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SPHERES OF INFLUENCE

w- Abilities Sphere AbiIities

Agriculture Profession Bonuses: Body Development (+5), Competition Profession Bonuses: Armor group (+lO), Athletic group
Crafts (+5), Lore group (+lO), Outdoor Animal (+5),
l (+5), Influence (+lO), Power Point Development (+5),
Outdoor Environmental
l (+15). Self Control (+5), Spell group (+5), Weapon group (+lO).
Power Point Development (+5), Spell group (+5). SkiU Classifications: Occupationd choice of one skill
Skill Chssifications: Occupurional: Horticulture; in the Athletic l Endurance skill category;
Everyman: all skills in the Outdoor Environmental
l Everyman: Religion, all Athletic game skills,
skill category, History; Restricted; None. choice of one weapon skill; Restricted: None.
Spell Lists: Ceremonies, Communal Ways, Spell Lists: Ceremonies, Channels, Communal Ways,
Nature Domination, Protections, Summons, Tree Mastery. Divine Magic, Protections, Spiritual Visions
Special Abilities: +15 to all RRs involving naturally Special Abilities: A special bonus of +25 to any
occuring poisons and food poisoning. attempts to discern cheating in a competition
Prime Requisite Constitution. (applies to many possible skills in the Awareness group).
Prime Requisite: Reasoning.
Ancestors Profession Bonuses: Communication (+lO). Influence (+5),
- Lore group (+15), Power Awareness (+5), Darkness, Profession Bonuses: Awareness group (+lO),
Power Point Development (+5), Night Power Point Development (+lO), Subterfuge group (+15),
Science/Analytic Basic (+5), Spell group (+5).
l Spell group (+lO). Weapon group (+5).
Skill Classifications: Occupahnol: History; Skill Classifications: OccupationaL Star Gazing, Astronomy;
Everyman: Heraldry, Religion, choice of one ancient Everyman: Religion, Spell Lore, all skills in the
language (written, not spoken); Resrricted: None. Subterfuge l Stealth skill category; Restricted: None.
Spell I&s: Ceremonies, Communal Ways, Death Mastery, Spell Lists: Communal Ways, Death Mastery, Proselytizing.
Divine Magic, Life Mastery, Proselytizing. Protections, Repulsions, Summons.
Special Abilities: +15 to all RRs involving effects from Special Abilities: A special bonus of +5 to all skills
Undead creatures (fear, loss of Constitution, etc.). in the Awareness group. A special bonus of +15 to
Prime Requisite: Memory. all skills in the Subterfuge Stealth category.
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Prime Requisite: Reasoning.


