Appendix A: Alternative Lifepath

This appendix presents an alternative to the character creation rules presented in Chapter 2. If you want to randomly generate your characters story and background in a more detailed way the methodology presented below is for you. This methodology is better for shorter campaigns, typically focused on story development and investigation more than combat, character progression, and dungeon delving. These rules allow players to start as a fully functional adventurer, possibly with many years of experience behind them.

The following are the steps required to create a character with these alternate rules.

Roll Attributes

Roll 3d6 nine times to generate each Attribute score using the following table to determine the score for each die roll result. Then choose which Attribute to assign each generated score. If you want even more randomness, you can also simply roll down the line for each Attribute and apply the rolled score to that Attribute.

Attributes Table

3d6 ResultAttribute Score3d6 ResultAttribute Score3d6 ResultAttribute Score3d6 ResultAttribute Score
34761181510
45871291611
55971391711
6610814101812

Roll Social Class

Next, roll for your character’s Social Class. This ranges from Pauper, Peasant, Citizen, Patrician, up to Aristocrat. This will determine how many options they will have for their profession and how easily it will be to qualify and excel at those professions.

Social Class Table

d20Social Class%
1-2Pauper10%
3-10Peasant40%
11-16Citizen30%
17-19Patrician15%
20Aristocrat5%

Lifepath

This alternative methodology takes place in Phases, each Phase is 4 years of time in the game world. Your character starts as a fresh, young 16 year old, ready to enter an apprenticeship and begin their first Profession. During each Phase, you will have to choose a career and professional path of your character. Your choices will be limited by your Social Class and upbringing. During the course of these years, various events can happen to your character that will alter the course of their life and career. They can gain more skills and experience in the world, although they may also get injured or traumatized. Characters often gain skill bonuses in the form of an increased Training Rank. It is up to the player to decide if they want to risk their character’s health and livelihood for another Phase where they can increase their skills. Each character must undergo at least one Phase. There is an inherent trade-off between the rewards of additional Phases, and the risks of mishaps and increasing age.

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The next section provides information for each available Profession, separated into eighteen Motivation Paths. The format for each Motivation Path and Profession is as follows:

Motivation Path  [Tolerance]

Profession Name  
[Social Class, Qualification Test, Primary Skill, Stability Test] 
Each Profession is followed by a short description and a Secondary Skill Table showing the skills that can be acquired when succeeding on the Profession Skill Test. If the Primary Skill is an unspecified (*) category skill (e.g. Craft, Fight, Lore, Shoot), choose one subcategory as your Primary Skill. If the Secondary Skill options include the same skill (**), you must choose a different subcategory for that choice. You can choose a different subcategory each time the Secondary Skill is chosen as long as it doesn’t match the Primary Skill subcategory.

The two Professions associated with each Motivation Path are then followed by an appropriate Mishap Table. If you fail the Profession’s Stability Test to stay in the Profession, you then must roll on this Mishap Table and are then (usually) ejected from the Profession. If you succeed, you instead roll on that Profession’s Event Table.

The prisoner Profession is special and certain events can cause you to become a Prisoner. See the Prisoner Profession more information.

Lifepath Quick-Guide

1) Childhood Bonuses. Gain +1 to one Tolerance, +2 to one social skill and +1 to another social skill of your choice. Use Adolescence: Social Table.

2) Roll for Qualification Test (Attribute +4).
     (+2/-2 for each Social Class difference, -1 for each previous Profession)

     If FAIL, can join Laborer, Hermit, Ruffian; or drafted as a Soldier; or become a Courtier (Patrician or Aristocrat only) instead.

     If SUCCESS, enter the Profession to which you qualified.

     If first Profession, add +2 to Primary Skill, and +1 to each Secondary Skill.

3) Roll Motivation Path Tolerance Test, if FAIL, increase Tolerance +1.

4) Roll Primary Training Test, if FAIL, increase Primary Skill by +1.

5) Roll Secondary Training Test using Qualification Test, if SUCCESS, roll on Skill Table to increase that skill by +1.

6) Roll Profession Stability Test to stay in Profession.

     If FAIL, roll on Mishap Table. Ejected from Profession (usually).

     If SUCCESS, can stay in Profession, Roll on Event Table.

7) Roll on the Reward Table (unless you lost your reward).

8) Aging: If 5th or greater Phase, Roll on Aging Table (2d6 − completed Phases).

9) Choose: stay in current Profession, try a new profession, or end the Lifepath.

     Increase Social Class: Roll CHA +2, with a -2 penalty for each Social Class category difference. If success, can increase Social Class one category.

10) Determine Age. You are 16 + 4 for each Phase. Then add 1d6-3 to determine your final age.

1) Childhood Bonuses

Your character gets a few bonuses Training Ranks from their childhood. You get to choose one Tolerance to add a +1 Training Rank. You then get to pick one social Skill to add +2 Training Ranks and one social Skill to add +1 Training Rank. Think about how this might reflect your character’s childhood backstory. For random generation, you can use the Birth Circumstance and Adolescence: Social tables in the Background section on page XX in Chapter 2.

2) Roll Qualification Test

Choose a Profession to join. In order to join a Profession, you must first succeed on a Qualification Test. Each Profession lists an associated Qualification Test, a Basic Test  using the listed Attribute, typically with a +4 bonus. You also have a −1 penalty for each previous Profession.

If the Social Class of the Profession is higher than yours, subtract a -2 penalty for each category the Profession is above yours. For example, your Peasant character would apply a−4 penalty to the Qualification Test for the Artist Profession, which is of the Patrician class (two categories above Peasant). Likewise, if the Profession’s Social Class is below yours, apply a +2 bonus for each category difference. For example, a Patrician would have an easier time qualifying to join the Keeper Profession, and gains a +4 bonus to their Qualification Test. An Aristocrat has a +2 to Patrician Professions.

If you fail the Qualification Test, you will have to spend this Phase joining one of the following Professions: Laborer, Hermit, or Ruffian. You may also attempt one  Qualification Test for the Companion or Spouse Professions. Alternatively, you can choose to be drafted into the military as a Soldier, but this can only be done once during a character’s lifepath, and only if your character is under 30 years old (Phase 4 and less). If your character is a Patrician or Aristocrat and they fail a Qualification Test for a Profession, they may instead join the Courtier Profession without rolling a Qualification Test.

If you Succeed at the Qualification Test, you can successfully join that Profession. If this is your first Profession, you gain a +2 to the Training Rank of that Profession’s Primary Skill, and you gain a +1 to the Training Rank of each Secondary Skill listed in the Secondary Skill Table.

3) Motivation Path Tolerance Test.

Each Profession is associated with a particular Motivation Path. When you join a new Profession, or you continue in your current Profession, make a Basic Test  using the listed Tolerance associated with that Motivation Path. If you FAIL the test, you have room for improvement, and may increase the Training Rank of that Tolerance by +1.

As a sidenote, keep track of the Motivation Paths throughout your character’s Lifepath and it may help you choose your character’s final Motivation (see Chapter 2 for more information about Character Motivations).

4) Roll Primary Training Test.

Each Profession has a Primary Skill associated with it. Next, roll a Basic Test  using the Profession’s Primary Skill. If you FAIL this test, you have improved and filled this gap in your knowledge or ability, you may increase that skill’s Training Rank by +1. If the Primary Skill is a category skill, choose one subcategory to be the effective Primary Skill for this Profession.

5) Roll Secondary Training Test

Next, roll a Basic Test  using the Profession’s Qualification Test (Attribute + 2). If you SUCCEED on this test, you have applied your aptitude to a random secondary skill. Roll 1d6 on the Profession’s Secondary Skill Table. You may increase the resulting skill’s Training Rank by +1. Some Professions do not have a Qualification Test, in these cases you do not have this opportunity to increase a Secondary Skill.

6) Roll Profession Stability Test

Now your character must see if they can maintain a stable career this Phase. Roll another Basic Test  using the Profession’s listed Stability Attribute. This usually includes a modifier.

If you FAIL the test, you must roll on the Profession’s associated Mishap Table. You are ejected from this Profession (unless the result says otherwise). You will have to choose a new Profession next Phase and cannot advance your Social Class.

If you SUCCEED on the test, you have demonstrated your capability for advancement in your Profession. Roll on the Profession’s associated Event Table.

7) Roll for Rewards

After each Phase in a Profession, you can reap your rewards. Roll on the Reward Table for the Profession. You can always choose a lower Reward option than what you rolled. If you have been ejected from your Profession this phase, you have a -1 modifier to the roll. If you roll a 0 or less, you get nothing.

Most Professions have some form of housing as a Reward option. You can only have one form of housing at a time. If you roll a better housing option and want to upgrade your housing, you can cash in your previous housing for the listed upgrade value. If your character does not have any housing when you end the Lifepath, they are assumed to live in a wilderness shelter or on the street if they are poor. Otherwise, they likely rent a cheap apartment or cottage.

HousingUpgrade ValueDescription
Shack0 spA small one-room shack with crude furniture and no reliable heating source. Slightly better than a shelter.
Cottage100 spA meager small 1-2 room house, typically of mud or stone with a fireplace and simple furnishings. Includes a small garden for vegetables and herbs.
Apartment200 spA comfortable 1-3 room portion of a building in town, typically over a store or workshop. Has comfortable furnishings, a warm fireplace, and good lighting.
Manor400 spA fine home with 3-6 rooms, fine furnishings, and hand-crafted furniture. Bright, warm, and comfortable.
Estate~A lavish manor with a small estate. The home has 5-10 rooms, lavish furnishings, and fine décor. The estate might include a garden, paddock, or vineyard.

All Professions have Attribute bonuses as a Reward option. These are applied immediately to the character when chosen. A character’s Attribute cannot be increased above 12.

8) Aging

If this is your 5th Phase or greater, you must roll on the Aging Table. You have a −1 modifier for each Phase you have fully completed, such that you will have a −4 modifier the first time you roll on this table. Attributes cannot be reduced below 4.

2d6 – PhasesEffect
−6Reduce three physical attributes by −2. Reduce one mental attribute be −1.
−5Reduce three physical attributes by −2.
−4Reduce two physical attributes by −2. Reduce one physical attribute by −1.
−3Reduce one physical attribute by −2. Reduce two physical attributes by −1.
−2Reduce all three physical attributes by −1.
−1Reduce two physical attributes by −1.
0Reduce one physical attribute by −1.
1+You age with no adverse effects.

9) Stay, Go, or Begin

Now you must choose between three options: you can stay in your current Profession; you can leave your Profession to try and qualify for a new one; or you can choose to end the Lifepath and begin your adventure.

If you choose to STAY in your Profession, you can decide if you want to try and increase your Social Class. Otherwise, you can return to step 2, since you do not need to roll a Qualification Test.       

