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Skills: Agriculture + 3, Anatomy + 3, Animal<br />

Handling + 5, Appraise + 3, Constellations + 3,<br />

Cosmos (General Planes) + 5, Direction Sense + 3,<br />

Herbalism + 5, History Culture + 3, History Legends<br />

+ 3, History Local + 3, History Military + 3,<br />

may read and write as many languages as Intelligence<br />

allows, Math (Fundamental) + 5, 1 Musical Instrument,<br />

Nature (Animals) + 5, Nature (Beasts) + 5,<br />

Nature (Birds) + 5, Nature (Fish) + 5, Nature (Geography)<br />

+ 5, Nature (Humanoids) + 5, Nature<br />

(Minerals) + 5, Nature (Mycology) + 5, Nature<br />

(Plants) + 5, Nature (Trees) + 5, Persuasion + 3,<br />

Philosophy + 3, Religion Cultural + 8, Riding + 3,<br />

Complex Ritual + 5, Symbology + 3, Toxicology +<br />

3, Tracking + 3, 1 Weapon (Specific), Weather Prediction<br />

+ 5, and Wilderness Lore + 5.<br />

Equipment: Druids usually restrict themselves<br />

to wearing a robe and typically carry a ceremonial<br />

dagger and an ornate quarterstaff. In general,<br />

druids shun possessions that may not be found<br />

in nature.<br />

Magic Points: Druids begin with (18 +<br />

1d12) MP and recover a number of points per hour<br />

equal to their current occupational level. For example,<br />

a 3 rd level druid recovers 3 MP per hour.<br />

Unlike wizards, hierophants do not recover MP more<br />

quickly while asleep. As druids advance in occupational<br />

level, they gain an additional (18 + 1d12) MP.<br />

Advancement Points: Druids gain AP with<br />

each successful act that promotes a balance, though<br />

not just any act, but any act that was difficult, dangerous,<br />

or life-threatening. Points may be gained in<br />

3 ways: with successful skill checks of the skills listed<br />

above, successful attacks in life-threatening combat,<br />

and the successful casting of a spell. Respectively,<br />

points gained equal half of the adjusted number that<br />

passed the skill check, half of the damage done to a<br />

foe in combat, and half of the MP used when casting<br />

a spell.<br />

Training: None.<br />

Guild: None.<br />

245<br />

Duke/Duchess<br />

This occupation is for royalty. Only a king<br />

or queen can make a character become a duke or<br />

duchess. If the character accepts, then the duke or<br />

duchess pledges allegiance to their king or queen.<br />

Then, the king or queen grants the duke or duchess<br />

a castle and land, which is their fief and called a<br />

duchy. A duke or duchess answers only to the king<br />

or queen. Otherwise, the duke or duchess may command<br />

the characters of their castle and land as desired,<br />

who are their vassals, including barons and<br />

baronesses. Each hamlet and village on the land of<br />

the duke or duchess will be in the safekeeping of a<br />

lord or lady. Each lord and lady on their land is<br />

subordinate to a baron or baroness. Each baron or<br />

baroness is subordinate to the duke or duchess.<br />

Additionally, a duke or duchess is usually a<br />

member of a council of the king or queen and must<br />

often travel to their court. The daily duties of a<br />

duke or duchess are overwhelming. Instead of<br />

lounging around their castle, a duke or duchess is<br />

busy constantly. Daily wages are typically 100 s.p.<br />

Due to the military nature of this occupation,<br />

most dukes are experienced knights and were<br />

promoted after loyal service as barons.<br />

Ability Requirements: Intelligence 85 and<br />

Common Sense 115.<br />

Gender: Dukes are male, duchesses are female.<br />

Race: Human.<br />

Disposition: Dukes tend to be ethical.<br />

Temperament: Dukes tend to be choleric<br />

and melancholic.<br />

Sociality: Royalty.<br />

Religion: Dukes may worship any god endorsed<br />

by their king or queen.<br />

Skills: Cartography + 3, Etiquette + 3, Genealogy<br />

+ 3, Heraldry + 5, History (Cultural) + 3,<br />

History (Local) + 3, History (Military) + 3, Law +<br />

5, and Language (Read/Write).<br />

Equipment: None.<br />

Magic Points: Inapplicable.<br />

Chapter 7: Occupation

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