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.