Requiring Tradecraft...

By Emirikol, in WFRP Gamemasters

Last session, my players had some downtime while 2 of the PCs were in the asylum recovering from the insanities of all the ghosts in Unfinished Symphony (Warpstone 28). They indicated they wanted to try to "make a living" doing their careers in downtime situations. My general rule is, that you'll be break-even unless you have Tradecraft acquired (I don't care for what career, even soldier).

Does that seem reasonable? Any thoughts on amounts or guidelines? I know there are some excellent trade rules in Liber Fanatica 8, but otherwise, I'm not sure what to go on.

jh

It depends on the careers, and how it is used.

Tradecraft is essentially a skill reflecting the management of a business enterprise. A smith might be able to work a forge and repair objects, but without Tradecraft he cannot run a business profitably.

So, if a PC is trying to "run their own business", then they would need tradecraft. A Thug PC who wants to run a bodyguard service, would need Tradecraft related to his career. A Thug PC who get himself hired by an NPC (or temporarily joins an NPC business who hires out bodyguards) would not need Tradecraft, since the NPC is 'running the business' and the PC is just working.

A production career (chef, smith, painter, etc) that wants to personally sell their own goods, would need Tradecraft. A production career that hires on to an NPC business, wouldn't.

For example, a Chef who makes pies. If he wants to sell his pies on the street (ie his own business) he needs Tradecraft. If instead, he gets himself hired to be a pastry chef at a local restaurant/inn, then he wouldn't need Tradecraft. He would instead be earning a salary.