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Chapter 7: Occupation<br />

Wainwright<br />

This occupation specializes in making and<br />

selling wagons. Daily wages are typically 11 s.p.<br />

Ability Requirements: Intelligence 85.<br />

Gender: Female wainwrights 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 Wainwrighting +<br />

5.<br />

Equipment: Wood.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each wagon<br />

mage successfully, a wainwright acquires 5 AP.<br />

Training: None.<br />

Guild: Wainwrights’ 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 />

Weaponsmith<br />

This occupation specializes in making and<br />

selling weapons. Weaponsmiths do not make bladed<br />

weapons, which are the specialty of the bladesmith.<br />

Daily wages are typically 14 s.p.<br />

Ability Requirements: Strength 100, Intelligence<br />

85.<br />

Gender: Female weaponsmiths are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Blacksmithing + 3, Haggling + 3, and<br />

Weaponsmithing + 5.<br />

Equipment: Forge, tongs, hammers, anvil.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each weapon<br />

crafted successfully, a weaponsmith acquires 10 AP.<br />

Training: None.<br />

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

serve 7 years. All members are prohibited from injuring<br />

each other including apprentices, or their<br />

property. Members accused of violating this prohibition<br />

are banished from the guild, if not the community.<br />

All members are discouraged by a 100 s.p.<br />

fine from helping smiths outside of their guild, as<br />

well as making illegal keys or tools for thieves. Apprentices<br />

must pay 200 s.p. to join the guild as a<br />

journeyman, though sons of members may join for<br />

free. If any member has more charcoal than needed,<br />

then it may only be sold to other members at a fixed<br />

price, and no member may purchase more than necessary<br />

for their work. Violators regarding charcoal<br />

pay 100 s.p. A master may not have more than 2<br />

apprentices or own a slave; otherwise, a fee of 100<br />

s.p. is charged.<br />

Once an apprentice for 7 years, they may<br />

apply to work as a journeyman for the guild. For a<br />

journeyman to become a master, they must be able<br />

financially to open their own shop, and receive the<br />

approval of the guild. To receive approval, they must<br />

pass a Persuasion skill check. The TH begins at 30<br />

and is decreased by 1 for every period of 6 months<br />

in which the journeyman has worked locally with<br />

the guild. The Aedile may overrule this skill check<br />

or apply any modifier deemed appropriate.<br />

308

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