Difference between revisions of "Occupation"

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Typically used with: '''Occupation'''.
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The only place where success comes before work is the dictionary.  A character can use his or her skill in an Occupation to perform a trick of the trade, make a quick buck, or dazzle onlookers with occupational knowledge.
  
The only place where success comes before work is the dictionary. A character can use Occupation to perform a trick of the trade, make a quick buck, or dazzle onlookers with occupational knowledge.  The list below provides some example occupations.
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When you buy ranks in a specific Occupation, you are allowed to use the ranks as a bonus to a check that's related to your occupation. For example, if a character has 3 ranks in Occupation and has chosen the livelihood of Sailor, the GM may allow that player to conditionally apply the +3 on Search checks for navigating, Lore checks for knot tying, Climb checks on ropes and rope ladders, and Swim checks. As always, ask your GM if your Occupation bonus applies to a check.
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Most characters have learned some skill or trade along the way. For instance, a sneaky type may have once been a locksmith, or a strong type may have been a blacksmith. Occupations need to be specific; ''doctor'' isn't specific enough, but ''surgeon'' is.  The list below provides some example occupations, but feel free to come up with your own and run it by your GM.
  
 
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* Weaver
 
* Weaver
 
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{{section|Difficulty|There are three ways to use the Occupation skill.  The first is to make money performing your trade.  Usually, over a week of work, you can make an amount of wealth equal to your skill check.
 
 
The second is to retrieve knowledge concerning work involved in the profession.  Use the example difficulties detailed in [[Lore]] above.
 
 
The third is to perform some task involved in the profession when no other skill will do.  Since this use is so broad, these DLs should be determined by your [[GM]] using the chart at the beginning of the chapter.}}
 
 
{{section|Retry|Occupation attempts for knowledge cannot be retried without spending a fate point.  Occupation attempts to make or do something can be retried with no penalty.  Keep in mind that failed attempts usually ruin any materials involved if constructing something.}}
 
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Revision as of 00:11, 11 December 2010

The only place where success comes before work is the dictionary. A character can use his or her skill in an Occupation to perform a trick of the trade, make a quick buck, or dazzle onlookers with occupational knowledge.

When you buy ranks in a specific Occupation, you are allowed to use the ranks as a bonus to a check that's related to your occupation. For example, if a character has 3 ranks in Occupation and has chosen the livelihood of Sailor, the GM may allow that player to conditionally apply the +3 on Search checks for navigating, Lore checks for knot tying, Climb checks on ropes and rope ladders, and Swim checks. As always, ask your GM if your Occupation bonus applies to a check.

Most characters have learned some skill or trade along the way. For instance, a sneaky type may have once been a locksmith, or a strong type may have been a blacksmith. Occupations need to be specific; doctor isn't specific enough, but surgeon is. The list below provides some example occupations, but feel free to come up with your own and run it by your GM.

  • Apothecary
  • Aviator
  • Brewer
  • Carpenter
  • Cartographer
  • Chef
  • Cooper
  • Farmer
  • Fisher
  • Gambler
  • Guard
  • Herbalist
  • Merchant/Trader
  • Metal smith
  • Miller
  • Miner
  • Lawyer
  • Potter
  • Preacher
  • Printer
  • Sailor
  • Scribe
  • Surgeon
  • Tailor/Cobbler
  • Tinkerer
  • Weaver