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Bookbinder<br />

This occupation specializes in binding books.<br />

For more information, see the Bookbinding skill in<br />

Chapter 8: Skills.<br />

A bookbinder will bind a book for 4 s.p.<br />

Daily wages are typically 8 s.p.<br />

Ability Requirements: Hand-Eye Coordination<br />

90 and Intelligence 85.<br />

Gender: Female bookbinders are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Bookbinding + 5 and Haggling + 3.<br />

Equipment: Whatever is necessary -- usually<br />

leather, wood, metal, and glue.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each book<br />

bound, a bookbinder acquires 1 AP.<br />

Training: None.<br />

Guild: Bookbinders’ Guild. Each apprentice<br />

must serve 9 years. A masterpiece must be produced<br />

to become a journeyman.<br />

Once an apprentice for 9 years, they may<br />

make a skill check as they craft their masterpiece. If<br />

passed at TH 36, then they become a journeyman.<br />

If failed, then they may begin crafting another masterpiece<br />

and make another skill check in 2 days. The<br />

Aedile may overrule any masterpiece skill check, because<br />

those in the guild who review the apprentice<br />

may dislike them or choose to keep them as an apprentice<br />

for some corrupt reason.<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.<br />

219<br />

Bounty Hunter<br />

Fighters are those who are capable foes, but<br />

not formally trained. 3 classes of fighters exist as<br />

characters: berserkers, bounty hunters, and rangers.<br />

Usually, bounty hunters are employed to<br />

pursue fleeing villains and return them to justice.<br />

Bounty hunters, it must be noted, typically specialize<br />

in either urban or wilderness settings, and only<br />

those who reach high level boast proficiency in both.<br />

Daily wages are typically 6 s.p.<br />

Ability Requirements: Strength 100, Drive<br />

100, Intelligence 85, Intuition 105, and Common<br />

Sense 100.<br />

Gender: Female bounty hunters are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Bounty hunters tend not to<br />

be sanguine.<br />

Sociality: Serf.<br />

Religion: Bounty hunters are usually not<br />

very religious, though they may be fanatical.<br />

Skills: Aim + 3, Brawling + 3, Direction<br />

Sense + 3, Intimidation + 3, Rope Use + 3, Search<br />

+ 3, Sight + 3, Sprint + 3, Tracking + 8, 2 Weapons<br />

(Specific), and Wrestling + 3.<br />

Equipment: Usually, bounty hunters do not<br />

encumber themselves with heavy armors, but travel<br />

lightly so that they may move quickly and quietly<br />

when necessary. Every bounty hunter seems to prefer<br />

a different weapon.<br />

Magic Points: Inapplicable.<br />

Advancement Points: Bounty hunters gain<br />

AP by fulfilling the goals of their employer, usually<br />

by returning villains to justice. The points gained<br />

equal the LP of the criminal multiplied by the equivalent<br />

of the reward in gold pieces. Further, for every<br />

successful attack on a foe, the bounty hunter gains<br />

AP equal to half of the damage done to the foe.<br />

Training: None.<br />

Guild: None.<br />

Chapter 7: Occupation

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