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Chapter 7: Occupation<br />

Ability Requirements: Intelligence 75.<br />

Gender: Kings are male, queens are female.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Royalty.<br />

Religion: Any.<br />

Skills: Cartography + 3, Etiquette + 3, Genealogy<br />

+ 3, Heraldry + 5, History (Cultural) + 3,<br />

History (Local) + 3, History (Military) + 3, Law +<br />

5, and Language (Read/Write).<br />

Equipment: None.<br />

Magic Points: Inapplicable.<br />

Advancement Points: A king advances according<br />

to the profit and prosperity of their vassals<br />

and kingdom. Every 7 years the wealth of each<br />

vassal is recorded. If the wealth of the vassals increases<br />

by 5% since the previous record, then the<br />

king increases 1 occupational level. Every 6 months<br />

the economy is recorded, which is comprised of<br />

local and foreign trade. If, as a whole, the local or<br />

foreign economy increases by 5%, then the king increases<br />

1 occupational level.<br />

Training: None.<br />

Guild: None.<br />

Knacker<br />

This occupation specializes in making and<br />

selling harnesses. An agreement is reached between<br />

a knacker and a tanner so that the knacker may purchase<br />

large quantities of tanned leather for a lowered<br />

price. Crafting a harness takes a knacker 2 days.<br />

Daily wages are typically 18 s.p.<br />

Ability Requirements: Intelligence 75.<br />

Gender: Female knackers are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

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

Equipment: None.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each successfully<br />

made harness, a knacker acquires 10 AP.<br />

Training: None.<br />

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

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

to become a journeyman. Once an apprentice<br />

for 9 years, the knacker may make a skill check<br />

as they craft their masterpiece. If passed at TH 36,<br />

then they become a journeyman. If failed, then<br />

they may begin crafting another masterpiece and<br />

make another skill check in 2 days. The Aedile may<br />

overrule any masterpiece skill check, because those<br />

in the guild who review the apprentice may dislike<br />

them or choose to keep them as an apprentice for<br />

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 />

266

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