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Chapter 7: Occupation<br />

Acrobat<br />

Acrobats are entertainers who are talented<br />

regarding Agility, Balance, Climbing, Juggling, and<br />

Jumping. Oftentimes, acrobats travel from town to<br />

town, entertaining the public with their daring feats.<br />

Usually, groups of acrobats work together to satisfy<br />

the crowd. A common feat is for an acrobat to<br />

throw knives at a character on a wall, not to hit them<br />

but to get as close as possible and impress the crowd<br />

with their superior Aim skill. Walking a tightrope is<br />

also a trademark feature. Acrobats thrive on impressing<br />

crowds with dangerous acts. Daily wages<br />

are 5 s.p.<br />

Ability Requirements: Physical Fitness 110,<br />

Strength (must be able to bench press own weight),<br />

Hand-Eye Coordination 110, Agility 110, Intelligence<br />

80, and Drive 105.<br />

Gender: Female acrobats are uncommon.<br />

Race: Humans are most common; ogres and<br />

trolls cannot be acrobats.<br />

Disposition: Any.<br />

Temperament: Acrobats tend not to be<br />

phlegmatic.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Aim + 3, Animal Handling + 3, Balance<br />

+ 8, Climb + 3, Juggling + 5, Jump + 5, Rope<br />

Use + 3, and 1 Weapon (Specific).<br />

Equipment: Acrobats usually prefer light<br />

armor or none at all, so that armor does not restrict<br />

their acrobatic movement. The most common<br />

weapons of acrobats are throwing knives and a wellbalanced<br />

quarterstaff.<br />

Magic Points: Inapplicable.<br />

Advancement Points: Acrobats gain AP<br />

with each successful skill check for the skills listed<br />

above when under life-threatening conditions or risk<br />

of serious injury. Hence, an acrobat who successfully<br />

balances themselves on a chair receives no AP,<br />

while one who successfully balances themselves on<br />

a tightrope over a starving beast gains AP. The points<br />

gained equal twice the adjusted number that passed<br />

the skill check. Acrobats must train to advance.<br />

Training: 1 week. Training consists of<br />

learning new feats. An acrobat must train with an<br />

acrobat higher in occupational level.<br />

Guild: None.<br />

Animal Conditioner/Handler<br />

This occupation specializes in either training<br />

or subduing animals that are either domesticated<br />

or wild. An animal conditioner or handler may work<br />

with a wide variety of animals, but most commonly<br />

includes: dogs, falcons, and horses. Daily wages are<br />

typically 7 s.p.<br />

Ability Requirements: Intelligence 75,<br />

Drive 100, and Intuition 110.<br />

Gender: Both males and females are common<br />

animal conditioners/handlers.<br />

Race: The most common are humans; ogres<br />

cannot condition or properly handle animals.<br />

Disposition: Animal conditioners/handlers<br />

may be of any disposition, but are commonly moral.<br />

Temperament: Animal conditioners/handlers<br />

tend not to be phlegmatic.<br />

Sociality: Peasant or serf.<br />

Religion: Any.<br />

Skills: Animal Conditioning + 5, Animal<br />

Handling + 5, and Grooming + 3.<br />

Equipment: None.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each animal that<br />

has been successfully trained in all respects for at<br />

least 3 months, the animal conditioner acquires 1<br />

AP for every point when the Intelligence of the<br />

animal is subtracted from 100. For each subdued<br />

domestic animal, an animal handler acquires 3 AP.<br />

For each subdued wild animal, an animal handler<br />

acquires 10 AP.<br />

Training: None.<br />

Guild: None.<br />

206

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