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POOR JOBS (Scarcity +4)
Beggar*
Job Roll: Streetwise. On a critical failure, beaten severly, suffering 2d hits
Monthly pay: $150. Adjusted for margin of success or failure.
Unskilled Laborer
Prerequisite: ST 11+
Job Roll: ST, lose job on a critical failure.
Monthly Pay: $160
Runner
Prerequisite: Move 6+, Running 11+, Area Knowledge (Tredroy) 11+
Job Roll: Running, lose job on a critical failure
Monthly Pay: $160
Riverman
Prerequisite: Boating 12+
Job Roll: Boating, lose job on a critical failure
Monthly Pay: $160
Street Vendor*
Prerequisite: Merchant 9+, Merchant Guild association
Job Roll: PR. On a critical failure lose $180 and your license
Monthly Pay: $180, plus or minus degree of success or failure
Streetwalker*
Prerequisite: Streetwise 10+, Sex-Appeal 10+
Job Roll: Worst PR, on a critical failure take 2d damage
Monthly Pay: $150
STRUGGLING JOBS (Scarcity +2)
Barmaid
Prerequisite: Savoir-Faire (Servant 11+) or Sex Appeal 11+
Job Roll: Prereq. Job lost on a critical failure.
Monthly Pay: $360, adjusted for margin of success or failure.
Carpenter*
Prerequisite: Caprentry
Job Roll: Carpentry. Lose 1 month's income on a critical failure.
Monthly Pay: $350, adjusted for margin of success or failure.
Fisherman
Prerequisite: Boating 12+; Fishing 12+; HT 10+
Job Roll: Worse of Boating or Fishing. On a critical failure, boat is lost in a storm and needs replacement.
Monthly Pay: $300 adjusted for margin of success or failure.
Groom
Prerequisite: Animal Handling 11+
Job Roll: Animal handling. On a critical failure, you were kicked for 1d damage.
Monthly Pay: Status -1 Living expenses + $50
Servant
Prerequisite: Savoir-Faire (Servant) 12+
Job Roll: Savoir-Faire (Servant). On a critical failure, beaten for 1d hits.
Monthly Pay: Status -1 Living expenses + $50
Thief*
Prerequisite: 4 Thief skills at 13+
Job Roll: Best PR -2. On a critical failure you are caught and tried.
Monthly Pay: $350 + margin of success or failure.
Thug
Prerequsite: any Combat skill 12+
Job Roll: PR. On a critical failure you take 2d damage and are fired.
Monthly Pay: $350
AVERAGE JOBS
Mercenary
Prerequisite: Any weapon skill 12+; HT 10+; Mercenary Guild Membership
Job Roll: Weapon Skill. On a critical failure, injured for 2d hits.
Monthly Pay: $700. Adjusted for margin of success or failure.
Courtsean
Prerequisite: Sex Appeal 12+, Guild Membership
Job Roll: Sex Appeal. On a critical failure you are beaten for 2d.
Monthly Pay: $675
Copyist
Prerequisite: Literacy, DX 11+, Guild Membership
Job Roll: DX. On a critical failure, lose your job.
Monthly Pay: $600
Slaver
Prerequisite: Merchant 11+, Slaver's Guild membership
Job Roll: Merchant-1. On a critical failure, lose $800 and take 1d damage.
Monthly Pay: $800
City Watch/Man-at-arms
Prerequisite: Best Combat Skill, Mercenary Guild Membership
Job Roll: PR. On a critical failure, injured for 2d hits.
Monthly Pay: $650
Gambler*
Prerequisite: Gambling 13+, Streetwise 12+
Job Roll: Gambling-2. On a critical failure, lose $2000.
Monthly Pay: $650, plus margin of success or failure
Guild Apprentice
Prerequisite: Craft Skill 12+, membership in Guild
Job Roll: PR-1, on a critical failure let go from the guild
Monthly pay: Status 0 cost of living + $10 x PR
Guild Journeyman*
Prerequisite: Craft Skill 14+, guild rank
Job Roll: PR-1, on a critical failure lose $600
Monthly pay: $600, plus or minus degree of success or failure
Master Theif*
Prerequisite: Stealth 14+, Lockpicking 14+, Administration 13+
Job Roll: IQ-1, on a critical failure you take 2d hits and are caught and tried
Monthly Pay: $600, plus or minus degree of success or failure
Schoolteacher
Prerequisites: Literacy, Teaching 11+, Guild Membership
Job Roll: Teaching, on a critical failure fined $600 and accused of corrupting minors
Monthly Pay: $675
Mullah*
Prerequisites: Theology (Muslim) 13+
Job Roll: Theology. On a critical failure you are stoned for 2d and declared a heretic.
Monthly Pay: $500, plus degree of success or failure
Cleric (other religion)*
Prerequisites: Theology 13+
Job Roll: Theology. On a critical failure you are stoned for 2d and declared a heretic.
