Lifepath: Power

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 sp2Melee Weapon
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

123456
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

123456
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.