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Magic Points: Inapplicable.<br />

Advancement Points: For each bar of precious<br />

metal minted, a minter acquires 1 AP.<br />

Training: None.<br />

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

must serve 7 years. A masterpiece must be produced<br />

to become a journeyman.<br />

Once an apprentice for 7 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 />

Money-Lender<br />

This occupation specializes in lending money<br />

with the understanding that it will be repaid with 5-<br />

6% interest, or that favors must be performed. All<br />

money-lenders are resented, but also respected.<br />

Money-lenders run risks, so interest is high. A borrower<br />

who fails to repay may expect their goods to<br />

be seized and given to the money-lender. If this<br />

compensation is insufficient to repay the debt, then<br />

the borrower will be imprisoned or banished. Imprisonment<br />

is more effective for the money-lender,<br />

since it gives the borrower a chance to acquire money<br />

and repay it. Daily wages vary depending on the<br />

market and the gullibility of the customer.<br />

Ability Requirements: Intelligence 90 and<br />

Common Sense 90.<br />

Gender: Female money-lenders are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf or noble.<br />

Religion: Any.<br />

Skills: Haggling + 5 and Intimidation + 5.<br />

Equipment: Money.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each silver piece<br />

earned due to interest, a money-lender acquires 1<br />

AP.<br />

Training: None.<br />

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

must serve 7 years. Once an apprentice for 7 years,<br />

they may apply to work as a journeyman for the<br />

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 />

279

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