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

to become a journeyman. The masterpiece<br />

must be a musical work that is composed by the<br />

musician. The musical work must display complicated<br />

music theory and counterpoint. Finally, the<br />

musician must perform this musical work flawlessly<br />

before their master and 3 guild officials. 2 out of 3<br />

guild officials must approve of the musician as a<br />

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 1d100 days.<br />

Finally, the masterpiece must be performed before<br />

guild officials. The performance constitutes a Musical<br />

Instrument skill check. The TH is determined<br />

by the Aedile depending on complexity. The Aedile<br />

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

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

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

for some corrupt reason.<br />

For a journeyman to become a master, they<br />

must receive the approval of the guild. To receive<br />

approval, they must pass a Persuasion skill check.<br />

The Aedile decides the TH.<br />

Navigator<br />

This occupation specializes in naval navigation<br />

via the stars. A navigator may be civilian or<br />

military. Navigators often become the captain or<br />

first-mate of a vessel. Most navigators are experienced<br />

sailors as well. Daily wages are typically 13<br />

s.p.<br />

Ability Requirements: Intelligence 90.<br />

Gender: Female navigators are rare.<br />

Race: Bugbear and human. Other races<br />

avoid navigating seas or oceans.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Constellations + 5 and Sailing + 5.<br />

Equipment: None.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each naval venture<br />

in which no faulty navigation occurs, a navigator<br />

acquires 5 AP.<br />

Training: None.<br />

Guild: None.<br />

Chapter 7: Occupation<br />

281

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