TFT House Rules: Jobs
JobsEach kind of job will have certain special characteristics, but a few are shared by all jobs.
RiskA job's risk is a set of numbers written in the form x/y. A 3d roll is compared to the risk numbers. If the roll is less than or equal to the first number (x), then the PC did something special that week and earns a bonus amount of experience points as follows:
|Roll||Experience Point Bonus|
|3||5 x total of present attributes|
|4||4 x total of present attributes|
|5||3 x total of present attributes|
|6-8||2 x total of present attributes|
|9-10||1 x total of present attributes|
|11+||1/2 x total of present attributes|
In addition, a bonus of money may also be earned at the GM's discretion.
If the roll is greater than or equal to the second number (y), then the PC did something disastrous. A second roll is made against the PC's highest attribute. If this roll is successful, the PC take damage as listed under Damage-Save, otherwise as listed under Damage-Fail. If 2x( ) is shown, roll the amount in parenthesis twice.
The minimum attributes and/or talents that are required for this job. Some jobs have no requirements.
Roll to Find
The roll that must be made to find the job. If the roll is failed, the PC spent the whole week looking and finds nothing.
The minimum number of weeks that the PC must be willing to work. If variable (e.g. 1d+3), roll after the job is found.
Base pay for the job. Often jobs will have bonus pay for certain circumstances. If two numbers are listed, the second is the maximum pay with bonuses.
The lifestyle the job provides automatically. If the PC wants to arrange for lodging and food separately, add 1/3 of the total cost of the provided lifestyle to the base pay.
Most jobs provide a few experience points for each successful week of work.
|Duty||Risk||Damage Fail||Damage Save||Roll to Find||Minimum Weeks||Minimum Attributes (ST+DX)||Minimum Skills||Pay||XP / Week||Notes|
|Garrison||4/17||2x(2d-1)||1d+1||2d/IQ||1d||22||1 weapon||$5 (8)||1|
|Guard 1||4/17||2x(2d)||1d+2||3d/IQ||1d+1||24||1 weapon 1 combat||$8 (12)||2|
|Guard 2||5/16||2x(2d)||2d-1||3d/IQ||1d+2||26||1 weapon 1 combat||$10 (15)||3|
|Active||5/15||2x(2d+1)||2d-1||3d/IQ-1||1d+2||27||1 weapon 1 combat||$15 (20)||3|
|Caravan||6/14||2x(2d+1)||2d||3d/IQ||1d+4||28||1 weapon 2 combat||$20 (25)||4|
|War 1||11/9||3d-3 2d+1 2d||2d-2 2d||2d/IQ||2d*||22||1 weapon||$15 (25)||8||* = total duration of the war, if war is actually occurring|
|War 2||12/8||3d-2 2d+2 2d||2x(2d)||2d/IQ-1||2d*||24||1 weapon 1 combat||$25 (35)||10||* = as above|
All mercenary jobs provide poor lifestyle.
+$1 for each 2 combat skills beyond minimum.
+$1 if ST+DX is 5 greater than minimum, +$2 if 10 greater.
+$1 if rapid fire missile weapon.
+$2 if Reptile Man, Gargoyle or Giant
+$1 if 5 or more points of armor, +$2 for 7 points or more.
+25% for mounted (after all other bonuses), but subtract 2 from IQ in Roll to Find.
+50% for flying mount, but add 1d to Roll to Find.
As above with the following changes:
Rank Modifications Sergeant +25% base and max. pay, -1 IQ on Roll to Find, must have +4 Min. Attributes, 2 years of combat experience Lieutenant +50% base and max. pay, -2 IQ on Roll to Find, must have +6 Min. Attributes, 2 years as sergeant, Tactics Captain +75% base and max. pay, +1d on Roll to Find, must have +7 Min. Attributes, 1 year as Lieutenant, Literacy
Officers have low-middle lifestyle, except captains who have middle lifestye.
|Risk||Damage Fail||Damage Save||Minimum DX||Minimum IQ||Pay||XP / Week||Lifestyle|
|3/17 (18)||2d||1d||11||$4 + 1d||2||poor|
|3/16 (17)||2d||1d+1||12||$7 + 1d||2||poor|
|4/15 (17)||2x(2d-1)||1d+2||14||$8 + 2d||3||low-middle|
|4/14 (16)||2x(2d-1)||2d-1||15||$11 + 2d||3||low-middle|
|5/13 (16)||2x(2d)||2d||17||$12 + 3d||3||middle|
|5/12 (16)||2x(2d+1)||2d+1||18||15||$15 + 3d||4||high-middle|
In addition to the damage saving roll, if a thief fails a job risk roll, a 3d/IQ roll should be made to avoid arrest.