Animals Profession Bonuses: Crafts (+5). Outdoor Animal (+15),
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Outdoor Environmental
l (+lO), Dawn Profession Bonuses: Awareness group (+lO),
Power Point Development (+5), Spell group (+5), Lore group (+5), Power Awareness (+5),
Subterfuge Stealth (+5), Weapon group (f5).
l Power Manipulation (+5), Power Point Development (+lO)
Skill Classifications: Ocnrpational, Animal Handling; Spell group (+lO). Weapon l Missile (+5).
Evrrymnn: all skills in the Outdoor Animal skill category,
l Skill Classifications: Occupational Direction Sense;
Religion, Fauna Lore, Tracking, Read Tracks; Everyman: Religion, all skills in the
Restricted: None. Lore Magical skill category; Restricted: None.
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Spell Lists: Channels, Communal Ways, Divine Magic, Spell Lists: Communal Ways, Death Mastery,
Proselytizing, Summons, GM selects one following Proselytizing, Protections, Repulsions, Summons.
(Horse Mastery, Serpent Law, Insect Mastery, Special Abilities: A special bonus of +15 on all
Aquatic Forms, Land Forms, or any other base list RRs versus effects generated by Undead
based upon the nature of the religion). (fear, loss of Constitution, etc.).
Special Abilities: Animal Mastery is classified as a Prime Requisite: Self Discipline.
Normal skill. A special bonus of +25 to all Animal
Mastery manuevers. Death Profession Bonuses: Influence (+5), Lore l Magical (+5).
Prime Requisite: Self Discipline. Power Awareness (+5). Power Manipulation (+5),
Power Point Development (+lO), Spell group (+lO),
Arts Profession Bonuses: Artistic group (+15), Crafts (+15), Weapon group (+lO).
Athletic Gymnastic (+5), Awareness
l Senses (+5),
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Skill Classifications: Occupational: Religion;
Power Point Development (+5), Spell group (+5). Everyman: None; Restricted: None.
Skill Classifications: Occupatimd choice of one skill in Spell Lists: Communal Ways, Death Mastery,
the Artistic group; Everynan: Religion, all other skills in Proselytizing, Protections, Repulsions, Spiritual Vision.
the Artistic group, choice of one skill in the Crafts skill Special Abilities: A special bonus of +15 to the
category; Rcsrricted: None. Influence skill category.
Spell Lists: Communal Ways, Divine Magic, Holy Element, Prime Requisite: Memory.
Protections, Spiritual Vision, Summons
Special Abilities: Can make an Sense Reality manuever to Earth Profession Bonuses: Armor group (+5),
detect illusions (or invisible objects). Awareness group (+lO). Influence (+5), Lore group (+5),
Power Awareness (+5), Power Point Development (+5),
Prime Requisite: Reasoning.
Spell group (+5), Weapon group (fl0).
Birth, Profession Bonuses: Influence (+5), Lore group (+5). Power Skill Classifications: Ocmpationa~: any of the
Children Point Development (+5), Science/Analtyic group (+lO). following skills (at the GM’s discretion):
Spell group (+5), Technical/Trade Vocational (+lO).
l Horticulture, Brewing, Mining, and/or Stone-crafting;
Skill Classifications: Occupahna~: Midwifery; Evelyman: History, Religion, choice of one ancient
Everymnn: First Aid, Herb Lore, Use Prepared Herbs, language (written only); Restricted: None.
Religion; Resrricted: None. Spell Lists: Divine Magic, Faith’s Shield, Holy Element,
Spell Lists: Proselytizing, Protections, Life Mastery, Nature Domination, Protections, Summons.
Repulsions, Spiritual Vision, Summons. Special Abilities: A special bonus of +25 to any Awareness
Special Abilities: None. manuever involving the earth or stone (detecting secret
Prime Requisite: Memory. doors, sloping passageways, depth underground, etc.).
Prime Requisite: Memory.
SPHERES OF INFLUENCE
Sphac Abilities Sphere Abuities