     Increasing Social Class: If you are able and choose to stay in your current Profession, you may attempt to increase your Social Class to match your Profession. Roll a Basic Test using your CHA with a +2 bonus, but you must apply a −2 penalty for each Social Class category difference between your current Social Class and the Profession. If you FAIL this test, you lose -1 CHA. If you SUCCEED, you increase your Social Class one category. You cannot increase your Social Class higher than Patrician.

If you choose to LEAVE your Profession, either willingly or unwillingly, then you start the next Phase at step 1, rolling a Qualification Test for your next Profession. You cannot attempt to immediately return to a Profession if you were ejected. When you leave some Professions, you may not be able to reenter that Profession again at all during the Lifepath.

If you choose to BEGIN the adventure and end the Lifepath, proceed to the next step.

10) Ending the Lifepath

Your character is nearly ready to adventure. But you get a few more bonuses before you embark. You get to choose one Resistance to add a +1 Training Rank. You then get to pick one Skill to add +2 Training Ranks and one Skill to add +1 Training Rank. This is a good opportunity to fill in any adventuring skills your character may be lacking.

     Determine Age:  To determine the final age of your character, add a +4 years for each completed Phase to the starting age of 16. Then add 1d6−3 to determine your final age.


Profession Table

ProfessionClassQual.StabilityPrimary SkillMotivation Path
CompanionPauperCHA+4PER+4PerformIntimacy
LaborerPauperEND+4AthleticsHonor
HermitPauperEND+4SurvivalIndependence
RuffianPauperEND+4IntimidateRevolution
CharlatanPeasantPER+4CHA+2DeceiveExcitement
CultistPeasantCHA+4PER+4DeceiveEnlightenment
HealerPeasantEMP+4INT+4HealingBenevolence
KeeperPeasantEMP+4CHA+4PersuadeConnections
PerformerPeasantCHA+4COR+4PerformAchievement
SettlerPeasantEND+4INT+4SurvivalIndependence
SoldierPeasantEND+4COR+4Fight/ShootSecurity
SpousePeasantCHA+4EMP+4InspireIntimacy
ThiefPeasantINT+4AGL+2ThieveryExcitement
WandererPeasantPER+4INT+4InvestigateStimulation
AcolyteCitizenEMP+4CHA+4InspireEnlightenment
AlchemistCitizenINT+4COR+4Craft (Alch.)Knowledge
CounselorCitizenCHA+4EMP+4InspireBenevolence
CrafterCitizenCOR+4INT+4Craft (*)Creation
DespotCitizenWIL+2CHA+2CommandPower
ExplorerCitizenEND+4INT+4SurvivalDiscovery
InfiltratorCitizenAGL+4INT+2StealthRevolution
InvestigatorCitizenPER+4INT+4InvestigateJustice
MercenaryCitizenCOR+4END+4Fight/ShootWealth
MerchantCitizenCHA+4INT+4PersuadeWealth
NaturalistCitizenINT+4PER+4Lore (Nat.)Understanding
OratorCitizenCHA+4INT+4PersuadeConnections
SeerCitizenEMP+4INT+4InvestigateUnderstanding
ArtistPatricianINT+4CHA+4Craft (Art)Achievement
ChampionPatricianWIL+2CHA+4CommandHonor
CommanderPatricianWIL+2CHA+4CommandSecurity
CourtierPatricianCHA+4PER+4DeceiveStimulation
EnvoyPatricianCHA+4INT+4PersuadeDiscovery
MagistratePatricianPER+4CHA+4InvestigateJustice
OverseerPatricianCHA+4WIL+4CommandPower
ScholarPatricianINT+4PER+4Lore (*)Knowledge
WriterPatricianINT+4PER+4Craft (Lit.)Creation
PrisonerSTR+4Athletics
MageINTINT+4Lore (Arc.)

Path of Achievement  [Attention]

Artist

[Class: Patrician, Qual: INT+4, Skill: Craft (Art), Stability: CHA+4
You are an artist and creator, you may paint or sculpt, or perform some other unique craft that is considered high art. Such work typically garners the attention of those with disposable income.

Secondary Skill Table

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InspirePerformPersuadeInvestigateCraft (Literary)Lore (Culture)

Performer 

[Class: Peasant, Qual: CHA+4, Skill: Perform, Stability: COR+4
You are an entertainer and performer. You might be an actor, dancer, musician, or skilled speaker or singer. This may range from a lowly street performer to performing in high-class auditoriums for the aristocracy.

Secondary Skill Table

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AthleticsDeceiveInspirePersuadeStealthLore (Culture)
Artist Rewards TablePerformer Rewards Table
d6Rewardd6Reward
1Nothing1Nothing
2Artistry Tools2Disguise Tools,
Musical Instrument, or
Writing Tools
330 sp320 sp
450 sp440 sp
5Manor5Apartment
6+1 INT6+1 CHA
7+1 INT and +1 COR7+1 CHA and +1 COR

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2Public opinion turns against you and your creations. CHA -1
3Someone accuses you, rightly or wrongly, of copying their work and the public believes them. Roll a Persuade or Deceive Basic Test to convince them, if successful keep your Reward but your career is over, if you failed you lose your reward, a Critical Failure causes you to become a Prisoner next Phase.
4Someone betrays you. You gain a new Rival or Enemy.
5You get mixed up with criminals, either selling fake works or performing to distract the crowd for pickpockets. Gain +1 Thievery .
6You are forced out due to censorship or controversy. Gain a +2 bonus on your Qualification Test for your next Profession.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You are invited to be part of a controversial exhibition or show. Roll a Craft (Art) or Perform Basic Test, if successful gain +1 CHA, if failed, lose -1 CHA.
4Your fame grows and you become part of local celebrity circles. Gain one Patron or +1 Persuade.
5One of your recent works or performances has grown popular. Gain +1 to your Reward roll.
6You gain an art collector or patron as an Ally.
7Life Event. Roll on the Life Event Table.
8You have the opportunity to criticize a local leader. If you refuse, you gain nothing. If you accept, you gain an Enemy and +1 to a Secondary Skill of your choice. You must roll a Craft (Art) or Perform Basic Test. If you succeed, you gain +1 to a different Secondary Skill. If you fail, roll on the Mishap table and you are ejected from this Profession.
9You go on an artistic tour to various cities. Gain 1d3 Contacts.
10One of your works of art are stolen and the investigation brings you into the criminal underworld. Gain +1 Investigate or +1 Lore (Underworld).
11Something strange happens to you. Roll on the Unusual Event sub-table on the Life Event Table.
12You win a prestigious prize for your work. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Path of Benevolence  [Courage]

Healer 

[Class: Peasant, Qual: EMP+4, Skill: Healing, Stability: INT+4
You are a healer knowledgeable on the ways of the physical body. You might be a skilled herbalist, barber, alchemist, or have more prestigious medical training.

Skill Table

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InspirePersuadeInvestigateCraft (Alchemy)Lore (Culture)Lore (Nature)

Counselor 

[Class: Citizen, Qual: CHA+4, Skill: Inspire, Stability: EMP+4
You are someone who listens and guides others through their problems. This guidance may be spiritual in nature, or you may just be good at listening and helping others deal with mental trauma.  

Skill Table

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DeceivePersuadeHealingLore (Culture)Lore (History)Lore (Philosophy)
Healer Rewards TableCounselor Rewards Table
d6Rewardd6Reward
1Nothing1Nothing
2Healing Tools2Writing Tools
320 sp320 sp
440 sp440 sp
5Cottage5Apartment
6+1 EMP6+1 CHA
7+1 EMP and +1 INT7+1 EMP and +1 CHA

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2A disaster leaves someone important you worked for getting injured and you are blamed. You gain a Rival and you have also taken an injury, either as retribution or during the event. Roll twice on the Injury Table and choose the result.
3Someone with powerful connections takes issue with your work. You can stay in this Profession, but you then gain an Enemy.
4A voyage to help someone afar goes wrong, leaving you stranded. Gain +1 Athletics or +1 Survival. When you return home, your job is gone.
5A particularly difficult client tests your skills. Roll a Basic Healing or Inspire Test, if success gain +1 to that skill. Either way the client wants to cover it up and drives you out.
6Another practitioner tries to copy your techniques and tarnish your name. You gain a Rival but are not ejected from this Profession.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You are called to help someone that goes against your conscience. Accept and you gain an extra Reward roll this Phase and +1 to a random Secondary Skill. You also gain 1d3 Enemies.
4You are brought in to help with a difficult incident. Gain +1 to a Secondary Skill of your choice.
5You help save the life of someone wealthy. Gain +1 to your Reward roll this Phase.
6You have an opportunity for some additional training. Roll an INT+2 Basic Test. If successful, increase a Craft or Lore skill by +1 (cannot choose your Primary Skill).
7Life Event. Roll on the Life Event Table.
8You helped someone out, but someone takes issue with your interference and attacks you. Gain an Enemy. Roll an END+2 Basic Test, if successful gain +1 to a random Secondary Skill, if you fail you must roll on the Injury Table.
9You make a breakthrough in your technique. Gain +2 on your next Profession Stability Test for this Profession.
10You become entangled in a local controversy that you have to navigate. Gain +1 Persuade, +1 Deceive, or +1 Lore (Culture).
11You begin working with a brilliant mentor. Gain an Ally. With their help you gain a +4 on your next Profession Stability Test for this Profession.
12You have a major breakthrough in your technique. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Path of Connections  [Courage]

Keeper 

[Class: Peasant, Qual: EMP+4, Skill: Inspire, Stability: CHA+4
You are a worker in the hospitality field, focusing on seeing to the needs and comforts of others. You might work in a tavern, inn, or a bathhouse. If you are a Citizen or Patrician, you might be the owner of the establishment.

Skill Table

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DeceivePersuadeInvestigateCraft (Culinary)Lore (Culture)Lore (Nature)

Orator 

[Class: Citizen, Qual: CHA+4, Skill: Persuade, Stability: INT+4
You try to connect communities together for collective action and serve as their spokesperson. You might be a community leader, bureaucrat, a town crier, or even a revolutionary firebrand. 

