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Chapter 7: Occupation<br />

Marbler<br />

This occupation specializes in working with<br />

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

Ability Requirements: Strength 100 and<br />

Intelligence 80.<br />

Gender: Female marblers are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Haggling + 3,Stonemasonry + 5, and<br />

Weapon (Specific). The specific weapon is a pick.<br />

Equipment: Pick.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each thousand<br />

pounds of marble processed, a marbler acquires 1<br />

AP.<br />

Training: None.<br />

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

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

to become a journeyman.<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 />

Mason<br />

This occupation specializes in shaping and<br />

selling stone. Daily wages are typically 13 s.p.<br />

Ability Requirements: Strength 100 and<br />

Intelligence 75.<br />

Gender: Female masons are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Slave or serf.<br />

Religion: Any.<br />

Skills: Haggling + 3, Stonemasonry + 5, and<br />

Weapon (Specific). The specific weapon is a pick.<br />

Equipment: Pick.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each thousand<br />

pounds of stone shaped, a mason acquires 1 AP.<br />

Training: None.<br />

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

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

to become a journeyman.<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 />

274

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