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Forester<br />

This occupation specializes in the clearing<br />

of forests and the production of lumber. Daily<br />

wages are typically 9 s.p.<br />

Ability Requirements: Strength 90 and<br />

Intelligence 75.<br />

Gender: Female foresters are rare.<br />

Race: Anakim, bugbear, and human.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Foresting + 5.<br />

Equipment: A big, 2-handed pit saw is used<br />

to cut trees.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each tree cut<br />

down, removed, and made into lumber, a forester<br />

acquires 1 AP.<br />

Training: None.<br />

Guild: None.<br />

251<br />

Fuller<br />

This occupation specializes in working with<br />

wool. Most clothes are made of wool and are purchased<br />

from a fuller. Daily wages are typically 5 s.p.<br />

Ability Requirements: Intelligence 80.<br />

Gender: Either.<br />

Race: Any but ogre and troll.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

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

Equipment: Sheep.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each amount of<br />

wool equal to that which comes from 1 sheep that<br />

is used productively, a fuller acquires 1 AP.<br />

Training: None.<br />

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

serve 5 years. A masterpiece must be produced to<br />

become a journeyman.<br />

Once an apprentice for 5 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 1d10 days.<br />

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

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

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

apprentice 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 />

Chapter 7: Occupation

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