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1 | SCC Skill Pool | ||||||||||||||||||||||||||||||||||
2 | Tier | Skill Pool | |||||||||||||||||||||||||||||||||
3 | - | Tier 0 | Additional +1 to duel rolls | OR | Additional 100 gold per year | ||||||||||||||||||||||||||||||
4 | Skill Tree Name | Iron Will | Bulwark | Duelist | Marksman | Sworn Shield | Strategist | Quartermaster | Inspiring Commander | Vanguard Commander | Skirmisher | Raider | Sea Snake | Navigator | Inspiring Admiral | Pursuer | Evader | Reaver | Handler | Infiltrator | Vigilant | Man of the Shadows | Steward | Authoritarian | Architect | Shipwright | Hoarder | Managed Trader | Personal Trader | Poisoner | Alchemist | Medic | Rabble Rouser | Fortifier | |
5 | - | 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 rolls | Additional +1 land movement points | +15 total morale | Additional +1 to land engagement rolls, additional -1 to enemy land retreat rolls | Additional -1 to enemy land engagement rolls, additional +1 to land retreat rolls | Additional +1 to raiding rolls and banditry rolls, conversion rate for development to gold is 1:220 instead of 1:200 | +1 to naval combat rolls | Additional +3 naval movement points | +15 total morale | Additional +1 to naval engagement rolls, additional -1 to enemy naval retreat rolls | Additional -1 to enemy naval engagement rolls, additional +1 to naval retreat rolls | Additional +1 to reaving rolls and piracy rolls | Additional +2 to bribery and rehiring rolls | Additional +2 to spying rolls | Additional -2 to bribery and spying rolls on administered province | Additional +2 to illegal activity, interrogation, rumour spreading, and poison acquisition rolls | Additional 50 gold per year | Additional +10 Authority Equilibrium on administered province | Additional -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 province | 3 managed trades, +0.2 trade modifier for 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 Low or Medium lethality poison per year | Can create a single fire oil per year, usable on weapons to create a fire weapon for a single duel | Can treat PCs, reducing Major Injury malus duration from 6 months to 2 months | Additional -10 Authority Equilibrium on administered province | Additional +1 to the DV of the holdfast on the administered province |
6 | - | 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 rolls | Additional +2 land movement points | +15 total morale | Additional +1 to land engagement rolls, additional -1 to enemy land retreat rolls | Additional -1 to enemy land engagement rolls, additional +1 to land retreat rolls | Additional +1 to raiding rolls and banditry rolls, conversion rate for development to gold is 1:250 instead of 1:200 | +1 to naval combat rolls | Additional +3 naval movement points | +15 total morale | Additional +1 to naval engagement rolls, additional -1 to enemy naval retreat rolls | Additional -1 to enemy naval engagement rolls, additional +1 to naval retreat rolls | Additional +1 to reaving rolls and piracy rolls | Additional +2 to bribery and rehiring rolls | Additional +1 to spying rolls | Additional -1 to bribery and spying rolls on administered province | Additional +2 to illegal activity, interrogation, rumour spreading, and poison acquisition rolls | Additional 50 gold per year | Can apply Authority bonus to half of all provinces (rounded up) controlled by host claim | Additional -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 province | Additional +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 year | Can transmute metal to create a Qohorik steel-equivalent weapon once per year, materials cost 5,000 gold | In 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 province | Additional +1 to the DV of the holdfast on the administered province |
7 | - | 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 roll | Additional -1 to enemy land engagement rolls, additional +1 to land retreat rolls, retreating friendly armies reduce taken casualties by 1d5% on a failed retreat roll | Additional +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 roll | Additional -1 to enemy naval engagement rolls, additional +1 to naval retreat rolls, retreating friendly fleets reduce taken casualties by 1d5% on a failed retreat roll | Additional +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 rehired | Additional +1 to spying rolls, networks can spy on one tier higher of thread privacy | Additional -1 to bribery and spying rolls on administered province, automatically learn of bribery attempts on administered province, but not outcome or culprit | Additional +2 to illegal activity, interrogation, rumour spreading, and poison acquisition rolls | Increase host claim's income by 10%, can add +1 development growth on administered province per year | Can apply Authority bonus to all provinces controlled by host claim | Additional -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 province | Additional 5% personal treasury cap and treasury cap of administered province, personal treasury can never be seized without permission | Further +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 trades | Can create a single Extreme lethality poison per year | Can 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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