Lifepath: Honor

Path of Honor 

The Laborer and Champion use different Mishap and Event Tables.

Laborer Rewards TableChampion Rewards Table
d6Rewardd6Reward
1Nothing1Small or Large Shield
2Shack2Melee Weapon
3Repairing Tools330 sp
415 sp460 sp
530 sp5+1 WIL
6+1 STR6+1 WIL and +1 CHA
7+1 STR and +1 END7Manor

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

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FightingMedicineSurvivalCraft (Culinary)Craft (Carpentry)Lore (Culture)

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You are accused, rightly or wrongly, of stealing at your job site. You become a Prisoner next Phase.
3One of your bosses seems eager to make your life terrible. You can stay in this Profession, but you then gain an Enemy.
4A fight breaks out among the workers, and you are fired. +1 Fighting
5You 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.
6An accident happens at work, and you are fired. Roll twice on the Injury Table and choose the result.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You meet someone who offers you a better job. Gain +4 to your next Qualification Test, but you owe that Patron a favor.
4You take on some side jobs. Gain +1 to a chosen Secondary Skill.
5You come across some interesting people. Gain 1d3 Contacts.
6You make a new friend along your fellow workers. Gain an Ally.
7Life Event. Roll on the Life Event Table.
8Your 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.
9You 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.
10You’ve used your spare time to work on your combat skills. Gain +1 Block, Parry, Fighting, or Shooting.
11War and conflict come to your region. You are forcefully drafted as a Soldier. If you have already been a Soldier, you are reinstated.
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.

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

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BlockFightingInspirePersuadeInvestigateLore (History)

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You are caught by the enemy. You become a Prisoner next Phase.
3Someone with powerful connections takes issue with your cause. You can stay in this Profession, but you then gain an Enemy.
4You are accused, rightly or wrongly, of working with an enemy. Gain +1 Deceive and an Enemy.
5Your 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.
6You are struck down in combat. Roll on the Injury Table, but you can stay in this Profession.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3You are given command over a squadron of soldiers. Roll a Command Basic Test. If successful, gain +1 Inspire or +1 Persuade.
4You have some downtime between quests. Gain +1 to a chosen Secondary Skill.
5You are rewarded for a successful quest. Gain +1 to your Reward roll.
6You bond with another warrior. Gain an Ally.
7Life Event. Roll on the Life Event Table.
8You 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.
9One 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.
10You give a speech to improve the morale of the soldiers. You gain +1 Inspire or +1 Persuade.
11You 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.
12You 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.