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Chapter 7: Occupation<br />

Bladesmith<br />

This occupation is a specialized caste of<br />

weaponsmiths that shapes and forges blades. For<br />

those who observe chivalry, swords are only to be<br />

sold to knights; it is illegal for characters other than<br />

knights to own or carry a sword in many societies.<br />

A bladesmith will re-sharpen a blade for 1<br />

s.p. The sharpness of a blade affects damage (see<br />

Damage under Weapons in Chap. 9: Equipment). Daily<br />

wages are typically 10 s.p.<br />

Ability Requirements: Strength 90, Spatial<br />

Intelligence 90, and Intelligence (overall) 85.<br />

Gender: Female bladesmiths are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Peasant or serf.<br />

Religion: Any.<br />

Skills: Haggling + 3 and Weaponsmithing<br />

+ 5.<br />

Equipment: Forge, anvil, tongs, hammers,<br />

etc.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each weapon<br />

forged successfully, 1 AP is earned.<br />

Training: None.<br />

Guild: Smiths’ Guild. Each apprentice must<br />

serve 10 years. All members are prohibited from<br />

218<br />

injuring each other including apprentices, or their<br />

property. Members accused of violating this prohibition<br />

are banished from the guild, if not the community.<br />

All members are discouraged by a 100 s.p.<br />

fine from helping smiths outside of their guild, as<br />

well as making illegal keys or tools for thieves. Apprentices<br />

must pay 200 s.p. to join the guild as a<br />

journeyman, though sons of members may join for<br />

free. If any member has more charcoal than needed,<br />

it may only be sold to other members at a fixed<br />

price, and no member may purchase more than necessary<br />

for their work. Violators regarding charcoal<br />

pay 100 s.p. A master may not have more than 2<br />

apprentices or own a slave; otherwise, a fee of 100<br />

s.p. is charged.<br />

Once an apprentice for 10 years, they may<br />

apply for employment as a journeyman with their<br />

guild.<br />

For a journeyman to become a master, they<br />

must be able financially to open their own shop,<br />

and receive the approval of the guild. To receive<br />

approval, they must pass a Persuasion skill check.<br />

The TH begins at 30 and is decreased by 1 for every<br />

period of 6 months in which the journeyman has<br />

worked locally with the guild. The Aedile may overrule<br />

this skill check or apply any modifier deemed<br />

appropriate.

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