Monthly Pay: $500, plus degree of success or failure
Mage Apprentice
Prerequisite: Magery 1, at least one spell, guild membership
Job Roll: Best spell. On a critical failure take 2d hits in a magical accident
Monthly Pay: Status 0 Room, board, and $1 x CP spent on spells
Mage
Prerequisite: Membership in the guild
Job Roll: Best spell. On a critical failure take 2d hits in a magical accident
Monthly Pay: Status 0 Room, board, and $1 x CP spent on spells
Minstrel*
Prerequisite: Musical skill 13+, Harper Guildmember
Job Roll: PR -1, on a critical failure the audience throws rocks, take 2d hits
Monthly Pay: $600 plus degree of success or failure
COMFORTABLE JOBS (Scarcity -2)
Alchemist*, Guild Membership
Prerequisites: Alchemy 12+
Job Roll: Alchemy, on a critical failure lose $1500 and take 2d damage
Monthly Pay: $1350 plus margin of success or failure
Bard*
Prerequisite: Harper's Guild Rank 2+
Job Roll: Best musical skill-1 or public speaking-1; on a critical failure take 2d hits and arrested for disrespect
Monthly Pay: $1400 plus margin of success or failure
Boat Captain*
Prerequisite: Shiphandling or Navigation 13+, Boating 14+, a boat
Job Roll: PR, lose the boat on a critical failure
Monthly Pay: $1400 plus margin of success or failure
Gadgeteer*
Prerequisite: Engineer (any) 14+
Job Roll: PR, take 2d and lose $2500 on a critical failure
Monthly Pay: $1500 plus margin of success or failure
Assassin*
Prerequisite: Stealth 12+, Shadowing 13+, Knife 12+
Job Roll: IQ-1, on a critical failure take 2d and are caught and tried
Monthly Pay: $1600 plus margin of success or failure
Christian Priest
Prerequisites: Religious Ritual 12+, Theology 11+
Job Roll: Religious Ritual. On a critical failure, removed from position for blasphemy, heresy, or impiety.
Monthly Pay: $1500
Lawyer*
Prerequisites: Law 13+, Status 1+, Reputation +1 or better
Job Roll: Law + Reputation. On a critical failure, reputation reduced by 1
Monthly Pay: $1500 plus or minus degree of success or failure
Merchant Apprentice
Prerequisite: Merchant 12+, Guild Membership
Job Roll: PR. On a critical failure, kicked out of the guild
Monthly Pay: Status 1 Room and Board +$200
Merchant Journeyman*
Prerequisite: Merchant 14+, $10,000 in capital, Guild Rankl
Job Roll: PR, On a critical failure lose $4000
Monthly Pay: $1600 +/- degree of success/failure
Physician*
Prerequsite: Diagnosis 10+, Pharmacy (Herbal) 14+
Job Roll: Best PR. On a critical failure, a patient dies unneccisarily and you pay $2000
Monthly Pay: $1600 +/- degree of success/failure
Professor
Prerequisite: Teaching 13+, any science 12+
Job Roll: Best PR. On a critical failure, you are fired and accused of heresy
Monthly Pay: $1300
Squire:
Prerequisite: Savoir-Faire (High Society) 13+, 3 weapon skills 12+, Patron
Job Roll: Best Weapon Skill -1, on a critical failure you take 2d hits, are possibly crippled, and lose your horse, arms, and armor
Monthly Pay: Status 1 room and board and $200
Herald
Prerequisite: Heraldry 13+, College membership
Job Roll: PR. Lose $1300 on a critical failure
Monthly Pay: $1300
Council Member
Prerequisite: Politics 14+, election or appointment
Job Roll: PR. Lose $1500 and your job on a critical failure
Monthly pay: $1500
WEALTHY JOBS (Scarcity -4)
Master Guildsman*
Prerequisites: Craft skill 16+, Administration 14+
Job Roll: Craft Skill, $12000 lost on crit failure
Monthly Pay: $3500 +/- degree of success or failure
Mercenary Captain*
Prerequisites: Leadership 15+, Tactics 15+, Guild Rank
Job Roll: PR, 2d and $4000 lost on crit failure
Monthly Pay: $3800 +/- degree of success or failure
Church Oficial
Prerequisite: Theology 15+, Administration 15+
Job Roll: PR. -$1000 and declared heretic on crit failure
Monthly Pay: Status 2 Room and Board and $500 a month
Master Merchant
Prerequisite: Merchant 16+, $50,000 capital, Guild Rank
Job Roll: PR. $15000 lost if crit failure
Monthly Pay: $4000
Master Slaver*
Prerequisites: Merchant 13+, Administration 13+, Guild Rank
Job Roll: PR-2. Lose $8000 and suffer an assassination attempt on a critical failure
Monthly Pay: $4000 +/- degree of success
Knight
Prerequisites: Be a knight with a patron
Job Roll: Best weapon skill, take 2d hits, possible crippling, losing horse weapon and armor on a crit failure
Monthly Pay: $3500
Court Noble
prerequisite: Nobility, Diplomacy 15+, Politics 14+, Savoir-Faire 15+
Job Roll: PR-1, lose $8000 and be expelled from court on a critical failure
Monthly Pay: $5000