Path of Power
The Overseer and Despot use different Mishap and Event Tables.
Overseer Rewards Table | Despot Rewards Table | ||
d6 | Reward | d6 | Reward |
1 | Nothing | 1 | Small or Large Shield |
2 | 30 sp | 2 | Melee Weapon |
3 | 50 sp | 3 | 60 sp |
4 | 70 sp | 4 | 90 sp |
5 | +1 CHA | 5 | Manor |
6 | +1 CHA and +1 WIL | 6 | +1 WIL |
7 | Manor | 7 | +1 WIL and +1 CHA |
Overseer
[Class: Patrician, Qual: CHA+4, Stability: WIL+4]
[Skill: Awe, Reserve: Focus]
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
1 | 2 | 3 | 4 | 5 | 6 |
Deceive | Inspire | Persuade | Investigate | Lore (Culture) | Lore (History) |
Mishap Table
d6 | Mishap |
1 | Severely Injured. Roll on the Injury Table. |
2 | Your investment is overtaken by someone with a vendetta against you. You gain a Rival and lose your Reward this Phase. |
3 | An 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. |
4 | You are accused, rightly or wrongly, of corruption and lose your operation. You gain +1 Deceive and gain an Enemy. |
5 | You make a careless and very costly error. You can choose to keep your Reward and lose your operation or lose your Reward to stay. |
6 | The operation undergoes new ownership, and you are removed. 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 must overwork your workers to meet an unexpected deadline. You gain +1 Awe, but also gain 1d3 Enemies. |
4 | An enterprising noble is impressed with your operation. You gain +1 to your Reward roll this Phase and a new Contact. |
5 | A networking event leads to many new contacts. Gain 1d3 Contacts. |
6 | You manage to get a little more effort out of your workforce. Gain +1 to your Reward roll. |
7 | Life Event. Roll on the Life Event Table. |
8 | You 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. |
9 | You 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. |
10 | You bare forced to hire former criminals to meet a production deadline. Gain +1 Subterfuge or +1 Lore (Crime). |
11 | A fight breaks out and you successfully demonstrate your strength of will. Gain +1 Fighting or +4 on your next Profession Stability Test for this Profession. |
12 | Your 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, Stability: CHA+2]
[Skill: Awe, Reserve: Focus]
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
1 | 2 | 3 | 4 | 5 | 6 |
Athletics | Block | Fighting | Deceive | Survival | Lore (History) |
Mishap Table
d6 | Mishap |
1 | Severely Injured. Roll on the Injury Table. |
2 | You are caught by an enemy force. You become a Prisoner next Phase. |
3 | Your forces are defeated, and you manage to escape. However, you are now considered a coward. -1 CHA |
4 | There is mutiny among your warriors, and you are overthrown. You gain +1 Deceive and an Enemy. |
5 | Your 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 . |
6 | You are struck down in combat. Roll on the Injury Table, but you can stay in this Profession. |
Event Table
2d6 | Event |
2 | Disaster! Roll on the Mishap table, but you can stay in this Profession. |
3 | You lead your soldiers in a dangerous battle. Roll an Awe Basic Test. If successful, gain +1 Inspire or +1 Persuade. |
4 | You take some downtime between battles. Gain +1 to a chosen Secondary Skill. |
5 | You find an enemy cache with riches for all. Gain +1 to your Reward roll. |
6 | You form an alliance with a formidable warrior. Gain an Ally. |
7 | Life Event. Roll on the Life Event Table. |
8 | Your warriors 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. |
9 | You 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. |
10 | You sneak into an enemy camp to sabotage their equipment. You gain +1 Subterfuge. |
11 | You undergo a campaign of recruitment. Choose to gain a +1 Awe or a +4 on your next Profession Stability Test for this Profession. |
12 | A 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. |