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Linkboy<br />

This profession is for young boys. A boy is<br />

hired by a character to carry a torch or lantern and<br />

escort them through dark sidestreets at night. Sometimes,<br />

linkboys are considered periegetai, meaning<br />

‘leaders around.’ Nightly wages are typically 1 s.p.<br />

Ability Requirements: Intelligence 75.<br />

Gender: Male only.<br />

Race: Human.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Slave or serf.<br />

Religion: Any.<br />

Skills: Direction Sense + 5.<br />

Equipment: Lantern or torch.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each character<br />

or group of characters who are led correctly through<br />

streets, a linkboy acquires 1 AP.<br />

Training: None.<br />

Guild: None.<br />

Locksmith<br />

This occupation specializes in making and<br />

selling locks. Daily wages are typically 16 s.p.<br />

Ability Requirements: Intelligence 90.<br />

Gender: Female locksmiths are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Locksmithing + 5, Lock-picking +<br />

5, and Haggling + 3.<br />

Equipment: None.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each lock made<br />

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

Training: None.<br />

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

serve 8 years. All members are prohibited from injuring<br />

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 7 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 />

Chapter 7: Occupation<br />

269

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