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Chapter 7: Occupation<br />

Ironmonger<br />

This occupation specializes in selling and<br />

distributing iron products. Ironmongers sell the<br />

most iron to blacksmiths. Daily wages are typically<br />

12 s.p.<br />

Ability Requirements: Strength 90 and<br />

Intelligence 75.<br />

Gender: Female ironmongers are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Haggling + 3.<br />

Equipment: Iron.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each iron unit<br />

or product sold, an ironmonger acquires 1/20 th of 1<br />

AP.<br />

Training: None.<br />

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

must serve 4 years. Once an apprentice for 4<br />

years, they may apply to work as a journeyman for<br />

the guild.<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 />

264<br />

Jeweler<br />

This occupation specializes in selling jewelry.<br />

Jewelers do not appraise gemstones (see Appraiser),<br />

but may appraise the remainder of the jewelry.<br />

Daily wages are typically 25 s.p.<br />

Ability Requirements: Analytic Intelligence<br />

100 and Intelligence 95.<br />

Gender: Female jewelers are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

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

Equipment: None.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each piece of<br />

jewelry sold or appraised successfully, a jeweler acquires<br />

1 AP.<br />

Training: None.<br />

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

must serve 10 years. Once an apprentice for 10 years,<br />

they may apply to work as a journeyman for the<br />

guild.<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.

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