4.2 Riesgos de mercado
4.2.2 Riesgo de precio de inversiones en instrumentos de patrimonio Inversiones patrimoniales
The following proficiencies can be learned by characters originating from the True World.
Table I. Maztican Proficiencies Proficiency # of Relavant Check
Slots Ability Modifier Spent
Adobe 1 Strength 0 Astronomy 2 Intelligence 0 Ball Game 1 Special 0 Canoe-making 1 Wisdom + 2 Canoeing 1 Dexterity 0 Floating Agriculture 2 Strength 0 Gold Casting 1 Intelligence - 1 Mosaic 1 Wisdom 0 Obsidian Working 2 Intelligence - 1 * See The Ball Game farther back in this book for an explanation of this special proficiency.
Adobe: The character is skilled at making a plaster of mud, with
which he can build strong walls and overhanging roofs. A skilled
character can build a section of wall twenty feet long by five feet high in one day.
Astronomy: This skill is available to characters from Payit or Far Payit. The character is very familiar with the night sky, and the changes it undergoes during the passage of time. It allows the character to anticipate cosmic events such as eclipses, comets, solstices,
equinoxes, the rising and position of the planets and stars.
Canoe Making: The character can build dugout canoes from logs. It requires two weeks to make a canoe that will hold two people, and the character must make a proficiency check to determine success at the conclusion of the process. Failure means a canoe that floats, but is not exceptionally stable or fast.
Larger canoes require
extra passenger. Canoes capable of holding up to twenty men can be constructed with the use of this skill.
Canoeing: The character can move a canoe with skill and alacrity. A vessel can carry up to one
passenger for each skilled character and still maintain its high rate of movement, as long as neither character is encumbered. If he is carrying a load of any kind of cargo, the skilled character must be alone, or penalties apply.
A canoe with too much weight, or too many unskilled characters, only moves half as fast as the normal rate. In addition, the skilled
character must make a proficiency check at the start and end of the, failure resulting in the vessel
capsizing. Also, checks are required for any unusual maneuvers or mild disturbance in the waters surface.
The character does not have to make skill checks for mild
turbulence, in a stream, or waves in a lake or ocean, unless unskilled passengers are carried. However, high surf, raging rapids, or high winds can caused proficiency checks at the DMs option.
Floating Agriculture: A character with this skill can create land out of shallow lake or marshwater, and use it to grow all sorts of crops. Up to one 100 square (10,000 square feet) can be created by a skilled character during a year.
Such floating gardens are tended with fresh, fertile silt every year, and have an intrinsic and plentiful
water supply. Thus, they tend to yield about twice as much as an equal-sized plot on dry land. Gold Casting: The character can carve an object from wax, and then cast it in gold. He builds a clay mold around the wax image, and then pours in the gold, melting the wax which runs out a hole in the bottom of the mold.
Mosaic: The character is skilled at inlaying pieces of stone into a
baseplate of stone, creating pleasing patterns and images. The work is nearly as long lasting as Maztican stonework, and is used to decorate walls and floors.
Obsidian Working: The character can create edges for knives, arrowheads, spearblades, and macas from the volcanic glass of obsidian. The character is also skilled at identifying the areas where obsidian can be found. Once he discovers an area, he can gather a full loadas much as a person can carryin one day.
The character can also perform repairs on obsidian edged weapons that are damaged in usesee the Equipment Section for details on breakage.
The material is easier and faster to work with than steel, though of course it needs to be replaced more often. Typical work rates for
Table II: Maztican Weapon Work Time and Obsidian Requirements Weapon Work Time Fraction of
a load/item Arrowhead 1-4 per hour 1/1000 Maca 10 days 5% Spearhead 1 day 2% Knife 20 days 5% Repair Item 1-6 hours 1%
Character Kits
The general character classes of the AD&D® game do not cover every eventuality of Maztican character creation. The following four typesJaguar and Eagle Knights, and specialists in pluma and hishnaare each presented as kits.
They are not new character classes. The first two are types of fighters, the second pair types of rogues. Yet with the modifications listed and described here, they can become unique characters typical of a campaign set in the True World.
Terms
Each kit contains the following information:
DESCRIPTION: This section tells what the character class is like, in general appearance, manner of dress, and cultural background. It will also list any requirements needed by a character who wants to employ this kit.
ROLE: This category describes the role of the character in the society as a whole.
WEAPON PROFICIENCIES: The weapon proficiencies are most significant with the two Knight types, but all of the character kits include a description of weapon proficiencies needed or earned by the character.
NONWEAPON PROFICIENCIES: The Nonweapon Proficiencies from the AD&D® 2nd Edition game are a key element of these character kits; though they are optional rules, they are needed to make these unique characters truly well-defined.
EQUIPMENT: There are special types of equipment required for each of the character kits; these items are listed and explained in this section.
SPECIAL BENEFITS: Each of the kits confers one or more special benefits upon characters who choose that character type; these are listed here.
SPECIAL HINDRANCES: As with benefits, each kit requires some things of the character that may occasionally seem like
disadvantages.
RACES: The predominant race for each character kit is assumed to be human, but in cases where other races are allowed to achieve it, they are listed here.