The risk of a thieves job may be changed and the pay increased by certain factors. Sum up all the relevant values of risk reduction listed below and drop any fractions. add this number to the upper risk number. the modified risk number can never be higher tdan the number in parenthesis. the pay increase may never be greater tdan 1/2 of the fixed pay.
|Skill / Factor||Risk Reduction||Pay Increase|
|Architect / Builder||1/2|
|MA >= 14||1|
|MA <= 6||-3/4|
|Rank||Min. Weeks||Min. IQ||Min. Attributes||Pay||Lifestyle||Title||Notes|
|Neophyte||-||9||32||$5||poor||Apprentice||Must know Aid|
|Zelator||-||9||33||$6||poor||Must know Aid|
|Practicus||2 + 1d||10||34||$10||low-middle||Journeyman||Must know Aid|
|Philosophus||2 + 1d||11||35||$12||low-middle||Must know Aid|
|Dominium Liminus||2 + 1d||12||36||$15||low-middle||Must know Aid|
|Adeptus Minor of the Outer Circle||3 + 1d||14||38||$20||middle||Adept|
|Adeptus Minor of the Inner Circle||3 + 1d||16||40||$25||middle|
|Adeptus Major||4 + 1d||18||42||$30||middle|
|Adeptus Exemptus||4 + 1d||20||44||$40||high-middle|
|Bade of the Abyss||4 + 1d||22||46||$50||high-middle||Sorceror|
|Magister Templii||3 + 2d||24||48||$60||high-middle|
|Magus||3 + 2d||27||50||$75||high||Mage|
|Ipsissimus||3 + 2d||30||52||$100||high||Archmage|
Risk for all wizards is 4/17, XP / Week is 2, Damage-Fail is 2x(2d+1), Damage-Save is 2d.
As mercenaries, count 2 spells as 1 skill. Increase pay by $1.
As thieves, count appropriate spells as 1/4 risk reductions.
|Job||Risk||Damage Fail||Damage Save||Roll to Find||Min. Weeks||Pay||XP / Week||Lifestyle||Requirements and Notes|
|Sage||3/17||2d+1||1d+1||4d/IQ||$(IQx2)||2||low-middle||Scholar, 5 languages, 1 other applicable talent|
|Chemist||3/16||2x(2d)||2d||3d/IQ-1||$15+DX||3||low-middle||+$5 if also Alchemist|
|Alchemist||3/16||2x(2d)||2d||3d/IQ-1||$15+DX||3||low-middle||+$5 if also Chemist|
|Animal Handler||4/17||2x(2d)||2d-1||3d/IQ||$15||2||poor||+$5 if Vet|
|Animal Trainer||4/16||2x(2d+1)||2d||4d/IQ||$20||2||low-middle||+$5 if Vet|
|Armorer||4/17||2x(2d-1)||1d+2||3d/IQ||$15||2||poor||+$5 if Goldsmith|
|Master Armorer||4/17||2x(2d-1)||1d+2||3d/IQ-1||$25||2||low-middle||+$5 if Goldsmith|
Self-employed merchants with their own shops may increase their pay by 25% or $5 (whichever is greater) and their lifestyles by 1 level.
|Bare Subsistence||$15||$7||$8||slaves, some apprentices|
|Poor||$30||$14||$16||peasants, common soldiers, unskilled workers|
|Low-middle||$45||$21||$24||yeomen, skilled workers, sergeants|
|Middle||$65||$35||$30||merchants, knights, guild syndics|
|High-middle||$100||$63||$37||wealthy merchants, gentry, landed knights, guild masters|
|High||$140||$84||$56||rich merchants, lesser nobility|