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Pearl Hart |
Anyone who wishes can choose a Career at character creation or choose, during a campaign, to decide to fill in their character's back story with some possibly useful experience. Careers come with certain social standing depending on what they are so like a ditch-digger would get on better interacting with other ditch-diggers. However, the big things Careers grant are A) an explanation of what it is you do all week when you're not being awesome and therefore B) how you earn your bread. It also C) gives you some visual signifiers that you can use imaginatively to form some advantage and D) some kind of bonus.
Basically think of anything listed here as either a new LOTFP style Skill that you start with a 2/d6 in (or add the appropriate 1 point bonus point to a real Skill if one is listed) or a conditional bonus to your Saves.
You can choose which table you qualify for that you want to roll on but all Careers are assigned RANDOMLY.
It's there, like a lot of things in my character generation checklist, to be used or not, and ignored at your leisure once chosen.
Any character may roll 1-10 |
Day Job |
+1 roll bonus |
Trappings |
|
1. Legal assistant |
Confusion |
Spectacles |
|
2. Student |
Ignorance Saves |
Ink stains |
|
3. Apprentice |
Roll again; lore of same |
Satchel, notebook |
|
4. Waiter |
Mixology |
Small coins, leftovers |
|
5. Farmhand |
Spook animals |
Scars, callouses |
|
6. Homebody spouse |
Lying |
Crude disguise |
|
7. Stablehand |
Ride |
Reek of manure |
|
8. Messenger |
Endurance Saves |
Sturdy boots |
|
9. Prostitute |
Seduction |
Perfume, well-groomed |
|
10. Shepherd |
Calm animal |
Crook and wineskin |
Any character with Intellect 9
may roll on this table |
Day Job |
+1 roll bonus |
Trappings |
|
1. Teacher |
Esoterica |
Chalk, parchment, quill |
|
2. Clergy |
Faith |
Collar, chaste clothes, holy writ |
|
3. Accountant |
Appraising |
Abacus |
|
4. Nurse |
First Aid |
Gloves, bloody rags |
|
5. Cook |
Herbology |
Apron |
|
6. Mercenary |
Search |
Battle scars, tattoos |
|
7. Cartographer |
Know Direction |
Parchment, quill |
|
8. Blacksmith |
Repair |
Burns, leather apron, soot |
|
9. Hustler |
Bluff |
Cards |
|
10. Deputy lesser |
Intimidation |
Star |
Any Folk may roll on this table, or any character with Constitution 9 |
Day Job |
+1 roll bonus |
Trappings |
|
1. Tailor |
Disguise |
Chalk, tape, nice outfit |
|
2. Butcher |
Anatomy |
Blood everywhere, apron |
|
3. Baker |
Smell and Taste |
Flour, rolling pin |
|
4. Candlestick maker |
Arson |
Singed cuffs, wax spots |
|
5. Tanner |
Animal Identification |
Furs and leathers |
|
6. General store |
Diplomacy |
Sharp haircut |
|
7. Cobbler |
Running |
Amazing shoes |
|
8. Telegraph |
Languages |
Small notebook |
|
9. Carpenter |
Architecture |
Hammer, level |
|
10.Engineer |
Tinker |
Oil stains, metal filings |
Mountain Men, Agarthaurum, and characters with
Wisdom 9 may roll on this table |
Day Job |
+1 roll bonus |
Trappings |
|
1. Fisherman |
Swimming |
Flies, line |
|
2. Animal trainer |
Extra trick for beast Helpers |
Treats, flags |
|
3. Trapper |
Find Trap |
Small pelts |
|
4. Furrier |
Appraise Creature |
Fur |
|
5. Prospector |
Tunnel Navigation |
Dust, mud, whiskey |
|
6. Guide |
Wilderness |
Walking stick |
|
7. Woodcutter |
Force Door |
Hatchet |
|
8. Explorer |
Climb |
Sextant, backpack |
|
9. Bounty hunter |
Interrogate |
Handbills, license |
|
10. Distiller |
Identify Liquid |
Flask(s) |
Any character with Charisma 9 may roll on this table |
Day Job |
+1 roll bonus |
Trappings |
|
1. Snake oil salesman |
Persuasion |
Extravagant costume |
|
2. Coachman |
Drive |
Whip |
|
3. Musician |
Distract |
Instrument, fakebook |
|
4. Dancer |
Tumble |
Exciting underwear |
|
5. Gambler |
Detect Lies |
Cards, dice |
|
6. Gravedigger |
Shock Checks |
Shovel |
|
7. Bartender |
Listening |
Suspenders, towel, apron |
|
8. Executioner |
Examine Corpse |
None outside of duties |
|
9. Undertaker |
Soothe/Comfort |
Top hat, tails |
|
10. Engraver |
Identify Corrosive |
Electric tinny smell |