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Chapter 7: Occupation<br />

Groom<br />

This occupation specializes in attending to<br />

the cleaning of an animal, such as a horse. Daily<br />

wages are typically 4 s.p.<br />

Ability Requirements: Intelligence 75.<br />

Gender: Either.<br />

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

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Slave or serf.<br />

Religion: Any.<br />

Skills: Grooming + 5.<br />

Equipment: None.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each animal<br />

groomed immaculately, a groom acquires 1 AP.<br />

Training: None.<br />

Guild: None.<br />

Hatter<br />

This occupation specializes in making and<br />

selling hats. Most hats are made from wool, though<br />

other materials may be used, such as fur, linen, and<br />

leather. Daily wages are typically 6 s.p.<br />

Ability Requirements: Intelligence 80.<br />

Gender: Female hatters are rare.<br />

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

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

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

Equipment: Wool and possibly fur, linen,<br />

or leather.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each hat manufactured<br />

successfully, a hatter acquires 1 AP.<br />

Training: None.<br />

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

serve 6 years. A masterpiece must be produced to<br />

become a journeyman. Each master may only have<br />

1 apprentice.<br />

Once an apprentice for 6 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 />

258

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