09.06.2013 Views

fatal

fatal

fatal

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Linkboy<br />

This profession is for young boys. A boy is<br />

hired by a character to carry a torch or lantern and<br />

escort them through dark sidestreets at night. Sometimes,<br />

linkboys are considered periegetai, meaning<br />

‘leaders around.’ Nightly wages are typically 1 s.p.<br />

Ability Requirements: Intelligence 75.<br />

Gender: Male only.<br />

Race: Human.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Slave or serf.<br />

Religion: Any.<br />

Skills: Direction Sense + 5.<br />

Equipment: Lantern or torch.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each character<br />

or group of characters who are led correctly through<br />

streets, a linkboy acquires 1 AP.<br />

Training: None.<br />

Guild: None.<br />

269<br />

Locksmith<br />

This occupation specializes in making and<br />

selling locks. Daily wages are typically 16 s.p.<br />

Ability Requirements: Intelligence 90.<br />

Gender: Female locksmiths are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Locksmithing + 5, Lock-picking +<br />

5, and Haggling + 3.<br />

Equipment: None.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each lock made<br />

successfully, a locksmith acquires 1 AP.<br />

Training: None.<br />

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

serve 8 years. All members are prohibited from injuring<br />

each other including apprentices, or their<br />

property. Members accused of violating this prohibition<br />

are banished from the guild, if not the community.<br />

All members are discouraged by a 100 s.p.<br />

fine from helping smiths outside of their guild, as<br />

well as making illegal keys or tools for thieves. Apprentices<br />

must pay 200 s.p. to join the guild as a<br />

journeyman, though sons of members may join for<br />

free. If any member has more charcoal than needed,<br />

then it may only be sold to other members at a fixed<br />

price, and no member may purchase more than necessary<br />

for their work. Violators regarding charcoal<br />

pay 100 s.p. A master may not have more than 2<br />

apprentices or own a slave; otherwise, a fee of 100<br />

s.p. is charged.<br />

Once an apprentice for 7 years, they may<br />

apply to work as a journeyman for 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 />

Chapter 7: Occupation

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!