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Chapter 7: Occupation<br />

Most books are lettered in double column.<br />

The style of lettering varies, but currently it is preferred<br />

to have stiff, narrow, angular letters executed<br />

with heavy lines.<br />

Daily wages are typically 21 s.p.<br />

Ability Requirements: Language 100 and<br />

Intelligence (overall) 85.<br />

Gender: Male only.<br />

Race: Any but ogre. Humans and subterranean<br />

trolls are most likely to be scribes.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf or noble.<br />

Religion: Any.<br />

Skills: Forgery + 5 and Transcribing + 5.<br />

Equipment: Ink, pen, and paper.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each successfully<br />

copied written work, a scribe acquires 5 AP.<br />

Training: None.<br />

Guild: None.<br />

Sheather<br />

This occupation specializes in making and<br />

selling sheathes. Sheathers arrange deals with tanners,<br />

so that they may purchase large quantities of<br />

leather for lower prices. Sheathers make sheathes<br />

for swords from leather and sell them to knights,<br />

the only characters legally allowed to carry swords.<br />

Daily wages are typically 12 s.p.<br />

Ability Requirements: Intelligence 80.<br />

Gender: Female sheathers are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

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

Equipment: Leather.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each successfully<br />

crafted sheathe, a sheather acquires 1 AP.<br />

Training: None.<br />

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

must serve 9 years. A masterpiece must be produced<br />

to become a journeyman.<br />

Once an apprentice for 9 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 />

294

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