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Others

Nobles, Commoners and Rogues fall within this category


Qualifications: Noble: Soc 8+ Commoner/Rogue: Automatic
-1 DM for every previous career

Specialty: Choose one of the following:


Noble: Born to rule
Commoner: Farmers, Merchants, Barkeeps, Etc.
Rogue: Thieves, Entertainers, vagabonds

Career Progress
Survival Advancement
Noble End 5+ Soc 7+
Commoner End 7+ Edu 5+
Rogue Dex 6+ Edu 6+

Skills and Training


Advanced Edu
1 d6 Personal Development Service Skills
(Edu 8+ required)
1 +1 Str Athletics (any) Admin
2 +1 Dex Animals (any) Language (any)
3 +1 End Carouse Broker
4 Carousing Survival Trade (any)
5 Gambling Trade (any) Scholar
6 Melee (unarmed) Persuade Art (any)

1 d6 Noble Commoner Rogue


1 Art (any) Animals (any) Streetwise
2 Language (any) Drive (Wagon) Deception
3 Advocate Broker Mechanical
4 Leadership Trade (any) Athletics (any)
5 Melee (any) Streetwise or Survival Persuade
6 Archery (any) Jack of All Trades Streetwise

Ranks and Benefits*


Skill or Skill or Skill or
Rank Noble Commoner Rogue
Benefit Benefit Benefit
0 Lord Leadership 1 Serf Steward 1 Scallywag Deception 1
1 Baronet Animals (riding) 1 Survival 1 Athletics (any) 1
2 Baron Admin 1 Freeman Ne’er do well
3 Count Recon 1 Scoundrel Streetwise 1
4 Earl Advocate 1
5 Duke Persuade 1 Carouse 1
6 Grand Duke
* Note: Titles may vary by culture and nature of service
Mishaps**
1 d6 Mishap
1 Severely Injured. Roll twice on the Injury table and take the lowest result.
One of your companions is killed in an accident and his family blames you. Gain a member
2
of his family as an enemy.
You are accused of a heinous crime. Roll Advocate, Persuade or Deception 8+ to escape
3
punishment. If you fail, roll on the Injury table and reduce Social Standing by 1
You are responsible for the death of another. Whether intentional or accidental, gain an
4
Enemy.
5 You suffer from a life threatening illness - Reduce your Endurance by 1.
6 Personal Disaster! Roll on the Personal disaster table

Other General Events


2 d6 Event
2 Personal Disaster! Roll on Personal Disaster table, but results do not lead to your discharge
You learn something that could be used to blackmail an important citizen. If you choose to
3 blackmail the person, gain +1 on a benefit throw and an Enemy. If you do not use the info,
gain an Ally.
4 You learn a new language. Gain Language (any) 1
5 You develop a group of contacts. Gain 1d3 Contacts.
6 Roll on appropriate Specialty Event table
7 Roll on Life Events Table
You are offered the chance to take part in a risky but rewarding venture. If you accept, throw
1d6:
8 On a 1-2, you are injured. Throw on the Injury Table.
On a 3-4, you survive but gain nothing.
On a 5-6, you succeed. Gain 1d3+1 additional Benefit rolls.
You conceive a child. If you have no current partner this is the result of a casual liaison. Your
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character can choose whether to remain in contact with the child or not
You are embroiled in legal trouble. Throw Education 8+. If you succeed, gain one of Admin,
10
Advocate, Persuade or Investigate. If you fail, lose your benefit throw for this term.
Your party is ambushed by natives, wild animals or another group and everyone looks to you
11 to get them to safety. Throw Intelligence 8+. If you succeed, gain one level of Leadership and
either Recon, Survival or Tactics (Military).
You are very successful in your endeavors. Gain a +1 DM to one Benefit roll and you are
12
automatically promoted.
Noble Events
1 d6 Event
You spend a great deal of time on the Hunt. Gain Animals (riding), and either
1
Melee (spear) or Archery (any)
You are attacked by peasant scum. Throw Endurance 8+. If you succeed,
2
gain Melee (any). If you fail, throw on the Injury Table.
You are challenged to duel to defend your honor. If you refuse, reduce your Soc by 1. If you
accept, roll Melee (lg or sm Blade) 8+. If you succeed, gain +1 Soc. If you fail, roll on the
3
injury table AND reduce your Soc by 1. Either way, gain one of the following: Melee (Blade),
Leadership, Tactics (any), or Deception
You are asked to join a dueling society. If you accept, roll Dex 8+. If you Succeed Gain
4
Melee (any) and +1 Soc. If you fail, roll twice on the injury table and take the higher roll.
You become something of a celebrity. Gain one of the following:
5
Carouse, Persuade, Steward or Deception OR gain one contact.
You travel extensively. Throw Edu 8+, if successful, gain one rank in any two of the following:
6 Language (any), Streetwise, Persuade, Survival, Seafarer, Animals (riding).
If you fail, you may still increase one of the above by one rank.

Commoner Events
1 d6 Event
Your settlement is hit by a natural disaster. Throw Dexterity 8+. If you succeed, gain Athletics
1
(any) 1. If you lose, throw on the Injury Table.
You are attacked by a wild animal. Throw Athletics (any) 8+ or Melee (any) 8+. If you fail,
2
throw on the Injury Table. If you succeed, gain either Survival or Recon.
You are asked to help local law enforcement in a sting operation. If you choose to help, throw
3 Intelligence 8+. If you succeed, gain one of Advocate, Deception, Investigate, or Stealth. If you
fail, gain an Enemy
You are asked to entertain a wealthy patron, or a noble. Throw Social Standing 8+ to gain
4
Carousing and a Contact.
You spend a lot of time hanging out with your friends. Gain one of Gambler, Carouse or
5
Streetwise
A wealthy citizen takes a liking to you. Gain an Ally and DM +4 on your next Advancement
6
throw due to their help.
Rogue Events
1 d6 Event
You are arrested and charged. You can choose to defend yourself, or hire a lawyer. If you
defend yourself, throw Advocate 8+. If you succeed, the charges are dropped. If you fail, lose
1
one benefit throw and gain an Enemy. If you hire a lawyer, lose one benefit throw and gain the
lawyer as a Contact.
You have the chance to be involved in a high profile crime. Throw Intelligence 8+ or
2 Deception 8+. If you succeed, gain +1 DM on one benefit throw. If you fail, you lose your
benefit throw for this term.
You spend time in jail. Throw Intelligence 8+ or Streetwise 8+. If you succeed, gain one of
3 Deception, Tactics (any) or Melee (any). If you fail, gain Streetwise 1 and an Enemy. Either
way, -1 on your Social Standing.
You are involved in a gambling ring. Gain Gambler 1. You may wager any number of benefits
4 throws. Throw Gambler 8+, if you succeed, you gain half as many benefit throws as you
risked (rounding up). If you fail, you lose all the wagered benefit throws.
5 Crime does pay. Gain +1 DM on one benefit throw
6 You commit a legendary crime. You are automatically promoted.

Mustering Out Benefits


1 d6 Cash (in silver) Other Benefits
1 50 Contact
2 100 +1 Int
3 1000 +1 Edu
4 2000 Weapon
5 3000 Single Use Item
6 4000 +1 Sensitivity
7 8000 +1 Soc

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