Path of Knowledge
Alchemist
[Class: Citizen, Qual: INT+4 Stability: COR+4]
[Skill: Craft (Alchemy), Reserve: Focus]
You are a master of chemical reactions and reagents derived from plants and minerals. You might work at an apothecary providing tonics to the sick, or you might be working on more scholarly pursuits, such as understanding geological components.
Skill Table
1 | 2 | 3 | 4 | 5 | 6 |
Persuade | Medicine | Investigate | Craft (Culinary) | Lore (Geology) | Lore (Nature) |
Scholar
[Class: Patrician, Qual: INT+4, Stability: PER+4]
[Skill: Lore (*), Reserve: Focus]
You are a seeker of knowledge that likely specializes in a branch of academic research. You might be a clerk providing services to government offices, or a self-employed researcher pursuing your own academic interests.
Skill Table
1 | 2 | 3 | 4 | 5 | 6 |
Persuade | Investigate | Craft (Literary) | Lore (Culture) | Lore (History) | Lore(**) |
Alchemist Rewards Table | Scholar Rewards Table | ||
d6 | Reward | d6 | Reward |
1 | Nothing | 1 | Nothing |
2 | 30 sp | 2 | Writing Tools |
3 | Alchemy Tools | 3 | 25 sp |
4 | 50 sp | 4 | 65 sp |
5 | Apartment | 5 | Manor |
6 | +1 INT | 6 | +1 INT |
7 | +1 INT and +1 COR | 7 | +1 INT and +1 PER |
Mishap Table
d6 | Mishap |
1 | Severely Injured. Roll on the Injury Table. |
2 | Arson befalls your workshop/library, and you are injured. Roll on the Injury Table twice and choose the result. You must pursue a different Profession. |
3 | The local government stymies your work due to political or religious reasons. You gain +1 to your Primary Skill. You can continue to work openly in defiance and gain an Enemy. Otherwise, you can work in secret but fall into obscurity, −1 CHA. Either way, you don’t have to leave this Profession. |
4 | An expedition to pursue a source for your studies leaves you lost in the wilderness. Gain +1 Athletics or +1 Survival. You find your job is gone when you finally return. |
5 | You become obsessed with the occult, causing you to forgo your other studies and lose your position. Gain +1 Lore (Esoterica). |
6 | Another researcher publicly refutes your latest thesis. You gain a Rival and −1 CHA, 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 invited to perform research for a questionable client. You can accept to gain +1 to any Secondary Skill, but you gain 1d3 Enemies. |
4 | You spend some additional time studying. Gain +1 to any Secondary Skill. |
5 | You are given a prize by an impressed patron. Gain +1 to your Reward roll. |
6 | You have an opportunity for some advanced study. Roll an INT+2 Basic Test. If successful, gain +1 to your Primary or any Secondary Skill. |
7 | Life Event. Roll on the Life Event Table. |
8 | You try to convince your peers of an untested thesis. Roll a Persuade Basic Test, if successful, gain +1 to a random Secondary Skill, if you fail, you have a −2 to your Reward roll. |
9 | You make an interesting breakthrough in your research. You gain +2 on your next Profession Stability Test for this Profession. |
10 | You have the opportunity to claim another’s research work as your own. If you do so, you must roll a Deceive Basic Test. If you succeed, you gain +2 to your Reward roll and +1 to any Secondary Skill. If you failed, you gain an Enemy and lose your Reward roll. |
11 | You begin working with a gifted mentor. Gain an Ally. With their help you gain a +4 on your next Profession Stability Test for this Profession. |
12 | Your ideas earn you accolades from your peers. You gain an extra Reward roll this Phase and automatically succeed on your next Profession Stability Test in this Profession. |