Sportsman

SPORTSMEN

Sportsmen and women, are the product of a University where, in addition to athletics, they studied a profession. Often times these individuals have remained active in athletics and related fields through club memberships.

Although most sportsmen and athletes do not engage in killing, some sports are violence or weapon oriented (boxing, wrestling, fencing, shooting, archery) and virtually all of them encourage strength building, conditioning and coordination along with the dedication and discipline of training and practice. ALL Sportsman have a professional skill set of some degree to reflect their academic origins.

The Default Sportsman is assumed to be young of age and still a student or only recently graduated, thus the points in the Profession will be limited.
Older Sportsman, professionals who have maintained their hobby, will have more points in their professional skills. (see Age.)  Student Sportsmen are still in University or have just graduated can be no older then 22 when starting out. Professional Sportsman graduated into their profession some years before and have maintained their sporting skills in Clubs or by participating on teams.

Sportsmen (Women) are considered Amateur Fighters)

1D10 HD

Sportsmen types, boxers, fencers, archery, shooting enthusiasts… Usually from University or club memberships. Regardless of gender they are always Middle or Upper Middle Class (education background.) They have a limited weapon selection, compared to Professionals: Specializes in one of the following combat proficiencies: Boxing, wrestling, swordsmanship,(may have fencing,) target shooting, archery or javelin. With one Alternate.  No more then two plus Brawling if no other Unarmed technique is chosen.  

NO artillery or heavy weapons of any kind or bayonet. Mining and Canal Engineers MIGHT have explosive skills after being in their profession for a few years.

Weapon Proficiency by Character Class

Class Initial Number Non-Proficient Penalty Added Weapon Proficiency Per Level
Sportsman 2 -2 1/3
       
Sportsman Weapon Proficiencies
Notes & Modifier Check
Archery  
Baton/Single Stick  
Boxing  
Brawling If no other Unarmed combat is selected
Wrestling  
Javelin/Spear Throwing  
Shooting, Long gun  
Shooting, pistol  
Swordsmanship  
Fencing   (Must have Swordsmanship to add this)

 


Professional Skills:  The Player Character has another complete skill set, Medical, Law, Engineer (civil, mining, nautical,) Architecture, Banking/Business, Government, etc

Base Sportsman Professional Skills Relevant Ability Notes & Modifier Check
Accounting & Banking IQ Private or Government, Middle Class
Architecture IQ Buildings, Towers, etc Middle Class, Upper Middle Class
Bureaucrat, Civil Servant IQ Government Ministry, Mid Level = Middle Class  Upper Level = Upper Middle Class
Engineer, Canals IQ Building and designing Upper Middle Class
Engineer, Civil IQ  Roads, bridges, Sewer, Water Middle Class
Engineer, Mining IQ Mine shafts  Middle Class
Engineer, Railroad IQ Building Middle Class
Engineer, Ship IQ Designing, building modern steam ships Upper Middle Class
Engineer, Steam IQ Designing Boilers and related equipment Middle Class
Law, Barrister IQ Argues cases before the Court Upper Middle Class
Law, Canon IQ Acts as a Barrister or Solicitor for the Church and Church Law Upper Middle Class
Law, Solicitor IQ Prepares Wills, Deeds, Contracts, etc. Not permitted to argue before the Courts Middle Class, Upper Middle Class
Law, Clerk IQ Aid and/or Apprentice to a Barrister or Solicitor  Middle Class
Physician IQ diagnose illness, prescribe medications or treatments Upper Middle Class
Surgeon IQ set bones, make incisions, cut tissue, extract bullets, etc Middle Class, Upper Middle Class
     
     

Fighter Saving Throws Attack to be Saved Against

Fighter’s Level Paralyzation, Poison or Death Magic Rod, Staff or Wand Magic Item, Spell** Petrification or Polymorph* Breath Weapon**

0

16

19

17

20

1-2

14

17

15

17

3-4

13

16

14

16

5-6

12

14

12

13

7-8

11

13

11

12

9-10

10

11

9

9

11-12

9

10

8

8

13-14

8

8

6

5

15-16

7

7

5

4

17+

6

6

4

4

NOTE: ALL spells are cast by wands, staffs or rods

*Excluding polymorph wand attacks. **Excluding those that cause petrification or polymorph.

***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.