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Chapter 7: Occupation<br />

Public Executioner<br />

Also called a carnifex, this occupation specializes<br />

in killing characters who are convicted of<br />

crimes. Prior to executing a criminal, the public<br />

executioner dons a black hood. Popular methods<br />

include beheading, crucifying, and hanging. Daily<br />

wages are 8 s.p.<br />

Ability Requirements: Strength 100 and<br />

Intelligence 75.<br />

Gender: Female public executioners are rare.<br />

Race: Any but ogre.<br />

Disposition: Public executioners tend to be<br />

immoral.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Dismemberment + 5 and Weapon<br />

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

Equipment: Berdeesh.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each convicted<br />

and killed criminal, a public executioner acquires 5<br />

AP. For points to be earned, only 1 attack must be<br />

made to kill the criminal. If more than 1 attack is<br />

necessary, then points are not earned. For this reason,<br />

a public executioner always sharpens their<br />

berdeesh.<br />

Training: None.<br />

Guild: None.<br />

VIVERE.COMMUNE.EST.<br />

SED.NON.COMMUNE.MERERI<br />

Everybody lives;<br />

not everybody deserves to.<br />

Pursemaker<br />

This occupation specializes in making purses.<br />

Pursemakers arrange deals with tanners to purchase<br />

large quantities of tanned leather at lower prices.<br />

The tanned leather is made into pouches, which are<br />

sometimes called backpacks or purses. Daily wages<br />

are typically 16 s.p.<br />

Ability Requirements: Intelligence 75.<br />

Gender: Female pursemakers are rare.<br />

Race: Any but ogre or troll.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

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

Equipment: Leather.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each successfully<br />

made purse, a pursemaker acquires 1 AP.<br />

Training: None.<br />

Guild: Pursemaker. Each apprentice must<br />

serve 8 years. A masterpiece must be produced to<br />

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 />

286

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