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Skills: Anatomy + 3, Appraise + 5, Architecture<br />

+ 3, Bookbinding + 3, Cartography + 3,<br />

Chemistry + 3, Constellations + 3, Cosmos (General<br />

Planes) + 3, Etiquette + 3, Glassblowing + 3,<br />

Heraldry + 3, Herbalism + 3, History Culture + 3,<br />

History Legends + 3, History Local + 5, History<br />

Military + 3, Law + 3, may read and write as many<br />

languages as Intelligence allows, Logic + 5, Math<br />

(Fundamental) + 8, Math (Algebra) + 5, Math (Geometry)<br />

+ 3, Math (Trigonometry) + 3, Music<br />

Theory + 5, Music Counterpoint + 3, 1 Musical<br />

Instrument + 3, Nature (Animals) + 3, Nature<br />

(Beasts) + 3, Nature (Birds) + 3, Nature (Fish) + 3,<br />

Nature (Geography) + 3, Nature (Humanoids) + 3,<br />

Nature (Minerals) + 3, Nature (Mycology) + 3, Nature<br />

(Plants) + 3, Nature (Trees) + 3, Paper-making<br />

+ 3, Philosophy + 5, Religion (Cultural) + 3, Remember<br />

Detail + 3, Research (Library) + 5, Ritual<br />

(Complex) + 5, Symbology + 3, Teaching + 5, and<br />

Toxicology + 5. Also, 1 st level sages gain an additional<br />

200 SP to distribute in academic skills.<br />

Equipment: Most sages live sedentary<br />

lifestyles and do not adventure. If a sage does adventure,<br />

then it is to gain knowledge or ingredients.<br />

If a sage adventures, then they do not usually wear<br />

armor and wield weapons. Instead, adventuring<br />

sages usually hire rangers, priests, mercenaries, or<br />

mages to assist or protect them while they seek their<br />

knowledge.<br />

Magic Points: Inapplicable.<br />

Advancement Points: Sages gain AP by<br />

conducting research. Points gained equal the adjusted<br />

number that passes a skill check for any skill<br />

listed above, provided that skill is used successfully<br />

and crucial to conducting research. The research<br />

may not be for whim, but must be for a genuine<br />

attempt to acquire knowledge that is useful academically.<br />

A sage must train to advance a level.<br />

Training: 5 weeks. To train, a sage must<br />

study a new academic area or, more likely, learn more<br />

in their main area of interest. Sages often seek other<br />

sages or scholars in their field, though depending<br />

on the area of interest, they may study alone.<br />

Guild: None.<br />

Sailmaker<br />

This occupation specializes in making and<br />

selling sails for waterborne vessels. Daily wages are<br />

typically 11 s.p.<br />

Ability Requirements: Intelligence 75.<br />

Gender: Female sailmakers are rare.<br />

Race: Bugbear and human.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

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

Equipment: Wool.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each sail made<br />

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

Training: None.<br />

Guild: Sailmakers’ 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 />

Chapter 7: Occupation<br />

291

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