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
1 | 2 | 3 | 4 | 5 | 6 |
Athletics | Medicine | Investigate | Subterfuge | Craft (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
1 | 2 | 3 | 4 | 5 | 6 |
Shooting | Athletics | Medicine | Investigate | Craft (Carpentry) | Lore (Nature) |
Hermit Rewards Table | Settler Rewards Table | ||
d6 | Reward | d6 | Reward |
1 | Nothing | 1 | Nothing |
2 | Shack | 2 | 15 sp |
3 | Fishing Tools | 3 | Repairing Tools or Ensnaring Tools |
4 | Ensnaring Tools | 4 | Shortbow |
5 | Shortbow | 5 | Cottage |
6 | +1 END | 6 | +1 END |
7 | +1 END and +1 INT | 7 | +1 END and +1 INT |
Mishap Table
d6 | Mishap |
1 | Severely Injured. Roll on the Injury Table. |
2 | You are attacked by a brigand or marauder. Gain an Enemy. Roll twice on the Injury Table and choose the result. |
3 | You are nearly killed during a fierce weather event. -1 END |
4 | Your homestead is destroyed in an attack by marauders, but you manage to survive. You gain +1 Fighting or +1 Subterfuge. |
5 | You 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. |
6 | An accident injures you. Roll twice on the Injury Table and choose the result. 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 | A 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. |
4 | You learn some new skills. Gain +1 to a chosen Secondary Skill. |
5 | Your harvests have been plentiful. You gain +1 to your Reward roll this Phase. |
6 | You have an opportunity to learn a new craft. Roll an INT+2 Basic Test. If successful, increase any Craft skill by +1. |
7 | Life Event. Roll on the Life Event Table. |
8 | Your 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. |
9 | You are gaining confidence in your skills. Gain +2 on your next Profession Stability Test for this Profession. |
10 | You spend additional time exploring the nearby wilderness. Gain +1 Investigate or +1 Lore (Nature). |
11 | You have the opportunity to go on a hunting expedition. Gain +1 Survival or +4 on your next Profession Stability Test for this Profession. |
12 | There 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. |