Chance (SC%)
  Level
  Cost
  Chance (SC%)
  2
  2
  20%
  13
  13
  70%
  3
  3
  25%
  14
  14
  73%
  4
  4
  30%
  15
  15
  76%
  5
  5
  35%
  16
  17
  79%
  6
  6
  40%
  17
  19
  82%
  7
  7
  45%
  18
  21
  85%
  8
  8
  50%
  19
  23
  88%
  9
  9
  54%
  20
  25
  90%
  10
  10
  58%
  21
  27
  92%
  11
  11
  62%
  22
  29
  94%
  12
  12
  66%
  TABLE 1.2A – MARAKUSH - ATTRIBUTE LEVELS, POINTS COST
  AND SUCCESS CHANCE
  Aspect
  PC Points1
  Well Aspected
  -10
  Neutrally Aspected
  0
  Poorly Aspected
  +10
  1Postive numbers show the number of additional points gained if chosen, whilst
  negative numbers show the number of points that must be spent to obtain this Aspect.
  TABLE 1.1A - MARAKUSH - BIRTH OMENS
  
  CHARACTER GENERATION 1.2
  5
  STEP 3 – PC BACKGROUNDS
  Status is everything in Chivalry & Sorcery games and this is no different in
  the world of Marakush.  Status decides who is the most important, who
  has the most power etc.  Social mobility is difficult but not impossible.  Tables
  1.3b to 1.3e – Marakush - Father’s Social Status establish the rank of one’s
  father in feudal society, which determines a PC’s initial status in the social
  order.  In feudal society, you were treated the way your father was, with
  little consideration for any superior personal merit you might have.
  The first step in determining a Chivalry & Sorcery character’s background
  is to arrive at his general social class.  Social class has a very important
  effect on who your character is, what he will know, and what he might or
  might not be able to do.
  STEP 3A - DETERMINE PC’S SOCIAL CLASS
  Players may choose to do one of the following:
  1
  Default to Rural Freeman or Townsman class, or
  2
  Pay the required number of PC Points to purchase the class required as
  shown in Table 1.3a - Marakush - Social Class.
  Father’s
  PC’s Starting Skills
  Social
  1D100
  Vocation
  (Basic Knowledge)
  Status
  01%
  Castle Chamberlain (L)
  Write (Own Language), Counting, Calligraphy & Illumination + 1 Skill1
  20
  02-03%
  Scribe Secretary (L)
  Write (Own Language), Counting, Calligraphy & Illumination + 1 Skill1
  18
  04%
  Sgt-Commander (L)
  Riding, Mtd Combat + 2 Combat Skills
  20
  05-09%
  Sergeant (L)
  Riding, Mtd Combat + 2 Combat Skills
  16
  10-14%
  Man-at-arms (L)
  2 Combat Skills, Quarterstaff + 1 Skill1
  10
  15-17%
  Archer (L)
  Archery, Quarterstaff + 2 Skills1
  10
  18%
  Chief Forester & Archery Master (L)
  Archery, Quarterstaff + 3 Outdoor Skills
  15
  19-21%
  Forester (L)
  Archery, Quarterstaff + 2 Outdoor Skills
  12
  22%
  Sergeant-Armourer (L)
  Blacksmithing, Weaponsmith, Mtd Combat + 2 Combat Skills
  19
  23%
  Castle Armourer (L)
  Blacksmithing, Weaponsmith + 2 Combat Skills
  15
  24%
  Castle Blacksmith (L)
  Blacksmithing, Mace Combat + 1 Skill1
  10
  25%
  Falconer (L)
  Animal Training, Quarterstaff + 1 Skill1
  10
  26%
  Horse Trainer (L)
  Riding, Animal Training + 1 Skill1
  10
  27%
  Master of Hounds (L)
  Animal Training, Quarterstaff, Javelin, Throw Javelin + 1 Skill1
  10
  28%
  Castle Cook (L)
  Cooking, Knife-Fighting + 1 Skill1
  10
  29-30%
  Rural Carpenter
  Carpentry, Mace Combat + Quarterstaff
  10
  31-32%
  Rural Mason
  Masonry, Mace Combat + Quarterstaff
  10
  33-46%
  Forester
  Archery, Quarterstaff + 2 Outdoor Skills
  10
  47-51%
  Fisherman
  Fishing, Fisherman, Small Boats + Spear
  10
  52-55%
  Village Blacksmith
  Blacksmithing, Mace Combat + 1 Skill1
  12
  56-57%
  Freehold Miller
  Milling, Bargaining, Quarterstaff + 1 Skill1
  12
  58-85%
  Freehold Farmer
  2 Agricultural Skills, Quarterstaff + 1 Skill1
  12
  86-95%
  Freehold Stockman
  2 Animal Skills, Quarterstaff + 1 Skill1
  15
  96-100%
  Petit Sergeant
  2 Agricultural Skills, Animal Skills, Riding, Mtd Combat + 1 Combat Skill
  18
  1Appropriate skill of the PC’s choice
  (L) Character’s father is in liveried service in the household of a knight or great lord.  Such characters have an excellent chance of being accepted into the service of the lord, This
  is a consequence of being in relatively close contact with him during their youth giving the lord the opportunity to take notice of their merits.
  TABLE 1.3B – MARAKUSH - FATHER’S VOCATION - RURAL FREEMAN
  STEP 3B - DETERMINE FATHER’S VOCATION & SOCIAL STATUS
  This determines the character’s precise family background.  It establishes
  the vocation and social status of the PC’s father and hence the character’s
  childhood experiences, his basic social status and background skills.
  Tables 1.3b to 1.3e – Marakush - Father’s Vocation determine the vocation
  and social status of a PC’s father (or maternal grandfather if the character is
  illegitimate and unacknowledged).  He enjoys his father’s basic social status
  on entering the campaign.  Circumstances may change later.  He might win
  honours and a rise in social rank, promotion to high office, etc.
  The father's vocation may be selected from the tables at no PC Point cost.
  However, as in the full Chivalry & Sorcery: The Rebirth rules this is
  always rolled randomly, this option is also open to the player.  In this instance,
  roll 1D100 and compare the result to the appropriate table.
  Regardless of their social status, all PCs will have a basic knowledge of
  Brawling, and they are also considered to be reasonably fluent in their
  native tongue (spoken).  Those PCs with INT 12+ will also start with a basic
  knowledge of Counting.
  Female characters may start out with one or more typical female skills
  instead of Brawling.  If the character is of a class below that of Guildsman,
  replace Brawling with two of the following skills, Cooking, Sewing or
  Weaving.  However, if the character is of the Guildsman class or higher,
  then replace Brawling with Etiquette and one of the following, Cooking,
  Sewing or Weaving.
  Rural Freemen
  This group consists of all Freemen living in the rural part of the feudal nation.
  These include craftsmen (Miller, Baker, Blacksmith etc.), labourers (with little
  or no land), poor farmers through to wealthy farmers and Stockmen, Forest-
  ers, Fishermen, etc.
  Social Class
  PC Points1
  Rural Freeman
  0
  Townsman
  0
  Guildsman
  -4
  Landless Knight
  -6
  1Positve numbers show the number of extra points gained if this class is chosen,
  whilst negative numbers show the number of points which must be spent in order to
  obtain that particular social class.
  TABLE 1.3A – MARAKUSH - SOCIAL CLASS
  
  CHARACTER GENERATION 1.3
  6
  Characters might elect to follow an alternate occupation to the one followed
  by their father, it should be remembered that tradition often dictated that a
  person do as his father did!  One reason family background skills are “inher-
  ited” by characters comes from this simple fact.  In youth, such a character
  would have been taught such skills in the expectation that he would follow in
  Father’s footsteps.
  Freeman characters may increase three of their skills in which they have
  basic knowledge by one level and gain +2 Action Points.
  Liveried Retainers are freemen serving in the household of the local lord.
  Freed Men are freed serfs.  Many are in liveried service to their lord.  These
  include PCs who have rolled 01 –25% against Table 1.5b - Marakush -
  Father’s Vocation - Freeman and were accepted into higher vassalage by
  their lord.
  Yeomen (or Yoman in Middle English) are essentially an English term, which
  we use to identify a special group of freeborn residents of the countryside
  who own smallholdings.  The term Freemen is a good substitute.
  Freeholders are “yeomen” who own about 20-40 acres of land “in fee
  simple,” meaning they can sell it and do not have to pay rent.
  Petit Sergeants are well-to-do yeomen, typically large farm owners or
  stockbreeders with incomes able to maintain a horse and arms.  Although
  freeholders with 40-60 acres of land or more, they usually still have feudal
  obligations to bear arms on behalf of the local lord when called upon to do so.
  Townsmen: Urban Freemen
  Townsmen are commoners forming the majority of urban dwellers and know
  how to deal with the urban scene.  They are small businessmen, employees,
  and labourers who do the non-skilled and low-skilled tasks in the town.  They
  range from lowly beggars, labourers, barmaids and servants to peddlers
  and stall-keepers.  Their social status is comparable to that of lower-ranking
  Rural Freemen.
  Townsmen gain +3 to their Agility Attribute up to the racial maximum, in
  addition they can increase five skills in which they have basic knowledge by
  one level.
  The Guildsmen: Leading Freemen of the Towns
  Guildsmen form small but important and influential groups who carry out most
  of the trade and the manufacturing in the feudal state.  The leading citizens of
  towns are wealthy merchants, master craftsmen, and professionals with
  social status ratings of 18+.  This group comprises the skilled craftsmen of
  the town and is expected to maintain the good name and the secrets of their
  respective guilds.
  Apart from the multitude of crafts and trades, Wizards and Priests are in-
  cluded in this social group.  Guildsmen may bear arms, although some do not
  need to.  It may be that some towns require Guildsmen to serve in the town
  watch, the militia, or even pay to hire mercenaries to protect the town.
  Guildsman can increase seven skills in which they have basic knowledge
  by one level.
  Any PC with such an influential background is well connected (provided he
  stays in his father’s good graces and can count on his influence).  Lesser
  Guildsmen (not designated as “Mstr.” for “Masters”) are generally skilled
  employees, known as Journeymen, and are not licensed to open their own
  establishments.  Professionals (e.g. Sages, Mages, Physicians, Scribes,
  Apothecaries, Ship-owners, etc.) are all considered as “Masters”.
  Father’s
  PC’s Starting Skills
  Social
  1D100
  Vocation
  (Basic Knowledge)
  Status
  01-05%
  Peddler
  Bargaining, Con + 1 Skill1
  08
  06-07%
  Tinker
  Bargaining, Tinkering + 1 Skill1
  08
  08-09%
  Beggar
  Begging, Con + 1 Thievery Skill
  0/122
  10%
  Brothel Keeper
  Intimidation, Con + Knife-Fighting
  10
  11-14%
  Stable Hand
  Animal Handling + Knife-Fighting
  08
  15%
  Stable Owner
  Animal Handling, Riding, Veterinary + 1 Combat Skill
  12
  16-19%
  Cobbler
  Leatherworking + Knife-Fighting
  10
  20-24%
  Tailor
  Tailoring, Bargaining + 1 Skill1
  10
  25-32%
  Clothmaker
  Spinning & Weaving, Dyeing + 1 Skill1
  10
  33-35%
  Tanner
  Leatherworking, Knife-Fighting + 1 Skill1
  10
  36-38%
  Blacksmith
  Blacksmithing, Mace Combat + 1 Skill1
  12
  39-43%
  Shopkeeper
  Bargaining, 1 Trade Skill + 1 Skill1
  12
  44-55%
  Innkeeper
  Innkeeping, Brewing + 1 Combat Skill
  15
  56-57%
  Cook
  Cooking, Knife-Fighting + 1 Skill1
  10
  58-62%
  Harnessmaker
  Leatherworking, Handle Animals + 1 Skill1
  10
  63-67%
  Stall-keeper
  Bargaining, Con + 1 Skill1
  09
  68-70%
  Barber
  First Aid, Knife-Fighting + 1 Skill1
  10
  71-75%
  Butcher
  Axe Combat + Knife-Fighting
  10
  76-80%
  Baker
  Cooking + 1 Skill1
  10
  81-83%
  Wine Merchant
  Wine Making, Bargaining + 1 Skill1
  16
  84-85%
  Money Lender
  Bargaining, Diplomacy & Politics + 1 Skill1
  16
  86-100%
  Labourer
  Endurance, Conditioning, Lifting + 1 Skill1
  07
  1Appropriate skill of the PC’s choice
  2Second value indicates status within the Thieves’ & Beggars’ Guild
  TABLE 1.3C – MARAKUSH - FATHER’S VOCATION – TOWNSMEN
  
  CHARACTER GENERATION 1.4
  7
  Father’s
  PC’s Starting Skills
  Social
  1D100
  Vocation
  (Basic Knowledge)
  Status
  01%
  Mstr. Cloth Merchant
  Bargaining, Spinning & Weaving, Dyeing, 1 Combat Skill + 1 Skill1
  20
  02-03%
  Weaver
  Spinning & Weaving + 2 Skills1
  10
  04%
  Dyer
  Dyeing + 2 Skills1
  10
  05%
  Mstr. Mason
  Masonry, Bargaining, Mace Combat + 1 Skill1
  16
  06-09%
  Mason
  Masonry, Mace Combat + 1 Skill1
  10
  10%
  Mstr. Builder
  Architecture, Masonry + 2 Skills1
  20
  11%
  Mstr. Goldsmith3
  Gold/Silversmithing or Jewelsmithing, Bargaining + 2 Skills1
  18
  12-14%
  Gold/Silversmith
  Gold/Silversmithing + 2 Skill1
  12
  15%
  Jewelsmith
  Jewelsmithing + 2 Skills1
  14
  16-17%
  Ship-owner/Captain
  Bargaining, 3 Sea Skills, 1 Combat Skill + 1 Skill1
  20
  18%
  Ship’s Captain
  Leadership, 3 Sea Skills, 1 Combat Skill + 1 Skill1
  18
  19%
  Ship’s Mate
  Intimidation, 3 Sea Skills, 1 Combat Skill + 1 Skill1
  15
  20-22%
  Mariner
  3 Sea Skills, Knife-Fighting
  10
  23%
  Mstr. Carpenter
  Carpentry, 1 Specialised Woodworking Skill, Bargaining + Mace Combat
  15
  24-26%
  Carpenter
  Carpentry, Mace Combat + 1 Skill1
  10
  27%
  Cabinetmaker
  Carpentry, Bargaining, Mace Combat + 1 Skill1
  12
  28%
  Barrelwright
  Carpentry, Cooper + Mace Combat
  10
  29%
  Cartwright
  Carpentry, Cart-making + Mace Combat
  10
  30%
  Mstr. Shipbuilder
  Bargaining, Shipbuilding, Carpentry, Marine Architecture + 1 Sea Skill
  21
  31%
  Shipbuilder
  Shipbuilding, Carpentry + 1 Sea Skill
  10
  32-33%
  Mstr. Armourer
  Blacksmithing, Weaponsmithing, Engraving + 3 Combat Skills
  20
  34-37%
  Armourer
  Blacksmithing, Weaponsmithing + 2 Combat Skills
  12
  38%
  Mercenary Captain
  Riding, Mtd Combat, 3 Combat Skills, Leadership + 1 Thievery Skill
  19
  39-42%
  Mercenary Sergeant
  Riding, Mtd Combat, 2 Combat Skills + 1 Thievery Skill
  13
  43-47%
  Mercenary Man-at-arms
  2 Combat Skills + 1 Thievery Skill + 1 Skill1
  8
  48-49%
  Mercenary Archer
  Archery, Short Sword, 1 Thievery Skill + 1 Skill1
  8
  50-51%
  Mercenary Cross-bowman
  Crossbow, Short Sword, 1 Thievery Skill + 1 Skill1
  8
  52%
  Mstr. Glassblower
  Glassblowing & Glazing, Bargaining + 2 Skills1
  16
  53-54%
  Glassblower
  Glassblowing & Glazing + 2 Skills1
  10
  55%
  Mstr. Potter
  Pottery, Bargaining + 1 Skill1
  15
  56-57%
  Potter
  Pottery + 1 Skill1
  10
  58%
  Mstr. Perfumer
  Perfumery, Bargaining + 2 Skills1
  15
  59%
  Perfumer
  Perfumery + 2 Skills1
  10
  60%
  Apothecary
  Make Drugs, Poisons, Herbal Lore + 1 Written Language + 1 Skill1
  15
  61-70%
  Entertainer
  2 Artistic Skills + 2 Skills1
  10
  71%
  Mstr. Artist
  Painting + 3 Skills1
  15
  72%
  Mstr. Sculptor
  Sculpture + 3 Skills1
  15
  73%
  Mstr. Foundryman
  Bargaining, Smelting, Endurance + 1 Skill1
  18
  74%
  Foundryman
  Smelting, Endurance + 1 Skill1
  09
  75%
  Mine Owner
  Bargaining, Mining, Geological Lore + 1 Skill1
  20
  76-77%
  Miner
  Mining, Endurance + 1 Skill1
  09
  78%
  Mstr. Engraver
  Bargaining, Gold/Silversmithing, Engraving + 1 Skill1
  18
  79%
  Mstr. Thief
  3 Thievery Skills, Con + 1 Skill1
  08/192
  80-81%
  Thief
  2 Thievery Skills, Con + 1 Skill1
  08/122
  82%
  Assassin
  2 Combat Skills, Intimidation, Stealth, Skulking in Shadows, Disguise + 1 Skill1
  08/152
  83-86%
  Scribe/Clerk
  Writing, Paper Making, Calligraphy & Illumination + 1 Skill1
  15
  87-89%
  Physician
  Writing, Herb Lore, First Aid + 3 Skills1
  19
  90-93%
  Scholar
  Writing, 5 Lore + 3 Skills1
  19
  94-100%
  Arcane (Magus)
  Writing, Ancient Language, 2 Magick Methods
  19
    or 1 Magick Method4 & 2 Lore + 3 Skills1
  1Appropriate skill of the PC’s choice
  2Second value indicates status within the Thieves’ & Beggars’ Guild.
  3Although only the Mstr. Goldsmith is referred to here, the vocation includes Mstr. Silversmiths and Mstr. Jewelsmiths.
  Mstr. = Master Guildsman licensed to have his own establishment.
  TABLE 1.3D – MARAKUSH - FATHER’S VOCATION - GUILDSMEN
  
