Entertainer: Int 6+
–1 DM for every previous career.
Every culture in the world has entertainers, bringing joy and moral education to their audience.
• Artist: You create art, such as painting, sculpture, or literature.
• Performer: You perform, dancing, singing, and charming your way through society.
• Spy: You travel the Forever Sea posing as an entertainer, performing from island to island. You’re actually gathering information for a merchant guild, crime syndicate, or noble house.
Career Progress:
Assignment | Survival | Advancement |
Artist | Soc 6+ | Edu 6+ |
Performer | Int 5+ | Soc 7+ |
Spy | Int 8+ | Int 5+ |
Mustering-Out
Roll | Cash | Benefits |
1 | 500 sp | Voyager Ship Share |
2 | 1,000 sp | Magic Item (any) |
3 | 1,500 sp | +1 Int |
4 | 2,000 sp | +1 Soc |
5 | 3,000 sp | Two Voyager Ship Shares |
6 | 4,000 sp | Contact |
7 | 6,000 sp | +1 Edu, +1 Soc |
Skills and Training
Roll | Personal Development | Service Skills | Advanced Education (Minimum Edu 8) |
1 | +1 Edu | Art (any) | Advocate |
2 | +1 Int | Carouse | Broker |
3 | +1 Dex | Persuade | Art (any) |
4 | +1 Soc | Steward | Language 0 (no specialty) |
5 | Stealth | Diplomat | Investigate |
6 | Carouse | Streetwise | Deception |
Roll | Assignment: Artist | Assignment: Performer | Assignment: Spy |
1 | Art (any) | Athletics (any) | Admin |
2 | Carouse | Art (any) | Deception |
3 | Gambler | Deception | Diplomat |
4 | Language (any) | Melee Combat (any) | Investigate |
5 | Persuade | Persuade | Melee Combat (any) |
6 | Art (any) | Steward | Stealth |
Ranks and Skills
Rank | Title | Skill or Benefit |
0 | Entertainer | Trade (any) 0 |
1 | Performer | Art (any) 1 or Language (any) 1 |
2 | Master Entertainer | Magic 0 |
3 | Artist | Streetwise 1 or Jack of All Trades 1 |
4 | ||
5 | ||
6 |
Mishaps
1d6 | Mishap |
1 | Severely injured in action. (This is the same as a result of 2 on the Injury table.) |
2 | After three lovers in three days (a new personal best) the fourth is a bit peeved and decides to put you out to pasture. Roll Melee Combat 8+ or Persuade 9+ to escape uninjured. |
3 | You acquire a wealthy patron who’s always robed and hooded. During one of your many midnight meetings, you detect a distinctive serpentine continence to your patron in a mirror. Roll Deception 8+ and the patron does not notice your observation. If you fail, you can either throw Melee Combat 10+ or flee with an Athletics 8+ or Stealth 8+. If you fail, you wake up with a massive headache and you’re certain something has been done to you. |
4 | You hit a creative brick wall and realize that art is not for you. Lose your Mustering-Out roll for this term and become a Drifter. If you are a Spy, you may choose another career as normal. |
5 | You worked for several years on your greatest project, but its reception is far from expected. You cause a riot and barely escape with your life. You’re declared a blasphemer, an anarchist, and a wanted criminal. It’s time for a name change and a new career, methinks. Lose your Mustering-Out roll for this term. |
6 | Injured. Roll on the Injury table. |
Events
2d6 | Events |
2 | Disaster! Roll on the mishap table, but you are not ejected from this career. |
3 | You’re approached by a criminal organization that wants to steal some paintings or sculptures. If you’re a painter or sculptor, they’re willing to steal yours and hand them back over to you as long as you insure them through a “recalcitrant” moneylender who’s refusing to acquiesce to the gang’s demands. If you’re not a painter or sculptor, they request your social contacts to perform their heist. If you accept, roll Soc 7+ to gain a +3DM on one Cash Mustering-Out roll. If you decline (or you fail your Soc roll) you gain an Enemy. |
4 | A rich patron loves your work. Gain +2 DM to one Cash Mustering-Out roll. |
5 | You have a great run and can tell you’re improving. Gain one level in Art (any). |
6 | After a particularly fine performance or display, you find yourself sleeping for ten or twelve hours per day. In your sleep, you repeatedly perform the same actions over an over to a tune you can’t quite remember upon awaking. Gain Magic 0. |
7 | Life Event. Roll on the Life Events table. |
8 | One of your works gains notoriety among a non-human race - apparently it means something quite different to them than to your normal audience and is viewed as an inspired piece of art. Gain +1 Soc. |
9 | You travel extensively performing or supporting your work. You’re well-received and gain 1d3 contacts. |
10 | You are contacted by a spy. If you are a spy, you receive additional training to perform your mission. Gain Recon 1 or +1 Soc. If you are not a spy, you have the opportunity to become a Spy next term without having to roll to change careers and without starting over in rank. You also gain a Contact. |
11 | Though happenstance, you end up teaching others your craft and expand your normal repertoire of abilities through interacting with the local nobility in a different field. Either gain Advocate 1 or a +4 DM to your next Advancement roll. |
12 | You create or perform a work that will be remembered. You are automatically promoted. |
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