Skill Table

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CommandDeceiveInspirePerformCraft (Literary)Lore (Culture)
Keeper Rewards TableOrator Rewards Table
d6Rewardd6Reward
1Nothing1Nothing
2Culinary Tools2Writing Tools
320 sp320 sp
440 sp440 sp
5Cottage5Apartment
6+1 EMP6+1 CHA
7+1 EMP and +1 CHA7+1 INT and +1 CHA

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You are accused, rightly or wrongly, of treasonous actions. Roll a Persuade or Deceive Basic Test. If successful gain +1 to that skill but you leave this Profession; if you fail, you are arrested and become a Prisoner next Phase.
3You get embroiled in a conspiracy under investigation that ends your career. Roll a Persuade or Deceive Basic Test to keep your Reward this Phase; if you roll a Critical Failure, you become a Prisoner next Phase.
4You wronged the wrong person. You gain a Rival or an Enemy.
5You come into contact with some revolutionaries and lose your job by association. However, you can join them to gain a +4 on your next Profession Stability Test in the Ruffian Profession.
6The market has been slow, or people stopped listening, and you lose your job. A good recommendation grants you a +2 on your next Qualification Test.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You meet an interesting Patron who has an opportunity, if you change Professions next Phase gain a +4 to your Qualification Test, but you owe the Patron a favor.
4Someone leaves something valuable behind. You can keep or return it and gain +1 to your Reward roll this Phase.
5You meet an assortment of interesting people. Gain 1d3 Contacts.
6You help a likeminded person deal with a problem. Gain an Ally.
7Life Event. Roll on the Life Event Table.
8You have the opportunity to get involved with a local dispute that could affect your reputation. If you choose to accept, you gain an Enemy and must roll a Persuade or Inspire Basic Test. If you succeed, you gain +2 to your Reward roll, and +1 to Lore (Culture). If you fail, you lose your Reward roll.
9You are gaining some local popularity. Gain +2 on your next Profession Stability Test for this Profession.
10You become entangled with some criminal elements. Gain +1 Thievery or +1 Lore (Underworld).
11You begin working with a brilliant mentor. Gain an Ally. With their help you gain a +4 on your next Profession Stability Test for this Profession.
12Your words and talents have attracted many. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Path of Creation  [Attention]

Crafter 

[Class: Citizen, Qual: COR+4, Skill: Craft(*), Stability: INT+4
You are a practitioner of an important craft, creating things with your hands and intellect. You might be a lowly apprentice learning the trade, or perhaps a skilled master and member of a guild.

Skill Table

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AthleticsPersuadeInvestigateCraft(**)ThieveryLore (Culture)

Writer 

[Class: Patrician, Qual: INT+4, Skill: Craft (Literary), Stability: PER+4
You are a crafter of words and sentences on the written page. You might be a lowly scribe copying manuscripts or a budding novelist sharing stories with those with the time to read them. 

Skill Table

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DeceiveInspirePersuadeInvestigateLore (Culture)Lore (History)
Crafter Rewards TableWriter Rewards Table
d6Rewardd6Reward
1Nothing1Nothing
2Tools*
(Matching Primary Skill)
2Writing Tools
330 sp325 sp
460 sp450 sp
5Apartment5Manor
6+1 COR6+1 INT
7+1 COR and +1 INT7+1 COR and +1 INT

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2Your business goes bankrupt and is taken over by someone with a vendetta against you. You gain a Rival and lose your Reward this Phase.
3In an accident you cause permanent damage to one of your hands. -1 COR
4A fight breaks out in the workshop causing chaos. You gain +1 Brawl but are ejected for being involved in the fighting.
5You make a careless error that costs the business dearly. You can choose to keep your Reward and lose your job or lose your Reward to stay.
6The market has been slow, and you are laid off. A good recommendation grants you a +2 on your next Qualification Test.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You have an opportunity to work for a contentious client on the side. If you accept you gain +1 Primary Skill, but also gain 1d3 Enemies.
4You perform quality work for a new client. You gain +1 to your Reward roll this Phase and a new Contact.
5Your work grants you a small bonus. You gain +1 to your Reward roll this Phase.
6You have an opportunity for some additional training. Roll an INT+2 Basic Test. If successful, increase a Craft or Lore skill by +1 (cannot choose your Primary Skill).
7Life Event. Roll on the Life Event Table.
8Time constraints limit your ability to meet a client’s demand. You can choose to deceive them with a low-quality alternative. If you choose to do so, you must roll a Deceive Basic Test. If you succeed, gain a +2 to your Reward roll and +1 to a random Secondary Skill. If you fail, you lose your Reward roll. Either way, you gain an Enemy when they (eventually) find out.
9Your skills are getting recognized. Gain +2 on your next Profession Stability Test for this Profession.
10You become entangled with some criminal elements. Gain +1 Thievery or +1 Lore (Underworld).
11You begin working with a gifted mentor. Gain an Ally. With their help you gain a +4 on your next Profession Stability Test for this Profession.
12Your talents earn you a promotion. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Path of Discovery  [Stamina]

Explorer

[Class: Citizen, Qual: END+4, Skill: Survival, Stability: INT+4
You are a commissioned explorer working for a wealthy patron. You might be a lowly surveyor expanding farmland into a local swamp, or you could be sent on oceanic voyages to discover new resources.

Skill Table

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AthleticsDodgeFighting(*)/Shooting(*)HealingInvestigateLore (Nature)

Envoy

[Class: Patrician, Qual: CHA+4, Skill: Persuade, Stability: INT+4
You are a representative working with disparate cultures and societies to foster trade and relationships. You could be a diplomat easing tensions between two societies, or you could be a trade representative negotiating for a guild.

Skill Table

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DeceiveInspireInvestigateStealthLore (Culture)Lore (History)
Explorer Rewards TableEnvoy Rewards Table
d6Rewardd6Reward
1Nothing1Nothing
2Compass2Writing Tools
330 sp340 sp
460 sp480 sp
5Spyglass5Manor
6+1 END6+1 CHA
7+1 END and +1 INT7+1 CHA and +1 INT

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You are captured by an enemy society. You become a Prisoner next Phase.
3You make a major mistake that causes tension between two groups, your reputation suffers. -1 CHA
4Something goes wrong on your latest mission and a fight breaks out. +1 Fighting(*)/Shooting(*) or +1 Stealth. You lose your job.
5You are forced to take command of a mission, but your patrons do not like the way you handled things. +1 Command
6Enemies of your patron or society ambush you. You must roll on the Injury Table (page XX) but are not ejected from your Profession.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3Out in the wilderness something goes wrong, and you must help your crew. Roll a Survival or Persuade Basic Test, if successful you gain +1 Healing or +1 Inspire.
4Your discoveries/negotiations lead allow you to make a new connection. You gain +1 to your Reward roll this Phase and gain a new Contact.
5You are rewarded for a recent discovery/negotiation. You gain +1 to your Reward roll this Phase.
6You make a strong connection during your travels. Gain an Ally.
7Life Event. Roll on the Life Event Table.
8You have an opportunity to deceive your patron about your latest discovery/negotiation. If you choose to do so, you gain an Enemy and +1 to a Secondary Skill. Then roll a Deceive Basic Test. If you succeed, you gain +1 to a different Secondary Skill. If you fail, you are ejected and must roll on the Mishap Table.
9Your travels allow you to make some new contacts. Gain 1d3 Contacts.
10You make a new natural or cultural discovery. Gain +1 Lore (Nature) or +1 Lore (Culture).
11Your travels lead you to an unusual occurrence. Roll on the Unusual Event sub-table (page XX).
12Your successes earn you prestige. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Path of Enlightenment  [Courage]

Acolyte 

[Class: Citizen, Qual: EMP+4, Skill: Inspire, Stability: CHA+4
You are a person of the cloth who preaches their faith to others. You might be a wandering religious pilgrim preaching your doctrine, or part of a larger organized church with an established religious following.

Skill Table

123456
PerformPersuadeHealingCraft (Culinary)Lore (Culture)Lore (Philosophy)

Cultist 

[Class: Peasant, Qual: CHA+4, Skill: Deceive, Stability: PER+4
You follow a little-known or forbidden faith that seems to encourage more selfish pursuits. You might be a lowly follower who is too embedded to leave, or you might be a full believer rising in a secretive hierarchy.

Skill Table

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InspireIntimidatePersuadeStealthLore (Esoterica)Lore (Philosophy)
Acolyte Rewards TableCultist Rewards Table
d6Rewardd6Reward
1Nothing1Nothing
2Religious Symbol and Religious Book2Religious Symbol and Religious Book
320 sp315 sp
440 sp435 sp
5Apartment5Cottage
6+1 EMP6+1 CHA
7+1 EMP and +1 CHA7+1 CHA and +1 PER

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You are persecuted and arrested for your faith. You become a Prisoner next Phase.
3You are (rightly or wrongly) accused of harboring an unaccepted view. -1 CHA
4You and a colleague formulate an opposing view of established doctrine. Your superiors confront and eject you from the fold. You can choose to lose your Reward and gain an Ally or turn your colleague in to keep your Reward.
5On a pilgrimage you are lost in the wilderness and lose your faith. +1 Survival
6You get into a heated argument with one of your superiors. You gain a Rival but are not ejected from your Profession.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You are tasked with giving an important sermon to the faithful. Roll an Inspire or Deceive Basic Test. If successful, gain +1 CHA. If you fail, -1 CHA.
4You explore extracurricular activities. Gain +1 to a chosen Secondary Skill.
5You help bring more followers to the faith. Gain 1d3 Contacts.
6You have an opportunity for some additional training. Roll an INT+2 Basic Test. If successful, increase a Craft or Lore skill by +1.
7Life Event. Roll on the Life Event Table.
8You have an opportunity to claim another’s theological work as your own. If you choose to do so, you gain an Enemy and +1 to a Secondary Skill of your choice. Then roll a Deceive Basic Test. If you succeed, you gain +1 to a different Secondary Skill. If you fail, you are ejected and must roll on the Mishap Table.
9You and a colleague perform some notable work, but your superiors only give you credit. You can keep quiet, gaining an Enemy and a +2 on your next Profession Stability Test; or you can correct the oversight to gain an Ally.
10You dive deeper into obscure texts of the faith. Gain +1 Lore (Esoterica) or +1 Lore (Philosophy).
11You have an opportunity to learn from the leader of your group. You can choose to learn from their teachings to gain +1 Inspire or +1 Deceive; or curry their favor to gain +4 on your next Profession Stability Test.
12You demonstrate great potential. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Path of Excitement  [Attention]

Charlatan 

[Class: Peasant, Qual: PER+4, Skill: Deceive, Stability: CHA+2
You are a liar and a con artist. You might sell misleading products to unwary buyers, sell services that never materialize, or you might misrepresent yourself as an envoy or diplomat to live comfortably until your charade is exposed.

Skill Table

123456
InspirePerformPersuadeInvestigateThieveryLore (Culture)

Thief 

[Class: Peasant, Qual: INT+4, Skill: Thievery, Stability: AGL+2
You are a burglar and robber who takes from others. You might be a pickpocket working the streets with deceptions or quick fingers, or you might work by stealth, sneaking into homes at night to pilfer precious items.

Skill Table

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AthleticsDodgeDeceiveInvestigateStealthLore (Underworld)
Charlatan Rewards TableThief Rewards Table
d6Rewardd6Reward
1Nothing1Nothing
2Disguise Tools2Thievery Tools
340 sp340 sp
480 sp480 sp
5Apartment5Apartment
6+1 PER6+1 AGL
7+1 PER and +1 CHA7+1 AGL and +1 INT

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You are caught and arrested. You become a Prisoner next Phase.
3Your activities put you under investigation and force you to seek a new career. Roll a Deceive Basic Test to keep your Reward this Phase; if you roll a Critical Failure, you become a Prisoner next Phase.
4There is increased competition among the charlatans and thieves, you are run out of town. Gain +1 Fighting(*)/Shooting(*) and an Enemy.
5You are forced to escape town by climbing over the walls. +1 Athletics
6You messed with the wrong person, and they’ve sent thugs to rough you up. Roll on the Injury Table.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You find a particularly lucrative mark, but they might be able to link the job to you. If you choose to proceed you gain +1 Primary Skill but gain 1d3 Enemies.
4You explore alternative approaches. Gain +1 to a chosen Secondary Skill.
5You find a decent score. Gain +1 to your Reward roll.
6You have some new connections in the underworld. Gain 1d3 Contacts.
7Life Event. Roll on the Life Event Table.
8You get word of a dangerous job. If you choose to take it, you gain +1 to any skill of your choice. Then roll a Thievery Basic Test. If you fail, you must leave this career and roll on the Injury Table.
9You find a risky but lucrative venture. If you choose to take it, roll 1d6.
1-2 – You must choose to become a Prisoner or roll on the Injury Table. 3-4 – You survive and avoid harm but gain nothing.
5-6 – You gain an extra Reward roll with a +4 bonus.
10You’ve been working on improving your skills. Gain +1 Investigate or +1 Stealth.
11You have been caught in the act. You can choose to become a Prisoner or forced to being drafted as a Soldier. If you have already been a Soldier, you must go to prison.
12You seem to have a lucrative operation. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Path of Honor  [Stamina]

The Laborer and Champion use different Mishap and Event Tables.

Laborer Rewards TableChampion Rewards Table
d6Rewardd6Reward
1Nothing1Small or Large Shield
2Shack2Weapon
3Repairing Tools330 sp
415 sp460 sp
530 sp5+1 WIL
6+1 STR6+1 WIL and +1 CHA
7+1 STR and +1 END7Manor

Laborer 

[Class: Pauper, Qual: None, Skill: Athletics, Stability: END+4
You are a basic laborer who trades their hard work for meager wages. You might be a farmhand, a dock worker, or perform some other menial tasks.

Skill Table

123456
BrawlHealingSurvivalCraft (Culinary)Craft (Carpentry)Lore (Culture)

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You are caught and arrested. You become a Prisoner next Phase.
3Your activities put you under investigation and force you to seek a new career. Roll a Deceive Basic Test to keep your Reward this Phase; if you roll a Critical Failure, you become a Prisoner next Phase.
4A fight breaks out among the workers, and you are fired. +1 Brawl
5You are accused, rightly or wrongly, of being in league with some criminals. The criminals offer you to work with them, gain +4 to your Profession Stability Test if you choose the Ruffian Profession next Phase.
6An accident happens at work, and you are fired. Roll twice on the Injury Table and choose the result.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You meet someone who offers you a better job. Gain +4 to your next Qualification Test, but you owe that Patron a favor.
4You take on some side jobs. Gain +1 to a chosen Secondary Skill.
5You come across some interesting people. Gain 1d3 Contacts.
6You make a new friend along your fellow workers. Gain an Ally.
7Life Event. Roll on the Life Event Table.
8Your workplace is attacked by bandits, and you are sent to get help. Roll an Athletics Basic Test. If successful, gain +1 to a skill of your choice. If you fail, they catch you, roll on the Injury Table.
9You have an opportunity to steal from your boss. If you choose to do it, roll 1d6.   1-2 – You must choose to become a Prisoner or roll on the Injury Table. 3-4 – You get out without being caught but gain nothing.
5-6 – You gain an extra Reward roll with a +4 bonus.
10You’ve used your spare time to work on your combat skills. Gain +1 Dodge, +1 Fighting (*), or +1 Shooting (*).
11War and conflict come to your region. You are forcefully drafted as a Soldier. If you have already been a Soldier, you are reinstated.
12The boss is impressed with you. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Champion 

[Class: Patrician, Qual: WIL+2, Skill: Command, Stability: CHA+4
You are a knight, an honored warrior fighting for a cause. You might be a squire still honing your skills, or an experienced warrior on a crusade for an order of like-minded knights.

Skill Table

123456
BlockFighting (*)InspirePersuadeInvestigateLore (History)

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You are caught by the enemy. You become a Prisoner next Phase.
3Someone with powerful connections takes issue with your cause. You can stay in this Profession, but you then gain an Enemy.
4You are accused, rightly or wrongly, of working with an enemy. Gain +1 Deceive and an Enemy.
5Your enemies target someone close to you. Either an Ally or a close Contact, or family member, is severely injured. Roll on the Injury Table for them. You leave to take care of them out of guilt.
6You are struck down in combat. Roll on the Injury Table, but you can stay in this Profession.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You are given command over a squadron of soldiers. Roll a Command Basic Test. If successful, gain +1 Inspire or +1 Persuade.
4You have some downtime between quests. Gain +1 to a chosen Secondary Skill.
5You are rewarded for a successful quest. Gain +1 to your Reward roll.
6You bond with another warrior. Gain an Ally.
7Life Event. Roll on the Life Event Table.
8You are ambushed while camping. Roll a Fighting Basic Test. If successful, you gain +1 Fighting or +1 Block. If you fail, roll on the Injury Table.
9One of your fellow knights confesses they were responsible for avoidable deaths during an attack. You can turn them in to gain them as an Enemy and +2 on your next Profession Stability Test, or you can keep their secret to gain an Ally.
10You give a speech to improve the morale of the soldiers. You gain +1 Inspire or +1 Persuade.
11You begin working with an inspiring leader. Gain an Ally. With their help you gain a +4 on your next Profession Stability Test for this Profession.
12You prove yourself a reliable defender. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Path of Independence  [Stamina]

Hermit 

[Class: Pauper, Qual: None, Skill: Survival, Stability: END+4
You live alone in the wilderness. You might choose this life out of a fear of other people or a desire to reconnect with the natural world. You might be ostracized from a community and now forced to live on the edge of society. You cannot be ejected from this Profession.

Skill Table

123456
AthleticsHealingInvestigateStealthCraft (Snares)Lore (Nature)

Settler 

[Class: Peasant, Qual: END+4, Skill: Survival, Stability: INT+4
You live in a hamlet, village, or other mostly agricultural community. You might be a lowly cottager on a manor; or a farmsteader or hunter on the fringes of the wilderness. You likely are part of a small tight-knit community.

Skill Table

123456
ShootingAthleticsHealingInvestigateCraft (Carpentry)Lore (Nature)
Hermit Rewards TableSettler Rewards Table
d6Rewardd6Reward
1Nothing1Nothing
2Shack215 sp
3Fishing Tools3Repairing Tools or Ensnaring Tools
4Ensnaring Tools4Shortbow
5Shortbow5Cottage
6+1 END6+1 END
7+1 END and +1 INT7+1 END and +1 INT

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You are attacked by a brigand or marauder. Gain an Enemy. Roll twice on the Injury Table and choose the result.
3You are nearly killed during a fierce weather event.  -1 END
4Your homestead is destroyed in an attack by marauders, but you manage to survive. You gain +1 Fighting (*) or +1 Stealth.
5You have to resort to stealing to survive during a poor season. If you are a settler, you are caught and kicked out of the community. Gain +1 Thievery.
6An accident injures you. Roll twice on the Injury Table and choose the result. You are not ejected from this Profession.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3A rough season tests the limits of your fortitude and skills. Roll a Survival Basic Test. If successful, gain +1 END; if you fail, lose -1 END.
4Your situation is looking good, and you are filled with inspiration. +1 Inspire
5Your harvests have been plentiful. You gain +1 to your Reward roll this Phase.
6You have an opportunity to learn a new craft. Roll an INT+2 Basic Test. If successful, increase any Craft skill by +1.
7Life Event. Roll on the Life Event Table.
8Your homestead is attacked by bandits. You can choose to fight them off or flee for help. If you choose to fight, roll a Fighting or Shooting Basic Test. If successful, gain +1 to that skill. If you fail, you are injured in the attack, roll on the Injury Table.  If you chose to flee for help, you gain +1 Athletics, but -1 CHA for your cowardice.
9You are gaining confidence in your skills. Gain +2 on your next Profession Stability Test for this Profession.
10You spend additional time exploring the nearby wilderness. Gain +1 Investigate or +1 Lore (Nature).
11You have the opportunity to go on a hunting expedition. Gain +1 Survival or +4 on your next Profession Stability Test for this Profession.
12There is a particularly good harvest, and you store the surplus. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Path of Intimacy  [Courage]

The Companion and Spouse use different Mishap and Event Tables.

Companion Rewards TableSpouse Rewards Table
d6Rewardd6Reward
1Nothing1Nothing
215 sp2Culinary Tools
330 sp3Repairing Tools
460 sp440 sp
5Apartment5Housing (**)
6+1 CHA6+1 EMP
7+1 CHA and +1 PER7+1 EMP and +1 CHA

** Housing type is typical for your Social Class.

Companion 

[Class: Pauper, Qual: CHA+4, Skill: Perform, Stability: PER+4
You provide companionship and flirtatious company to those willing to pay. You might be a desperate streetwalker doing what you must to get by, or a self-empowered thrill-seeking seducer, or even a fashionable courtesan working the rich and powerful. Either way, time spent with you will cost coin.

Skill Table

123456
DeceiveInspireInvestigateStealthLore (Culture)Lore (Underworld)

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table (page XX).
2You are attacked by a thug on the street. Gain an Enemy. Roll twice on the Injury Table and choose the result.
3You are arrested by religious purists. Become a Prisoner next phase.
4You find yourself in a brawl between two potential clients. You gain +1 Fighting (*) or +1 Stealth.
5Rumors about you ruin your reputation and ability to work. -1 CHA
6You find yourself forced to choose between two jealous clients. Gain a Rival and a Patron. You are not ejected from this Profession.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You find yourself forced to defend your reputation. Roll a Perform Basic Test. If successful, gain +1 CHA; if you fail, lose -1 CHA.
4You find you have a way with words. +1 Inspire
5Your work has been lucrative. You gain +1 to your Reward roll this Phase.
6You have an opportunity to learn a new craft. Roll an INT+2 Basic Test. If successful, increase any Craft skill by +1.
7Life Event. Roll on the Life Event Table (page XX).
8A colleague is caught in a fight with an angry client. If you choose to fight, roll a Brawl Basic Test. If successful, gain +1 to that skill. If you fail, you are injured in the attack, roll on the Injury Table.  If you chose to flee for help, you gain +1 Athletics, but -1 CHA for your cowardice.
9You are gaining confidence in yourself. Gain +2 on your next Profession Stability Test for this Profession.
10You are a witness to a crime and help investigators find the criminal. Gain +1 Investigate or +1 Lore (Underworld)
11Something strange happens to you. Roll on the Unusual Event sub-table on the Life Event Table (page XX).
12You have created a reliable network of clients. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Spouse 

[Class: Peasant, Qual: CHA+4, Skill: Inspire, Stability: EMP+4
You have managed to attract a mate and you can start a family. You are a stay-at-home partner, taking care of the home and your children (if any). Your partner brings in the coin. This profession often leads to the joy of children, but it can also end in heartbreak.

Skill Table

123456
IntimidatePersuadeHealingInvestigateCraft (Culinary)Lore (Culture)

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table (page XX).
2Your spouse accuses you of infidelity, rightly or wrongly. CHA -1
3You suspect your spouse is cheating on you. You can choose to stay in the relationship, gain +1 Investigate, and gain a Rival; or you can leave and gain +1 to your Reward roll.
4A friend has stolen your spouse from you. Gain a Rival or Enemy.
5Someone in your social circle is trying to tarnish your reputation. Gain a Rival. You are not ejected from this Profession.
6One of your children,  or one of your friends, succumbs to a fatal accident or disease. Lose an Ally. You are not ejected from this Profession.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You are asked to take in one of your in-laws who has made trouble. Accept and you gain an extra Reward roll this Phase and +1 to a random Secondary Skill. You also gain 1d3 Enemies.
4Your life is satisfying, and you are filled with inspiration. +1 Inspire
5Your harvests have been plentiful. You gain +1 to your Reward roll this Phase.
6You are blessed with another family member. Gain a child as an Ally.
7Life Event. Roll on the Life Event Table (page XX).
8You have the opportunity to have a stimulating affair. If you refuse, you gain nothing. If you accept, you gain a Rival and +1 to a Secondary Skill of your choice. You must roll a Deceive Basic Test to hide the affair. If you succeed, you gain +1 to a different Secondary Skill. If you fail, you lose -1 CHA and are ejected from this profession.
9You and your spouse grow ever closer. Gain +2 on your next Profession Stability Test for this Profession or gain a child as an Ally.
10You spend some time honing your crafts. Gain +1 Craft (Carpentry) or +1 Craft (Textiles).
11Your home life keeps you busy running around. Gain +1 Athletics.
12Your spouse appreciates everything you do for them. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Path of Justice  [Attention]

Investigator 

[Class: Citizen, Qual: PER+4 Skill: Investigate, Stability: INT+4
You seek out the truth based on facts and evidence. You might be a detective working with the city guard or military forces, or you might a scholar who seeks to understand the behavior of others.

Skill Table

123456
ParryDeceivePersuadeStealthThieveryLore (Underworld)

Magistrate 

[Class: Patrician, Qual: PER+4, Skill: Investigate, Stability: CHA+4
You are an official arbiter of justice and conflict resolution. You might serve as a local advocate for a small community or serve as a judge in higher courts. You see to the underlying facts to ensure that disputes are fairly settled.

Skill Table

123456
DeceivePersuadeCraft (Literary)Lore (Culture)Lore (History)Lore (Philosophy)
Investigator Rewards TableMagistrate Rewards Table
d6Rewardd6Reward
1Nothing110 sp
220 sp2Writing Tools
3Thievery Tools325 sp
440 sp465 sp
5Apartment5Manor
6+1 PER6+1 INT
7+1 PER and +1 INT7+1 PER and +1 INT

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2Someone you convicted or judged sought vengeance. Gain an Enemy. Roll twice on the Injury Table and choose the result.
3Your investigation/judgement finds a powerful political figure culpable for a crime. You can choose to keep your job, gain +1 Investigate, and gain an Enemy; or you can resign your position and gain +1 to your Reward roll.
4You are accused, rightly or wrongly, of corruption and forced to resign. Gain +1 Deceive or +1 Persuade. You also gain the accuser as an Enemy.
5A bribery scandal comes through your office. If you took a bribe, you can take your Reward roll this Phase but are fired when you are exposed. Otherwise, you lose your Reward roll this Phase, but keep your job.
6Budget cuts causes you to lose your position. A good recommendation gives you a +2 to your next Qualification Test.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You are working a high-profile and very complex case. Roll an Investigate Basic Test, if successful gain +1 PER, otherwise -1 CHA.
4You spend some additional time studying. Gain +1 to any Secondary Skill.
5An intertwining case puts you into contact with many new informants. Gain 1d3 Contacts.
6You have an opportunity for some advanced training. Roll an INT+2 Basic Test. If successful, gain +1 to your Primary or any Secondary Skill.
7Life Event. Roll on the Life Event Table.
8You have to convince your colleagues about your conclusions related to a difficult case. Roll a Persuade Basic Test, if successful, gain +1 to a random Secondary Skill, if you fail, you have a -2 to your Reward roll.
9You come across evidence that a friend is guilty of a crime. You can have them prosecuted to gain +2 on your next Profession Stability Test for this Profession but gain them as an Enemy; or you can destroy the evidence to gain an Ally.
10You find yourself caught in a duel. Gain +1 Parry or +1 Dodge.
11You can choose to continue working a difficult case to gain +1 Investigate; or go out and carouse with your colleagues and gain a +4 on your next Profession Stability Test for this Profession.
12You help investigate/judge a high-profile case. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Path of Knowledge  [Attention]

Alchemist

[Class: Citizen, Qual: INT+4 Skill: Craft (Alchemy), Stability: COR+4
You are a master of chemical reactions and reagents derived from plants and minerals. You might work at an apothecary providing tonics to the sick, or you might be working on more scholarly pursuits, such as understanding geological components.

Skill Table

123456
PersuadeHealingInvestigateCraft (Culinary)Lore (Geology)Lore (Nature)

Scholar 

[Class: Patrician, Qual: INT+4, Skill: Lore (*), Stability: PER+4
You are a seeker of knowledge that likely specializes in a branch of academic research. You might be a clerk providing services to government offices, or a self-employed researcher pursuing your own academic interests.

Skill Table

123456
PersuadeInvestigateCraft (Literary)Lore (Culture)Lore (History)Lore(**)
Alchemist Rewards TableScholar Rewards Table
d6Rewardd6Reward
1Nothing1Nothing
230 sp2Writing Tools
3Alchemy Tools325 sp
450 sp465 sp
5Apartment5Manor
6+1 INT6+1 INT
7+1 INT and +1 COR7+1 INT and +1 PER

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2Arson befalls your workshop/library, and you are injured. Roll on the Injury Table twice and choose the result. You must pursue a different Profession.
3The local government stymies your work due to political or religious reasons. You gain +1 to your Primary Skill. You can continue to work openly in defiance and gain an Enemy. Otherwise, you can work in secret but fall into obscurity, −1 CHA. Either way, you don’t have to leave this Profession.
4An expedition to pursue a source for your studies leaves you lost in the wilderness. Gain +1 Athletics or +1 Survival. You find your job is gone when you finally return.
5You become obsessed with the occult, causing you to forgo your other studies and lose your position.  Gain +1 Lore (Esoterica).
6Another researcher publicly refutes your latest thesis. You gain a Rival and −1 CHA, but you can stay in this Profession.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You are invited to perform research for a questionable client. You can accept to gain +1 to any Secondary Skill, but you gain 1d3 Enemies.
4You spend some additional time studying. Gain +1 to any Secondary Skill.
5You are given a prize by an impressed patron.  Gain +1 to your Reward roll.
6You have an opportunity for some advanced study. Roll an INT+2 Basic Test. If successful, gain +1 to your Primary or any Secondary Skill.
7Life Event. Roll on the Life Event Table.
8You try to convince your peers of an untested thesis. Roll a Persuade Basic Test, if successful, gain +1 to a random Secondary Skill, if you fail, you have a −2 to your Reward roll.
9You make an interesting breakthrough in your research. You gain +2 on your next Profession Stability Test for this Profession.
10You have the opportunity to claim another’s research work as your own. If you do so, you must roll a Deceive Basic Test. If you succeed, you gain +2 to your Reward roll and +1 to any Secondary Skill. If you failed, you gain an Enemy and lose your Reward roll.
11You begin working with a gifted mentor. Gain an Ally. With their help you gain a +4 on your next Profession Stability Test for this Profession.
12Your ideas earn you accolades from your peers. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Path of Power  [Stamina]

The Overseer and Despot use different Mishap and Event Tables.

Overseer Rewards TableDespot Rewards Table
d6Rewardd6Reward
1Nothing1Small or Large Shield
230 sp2Weapon
350 sp360 sp
470 sp490 sp
5+1 CHA5Manor
6+1 CHA and +1 WIL6+1 WIL
7Manor7+1 WIL and +1 CHA

Overseer 

[Class: Patrician, Qual: CHA+4 Skill: Command, Stability: WIL+4
You are a manager of the work of other people. You are likely at the head of an operation for resource extraction, such as mining or farming. You might be the business owner or are managing the operation for a wealthy patron.

Skill Table

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DeceiveIntimidatePersuadeInvestigateLore (Culture)Lore (History)

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2Your investment is overtaken by someone with a vendetta against you. You gain a Rival and lose your Reward this Phase.
3An investigation accuses you, rightly or wrongly, of unpaid taxes and dismantles your operation. Roll a Persuade Basic Test, if successful you keep your Reward roll. If you fail, you lose your Reward roll. If you roll a Critically Failure, you become a Prisoner next Phase.
4You are accused, rightly or wrongly, of corruption and lose your operation. You gain +1 Deceive and gain an Enemy.
5You make a careless and very costly error. You can choose to keep your Reward and lose your operation or lose your Reward to stay.
6The operation undergoes new ownership, and you are removed. A good recommendation grants you a +2 on your next Qualification Test.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You must overwork your workers to meet an unexpected deadline. You gain +1 Command, but also gain 1d3 Enemies.
4An enterprising noble is impressed with your operation. You gain +1 to your Reward roll this Phase and a new Contact.
5A networking event leads to many new contacts. Gain 1d3 Contacts.
6You manage to get a little more effort out of your workforce. Gain +1 to your Reward roll.
7Life Event. Roll on the Life Event Table.
8You have an opportunity to deceive your patrons about the quality of the product this year. If you choose to do so, you must roll a Deceive Basic Test. If you succeed, gain a +2 to your Reward roll and +1 to a random Secondary Skill. If you fail, you lose your Reward roll. Either way, you gain an Enemy when they (eventually) find out.
9You have an opportunity to siphon some of the production for yourself. If you choose to take it the risk, roll 1d6.   
1 – You are arrested and forced to become a Prisoner next Phase. 2-4 – You fail to pull it off and lose your Reward this Phase.
5-6 – You are successful and gain an extra Reward roll with a +4 bonus.
10You bare forced to hire former criminals to meet a production deadline. Gain +1 Intimidate or +1 Lore (Underworld).
11A fight breaks out and you successfully demonstrate your strength of will. Gain +1 Command or +4 on your next Profession Stability Test for this Profession.
12Your leadership has led to additional output this year. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Despot

[Class: Citizen, Qual: WIL+2, Skill: Command, Stability: CHA+2
You are a fierce commander of warriors or marauders, using intimidation and force of will to keep your rabble in line. You use your power to try and carve out a piece of the world for yourself. You might be a petty bandit lord, a regional warlord, or a rogue commander rebelling against your government.

Skill Table

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AthleticsFightingDeceiveIntimidateSurvivalLore (History)

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You are caught by an enemy force. You become a Prisoner next Phase.
3Your forces are defeated, and you manage to escape. However, you are now considered a coward. -1 CHA
4There is mutiny among your warriors, and you are overthrown. You gain +1 Deceive and an Enemy.
5Your enemies target someone close to you. Either an Ally or a close Contact, or family member, is severely injured. Roll on the Injury Table for them. You can stay in this Profession, but you then seem heartless and lose 2 CHA .
6You are struck down in combat. Roll on the Injury Table, but you can stay in this Profession.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You lead your soldiers in a dangerous battle. Roll a Command Basic Test. If successful, gain +1 Intimidate or +1 Persuade.
4You take some downtime between battles. Gain +1 to a chosen Secondary Skill.
5You find an enemy cache with riches for all. Gain +1 to your Reward roll.
6You form an alliance with a formidable warrior. Gain an Ally.
7Life Event. Roll on the Life Event Table.
8Your warriors are ambushed while camping. Roll a Fighting Basic Test. If successful, you gain +1 Fighting or +1 Dodge. If you fail, roll on the Injury Table.
9You have an opportunity to attack your enemy’s stronghold. If you choose to take it the risk, roll 1d6.   1 – You fail and are taken Prisoner. 2-4 – The attack fails, and you retreat. You lose your Reward this Phase.
5-6 – You are successful and gain an extra Reward roll with a +4 bonus.
10You sneak into an enemy camp to sabotage their equipment. You gain +1 Stealth or +1 Thievery.
11You undergo a campaign of recruitment. Choose to gain a +1 Command or a +4 on your next Profession Stability Test for this Profession.
12A successful victory raises the morale of your warriors. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Path of Revolution  [Stamina]

The Ruffian and Infiltrator use different Mishap and Event Tables.

Ruffian Rewards TableInfiltrator Rewards Table
d6Rewardd6Reward
1Single Tent1Nothing
240 sp2Thievery Tools
3Weapon340 sp
4Light or Medium Armor480 sp
580 sp5Apartment
6+1 STR6+1 AGL
7+1 STR and +1 WIL7+1 AGL and +1 INT

Ruffian 

[Class: Pauper, Qual: None, Skill: Intimidate, Stability: END+4
You are a criminal, scoundrel, or thug. You have scoffed at civilized society and banded with other criminals to take what you want by force and intimidation. You might be a street thug working with a gang in a protection racket, a smuggler running contraband to eager buyers, or a bandit robbing merchants on the road. 

Skill Table

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AthleticsFighting (*) / Shooting (*)DeceiveStealthSurvivalLore (Underworld)

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You are caught and arrested. You become a Prisoner next Phase.
3Your activities put you under investigation and force you to go clean. Roll a Deceive Basic Test to keep your Reward this Phase; if you roll a Critical Failure, you become a Prisoner next Phase.
4A fight breaks out among the gang, and you are pushed out.  Gain +1 Brawl and an Enemy.
5You are accused, rightly or wrongly, of not splitting your take with the gang. You can choose to keep your Reward but be ejected from this Profession or lose your Reward this Phase to stay.
6You get caught in a fight and are injured. Roll twice on the Injury Table and choose the result. You can stay in this Profession.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3There is a schism in the gang, and you have to choose sides. Roll an Intimidate Basic Test, if you succeed you gain +1 CHA as you move up the hierarchy, if you fail, you chose the wrong side and are demoted, -1 CHA.
4You take on some side jobs. Gain +1 to a chosen Secondary Skill.
5You make some new underground connections. Gain 1d3 Contacts.
6You find a new partner in crime. Gain an Ally.
7Life Event. Roll on the Life Event Table.
8You participate in a dangerous raid. Roll a Fighting or Shooting Basic Test. If successful, gain +1 to a skill of your choice. If you fail, roll on the Injury Table.
9You have an opportunity to steal a cut from your boss. If you choose to do it, roll 1d6.   1-2 – They make an example of you, roll on the Injury Table. 3-4 – You avoid being caught but gain nothing.
5-6 – You gain an extra Reward roll with a +4 bonus.
10You’ve used your spare time to work on your combat skills. Gain +1 Dodge, +1 Fighting (*), or +1 Shooting (*).
11You get imbedded with some deep underground networks. Gain a Patron and +1 Lore (Underworld).
12The boss is impressed with you. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Infiltrator 

[Class: Citizen, Qual: AGL+4, Skill: Stealth, Stability: INT+2
You are a master of stealth and subterfuge. You might be a spy working for a ruler’s court, or a saboteur working for a corrupt guild, or a rebel working for a political revolution, or a military infiltrator getting strategic intelligence. You might even be an assassin taking contracts through criminal networks.

Skill Table

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BrawlFighting (*) / Shooting (*)DeceiveInvestigateThieveryLore (Underworld)

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You are caught and arrested. Roll a Stealth Basic Test. If you succeed, you escape, but must find a new Profession. If you failed, you become a Prisoner.
3Your secret activities have been exposed and put you under investigation. You must seek a new Profession. Roll a Deceive Basic Test to keep your Reward this Phase; if you roll a Critical Failure, you become a Prisoner next Phase.
4A double agent betrays you. Gain an Enemy and +1 Deceive.
5An enemy assassin tries to take you out. Roll an AGL+2 Basic Test, if you fail you take an injury that takes you out of your job, roll on the Injury Table.
6An operation goes horribly wrong, and you barely make it out alive. Roll on the Injury Table.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You can take a well-paying operation, but the target know it was you. If you choose to proceed you gain +1 Stealth but gain 1d3 Enemies.
4You explore alternative approaches. Gain +1 to a chosen Secondary Skill.
5Your latest operation paid well. Gain +1 to your Reward roll.
6You have some new connections in the underworld. Gain 1d3 Contacts.
7Life Event. Roll on the Life Event Table.
8You are asked to perform a dangerous operation. If you choose to take it, you gain +1 to any skill of your choice. Then roll a Stealth Basic Test. If you fail, you must leave this Profession and roll on the Injury Table.
9You learn that a contact of yours has been targeted for an operation. You can do the job yourself, gaining an Enemy and a +2 on your next Profession Stability Test; or you can warn them to gain an Ally.
10You’ve been working on improving your skills. Gain +1 Investigate or +1 Thievery.
11Your latest operation impressed a prominent noble, gain the noble as a Patron and gain +4 on your next Profession Stability Test.
12Your latest operation has earned you a reputation. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Path of Security  [Stamina]

The Soldier and Commander use different Mishap and Event Tables.

Soldier Rewards TableCommander Rewards Table
d6Rewardd6Reward
120 sp1Small or Large Shield
240 sp2Weapon
3Melee Weapon330 sp
4Small Shield or
Ranged Weapon
460 sp
5Cottage5+1 WIL
6+1 COR6+1 WIL and +1 CHA
7+1 COR and +1 STR, or +1 COR and +1 PER7Manor

Soldier 

[Class: Peasant, Qual: END+4, Skill: Fighting/Shooting, Stability: COR+4
You are a soldier in an organized military outfit. You might be part of the local militia as a guard, a guard for a larger settlement, or an active soldier out on campaign to fight in distant lands. Any character can be drafted into the Soldier Profession once during their Lifepath.

Skill Table

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AthleticsBrawlBlock, Dodge, or ParryIntimidateSurvivalCraft **

** Can choose Bows, Carpentry, Culinary, Masonry, Metalwork, or Snares.

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You are caught by the enemy. You become a Prisoner next Phase.
3You are forced out of service by a rival with powerful connections. Gain a Rival.
4You are accused, rightly or wrongly, of working with an enemy. Gain +1 Deceive and an Enemy.
5You are struck down in combat. Roll on the Injury Table, but you can stay in this Profession.
6You are honorably discharged from service. Gain a +2 bonus on your next Qualification Test.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You are asked to lead a training demonstration. Roll a Fighting or Shooting Basic Test. If successful, gain +1 Block, Dodge, or Parry.
4You work many extended shifts. Gain +1 to a chosen Secondary Skill.
5You make some new connections on your latest mission. Gain 1d3 Contacts.
6You bond with another soldier. Gain an Ally.
7Life Event. Roll on the Life Event Table.
8You find yourself in a dangerous battle. Roll a Fighting or Shooting Basic Test. If successful, you gain +1 Athletics or Brawl. If you fail, roll on the Injury Table.
9One of your fellow soldiers has been neglecting their duties. You can turn them in to gain them as an Enemy and +2 on your next Profession Stability Test, or you can keep their secret to gain an Ally.
10You participate in a scouting mission. You gain +1 Investigate or +1 Stealth.
11Your superior shows interest in your development. Gain an Ally. With their help you gain a +4 on your next Profession Stability Test for this Profession.
12You earn a promotion. You can choose to try to become a Commander, if so, roll a WIL+2 Qualification Test without any Social Class penalties. If you fail, or otherwise choose so, you can stay a Soldier and automatically succeed on your next Profession Stability Test in this Profession. 

Commander 

[Class: Patrician, Qual: WIL+2, Skill: Command, Stability: CHA+4
You are a military commander of soldiers who rely on your leadership and strategic knowledge. You might be in the leadership of the town guard or local militia, or you could be a high-ranking general of the kingdom’s armies.

Skill Table

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Block, Dodge, or ParryFighting (*) / Shooting (*)InspireInvestigateSurvivalLore (History)

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You are caught by the enemy. You become a Prisoner next Phase.
3A recent military blunder causes many to take issue with your command. You can stay in this Profession, but you then gain 1d3 Rivals.
4You are accused, rightly or wrongly, of working with an enemy. Gain +1 Deceive and an Enemy.
5You are struck down in combat. Roll on the Injury Table, but you can stay in this Profession.
6You are honorably discharged from service. Gain a +2 bonus on your next Qualification Test.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You must lead a battalion of new recruits into combat. Roll a Command Basic Test. If successful, gain +1 Inspire or +1 Persuade.
4You take some time to train and study. Gain +1 to a chosen Secondary Skill.
5You are rewarded for a successful mission. Gain +1 to your Reward roll.
6You bond with another commander. Gain an Ally.
7Life Event. Roll on the Life Event Table.
8Your battalion is ambushed by an enemy. Roll a Fighting or Shooting Basic Test. If successful, you gain +1 Block, Dodge, or Parry. If you fail, roll on the Injury Table.
9Another commander flees during a tense battle. You can point out their cowardice to get them discharge and gain them as an Enemy and +2 on your next Profession Stability Test, or you can keep their secret to gain an Ally.
10You give a rousing speech to improve the morale of the soldiers. You gain +1 Inspire or +1 Persuade.
11You begin working with a brilliant strategist. Gain an Ally. With their help you gain a +4 on your next Profession Stability Test for this Profession.
12You earn a promotion. You gain +1 Command and automatically succeed on your next Profession Stability Test in this Profession.

Path of Stimulation  [Attention]

The Courtier and Wanderer use different Mishap and Event Tables.

Courtier Rewards TableWanderer Rewards Table
d6Rewardd6Reward
1Nothing1Nothing
220 sp215 sp
340 sp3Repairing Tools
460 sp4Melee Weapon
5Manor530 sp
6+1 CHA6+1 PER
7+1 CHA and +1 PER7+1 PER and +1 INT

Courtier 

[Class: Patrician, Qual: CHA+4, Skill: Deceive, Stability: PER+4
You are a wealthy person who does little more than chatter with their extensive idle time. You might the spouse of a wealthy entrepreneur or a member of a prominent court of the nobility. Either way, you spend your time embedded in the intrigues and gossip of the community rather than working. You cannot be ejected from this Profession if you are a Patrician or an Aristocrat.

Skill Table

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ParryPersuadeInvestigateStealthLore (Culture)Lore (History)

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2Public opinion turns against you. CHA -1
3You are accused, rightly or wrongly, of spreading spiteful lies and rumors. Roll a Persuade or Deceive Basic Test, if success keep your Reward, if you failed you lose your reward this Phase to pay off the wounded parties.
4A friend betrays you and spreads damaging rumors. Gain a Rival.
5There is a large change in the local politics and duels break out. You find yourself on the losing side. +1 Parry
6Someone in your social circles is working against you. Gain a Rival. You are not ejected from this Profession.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You are invited to a gala where you have to embellish your accomplishments. Roll a Deceive Basic Test, if successful gain +1 CHA, if failed, lose -1 CHA.
4You have been engaging in a debate with a new pen-pal . Gain +1 Persuade.
5An admirer has been lavishing you in gifts. Gain +1 to your Reward roll.
6You find yourself integrated into new social circles. Gain 1d3 Contacts.
7Life Event. Roll on the Life Event Table.
8You have the opportunity to expose the secret of someone with higher social standing. If you refuse, you gain nothing. If you accept, you gain an Enemy and +1 to a Secondary Skill of your choice. You must roll a Deceive Basic Test. If you succeed, you gain +1 to a different Secondary Skill. If you fail, roll on the Mishap table and you are ejected from this Profession if your Social Class is lower than a Patrician.
9A friend commits a social blunder that only you see. You can expose them and gain them as an Enemy and +2 on your next Profession Stability Test, or you can keep their secret to gain an Ally.
10At a classy party, you give a rousing speech. You gain +1 Inspire.
11Something strange happens to you during your latest travels. Roll on the Unusual Event sub-table on the Life Event Table (page XX).
12You have never been more popular. You gain +1 CHA and automatically succeed on your next Profession Stability Test in this Profession.

Wanderer 

[Class: Peasant, Qual: PER+4, Skill: Investigate, Stability: INT+4
You are a drifter and traveler, some might even call you an adventurer. Either way you often travel about, taking odd jobs here and there to pay your way as you seek your own stimulation and interests. In some cases, you might actually perform the work before you take the money and head on your way. You cannot be ejected from this Profession.

Skill Table

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AthleticsDeceivePersuadeSurvivalCraft (**)Lore (Culture)

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You are attacked by a bandit on the road. Roll twice on the Injury Table and choose the result and lose your Reward roll.
3You are nearly killed during a fierce weather event. -1 END
4You find your poor reputation is following your travels. −1 CHA.
5You are forced to resort to theft to feed yourself, but you are caught. You gain +1 Thievery. Roll a Deceive or Persuade Basic Test. If you fail, you are arrested and become a Prisoner next Phase.
6An accident during an odd job injures you. Roll twice on the Injury Table and choose the result.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You find an opportunity to take a high paying job and skip out on the work. If you choose to do so, you gain an extra Reward roll, but gain 1d3 Enemies.
4You work a few odd jobs. Gain +1 to a random Secondary Skill.
5You find some decent work to fill your pockets. Gain +1 to your Reward roll.
6You make some new connections on the road. Gain 1d3 Contacts.
7Life Event. Roll on the Life Event Table.
8You have the opportunity to
9You have chance to go on a potentially lucrative adventure. If you choose to take it, roll 1d6. 1 – You are injured, roll on the Injury Table. 2-4 – You make it out okay but find nothing.
5-6 – You find some treasure, gain an extra Reward roll with a +4 bonus.
10You’ve been training your combat skills. Gain +1 Fighting, Shooting, Dodge.
11The region is conscripting soldiers. You are forcefully drafted as a Soldier. If you have already been a Soldier, you are reinstated.
12Your latest venture was a windfall for your pocket and reputation. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Path of Understanding  [Courage]

Seer 

[Class: Citizen, Qual: EMP+4 Skill: Inspire, Stability: INT+4
You are a person considered to be very perceptive and have great wisdom. Above all, you share the principles of equity and tolerance. You might be an oracle or soothsayer, or perhaps you are simply a knowledgeable sage to whom people seek guidance.

Skill Table

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PerformPersuadeHealingInvestigateLore  (Culture)Lore (Philosophy)

Naturalist 

[Class: Citizen, Qual: INT+4, Skill: Lore (Nature) , Stability: PER+4
You seek to understand the natural world and its flora and fauna. From the behavior of beasts to the ecology of various biomes, you have learned there is a balance to the world and an equity among all living things. You might be a natural philosopher or an erudite druid.

Skill Table

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AthleticsHealingInvestigateSurvivalLore (Geology)Lore (Philosophy)
Seer Rewards TableNaturalist Rewards Table
d6Rewardd6Reward
1Nothing1Nothing
2Writing Tools2Writing Tools
320 sp320 sp
4Healing Tools4Healing Tools
5Apartment5Cottage
6+1 EMP6+1 INT
7+1 EMP and +1 INT7+1 INT and +1 EMP

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2A local aristocrat takes issue with your advice and sends thugs to threaten you. Roll on the Injury Table twice and choose the result. You must pursue a different Profession.
3The local church stymies your work due to differing philosophies. You gain +1 to your Primary Skill. You can continue to work openly in defiance and gain an Enemy. Otherwise, you can continue in secret but fall into obscurity, −1 CHA. Either way, you don’t have to leave this Profession.
4An expedition to pursue a source for your studies leaves you lost in the wilderness. Gain +1 Athletics or +1 Survival. You find you cannot continue your work when you finally return.
5You lose sight of your philosophies and succumb to material pursuits, such as drink or other vices.  Gain +1 Lore (Underworld).
6Your advice leads to someone’s death. You gain an Enemy and −1 CHA, but you can stay in this Profession.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You are asked to share your wisdom with someone with a dark reputation with the hopes of turning them towards empathy. You can accept to gain +1 to any Secondary Skill, but you gain 1d3 Enemies.
4You spend additional time contemplating. Gain +1 to any Secondary Skill.
5You are gifted a prize for your wisdom.  Gain +1 to your Reward roll.
6You have an opportunity for some advanced study. Roll an INT+2 Basic Test. If successful, gain +1 to your Primary or any Secondary Skill.
7Life Event. Roll on the Life Event Table.
8You try to convince your peers of an untested thesis. Roll a Persuade Basic Test, if successful, gain +1 to a random Secondary Skill, if you fail, you have a −2 to your Reward roll.
9Your advice and wisdom have garnered a small following. You gain +2 on your next Profession Stability Test for this Profession.
10You have an opportunity to explore some dark philosophies. Gain +1 Lore (Esoterica) or Lore (Underworld).
11You come across something strange and unusual. Roll on the Unusual Event sub-table on the Life Event Table (page XX).
12Your advice and wisdom save a prominent person’s life. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Path of Wealth  [Attention]

The Mercenary and Merchant use different Mishap and Event Tables.

Mercenary Rewards TableMerchant Rewards Table
d6Rewardd6Reward
120 sp1Nothing
240 sp215 sp
3Melee Weapon330 sp
4Small Shield or
Ranged Weapon
460 sp
5Apartment5Apartment
6+1 COR6+1 CHA
7+1 COR and +1 STR, or +1 COR and +1 PER7+1 CHA and +1 INT

Mercenary 

[Class: Citizen, Qual: COR+4, Skill: Fighting/Shooting, Stability: END+4
You are a sell-sword, hired muscle wiling to get violent if the situation calls for it. You might be a simple private sentinel for a wealthy client, or a guard for a travelling merchant caravan, or even a hired soldier fighting in battles with conscripted soldiers. You are willing to fight, as long as there is coin in it for you.

Skill Table

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AthleticsBlock, Dodge, or ParryCommandIntimidateSurvivalLore (Culture)

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You find out the hard way your latest client is a wanted criminal. You are arrested with them. You become a Prisoner next Phase.
3You fail to complete an important contract, and now no one will hire you. Gain a Rival.
4You are accused, rightly or wrongly, of being in league with some criminals. But the criminals offer you to work with them, gain +4 to your Profession Stability Test if you choose the Ruffian Profession next Phase.
5You are struck down when a fight breaks out. Roll on the Injury Table, but you can stay in this Profession.
6You decide to pursue a safer career option. Gain a +2 bonus on your next Qualification Test.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You train some new recruits. Roll a Fighting or Shooting Basic Test. If successful, gain +1 Block, Dodge, or Parry.
4You have some successful contracts that force you to do more than just fighting. Gain +1 to a chosen Secondary Skill.
5You have a very successful contract that pays well. +1 to your Reward roll.
6You bond with a fellow mercenary. Gain an Ally.
7Life Event. Roll on the Life Event Table.
8You find yourself in a dangerous battle. Roll a Fighting or Shooting Basic Test. If successful, you gain +1 Block, Dodge, or Parry. If you fail, roll on the Injury Table.
9Another mercenary has been neglecting their duties. You can turn them in to gain them as an Enemy and +2 on your next Profession Stability Test, or you can keep their secret to gain an Ally.
10You take a contract requiring subterfuge. You gain +1 Investigate or +1 Stealth.
11You land an easy long-term contract. Choose to gain a +1 Fighting or Shooting; or a +4 on your next Profession Stability Test for this Profession.
12You acquire a very profitable contract. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Merchant 

[Class: Citizen, Qual: CHA+4, Skill: Persuade, Stability: INT+4
You are a trader, buying low and selling high, bringing wares from here to there. You might be a lowly pawn dealer working in a side alley, or you might travel with a caravan from city to city. You may even be part of a prosperous trade guild watching the coins flow in.