  CHARACTER GENERATION 1.5
  8
  The Feudal Gentry
  Squires, Knights (including Unlanded Knights), and others of “gentle” blood
  form the Gentry of feudal society.
  All “gentle” PC’s gain +3 Action Points and enjoy a -1 DF bonus to the skills
  of Courtly Love and Renown.
  Basic Chivalric Training includes Riding, Riding a Warhorse, Mounted
  Combat, Cavalry Lance, 2 other Combat skills, Wearing Armour, plus
  Courtly Manners.  He might also have Reading if the INT requirement is
  met (this is usually due to instruction by a Priest who notices the character’s
  promise or at the orders of the Lord).
  Landless Knights
  Knights-Errant were “lordless” and hoped to enter the service of some
  great lord and perhaps win the grant of a fief.  Some became mercenaries in
  Free Companies or fought in the Tournament circuit for prizes and ransoms.
  Some were Knights on great and dangerous quests that took them to strange
  and distant places.
  Landless Knights in Service were Chivalric Household Troops of some
  feudal lord.  If they distinguished themselves and earned their lord’s favour,
  they might one day receive a fief.
  STEP 4 - DETERMINE SIBLING RANK
  We assume the character is the youngest of up to 6 legitimate children if
  you choose not to roll D100 dice.  If you do roll, there will be 1/3 D10 (round
  down) or 1-3 siblings younger than your PC.
  In order to determine the character’s position in the family, players may chose
  to do one of the following:
  1
  Default to the youngest of 6 legitimate children, or
  2
  Pay the number of PC Points needed to purchase the sibling rank re-
  quired as shown in Table 1.4a - Marakush - Sibling Rank.
  To determine if one’s siblings are male or female, roll D10 for each sibling in
  the family: Odd = Male, Even = Female.
  STEP 5 - STATUS IN ONE’S FAMILY
  This step determines how much a PC is in or out of favour with the head of
  his family.  It will affect the amount of influence that might be exerted on his
  behalf, family support he can expect, and also his initial status in society.
  In order to determine a PC’s status in his family, players may elect to do one
  of the following:
  1
  Default to “Credit to the Family” status without incurring a penalty, or
  2
  Pay the appropriate PC Points cost for the required status, as shown in
  Table 1.5a – Marakush - Family Status.
  Note:  If the PC is an heir (any character first in line to inherit the family titles,
  lands and fortune) adds a bonus of +21% to the D100 dice roll.
  Father’s
  PC’s Starting Skills
  Social
  1D100
  Vocation
  (Basic Knowledge)
  Status
  01-10%
  Knight-Errant
  Basic Chivalric Training
  20
  11-55%
  In Household of a Landed Knight
  Basic Chivalric Training + Reading (if INT 13+)
  23
  56-70%
  In Household of a Bannerette
  Basic Chivalric Training + 1 Combat Skill + Reading (if INT 13+)
  24
  71-80%
  In Household of a Baron of the Realm
  Basic Chivalric Training + 1 Combat Skill + Reading (if INT 12+)
  25
  81-90%
  In Household of a Titled Nobleman
  Basic Chivalric Training + 1 Combat Skill + Reading (if INT 12+)
  26
  91-97%
  In Household of the Royal Family
  Basic Chivalric Training + 1 Combat Skill + Reading (if INT 11+)
  27
  98-100%
  In Household of the King
  Basic Chivalric Training + 1 Combat Skill + Reading (if INT 11+)
  30
  TABLE 1.3E – MARAKUSH - FATHER’S VOCATION - LANDLESS KNIGHTS
  PC’s Sibling Rank in Family
  PC Points
  Illegitimate and unacknowledged offspring1
  +5
  Illegitimate and acknowledged offspring2
  +3
  6th child
  -
  5th child
  -1
  4th child
  -2
  3rd child
  -3
  2nd child
  -4
  1st child
  -5
  1If a character is illegitimate and unacknowledged by the father, then the character’s
  Social Status will be one quarter of his father’s Social Status (rounding down).
  2If a character is illegitimate but acknowledged by the father, then the character’s Social
  Status will be three quarters of his father’s Social Status (rounding down).
  TABLE 1.4A – MARAKUSH - SIBLING RANK
  Family Status
  PC Points
  Black Sheep
  +5
  Credit to the Family
  -
  Good Son/Daughter
  -5
  TABLE 1.5A – MARAKUSH - FAMILY STATUS
  Black Sheep: The PC is badly out of favour and banished from the family
  until he redeems himself.  The PC receives only three-quarters of his
  normal status (minimum 03 Status Points) and can not call upon the head of
  the family to exert influence on his behalf.  If the heir, then he had been
  disinherited and cast out as a shameful disgrace.  The PC receives only half
  the usual starting funds available to him.
  Credit to the Family: The PC is a dutiful offspring who has fulfilled all
  expectations.  Although welcome at home and able to count on the support
  of his family, the PC prefers to seek his fortune in the world.  The character
  is always able to return home to a warm welcome, and any friends he brings
  with him will also be assured of the same warm welcome.  The PC begins
  with the usual amount of starting funds.  In addition, if the heir of a family who
  are of gentile status, he will be equipped with suitable arms, armour and a
  war horse befitting the family’s station if he elects to follow a knightly voca-
  tion.
  Good Son/Daughter: The favourite of the head of the family regardless of
  their sibling rank.  The PC is always welcome at home and may count on the
  full support of the family in whatever vocation chosen.  The PC begins with
  twice the usual starting funds to reflect a doting father.  In addition, if the heir
  of a family who are of gentile status, he will be equipped with suitable arms,
  armour and a war horse befitting the family’s status if he elects to follow a
  knightly vocation.
  
  CHARACTER GENERATION 1.6
  9
  1D100
  Curse lying upon the Character
  01-04%
  Character is a “Jonah” and seems to attract back luck to those around
  him.  There is a 13% chance each day that bad luck afflicts someone near
  by.  The victim suffers a –13% penalty to all success chances for that day.
  05-08%
  You mysteriously lose things, only to find them later, often when they are
  not required.  There is a 13% change of losing such an item each day, and
  a 21% chance (checked daily thereafter) of finding the lost item.
  09-12%
  You can sometimes be very uncoordinated.  At the start of each day make
  an Agility AR check with a -13% penalty.  If he should fail then any skill
  involving Agility or Dexterity used that day suffers a -21% penalty to that
  skill.  However there are days when you possess a superlative level of
  co-ordination.  If the character suceeds with his Agility AR he has a +21%
  bonus when employing any skills involving AGIL or DEX.
  13-16%
  Animals are uneasy in your presence.  The PC suffers a –13% penalty to
  the skills of Animal Handling and Riding.  You can not learn the skill of
  Animal Training under any circumstances.  There is also a 13% chance
  that other animals may react if you come within 10 feet of them, or a
  dangerous animal may attack if you come within 30 feet of them.
  17-20%
  Animals will not let you ride them.  The PC suffers a penalty of –21% to his
  Riding skill.  There is also a 13% chance that the animal will react badly
  when you come within 10 feet of it.
  21-24%
  Dogs snarl and bark whenever you come near to them even though you
  love dogs!  There is a 21% chance of dogs not snarling or attacking when
  you approach.  However, cats love you even though you loathe them.
  25-28%
  Cats arch their backs and hiss malevolently at you!  There is a 21%
  chance of them not reacting when you approach.  They will scratch and
  bite you if you attempt to pick them up.
  29-32%
  Stinging insects always seem to single you out.  There is a 21% chance
  of this not happening.
  33-36%
  Poisonous snakes like you and seek you out.  There is a 21% chance of
  this not happening.  Any new snakes you see may also want to become
  your friend and there is a 13% chance of this happening.  Snakes do not
  attack you either and this causes some people to view you with suspicion
  unless you are clearly a pious person (PTY 18+) and behave accordingly.
  37-38%
  It is rumoured you are demon-sired, since occasionally when angry, your
  eyes seem to glow fiery red.  When this happens you gain a +21% bonus
  to the Intimidation skill.  The PC also has a 33% chance of bearing a
  “witchmark” on his left shoulder (qv 67%).
  39-40%
  An animal you own appears to have the gift of human speech.  There is
  a 13% chance of this happening but it is not your fault that it sounds human.
  41-42%
  Cows tend to go dry, milk sometimes curdles in your presence, and hens
  stop laying.  There is a 13% of this happening per day.
  43-44%
  Flames glow blue in your presence.  There is a 13% chance of this
  happening.
  45-46%
  Living plants may wither from your touch.  There is a 13% chance of this
  happening.
  47-50%
  You burn very quick when exposed to the sun, and suffer 2 Body Points
  of damage per hour unprotected, to a maximum of 1/2 Body Points or –13
  points (whichever is lower).
  51-60%
  1
  You suffer a mild allergic reaction with red, itchy eyes, watering nose and
  some sneezing.  Attacks last for 1/2 D10 x 10 minutes or for as long as
  the PC is in contact with the allergen.  The character also suffers a penalty
  of –10% to all skills.  Refer to Table 1.6b - Marakush - Allergies for details
  on the type of allergy.
  61-63%
  1
  You suffer a serious allergic reaction.  This is the same as above but the
  PC also suffers some shortness of breath.  Attacks last for 1/2 D10 x 20
  minutes or for as long as the character is in contact with the allergen.  The
  character also suffers a –39% penalty to physical skills, a –13% penalty
  to non-physical skills and –1 Fatigue Point per 2 levels that CON is less
  than 20.  The lost Fatigue Points can not be regained until the attack is
  over.  Refer to Table 1.6b - Marakush - Allergies to determine the nature of
  the allergy affecting the PC.
  1D100
  Curse lying upon the Character
  64-66%
  1
  You suffer a severe za\allergic reaction.  This is the same as a serious
  reaction but the PC also suffers a high fever, rash etc.  Attacks last for
  1D10 x 20 minutes or for as long as the victim is in contact with the
  allergen.  The character also suffers a –60% penalty to physical skills, a
  –39% penalty to non-physical skills, and loses –1 Fatigue Point per
  level that CON is less than 20.  The lost Fatigue Points cannot be regained
  until the attack is over.  Refer to Table 1.6b - Marakush - Allergies to
  determine the nature of the allergy affecting the PC.
  67%
  The PC has an unusual birthmark on his left shoulder, referred to as a
  “witchmark” by the intensely superstitious.  There is a 21% chance the
  character will be denounced as being in league with Dark Forces if seen
  by a superstitious person.  If the character chooses Witchcraft as a voca-
  tion, the mark offers a 33% chance that the spirits approve and enables the
  PC to enjoy a bonus of +13% to all success chances when performing
  Witch Magicks.
  68%
  The PC has a “wandering eye”, and there is a 21% chance that this will
  be viewed as “the Evil Eye” by someone who is intensely superstitious.
  The PC gains a bonus of +33% when using the skill Intimidation against
  such a person.  However, there is a 7% risk (checked first) that he will be
  accused of Black Sorcery and need to deal with a fear crazed mob.
  69-71%
  You easily manage to get your clothes dirty and ripped.  There is a 13%
  chance per day of this occurring.
  72-75%
  You are haunted by evil dreams.  There is a 13% chance per night of this
  happening and the PC is unable to recover any Fatigue Points.
  76-77%
  Others feel uncomfortable in your presence.  The PC gains a +2D10%
  bonus to his Intimidation skill.  This is rolled randomly each time.
  78-79%
  Bright sunlight bothers you.   You suffer a penalty of –10% to all TSC% in
  cloud cover of less than 40%.
  80-81%
  Animals you own or care for get sick and die.  There is a 3% chance per
  day of the animal becoming sick.  If the next roll is also within the 3%
  chance limit, the animal dies.
  82-83%
  Major phobia.  Roll against Table 1.9a – Marakush - Phobias.
  84-90%
  Noticeable but socially “acceptable” physical deformity, e.g. a large nose.
  The PC suffers a –1 penalty to his Appearance.
  91%
  Serious physical deformity, e.g. facial scar etc.  The PC suffers a –1/3
  D10 (rounding up) penalty to his Appearance.
  92%
  Severe physical deformity, e.g. hideous scars, hump back etc.  The PC
  suffers –1/2D10 (minimum –3) penalty to his appearance.  There is also
  a 13% chance that the deformity is of a crippling nature, e.g. lame leg that
  leads to a physical impairment (as determined by the Gamemaster).
  93%
  You exude a strong unpleasant body odour.  The PC suffers –1/3 D10 to
  his Appearance and incurs a penalty of –2D10% to Charisma skills per-
  formed within 5 feet of the person you wish to influence.
  94-95%
  Mild speech impairment, e.g. slight stutter, harsh voice etc.  The PC
  suffers –1 to their Bardic Voice and a -1D10% penalty to any voice
  dependant skills.
  96%
  Noticeable speech impairment, e.g. a pronounced stutter etc.  The PC
  suffers a –1/3 D10 (round down) to their Bardic Voice and suffers a –
  2D10% penalty to any voice dependant skills.
  97%
  Severe speech impairment.  The PC suffers a –1/2 D10 (minimum –3)
  penalty to their Bardic Voice and suffers a –2D10 + 10% penalty to any
  voice dependant skills.
  98-99%
  Twice cursed.  Roll twice on Table 1.6a – Marakush - Curses.
  100%
  Thrice cursed.  Roll three times on Table 1.6a – Marakush - Curses.
  1An allergy is not possible if the PC has a CON 20+.  If so, roll again.
  TABLE 1.6A – MARAKUSH - CURSES
  
  CHARACTER GENERATION 1.7
  10
  STEP 6 - THE “CURSE”
  Note:  For Table 1.6a - Marakush - Curses on page 6.
  Poorly Aspected PC’s must roll 1D100 against Table 1.6a – Marakush -
  Curses.  Remember how the omens warned at the PC’s birth that powerful
  forces might be at work opposing him?  A Curse lying upon the character is
  part of the outcome of that less than auspicious beginning.
  Neutrally Aspected and Well-Aspected PC’s do not have to roll for a
  Curse unless it is indicated they must do so later on.  However, a player can
  always opt for his character having a Curse in order to make things “interest-
  ing”.  In such an instance, roll randomly or be allowed to choose the Curse
  you want for the PC.  A player who decides to roll for or select a Curse
  voluntarily gains a bonus of +5 PC Points.
  1D10
  Allergy
  01-02
  Fur/hair, i.e. allergy to animal fur etc.  May result in sneezing or
  watering of the eyes, and causes an additional penalty of –2D10% to
  dexterity and vision based skills.
  03-04
  Dust.  May result in sneezing or watering of the eyes, and causes an
  additional penalty of –2D10% to dexterity or vision based skills.
  05-06
  Insect bites, i.e. allergy to a specific kind of insect, e.g. spider, bee.
  May result in a severe skin rash or swelling.  If multiple bites occur,
  there is a 13% chance the reaction will increase to the next level, i.e.
  a mild reaction will become serious etc.  A severe reaction will have
  13% chance of proving fatal.
  07-08
  Common food allergy.  The PC is allergic to a common type of food,
  e.g. eggs, wheat, berries etc., which may result in a severe rash or
  a gastric upset.  There is a 13% chance of the reaction increasing one
  level, i.e. a mild reaction may prove serious.  A severe reaction has
  a 13% chance of proving fatal, and a 33% chance of completely
  incapacitating the victim.
  09
  Uncommon food allergy.  The PC is allergic to an unusual or exotic
  foodstuff.  The effects are the same as for a common food allergy.
  10
  Mold.  The PC has an allergy to mildew (even damp earth if severe).
  May suffer almost constant sneezing and will suffer an additional
  penalty of –2D10% to all dexterity or vision dependant skills.  A
  severe reaction has a 7% of proving fatal.
  TABLE 1.6B - MARAKUSH - ALLERGIES
  STEP 7 - SPECIAL TALENTS & ABILITIES
  To determine if your character has any special abilities or talents, you may
  choose to do one of the following:
  1
  Elect to have no special talents or abilities, or
  2
  Purchase up to 3 special talents or abilities at the appropriate PC Points
  cost as shown in Table 1.7a – Marakush - Special Abilities & Talents.
  Note: Any PC who decides that their character has a special ability or talent,
  must also posses a Flaw.  Even if the PC possess several special abilities or
  talents, they need only possess a minimum of one flaw (refer to Step 8 –
  Character Flaws, Deficiencies & Defects).
  Special abilities in bold face are limited to Well Aspected and Poorly Aspected
  characters.
  Special abilities denoted (w) are limted to Well Aspected characters only.
  For further information on the various special abilities, refer to Chivalry &
  Sorcery: The Rebirth - Vol. 1 Core Rules.
  STEP 8 - CHARACTER FLAWS, DEFICIENCIES & DEFECTS
  A player may elect to have any number of flaws up to a maximum of +25 PC
  Points gained as shown in Table 1.8a - Marakush - Flaws on page 8
  overleaf.
  Note: Characters who possess a special talent or ability must have a Flaw
  to their character so gain one Flaw without gaining any PC Points.  Should
  they then decide to have further Flaws, they may gain PC Points as above.
  For detailed descriptions of the deficiencies and defects and hints on how
  they can affect role-play, see Chivalry & Sorcery: The Rebirth - Vol. 1
  Core Rules..
  Special Ability/Talent
   PC Point Cost
  Ambidextrous
  -10
  Born with an aptitude for a skill
  -15
  Enhanced Sight
  -5
  Extra Magical Spells
  -10
  Extraordinary Potential
  -10
  Fey Affinity (w)
  -5
  Fey Blood (w)
  -5
  Healing Powers
  -20
  Keen Hearing
  -3
  Light Sleeper
  -5
  Low Metabolic Rate
  -5
  Night Vision
  -5
  Premonition
  -7
  Resistant to Disease
  -5
  Resistant to Magick
  -10
  Resistant to Poison
  -5
  Scholarship
  -5
  Sense Auras
  -7
  Sense Good & Evil
  -5
  Speak with Animals (w)
  -7
  Unerring Sense of Direction
  -5
  Well Conditioned
  -10
  1For further information see Appendix A - Special Abilities & Defects, Table A.1 –
  Marakush - Animal Types
  TABLE 1.7A – MARAKUSH - SPECIAL ABILITIES & TALENTS
  
