The Shaman
Shamans are given "gifts" of magic, knowledge, insight, and power by the spirits. However, to become a Shaman is to accept great responsibility to both the people and the gods.
They often pay a great price in life-long devotion and service, and frequently suffer for their relationship with the Spirit Realms — they are often among the first to be targeted by invaders and enemies. It is the gifts from the spirits that set the Shaman apart from other men. Physicians and Healers who do not draw their power from the spirits are not Shamans. They may be Medicine Men, but that is something different from the Shamans who are forever linked to the spirits and their magic.
A Shaman is a combination wise man, wizard and healer who can call upon supernatural "spirits" for knowledge, guidance, magical powers, and aid. While this is true in a broad way, the Shaman is much more. He is the keeper of tradition, law, nature and knowledge about his people, the spirits, and the land. Thus, he is a storyteller, teacher, advisor and sometimes, arbitrator of disputes and administrator of punishments. Although the Shaman can cast spells, draw upon his totem, and is given (by the spirits) magic charms and talismans known as "fetishes" (which are usually given to others), he knows little about the actual structure and nature of magic, and cannot make potions, scrolls, or pursue formal "studies" of the mystic arts. His mystic knowledge is intuitive and provided by the spirits.
A Shaman holds a special place in his culture, and while they are men and women with the abilities to heal, they are also spirit mediums, seers, wise men, advisors, and leaders, both in times of war and peace. Among the Shaman's duties are rituals and ceremonies for celebrations of marriage, rites of passage, the birth and naming of a child, plentiful harvests, and requests that the spirits smile upon his people for success in hunting, agriculture, and war. The Shaman also functions as a sort of seer or prophet who is given insight through Spirit Walks and Spirit Quests (see shamantic spells) as to possible paths for the future. They also recognize symbolic warnings, signs, and omens from the spirits.
In addition, Shamans are expected to protect, cultivate, and nurture the earthly representatives of their totems and the spirits that give them their power. As an example, a Shaman must see that the animals of his totem species are cared for and protected from abuses, senseless slaughter (i.e., hunting for fun or trophies rather than for food and fur) and illness. He must also do all that he can to ensure that every animal within his area stays healthy, safe, and well nourished by providing water if it is scarce (by spell or irrigation), replanting destroyed vegetation that threatens food supplies, and keeping trophy hunters, sportsmen and others from indiscriminately killing animals. While the Shaman will protect his charges from senseless plunder, the killing of the animals for food and survival (most Indians use as much of the animal as possible, including meat, hide, horn, bone, etc., and only kill what they need, as they need it) is accepted as a necessary part of the Circle of Life. Plant Shamans do similar things for trees, shrubs, and grass; Elemental Shamans are always wary of pollution, disruptive magics, and extended natural changes in weather or climate. It is up to every person to preserve the balance and flow of nature in all the little ways that he can, but it is the Shaman's responsibility to be at the forefront of such actions.
Shamans are acknowledged as being closer to nature and the gods because of their ties to the spirits. Shamans are also considered to be different and apart from other men in many ways. As a result, they can speak openly and dress and act any way they choose without fear of repercussion from other members and leaders of the tribe. However, while the Shaman may speak as no other in the tribe can, questioning laws and judgements of the greatest Chief and warriors, he usually tries to be constructive, compassionate, tolerant and show the honor due that person. More importantly, his actions are always respectful of the spirits' wishes.
Becoming a Shaman
Rarely does a mortal become a Shaman by choice, they are usually chosen by the spirits who sense a kindred soul. A spirit (or spirits) of sufficient power bestows upon the individual the knowledge and abilities necessary to contact them. Such knowledge can never be taken by a mortal, it must be freely given by the spirits. Everything is shared so that all will prosper. For man and spirit to coexist and flourish, they must give freely to each other. If the balance is upset, disaster will occur. The Shaman, above all others, accepts this as a fundamental truth.
To be selected as a Shaman is to receive the greatest blessings of the spirits. However, this is a mixed blessing, because most such "lucky" individuals must first get as close to the spirits as possible. This usually means the Shaman must come close to death! The brush with death can be from illness, injury or combat. As the person lies on death's door, he straddles the worlds of man and spirit. A powerful representative of the spirit world will appear and either engage him in discussion or walk with him on a "Spirit Journey." If the character responds in the way the spirit(s) hope, he (or she) is offered the blessing of becoming Shaman. If accepted (this is a great honor rarely refused) the spirit(s) grant him or her life and the powers of a Shaman. If refused, the spirit will either escort the individual to the "other world" (the character dies), or he is left to his fate (live or die depending on circumstance). There is no dishonor or insult to turn away this offer.
