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Chapter 7: Occupation<br />

Furrier<br />

This occupation specializes in furs. Animals<br />

are trapped, and their fur is removed and sold.<br />

Clothes for most nobles and few serfs are trimmed<br />

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

Ability Requirements: Intelligence 85.<br />

Gender: Females furriers are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

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

Equipment: Traps for animals.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each animal<br />

trapped that has an acceptable fur, 1 AP is acquired<br />

by a furrier.<br />

Training: None.<br />

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

must serve 6 years. A masterpiece must be produced<br />

to become a journeyman. Discord exists between<br />

the Furriers’ Guild and the Tailors’ Guild.<br />

Once an apprentice for 6 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 />

252<br />

Gardener<br />

This occupation specializes in the cultivation<br />

of gardens. A gardener plants, waters, harvests,<br />

and sells the vegetables of their garden. Daily wages<br />

are typically 4 s.p.<br />

Ability Requirements: Intelligence 80.<br />

Gender: Either.<br />

Race: Bugbears and humans, but the most<br />

common are elves.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Peasant or serf.<br />

Religion: Any.<br />

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

Equipment: Seeds and water.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each acre in<br />

which over 99% of the plants grow successfully, a<br />

gardener acquires 10 AP, multiplied by the number<br />

of different plants grown.<br />

Training: None.<br />

Guild: None.

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