  CHARACTER GENERATION 1.8
  11
  STEP 9 – PERSONAL FEARS
  Phobias provide for a potentially fatal “Achilles’ Heel” and may force a
  character to act in a certain way under “fearful” conditions.
  Any player desiring a Phobia for his character can either:
  1
  Roll a 1D100 and compare the result with Table 1.9a – Marakush -
  Phobias, or
  2
  Select a Phobia from those listed in Table 1.9a – Marakush - Phobias.
  There is no cost or gain of PC Points for electing to have a Phobia, it only
  needs to be something you can role-play well.
  Note:  If the character obtained a Phobia earlier in the character generation
  process (either as a curse or flaw) it does not preclude the player electing to
  have a further Phobia at this stage.  It is the player’s choice.
  MORALE CHECK VS FEAR & PHOBIAS
  When exposed to conditions that might render a PC or NPC fearful, he must
  succeed with a “morale check” to deal with fear.
  Whenever a character is exposed to an experience that might produce fear
  in him, he will need to make a standard morale check in the form of a roll
  against his Willpower skill:
  1
  When confronted by a minor phobia, the character is required to make
  a Willpower roll at 3/4 TSC%.
  2
  When confronted by a major phobia, the character is required to make
  a Willpower roll at 1/2 TSC%.
  3
  If a person has a phobia, a Fear spell has an effect equivalent to his
  being exposed to whatever it is that really scares him! Consequently, he
  resists at a limited capacity, dependant on the level of his Phobia.
  4
  If a person does not have a phobia, he resists a  Fear spell with a
  Willpower roll at his full TSC%.
  5
  Highly self-disciplined characters may be able to maintain inner control
  even when confronted with terrible fear.  Characters with DISC 16+ may
  elect to employ 3/4 of their Discipline AR% instead of making a Will-
  power roll.
  6
  Pious lay characters may be able to maintain inner control even when
  confronted with Fear emanating from supernatural creatures or magical
  Fear by relying upon their faith that a higher power will protect them.
  Characters with PTY 13+ may elect to employ 2/3 of their Piety AR%
  instead of making a Willpower roll.
  PC Point
  Deficiency/Defect
  Bonus
  Absent-Minded
  +10
  Angry
  +5
  Argumentative
  +3
  Arrogant
  +10
  Avaricious
  +10
  Cannot Hold Liquor
  +7
  Clumsy
  +10
  Compulsive Gambler
  +10
  Compulsive Liar
  +7
  Cowardly
  +15
  Deep Sleeper
  +5
  Disrespectful
  +7
  Drunkard
  +7
  Envious
  +5
  Frivolous
  +5
  Gluttonous
  +5
  Hypochondriac
  +3
  Impatient
  +3
  Kleptomaniac
  +10
  Larcenous
  +5
  Lazy
  +3
  Letcherous
  +7
  Lustful
  +5
  Major Phobia1
  +10
  Manic-Depressive
  +7
  Megalomaniac
  +7
  Minor Phobia1
  +5
  Over-confident
  +7
  Overly Trusting
  +10
  Severely Phobic
  +13
  Rude
  +5
  Poor Hearing
  +4
  Poor Vision
  +4
  Paranoid
  +5
  Pessimistic
  +5
  Slovenly
  +3
  Slothful
  +7
  Tactless
  +10
  Vengeful
  +10
  1Roll 1D100 dice against Table 1.9a – Marakush - Phobias to identify the PC’s phobia.
  Note: no further PC Points are gained for this roll.
  TABLE 1.8A – MARAKUSH - FLAWS
  1D100
  Type of Phobia
  01-04%
  Acrophobia
  Fear of heights
  05-07%
  Agoraphobia
  Fear of open and public spaces
  08-10%
  Algophobia
  Fear of pain
  11-13%
  Ailurophobia
  Fear of felines
  14-20%
  Arachniphobia
  Fear of spiders
  21-23%
  Astrophobia
  Fear of thunder & lightning
  24-26%
  Autophobia
  Fear of being alone
  27-30%
  Claustrophobia
  Fear of close spaces
  31-33%
  Cynophobia
  Fear of dogs
  34-36%
  Demophobia
  Fear of large crowds
  37-40%
  Entomophobia
  Fear of insects
  41-44%
  Florophobia
  For fear of some plants/flowers
  45-47%
  Heliophobia
  Fear of sunlight
  48-50%
  Haemophobia
  Fear of blood.
  51-53%
  Heptaphobia
  Fear of being touched by anyone,
    even a close friend or a family
    member
  54-57%
  Hydrophobia
  Fear of water
  58-60%
  Hypnophobia
  Fear of sleeping and also of
    dreaming
  61-63%
  Kronophobia
  Fear of ageing
  64-66%
  Musophobia
  Fear of mice/small rodents
  67-69%
  Mysophobia
  Fear of being contaminated by dirt
    and filth
  70-72%
  Necrophobia
  Fear of corpses, Undead etc.
  73-75%
  Neophobia
  Fear of new things, new ideas, or
    change in general
  76-79%
  Nyctophobia
  Fear of darkness & night
  80-82%
  Orphidophobia
  Fear of snakes & reptiles
  83-84%
  Photophobia
  Fear of intense light
  85-87%
  Pyrophobia
  Fear of fire
  88-90%
  Thanophobia
  Fear of personal death
  91-93%
  Toxicophobia
  Fear of being poisoned
  94-97%
  Xenophobia
  Fear of strangers
  98-100%
  Zoophobia
  Fear of large animals
  TABLE 1.9A - MARAKUSH - PHOBIAS
  
  CHARACTER GENERATION 1.9
  12
  STEP 10 - DETERMINE CHARACTER SIZE
  DETERMINE CHARACTER’S HEIGHT
  The player has the choice of the following:
  1
  Roll the Height Die (for male characters this is 2D10 + 62, and for female
  characters this is 2D10 + 59) to give the Height Factor.  This is the PC’s
  height in inches, or
  2
  Default to the average height for the PC (for males this is 73 inches and
  for female character's 70 inches), or
  3
  Pay 5 PC Points to increase or decrease the PC’s average height by up
  to 6 inches.
  DETERMINE CHARACTER’S WEIGHT
  The basic Weight (WT) of any character is 10 lbs plus 5 lbs for every inch in
  height over 40 inches.  To modify this in respect of the PC’s build compare the
  PC’s Build Factor to Table 1.10a – Marakush - Weight Modifiers and amend
  the basic weight calculation by the given percentages (rounding up any
  fractions).
  STEP 11 - DETERMINE CHARACTER BODY POINTS
  Body is a “secondary” characteristic arising from Constitution, body mass,
  etc., and represents the amount of physical damage that a PC may sustain.
  DETERMINING BASIC BODY POINTS
  To find your character’s Body Points:
  1
  Add Body from Table 1.11a - Marakush  - Weight Factor
  2
  Add Constitution attribute
  3
  Add 1/2 Strength attribute (rounded down)
  Modified Roll
  Build
  Weight Modifier
  Less than 1
  Very Light Build
  Reduce weight by 30%
  1
  Very Light Build
  Reduce weight by 25%
  2
  Light Build
  Reduce weight by 20%
  3
  Light Build
  Reduce weight by 15%
  4
  Average Build
  Reduce weight by 5%
  5
  Average Build
  No change in basic weight
  6
  Average Build
  Increase weight by 5%
  7
  Heavy Build
  Increase weight by 10%
  8
  Heavy Build
  Increase weight by 15%
  9
  Heavy Build
  Increase weight by 20%
  10
  Massive Build
  Increase weight by 25%
  11
  Massive Build
  Increase weight by 30%
  12
  Massive Build
  Increase weight by 35%
  13 & over
  Massive Build
  Increase weight by 40%
  TABLE 1.10A – MARAKUSH - WEIGHT MODIFIERS
  Example:
  Sue decides to use the default height and build, but decides to modify them by
  spending some of her PC Points.  Her female character has an basic height of 5’ 10”
  and build of 04.  She decides to spend 5 PC Points to increase her height by 4” so
  making her height 6’ 2”.  (She could have added a maximum of 6” but decided 4”
  was enough).  At this modified height, her weight will be 171 lbs (her basic weight of
  180 lbs less 5% for her 04 Build Factor = 171 lbs).  Sue decides that this is a little too
  heavy for her character, so she decides to spend a further 5 PC Points to decrease
  her Build Factor to 03.  This  means her weight will now be 153 lbs (180 lbs less 15%
  for her 03 Build Factor = 153 lbs).  Therefore at a cost of 10 PC Points, Sue has a
  character of height 6’ 2” and weight 153 lbs.
    Weight (lbs)
  Body
  Weight (lbs)
  Body
  Weight (lbs)
  Body
  Under 44
  10
  129-144
  18
  278-300
  26
  45-53
  11
  145-160
  19
  301-324
  27
  54-64
  12
  161-177
  20
  325-348
  28
  65-75
  13
  178-196
  21
  349-373
  29
  76-87
  14
  197-215
  22
  374-400
  30
  88-100
  15
  216-235
  23
  401-427
  31
  101-113
  16
  236-256
  24
  428-455
  32
  114-128
  17
  257-278
  25
  456-484
  33
  TABLE 1.11A – MARAKUSH - WEIGHT FACTOR
  Resist
  Total Rest
  Lt. Activity
  Active
  Disease
  CON
  Descriptor
  per day
  per day
  per day
  (RD%)
  02
  Sickly
  1%
  0%
  0%
  30%
  03
  Infirm
  2%
  1%
  0%
  40%
  04
  Feeble
  2%
  1%
  1%
  50%
  05
  Frail
  2%
  1%
  1%
  55%
  06
  Weak
  3%
  1%
  1%
  60%
  07
  Unsound
  4%
  2%
  1%
  65%
  08
  Average
  5%
  3%
  1%
  70%
  09
  Average
  5%
  3%
  1%
  75%
  10
  Fit
  6%
  3%
  1%
  80%
  11
  Lively
  6%
  3%
  1%
  82%
  12
  Energetic
  6%
  3%
  1%
  84%
  13
  Hardy
  7%
  3%
  1%
  86%
  14
  Stalwart
  7%
  4%
  2%
  88%
  15
  Robust
  7%
  4%
  2%
  90%
  16
  Rugged
  8%
  4%
  2%
  92%
  17
  Vigorous
  8%
  5%
  3%
  94%
  18
  Dynamic
  8%
  5%
  3%
  96%
  19
  Vibrant
  8%
  5%
  3%
  97%
  20
  Vital
  9%
  6%
  3%
  98%
  21+
  Weatherproof
  10%
  6%
  4%
  99%
  TABLE 1.11B – MARAKUSH - BODY RECOVERY RATES (BRR)
  DETERMINE CHARACTER’S BUILD
  The player has the choice of the following:
  1
  Roll the Build Die (for male characters this is 1D10 + 2, and for female
  characters this is 1D10 - 1)  and if applicable, modify the result by the
  following:
  If a PC has Agility 15-19, reduce the result by –1
  If a PC has Agility 20+, reduce the result by –2
  If a PC has Constitution 15-19, increase the result by +1
  If a PC has Constitution 20+, increase the result by +2
  This will give you the PC’s Build Factor, or
  2
  Default to the average build for the PC (for males this is 07 = Heavy, and
  for fermales this is 04 = Average), or
  3
  Pay 5 PC Points to increase or decrease the PC’s Build Factor by one
  level.  The Build Factor can be modified by a maximum of 3 levels.
  RECOVERING BODY POINTS
  The Body Recovery Rate (BRR) or the rate at which a character recovers
  lost Body Points through natural healing.  Table 1.11b – Marakush - Body
  Recovery Rates shows the percentage of Body Points recovered each day
  (rounded up) and depends on the level of a character's Constitution.
  
  CHARACTER GENERATION 1.10
  13
  Only complete Body Points are restored at the beginning of the next day
  following a day of rest and recuperation.  No character recovers Body
  Points if strenuously active.
  Note: It is possible to have a Body Recovery Rate of less than 1 Body Point
  per day.  In those instances, round to the nearest 0.25 Body Point.
  Computations need to be done once.  Record them on the charac-
  ter’s Profile Sheet for future reference to save yourself having to
  continually recalculate them.
  NEGATIVE BODY LIMITS
  When a character’s Body is reduced to negative values, he is not neces-
  sarily dead.  One can sustain negative damage up to his CON and still remain
  alive, although deeply unconscious.  When Body Points fall below a negative
  level equal to or lower than CON then death occurs.
  RESIST DISEASE (RD%)
  Resist Disease (RD%) is the normal chance a PC has of either being
  immune to or else fighting off an infection.  A PC’s RD% can be modified by
  the nature of the disease, the circumstances, etc.  Table 1.13b – Body
  Recovery Rates shows the basic RD% possible.
  STEP 12 - DETERMINE CHARACTER FATIGUE POINTS
  Fatigue represents a character’s endurance and his energy levels.  Fatigue
  is measured in Fatigue Points (FP).
  DETERMINING BASIC FATIGUE POINTS
  To calculate your PC’s Fatigue Points:
  1
  Add Constitution and Strength, or
  2
  Add Constitution and Discipline
  RECOVERING FATIGUE POINTS
  A PC uses up energy quickly in highly stressful situations, particularly in
  combat or the practice of magick.  The rate a PC “recharges” personal
  energy levels is the Fatigue Recovery Rate (FRR).  The level of Constitu-
  tion that a PC possesses reflects how quickly he can recover.
  The amount of Fatigue Points regained after 10 minutes of rest, as shown in
  Table 1.12a - Marakush - Fatigue Recovery Rates is the amount of Fatigue
  Points recoved in the first 10 minutes of rest following any form of activity.
  This requres the individual PC to simply sit and do nothing, gradually "getting
  his breath back".
  A PC can extend this resting period up to a maximum of 1 hour and still
  recover some Fatigue Points.  The recovery rate after the first 10 minutes of
  rest is 1 FP per 10 minutes of additional rest for a PC with CON 15 or less and
  2 FP per 10 minutes of additional rest for a PC with CON 16+.  If the PC
  wishes to recover more he needs to sleep.  A character can then recover
  Fatigue Points at the sleeping rate which has no maximum period for sleep.
  STEP 13 - DETERMINE CHARACTER LIFTING
  & CARRYING CAPACITY
  LIFTING CAPACITY (LCAP)
  Lifting Capacity (LCAP) is the weight a character can lift over his head.  To
  determine a character’s lifting ability, compare his Strength rating to Body
  weight as shown in Table 1.13a – Marakush - Strength/Body Ratio.
  Sleep
  Rest
  Sleep
  Rest
  CON
  1 hour
  10 min
  CON
  1 hour
  10 min
  01-06
  5 FP
  2 FP
  18
  10 FP
  7 FP
  07-10
  6 FP
  3 FP
  19
  12 FP
  8 FP
  11-13
  7 FP
  4 FP
  20
  13 FP
  9 FP
  14-15
  8 FP
  5 FP
  21+
  15 FP
  10 FP
  16-17
  9 FP
  6 FP
  TABLE 1.12A – MARAKUSH - FATIGUE RECOVERY RATES (FRR)
  STR
  LCAP
  STR
  LCAP
  02
  5 lbs + 25% of Body Weight
  17
  5 lbs + 140% of Body Weight
  03
  5 lbs + 30% of Body Weight
  18
  5 lbs + 150% of Body Weight
  04
  5 lbs + 35% of Body Weight
  19
  5 lbs + 160% of Body Weight
  05
  5 lbs + 35% of Body Weight
  20
  5 lbs + 170% of Body Weight
  06
  5 lbs + 40% of Body Weight
  21
  5 lbs + 180% of Body Weight
  07
  5 lbs + 50% of Body Weight
  22
  5 lbs + 190% of Body Weight
  08
  5 lbs + 60% of Body Weight
  23
  5 lbs + 200% of Body Weight
  09
  5 lbs + 70% of Body Weight
  24
  5 lbs + 210% of Body Weight
  10
  5 lbs + 80% of Body Weight
  25
  5 lbs + 225% of Body Weight
  11
  5 lbs + 90% of Body Weight
  26
  5 lbs + 250% of Body Weight
  12
  5 lbs + 100% of Body Weight
  27
  5 lbs + 300% of Body Weight
  13
  5 lbs + 105% of Body Weight
  28
  5 lbs + 350% of Body Weight
  14
  5 lbs + 110% of Body Weight
  29
  5 lbs + 400% of Body Weight
  15
  5 lbs + 120% of Body Weight
  30
  5 lbs + 450% of Body Weight
  16
  5 lbs + 130% of Body Weight
  31
  5 lbs + 500% of Body Weight
  TABLE 1.13A – MARAKUSH - STRENGTH/BODY RATIO
  CARRYING CAPACITY (CCAP)
  Not only in modern times but also throughout history, infantry carried a bur-
  den of 50 to 100 lbs of armaments, ammunition and equipment.  In good
  condition and with the weight properly distributed by a decent backpack,
  etc., infantry can march for many miles under that load over all manner of
  terrain!
  To reflect this, Carrying Capacity is calculated as 1/2 x LCAP (rounding up).
  STEP 14 - DETERMINE CHARACTERS JUMPING ABILITY
  All characters are capable of jumping across a distance.  However, how far
  they can jump depends on their Strength, Agility, racial characteristics, and
  the load they are bearing.  Distances may be improved by the Athletic skill of
  Jumping.
  The character's Jump is calculated as 2 feet + 1/4 x (STR + AGIL).
  STEP 15 - DETERMINE CHARACTERS MOVEMENT
  DETERMINING  BASE ACTION POINTS (BAP)
  Base Action Points (BAP) determines what can be done in a given period
  of time.  BAP is found by considering either purely physical capabilities or a
  combination of physical and mental capacity.  Apply the more advantageous
  of the following methods:
  1
  Add Agility and Constitution, then divide by 2, or
  2
  Add Agility and Intellect, then divide by 2
  Round fractions down when computing Base Action Points (BAP).  Include
  all levels possessed in AGIL even if over AGIL 20 but the maximum that
  can be included for INT or CON levels is INT 20 and CON 20.
  
