Labor: The character is very accomplished at one type of labor such as bricklaying, farming, mining, stonecutting, etc. The character can make his living with the skill. With a successful roll, he can interpret information in light of his occupation. A character must specify which type of labor he knows, and he can select multiple Labor skills to be proficient in many types of jobs.
⚒️ Racial Variants #
| Variant | Name | Description |
|---|---|---|
| Elven | Arbor-Architect | (Farming/Gardening) Elves treat labor as a partnership with nature. They can “persuade” plants to grow in specific shapes. They can diagnose a blighted crop or a sick forest just by the color of the leaves or the hum of local insect |
| Dwarven | Vein-Whisperer | (Mining) Dwarves don’t just dig; they listen. A successful roll allows them to detect “hollow air” behind a wall or the subtle scent of gas. They can determine the structural stability of any tunnel with a quick tap of a pickaxe. |
| Gnomish | Precision Assembler | (Clockmaking/Fine Craft) Gnomes excel at labor requiring microscopic focus. They gain a +4 bonus to any task involving complex mechanical assembly. They can identify the “weakest screw” in a machine just by its vibration. |
| Orcish | Siege-Breaker | (Stonecutting/Hauling) Orcish labor is about destructive efficiency. They can identify the “keystone” of a wall or the “stress point” of a bridge. A successful roll allows them to deal double damage to a static object if they have at least one minute to study it. |
🌍 Regional Variants #
- The High-Imperial Mason (Metropolitan/Urban)
Trained in the massive public works projects of the capital.
- Specialty: Bureaucratic Shortcuts. They know how city infrastructure is “supposed” to look. They can identify where a city’s drainage system logically leads or where a contractor might have cut corners on a “secret” basement wall.
- The Frontier Homestead-Builder (Wilderness/Rural)
In the wilds, a laborer must be a Jack-of-all-Trades.
- Specialty: Improvised Materials. They can build functional structures (shelters, fences, bridges) using whatever is at hand—mud, logs, or vines. They ignore the penalty for “lack of proper tools” when building temporary encampments.
- The Salt-Pillar Miner (Desert/Waste)
Trained in the brutal evaporation flats and salt mines.
- Specialty: Crystalline Stability. They are experts at working with brittle materials. They can “sculpt” or excavate sand and salt without it collapsing, a skill that can be used to create hidden caches or underground shelters in the dunes.
- The Dockside Stevedore (Coastal/Maritime)
In the ports, labor is about Mass and Momentum.
- Specialty: The Pivot & Lever. They are masters of moving impossible weights using ropes and pulleys. When moving heavy objects (like a treasure chest or a fallen statue), they treat their Strength as 2 points higher for the purpose of the task.
Why other options are incorrect
- ❌ Engineering is incorrect because it is the design and planning of structures; Labor is the physical execution and hands-on maintenance of the work.
- ❌ Art is incorrect because Art focuses on aesthetic expression and NPC reactions; Labor focuses on functional utility and economic survival.
- ❌ Weight Lifting is incorrect because it is a raw physical feat; Labor is a technical skill involving tools, materials, and professional knowledge.
