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Chapter 7: Occupation<br />

apprentice will agree not to have sex on the property<br />

of the master, or with any of the family members<br />

of the master. It is common to include a clause<br />

that the master’s wife does not have the right to<br />

beat the apprentice.<br />

Wills are common documents. A player may<br />

have their character visit a clerk and have a will drawn<br />

up in case of death, and may name any other living<br />

character as their beneficiary. If a player has multiple<br />

characters created and ready in case their current<br />

character dies, then a player may not name another<br />

character of theirs to be a beneficiary.<br />

Multiple copies of contracts are written and<br />

all are signed together. All copies of a contract are<br />

placed one over another and a symbol is cut into all<br />

of them in front of the signors to indicate authenticity.<br />

Most clerks charge 2 s.p. per contract. Daily<br />

wages are typically 15 s.p.<br />

Ability Requirements: Language 100 and<br />

Intelligence (overall) 90.<br />

Gender: Female clerks are rare.<br />

Race: Any but ogre.<br />

Disposition: Clerks tend to be ethical.<br />

Temperament: Any.<br />

Sociality: Serf or noble.<br />

Religion: Any.<br />

Skills: Law + 3.<br />

Equipment: None.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each month of<br />

service rendered, a clerk acquires 1 AP. For each<br />

contract signed between a master and apprentice, a<br />

clerk acquires 1 AP.<br />

Training: None.<br />

Guild: None.<br />

Clockmaker<br />

This occupation manufactures and sells<br />

clocks. Simple methods of observing or recording<br />

the passage of time include measuring shadows such<br />

as with sundials or obelisks, or with hourglasses.<br />

However, mechanical timepieces exist as well, known<br />

as horologiums. These clocks utilize 500 lb. weights<br />

that drop a distance of 32 feet beneath bells in towers.<br />

The clock-face consists of a dial with only a<br />

single hand, which indicates the nearest quarter-hour.<br />

Clockmakers are considered the most skillful craftsmen.<br />

Daily wages are typically 25 s.p.<br />

Ability Requirements: Spatial Intelligence<br />

100) and Intelligence (overall) 90.<br />

Gender: Female clockmakers are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

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

Equipment: None.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each clock made<br />

successfully, a clockmaker acquires 10 AP.<br />

Training: None.<br />

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

serve 12 years. All members are prohibited from<br />

232

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