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SCC Skill Pool
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TierSkill Pool
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-Tier 0Additional +1 to duel rollsORAdditional 100 gold per year
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Skill Tree NameIron WillBulwarkDuelistMarksmanSworn ShieldStrategistQuartermasterInspiring CommanderVanguard CommanderSkirmisherRaiderSea SnakeNavigatorInspiring AdmiralPursuerEvaderReaverHandlerInfiltratorVigilantMan of the ShadowsStewardAuthoritarianArchitectShipwrightHoarderManaged TraderPersonal TraderPoisonerAlchemistMedicRabble RouserFortifier
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-Tier 1+5 total morale

Ignore 1 injury malus in duels

+1 to duel seeking
-1 to opponents duel rolls

+1 damage rolls

+1 to duel seeking
+1 to duel rolls

+1 to duel seeking
+2 to archery rolls

+1 to sniping rolls

+1 to archery seeking rolls
+3 to bodyguard rolls

Takes 1 hit in place of their ward in multi-person duels.
+1 to land combat rollsAdditional +1 land movement points+15 total moraleAdditional +1 to land engagement rolls, additional -1 to enemy land retreat rollsAdditional -1 to enemy land engagement rolls, additional +1 to land retreat rollsAdditional +1 to raiding rolls and banditry rolls, conversion rate for development to gold is 1:220 instead of 1:200+1 to naval combat rollsAdditional +3 naval movement points+15 total moraleAdditional +1 to naval engagement rolls, additional -1 to enemy naval retreat rollsAdditional -1 to enemy naval engagement rolls, additional +1 to naval retreat rollsAdditional +1 to reaving rolls and piracy rollsAdditional +2 to bribery and rehiring rollsAdditional +2 to spying rollsAdditional -2 to bribery and spying rolls on administered provinceAdditional +2 to illegal activity, interrogation, rumour spreading, and poison acquisition rollsAdditional 50 gold per yearAdditional +10 Authority Equilibrium on administered provinceAdditional -20% Improvement costs and Improvement Upkeep on administered province*Additional shipbuilding limit on administered province (+4 ship size cap for T0/T1/T2, +6 ship size cap for T3/T4)Additional 10% personal treasury cap and treasury cap of administered province3 managed trades, +0.2 trade modifier for managed tradesAdditional +0.3 personal trading modifier and additional +1 To losing caravan rolls, can only be applied once per year.Can create a single Low or Medium lethality poison per yearCan create a single fire oil per year, usable on weapons to create a fire weapon for a single duelCan treat PCs, reducing Major Injury malus duration from 6 months to 2 monthsAdditional -10 Authority Equilibrium on administered provinceAdditional +1 to the DV of the holdfast on the administered province
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-Tier 2+10 total morale

Ignore 1 injury malus in duels

+1 to duel seeking
-1 to opponents duell rolls

+1 damage rolls

+1 to duel seeking
+2 to duel rolls

+1 to duel seeking
+2 to archery rolls

+1 to sniping rolls

+1 to archery seeking rolls
+3 to bodyguard rolls

Takes 1 hit in place of their ward in multi-person duels
+1 to land combat rollsAdditional +2 land movement points+15 total moraleAdditional +1 to land engagement rolls, additional -1 to enemy land retreat rollsAdditional -1 to enemy land engagement rolls, additional +1 to land retreat rollsAdditional +1 to raiding rolls and banditry rolls, conversion rate for development to gold is 1:250 instead of 1:200+1 to naval combat rollsAdditional +3 naval movement points+15 total moraleAdditional +1 to naval engagement rolls, additional -1 to enemy naval retreat rollsAdditional -1 to enemy naval engagement rolls, additional +1 to naval retreat rollsAdditional +1 to reaving rolls and piracy rollsAdditional +2 to bribery and rehiring rollsAdditional +1 to spying rollsAdditional -1 to bribery and spying rolls on administered provinceAdditional +2 to illegal activity, interrogation, rumour spreading, and poison acquisition rollsAdditional 50 gold per yearCan apply Authority bonus to half of all provinces (rounded up) controlled by host claimAdditional -10% Improvement costs and Improvement Upkeep on administered province*Additional shipbuilding limit on administered province (+2 ship size cap for T0/T1/T2, +2 ship size cap for T3/T4)Additional 5% personal treasury cap and treasury cap of administered provinceAdditional +3 to managed trades, +0.2 trade modifier to managed trades and +1 caravan rolls managed trades.Additional +0.3 personal trading modifier and additional +1 To losing caravan rolls, can only be applied once per year.Can create a single High lethality poison per yearCan transmute metal to create a Qohorik steel-equivalent weapon once per year, materials cost 5,000 goldIn battle, can select a single PC. If that PC takes an injury from the battle, reduce the injury to the next lowest type.Additional -5 Authority Equilibrium on administered provinceAdditional +1 to the DV of the holdfast on the administered province
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-Tier 3+10 total morale

