Path of Revolution
The Ruffian and Infiltrator use different Mishap and Event Tables.
Ruffian Rewards Table | Infiltrator Rewards Table | ||
d6 | Reward | d6 | Reward |
1 | Single Tent | 1 | Nothing |
2 | 40 sp | 2 | Thievery Tools |
3 | Weapon | 3 | 40 sp |
4 | Light or Medium Armor | 4 | 80 sp |
5 | 80 sp | 5 | Apartment |
6 | +1 STR | 6 | +1 AGL |
7 | +1 STR and +1 WIL | 7 | +1 AGL and +1 INT |
Ruffian
[Class: Pauper, Qual: None, Stability: END+4]
[Skill: Lore (Crime), Reserve: Stamina]
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
1 | 2 | 3 | 4 | 5 | 6 |
Athletics | Fighting or Shooting | Parry | Deceive | Subterfuge | Survival |
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 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. |
4 | A fight breaks out among the gang, and you are pushed out. Gain +1 Fighting and an Enemy. |
5 | You 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. |
6 | You 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
2d6 | Event |
2 | Disaster! Roll on the Mishap table, but you can stay in this Profession. |
3 | There is a schism in the gang, and you have to choose sides. Roll an Awe 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. |
4 | You take on some side jobs. Gain +1 to a chosen Secondary Skill. |
5 | You make some new underground connections. Gain 1d3 Contacts. |
6 | You find a new partner in crime. Gain an Ally. |
7 | Life Event. Roll on the Life Event Table. |
8 | You 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. |
9 | You 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. |
10 | You’ve used your spare time to work on your combat skills. Gain +1 Block, Parry, Fighting, or Shooting. |
11 | You get imbedded with some deep underground networks. Gain a Patron and +1 Lore (Crime). |
12 | The 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, Stability: INT+2]
[Skill: Subterfuge, Reserve: Focus]
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
1 | 2 | 3 | 4 | 5 | 6 |
Athletics | Fighting or Shooting | Deceive | Persuade | Investigate | Lore (Crime) |
Mishap Table
d6 | Mishap |
1 | Severely Injured. Roll on the Injury Table. |
2 | You 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. |
3 | Your 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. |
4 | A double agent betrays you. Gain an Enemy and +1 Deceive. |
5 | An 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. |
6 | An operation goes horribly wrong, and you barely make it out alive. Roll on the Injury Table. 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 can take a well-paying operation, but the target know it was you. If you choose to proceed you gain +1 Subterfuge but gain 1d3 Enemies. |
4 | You explore alternative approaches. Gain +1 to a chosen Secondary Skill. |
5 | Your latest operation paid well. 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 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 Subterfuge Basic Test. If you fail, you must leave this Profession and roll on the Injury Table. |
9 | You 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. |
10 | You’ve been working on improving your skills. Gain +1 Investigate or +1 Deceive. |
11 | Your latest operation impressed a prominent noble, gain the noble as a Patron and gain +4 on your next Profession Stability Test. |
12 | Your 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. |