  CHARACTER GENERATION 1.11
  14
  STEP 17 - CHARACTER AGE
  Within the Heroes of Marakush, it is age which determines a character’s
  starting experience.  These rules enable a character to start either younger
  or older than the base age of 18 years.
  A player has the opportunity to:
  1
  Default to the base age of 18, or
  2
  Pay the appropriate amount of PC Points as shown in Table 1.17a –
  Marakush - PC Age to select the character age required.
  The experience points obtained can be spent on skills etc. and may result in
  the character starting higher than Level 1.
  STEP 18 - DETERMINE CHARACTER'S PERSONALISING TRAITS
  A character becomes more of an individual the more a “personalises” him.
  Remember in Chivalry & Sorcery, especially in the Heroes of Marakush
  the more detail, the better!
  NAMING THE PLAYER CHARACTER
  Names are important.  When choosing a name for your character, consider
  what you are trying to say about him or her.   In the Heroes of Marakush
  campaign, characters initially come from the Kingdom of Solda.  Names of
  characters from Solda should have a Germanic sound but this is not exclu-
  sive.  In the end, it is the player’s choice!  He has to live with it!
  PERSONAL FOIBLES
  While a character might not start with any behaviours or habits that become
  “hallmarks” of his personality, keep it in mind that most people do tend to have
  a distinct voice, maybe an accent or favourite expressions, pet peeves,
  particular preferences in clothing, food, drink etc.  As you role-play your
  character, you might note down all the things that make him truly individual
  and unique and try to build these into your role-playing repertoire.
  STEP 16 - DETERMINE CHARACTERS HOROSCOPE
  CASTING THE HOROSCOPE
  The player may elect to either:
  1
  Roll a 1D100 and compare the result to Table 1.16a – Marakush - Birth
  Signs & Skills, or
  2
  Pay –10 PC Points to choose the Birth Sign desired.
  BIRTH SIGN SKILLS
  Each Birth Sign favours two skill categories and a player may choose
  either:
  1
  Two skills from one of the two favoured categories, or
  2
  One skill from each of the favoured categories.
  If one of the auspicious skills selected if one of the PC’s primary vocational
  skills then the skill is considered as Mastered at –2 DF with basic knowl-
  edge and +2 levels of skill (this is a “free” Mastery slot).  If the auspicious
  skill is not part of his primary vocational skills, the PC still has basic knowl-
  edge and +2 levels, but only improves the skill at a bonus of –1 DF.   This
  choice includes Modes and Methods of Magick for Materia Magica.
  SUCCESS BONUSES FOR HAVING WELL ASPECTED SKILLS
  A Well Aspected PC enjoys a +5% TSC bonus to any skills in categories
  favoured by his Birth Sign.
  S
  Drago calender
  Urtish calender
  1D100
  Star sign
  Favoured Skills & Benefits
  Symbol
  Start
  End
  Start
  End
  01-09%
  Estero
  Materia Magica, Any Lore
  Pentacle
  1st Hare
  15th Fox
  1st Inarr
  45th Inarr
  10-17%
  Dragus
  Combat, Materia Magica
  Dragon
  16th Fox
  30th Hawk
  1st Chefror
  45th Chefror
  18-24%
  Hyandin
  Combat, Perception
  Wolf
  1st Stag
  15th Eagle
  1st Maruth
  45th Maruth
  25-31%
  Aracnus
  Thievery, Crafts
  Spider
  16th Eagle
  30th Horse
  1st Ebrild
  45th Ebrild
  32-38%
  Pegasar
  Materia Magica, Materia Medicina
  Pegasus
  1st Trout
  15th Storm
  1st Mald
  45th Mald
  39-45%
  Cressa
  Agriculture, Animal
  Sickle
  16th Storm
  30th Dragon
  1st Mehevin
  45th Mehevin
  46-52%
  Hadris
  Charisma, Cooking & Brewing
  Lady
  1st Bear
  15th Deer
  1st Gorrfrend
  45th Gorrfrend
  53-60%
  Khazan
  Crafts, Materia Medicina
  Mountain
  16th Deer
  30th Boar
  1st Asut
  45th Asut
  61-69%
  Gohan
  Combat, Outdoor
  Gosut lion
  1st Wolf
  15th Troll
  1st Medi
  45th Medi
  70-78%
  Skenn
  Combat, Mental Fortitude
  Sword
  16th Troll
  30th Frost
  1st Hydrek
  45th Hydrek
  79-88%
  Hadrin
  Athletic, Agriculture
  Man
  1st Snow
  15th Ice
  1st Tached
  45th Tached
  89-97%
  Tempes
  Seamanship, Outdoors
  Rain
  16th Ice
  30th Death
  1st Ragfyrn
  45th Ragfyrn
  98-100%
  Select any Birth Sign
  TABLE 1.16A - MARAKUSH - BIRTH SIGNS & SYMBOLS
  Character’s
  Skill
  PC Point
  Starting Age
  Points
  Cost
  13
  25
  +10
  14
  30
  +8
  15
  35
  +6
  16
  40
  +4
  17
  45
  +2
  18
  50
  —
  19
  55
  -2
  20
  60
  -4
  21
  65
  -6
  22
  70
  -8
  23
  75
  -10
  24
  80
  -12
  25
  85
  -14
  TABLE 1.17A – MARAKUSH - PC AGE
  
  VOCATIONS 2.1
  15
  VOCATIONS
  In the Heroes of Marakush campaign characters are restricted to the
  following vocations:
  Warriors
  Thieves
  Knights (Landless)
  Burglars
  Sergeants-at-arms & Petit
  Beggars
     Sergeants
  Cut-purses
  Common Men-at-arms
  Foresters
  Physicians & Heralds
  Mages
  Guild of Esoteric Lore:
  Ancient Order of Elemental
  Diviners
     Magic (Secretive Order:
  Enchanters
  Elementalists - Air, Earth, Fire
  Hex Masters
     and Water
  Thaumaturges
  Priests
  Priest Mages
  Friars - Church of Urto
  Witches
  Monastics - Church of Urto
  Druids
  Ordained Clergy - Church of
     Urto & Temple of Tyrith
  Religious Fighting Order
  Knights
  Chaplains
  A character begins play with level 0 in his background skills, in addition they
  also receive these common skills  that can also be regarded as Background
  skills unless listed under the vocation as Primary Skills.
  Alertness - Sight
  Language - Spoken (Own)
  Stamina
  Alertness - Sound
  Local Geography
  Willpower
  Dodge
  Brawling
  Faith
  A character receives 10 skills from his vocational list at level 1.  At least 6 of
  these must be from his primary skill.  Where a character has combat skills
  listed, then all of these combat skills are classed as vocational,  but the
  number that a character can choose to start with is limited to the number
  shown.
  Primary (or Vocational) Skills
  Primary or Vocational Skills are skills that are essential to the vocation cho-
  sen by the character.  The PC learns Primary Skills at a Difficulty Factor (DF)
  of –1 DF.
  All Primary Skills can become Mastered Skills (qv) so giving the PC further
  benefits.
  Secondary Skills
  Secondary Skills may also form part of the character’s vocation but they are
  not considered as practised or as necessary as Primary Skills.
  Secondary Skills can also become Mastered Skills (qv) so giving the PC
  additional benefits.
  Tertiary (or Hobby) Skills
  A character also has a number of Tertiary (or Hobby) Skills which are the
  characters pastimes.  They are learnt at an increased Difficulty Factor (DF)
  of +1 DF.  These Tertiary Skills can be used on a regular basis throughout the
  game.  It may transpire that any regularly used Tertiary Skills can be promoted
  to Secondary Skills.  The number of starting Tertiary skills are as follows:
  Mastered Skills
  A character may no assign his 5 mastery slots.  Mastered Skills gain a
  bonus of –1 DF to its learning and improving rates.  In addition, a player will
  gain one additional level in skills that are initially mastered when selecting his
  ten starting skills, therefore any such Primary (or Vocational) Skills begin at
  Level 2 and –2 DF and any Background and Secondary skills begin at Level
  1 and –1 DF when mastered.
  Knight’s Primary Skills
  Knight’s Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Animal Riding2
  Any other Combat skills
  Mounted Combat2
  First Aid
  Any 3 Combat skills marked (K)3
  Any background skills
  Conditioning4
  Endurance4
  Stamina3
  Battlefield Tactics5
  Leadership
  Any Noble skills
  Initial Number of Combat Skills
  7 (includes 3 selected as Mastery)
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  2Animal Riding and Mounted Combat constitute the essential skills for any Knight
  and must be selected for Mastery before any other skills.
  3The next three skills selected for Mastery must be Combat skills characteristic of
  Knighthood.
  4If from a chivalric or noble background Conditioning, Endurance and Stamina
  training are part of a character’s rigorous preparation for Knighthood and are learned
  and improved as a matter of course at -2 DF and need not be selected for Mastery.
  5A character of noble background and with INT 14+ and WIS 14+ will learn Battlefield
  Tactics at -2 DF and need not select it for Mastery.  This is a part of his fundamental
  training as a membership of the feudal leadership class and because his intellectual
  capabilities alone enable him to master the skill.
  Knights (Landless)
  Primary Attribute:
  Strength (STR)
  Secondary Attribute:
  Constitution (CON)
  Total of
  Tertiary
  INT + DISC
  Skills
  Under 20
  1
  20-29
  2
  30-35
  3
  36-39
  4
  40+
  5
  TABLE 2.1 – NUMBER OF TERTIARY SKILLS
  WARRIORS
  TABLE 2.2 - VOCATIONAL SKILLS - KNIGHTS (LANDLESS)
  
  16
  Sergeants-at-Arms & Petit Sergeants
  Primary Attribute:
  Strength (STR)
  Secondary Attribute:
  Constitution (CON)
  Sergeant’s Primary Skills
  Sergeant’s Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Animal Riding2
  Any K Only Combat Skills4
  Mounted Combat3
  Weaponsmithing & Armoury
  Conditioning
  Leadership
  Endurance
  First Aid
  Any Combat Skills (except K Only)
  Stamina
  Any background skills
  Initial Number of Combat Skills
  6
  1Any vocational skills that are selected for Mastery carry a –2 DF advantage.
  2Animal Riding must be selected as the first skill chosen for Mastery.  Characters
  qualified by birth and background to become feudal Sergeants have basic knowledge.
  3Mounted Combat must be the second skill selected for Mastery.  It was the
  Sergeants role to fight alongside his Knight!  It was not enough to have fighting
  prowess, his identity as a mounted warrior was based on his prowess in the saddle.
  4Knight only combat skills are restricted to Ride a Warhorse, Wear Battle Armour
  and Cavalry Lance.  Sergeants-at-Arms would be more likely to have Knightly
  Secondary Skills than Petit Sergeants would because they have a greater chance of
  obtaining regular training in them.
  TABLE 2.3 - VOCATIONAL SKILLS - SERGEANTS-AT-ARMS & PETIT SERGEANTS
  Common Men-at-arms
  Primary Attribute:
  Strength (STR)
  Secondary Attribute:
  Constitution (CON)
  Man-at-arms’ Primary Skills
  Man-at-arms’ Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Any Combat Skills (except K Only)2
  Any Combat Skills (except K Only)
  Conditioning
  First Aid
  Endurance
  Animal Riding
  Stamina
  Any background skills
  Initial Number of Combat Skills
  5 (including 2 selected as Mastery)
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  2At least 2 of the initial Combat Skills must be selected as the skills first chosen for
  Mastery.  Archery is a specialisation and it is unlikely it would be selected by a line
  infantryman, who would be more likely choose hurling a javelin or axe for Mastery.
  Forester’s Primary Skills
  Forester’s Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Archery or Hurling Javelins2
  Any Combat skills not K only
  Any Outdoors Skills3
  Conditioning4
  Combat skills (marked F)
  Endurance4
  Bestiary Lore
  Stamina4
  Regional and National Geography5
  First Aid
  Regional and National History5
  Bowery & Fletching
  Herbalism
  Any background skills
  Initial Number of Combat Skills
  4
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  2Either Archery or Hurling Javelins must be the first skill selected for Mastery.
  3Outdoor skills are mandatory for any Forester and he possess a minimum of three of
  these skills.  Also half of their Mastery slots must spent on Outdoor Skills.  If the PC’s
  father’s vocation is a Forester, the character will start with background knowledge in
  any four Outdoor Skills.
  4If born to a Forester background, the character will have basic knowledge in these
  athletic skills.
  5Foresters only learn knowledge of forests within these skills.
  Foresters
  Primary Attribute:
  Constitution (CON)
  Secondary Attribute:
  Agility (AGIL)
  TABLE 2.4 - VOCATIONAL SKILLS - COMMON MEN-AT-ARMS
  TABLE 2.5 - VOCATIONAL SKILLS - FORESTERS
  THIEVISH VOCATIONS
  One of the favourite vocational classes in role-playing has been the “Thief”.
  However, this vocation has been badly abused.
  Again, a distinction should be made between the vocation of “Thief” and the
  occupation.  To choose the vocation of Thief is to elect for proficiency in
  skills that enable one to engage in “shady” behaviour even if he is not a
  “thief” by occupation.  For example, a character might follow the occupa-
  tion of travelling minstrel and acquire skills like playing musical instruments.
  However, he chooses the vocation of “Thief” to develop proficiency in skills
  enabling him to augment his living with what he might be able to “pick up” here
  and there from “good” citizens who are less than vigilant.
   All thievish characters receive the following basic Primary (Vocational) Skills
  at level 0 at no cost.  However, in addition each of the specialist types of thief
  has their own special areas of competence.
  Basic Thieves’ Primary Skills (-1 DF to learn)1
  Streetwise
  Dodge
  Concealing and Finding
  Any Underworld Lore
  Detecting Thievery
  1All “Thief” types may chose from these skills for Mastery at –2 DF.
  TABLE 2.6 - BASIC THIEVES' PRIMARY SKILLS
  VOCATIONS 2.2
  
