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Charioteer<br />

This occupation specializes in either building<br />

or driving chariots. Daily wages are typically 8<br />

s.p.<br />

Ability Requirements: Hand-Eye Coordination<br />

100, Agility 100, and Intelligence 85.<br />

Gender: Female charioteers are rare.<br />

Race: Humans are the most popular charioteers,<br />

but others include anakim, bugbears, and<br />

kobolds. Ogres and trolls do not use chariots.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Charioteering + 3.<br />

Equipment: None.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For every chariot<br />

built successfully, a charioteer acquires 1 AP. For<br />

every chariot driven for 10 miles during competition,<br />

combat, or warfare, the charioteer acquires 1<br />

AP.<br />

Training: None.<br />

Guild: None.<br />

Cheesemaker<br />

This occupation specializes in making and<br />

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

more information on Cheesemaking, see Chapter 8:<br />

Skills.<br />

Ability Requirements: Intelligence 80.<br />

Gender: Female cheesemakers are rare.<br />

Race: Human.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Cheesemaking + 5 and Haggling +<br />

3.<br />

Equipment: Milk.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each batch of<br />

cheese produced successfully, a cheesemaker acquires<br />

1 AP.<br />

Training: None.<br />

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

must serve 5 years. A masterpiece must be produced<br />

to become a journeyman.<br />

Once an apprentice for 5 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.<br />

Chapter 7: Occupation<br />

229

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