Miner OCC

Miner

Most people think of Dwarves o r maybe even Kobolds when it comes to mining, but as it turns out, humans and other "tall folk" have quite the knack for it, too. Underneath sections of the Shadow Coast are vast tunnel networks dug out by local miners in an attempt to make sure all immediate mineral deposits are exhausted.

With such experience digging and fortitying tunnels, Miners have suddenly become a very hot commodity in the pre-war Shadow Coast. Not only have these fellows built a large underground network that Coastlander rebels can use to launch surprise attacks against Bizantium invaders, but they will be instrumental in providing the colonists with escape routes, hiding places and secret storage caches should the rebellion take place. Meanwhile, miners make their living fmding and excavating mineral deposits or cut stone here, there and everywhere.

Standard compensation for freelance miners is 1% of the stake's total production, 2% for squad foremen, 3% for site foremen, and 4% for mine supervisor.

Considering that some big mines produce tens of millions of gold in their fIrst year, even a 1% stake can be enough for some lucky sod to retire on. However, all these positions are currently held by bosses and noble kin shipped in from Bizantium, leaving the "real" miners to do all the hard work without any (or much) of the credit or profit.

Most mine foremen know they need to pay these skilled workers more than the norm, so they pay them three times what a typical impoverished laborer in the mines gets paid. That pay is a joke, but right now the Coastlanders are not willing to challenge their Bizantium masters.

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Alignments: Any.

Attribute Requirements: P.E. 12 , P.S. 12

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O.C.C. Skills

  • Language: Native tongue at 98% plus one of choice (+10%).
  • Body Building and Weight Lifting
  • Gemology (+10%)
  • Underground Tunneling (special!). This is identical to the Dwarven ability of the same name. Base Skill: 40% +5% per level of experience. Dwarven miners get a one-time bonus of +20%.; Kobolds get a +10% bonus.
  • Underground Architecture (special!). This is identical to the Dwarven ability of the same name. Base Skill: 30% +5% per level of experience; detection and deactivation of traps is at half the normal skill ratio. Dwarven miners get a one-time bonus of +20%; Kobolds get a +1 0% bonus.
  • Underground Sense of Direction (special!). This is identical to the Dwarven ability of the same name. Base Skill: 40% +5% per level of experience; 30% +5% per level of experience to judge the approximate location to surface structures (natural and artificial). Dwarven miners get a one-time bonus of +20%; Kobolds get a +1 0% bonus.
  • W.P. Battle Axe/Pick
  • Hand to Hand: Basic.

This can be changed to Hand to Hand: Expert for the cost of one "O.C .C. Related" skill or to Hand to Hand: Martial Arts or Assassin (if evil) for the cost of two "O.C.C. Related" skills.

O.C.C. Related Skills

Select six at level one, and one at levels 3, 7, and 12. All new skills start at level one proficiency.

  • Communications: Any, but only Sign Language gets a +10% bonus.
  • Domestic: Any (+10%).
  • Espionage: None.
  • Horsemanship: General or Exotic only.
  • Medical: Brewing, First Aid and Holistic Medicine only.
  • Military: Camouflage (+5%) only.
  • Physical: Any.
  • Rogue: Card Shark only.
  • Science: Mathematics skills only.
  • Scholar/Technical: Any (+5%).
  • Weapon Proficiencies: Any.
  • Wilderness: Any.

Secondary Skills

The character also gets to select four secondary skills from the previous list at level one, and two additional skills at levels 2, 5 and 10. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses.

All secondary skills start at the base skill level. Also, skills are limited ("any," "only," "none") as previously indicated in the list.

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Starting Equipment

Large pick/mattock (3D4 damage), a small hammer (1D6 damage), two sets of clothing, a pair of heavy work boots, belt, hat, blanket, backpack, one large sack, 1D4 small sacks, a water skin, dried meats and fruits equaling 1D4+1 weeks' worth of rations and a tinder box with a half dozen treated torches.

Armor

Soft leather (A.R. 1 0, S.D.C. 20) and a mining helmet (S.D.C. 25).

Weapons

Starts with an Oncin Pick (2D4 damage) and one weapon of choice. All are basic S.D.C. weapons of fair to good quality. Magic weapons and other equipment must be acquired later. Many miners will use their pick axe/mattock as their prime weapon, however. It is what they are most comfortable with.

Money

The character starts with 190 in gold, which can be used immediately to purchase more equipment or it can be saved for later. Additional money will come from payment for jobs and/or booty.

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Levels of Experience