  VOCATIONS 2.3
  17
  Burglars
  Primary Attribute:
  Agility (AGIL)
  Secondary Attribute:
  Strength (STR)
  Beggars
  Primary Attribute:
  Intellect (INT)
  Secondary Attribute:
  Bardic Voice (BV)
  Burglar’s Primary Skills
  Burglar’s Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Picking Locks2
  Knife & Dagger Fighting
  Stealth of Thieves & Assassins3
  Back-stabbing
  Detecting Mantraps4
  Hearing Rumours
  Setting & Disarming Mantraps
  Any background skills
  Climbing
  Evaluating Loot
  Skulk in Shadows
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  2Picking Locks must be selected as the first skill chosen for Mastery.
  3Stealth must be selected as the second skill chosen for Mastery.
  4Detecting Mantraps must be selected as the third skill chosen for Mastery.
  TABLE 2.7 - VOCATIONAL SKILLS - BURGLARS
  Cut-Purses
  Primary Attribute:
  Agility (AGIL)
  Secondary Attribute:
  Strength (STR)
  Cut-Purses’ Primary Skills
  Cut-Purse’s Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Picking Pockets2
  Back-stabbing
  Stealth of Thieves & Assassins3
  Maces, Hammers & Clubs
  Mugging4
  Evaluating Loot
  Knife & Dagger Fighting
  Garrotting
  Sleight of Hand
  Con
  Skulk in Shadows
  Any background skills
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  2Picking Pockets must be selected as the first skill chosen for Mastery.
  3Stealth must be selected as the second skill chosen for Mastery.
  4Mugging must be selected as the third skill chosen for Mastery.
  TABLE 2.9 - VOCATIONAL SKILLS - CUT-PURSES
  PHYSICIANS & HERALDS
  Physician
  Primary Attribute:
  Intellect (INT)
  Secondary Attribute:
  Agility (AGIL)
  Physician’s Primary Skills
  Physician’s Secondary Skills
  Skills (-1 DF to learn)1
  (-1 DF if for Mastery)
  Chirurgery1
  All Ancient Languages
  All Other Materia Medicina
  All Foreign Languages
  Administer Poisons & Drugs
  Animal Riding
  Regional & National Geography
  Any Background Skills
  All Weapon Skills2
  Initial Number of Combat Skills
  3
  1At -2 DF to learn (-3 DF if chosen for Mastery)
  2Physicians know the vital points on the human body and thus do well with weapons.
  TABLE 2.10 - VOCATIONAL SKILLS - PHYSICIAN
  Herald
  Primary Attribute:
  Intellect (INT)
  Secondary Attribute:
  Bardic Voice (BV)
  A Herald is similar to an Adventurer.  He requires Heraldry plus Charismatic
  skills, and high BV and INT levels are also useful.  He should also be able to
  read and write.
  Beggars’ Primary Skills
  Beggar’s Secondary Skills
  (-1 DF to learn)1
  Skills (-1 DF if for Mastery)
  Begging2
  Storytelling
  Con3
  Acting: Performance
  Disguise4
  Knife & Dagger Fighting
  Hearing Rumours
  Any 3 Lore
  Actoing: Costume & Design
  Any background skills
  Sleight of Hand
  Skulk in Shadows
  Picking Pockets
  Evaluating Loot
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  2Begging must be selected as the first skill chosen for Mastery.
  3Con must be selected as the second skill chosen for Mastery.
  4Disguise must be selected as the third skill chosen for Mastery.
  TABLE 2.8 - VOCATIONAL SKILLS - BEGGARS
  Vocational Skills
  Secondary Skills
  (-1 DF to learn)
  (-1 DF if for Mastery)
  Riding & Mounted Combat1
  Any other Combat skills
  Heraldry2
  First Aid
  Any 2 Combat skills marked (K)3
  Any background skills
  Diplomacy & Politics4
  Conditioning5
  Endurance5
  Stamina5
  Battlefield Tactics6
  Leadership
  Any 3 Languages (Spoken & Written)
  Any Noble Skills
  1Riding & Mounted Combat constitute the essential skill for any Knight and must
  be selected for Mastery before any other skill.
  2Heraldry must be the second skill selected for Mastery.
  3The next two skills selected for Mastery must be Combat skills characteristic of
  Knighthood even though a Herald normally does not engage in battle.
  4Diplomacy & Politics must be the fifth skill selected for Mastery.
  5If from a chivalric or noble background, Conditioning, Endurance and Stamina
  training are part of a character’s rigorous preparation for Knighthood.  They are learnt
  and improved as a matter of course at –2 DF (BCS +20%, -2 SKP, -200 EXP) and
  need not be selected for Mastery.
  6A character of noble background with an INT+WIS = 28+ will learn Battlefield
  Tactics at –2 DF (BCS +20%, -2 SKP, -200 EXP) and cannot select it for Mastery
  as this is part of his fundamental training, and since his intellectual capabilities enable
  him to be considered to have Mastery in the skill.
  TABLE 2.11 - VOCATIONAL SKILLS - HERALD
  
  Elementalist
  Primary Attribute:
  Intellect (INT)
  Secondary Attribute:
  Constitution (CON)
  Elementalists are amongst the most primitive of all the mage types.  Their
  mastery over the elements exceeds that of any other mage type.  The
  Elementalist over the centuries has become more and more specialised as
  their art has developed.  There can now be found four kinds of Elemental
  Magus, one for each of the four elements. The Elementalist vocation consists
  of a set of common skills that each Elementalist can learn and a set of
  additional specialist skills appropriate to a specific type of Elementalist.
  Elementalist's Primary Skills
  Elementalist's Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Law of Magick
  Spell Research
  Law of Correspondences
  Spell Enhancement
  Any Materia Magicka
  Any Languages
  + specialist skills
  Word of Guard
  Any background skills
  + specialist skills
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  VOCATIONS 2.4
  18
  MAGES
  Mages cover all magick users who use the study of magick and bargaining
  with spirits to practice their arts.
  Diviner
  Primary Attribute:
  Intellect (INT)
  Secondary Attribute:
  Wisdom (WIS)
  Enchanter
  Primary Attribute:
  Intellect (INT)
  Secondary Attribute:
  Bardic Voice (BV)
  Enchanters use music and song to cast their spells and a few will use poetry
  or dance in their arts.  The enchanter is particularly adept at the methods of
  Command and Illusion.  If an enchanter lacks any of the following skills,
  penalties are applied until skill is acquired:
  Singing or Poetic Recitation: -10% to TSC% for magick targeting rolls
  Play Musical Instruments or Dancing: -10% TSC% to all magick methods.
  Diviner's Primary Skills
  Diviner’s Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Divination Mode (-3 DF)
  Command Method
  Laws of Magick
  Plant Method
  Lore of Correspondences
  Wards Method
  Spell Research
  Basic Magick - Air Method
  Divining the Omens
  Basic Magick - Fire Method
  Divination Method
  Basic Magick - Water Method
  Arcane Method
  Oratory
  Summoning Method
  Any Lore Historical
  Transcendental Method
  Read Character
  Any background skills
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  TABLE 2.12 - VOCATIONAL SKILLS - DIVINERS
  Enchanter's Primary Skills
  Enchanter’s Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Enchantment Mode (-3 DF)
  Spell Research
  Lore of Correspondences
  Basic Magick - Air Method
  Sing
  Basic Magick - Fire Method
  Any Musical Instruments
  Basic Magick - Water Method
  Poetic Recitation
  Arcane Method
  Any Dance
  Transcendental Method
  Command Method
  Any Charismatic skills
  Illusion Method
  Any Material Magicka
  Summoning Method
  Any Arts & Entertainment skills
  Transmutation Method
  Any Lore Historical
  Wards Method
  any 2 Languages (Written)
  Any Languages (Spoken)
  Any background skills
  Any 2 Languages (Written)
  Any 2 Charismatic skills
  Any 3 Materia Magicka
  Any 2 Lore Historical
  Meditation
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  Hex Master
  Primary Attribute:
  Intellect (INT)
  Secondary Attribute:
  Discipline (DISC)
  TABLE 2.13 - VOCATIONAL SKILLS - ENCHANTERS
  TABLE 2.14 - VOCATIONAL SKILLS - HEXMASTER
  Hex Master's Primary Skills
  Hex Master's Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Magecraft Mode
  Any Methods of Magick
  Laws of Magick
  Any Lore Historical
  Lore of Correspondences
  Any Languages (Written)
  Any 3 Lore Historical
  Any Languages (Spoken)
  Any 7 Methods of Magick
  Any Material Magicka
  Any 3 Materia Magicka skills
  Any background skills
  Any 3 Languages (Written)
  Any 3 Languages (Spoken)
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  Thaumaturge
  Primary Attribute:
  Intellect (INT)
  Secondary Attribute:
  Agility (AGIL)
  Thaumaturge's Primary Skills
  Thaumaturge's Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Thaumaturge Mode (-3 DF)
  Any 2 Thievery skills
  Oratory
  Any Languages
  Con
  Any Arts & Entertainment skills
  Any 2 Materia Magicka
  Any Materia Magicka
  Any 2 Languages (Spoken)
  Basic Magick - Air Method
  Any 2 Languages (Written)
  Basic Magick - Fire Method
  Any 1 Lore Historical
  Arcane Method
  Sleight of Hand
  Divination Method
  Illusion Method
  Plant Method
  Command Method
  Summoning Method
  Transmutation Method
  Transcendental Method
  Wards Method
  Any background skills
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  TABLE 2.15 - VOCATIONAL SKILLS - THAUMATURGE
  TABLE 2.16 - BASIC ELEMENTALIST'S PRIMARY & SECONDARY SKILLS
  
  VOCATIONS 2.5
  19
  Air Elementalist's Primary Skills
  Air Elementalist's Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Air Elementalist Mode (-3 DF)
  Interpret Omens (Aeromancy)
  Basic Magick - Air Method
  Basic Magick - Earth Method
  Basic Magick - Fire Method
  Arcane Method
  Basic Magick - Water Method
  Summoning Method
  Command Method
  Divination Method
  Wards Method
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  Earth Elementalist's Primary Skills
  Earth Elementalist's Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Earth Elementalist Mode (-3 DF)
  Masonry & Stonecutting
  Basic Magick - Earth Method
  Gem Cutting
  Basic Magick - Fire Method
  Basic Magick - Air Method
  Basic Magick - Water Method
  Arcane Method
  Command Method
  Divination Method
  Wards Method
  Plant Method
  Summoning Method
  Word of Guard
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  Fire Elementalist's Primary Skills
  Fire Elementalist's Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Fire Elementalist Mode (-3 DF)
  Interpret Omens (Pyromancy)
  Basic Magick - Fire Method
  Basic Magick - Water Method
  Basic Magick - Air Method
  Arcane Method
  Basic Magick - Earth Method
  Summoning Method
  Command Method
  Word of Guard
  Divination Method
  Wards Method
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  Water Elementalist's Primary Skills
  Water Elementalist's Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Water Elementalist Mode (-3 DF)
  Interpret Omens (Hydromancy)
  Basic Magick - Water Method
  Basic Magick - Fire Method
  Basic Magick - Air Method
  Command Method
  Basic Magick - Earth Method
  Illusion Method
  Divination Method
  Plant Method
  Wards Method
  Summoning Method
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  TABLE 2.17 - VOCATIONAL SKILLS - AIR ELEMENTALISTS
  TABLE 2.18 - VOCATIONAL SKILLS - EARTH ELEMENTALISTS
  TABLE 2.19 - VOCATIONAL SKILLS - FIRE ELEMENTALISTS
  TABLE 2.20 - VOCATIONAL SKILLS - WATER ELEMENTALISTS
  PRIESTS
  In these rules the main church is the Church of Urto and its  Priest vocations
  are based on the Christian Priests of the Middle Ages.  The Priest relies on his
  Faith for his power, believing unequivocally in the power of the Divine.
  Friars
  Primary Attribute:
  Piety (PTY)
  Secondary Attribute:
  Wisdom (WIS)
  Friars are members of a religious order who are reliant on donations for their
  day to day existence.  Although they lead a secular life, they do so in the real
  world, in an individual existence.
  Monastics and Friars have identical organisations, each position requires a
  certain level of Personal Faith Factor (PFF).
  Monastics
  Primary Attribute:
  Piety (PTY)
  Secondary Attribute:
  Discipline (DISC)
  In comparison with the Friars, the Monks generally wear brown robes and
  are attached to a particular monastic community, usually known as an abbey.
  These are self-contained communities, with a church, refectory, dormitory
  and guesthouse.
  Rank
  PFF%
  Social Status
  Novice
  1
  7
  Lay Brother
  5
  8
  Monk Brother
  10
  9
  Cellerar
  15
  10
  Precentor
  20
  11
  Sacrisant
  25
  15
  Almoner
  30
  17
  Circatore
  35
  25
  Prior
  40
  40
  Abbot
  50
  50
  Father General
  75
  70
  Friar's Primary Skills
  Friar's Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Faith
  Poetic Composition
  Calligraphy & Illumination
  Storytelling
  Oratory
  Any 1 Agricultural skill
  Any 2 Languages (Written)
  Singing
  Any 2 Languages (Spoken)
  Brewing
  Any Materia Medicina
  Paper & Ink Making
  Any Materia Theologica
  Any Lore Historical
  Any background skills
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  TABLE 2.21 - VOCATIONAL SKILLS - FRIARS
  Monastic's Primary Skills
  Monastic's Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Faith
  Any 1 Lore Scientific
  Any 2 Agricultural skills
  Any Resolution skills
  Calligraphy & Illumination
  Paper & Ink Making
  Any Languages (Spoken)
  Any 5 Learned Lore
  Any Languages (Written)
  Any background skills
  Any 2 Materia Medicina
  Any Materia Theologica
  Singing (Monastic Chants)
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  TABLE 2.22 - VOCATIONAL SKILLS - MONASTICS
  TABLE 2.23 - MONASTICS - RANKS
  
  VOCATIONS 2.6
  20
  Ordained Clergy
  Primary Attribute:
  Piety (PTY)
  Secondary Attribute:
  Intellect (INT)
  This is someone who has elected to accept Holy Orders and become or-
  dained as a priest into his chosen faith.  Ordained Priests are the mediators
  between the Divine and their mortal worshippers, the mouthpiece of God.
  They have greater access to the Acts of Faith granted by God.  The greater
  their faith and Piety the greater the Acts of Faith that they may call upon.
  Ordained Clergy also have the opportunity to retire from their calling and
  adopt a monastic life.  However, this does not remove their ability to mediate
  with God.  Indeed some Ordained Priests have no lay congregation but rather
  join Fighting Orders as their priests, adopting a military monastic life.
  Clergy's Primary Skills
  Clergy's Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Faith
  Any 1 Perception skill
  Any Languages (Written)
  Any 3 Learned Lore
  Any Languages (Spoken)
  Calligraphy & Illumination
  Any 1 Charismatic skill
  Any background skills
  Any Materia Theologica
  Any 3 Learned Lore
  Materia Medicina
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  TABLE 2.24 - VOCATIONAL SKILLS - ORDAINED CLERGY
  Within the Clergy there are specific ranks which one may advance though,
  each one requiring a specific Personal Faith Factor (PFF).
  Rank
  PFF%
  Social Status
  Novice
  1
  7
  Reader
  5
  9
  Deacon
  10
  11
  Postulant
  15
  13
  Priest
  20
  15
  Curate
  20
  18
  Chaplain
  20
  20
  Rector
  25
  25
  Rural Dean
  30
  30
  Canon
  35
  40
  Archdeacon
  40
  55
  Bishop
  45
  75
  Archbishop
  50
  85
  Primate
  60
  95
  Cardinal
  75
  100
  Pope
  100
  150
  PRIEST MAGES
  The priestly mages are those who practise the old religions.  Their vocations
  call upon the Divine for aid, mingled with knowledge of the Arcane.  They are
  able to practise magick hand in hand with Acts of Faith.  These Priest-Mages
  have survived into the current times, but mainly in seclusion and secrecy.
  Witch
  Primary Attribute:
  Intellect (INT)
  Secondary Attribute:
  Piety (PTY)
  Witch's Primary Skills
  Witch's Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Witchcraft Mode (-3 DF)
  Any 1 Materia Magicka
  Faith
  Any 1 Outdoor skill
  Laws of Magick
  Any 1 Animal skill
  Lore of Correspondences
  Any Materia Medicina
  Herbalism
  Vegetable Crops
  Any 1 Materia Medicina
  Any 1 Agricultural skill
  Any 3 Materia Magicka
  Illusion Method
  Command Method
  Transcendental Method
  Divination Method
  Any background skills
  Plant Method
  Transmutation Method
  Wards Method
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  TABLE 2.26 - VOCATIONAL SKILLS - WITCHES
  TABLE 2.25 - ORDAINED CLERGY - RANKS
  Druids
  Primary Attribute:
  Various
  Secondary Attribute:
  Piety (PTY)
  Druids are priestly mages who worship Beleryn, the mother Goddess.  Through
  divination and sacrifice they are said to “know the will of the goddess”.  In
  their worship practices, they revere nature and live close to nature, although
  this does not mean they practie Plant Magick.
  Druid's Primary Skills
  Druid's Secondary Skills
  (-1 DF to learn)1
  (-1 DF if for Mastery)
  Druid Mode (-3 DF)
  Any Lore Scientific
  Divination Method
  Any Lore Historical
  Transcendental Method
  Any Local Histrory & Legends
  Transmutation Method
  Command Method
  Wards Method
  Summoning Method
  Faith
  Poetic Recitation
  Interpret Omens
  Oratory
  Artefact Lore
  Poetic Composition
  Faerie Lore
  Storytelling
  Spell Enhancement
  Materia Medicina
  Spell Research
  Riddling
  Read Character
  Meditation
  Concentration
  Law
  Theology
  Any background skills
  1Any vocational skills that are chosen for Mastery carry a -2 DF advantage.
  TABLE 2.27 - VOCATIONAL SKILLS - DRUIDS
  
