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