Those who consciously seek to become Shamans can go on long, dangerous quests that nearly kill them, during which, at some point, the spirit meeting occurs (provided that they are deemed suitable, otherwise all is for naught). Regardless of what illness or injury caused the character to teeter on the brink of death, those found worthy will awaken (reborn) as a Shaman (1st level). When consciousness is regained, the character is alert, totally healed and healthy.
Some spirits are more demanding of their Shamans and require the tutelage of a child through its entire life. In many cases, a Shaman who has served his people and the spirits well, will have the honor of Shaman granted to one of his children (male or female) to carry on his work. The child will be tutored by both his father and the spirits, and is granted the powers of a Shaman at maturity (not necessarily adulthood). Such "hereditary" Shamans may or may not have to face a near death communion with the spirits; if they do, it will be a ritual death using herbs, magic, and the aid of spirits. Once a spirit grants a gift(s) or blessing, it cannot be taken away, but Shamans who violate the rules laid down by the spirits can be punished. A Shaman who abuses his spiritual ties or their gifts, risks being tormented and killed by vengeful spirits. This is known as "Bad Medicine."
Plants have spirits, just like animals and humans, and those that are edible are the most powerful because they sustain all life. Ingesting plants (and animals) makes man a part of the plant world and allows a Shaman to extend his spirit potential into the plant realm. In this manner, he can learn their secrets, not the least of which are the arts of healing. The actual spirits (energy beings) are fundamentally the same as animal and other spirits, only the physical manifestations of their physical bodies, differ. The nature of plants is much less active and not as physically mobile as animals, but their strengths should not be underestimated. Trees can live for centuries, some leaves can withstand bitter cold, no animal can regenerate the way a plant can, and the poisons of some plants are as deadly as any snake.
By sharing a portion of his spirit potential with the spirits of the trees, flowers, shrubs, grasses, vines, and all other types of flora, he gains unparalleled kinship with them. The bonding gives him the ability to talk with plants, heal them, and share their secrets (including the use of herbs and natural drugs). The knowledge of a Shaman can be invaluable, especially in the wilderness, because he can find out anything about a specific plant, or an entire forest, simply by talking to the local flora.
Shamans have no genuine knowledge regarding spell incantations and cannot "learn" spells or rituals from any outside source. In addition to the flashier abilities and spells listed below, Shamans also know virtually everything there is to know about farming, including planting times, ideal growth conditions, phases of the moon and other celestial events, harvest time, plant diseases, insect predators, irrigation techniques, and many other such things.
Perhaps, needless to say, a Shaman is a boon to any village he may live in, however, a good number of them roam far and wide, seeing to the health and welfare of people, woodlands, and grasslands across the continent. Shamans often join together to bolster or sustain the populations of game animals in a given area, or they may travel together seeking out areas with low populations and work to restore the balance of animals and plants there.
Note: Attribute Requirements: None. No one knows why the spirits choose the humans that will be Shamans. Some have high intelligence while others are average; some are physically strong, others puny, but all generally have strong moral fiber, and commitment to their people, traditions, and the spirits. Both males and females are chosen at about a 60/40 split. Must be an avid Traditionalist or Pure One. Renegades, and most other people do not understand or accept the spirits, beliefs, or culture enough to become a Shaman. A Shaman may be one of several in a tribe, a lone clan eIder/advisor, or a wandering adventurer.
Blessings are all the "gifts" provided by the spirits, including special skills, knowledge, spell casting abilities and powers:
- All Shamans are taught to speak a secret tongue that allows them to recognize each other as a Shaman, and to freely discuss topics without worry of anyone overhearing them.
- A Shaman's personal equipment is touched by the spirits and will only function for him. After he dies, or if the items are stolen from him, they will cease to function and/or break. The
only way to prevent this is for the Shaman to willingly give them, or designate their being given, to someone before he dies. And then they only work for that specific individual.
