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Chapter 7: Occupation<br />

Fishmonger<br />

This occupation deals in selling and distributing<br />

fish and products derived from fish. Daily<br />

wages are typically 8 s.p.<br />

Ability Requirements: Intelligence 75.<br />

Gender: Female fishmongers are rare.<br />

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

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Haggling + 5.<br />

Equipment: Fish.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each fish or<br />

equivalent in size of fish product sold, a fishmonger<br />

acquires 1/10 th of 1 AP.<br />

Training: None.<br />

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

must serve 4 years. Once an apprentice for 4<br />

years, they may apply for employment as a journeyman<br />

with their 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 />

Fletcher<br />

This occupation specializes in the manufacture<br />

and sale of arrows. Daily wages are typically 6<br />

s.p.<br />

Ability Requirements: Hand-Eye Coordination<br />

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

(overall) 85.<br />

Gender: Female fletchers are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

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

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

Equipment: Sticks, feathers, and a knife.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each arrow<br />

crafted successfully, a fletcher acquires 1/10 th of 1<br />

AP.<br />

Training: None.<br />

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

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

to 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.<br />

250

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