  VOCATIONS 2.7
  21
  ML
  Rank
  1 – 2
  Candidate (Fear-iarraidh)
  A Candidate is one who has presented
  himself for study at the Druidic college.
  They learn some small secrets as they
  are assessed to see if they are fit to
  proceed.
  3 – 5
  Student (Sgoilear)
  The Student has proven worthy and will
  be apprenticed in rites and tasks with
  more experienced Druids.
  6 – 8
  Druid (Druidh)
  The Druid is a full priest or priestess.
  The specialist Druids may be assigned to
  courts of Kings and the Priestly sent to
  Sacred Places.
  9+
  Arch Druid (Ard- Druidh)
  The Highest Druid in the land.  Any other
  Druid reaching this magical level but not
  obtaining the office of Arch Druid may
  take the rank of “Faidh” or Seer, if they
  devote themselves to prophecy and
  foreseeing the future.  Some nations do
  not have a High Druid, preferring a
  convocation of equals.
  TABLE 2.29 - DRUIDS - RANKS
  There are four main sub types of Druid.  These are shown below along with
  additional Primary skills and the appropriate Primary Attribute.  One type
  should be selected for the character.
  Judges (Brithem)
  Teachers
  Primary Attribute:
  Wisdom (WIS)
  Primary Attribute:
  Intellect (INT)
  Primary Vocational:
  Primary Vocational:
  Law (-DF 4 )
  Any Lore Historical
  Any Lore Historical
  Any Lore Scientific
  Diplomacy & Politics
  Theology
  Detect Lie
  Physicians
  Poets
  Primary Attribute:
  Intellect
  Primary Attributes:
  Bardic Voice
  Primary Vocational:
  Primary Vocational:
  Materia Medicina
  Riddling
  Vegetable Crops
  Oratory
  Brewing
  Poetic Recitation
  Poetic Composition
  Storytelling
  Druidic Acts of Faith
  As Priests of their religion, Druids are able to call upon Divine Power.
  All Druidical Acts of Faith are ritual in nature.   The time taken to peform the
  ritual is:
  (Act of Faith PFF x 60) / Druid’s PFF in minutes
  with a minimum time of 1 minute.
  TABLE 2.28 - DRUIDS - TYPES
  Ranks in Druidry
  REGLIGIOUS FIGHTING ORDERS:
  KNIGHTS AND CHAPLAINS OF THE CHURCH OF URTO
  Primary Attribute:
  Strength (STR)
  Secondary Attribute:
     Order of the Blue Rose
  Intellect (INT)
     Order of the Bear
  Constitution (CON)
     Order of the Chalice
  Agility (AGIL)
  Within the Church of Urto are three fighting orders, these being the Orders of
  the Blue Rose, the Order of the Bear and the Order of the Chalice.  Each
  order undergoes specific training that results in additional benefits.  These
  are shown in the vocational table.
  In addition, some member of the Orders undergo ordination.  These Chaplains
  of the Orders in to the normal Acts of Faith available to any ordained clergy,
  have access to unique Acts of Faith.  These are as follows:
  Order of the Blue Rose - Vision of the Goddess
  PFF:
  15
  SC:
  Chaplain’s Faith TSC%
  Cost:
  -2 FP
  This miracle allows the Chaplain, whilst kneeling at the side of an ill patient, to
  enter a short trance that lasts for 5 minutes.  Whilst in the trance he will
  receive a vision from the Goddess Beleryn allowing him to see into the
  patient’s injuries or illness.  The result will give a bonus of +10% to their
  TSC% in any Materia Medicina skill used (if the miracle has a Critical Success
  the bonus is +20%).
  Order of the Bear – Wall of the Goddess
  PFF:
  20
  SC:
  Chaplain’s Faith TSC%
  Cost:
  -5 FP
  This miracle allows the Chaplain to bring into force a wall of holy fire which
  is Faith x 10 feet long and 2 feet x Crit Die high.  Anyone trying to cross the
  fiery barricade with evil intent will suffer fire damage equal to the Chaplain’s
  piety (doubled if Critical Success 10 was rolled when casting the miracle).
  Should someone with no ill feelings to the Chaplain attempt to cross the
  barrier they will suffer no injury.  The barrier lasts for 15 seconds x Faith
  TSC%, i.e. a Faith TSC% of 67% gives a  duration of 67 x 15 = 1,005 second
  or 16 minutes 45 seconds.
  Order of the Chalice – Breath of the Goddess
  PFF:
  15
  SC:
  Chaplain’s Faith TSC%
  Cost:
  Chaplain –2 FP and Recipient –3 FP
  This miracle allows the Chaplain to allow one person to hold their breath
  underwater for a duration of 15 seconds x Target’s Piety (doubled if a
  Critical Success 10 is rolled on the Crit Die).
  
  VOCATIONS 2.8
  22
  Vocational Skills
  Secondary Skills
  (-1 DF to learn)
  (-1 DF if for Mastery)
  Riding & Mounted Combat1
  Any other Combat skills
  A or B2 or Order Skills6
  Any 2 Language Lore (Spoken)
  Leadership
  Any 2 Language Lore (Written)
  Any Noble skills
  Any Materia Theologica skills
  Any Materia Medicina5
  Any 2 Materia Magica skills
  Any 2 Historical Lore
  Any Charismatic skills
  Any Background skills
  Order skills6
  1Riding & Mounted Combat must be the first skill chosen for Mastery.
  2The choice of A or B will dictate the technical title of a character within the Holy
  Fighting Order:
  A = Any 4 combat skills can be chosen as Primary Skills and Faith as a Secondary
  Skill.  The character will be Squire or Knight in the Fighting Order.
  B = Any 2 combat skills and Faith can be chosen as Primary Skills, along with one
  Language (spoken and written) or Historical Lore skill.  The character will be a
  Brother or Reverend Father (Ordained Priest), a Chaplain in the Fighting Order, and
  Faith will always be the second skill chosen for Mastery.  Within the various
  Marakush orders, 5% of the Order of the Bear will be Chaplains, 10% of the Order
  of the Chalice and 25% of the Order of the Blue Rose.  (The choice of whether the
  character is a Chaplain of an Order is the player’s choice and should not be rolled
  randomly.)
  3If from a chivalric or noble background, Conditioning, Endurance and Stamina
  training are part of a character’s rigorous preparation for Knighthood.  They are learnt
  and improved as a matter of course at –2 DF (BCS +20%, -2 SKP, -200 EXP) and
  need not be selected for Mastery.
  4A character of noble background with an INT+WIS = 28+ will learn Battlefield
  Tactics at –2 DF (BCS +20%, -2 SKP, -200 EXP) and cannot select it for Mastery
  as this is part of his fundamental training, and since his intellectual capabilities enable
  him to be considered to have Mastery in the skill.
  5Some Knights, especially those who become ordained Priests, may become
  physicians and healers, as Holy Fighting Orders maintain hospitals and minister to
  the sick and wounded.
  6In the various Orders additional skills are learnt and these must be shown as one
  fo the available Mastery slots.  The skills are:
  Order of the Blue Rose
  Healing Arts 1
  Order of the Bear
  One additional combat skill
  Order of the Chalice
  Mariner
  Secondary sills for the Orders are as follows:
  Order of the Blue Rose
  Any Lore skills
  Order of the Bear
  Any Outdoor skills
  Order of the Chalice
  Any Seamanship skills
  TABLE 2.30 - VOCATIONAL SKILLS - MARAKUSH - CHURCH KNIGHTS
  
  WARGAMES & LARP
  23
  CONVERTING CHARACTERS FOR "THE ART OF WAR"
  WARGAME AND  "C&S SONNETTS", THE C&S LIVE
  ACTION EXPERIENCE
  On the battlefield Characters are individual figures, which represent
  the various Heroes, Wizards and Priests who may find themselves
  on the battlefield.  They are always based as individual figures with
  a frontage equal to their height and a depth equal to the type of troop
  type whether infantry or cavalry (25mm figures have a frontage of
  25mm for example.  The first of these we shall look at are the He-
  roes, characters with some fighting ability who do not have the ca-
  pability of casting spells or praying for miracles.
  During conflicts many members of society with above average abil-
  ity may find themselves on the field of conflict, Knights, Archers,
  Foresters, Thieves all have something to offer on the battlefield.  All
  characters are classed as 5 figures when making attacks.
  These characters also include Player Characters from the role play-
  ing version of Chivalry & Sorcery and firstly we shall examine the
  conversion rules for these characters (these also apply to Wizards
  and Priests).
  Attributes
  Description
  Attack
  This attribute is calculated by adding the bonus for the
  Rating (AR)
  weapon type (+1 for Light, +2 for
  Medium, +3 for
  Heavy and +4 for Two handed) to the PSF bonus
  (PSF / 10 round up) of the characters main weapons.
  Increase this score by 1 for every 5 levels of experi
  ence of the character (6-10 levels of experience would
  give a +2 bonus)
  Defence
  This attribute is calculated by adding the bonus for the
  Rating (DR)
  armour used (+3 for Battle, Defence, +2 for Heavy, +1
  for Light) and the shield if any (+1 for Light, +2 for
  Heavy and +4 Point for Tower) to the PSF bonus
  (PSF / 10 round up) of the characters Dodge and
  Shield play skill. Increase this score by 1 for every 5
  levels of experience of the character (6-10 levels of
  experience would give a +2 bonus)
  Move
  The number of movement points a character has is
  equal his Base Action Points divided by 2 rounded up
  (Characters can ignore the movement reductions for
  armour).
  Morale
  A characters Morale level is equal to the characters
  Discipline score divided by 2 plus the PSF bonus
  (PSF / 10 round up) of the characters Willpower skill.
  Increase this score by 1 for every 5levels of
  experience of the character (6-10 levels of experience
  would give a +2 bonus)
  Body
  A characters Body is equal to the Table top PC's Body
  divided by 10 rounded up.
  Characters receive a number of Saving throws in a battle equal to
  their level in the role playing game. These saving throws cost 2
  points each.  These saving throws allow a Character to ignore the
  results of damage and are made by rolling a D10.  To this is added
  their Defence and Body score and if this exceeds the damage dealt
  then no damage occurs.
  Characters may also have Battlefield Tactics and Leadership scores
  as indicated in Chapter 1 – Troop Characteristics at the appropriate
  costs (this is calculated as the skill PSF / 10 rounded up).  Charac-
  ters may also act as generals commanding armies.
  A Mage will have a Magick Level (ML), which indicates how many
  points are available for spell casting and also what levels of spells
  are available.  A Mage can cast any spell which has a MR rating of 2
  or more below his ML, so a Mage with ML 7 could cast any spells up
  to MR 5 in level and have 7 points to cast such spells per battle turn.
  Although it could be assumed that all spells are available, only cer-
  tain spells would prove effective on the battlefield.  When resolving a
  spell attack a Mage figure should be counted as equivalent of 5
  figures when attacking.  Certain spells may require more than 1
  round to cast.
  A Priest can call upon any Act of Faith which has a Faith Rating (FR)
  rating equal to or lower than its FL, so a Priest with FL 5 has access
  to Acts of Faith up to FR 5 in level and have 5 points to call upon such
  acts per battle turn.  Although it could be assumed that all Acts of
  Faith are available, only certain Acts of Faith would prove effective on
  the battlefield.  Certain Acts of Faith may require more than 1 round
  to cast.
  A list of available spells and acts of faith for the wargame will be
  made available on the website.
  LIVE ACTION
  Live action will allow the use of any skill the tabletop character
  posseses.  Further information on the use of these skills will be
  given at the prelimanary event at Dudley Bug Ball 2002.
  The combat system if used will be NON-CONTACT on Health and
  Safety grounds, and due to the number of families that may be tak-
  ing part.
  It will utilise the Art of War character statistics.  Each player will have
  a number of laminated cards representing their available weapons.
  Each weapon having an Attack Rating.
  If a character wishes to attack another player then he must state that
  is his intention and select his Laminated Attack Card.  The defender
  must then reveal his Defence Card.  If the Attack Card score is
  higher than the defenders card then the difference is the damage
  inflicted and is removed from the characters body.  If the defenders
  card is higher he gets a free counter blow, before taking his own
  attack.  It should be noted that the original attacker does not have the
  oppurtunity for a counterblow.
  
  HEROES OF MARAKUSH – CHARACTER SKILL LISTING  - PAGE 1 OF 10 
  SKILL NAME 
   ATTRIBUTES 
  DF 
  BCS 
    % 
  SKP 
  PRE-REQUISITE 
  AGRICULTURAL SKILLS 
  Field Crops 
  Strength & Wisdom 
  DF 3  
  40%  
  3% 
  5 SKP 
  - 
  Fruit Crops 
  Intellect & Wisdom 
  DF 3 
  40% 
  3% 
  5 SKP 
  - 
  Vegetable Crops 
  Wisdom x 2 
  DF 2 
  50% 
  3% 
  4 SKP 
  - 
  Viniculture 
  Intellect & Wisdom 
  DF 3 
  40% 
  3% 
  5 SKP 
  - 
   
  ANIMAL SKILLS 
  Animal Husbandry: 
  Intellect & Wisdom 
     Bee-Keeping   
   
  DF 4 
  30% 
  3% 
  6 SKP 
  - 
     Cattle Herding 
     
  DF 3   
  40%  
  3% 
  5 SKP 
  - 
     Horse Breeding 
   
  DF 4 
  30% 
  3% 
  6 SKP 
  - 
     Running a Dairy 
     
  DF 3 
  40% 
  3% 
  5 SKP 
  - 
     Pig Raising 
     
  DF 2 
  50% 
  3% 
  4 SKP 
  - 
     Poultry Raising 
   
  DF 2 
  50% 
  3% 
  4 SKP 
  - 
     Sheep Herding 
     
  DF 2   
  50% 
  3% 
  4 SKP 
  - 
  Animal Handling & Drover   
  Intellect & Wisdom   
  DF 3    
  40%   
  3% 
  5 SKP 
  - 
  Animal Riding 
  Strength & Discipline 
     Donkey 
   
  DF 2 
  50% 
  3% 
  4 SKP 
     Horse, Pony, Mule 
   
  DF 3 
  40% 
  3% 
  5 SKP 
     Camel 
   
  DF 4 
  30% 
  3% 
  6 SKP 
     Exotic Animal 
   
  DF 5 
  20% 
  3% 
  7 SKP 
     Mythical/Legendary Beast   
   
  DF 6 
  10% 
  3% 
  8 SKP 
  Animal Training [~]   
  Bardic Voice & Discipline 
  DF 3 
  40% 
  3% 
  5 SKP 
  - 
  Animals: Veterinary [~]: 
   
   
     Veterinary Surgery    
  Intellect & Agility   
  DF 3    
  40%   
  3% 
  5 SKP 
  - 
     Veterinary Medicine   
  Intellect & Wisdom   
  DF 4    
  30%   
  3% 
  6 SKP 
  - 
   
  
  HEROES OF MARAKUSH – CHARACTER SKILL LISTING  - PAGE 2 OF 10 
  ARTS & ENTERTAINMENT SKILLS 
  Acting: Costume & Make-Up   
  Intellect & Discipline   
  DF 3    
  40%   
  3% 
  5 SKP 
  - 
  Acting: Performance 
  Bardic Voice & Discipline   
  DF 4    
  30%   
  3% 
  6 SKP 
  - 
  Acting: Ventriloquism   
  Bardic Voice & Agility   
  DF 4    
  30% 
  3% 
  6 SKP 
  - 
  Calligraphy & Illumination [~]   
  Agility & Discipline   
  DF 4    
  30%  
  3% 
  6 SKP 
  - 
  Dancing: Court Dancing   
  Agility & Discipline 
  DF 2    
  50% 
  3% 
  4 SKP 
  - 
   
  Dancing: Folk Dancing   
  Agility & Discipline   
  DF 2    
  50%   
  3% 
  4 SKP 
  - 
  Juggling   
  Agility x 2   
  DF 2    
  50% 
  3% 
  4 SKP 
  - 
  Musical Instruments: 
   
     Bagpipes   
  Constitution & Bardic Voice 
  DF 4    
  30% 
  3% 
  6 SKP 
  - 
     Drums   
  Agility x 2   
  DF 2    
  50%   
  3% 
  4 SKP 
  - 
     Flutes   
  Agility & Bardic Voice    
  DF 3    
  40% 
  3% 
  5 SKP 
  - 
     Horns 
  Constitution & Bardic Voice 
  DF 3    
  40% 
  3% 
  5 SKP 
  - 
     Strings 
  Agility x 2 
  DF 3    
  40%   
  3% 
  5 SKP 
  - 
  Painting & Sketching   
  Agility x 2   
  DF 4    
  30%   
  3% 
  6 SKP 
  - 
  Poetic Composition   
  Bardic Voice & Wisdom 
  DF 4    
  30%  
  3% 
  6 SKP 
  - 
  Poetic Recitation   
  Bardic Voice & Intellect   
  DF 3    
  40%   
  3% 
  5 SKP 
  - 
  Sculpting   
  Agility & Discipline   
  DF 4    
  30%   
  3% 
  6 SKP 
  - 
  Singing   
  Bardic Voice & Intellect   
  DF 4    
  30%   
  3% 
  6 SKP 
  - 
  Sleight of Hand   
  Agility x 2 
  DF 4    
  30%   
  3% 
  6 SKP 
  - 
  Storytelling   
  Bardic Voice & Wisdom   
  DF 4    
  30%   
  3% 
  6 SKP 
  - 
   
  ATHLETIC SKILLS 
  Boxing   
  Strength & Agility   
  DF 4    
  30% 
  3% 
  6 SKP 
  - 
  Climbing   
  Strength & Constitution   
  DF 3    
  40%   
  3% 
  5 SKP 
  - 
  Conditioning (NS) [~] 
  Body Points   
  DF 5   
  n/a   
  - 
  7 SKP 
  - 
        Each level gives +1 to Body to a maximum of ¼ of his initial Body 
  Endurance (NS) [~]   
  Fatigue Points   
  DF 4   
  n/a   
  - 
  6 SKP 
  - 
        Each level gives +1 to Fatigue to a maximum of ½ of his initial Body 
  Jumping (NS) [~]   
  Jump Distance 
  DF 3   
  n/a 
  - 
  5 SKP 
  - 
        Each level gives +1 to Jump Factor to a maximum of ½ of his base Jump Factor 
  Stamina 
  Strength & Constitution   
  DF 3    
  40%   
  3% 
  5 SKP 
  - 
  Swimming   
  Strength & Constitution   
  DF 3    
  40%   
  3% 
  5 SKP 
  - 
  Wrestling 
  Strength & Agility   
  DF 4    
  30%   
  3% 
  6 SKP 
  - 
  
