Path of Honor
The Laborer and Champion use different Mishap and Event Tables.
Laborer Rewards Table | Champion Rewards Table | ||
d6 | Reward | d6 | Reward |
1 | Nothing | 1 | Small or Large Shield |
2 | Shack | 2 | Melee Weapon |
3 | Repairing Tools | 3 | 30 sp |
4 | 15 sp | 4 | 60 sp |
5 | 30 sp | 5 | +1 WIL |
6 | +1 STR | 6 | +1 WIL and +1 CHA |
7 | +1 STR and +1 END | 7 | Manor |
Laborer
[Class: Pauper, Qual: None, Stability: END+4]
[Skill: Athletics, Reserve: Stamina]
You are a basic laborer who trades their hard work for meager wages. You might be a farmhand, a dock worker, or perform some other menial tasks.
Skill Table
1 | 2 | 3 | 4 | 5 | 6 |
Fighting | Medicine | Survival | Craft (Culinary) | Craft (Carpentry) | Lore (Culture) |
Mishap Table
d6 | Mishap |
1 | Severely Injured. Roll on the Injury Table. |
2 | You are accused, rightly or wrongly, of stealing at your job site. You become a Prisoner next Phase. |
3 | One of your bosses seems eager to make your life terrible. You can stay in this Profession, but you then gain an Enemy. |
4 | A fight breaks out among the workers, and you are fired. +1 Fighting |
5 | You are accused, rightly or wrongly, of being in league with some criminals. The criminals offer you to work with them, gain +4 to your Profession Stability Test if you choose the Ruffian Profession next Phase. |
6 | An accident happens at work, and you are fired. 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 meet someone who offers you a better job. Gain +4 to your next Qualification Test, but you owe that Patron a favor. |
4 | You take on some side jobs. Gain +1 to a chosen Secondary Skill. |
5 | You come across some interesting people. Gain 1d3 Contacts. |
6 | You make a new friend along your fellow workers. Gain an Ally. |
7 | Life Event. Roll on the Life Event Table. |
8 | Your workplace is attacked by bandits, and you are sent to get help. Roll an Athletics Basic Test. If successful, gain +1 to a skill of your choice. If you fail, they catch you, roll on the Injury Table. |
9 | You have an opportunity to steal from your boss. If you choose to do it, roll 1d6. 1-2 – You must choose to become a Prisoner or roll on the Injury Table. 3-4 – You get out without 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 | War and conflict come to your region. You are forcefully drafted as a Soldier. If you have already been a Soldier, you are reinstated. |
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. |
Champion
[Class: Patrician, Qual: WIL+2, Stability: CHA+4]
[Skill: Awe, Reserve: Stamina]
You are a knight, an honored warrior fighting for a cause. You might be a squire still honing your skills, or an experienced warrior on a crusade for an order of like-minded knights.
Skill Table
1 | 2 | 3 | 4 | 5 | 6 |
Block | Fighting | Inspire | Persuade | Investigate | Lore (History) |
Mishap Table
d6 | Mishap |
1 | Severely Injured. Roll on the Injury Table. |
2 | You are caught by the enemy. You become a Prisoner next Phase. |
3 | Someone with powerful connections takes issue with your cause. You can stay in this Profession, but you then gain an Enemy. |
4 | You are accused, rightly or wrongly, of working with an enemy. 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 leave to take care of them out of guilt. |
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 are given command over a squadron of soldiers. Roll a Command Basic Test. If successful, gain +1 Inspire or +1 Persuade. |
4 | You have some downtime between quests. Gain +1 to a chosen Secondary Skill. |
5 | You are rewarded for a successful quest. Gain +1 to your Reward roll. |
6 | You bond with another warrior. Gain an Ally. |
7 | Life Event. Roll on the Life Event Table. |
8 | You 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 | One of your fellow knights confesses they were responsible for avoidable deaths during an attack. You can turn them in to gain them as an Enemy and +2 on your next Profession Stability Test, or you can keep their secret to gain an Ally. |
10 | You give a speech to improve the morale of the soldiers. You gain +1 Inspire or +1 Persuade. |
11 | You begin working with an inspiring leader. Gain an Ally. With their help you gain a +4 on your next Profession Stability Test for this Profession. |
12 | You prove yourself a reliable defender. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession. |