Path of Stimulation
The Courtier and Wanderer use different Mishap and Event Tables.
Courtier Rewards Table | Wanderer Rewards Table | ||
d6 | Reward | d6 | Reward |
1 | Nothing | 1 | Nothing |
2 | 20 sp | 2 | 15 sp |
3 | 40 sp | 3 | Repairing Tools |
4 | 60 sp | 4 | Melee Weapon |
5 | Manor | 5 | 30 sp |
6 | +1 CHA | 6 | +1 PER |
7 | +1 CHA and +1 PER | 7 | +1 PER and +1 INT |
Courtier
[Class: Patrician, Qual: CHA+4, Stability: PER+4]
[Skill: Deceive, Reserve: Focus]
You are a wealthy person who does little more than chatter with their extensive idle time. You might the spouse of a wealthy entrepreneur or a member of a prominent court of the nobility. Either way, you spend your time embedded in the intrigues and gossip of the community rather than working. You cannot be ejected from this Profession if you are a Patrician or an Aristocrat.
Skill Table
1 | 2 | 3 | 4 | 5 | 6 |
Parry | Persuade | Investigate | Subterfuge | Lore (Culture) | Lore (History) |
Mishap Table
d6 | Mishap |
1 | Severely Injured. Roll on the Injury Table. |
2 | Public opinion turns against you. CHA -1 |
3 | You are accused, rightly or wrongly, of spreading spiteful lies and rumors. Roll a Persuade or Deceive Basic Test, if success keep your Reward, if you failed you lose your reward this Phase to pay off the wounded parties. |
4 | A friend betrays you and spreads damaging rumors. Gain a Rival. |
5 | There is a large change in the local politics and duels break out. You find yourself on the losing side. +1 Parry |
6 | Someone in your social circles is working against you. Gain a Rival. You are not ejected from this Profession. |
Event Table
2d6 | Event |
2 | Disaster! Roll on the Mishap table, but you can stay in this Profession. |
3 | You are invited to a gala where you have to embellish your accomplishments. Roll a Deceive Basic Test, if successful gain +1 CHA, if failed, lose -1 CHA. |
4 | You have been engaging in a debate with a new pen-pal . Gain +1 Persuade. |
5 | An admirer has been lavishing you in gifts. Gain +1 to your Reward roll. |
6 | You find yourself integrated into new social circles. Gain 1d3 Contacts. |
7 | Life Event. Roll on the Life Event Table. |
8 | You have the opportunity to expose the secret of someone with higher social standing. If you refuse, you gain nothing. If you accept, you gain an Enemy and +1 to a Secondary Skill of your choice. You must roll a Deceive Basic Test. If you succeed, you gain +1 to a different Secondary Skill. If you fail, roll on the Mishap table and you are ejected from this Profession if your Social Class is lower than a Patrician. |
9 | A friend commits a social blunder that only you see. You can expose them and gain them as an Enemy and +2 on your next Profession Stability Test, or you can keep their secret to gain an Ally. |
10 | At a classy party, you give a rousing speech. You gain +1 Inspire. |
11 | Something strange happens to you during your latest travels. Roll on the Unusual Event sub-table on the Life Event Table. |
12 | You have never been more popular. You gain +1 CHA and automatically succeed on your next Profession Stability Test in this Profession. |
Wanderer
[Class: Peasant, Qual: PER+4, Stability: INT+4]
[Skill: Investigate, Reserve: Focus]
You are a drifter and traveler, some might even call you an adventurer. Either way you often travel about, taking odd jobs here and there to pay your way as you seek your own stimulation and interests. In some cases, you might actually perform the work before you take the money and head on your way. You cannot be ejected from this Profession.
Skill Table
1 | 2 | 3 | 4 | 5 | 6 |
Athletics | Deceive | Persuade | Survival | Craft (**) | Lore (Culture) |
Mishap Table
d6 | Mishap |
1 | Severely Injured. Roll on the Injury Table. |
2 | You are attacked by a bandit on the road. Roll twice on the Injury Table and choose the result and lose your Reward roll. |
3 | You are nearly killed during a fierce weather event. -1 END |
4 | You find your poor reputation is following your travels. −1 CHA. |
5 | You are forced to resort to theft to feed yourself, but you are caught. You gain +1 Subterfuge. Roll a Deceive or Persuade Basic Test. If you fail, you are arrested and become a Prisoner next Phase. |
6 | An accident during an odd job injures you. Roll twice on the Injury Table and choose the result. |
Event Table
2d6 | Event |
2 | Disaster! Roll on the Mishap table, but you can stay in this Profession. |
3 | You find an opportunity to take a high paying job and skip out on the work. If you choose to do so, you gain an extra Reward roll, but gain 1d3 Enemies. |
4 | You work a few odd jobs. Gain +1 to a random Secondary Skill. |
5 | You find some decent work to fill your pockets. Gain +1 to your Reward roll. |
6 | You make some new connections on the road. Gain 1d3 Contacts. |
7 | Life Event. Roll on the Life Event Table. |
8 | You try to cheat your way through a game of chance. Roll a Deceive Basic Test, if successful, gain +1 to a random Secondary Skill, if you fail, you have a −2 to your Reward roll. |
9 | You have chance to go on a potentially lucrative adventure. If you choose to take it, roll 1d6. 1 – You are injured, roll on the Injury Table. 2-4 – You make it out okay but find nothing. 5-6 – You find some treasure, gain an extra Reward roll with a +4 bonus. |
10 | You’ve been training your combat skills. Gain +1 Parry, Fighting, or Shooting. |
11 | The region is conscripting soldiers. You are forcefully drafted as a Soldier. If you have already been a Soldier, you are reinstated. |
12 | Your latest venture was a windfall for your pocket and reputation. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession. |