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Chapter 7: Occupation<br />

Glassblower/Glazier<br />

This occupation specializes in making, shaping,<br />

and selling glass. For more information on the<br />

process of making glass, see Glassblowing in Chapter<br />

8: Skills. Daily wages are typically 14 s.p.<br />

Ability Requirements: Hand-Eye Coordination<br />

100 and Intelligence 90.<br />

Gender: Female glassblowers are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Glassblowing + 10 and Haggling +<br />

5.<br />

Equipment: Silica and a blowpipe.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each successful<br />

completion of a project, a glassblower acquires 1<br />

AP.<br />

Training: None.<br />

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

must serve 10 years. Each master may have<br />

only 1 apprentice. A masterpiece must be produced<br />

to become a journeyman.<br />

Once an apprentice for 10 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 />

Glover<br />

This occupation specializes in manufacturing<br />

gloves. A glover makes arrangements with a tanner<br />

to purchase large quantities of tanned leather<br />

for a lower price. Then, the glover makes gloves<br />

and sells them to the public. Gloves are custommade<br />

for each customer. Daily wages are typically 8<br />

s.p.<br />

Ability Requirements: Hand-Eye Coordination<br />

85 and Intelligence 85.<br />

Gender: Female glovers are rare.<br />

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

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

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

Equipment: Leather and tools.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each pair of<br />

gloves made successfully, a glover acquires 1 AP.<br />

Training: None.<br />

Guild: Glovers’ 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 />

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