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Chapter 7: Occupation<br />

Butcher<br />

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

and selling meat. Animals such as chickens<br />

are kept alive so that the customer can decide which<br />

animal they want butchered. Each morning at sunrise,<br />

females who can afford to buy meat go to the<br />

butcher to select breakfast for the family. Most often,<br />

animals are butchered and preserved in the end<br />

of fall so that food may be supplied during the winter.<br />

Butchered meat is preserved with salt or by<br />

smoking it. Butchers are known for substituting human<br />

flesh for swine, since both meats taste so much<br />

alike. Daily wages are typically 9 s.p.<br />

Ability Requirements: Strength 90, Hand-<br />

Eye Coordination 100, and Intelligence 85.<br />

Gender: Female butchers are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Peasant or serf.<br />

Religion: Any.<br />

Skills: Haggling + 3, Weapon (Specific). The<br />

specific weapon is a cleaver.<br />

Equipment: Cleaver.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For every 50 creatures<br />

butchered successfully, the butcher acquires 1<br />

AP.<br />

Training: None.<br />

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

must serve 8 years. This guild mandates that butchers<br />

must not mix the meat of male and female pigs,<br />

or male and female horses. Violators must pay 100<br />

s.p. to the guild. The dislike of mixing meat from<br />

different sexes is common to most characters.<br />

Once an apprentice for 8 years, they may<br />

apply for employment as a journeyman with their<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.<br />

Cabinetmaker<br />

This occupation specializes in building, decorating,<br />

and selling cabinets. Typically, only nobility<br />

and royalty have cabinets of any kind. Daily wages<br />

are typically 10 s.p.<br />

Ability Requirements: Hand-Eye Coordination<br />

90, Spatial Intelligence 90, and Intelligence<br />

(overall) 85.<br />

Gender: Female cabinetmakers are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf<br />

Religion: Any.<br />

Skills: Carpentry + 5, Haggling + 3, and<br />

Weapon (Specific). The specific weapon is a knife.<br />

Equipment: Wood and knives.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For every cabinet<br />

built successfully, 1 AP is acquired by the cabinetmaker.<br />

Training: None.<br />

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

must serve 11 years. A masterpiece must be<br />

produced to become a journeyman.<br />

Once an apprentice for 11 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 1d100 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 />

224

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