Ignore 1 injury malus in duels

+1 to duel rolls

+1 to duel seeking
Critical Hits deal double damage.

-1 to opponents duell rolls

+1 damage rolls

+1 to duel seeking

Critical Hits on 19-20

+2 to duel rolls

+1 to duel seeking

+2 to archery rolls

+1 to sniping rolls

+2 to archery seeking rolls
+4 to bodyguard rolls

+1 to duel rolls

Takes 1 hit in place of their ward in multi-person duels

Can attempt to bodyguard even if casualty roll is failed
+1 to land combat rolls

Reduce land combat casualties taken by 1d3%
Additional +2 land movement points, increase base attrition threshold of local province by 10%+20 total morale

Armies led will never autosurrender
Additional +1 to land engagement rolls, additional -1 to enemy land retreat rolls, retreating enemy armies take an additional 1d5% casualties on a failed retreat rollAdditional -1 to enemy land engagement rolls, additional +1 to land retreat rolls, retreating friendly armies reduce taken casualties by 1d5% on a failed retreat rollAdditional +1 to raiding rolls and banditry rolls, conversion rate for development to gold is 1:250 instead of 1:200, loot gained from banditry is 1 tier higher+1 to naval combat rolls

Reduce Naval combat casualties taken by 1d3%
Additional +2 naval movement points, additional +3 to Open Sea Rolls+20 total morale

Fleets led will never autosurrender
Additional +1 to naval engagement rolls, additional -1 to enemy naval retreat rolls, retreating enemy fleets take an additional 1d5% casualties on a failed retreat rollAdditional -1 to enemy naval engagement rolls, additional +1 to naval retreat rolls, retreating friendly fleets reduce taken casualties by 1d5% on a failed retreat rollAdditional +1 to reaving rolls. Reaving loot acquired is from 1 tier higher on the loot table.Additional +2 to bribery and rehiring rolls, networks are automatically rehiredAdditional +1 to spying rolls, networks can spy on one tier higher of thread privacyAdditional -1 to bribery and spying rolls on administered province, automatically learn of bribery attempts on administered province, but not outcome or culpritAdditional +2 to illegal activity, interrogation, rumour spreading, and poison acquisition rollsIncrease host claim's income by 10%, can add +1 development growth on administered province per yearCan apply Authority bonus to all provinces controlled by host claimAdditional -10% Improvement costs and Improvement Upkeep on administered provinceon administered province, can add +1 development growth for a single province per year*Additional shipbuilding limit on administered province (+2 ship size cap for T0/T1/T2, +2 ship size cap for T3/T4), -25% shipbuilding costs on administered provinceAdditional 5% personal treasury cap and treasury cap of administered province, personal treasury can never be seized without permissionFurther +4 managed trades, +0.2 trade modifier for managed trades and +1 caravan rolls managed trades. Additional +0.1 bonsu to personal trades. Trade bonus applies to all personal tradesCan create a single Extreme lethality poison per yearCan attempt to create a single barrel of wildfire per year

1-3, wildfire is lost and pyromancer is killed
4-80, wildfire creation fails
81-100, 1 jar of wildfire are created
Once per year, can create a prosthetic to offset the malus of a Critical Injury

Brain Damage, Spine Damage/Paralysation, Internal Organ Damage, and Loss of Eye cannot be offset
Once per year, can attempt to trigger an uprising of 4d50+50 levies. The levies immediately begin raiding and dissipate after the raid is completed

1-40 - Uprising fails to triggers
41-100 - Uprising successfully triggers
Double the DV malus to sieges on the administer province, if defending
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*Get half this bonus when being applied to Holdfast Level Upgrades, Wall Building for Towns/Cities or Great Projects
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