Fate, Profeaaion Bonuaea: Armor group (+5), Awareness Justice, Prof. Bonuses: Armor group (+lO), Awareness group (+5),
Destiny group (+lO), Influence (+lO), Power Awareness (+lO), Revenge Influence (+lO), Lore group (+5), Power Point
Power Point Development (+5), Spell group (+lO). Development (+5), Spell group (+5), Weapon group (+lO).
Skill Claaaifications: Occupoiiona~ Star Gazing, Divination, Skill Clas~ifi~ati~n~: OccupuhnuL Tracking; Everymun:
Astronomy; Evetyman: History, Religion; &strict& None. Religion, Lie Detection, Sense Ambush; Rtstrhed; None.
Spell tit% Ceremonies, Channels, Communal Ways, Spell Lists: Ceremonies, Communal Ways, Holy Defenses,
Death Mastery, Protections, Summons Holy Element, Holy Wrath, Life Mastery.
Special Abilities: A special bonus of +15 to the Special Abilities: A bonus of +15 to Influence skill category.
Influence skill category. Prime Requisite: Constitution.
Prime Requisite: Memory.
Light Profession Bonuses: Awareness group (+5), Influence (+lO),
Fertility Profession Bonws: Armor l Light (+lO), Lore group (+lO), Power Point Development (+5),
Communication (+5). Influence (+15), Spell group (+5), Weapon l Missile (+lO),
Outdoor l Animal (+5). Power Point Development (+5), Weapon l Thrown (+5).
. Spell group (+5), Weapon group (+5). Skill Classifications: Occupational Direction Sense;
Skill Chssifkations Occupoiional: Herb Lore, Use Prepared Everyman: First Aid, Navigation, Religion, Spell Lore;
Herbs: Eueryman: Horticulture, Animal Handling, Brewing, Restricted: None.
Dancing, Play Instrument, Religion: Ratricred: None. Spell Lists: Ceremonies, Communal Ways, Death Mastery,
Spell Lilts: Death Mastery, Divine Magic, Life Mastery, Proselytizing, Repulsions, Summons.
Proselytizing, Protections, Summons. Special Abilities: All priests have Nightvision (50’) if their
Special Abilitiu: Animal Mastery is classified as a race does not normally have Nightvision.
Normal skill. A special bonus of +15 to the Prime Requisite: Reasoning.
Influence skill category.
Literature, Prof. Bonuses: Artistic group (+lO), Communications (+lO),
Prime Requisite: Self Discipline.
Poetry Influence (+lO), Lore group (+lO),
Fire Profession Bonuses Armor group (+lO), Influence (+5), Power Point Development (+5), Spell group (+5).
Lore (+5), Power Awareness (+5), Power Manipulation(+5), SkiII Classifications: Occupati~~~a~: None;
Power Point Development (+5), Spell group (+5), Evrryman: all skills in the Communications skill category,
Weapon group (+lO). Tale Telling, Religion; Rertricred: None.
Skill CIa.ssifications: OccupationaC Foraging; Spell Lists: Communal Ways, Faith’s Shield,
Everyman: Religion, Spell Lore; Restrirted: None. Holy Element, Proselytizing, Protections, Summoning.
Spell Lists: Divine Magic, Death Mastery, Holy Element, Special Abilities: A special bonus of +15 to the
Holy Wrath, Proselytizing, Protections. Influence skill category.
Special Abiities~ A special bonus of +15 to Prime Requisite: Self Discipline.
all RRs involving fire and heat attacks.
Prime Requisite Reasoning. Love Profession Bonuses: Awareness group (+5), Influence (+20),
Lore group (+5), Power Point Development (+5),
Fortune, Profession Bonuses: Awareness group (+5), Influence (+lO), Self Control (+5), Spell group (+lO).
Luck Lore group (+5), Power Awareness (+5). Skill Classifications: Occupational: Herb Lore, Use Prepared
Power Manipulation (+5), Power Point Development (+5), Herbs; Everyman: Religion, Dancing, all skills in the
Subterfuge group (+5), Spell group (+5). Influence skill category; Rertritied: Body Development.
Skill Classifications: Occu@ona/: Star Gazing, Astronomy; Spell Lists: Divine Magic, Life Mastery, Proselytizing,
Evetyman: Gambling, Religion; Rerfricted: None. Protections, Repulsions, Summons.
Spell Lists: Communal Ways, Holy Element, Proselytizing, Special Abilities: A special bonus of +15 to the
Protections, Summons, Wyrd Mastery. Influence skill category.
Special AbMties: None. Prime Requisite: Self Discipline.
Prime Requisite: Self Discipline.
Magic Profession Bonuses: Influence (+5), Lore l Magical (+15),
Healing Prof. Bonuses: Awareness group (+5), Influence (+lO), Power Awareness (+5), Power Manipulation (+5).
Lore group (+lO), Power Pt. Dev. (+5), Self Control (+5), Power Point Development (+lO), Spell group (~10).
Spell group (+5), Technical/Trade group (+lO). Skill Class.: Occupational: Spell Lore; Everyman: Religion,
Skill Class.: OccupationaE First Aid; Everyman: Herb Lore, choice of one skill in the Power Manipulation skill
Use Prepared Herbs, Foraging, Religion; Restritied: None. category, choice of one skill in the Power Awareness skill
Spell List% Communal Ways, Life Mastery, category, choice of one skill in the Spell group; Restricted:
Proselytizing, Protections, Repulsions, Summons. all skills in the Armor group, Body Development.
Special Abilities: A special bonus of +lO to all RRs versus Spell Lists: Communal Ways, Holy Element, Proselytizing,
diseases and poisons. Protections, Repulsions, Summons.
Prime Requisite: Reasoning. Special Abilities: A bonus of +15 to the
Influence skill category.
Hunting Profession Bonuses: Awareness l Searching (+lO).
Prime Requisite: Reasoning.
Influence (+5), Lore group (+5). Outdoor l Animal (+lO),
Power Point Development (+5), Spell group (+5), Messengers Prof. Bonuses: Armor l Light (+lO), Communication (+lO).
Weapon l Missile (+5), Weapon l Thrown (+5). Influence (+lO). Lore group (+5), Power Point
Skill Classifications: Occupational: Hunting; Everyman: Development (+5), Spell group (+5), Weapon group (+5).
all skills in the Outdoor skill group, Direction Sense, Skill Classifications: Occuphnul: None; Everynun: all skills
Religion, Read Tracks, Fauna Lore, Distance Running, in the Communication skill category, all skills in the
Trap Building, Set Traps, Tracking; Ressrrirled: None. Influence skill category, Heraldry; Restricted: None.
Spell Lists: Communal Ways, Crusade, Hunting Mastery, Spell Lists: Communal Ways, Death Mastery,
Protections, Summons, The Hunter. Holy Defenses, Holy Element, Proselytizing, Protections.
Spedal Abilities: None. Special Abilities: None.
Prime Requisite: Agility. Prime Requisite: Self Discipline.
SPHERES OF INFLUENCE
SPb- Abilities Sphere Abilities

