Lifepath: Revolution

Path of Revolution

The Ruffian and Infiltrator use different Mishap and Event Tables.

Ruffian Rewards TableInfiltrator Rewards Table
d6Rewardd6Reward
1Single Tent1Nothing
240 sp2Thievery Tools
3Weapon340 sp
4Light or Medium Armor480 sp
580 sp5Apartment
6+1 STR6+1 AGL
7+1 STR and +1 WIL7+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

123456
AthleticsFighting or ShootingParryDeceiveSubterfugeSurvival

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You are caught and arrested. You become a Prisoner next Phase.
3Your 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.
4A fight breaks out among the gang, and you are pushed out.  Gain +1 Fighting and an Enemy.
5You 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.
6You 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

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3There 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.
4You take on some side jobs. Gain +1 to a chosen Secondary Skill.
5You make some new underground connections. Gain 1d3 Contacts.
6You find a new partner in crime. Gain an Ally.
7Life Event. Roll on the Life Event Table.
8You 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.
9You 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.
10You’ve used your spare time to work on your combat skills. Gain +1 Block, Parry, Fighting, or Shooting.
11You get imbedded with some deep underground networks. Gain a Patron and +1 Lore (Crime).
12The 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

123456
AthleticsFighting or ShootingDeceivePersuadeInvestigateLore (Crime)

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You 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.
3Your 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.
4A double agent betrays you. Gain an Enemy and +1 Deceive.
5An 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.
6An operation goes horribly wrong, and you barely make it out alive. Roll on the Injury Table. You can stay in this profession.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You 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.
4You explore alternative approaches. Gain +1 to a chosen Secondary Skill.
5Your latest operation paid well. Gain +1 to your Reward roll.
6You have some new connections in the underworld. Gain 1d3 Contacts.
7Life Event. Roll on the Life Event Table.
8You 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.
9You 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.
10You’ve been working on improving your skills. Gain +1 Investigate or +1 Deceive.
11Your latest operation impressed a prominent noble, gain the noble as a Patron and gain +4 on your next Profession Stability Test.
12Your 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.