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The most frequent demand for medical aid<br />

is the treatment of wounds and injuries. Here the<br />

surgeon achieves his best success, even showing<br />

some understanding of the problem of infection.<br />

The doctor applies such medicaments as the sterilized<br />

whites of eggs to wounds caused by Hacking<br />

or Stabbing.<br />

The fee charged by a doctor is scaled to the<br />

wealth and class of the patient. Therefore, doctors<br />

receive piece-rate wages. Daily wages are typically<br />

200 s.p.<br />

Ability Requirements: Analytic Intelligence<br />

115, Intelligence (overall) 105, and Intuition 100.<br />

Gender: Male only.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Noble.<br />

Religion: Any.<br />

Skills: Anatomy + 3, Diagnosing + 3, Divination<br />

(Astrology), Divination (Numerology), Surgery<br />

+ 3, and Weapon (Specific). The specific<br />

weapon is for each piece of surgical equipment.<br />

Equipment: Surgical equipment includes<br />

scissors, speculum, razor, scalpel, needle, and lancet.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each patient fully<br />

healed, a doctor acquires 10 AP.<br />

Training: None.<br />

Guild: None.<br />

241<br />

Draper<br />

This occupation specializes in cloth. Linen<br />

is thread that is spun from flax and obtained from a<br />

threadmaker (ropemaker). Cloth may be made by<br />

hand or with an ancient machine called a handloom.<br />

Another occupation, the weaver/embroiderer, also<br />

makes cloth, though a weaver and a draper are distinctly<br />

different. A draper makes linen cloth, crafts<br />

the cloth into drapes, and sells them. Oftentimes,<br />

drapers sell their cloth to tailors. Daily wages are<br />

typically 5 s.p.<br />

Ability Requirements: Hand-Eye Coordination<br />

85 and Intelligence 80.<br />

Gender: Female only.<br />

Race: Human.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

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

Equipment: Cloth and scissors.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each substantial<br />

project completed successfully, a draper acquires 1<br />

AP.<br />

Training: None.<br />

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

must serve 4 years. A masterpiece must be produced<br />

to become a journeywoman.<br />

Once an apprentice for 4 years, she may<br />

make a skill check as she crafts her masterpiece. If<br />

passed at TH 36, then she becomes a journeywoman.<br />

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

and make another skill check in 1d10 days.<br />

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

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

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

apprentice for some corrupt reason.<br />

For a journeywoman to become a mistress,<br />

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

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

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

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

period of 6 months in which the journeywoman<br />

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

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

deemed appropriate.<br />

Chapter 7: Occupation

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