Metalwork Profession Bonuses: Armor group (+lO), Crafts (+lO), Oracles, Profession Bonuses: Communications (+lO), Influence (+5),
Influence (+5), Lore group (+5), Power Point Prophecy Lore group (+5), Power Awareness (+15),
Development (+5), Spell group (+5), Weapon group (+lO). Power Manipulation (+5), Power Point Development (+5),
Skill Chssitkations: Ocnrparionul: choice of anyone Spell group (+5).
metal-crafting skills; Evrryman: all skills in the Crafts skill Skill Chssifications: Occupational Divination;
category that involve metal-crafting, Foraging, Religion; Everyman: Star Gazing, Weather Watching, Astronomy,
Rtstrkted: None. History, Religion; Restricftd: None.
Spell Lists: Ceremonies, Channels, Divine Magic, Spell Lists: Ceremonies, Communal Ways,
Faith’s Shield, Holy Element, Holy Weapon. Death Mastery, Holy Element, Proselytizing, Summons.
Spec Abilities: A special bonus of +lO to Warhammer skill. Special Abilities: None.
A special bonus of +lO to any attempt to determine the Prime Requisite: Self Discipline.
value of any object crafted (wholly or partially) from metal.
Strength Profession Bonuses: Armor group (+lO),
Prime Requisite Constitution.
Athletic Brawn (+lO), Athletic
l Endurance (+5), l

Mi-iif, Prof. Bonuses: Awareness group (+lO). Influence (+lO), Influence (+5), Power Point Development (+5),
Trickery Lore group (+5). Power Point Development (+5), Spell Spell group (+5), Weapon group (+lO).
group (+5). Subterfuge group (+5), Weapon group (+lO). Skill Clsssifications: Occupation& choice of one skill
Skill Chsificationst Ocnrpational: Disguise, Duping; in the Athletic Brawn skill category, choice of one skill
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Evrryman: all skills in the Influence skill category, all skills in the Athletic Endurance skill category;
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in the Subterfuge Stealth skill category; Restricted: None.


