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Gemcutter<br />

This occupation specializes in cutting, polishing,<br />

and finishing gems. Once finished, gems are<br />

sold to the public or jewelers. Daily wages are typically<br />

50 s.p.<br />

Ability Requirements: Hand-Eye Coordination<br />

100 and Intelligence 100.<br />

Gender: Female gemcutters are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Gemcutting + 5, Haggling + 3.<br />

Equipment: Gems and tools.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each gem successfully<br />

cut, polished, and finished, a gemcutter<br />

acquires 1 AP.<br />

Training: None.<br />

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

must serve 12 years. A masterpiece must be produced<br />

to become a journeyman.<br />

Once an apprentice for 12 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 />

253<br />

Gilder<br />

This occupation specializes in overlaying<br />

gold onto objects. Daily wages are typically 50 s.p.<br />

Ability Requirements: Hand-Eye Coordination<br />

90 and Intelligence 90.<br />

Gender: Female gilders are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

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

Equipment: Gold and tools.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each successful<br />

completion of a project, a gilder acquires 1 AP.<br />

Training: None.<br />

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

serve 10 years. A masterpiece must be produced to<br />

become a journeyman.<br />

Once an apprentice for 10 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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