Lifepath: Excitement

Path of Excitement

Charlatan 

[Class: Peasant, Qual: PER+4, Stability: CHA+2
[Skill: Deceive, Reserve: Focus]
You are a liar and a con artist. You might sell misleading products to unwary buyers, sell services that never materialize, or you might misrepresent yourself as an envoy or diplomat to live comfortably until your charade is exposed.

Skill Table

123456
InspirePerformPersuadeInvestigateSubterfugeLore (Culture)

Thief 

[Class: Peasant, Qual: INT+4, Stability: AGL+2
[Skill: Subterfuge, Reserve: Focus]
You are a burglar and robber who takes from others. You might be a pickpocket working the streets with deceptions or quick fingers, or you might work by stealth, sneaking into homes at night to pilfer precious items.

Skill Table

123456
AthleticsShootingDeceiveInvestigateLore (Culture)Lore (Crime)
Charlatan Rewards TableThief Rewards Table
d6Rewardd6Reward
1Nothing1Nothing
2Disguise Tools2Thievery Tools
340 sp340 sp
480 sp480 sp
5Apartment5Apartment
6+1 PER6+1 AGL
7+1 PER and +1 CHA7+1 AGL and +1 INT

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 seek a new career. Roll a Deceive Basic Test to keep your Reward this Phase; if you roll a Critical Failure, you become a Prisoner next Phase.
4There is increased competition among the charlatans and thieves, you are run out of town. Gain +1 Fighting or Shooting and an Enemy.
5You are forced to escape town by climbing over the walls. +1 Athletics
6You messed with the wrong person, and they’ve sent thugs to rough you up. Roll on the Injury Table.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You find a particularly lucrative mark, but they might be able to link the job to you. If you choose to proceed you gain +1 Primary Skill but gain 1d3 Enemies.
4You explore alternative approaches. Gain +1 to a chosen Secondary Skill.
5You find a decent score. 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 get word of a dangerous job. If you choose to take it, you gain +1 to any skill of your choice. Then roll a Thievery Basic Test. If you fail, you must leave this career and roll on the Injury Table.
9You find a risky but lucrative venture. If you choose to take it, roll 1d6.
1-2 – You must choose to become a Prisoner or roll on the Injury Table.
3-4 – You survive and avoid harm but gain nothing.
5-6 – You gain an extra Reward roll with a +4 bonus.
10You’ve been working on improving your skills. Gain +1 Investigate or +1 Lore (Crime).
11You have been caught in the act. You can choose to become a Prisoner or forced to being drafted as a Soldier. If you have already been a Soldier, you must go to prison.
12You seem to have a lucrative operation. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.