- The bonuses and skills from their Totem Animal. All Shaman pick one totem animal (Totem powers are not available to Shamans)
- Limited access to fetishes, minor and major
Fetishes
All Shamans can make fetish objects, but only the spirits can empower them. Consequently, if a Shaman has fallen from favor, is careless with spirit "gifts," is constantly asking for such "gifts," or for any other reason the spirit feels such a "gift" is inappropriate, the spirit can refuse to empower the fetish.
Note: Only Shamans, spirits and gods can make magical fetishes.
Minor Fetishes are small, symbolic, and spiritual objects made from specific materials (see the Fetish section for details). The fetish can be worn like a talisman or piece of jewelry, or
kept in a tiny pouch that is worn around the character's neck, wrist, arm, etc.; some are attached to weapons or clothing. Minor fetishes are the most common of these magic items. Most warriors, hunters, healers, leaders, and people of even modest importance will have 1-4; Shamans will have 2-6.
Major or "Great" Fetishes are usually large, obvious, and flamboyant objects filled with great spirit magic. They are often designed as cloaks, capes, headdresses, amulets and even weapons. Major Fetishes are comparatively rare and found in the possession of great warriors, heroes, healers, important leaders, and Shamans. Few characters are blessed with more than two or three Great Fetishes.
Legendary Fetishes are incredibly powerful and rare objects of spirit magic. They are made by the gods and the greatest of spirits (not Shamans) and either given to a Shaman for his own use or for him to give to a worthy (often specific) individual. On occasion, the gods or great spirits will grant these sacred items to the individual in person, in disguise, or in a dream (wakes up and the item he dreamt about is laying next to him). Shamans, great warriors, heroes and leaders are the usual recipients of these rune-like items, but sometimes they are bestowed to less likely individuals, although this is exceptionally uncommon.
Fetish Creation & Disbursement — Rule of Thumb: Ultimately the spirits and gods can bestow any type of fetish upon anybody they like without limit (usually to or through their Shaman). However, while they like to aid, nurture, and encourage man, they feel he must learn and earn things for himself. Thus, they are careful not to make things too easy for him, lest he become lazy, complacent, too aggressive and/or too dependent on the spirits.
Generally, most Shaman O.C.C.s can make and empower a total of five minor fetishes and two major/great fetishes per each level of experience, and are expected to give half of those away to other deserving people. Thus, upon reaching each new level of experience, the Shaman can make five new minor and two new major fetishes which are often kept in reserve for when the right person comes along, or not made until it is necessary (the Shaman doesn't lose them if they aren't made right away and can be held back for years). Any number beyond this is at the spirit's discretion (and uncommon). Furthermore, it is the spirit who usually comes to the Shaman at a truly desperate time of need, rather than the Shaman coming to the spirit — so most Shamans do not overstep their bounds by asking for more than the usual number. Most Shamans never see more than two or three Legendary Fetishes in their lifetime, and rarely before attaining 7th level or higher, unless given to them as a special gift, reward, or to be delivered to a hero by the Shaman.
Note: A Shaman never uses more than four Minor and four Great Fetishes for himself, all others are made and given away to other champions of life.
Shaman O.C.C. Abilities
- Immune to disease and allergies: The character never gets sick or suffers from allergies unless he's earned the disfavor of one or more spirits and becomes a victim of "Bad Medicine." This immunity is automatic and constant; no P.P.E. cost.
- Throwing the Bones: A form of Divination by which the shaman can foresee possible futures through the casting of bones or various objects. The shaman forms a collection of small bones, 37 in total, which he carries in a pouch made of animal hide. The bones (represent by 7 six-sided dice) can be from any creature but bones from magical creatures work best. The player is asked to obtain six unique six-sided dice without numbers, called story cubes or story dice. Desirably these dice would contain images that were appropriate for the time period. of the role-playing game (nothing anachronistic). Every image on every die should be unique, a total of 36 images. To this should be added an ordinary six-sided die, preferably with pips and not numbers. It is important to understand that none of these seven dice should be thrown for any purpose other than rolling bones. Of the six picture dice, one should be designated as “the self,” the die that specifically defines your game character. Obviously, the die should be chosen with this purpose in mind. Each of the other five story dice must also be assigned a meaning. These meanings can be personal, but unless the player has much experience with bone throwing, it is recommended that these five meanings should be health, wealth, relationships, magic and morality (evil vs. good, wrong vs. right). The numbered die may then be used varyingly, as a 50/50 to designate male or female, few or many, friend or foe, yes or no and so on; or it may be used as a measure of 1 to 6 to describe importance, danger, chance of success and so on. Much of the reading beyond this is an art form. The player must interpret the throws based on the meanings of the dice, how they fall, where they touch, the distance or lack thereof between the pieces, what falls nearest to the bone thrower and what falls furthest away. The dice must be thrown with two hands and then effectively a story is made from the results. The story must be explained and accepted as reasonable by the GM who works in conjunction with the bone thrower.