l Everyman: Religion, all skills in the Athletic Brawn skill
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Spell Lists: Communal Ways, Holy Element, Holy Defenses, category, all skills in the Athletic Endurance skill
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Proselytizing, Protections, Summons. category, all skills in one Weapon skill category,
Reshrted: None.
Specid Abilities: None.
Spell Lists: Death Mastery, Holy Element, Holy Symbol,
Prime Requisite: Reasoning.
Holy Weapon, Holy Wrath, Repulsions.
Moon Prof. Bonuses: Armor group (+5), Influence (+lO), Lore Special Abilities: +15 to all RRs versus effects generated
group (+lO). Outdoor Environmental
l (+5), Power Point by Undead (loss of Constitution, Fear, etc.).
Develop. (+5), Spell group (+5). Weapon Missile (+lO).
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Prime Requisite: Constitution.
Skill Classificatiolu: Ocnrpationa~ Navigation, Star Gazing;
Everyman: Astonomy, Religion, Spell Lore; Rtstricred: None. Sun Profession Bonuses: Armor group (+lO),
Awareness group (+5), Influence (+5), Lore group (+lO),
Spell Lists: Ceremonies, Communal Ways, Death Mastery,
Holy Element, Proselytizing, Summons. Power Awareness (+5), Power Point Development (+5),
Spell group (+5), Weapon group (+5).
Special Abilities: Nightvision with a 50’ range
Skill Classifications: Occupational: First Aid;
(unless the character has Nightvision from his race).
Evrrymon: Herb Lore, Use Prepared Herbs,
Rime Requisite: Memory. Navigation, Religion, Spell Lore, all skills in the
Music, Prof. Bonus- Armor group (+5), Artistic group (+15), Outdoor 9 Environmental skill category; Resrricred: None.
Dance Communications (+lO), Influence (+5), Lore group (+5), Spell Lists: Communal Ways, Holy Element,
Power Point Development (+5), Spell group (+5). Holy Wrath, Life Mastery, Protections, Repulsions.
Skill Class.: OccupationaE any one skill in the Artistic group; Special Abilities: A special bonus of +15 to
Ewryman: all other skills in the Artistic group, History, all Awareness Searching maneuvers.
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Religion, Juggling, Tumbling; Restricted: None. Prime Requisite: Reasoning.


Spell Lists: Ceremonies, Divine Aura, Divine Magic,
Holy Element, Repulsions, Summons. Thunder Profession Bonuses: Armor group (+lO),
Athletic Brawn (+5), Outdoor
l Environmental
l (+5),
Special Abilities: None. Influence (+lO), Power Point Development (+5),
Prime Requisite: Agility. Spell group (+5), Weapon group (+lO).
Nature Profession Bonws: Armor group (+5), Influence (+lO), Skill Classifications: Occupatima~; Weather Watching;
Lore group (+5), Outdoor group (+15). Power Point Euctyman: Religion, all skills in the
Development (+5). Spell group (+5). Weapon group (+5). Outdoor Environmental;
l Restricred: None.
Skill Classifications: Occupational: Horticulture, Flora Lore, Spell Lists: Divine Magic, Faith’s Shield, Holy Weapon,
Fauna Lore; Emymm: all skills in the Outdoor group, Holy Wrath, Nature Domination, Protections.
Herb Lore, Religion; Rtstricred: None. Special Abilities: None.
Spell Listr: Divine Magic, Holy Element, Holy Wind, Prime Requisite: Constitution.
Nature Domination, Protections, Repulsions.
War Profession Bonuses: Armor group (+lO),
Special Abilities: A special bonus of +25 to Athletic group (+5), Power Point Development (+5),
all Flora Lore and Fauna Lore maneuvers. Influence (+lO), Spell group (+5), Weapon group (+15).
Prime Requisite: Memory. Skill Classifications: Occupationa/: Military Organization,
Oceans, Prof. Bonuses: Armor group (+5), Awareness group (+5), choice of one skill in the Combat Maneuvers skill
Rivers Influence (+5), Lore group (+5), Outdoor Environ.(+l5),
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category; Everyman: Animal Training, Riding, Heraldry,
Power Pt. Dev. (+5). Spell group (+5), Weapon group (+5). Religion, choice of one skill in the Armor group,
Fletching, Metal-crafting, Driving, Hunting,
Skill Clauifkationt: Occupariona1: Swimming: Everpan:
choice of one weapon skill: Restricted: None,
Rope Mastery, Sailing, Boat Piloting, all skills in the
Outdoor lEnvironmental group, Religion; Restricred: None. Spell Lists: Battlefield Healing, Death Mastery,
Faith’s Shield, Holy Weapon, Holy Wrath, Protections.
Spell Lists: Aquatic Forms, Channels, Communal Ways,
Holy Element, Proselytizing, Protections. Special Abilities: A special bonus of +25 to
all influence maneuvers made during a battle.
Special Abilities: A special bonus of +25 to any Awareness
maneuvers performed underwater. Watervision with a Prime Requisite: Constitution.
range of 50’.
Prime Requisite: Memory.

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