
Apprentices
Rule, Optional rules
Characters reaching 13th level become Masters and start drawing would-be apprentices, most of whom are unsuitable.
From the book
On reaching 13th level a character counts as a Master of the profession and begins to attract hopefuls wanting to become apprentices. Each week there is a 20% chance that one comes calling.
Three quarters of these applicants are plainly unsuitable for one reason or another. Of those who do seem promising, 35% turn out to have no real talent: they bungle tasks, forget instructions and daydream, and nothing will ever improve them, with the Game Judge deciding the details of their failings. The capable ones still slip up now and then but soon show clear ability; they serve loyally, do even the lowliest chores without complaint, and rise to first level after about 4-7 years.
Apprentices work without wages, and some even offer to pay for their training, so the Master's only cost is roughly 100 G.P. a year for each one's room and board. A Master may take on at most as many apprentices as a third of his or her Charisma.
At a glance
- Applicant chance
- 20% per week
- Obviously unqualified
- 75% of applicants
- Hopeless (of the seemingly qualified)
- 35%
- Competent apprentices
- Loyal; reach 1st level after about 4-7 years
- Cost
- Room and board about 100 G.P./year; otherwise unpaid
- Maximum apprentices
- Master's Charisma / 3