Lifepath: Independence

Path of Independence

Hermit 

[Class: Pauper, Qual: None, Stability: END+4
[Skill: Survival, Reserve: Stamina]
You live alone in the wilderness. You might choose this life out of a fear of other people or a desire to reconnect with the natural world. You might be ostracized from a community and now forced to live on the edge of society. You cannot be ejected from this Profession.

Skill Table

123456
AthleticsMedicineInvestigateSubterfugeCraft (Snares)Lore (Nature)

Settler 

[Class: Peasant, Qual: END+4, Stability: INT+4
[Skill: Survival, Reserve: Stamina]
You live in a hamlet, village, or other mostly agricultural community. You might be a lowly cottager on a manor; or a farmsteader or hunter on the fringes of the wilderness. You likely are part of a small tight-knit community.

Skill Table

123456
ShootingAthleticsMedicineInvestigateCraft (Carpentry)Lore (Nature)
Hermit Rewards TableSettler Rewards Table
d6Rewardd6Reward
1Nothing1Nothing
2Shack215 sp
3Fishing Tools3Repairing Tools or Ensnaring Tools
4Ensnaring Tools4Shortbow
5Shortbow5Cottage
6+1 END6+1 END
7+1 END and +1 INT7+1 END and +1 INT

Mishap Table

d6Mishap
1Severely Injured. Roll on the Injury Table.
2You are attacked by a brigand or marauder. Gain an Enemy. Roll twice on the Injury Table and choose the result.
3You are nearly killed during a fierce weather event.  -1 END
4Your homestead is destroyed in an attack by marauders, but you manage to survive. You gain +1 Fighting or +1 Subterfuge.
5You have to resort to stealing to survive during a poor season. If you are a settler, you are caught and kicked out of the community. Gain +1 Subterfuge.
6An accident injures you. Roll twice on the Injury Table and choose the result. You are not ejected from this Profession.

Event Table

2d6Event
2Disaster! Roll on the Mishap table, but you can stay in this Profession.
3A rough season tests the limits of your fortitude and skills. Roll a Survival Basic Test. If successful, gain +1 END; if you fail, lose -1 END.
4You learn some new skills. Gain +1 to a chosen Secondary Skill.
5Your harvests have been plentiful. You gain +1 to your Reward roll this Phase.
6You have an opportunity to learn a new craft. Roll an INT+2 Basic Test. If successful, increase any Craft skill by +1.
7Life Event. Roll on the Life Event Table.
8Your homestead is attacked by bandits. You can choose to fight them off or flee for help. If you choose to fight, roll a Fighting or Shooting Basic Test. If successful, gain +1 to that skill. If you fail, you are injured in the attack, roll on the Injury Table.  If you chose to flee for help, you gain +1 Athletics, but -1 CHA for your cowardice.
9You are gaining confidence in your skills. Gain +2 on your next Profession Stability Test for this Profession.
10You spend additional time exploring the nearby wilderness. Gain +1 Investigate or +1 Lore (Nature).
11You have the opportunity to go on a hunting expedition. Gain +1 Survival or +4 on your next Profession Stability Test for this Profession.
12There is a particularly good harvest, and you store the surplus. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession.