Path of Connections
Keeper
[Class: Peasant, Qual: EMP+4, Stability: CHA+4]
[Skill: Inspire, Reserve: Courage]
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
1 | 2 | 3 | 4 | 5 | 6 |
Deceive | Persuade | Investigate | Craft (Culinary) | Lore (Culture) | Lore (Nature) |
Orator
[Class: Citizen, Qual: CHA+4, Stability: INT+4]
[Skill: Persuade, Reserve: Courage]
You try to connect communities together for collective action and serve as their spokesperson. You might be a community leader, bureaucrat, a town crier, union leader, or even a revolutionary firebrand.
Skill Table
1 | 2 | 3 | 4 | 5 | 6 |
Awe | Deceive | Inspire | Perform | Craft (Literary) | Lore (Culture) |
Keeper Rewards Table | Orator Rewards Table | ||
d6 | Reward | d6 | Reward |
1 | Nothing | 1 | Nothing |
2 | Culinary Tools | 2 | Writing Tools |
3 | 20 sp | 3 | 20 sp |
4 | 40 sp | 4 | 40 sp |
5 | Cottage | 5 | Apartment |
6 | +1 EMP | 6 | +1 CHA |
7 | +1 EMP and +1 CHA | 7 | +1 INT and +1 CHA |
Mishap Table
d6 | Mishap |
1 | Severely Injured. Roll on the Injury Table. |
2 | You 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. |
3 | You 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. |
4 | You wronged the wrong person. You gain a Rival or an Enemy. |
5 | You 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. |
6 | The 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
2d6 | Event |
2 | Disaster! Roll on the Mishap table, but you can stay in this Profession. |
3 | You 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. |
4 | Someone leaves something valuable behind. You can keep or return it and gain +1 to your Reward roll this Phase. |
5 | You meet an assortment of interesting people. Gain 1d3 Contacts. |
6 | You help a likeminded person deal with a problem. Gain an Ally. |
7 | Life Event. Roll on the Life Event Table. |
8 | You 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. |
9 | You are gaining some local popularity. Gain +2 on your next Profession Stability Test for this Profession. |
10 | You become entangled with some criminal elements. Gain +1 Subterfuge or +1 Lore (Crime). |
11 | You 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. |
12 | Your 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. |