Profession
1:
Alchemists’ Apprentice - A pupil learning how to formulate
magical potions and other concoctions. • Special Skill Alchemy 2in6
Languages 2in6 • Starting Equipment: brace of pistols as
well as one minor potion of philter.
2: Body
Guard - Traders need muscle to protect them from rivals and
thieves, body guards provide that muscle. • Skills Stealth 2in6 and
Sneak Attack 3in6 • Starting Equipment: Club, sling, leather armor
and a shield.
3:
Entertainer - Whether a jester, a bard or an orator,
entertainers make a living by amusing and delighting people through
art. • Special Ability: Can spend half a day in town performing to
earn room and board for 1d6 days. • Starting Equipment: Six daggers
and the player’s choice of an instrument.
4: Herbalist
- Someone who specializes in growing and collecting a variety of
plants for medicinal, magical and culinary purposes. • Skills
Bushcraft 3in6 Alchemist 2in6 • Starting Equipment: Either a staff, a sling, a pouch full of herbs, 1 week iron rations,
and a shield.
5: Initiate
- A novice living in a monastery that has yet to be tonsured as a
full-blown monastic. • Special Skills Physicker 4in6 • Starting
Equipment: Staff, a holy symbol, robes and a horse hair shirt [same
as leather armor].
6: Laborer -
A peasant, surf or some one from the lower classes who is relegated
to doing menial, physical work. • Special Skills Athletics 4in6 •
Starting Equipment: A Hammer 1d3 damage, water skin filled with cheap
alcohol and heavy leather work clothes (same as leather armor)
7: Trader –
One who trades and sells on the market, often insuring large
shipments and getting rich through high stakes investment. • Skills
Tinker 2in6 and Lore/History 2in6 • Starting Equipment: mace, and a dagger, a nice set of clothes and 1d4x5 Silver Pieces.
8: Outlaw -
Any one who lives outside the law in order to eat and survive. •
Skills Stealth 3in6 and Sleight of Hand 2in6 • Starting Equipment:
A sword, a bow, leather armor, shield, and 1d8 Outlaw Associates.
9: Pedlar - A
seller of trinkets, baubles and knickknacks. • Skills Sleight of
Hand 3in6 and Languages 2in6. • Starting Equipment: A sling, a sack
with pots and pans, a pouch with colored ribbons and a pack
containing a tinderbox, 4 blankets and some rope.
10: Cartographer
- Someone who specializes in Maps • Skills Cartography 3in6
and Languages 2in6. • Starting Equipment: A dagger, 1d6 maps, and
leather armor.
11: Rat-Catcher
- Every city has vermin, and every city needs a rat-catcher has his
trusty dog to keep them at a minimum. • Skills Stealth 3in6 and
Sneak Attack 2in6. • Starting Equipment: A small but vicious dog
(will always be able to replace dog if it dies), a dagger, a sling
and a Ratter’s pole with d6 dead rats.
12: Runner -
Armies, governments and merchants all need information quickly and
runners deliver that information by going where horses cannot. •
Skill Athletics 4in6 and +10 to move • Starting Equipment: rapier, d6 empty scroll cases, and leather armor.
13: Sailor -
Whether a conscript, a marine or a fisherman, sailors are anyone who
make a living on the sea. • Skills Sailor 3in6 and Athletics 2in6.
• Starting Equipment: rapier, rope, a partial map to some
unknown location and leather armor.
14: Seer -
Sometimes called soothsayers, oracles or fortune tellers, seers are
those who has the gift of foresight. • Special Ability: Roll a d20
at the beginning of a gaming session. This roll may be substituted
once during that session for another roll. • Starting Equipment: A
staff, a sling and a pouch with divination trapping (tarot cards,
bones, dice, etc.).
15: Scribe -
Not everyone can read or write, but in a civilized world, everyone is
in need of something written. • Skills Languages 4in6 • Starting
Equipment: staff, a pack with writing equipment (ink, pen and paper),
and bottle of good wine.
16: Soldier -
Any veteran of combat and war. • Skill Bushcraft 2in6 and Stealth
2in6. • Starting Equipment: arquebus and a brace of pistols.
17: Squire -
A young noble acting as an attendant to a knight. • Special
Contacts knows 2d8 Paladins & Fighters plus 1d6 Chamber Maids. •
Starting Equipment: sword, shield, and chain mail.
18: Woodsman
- A person living or working in the woods, especially a forester,
hunter, or woodcutter. • Skills Bushcraft 3in6 and Athlectics 2in6.
• Starting Equipment: axe, bow and leather armor.
19-20: Roll Twice
- No more than 2 Past Occupations. If rolled again just ignore and
roll the dice again.
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