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Chapter 7: Occupation<br />

Pick Pocket/Cutpurse<br />

Thieves are popular both in cities and in the<br />

wilderness. They are a constant threat to any society.<br />

In general, thieves tend toward unethical dispositions,<br />

though some spies or assassins may be<br />

very loyal. There are 5 classes of thief, including<br />

the assassin, bandit, pick pocket, ruffian, and spy.<br />

Considered to be urban bandits, pick pockets<br />

most often make a habit of bumping into characters<br />

amidst a crowd, stealing their goods, and running<br />

to safety. Usually, pick pockets are not violent,<br />

though aggressive ones exist.<br />

If they carry a blade and steal purses, then<br />

they are considered a cutpurse, not a pick pocket.<br />

Ability Requirements: Hand-Eye Coordination<br />

90, Agility 90, and Intelligence 75.<br />

Gender: Either.<br />

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

kobolds are most common.<br />

Disposition: Pick pockets and cutpurses<br />

tend to be unethical and most are not moral.<br />

Temperament: Pick pockets and cutpurses<br />

tend to be phlegmatic.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Appraise + 3, Hide + 5, Pick Pocket<br />

+ 8, Silence + 3, Sprint + 5, and Touch + 5.<br />

Equipment: Most pick pockets do not wear<br />

armor at all, preferring to blend into a crowd. Few<br />

have weapons, but if armed, a dagger is most likely<br />

to be carried.<br />

Magic Points: Inapplicable.<br />

Advancement Points: Pick pockets gain AP<br />

by successfully picking a character’s pocket, while<br />

cutpurses gain AP for stealing purses. Points gained<br />

by pick pockets equal the adjusted number that<br />

passed a skill check for the Pick Pocket skill. Further,<br />

1 AP is gained for the equivalent of each silver<br />

piece pilfered by the pick pocket or cutpurse.<br />

Training: None.<br />

Guild: None.<br />

OCCASIO.FACIT.FUREM<br />

Opportunity makes a thief.<br />

284<br />

Potter<br />

This occupation specializes in making pottery.<br />

Daily wages are typically 6 s.p.<br />

Ability Requirements: Intelligence 75.<br />

Gender: Female potters are uncommon.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

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

Equipment: Any.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each successfully<br />

made and functional pot, a potter acquires 1 AP.<br />

Training: None.<br />

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

serve 7 years. A masterpiece must be produced to<br />

become a journeyman.<br />

Once an apprentice for 7 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.

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