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Chapter 7: Occupation<br />

Training: None.<br />

Guild: Tailors’ Guild. Each apprentice must<br />

serve 6 years. A masterpiece must be produced to<br />

become a journeyman. Discord exists between the<br />

Furriers’ Guild and the Tailors’ Guild.<br />

Once an apprentice for 6 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 />

Tanner<br />

This occupation specializes in tanning<br />

leather. Animal skins are purchased from a skinner.<br />

For more information on Tanning, see Chapter 8:<br />

Skills. Daily wages are typically 7 s.p.<br />

Ability Requirements: Intelligence 80.<br />

Gender: Female tanners are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

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

Equipment: Leather.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For every pound of<br />

leather tanned successfully, a tanner acquires 1 AP.<br />

Training: None.<br />

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

must serve 8 years. Once an apprentice for 8 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 />

304

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