Path of Excitement
Charlatan
[Class: Peasant, Qual: PER+4, Stability: CHA+2]
[Skill: Deceive, Reserve: Focus]
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
1 | 2 | 3 | 4 | 5 | 6 |
Inspire | Perform | Persuade | Investigate | Subterfuge | Lore (Culture) |
Thief
[Class: Peasant, Qual: INT+4, Stability: AGL+2]
[Skill: Subterfuge, Reserve: Focus]
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
1 | 2 | 3 | 4 | 5 | 6 |
Athletics | Shooting | Deceive | Investigate | Lore (Culture) | Lore (Crime) |
Charlatan Rewards Table | Thief Rewards Table | ||
d6 | Reward | d6 | Reward |
1 | Nothing | 1 | Nothing |
2 | Disguise Tools | 2 | Thievery Tools |
3 | 40 sp | 3 | 40 sp |
4 | 80 sp | 4 | 80 sp |
5 | Apartment | 5 | Apartment |
6 | +1 PER | 6 | +1 AGL |
7 | +1 PER and +1 CHA | 7 | +1 AGL and +1 INT |
Mishap Table
d6 | Mishap |
1 | Severely Injured. Roll on the Injury Table. |
2 | You are caught and arrested. You become a Prisoner next Phase. |
3 | Your 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. |
4 | There is increased competition among the charlatans and thieves, you are run out of town. Gain +1 Fighting or Shooting and an Enemy. |
5 | You are forced to escape town by climbing over the walls. +1 Athletics |
6 | You messed with the wrong person, and they’ve sent thugs to rough you up. Roll on the Injury Table. |
Event Table
2d6 | Event |
2 | Disaster! Roll on the Mishap table, but you can stay in this Profession. |
3 | You 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. |
4 | You explore alternative approaches. Gain +1 to a chosen Secondary Skill. |
5 | You find a decent score. Gain +1 to your Reward roll. |
6 | You have some new connections in the underworld. Gain 1d3 Contacts. |
7 | Life Event. Roll on the Life Event Table. |
8 | You 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. |
9 | You 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. |
10 | You’ve been working on improving your skills. Gain +1 Investigate or +1 Lore (Crime). |
11 | You 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. |
12 | You 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. |