  HEROES OF MARAKUSH – CHARACTER SKILL LISTING  - PAGE 3 OF 10 
  CHARISMATIC SKILLS 
  Bargaining   
  Bardic Voice & Wisdom   
  DF 3    
  40%   
  3% 
  5 SKP 
  - 
  Begging   
  Bardic Voice & Wisdom   
  DF 3    
  40%   
  3% 
  5 SKP 
  - 
  Charm   
  Bardic Voice & Appearance 
  DF 4 
  30%   
  3% 
  6 SKP 
  - 
  Con   
  Bardic Voice & Wisdom   
  DF 4    
  30%   
  3% 
  6 SKP 
  - 
  Diplomacy & Politics   
  Bardic Voice & Wisdom   
  DF 4    
  30%   
  3% 
  6 SKP 
  - 
  Intimidation   
  Stength & Discipline   
  DF 4    
  30%   
  3% 
  6 SKP 
  - 
  Leadership   
  Bardic Voice & Discipline   
  DF 4    
  30%   
  3% 
  6 SKP 
  - 
  Oratory   
  Bardic Voice & Discipline   
  DF 4    
  30%   
  3% 
  6 SKP 
  - 
   
  COMBAT SKILLS 
  Archery   
  Agility x 2   
  DF 5    
  20%   
  3% 
  7 SKP 
  - 
  There are a number of sub-skills which can be specialised in at the cost of an extra 5 Experience Points (5 SKP) each.   
  Every sub-skill gives modifiers to the TSC% of the general Archery skill. 
     Crossbow 
  +20 to TSC% 
     Composite Bow 
  +10 to TSC% 
     Elven Longbow - Non-Elves  
  +0 to TSC% 
        - Elves  
  +10 to TSC% 
     Longbow 
  +5 to TSC% and +1 to Crit Die 
     Shortbow / Selfbow 
  +15 to TSC% 
   
  Axes (K) (F)    
  Strength x 2   
  DF 4    
  30%   
  3% 
  6 SKP 
  - 
  Battlefield Tactics (K Only)    
  Intellect & Wisdom    
  DF 5    
  20%  
  3% 
  7 SKP 
  - 
  Brawling (K) (F)   
  Strength & Agility   
  DF 3    
  40%     
  3% 
  5 SKP 
  - 
  Cavalry Lances (K Only)   
  Agility & Discipline   
  DF 5    
  20%     
  3% 
  7 SKP   
  Mounted Combat 
  Chivalric Great Blow (K Only) (NS) [~]    
  None 
  DF 5   
  n/a   
  - 
  7 SKP 
  - 
  Dodge (K) (F)    
  Agility & Wisdom   
  DF 3    
  40%   
  3% 
  5 SKP 
  Fighting Staves (K) (F)   
  Strength & Agility   
  DF 4    
  30%   
  3% 
  6 SKP 
  Flails (K Only)   
  Strength & Discipline   
  DF 5    
  20%   
  3% 
  7 SKP 
  Great Swords (K)   
  Strength x 2   
  DF 5    
  20%   
  3% 
  7 SKP 
  Hurling Axes (K) (F)   
  Strength & Agility   
  DF 3    
  40% 
  3% 
  5 SKP 
  Axes 
  Hurling Javelins (F)   
  Strength & Agility   
  DF 3    
  40%  
  3% 
  5 SKP   
  Spears 
  Horse Archery    
  Agility x 2   
  DF 5    
  20%   
  3% 
  7 SKP   
  Animal Riding & Archery 
  Knife & Dagger Fighting (K) (F)   
  Agility x 2   
  DF 3    
  40%   
  3% 
  5 SKP 
  Maces, Hammers & Clubs (K) (F)   
  Strength x 2   
  DF 4    
  30%   
  3% 
  6 SKP 
  Mounted Combat (K Only)    
  Agility x 2   
  DF 5    
  20%   
  3% 
  7 SKP   
  Animal Riding 
  Pole Arms    
  Strength & Discipline   
  DF 6    
  10%   
  3% 
  8 SKP 
  Riding a Warhorse (K Only)    
  Agility x Discipline   
  DF 5    
  20%   
  3% 
  7 SKP   
  Animal Riding (Horse)  
  Shield Play  Light Shields (K)    
  Strength & Agility   
  DF 4    
  30%   
  3% 
  6 SKP 
  Shield Play  Heavy Shields (K)   
  Strength & Agility   
  DF 4    
  30%   
  3% 
  6 SKP 
  Short Swords (K) (F)   
  Strength & Agility   
  DF 4    
  30%   
  3% 
  6 SKP 
  Slashing Swords (K) (F)   
  Strength & Agility   
  DF 4    
  30%   
  3% 
  6 SKP 
  Slings (F)    
  Agility x 2   
  DF 4    
  30%   
  3% 
  6 SKP 
  
  HEROES OF MARAKUSH – CHARACTER SKILL LISTING  - PAGE 4 OF 10 
  Spears (K) (F)   
  Strength & Discipline    
  DF 4    
  30%   
  3% 
  6 SKP 
  Throwing Knives & Daggers (F)    
  Agility x 2   
  DF 4    
  30%   
  3% 
  6 SKP   
  Knife & Dagger Fighting 
  Throwing Objects    
  Agility x 2   
  DF 3    
  40%   
  3% 
  5 SKP 
  Wearing Light Armour (K) (F) (NS) [~]   
  None – Only Basic Knowledge Required   DF 3   
  n/a 
  - 
  5 SKP 
  Wearing Heavy Armour (K) (NS) [~]   
  None – Only Basic Knowledge Required   DF 4   
  n/a   
  - 
  6 SKP  
  Wearing Light Armour 
  Wearing Battle Armour (K Only) (NS) [~]   None – Only Basic Knowledge Required   DF 5   
  n/a   
  - 
  7 SKP   
  Wearing Heavy Armour 
  Two-Weapon Fighting    
  Agility x 2   
  DF 7    
  05%   
  - 
  9 SKP 
  A minimum of STR 11 and AGIL 13 and a  
   
   
   
   
   
   
  minimum of basic knowledge in the use of  
   
   
   
   
   
   
  weapons wielded 
   
  COOKING & BREWING SKILLS 
  Brewing [~]    
  Intellect & Wisdom  
  DF 3    
  40% 
  3% 
  5 SKP 
  Cooking   
  Intellect & Wisdom   
  DF 3    
  40%   
  3% 
  5 SKP 
  The cook acquires skill in any five of the following areas of Cooking.  Additional areas cost an extra 1 SKP) each to learn and add to one’s Cooking skill.   
  Camp Cooking: This is the preparation of a basic meal over a campfire, roasting meat on a spit, baking bannock and making simple stews or soups. 
  Baking Bread: This is skill in baking fresh breads, rolls, bannocks and hard tacks. 
  Baking Pastries & Making Desserts: This is the preparation of fruit pies, pastries and confections. 
  Soups & Stews: This is skill in cooking soups, stews and other dishes containing meat and vegetables mixed together. 
  Butchering Fresh Meat: This is skill in slaughtering animals, then skinning, cleaning, de-boning and cutting fresh meat & fowl into attractive cuts, e.g. steaks, roasts.etc 
  Cooking Meat: This is skill in the roasting, braising, frying and boiling meats and fowl. 
  Baking Meat Pies: This is skill in the preparation of meat-filled pies and pastries. 
  Preserving Meat: This is skill in smoking, spicing and curing hams, bacon, sausages, salt pork, beef, or fish, etc., so that they do not readily spoil. 
  Cooking Seafood: This is the preparing of freshwater and saltwater fish, clams, mussels, oysters, shrimps, lobsters, scallops, etc. 
  Herbs, Spices & Seasonings: This is knowledge of how to use a variety of herbs, spices, etc., to enhance the taste and aroma of foods.  The skill adds +1 to the Crit Die 
  when preparing meat and seafood dishes. 
  Haut Cuisine: To possess this area of Cooking the character must have at least six other cooking skills, including Cooking - Herbs, Spices, & Seasonings).  Possessing 
  this skill adds +10% to TSC% and +1 to the Crit Die when preparing any food. 
  Winemaking [~]   
  Intellect & Wisdom   
  DF 4    
  30%   
  3% 
  6 SKP 
  - 
   
  
  HEROES OF MARAKUSH – CHARACTER SKILL LISTING  - PAGE 5 OF 10 
  CRAFT & TRADE SKILLS 
  Blacksmithing   
  Strength & Constitution 
  DF 3    
  40% 
  3% 
  5 SKP 
  Bowery & Fletching   
  Intellect & Agility   
  DF 4    
  30% 
  3% 
  6 SKP 
  Carpentry    
  Strength & Agility   
  DF 4    
  30% 
  3% 
  6 SKP 
  Cartwright & Wheelwright [~]    
  Strength & Agility (or Dex)   
  DF 3    
  40% 
  3% 
  5 SKP 
  Cooper [~]   
  Strength & Agility   
  DF 3    
  40%  
  3% 
  5 SKP 
  Clothes: Sewing, Embroidery & Knitting   Agility x 2   
  DF 2    
  50%  
  3% 
  4 SKP 
  Clothes: Tailoring [~]    
  Agility x 2   
  DF 4    
  30%  
  3% 
  6 SKP 
  Clothes  Sewing, Embroidery & Knitting 
  Cloth Making: Dyeing [~]    
  Agility (or Dex) x 2   
  DF 2    
  50%  
  3% 
  4 SKP 
  Cloth Making: Spinning & Weaving    
  Agility (or Dex) x 2   
  DF 3    
  40%  
  3% 
  5 SKP 
  Fashioning Non-Metallic Arrowheads   
  Intellect & Agility   
  DF 4    
  30%  
  3% 
  6 SKP 
  Foundryman: Smelting & Casting   
  Strength & Constitution   
  DF 3    
  40%   
  3% 
  5 SKP 
  Gem Cutting [~]   
  Agility & Discipline   
  DF 4    
  30%   
  3% 
  6 SKP 
  Glassblowing & Glazing [~]   
  Constitution & Agility    
  DF 4    
  30%   
  3% 
  6 SKP 
  Gold & Silversmithing   
  Agility & Discipline   
  DF 4    
  30%   
  3% 
  6 SKP 
  Leatherworking & Tanning   
  Constitution & Agility   
  DF 3    
  40%   
  3% 
  5 SKP 
  Masonry & Stonecutting    
  Strength & Constitution 
  DF 3    
  40% 
  3% 
  5 SKP 
  Mining & Tunnelling    
  Strength & Constitution   
  DF 3    
  40% 
  3% 
  5 SKP 
  Paper & Ink Making [~]    
  Intellect & Agility   
  DF 3    
  40% 
  3% 
  5 SKP 
  Perfumery [~]    
  Intellect & Agility   
  DF 4    
  30% 
  3% 
  6 SKP 
  Pottery     
  Intellect & Agility   
  DF 3    
  40% 
  3% 
  5 SKP 
  Seal Making, Engraving & Coinage [~]    
  Agility & Discipline   
  DF 4    
  30% 
  3% 
  6 SKP 
  Weaponsmithing & Armoury   
  Strength & Constitution   
  DF 5    
  20% 
  3% 
  7 SKP  
  Blacksmithing 
      Weaponsmithing & Armoury should be learnt as two separate specialised skills beyond Level 1 in the skill.  
   
  
  HEROES OF MARAKUSH – CHARACTER SKILL LISTING  - PAGE 6 OF 10 
  LEARNED LORE 
   
  LANGUAGE LORE 
  Own Language (NS) [~]: 
   
  DF 1 
  60% 
  10% 
  3 SKP 
  - 
     Spoken   
  Intellect & Bardic Voice 
     Written  
  Intellect & Agility 
  Common Tongue (NS) [~]:  
   
  DF 2 
  50% 
  10% 
  4 SKP 
  - 
     Spoken   
  Intellect & Bardic Voice 
     Written  
  Intellect & Agility 
  Foreign Language (NS) [~]  
   
  DF 2 
  50% 
  10% 
  4 SFP 
  - 
     Spoken   
  Intellect & Bardic Voice 
     Written  
  Intellect & Agility 
  Ancient Language (NS) [~]: 
   
  DF 3 
  40% 
  5% 
  5 SKP 
     Spoken   
  Intellect & Bardic Voice 
     Written  
  Intellect & Agility 
  Dwarven Tongue (NS) [~]: 
   
  DF 3  
  40% 
  5% 
  5 SKP 
  - 
     Spoken   
  Intellect & Bardic Voice 
     Written  
  Intellect & Agility 
  Elven Tongue  (NS) [~]: 
   
  DF 5 
  20% 
  3% 
  7 SKP 
  - 
     Spoken   
  Intellect & Bardic Voice 
     Written  
  Intellect & Agility 
  Mage Speech  (NS) [~]: 
   
  DF 4 
  30% 
  5% 
  6 SKP 
     Spoken   
  Intellect & Bardic Voice 
     Written  
  Intellect & Agility 
  “Monster” Tongues (NS) [~]: 
   
  DF 3 
  40% 
  5% 
  5 SKP 
  - 
     Spoken   
  Intellect & Bardic Voice 
     Written  
  Intellect & Agility 
  Beast Tongues (NS) [~]: 
   
  DF 6 
  10% 
  3% 
  8 SKP 
     Spoken   
  Intellect & Bardic Voice 
     Written  
  n/a 
   
  LORE HISTORICAL 
  Local Geography    
  Intellect x 2   
  DF 1    
  60%   
  3%    
  3 SKP 
  Regional & National Geography 
  Intellect x 2   
  DF 2    
  50%   
  4%    
  4 SKP 
  World Geography [~]    
  Intellect x 2   
  DF 4    
  30%   
  6%    
  6 SKP 
  Ancient Local Geography    
  Intellect x 2   
  DF 2    
  50%   
  4%    
  4 SKP 
  Ancient Regional/National Geography [~]   Intellect x 2   
  DF 3    
  40%   
  5%    
  5 SKP 
  Ancient World Geography [~]    
  Intellect x 2   
  DF 5    
  20%   
  7%    
  7 SKP 
  Local History & Legend    
  Intellect x 2   
  DF 1    
  60%   
  3%    
  3 SKP 
  Regional/National History & Legend [~]    Intellect x 2   
  DF 2    
  50%   
  4%    
  4 SKP 
  World History & Legend [~]    
  Intellect x 2   
  DF 4    
  30%   
  6%    
  6 SKP 
   
  
  HEROES OF MARAKUSH – CHARACTER SKILL LISTING  - PAGE 7 OF 10 
  LORE SCIENTIFIC 
  Accurate Counting (NS)    
  None – Only Basic Knowledge Required   DF 1    
  60%   
  3%    
  3 SKP 
  Architecture & Engineering [~]   
  Intellect & Wisdom   
  DF 4    
  30%   
  6%    
  6 SKP 
  Arithmetic & Mathematics [~]   
  Intellect & Wisdom   
  DF 4    
  30%   
  6%    
  6 SKP 
  Accurate Counting 
  Astronomical Lore [~]   
  Intellect & Wisdom   
  DF 4    
  30%   
  6%    
  6 SKP 
  Bestiary Lore   
  Intellect & Wisdom   
  DF 3    
  40%   
  5%    
  5 SKP 
  Cartography   
  Intellect & Wisdom   
  DF 3    
  40%   
  5%    
  5 SKP 
  Geological Lore [~]    
  Intellect & Wisdom   
  DF 3    
  40%   
  5%    
  5 SKP 
   
  MATERIA MEDICINA: HEALING LORE 
  First Aid    
  Intellect & Agility   
  DF 2    
  50%   
  4%    
  4 SKP 
  Chirurgery [~]    
  Intellect & Agility   
  DF 4    
  30%   
  6%    
  6 SKP 
  Pharmacology & Medicine [~]   
  Intellect & Wisdom   
  DF 4    
  30%   
  6%    
  6 SKP 
  Herbalism [~]    
  Intellect & Wisdom   
  DF 4    
  30%   
  6%    
  6 SKP 
   