As ever, the reading made by the bone thrower causes events to come into being; an ill omen occurs, an expected relationship creates a compatible non-player character, enemies or friends turn up to threaten or sustain the party, while events spontaneously occur in keeping with the reading. This can be a difficult process for the DM, who must be as flexible as the readings themselves. Some players will attempt to manipulate the results by interpreting every reading as “good luck” or some promise of benefit or success. The DM must be cautious, designating certain pictures or patterns as clearly bad, whatever the player may say. For example, if the die symbolic of the self lands far from any other die in the throw, the player should not be encouraged to see that as “proof” of anything except the obvious meaning that the character does not benefit from the span of distance. Likewise, if the character’s self die lands close to wealth, but far from health, that too speaks to a particular kind of interpretation. Beware of players who will try to massage the interpretation as a means of controlling the results.
- Animal Diagnosis: The Animal Shaman can determine the cause of sickness or injury at a glance. A chance of successful diagnosis is equal to 67%+3% per level of experience.
- Sense danger to plants: This includes detection of nearby clear cutting, a spreading disease, insect infestation, swarms of locusts and other damaging insects, a large fire (unless it is needed for cleansing), and other natural and unnatural elements, including drought or a low water level. Range varies but is roughly equal to 20 miles (32 km) +10 miles (16 km) per each additional level of experience. The farther away the danger is, in both time and distance, the vaguer and more undefined the impressions of danger. There is a 25%+5% per level chance of accurately interpreting the impressions and precisely identifying the exact cause of the trouble. Otherwise, there is only a general feeling of danger that the character can't quite put his finger on. This ability can be used once on the same area every 12 hours. P.P.E. cost: 12
- Animal Spirit: The shared spirit between the Shaman and the Animal Greater Spirits allows him to be regarded by normal animals as one of their own kind. Thus, the Shaman can walk among deer or run with wolves, and he will be accepted fully as one of them. This ability is not limited to any one species, but all animals, including mammals, birds, fish, and reptiles. This acceptance by animals excludes creatures of magic, like unicorns and dragons, and supernatural predators.
- Communicate with plants and Animals: The Shaman can actually speak to plants and animals by using a kind of innate psychometry/telepathy; those around the character will not hear him verbally speak and he will look as if he's in a trance or idly lost in thought. The plants' essences will not hold conversations, nor offer advice, or make comments, they simply answer questions and/or give the Shaman general impressions. Furthermore, other than trees, their memories and perceptions are limited to the last 1D4 days so they can only report on recent events; trees have memories that last decades, although recent events (1D6 months) will be recalled the most clearly. The plants will answer truthfully, but in short answers of two or three words (mostly yes and no, big, or small, east or west, etc.). A question like, "what did he look like?" will illicit a response like, "human, tall, black hair, mean eyes, much equipment, in a hurry," and so on. Being stationary, the plant's answers are limited by geography and visibility. It can only tell what has happened in its immediate vicinity, or what might be a human's line of sight in all directions. If other plants and trees block or obscure its view, it cannot answer. The Shaman can also recognize and speak to any plant spirit he may encounter (in plant form, possession of a plant or in spirit/energy form). These supernatural energy beings are much more perceptive and conversant than plants and can speak in complete sentences, offer advice or cautions, and ask questions themselves. As long as the Shaman is courteous and respectful, the spirits should reply in kind, although they may elect to keep certain information and thoughts to themselves — man must, after all, learn to do for himself. Of course, spirits, having a free will and an alignment, may cooperate, refuse, or deceive. Note: In both cases, the communication is mental and only the Plant Shaman hears the plant or spirit's conversation. Eavesdropping psychics can only tap into the Shaman's surface thoughts, not the plant's or the invisible spirit's.
