Contact

We want to hear what you think - good, or bad! 
Fill in the form below and we'll get back to as soon as we can!

Courtier

AP Value: 176 adventure points

Prerequisites: Advantage Noble (5-15 AP)

Special Abilities: Languages and Literacy totaling 10 AP; Skill Specialization Etiquette

Combat Techniques: Bows 8, Daggers 8, Swords or Fencing Weapons 8

Skills:

Physical: Carousing 2, Dancing 4, Perception 4, Riding 5, Stealth 3

Social: Empathy 7, Etiquette 7, Fast-Talk 4, Persuasion 4, Seduction 4, Willpower 5

Nature:

Knowledge: History 2, Law 3, Math 3, Myths & Legends 4, Religions 3

Craft: —

Suggested Advantages: Aptitude in Social Skills, Good Looks, Resistant to Poison

Suggested Disadvantages: Personality Flaw (Arrogance, Envy, Vanity), Negative Trait (Avarice, Bad Temper, Stinginess, Vengeance)

Unsuitable Advantages: Aptitude in Craft Skills

Unsuitable Disadvantages: Frenzy, Incompetence in Social Skills

Variants:

  • Diplomat (192 AP): Bows 6 instead of 8, Swords or Fencing Weapons 6 instead of 8; Persuasion 7 instead of 4, Etiquette 8 instead of 7, Fast-Talk 6 instead of 4, Willpower 7 instead of 5, Treat Poison 3 instead of 0
  • Dallier (195 AP): Bows 10 instead of 8, Daggers 10 instead of 8; Dancing 6 instead of 4, Carousing 4 instead of 2, Seduction 7 instead of 4, History 0 instead of 2, Law 2 instead of 3, Treat Poison 2 instead of 0
  • Lady-in-Waiting (171 AP): Bows 6 instead of 8, Swords or Fencing Weapons 6 instead of 8; Dancing 6 instead of 4, Carousing 0 instead of 2, Clothworking 7 instead of 0; Ladies-in-Waiting must be female and must choose Andergast as their culture.
  • Noble Scion (172 AP): Bows 10 instead of 8, Swords or Fencing Weapons 10 instead of 8; Riding 7 instead of 5, Carousing 4 instead of 2, Empathy 4 instead of 7, Willpower 3 instead of 5, History 0 instead of 2, Law 2 instead of 3

 

Publication: Core Rules page 130