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Healer<br />

This occupation specializes in methods conducive<br />

to healing, such as how to administer proper<br />

bedrest and bandages. A healer may have their own<br />

practice, or they may be an assistant to a doctor.<br />

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

Ability Requirements: Analytic Intelligence<br />

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

Gender: Either.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Anatomy + 3.<br />

Equipment: Cloth for bandages.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each patient fully<br />

healed, a healer acquires 1 AP.<br />

Training: None.<br />

Guild: None.<br />

Herbalist<br />

This occupation specializes in the uses and<br />

properties of herbs. Females apprentice herbalists<br />

or female slaves are sent out to forage for herbs.<br />

The master herbalist sells or administers the herbs<br />

to customers. Daily wages are typically 4 s.p.<br />

Ability Requirements: Intelligence 100 and<br />

Intuition 100.<br />

Gender: Male herbalists are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Haggling + 5, Herbalism + 5, Nature<br />

(Mycology) + 5, Nature (Plants) + 5, and Nature<br />

(Trees) + 5.<br />

Equipment: None.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each herb used<br />

successfully or for each herb in which a new property<br />

is discovered and mastered, an herbalist acquires<br />

10 AP.<br />

Training: None.<br />

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

must serve 9 years. A masterpiece must be produced<br />

to become a journeyman. The masterpiece<br />

must be the discovery and successful implementation<br />

of a new use for 1 or more herbs.<br />

Once an apprentice for 9 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 1d100 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 />

Chapter 7: Occupation<br />

259

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