Animal Communication: The shaman can communicate with animals by simply talking to them. He can use any language that he knows, and the animal will understand him as if he
were barking, growling, honking, chirping, or whistling its language, and when the animal answers, the shaman will understand it in much the same manner. P.P.E. Cost: 6
- Identify all Plants: The character automatically recognizes all species of plant-life, as well as instantly knowing whether the plant is edible, toxic, or dangerous to humans or animals (and dangerous in what way), has pharmaceutical or healing properties, and similar. More specifics may be learned by speaking to it or other plants nearby. P.P.E. cost.
- Borrow P.P.E. from Plants: The sharing of spirit potential between the human and the spirits of plants allows him to draw upon their spirit energies to help cast powerful spells or use spell-like abilities. This ability to borrow P.P.E. can only be used when the Shaman is doing something to protect the plants or ecology, like healing, stimulating plant growth, protecting them from destruction, or helping them in some way, like calling rain. The Shaman is able to draw upon 2D6 P.P.E. per level of experience, once a week when vegetation is plentiful, but only 1D4 P.P.E. when vegetation is sparse like those in scrublands and stony deserts (some vegetation must be present).
- Trees of Life are sacred. Plant Shamans will regard the Elven Trees of life as a Great Spirit/Godling. The Trees of life can sense the devotion and sacrifices the Shaman has made to the world around them and will treat them like the druids, as a friend and ally
- P.P.E.: 2D4xlO plus P.E. attribute rating. Add 2D6 P.P.E. for each additional level of experience.
- Bonuses: +2 to save vs poisons/toxins, +2 to save vs horror factor, and immune to possession (unless the Shaman allows it).
- Mystic Herbology: Holistic medicine gives a character a limited knowledge of herbs specifically in regard to their applications in healing and medicine. It does not include knowledge of rare or legendary plants or magic. This knowledge of plants and medicine will allow a character to assist a druid or herbalist but does not enable the character to instill magic in plants nor to make magic potions. The mystic herbology skill is far more expansive and complete. It includes where to find these herbs, when to pick them. how to prepare and dry/preserve them, a complete knowledge of poisons, plant lore and legends, magical properties, protection against the supernatural, instilling an herb with magic and the creation of ordinary and magic teas, tonics, elixirs, potions, salves and balms, Base Skill: 20% + 5% per level of experience. A failed roll means the treatment is flawed and will not work.
- Spirit Healing: At first level the Shaman receives the following psionic healing abilities: Bio-regeneration, deaden pain, increased healing, induce sleep and psychic diagnosis. At second level he gains all the remaining psionic powers under the healing category. The Healing Shaman can also choose one super psionic ability at levels 1, 3, 5, 7, 9, 11, 13, and 15 but those choices are limited to biomanipulation, bio-regeneration (super), empathic transmission, group mind block, hypnotic suggestion, mind bond, mind block auto-defense, and P.P.E. shield.
- Locate specific plants. The Shaman is able to subconsciously commune with the spirit essence of a specific kind of plant and gain insight into the location of a plant of that species. He will instinctively know the location of all plants of that type within a three-mile (4.8 km) radius per each level of experience. The knowledge and insight last until sunrise the next morning. P.P.E. Cost: 5 per use. Only one plant species can be located for each use of this ability, thus, for example, a Shaman can activate it three times (for a total of 15 P.P.E.) in order to know the location of the three different ingredients for a healing salve.
- Heal Plants. Plants are the totem of the character, and by accepting their gifts he is bound to care for them. This ability is part of the Shaman's pact with the spirits. He is able to heal plants (and trees) of damage, disease, viruses, and poisons. This ability only works on plants, and normally only on one, entire plant at a time. P.P.E. Cost: 1 for a blade of grass, 2 for a small plant or flower, 5 for shrubs and bushes, 10 for a sapling or large, sprawling plant/bush, 20 for a mature tree, 40 to heal an old tree (100+ years), and 70 to heal an ancient tree (500+ years).
- Cure Disease: The shaman is able to cure an animal of disease by spending P.P.E. Each time this power is invoked, the animal gets a save vs disease roll of 15 or higher. If the roll is successful, the animal immediately begins to recover and is completely well and back on its feet within 24 hours. A cure disease can be attempted repeatedly, as long as the character has P.P.E. left. Cost to use this ability is 20 P.P.E. Note: This healing power can only work on animals.