  MATERIA MAGICKA 
  Artefact Lore 
  Intellect x 2 
   DF 6  
  10%  
  3% 
  8 SKP 
  Demon LoreAttributes: 
  Intellect x 2 
   DF 5 
  20% 
  3% 
  7 SKP 
  Interpret the Omens [~]  
  Wisdom & Discipline 
   DF 5 
  20% 
  3% 
  7 SKP 
  This skill is the ability to prophesy, to read omens presaging the future, through charting the stars (Astrology), reading signs in the heavens or the entrails of sacrificial 
  animals (Augury), throwing the Runes, reading the Tarot, scrying through a Crystal Ball etc.  The player specifies one such method when his character learns the skill (see 
  Table 3.1 - Methods of Divination). Extra types of divination can be learned by expending an extra 5 SKP per form of Divination.  The extra forms of divination are raised in 
  level separately from the initial three at the usual cost.  Each area of specialisation will add +10% to the TSC% of the divination skill if that specialised form of divination is 
  employed to Interpret the Omens. 
  Faerie Lore 
  Intellect x 2 
  DF 3 
  40% 
  3% 
  5 SKP 
  Laws of Magick 
  Intellect x 2 
  DF 3 
  40% 
  3% 
  5 SKP 
  This skill gives a character the knowledge of the many laws, which govern the mechanics of Magick.  It should be considered as a pre-requisite for any spell casting activity. 
  A Magus without this skill suffers a penalty of –15% to his TSC% in any Method of Magick or spell casting.  There are a number of specialisation’s that can also be learnt 
  that give a Magus beneficial bonuses and these are shown in Table 3.2 – Laws of Magick.  Each of these specialities costs 250 Experience Points.  More details on this can 
  be found in section Applying the Laws of Magick in Chapter 5 – Magick. Law Effect 
  Law of Resistance 
  Law of Personalities 
   
  Law of Reciprocity 
  Law of Harmony  
  Law of Polarity 
  Law of Personal Reality 
   
  Law of Paradoxes 
  Law of Contrariness 
   
  Law of Spells 
  Law of Objects 
   
   
  Law of Association 
  Law of Contact 
   
  Law of Possession 
  Law of Sympathetic Magick 
  Law of Names 
   
  Law of Invocation  
  Law of Evocation 
  Law of Words of Power 
   
  Law of Energy Control 
  Law of Enchanted Objects  
  Law of Quantity 
  Law of Personal Attunement  
  Law of Causation  
  Law of the Focus  
  Law of Discharge & Recharge 
   
   
  Lore of Correspondences [~] 
  Intellect x 2 
  DF 5 
  20% 
  3% 
  7 SKP 
  Lore of the Dead 
  Intellect x 2 
  DF 3 
  40% 
  3% 
  5 SKP 
  Magical Beast Lore 
  Intellect x 2 
  DF 4 
  30% 
  3% 
  6 SKP 
  Magical & Enchanted Races Lore 
  Intellect x 2 
  DF 3 
  40% 
  3% 
  5 SKP 
  
  HEROES OF MARAKUSH – CHARACTER SKILL LISTING  - PAGE 8 OF 10 
  Spell Enhancement [~]  
  Discipline x 2 
  DF 4 
  30% 
  3% 
  6 SKP 
  Spell Research [~]   
  Intellect x 2 
  DF 4 
  30% 
  3% 
  6 SKP 
  Word of Guard [~]  
  Intellect & Bardic Voice 
  DF 4 
  30% 
  3% 
  6 SKP 
   
  METHODS OF MAGICK [~]  
  Methods of Magick are the actual building blocks of Magick; they form the areas of spell types.  The character’s TSC% in the various methods gives the chance to cast the 
  spells of that Method. 
  Basic Magick - Air 
  Intellect & Agility 
  DF 5 
  20% 
  3% 
  7 SKP 
  Basic Magick – Earth 
  Intellect & Constitution 
  DF 5 
  20% 
  3% 
  7 SKP 
  Basic Magick – Fire 
  Intellect & Constitution 
  DF 5 
  20% 
  3% 
  7 SKP 
  Basic Magick - Water 
  Intellect & Agility 
  DF 5 
  20% 
  3% 
  7 SKP 
  Arcane Magick 
  Intellect & Constitution 
  DF 6 
  10% 
  3% 
  8 SKP 
  Command 
  Intellect & Bardic Voice 
  DF 5 
  20% 
  3% 
  7 SKP 
  Divination 
  Intellect & Wisdom 
  DF 5 
  20% 
  3% 
  7 SKP 
  Illusion 
  Intellect & Wisdom 
  DF 4 
  30% 
  3% 
  6 SKP 
  Plants 
  Intellect & Discipline 
  DF 5 
  20% 
  3% 
  7 SKP 
  Summoning 
  Intellect & Constitution 
  DF 5 
  20% 
  3% 
  7 SKP 
  Transcendental 
  Intellect & Discipline 
  DF 5 
  20% 
  3% 
  5 SKP 
  Transmutation 
  Intellect & Constitution 
  DF 5 
  20% 
  3% 
  7 SKP 
  Wards 
  Intellect & Constitution 
  DF 5 
  20% 
  3% 
  7 SKP 
   
  Modes of Magick [~]  
  Modes of Magick represent the attunement of a particular Magus to the various Methods of Magick.  One must learn the Enchantment Mode to be considered an Enchanter or 
  learn the Conjuration Mode to be called a Conjuror.  These modes dictate the Magus’ ability to learn and cast the various Methods of Magick as governed by the Metaphysical 
  Laws.  They also affect a Magus’ ability to successfully target a spell. 
  Divination 
  Intellect & Wisdom 
  DF 5 
  20% 
  3% 
  7 SKP 
  Enchantment 
  Intellect & Bardic Voice 
  DF 6 
  10% 
  3% 
  8 SKP 
  Hex Master or Magus 
  Intellect & Discipline 
  DF 6 
  10% 
  3% 
  8 SKP 
  Thaumaturgy 
  Intellect & Wisdom  
  DF 6 
  10% 
  3% 
  8 SKP 
  Elementalist Magus   
   
   
  Intellect & Constitution 
  DF 7 
  7% 
  3% 
  9 SKP 
   
  Mage-Priest Modes 
  Druidic 
   
  DF 7 
  7% 
  3% 
  9 SKP 
  Druid and Judge (Brithem) 
  Wisdom & Piety 
  Teacher (Fear-teagaisg)   
  Intellect & Piety 
  Physician (Lighiche) 
  Intellect & Piety 
  Poet (Bard) 
  Bardic Voice & Piety 
   
  Witchcraft 
  Intellect & Piety 
  DF 6 
  10% 
  3% 
  8 SKP 
   
  
  HEROES OF MARAKUSH – CHARACTER SKILL LISTING  - PAGE 9 OF 10 
  MATERIA THEOLOGICA 
  Theology of (“Religion”) 
  Intellect & Discipline 
  DF 4 
  30% 
  3% 
  6 SKP 
  A character choosing a priestly vocation also has the option to further specialise by initially spending an additional 5 SKP on any one of the following and then an extra 1 
  SKP per level in Theology skill gained thereafter: 
  Liturgy: Specialised knowledge of the rites required for communal worship.  The character gains a bonus of +1% per level in Theology to belief rolls of Believers 
  participating in such rites presided over by the character.  He also gains +1 to the Crit Die. 
  Scripture: Specialised knowledge of the writings of the religion.  The character gains +1 to the Crit Die when quoting scripture in debate. 
  Canon: Specialised knowledge of the code of laws of a particular religion.  If an individual is tried under religious law, a character can substitute Theology for Law when he 
  is acting as prosecutor or defender and gains a bonus of +2% per level to his TSC% when making his case. 
  Faith   
   
   
   
   
  Piety x 2 
  DF 5 
  20% 
  3% 
  7 SKP 
  Law 
   
   
   
   
   
  Intellect & Discipline 
  DF 3 
  40% 
  3% 
  5 SKP 
  Debate 
   
   
   
   
  Intellect & Wisdom 
  DF 4 
  30% 
  3% 
  6 SKP 
   
  MENTAL FORTITUDE SKILLS 
  Concentration    
  Discipline x 2   
  DF 3    
  40%   
  3% 
  5 SKP 
  Meditation [~]     
  Discipline x 2   
  DF 3    
  40%   
  3%    
  5 SKP 
  Riddling    
  Intellect & Discipline   
  DF 3    
  40%   
  3%    
  5 SKP 
  Willpower   
  Discipline x 2   
  DF 3    
  40%   
  3%    
  5 SKP 
   
  NOBLE SKILLS 
  Chess   
  Intellect x 2   
  DF 3    
  40%   
  3%    
  5 SKP 
  Courtly Love   
  Bardic Voice & Discipline   
  DF 3    
  40%   
  3%    
  5 SKP 
  Courtly Manners      
  Bardic Voice & Discipline   
  DF 3    
  40%   
  3%    
  5 SKP 
  Heraldry [~]    
  Intellect & Wisdom    
  DF 3    
  40%   
  3%    
  5 SKP 
   
  OUTDOOR SKILLS 
  Blending into Surroundings    
  Wisdom & Agility   
  DF 4    
  30%   
  3%    
  6 SKP 
  Calm & Attract Animals  [~]   
  Bardic Voice & Discipline   
  DF 4    
  30%   
  3%    
  6 SKP   
  Intentions of Animals (Equivalent  ) 
  Covering Tracks    
  Intellect & Agility   
  DF 4    
  30%   
  3%   
  6 SKP 
  Detecting Snares   
  Intellect & Wisdom   
  DF 4    
  30%   
  3%    
  6 SKP 
  Finding Direction   
  Intellect & Wisdom   
  DF 2    
  50%   
  3%    
  4 SKP 
  Finding One’s Location    
  Intellect & Wisdom   
  DF 3    
  40%   
  3%    
  5 SKP 
  Finding Water    
  Intellect & Wisdom   
  DF 3    
  40%   
  3%    
  5 SKP 
  Fishing    
  Wisdom & Agility   
  DF 3    
  40%   
  3%    
  5 SKP 
  Foraging for Wild Foods  
  Intellect & Wisdom   
  DF 3    
  40%   
  3%    
  5 SKP 
  Forester’s Stealth    
  Wisdom & Agility   
  DF 4    
  30%   
  3%    
  6 SKP 
  Intention of Animals   
  Intellect & Wisdom   
  DF 3    
  40%   
  3%    
  5 SKP 
  Setting  & Disarming Snares    
  Intellect & Agility   
  DF 4    
  30%   
  3%    
  6 SKP 
  Tracking Prey    
  Intellect & Wisdom   
  DF 4    
  30%   
  3%    
  6 SKP 
  
  HEROES OF MARAKUSH – CHARACTER SKILL LISTING  - PAGE 10 OF 10 
   
  PERCEPTION SKILLS 
  Alertness: Sight (NS)   
  None – Sight Modifier  
  DF 7  
  5% 
  3% 
  9 SKP 
  - 
  Alertness: Sound (NS)     
  None – Hearing Modifier 
  DF 7  
  5% 
  3% 
  9 SKP 
  - 
  Detect Lie   
  Intellect & Wisdom   
  DF 5    
  20%   
  3%    
  7 SKP 
  Read Character    
  Intellect & Wisdom   
  DF 5    
  20%   
  3%    
  7 SKP 
   
  SEAMANSHIP SKILLS 
  Fisherman    
  Strength & Constitution   
  DF 3    
  40%   
  3%    
  5 SKP  
  Fishing & Sailing Small Boats 
  Mariner [~]    
  Strength & Constitution   
  DF 4    
  30%   
  3%    
  6 SKP 
  Sailing Small Boats 
  Piloting & Navigation [~]    
  Intellect & Wisdom   
  DF 4    
  30%   
  3%    
  6 SKP   
  Mariner & Cartography 
  Sail & Cordage Making [~]    
  Strength & Agility   
  DF 2    
  50%   
  3%    
  4 SKP 
  Sailing Small Boats    
  Strength & Agility   
  DF 3    
  40%   
  3%    
  5 SKP 
  Ship’s Carpenter [~]   
  Strength & Agility   
  DF 4    
  30%   
  3%    
  6 SKP  
  Carpentry 
  Shipbuilder  Maritime Architecture [~]   
  Intellect & Wisdom   
  DF 5    
  20%   
  3%    
  7 SKP 
   
  SKILLS FOR THIEVES, ROGUES & DESPERATE MEN 
  Administer Poisons & Drugs Undetected   Intellect & Agility   
  DF 4    
  30%   
  3%    
  6 SKP 
  Backstabbing [~]   
  Intellect & Agility   
  DF 5    
  20%   
  3%    
  7 SKP 
  Concealing & Finding    
  Wisdom & Agility   
  DF 4    
  30%   
  3%    
  6 SKP 
  Detecting Thievery    
  Wisdom & Agility   
  DF 5    
  20%   
  3%    
  7 SKP 
  Detecting Mantraps   
  Intellect & Wisdom   
  DF 4    
  30%   
  3%    
  6 SKP 
  Disguises    
  Intellect & Wisdom   
  DF 3    
  40%   
  3%    
  5 SKP 
  Evaluating Loot    
  Intellect & Wisdom   
  DF 2    
  50%   
  3%    
  4 SKP 
  Hearing Rumours    
  Intellect x 2   
  DF 2    
  50%   
  3%    
  4 SKP 
  Garrotting [~]    
  Strength & Agility   
  DF 4    
  30%   
  3%    
  6 SKP 
  Mugging    
  Strength x 2   
  DF 4    
  30%   
  3%    
  6 SKP 
  Picking Locks    
  Intellect & Agility   
  DF 3    
  40%   
  3%    
  5 SKP 
  Picking Pockets & Cutting Purses    
  Intellect & Agility   
  DF 3    
  40%   
  3%    
  5 SKP 
  Setting & Disarming Mantraps    
  Intellect & Agility   
  DF 4    
  30%   
  3%    
  6 SKP 
  Skulk in Shadows    
  Agility & Discipline   
  DF 4    
  30%   
  3%    
  6 SKP 
  Stealth of Thieves & Assassins    
  Agility & Discipline   
  DF 4    
  30%   
  3%    
  6 SKP 
  Streetwise   
  Intellect & Wisdom   
  DF 4    
  30%   
  3%    
  6 SKP 
   
   
   
   
   
  
  1
  HEROES OF MARAKUSH - LAWS, CRIME & PUNISHMENT
  As a result of its history, Solda has a similar set of laws as the country of
  Urtind.  This is due to the fact that many of the laws were established during
  the period of the Raas Dynasty in Urtind, when Solda was still part of Urtind.
  After Solda gained its independance, the laws and their punishement remained
  in use, simply because they worked.
  There are four categories of law - military, religious, civil and criminal.
  Military Law
  All crimes result in a loss of honour.
  Honour
  Crime
  Punishment
  All
  Cowardice
  Flogging 200-200 lashes1
  2-20
  Carrying out an order
  Flogging 5-50 lashes
     in a negligent fashion
  2-16
  Refusing to carry out
  Flogging 10-100 lashes
     an order
  All
  Desertion
  Outlawed, if caught death
     by hanging
  All
  Mutiny
  Outlawed, if caught death
     by drowning
  1If the flogging is survived, the social status is reduced to Serf and the guilty
  party is bonded to another clan.
  Flogging: System shock roll is needed every 40 lashes to check survival.
  Religious Law
  Crime
  Punishment
  Desecration
  Death by stoning
  Heresy
  Death by burning
  Blasphemy:
  Major
  Death by starvation
  Minor
  1 week in stocks
  Sacrilege
  Death by burning
  Necromancy
  Death by burning, stoning and starvation1
  1The miscreant is burnt and stoned to within and inch of his life and then
  starved.
  Civil Law
  Normally enforced within the towns and cities.
  Crime
  Punishment
  Evading taxes/duties
  Fine equal to twice the evasion plus 20%
  Debt
  Confiscation of property equal to the debt
  Breach of Contract
  Fine
  Fraud
  Fine plus 10-100 lashes
  Giving false measure
  Fine plus 1week in stocks
  Actions for damages/libel
  Fine equal to damage done plus 50%
  Carrying out a Guild
  Fine plus confiscation of tools
     business without
    plus 1 week in the stocks
     Guild permission
  Carrying out an
  Fine plus 1 week in the stocks
     unguilded business
     without a hawkers
     licence
  Fines: Normally 5D10 x 50 silver Spears (depending on the circumstances).
  Criminal Law
  Crime
  Punishment
  Treason or Rebellion
  Death by hanging, drawing and quartering
  Murder
  Death by hanging plus weregild paid by
     offender to victim's family equal to one
     year's income of the victim
  Assault
  Trial by combat with Lord's champion (note
     that the winner becomes the new
     champion) or a fine of 200 Arrows (silver
     coins), 12 lashes and 3 days in the stocks
  Rape
  Castration followed by death by stoning by
     the clan’s women
  Arson
  Branding on forehead and loss of right hand
  Theft:
  First offence
  80 lashes
  Second offence
  Loss of right hand
  Third offence
  Death by hanging
  Poaching a Deer1
  Death by flaying alive
  Smuggling:
  First offence
  Fine equal to the value of the goods plus
     3 days in the stocks and confiscation of
     the goods
  Second offence
  Same as for the first offence plus 24 lashes
  Third offence
  Same as for the first offence plus 48 lashes
  Fourth offence
  Same as for the first offence plus death by
     hanging
  Spying
  Death by hanging, drawing and quartering
  Impersonating a Noble:
  First offence
  24 lashes and 3 days in the stocks
  Second offence
  Death by hanging
  1This offence applies to any commoner not having the right or permission to
  hunt deer.
  LAW ENFORCEMENT
  Law enforcement in towns and cities is normally provided by the Watch, but
  on highways and in rural lands, law enforcement is by the local Lord and his
  seargeants at arms.
  However, to ensure that the Lords of the realm themselves behave in a legal
  and lawful manner, King Grismol has developed the system of a roving
  Justices, who are responsible only to the King.  These Justices, accompanied
  by a retinue of veteran knights, men-at-arms and a Priest Confessor travels
  throughout the land and received the appeals of all citizens regardless of
  rank.
  
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SOURCE: textdata/thevault/Chivalry & Sorcery (osr)/3rd Party/CnS - Heroes of Marakush.pdf