Time to Roll for Past Occupation of the Character



Roll 1D20 to find out what the character used to do for a living

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.

No comments:

Post a Comment