- Chant to rekindle life in slain animals: If an animal is killed for no good cause, i.e., not for food or in self-defence but out of cruelty, in anger, for pleasure, for its horn or tusks, or similar foul or selfish reason, the Shaman can try to bring it back to life by asking the Great Spirits to return its spirit potential to its body. Any wounds on the body must be mended/repaired so that the rekindled life essence can heal the body from the injury as normal, otherwise the animal will simply suffer and die again. A successful medical skill roll or magical healings will help to mend and stabilize the animal if the life force is rekindled. The success of this small ritual is 10% +5% per level of experience and takes 20+4D6 minutes to complete.
- Spell Casting: At first level the Shaman knows five Shamantic spells. At second level and each subsequent level of experience, he can select one additional spell from those available below. The only restriction is the character cannot make selections higher than his own current level of experience.
Shaman O.C.C.
Alignment: Any, but tends to be good, unprincipled, or aberrant.
Attribute requirements: None. No one knows why the spirits chooses who will be Shamans.
O.C.C. Skills:
- Speak Native Language at 98%
- One additional Languages of choice (+10%)
- Literate in one Language of choice (+20%)
- Basic Math (+10%)
- Botany (+20%)
- Holistic Medicine (+15%)
- Brewing (+15%)
- Carpentry (+15%)
- Camouflage (+10%)
- Land Navigation (+10%)
- Wilderness Survival (+15%)
- Identify Plants and Fruits (+20%)
- Horsemanship: General
- Sew (+10%)
- Sing (+15%)
- W.P. Blunt or Knife
- Hand to hand combat must be selected as an O.C.C. related
skill. Basic counts as one skill selection, expert two, and martial arts three. Those with no hand-to-hand skill have two melee attacks/actions per round.
O.C.C. Related Skills: Choose 6 other skills at level 1 , plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.
- Communications: None
- Domestic: Any (+5%)
- Espionage: Any, except sniper, pick pockets and pick locks.
- Horsemanship: General or Exotic Only.
- Labour: Any
- Magical/Religious: Any (+10%)
- Medical: Any (+15%)
- Military: Trap construction and detection skills only (+5%).
- Naval: Any
- Performing Arts: Any (+10%)
- Physical: Any, except Acrobatics, Gymnastics & Wrestling.
- Rogue: Streetwise, ventriloquism and palming only.
- Science: Any (+10%)
- Scholar/Noble/Technical: Any (+10%)
- Weapon Proficiencies: Any.
- Wilderness: Any (+10).
Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.
Starting Equipment: aTravelling clothes, ceremonial garments, ceremonial headdress or mask, hat or hooded cloak or robe, soft moccasins, fishing hooks and twine, leather belt with six pouches, four small sacks (for carrying seeds), two medium sized sacks, one large sack, backpack, saddlebag, bedroll, waterskin, shovel, hand axe, knife, blanket, rope (50 ft/15 m), ball of string, one week's food rations (dried meat, fruits and nuts), small mixing bowl, grinding stone, sewing needles, thread, and 1D4 sticks of charcoal. All Plant Shamans get a fair quality riding horse.
Armor: Starts with soft leather (A.R. 10, S.D.C. 20).
Weapons: Two weapons of choice. All are basic S.D.C. weapons of good quality. Magic weapons and additional items must be acquired later. Favorite weapons among Shaman include the knife, throwing knives and small axes/hatchets, Bows (large and small), war club, walking sticks, staves. Also see fetishes, listed previously.
Money: Most have little regard for "money” and live off the land. They typically trade goods and services for most things that aren't available from the communal clan. They also seize valuables for personal use or trade or treasure troves from vanquished and slain opponents or are given food and items as gifts or payment for their help. Starts with the equivalent of 2D6x100 Gold
worth of tradeable goods (which can include jewelry, gems, gold, silver, food, rare herbs, and so on).
Shaman Experiance Table
Level | Experiance |
1 | 0,000-2,180 |
2 | 2,181-4,360 |
3 | 4,361 -8,720 |
4 | 8,721 - 17,100 |
5 | 17,101-26,200 |
6 | 26,201 - 36,300 |
7 | 36,301-51,400 |
8 | 51,401-74,500 |
9 | 74,501-98,600 |
10 | 98,601 - 137,700 |
11 | 137,701- 184,800 |
12 | 184,801 -233,000 |
13 | 233,001 -284,200 |
14 | 284,201 - 336,300 |
15 | 336,301 - 396,400 |
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