Skill Table

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DeceiveInspirePerformInvestigateLore (Culture)Lore (Underworld)

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2Your business goes bankrupt and is taken over by someone with a vendetta against you. You gain a Rival and lose your Reward this Phase.
3You gain a reputation, fairly or unfairly, for being a charlatan and cheat.
Your business is ruined.  -1 CHA
4A criminal enterprise steals your assets and tries to kill you, thankfully you manage to escape. Gain +1 Athletics o +1 Stealth.
5Sabotage or arson ruins your assets, destroying your business. You can take your remaining assets and leave this Profession, keeping your Reward roll; otherwise, you can lose your Reward roll to stay.
6Your business begins to face fierce competition from a competitor. Gain a Rival. You can stay in this Profession.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You have an opportunity to take a contract for a contentious client on the side. If you accept you gain +1 Persuade, but also gain 1d3 Enemies.
4You gain a new client or trade partner. You gain +1 to your Reward roll this Phase and a new Contact.
5Your make an extra profit on your latest trade. You gain +1 to your Reward roll this Phase.
6You have an opportunity to learn a trade secret from a client if you can convince them. Roll a Persuade Basic Test, if you succeed, you gain +1 to any Craft or Lore skill of your choice.
7Life Event. Roll on the Life Event Table.
8Time constraints limit your ability to meet a client’s demand. You can choose to deceive them with a low-quality alternative. If you choose to do so, you must roll a Deceive Basic Test. If you succeed, gain a +2 to your Reward roll and +1 to a random Secondary Skill. If you fail, you lose your Reward roll. Either way, you gain an Enemy when they (eventually) find out.
9You acquire a long-term trade contract. Gain +2 on your next Profession Stability Test for this Profession.
10You become entangled with some criminal elements. Gain +1 Investigate or +1 Lore (Underworld).
11You make a trade connection with some prominent nobles. Gain +1 Persuade or gain a +4 on your next Profession Stability Test for this Profession.
12Business is booming. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Path of the Prisoner  [Stamina]

Prisoner 

[Class: Any, Qual: None, Skill: Athletics, Stability: STR+4
You have been imprisoned, either by enemies of another society or your own society related to criminal activity. You cannot voluntarily enter the Prisoner Profession, rather it is forced upon you via events in other Professions.

You cannot simply leave the Prisoner Profession, Instead, when you first enter the Prisoner Profession, find your Release Target Number. This is equal to your EMP −5 +1d6 and cannot be lower than 3. After your Rewards roll, you must make a Basic Test using your Release Target Number (TN), plus or minus any Release modifiers. If you succeed, you have been released from prison and pursue a new Profession next Phase. If you fail, you have to stay as a Prisoner next Phase.

Skill Table

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BrawlDodgeDeceiveIntimidateInvestigateStealth
Prisoner Rewards Table
d6Reward
1Nothing
2Nothing
35 sp
4Light Melee Weapon
510 sp
6+1 STR
7+1 STR and +1 AGL

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You are accused, rightly or wrongly, of attacking a prison guard. Your Release TN decreases by −2.
3You are harassed by a prison gang. If you choose to fight back, roll a Brawl Basic Test, if successful you gain an Enemy, and your Release threshold decreases by −1. If you fail, roll twice on the Injury Table, and choose the result.  If you choose to ignore them completely, you lose your Reward roll.
4One of the prison guards enjoys bullying you. Gain an Enemy and decrease your Release TN by −1.
5Word of your imprisonment has reached former friends and family. -1 CHA
6An accident in the work yard injures you. Roll twice on the Injury Table and choose the result.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You find an opportunity to escape. Roll a Deceive or Stealth Basic Test with a −2 penalty. If successful, you escape and can choose a different Profession next Phase. If you fail, decrease your Release TN by −2.
4You are assigned to particular difficult labor. Roll an Athletics Basic Test. If you succeed, you increase your Release TN by +1 and gain +1 Athletics. If you failed, decrease your Release TN by −1.
5You are invited to join a prison gang. Roll a Brawl or Intimidate Basic Test. If you succeed, your Release TN decreases by -1, but you also gain +1 to any Secondary Skill and a +2 on your next Profession Stability Test for this Profession.  If you failed, you gain an Enemy.
6You have an opportunity for some vocational training. Roll an INT+2 Basic Test. If successful, increase any Craft skill by +1.
7Prison Event. Roll 1d6.
1 – A prison riot brings chaos. Roll 1d6, on 1-2 you must roll on the Injury Table. 3-4, You survive unscathed. 5-6, You gain an extra Reward roll from looting.
2 – You meet another inmate. Gain a Contact.
3 – You develop a rivalry with an inmate or guard. Gain a Rival.
4 – You have been transferred to a different prison. Reroll your Release TN.
5 – Your good behavior has been noticed. Increase your Release TN by +2.
6 – You are attacked by a prisoner or vengeful guard. Roll on Injury Table.
8A parole hearing to discuss your case. Increase your Release TN by +1.
9A local advocate is interested in your case. Have them roll a Persuade Basic Test, with a TN of 8. You can add a +1 bonus for each 20 sp you pay. If they are successful, increase your Release TN by +1d6.
10You are given hospitality duties. Gain +1 Craft (Culinary) or +1 Healing
11The prison warden takes interest in you. Increase your Release TN by +2.
12You have the opportunity to save a prison guard from harm. Roll an Athletics Basic Test, if successful gain an Ally and increase your Release TN by +2. If you fail, roll on the Injury Table twice and choose the result.

Path of the Mage  [Attention]

Mage 

[Class: Any, Qual: INT, Skill: Lore (Arcana) , Stability: INT+4
You have the unique opportunity to learn the ways of magic. You might be studying under a studious wizard, a spiritual druid, or a devout cleric. You will start as a meager apprentice, but perhaps you will eventually rise to a place of considerable magical power.

Normally you cannot select the Mage Profession, however, your GM may allow you to select this Profession in a magically focused campaign. Alternatively, this Profession may not be available under any circumstances. Talk with your GM to learn more about the campaign expectations.

Skill Table

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PersuadeHealingInvestigateCraft (Baubles)Lore (Esoterica)Lore (History)
Mage Rewards Table
d6Reward
1Nothing
2Writing Tools
330 sp
460 sp
5Cottage
6+1 INT
7+1 INT and +1 WIL, or +1 INT and +1 PER.

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You inexplicitly tap into some dark source of magic that ravages your mind.
Lose −1 INT and gain +1 Lore (Esoterica).
3Someone discovers what you are and hunts you down. Roll 1d6. 1-2 – You are Injured, roll on the Injury Table.
3-4 – You are ostracized from your community, -1 CHA. 5-6 – You survive but are forced to flee your home.
4Your mentor asks you to use your powers immorally. If you choose to do so, you gain an Enemy. If you refuse, you leave this Profession.
5You are captured by a fearful mob. They torture you until you eventually escape, finding your mentor is gone.
6You are betrayed by your mentor or other close ally. Gain an Enemy.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3Your powers cause a close friend to abandon you. A Contact or Ally becomes an Enemy or gain an Enemy.
4You explore alternative approaches. Gain +1 to a chosen Secondary Skill.
5You have an opportunity to use your powers to improve your social standing. If you choose to do so, roll a Lore (Arcana) Basic Test. If successful, gain +1 CHA and you can attempt to increase your Social Class. If you fail, -1 CHA.
6You make a new connection among the mages. Gain a Contact.
7Life Event. Roll on the Life Event Table.
8You tap into a new understanding of magic. Gain +1 to Harmonics, Intervention, or Binding.
9You are given the opportunity for some advanced training. Roll an INT+2 Basic Test. If successful, gain +1 to a Secondary Skill of your choice, or +1 to Harmonics, Intervention, or Binding.
10You use your powers to enrich yourself. Gain +1 to your Reward roll.
11Your relationship with your mentor improves, or you gain a new mentor. Gain an Ally and +4 on your next Profession Stability Test.
12Your powers continue to demonstrate promise. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.

Injury Table

2d6LocationDescription
2UnmentionablesYour injury leaves you sterile and emotionally withdrawn.  -1 EMP
3-4ArmOne or both of your arms were broken.  -1 COR
5-9Body (1d6) 
 1-2 – MuscleYou greatly injured a major muscle group. -1 STR
 3-4 – BackYour back or abdominal core was injured. -1 AGL
 5-6 – InternalOne or more of your organs were injured. -1 END
10-11LegA leg injury leaves you with a limp. -1 Speed
12Head (1d6) 
 1-2 – ScarThe injury left a visible scar. -1 CHA
 3-4 – SensesA blow to the head affected your senses. -1 PER
 5-6 – BrainYou have suffered some brain damage.  -1 INT

Life Events

2d6Event
2Sickness or Injury: Roll on the Injury Table (page XX).
3Birth or Death: You or someone close to you gives birth, or someone close to you dies.
4Relationship Ends: A romantic relationship ends poorly for you. Gain a Rival or Enemy.
5Improved Relationship: An existing relationship improves, likely leading to marriage or similar commitment. Gain an Ally.
6New Relationship: You begin a new romantic relationship. Gain an Ally.
7New Contact: You meet someone new. Gain a Contact.
8Betrayal: You are betrayed by a friend. Either an existing Contact or Ally becomes a Rival or Enemy or gain a new one.
9Travel: You move to a new region. Gain +2 to your next Qualification Test.
10Good Fortune: Luck has come your way. Gain +2 to your next Reward roll.
11Crime: Roll 1d6. 1-4 – You are the victim of a crime. Lose your Reward roll this Phase.  5-6 – You committed or are accused of a crime. Roll a Persuade or Deceive Basic Test. If you fail, you are convicted and become a Prisoner next Phase.
12Unusual Event: Roll 1d6.
1 – Magic: You have an opportunity to learn the secrets of magic. If your GM approves, you may join the Mage Profession next Phase. +1 INT
2 – Myth: You encounter a mythical being, such as a dragon or unicorn. You gain +1 EMP and the mythical being as a Contact.
3 – Magical Artifact: You find a strange magical artifact that grants a +1 Item bonus when used with an associated skill. Roll a random Secondary Skill to determine which skill it affects, then envision the item.
4 – Amnesia: You awaken with no knowledge of what happened to you, but you feel driven to find out. +1 WIL
5 – Ruler Contact: You came into contact with the highest rulers of your region, such as a king or emperor. +1 CHA
6 – Divine Inspiration: You believe you were divinely inspired, and you see the world differently now.  +1 PER