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Tavernkeeper<br />

This occupation specializes in operating a<br />

tavern. The tavernkeeper is usually the owner of<br />

the tavern, and employs wenches and ruffians. The<br />

tavernkeeper pours drinks for patrons and handles<br />

any incidents that occur. Ruffians are hired as bouncers.<br />

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

Ability Requirements: Intelligence 80.<br />

Gender: Male tavernkeepers are uncommon.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Haggling + 3.<br />

Equipment: Tavern, kegs, wenches, and<br />

ruffians.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For every keg of alcohol<br />

served, a tavernkeeper acquires 1 AP.<br />

Training: None.<br />

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

must serve 4 years. Once an apprentice for 4<br />

years, they may apply to work as a journeyman for<br />

the 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 />

Thatcher<br />

This occupation specializes in roofing. The<br />

roofs of the houses of peasants are thatched with<br />

hay, and the roofs of the houses of serfs are thatched<br />

with slate shingles. Daily wages are typically 8 s.p.<br />

Ability Requirements: Intelligence 80.<br />

Gender: Female thatchers are rare.<br />

Race: Anakim, bugbear, and human.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf. Peasants do their own roofing<br />

and do not have a thatcher occupation.<br />

Religion: Any.<br />

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

Equipment: Lead or slate.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each roof completed<br />

successfully, a thatcher acquires 5 AP.<br />

Training: None.<br />

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

must serve 7 years. Once an apprentice for 7 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 />

Chapter 7: Occupation<br />

AUT.BIBEAT.AUT.ABEAT<br />

Either drink or get out.<br />

305

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