Advanced Rules: Secondary Skills

Secondary Skills

d100Secondary Skill
01–03Animal trainer
04–05Armourer
06–09Baker
10–12Blacksmith
13Bookbinder
14–16Bowyer / fletcher
17–20Brewer
21–23Butcher
24–26Carpenter
27–28Chandler
29–33Cooper
34–35Coppersmith
36–46Farmer
47–50Fisher
51–54Furrier
55Glassblower
56–59Huntsman
60–62Lapidary / jeweller
63–66Lorimer
67Mapmaker
68–69Mason
70–73Miner
74–76Potter
77–78Roper
79–81Seafarer
82–84Shipwright
85–87Tailor
88–90Tanner
91–93Thatcher / roofer
94–96Woodcutter
97–98Vintner
99–00Roll for two skills

A character’s class is assumed to be their primary profession and the focus of all training. However, characters may have picked up secondary skills related to another profession at some point in their lives. This may be the profession of a parent or mentor which the character has picked up to some degree or it may be simply a skill that the character practises as a hobby.

Determining Secondary Skills

When creating a new character, the player should roll and consult the table to the right to determine the character’s secondary skill. If desired, the referee may allow a player to choose a secondary skill rather than rolling randomly.

Using Secondary Skills

The referee must adjudicate all uses of secondary skills. Generally speaking, knowledge of a secondary skill allows a character to perform the functions of a profession at a basic level, for example:

  • Assess the value and quality of an item associated with the skill.
  • Make minor repairs to items associated with the skill.
  • Construct simple items associated with the skill.

Under no circumstances can a character following the life of an adventurer match the skill level of someone dedicated to a profession.

Tables on p.52 (1)

Secondary Skills

No table.