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Goldsmith<br />

This occupation specializes in working with<br />

and shaping gold, then selling the products. Daily<br />

wages are typically 50 s.p.<br />

Ability Requirements: Hand-Eye Coordination<br />

100 and Intelligence 100.<br />

Gender: Female goldsmiths are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

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

Equipment: Gold.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each successful<br />

completion of a project, a goldsmith acquires 1 AP.<br />

Training: None.<br />

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

serve 10 years. All members are prohibited from<br />

injuring each other including apprentices, or their<br />

property. Members accused of violating this prohibition<br />

are banished from the guild, if not the community.<br />

All members are discouraged by a 100 s.p.<br />

fine from helping smiths outside of their guild, as<br />

well as making illegal keys or tools for thieves. Apprentices<br />

must pay 200 s.p. to join the guild as a<br />

journeyman, though sons of members may join for<br />

free. If any member has more charcoal than needed,<br />

then it may only be sold to other members at a fixed<br />

price, and no member may purchase more than necessary<br />

for their work. Violators regarding charcoal<br />

pay 100 s.p. A master may not have more than 2<br />

apprentices or own a slave; otherwise, a fee of 100<br />

s.p. is charged.<br />

Once an apprentice for 10 years, they may<br />

apply to work as a journeyman for the 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 />

Grocer<br />

This occupation specializes in dealing staple<br />

foods. Agreements may be made with farmers, gardeners,<br />

and other producers of staple foods so that<br />

a grocer may purchase large quantities of staple foods<br />

for a lower price. Daily wages are typically 5 s.p.<br />

Ability Requirements: Intelligence 75.<br />

Gender: Female grocers are uncommon.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Haggling + 3.<br />

Equipment: Staple foods.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each unit of<br />

staple food sold, a grocer acquires 1/20 th of 1 AP.<br />

Training: None.<br />

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

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

they may apply to work as a journeyman for the<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 />

Chapter 7: Occupation<br />

257

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