The last of the careers, soldier will surely be a common choice.
Soldiers
Soldiers are land-based warriors. They learn melee and missile combat skills, serve in cavalry units, or act as guards or other law enforcement in urban environments. Skilled soldiers are always in high demand, regardless location.
Enlistment: End 5+
–1 DM for every previous career.
Assignments: Choose one of the following:
• Infantry: You serve in the mud and the blood. When lucky, you perform garrison duty.
• Cavalry: You serve from horseback, fighting enemies as ordered by a city army, a merchant guild army, or a noble’s army.
• Guards: You act as a guard for a city, a merchant house, a caravan route, or a noble family.
Career Progress
Assignment | Survival | Advancement |
Infantry | End 6+ | Edu 6+ |
Cavalry | End 5+ | Soc 6+ |
Guards | End 4+ | Int 5+ |
Mustering-Out
Roll | Cash | Benefits |
1 | 1,000 sp | Magic Item (weapon) |
2 | 1,500 sp | +1 End |
3 | 2,000 sp | Voyager Ship Share |
4 | 3,000 sp | Crew Passage |
5 | 4,000 sp | Magic Item (any) |
6 | 5,000 sp | Private Passage |
7 | 6,000 sp | 2d6 Voyager Ship Shares |
Skills and Training
Roll | Personal Development | Service Skills | Advanced Education (Minimum Edu 8) | Commendation Skills |
1 | +1 Str | Animals (riding) | Heavy Weapons (any) | Language (any) |
2 | +1 Dex | Athletics (any) | Medic | Leadership |
3 | +1 End | Melee Combat (any) | Melee Combat (any) | Magic 0 |
4 | +1 Edu | Melee Combat (any) | Stealth | Mechanic |
5 | Gambling | Missile Combat (any) | Survival (any) | Persuade |
6 | Melee Combat (unarmed) | Recon | Tactics (military) | Tactics (military) |
Roll | Assignment: Infantry | Assignment: Cavalry | Assignment: Guards |
1 | Athletics (any) | Animals (riding) | Admin |
2 | Heavy Weapons (any) | Drive (chariot) | Advocate |
3 | Melee Combat (any) | Melee Combat (any) | Investigate |
4 | Missile Combat (any) | Persuade | Jack of All Trades |
5 | Stealth | Recon | Melee Combat (any) |
6 | Tactics (military) | Tactics (military) | Streetwise |
Ranks and Skills
Rank | Title | Skill or Benefit |
0 | Soldier | |
1 | Corporal | Melee Combat (any) 1 or Missile Combat (any) 1 |
2 | Veteran | Recon 1 or Stealth 1 |
3 | Sergeant | Leadership 1 or Persuade 1 |
4 | Lieutenant | Tactics (military) 1 or Leadership 1 |
5 | Captain | |
6 | Colonel | |
Mishaps
1d6 | Mishap |
1 | Severely injured in action. (This is the same as a result of 2 on the Injury table.) |
2 | You survive a near-massacre of your unit by pretending to be dead after being injured. Roll on the Injury table treating 1’s and 2’s as 6’s. |
3 | You serve in some blasted hell-hole under a pompous ass of a commander. You survive a disastrous battle, but gain your commander as a Rival as you truthfully describe his inadequate performance to his superiors. |
4 | You decimate a troop sneaking up on your camp, only to discover they were on your side. Once the error is discovered by your superiors, you’re lucky to escape with your life. Leave your career and suffer a -1 to your mustering out throw. |
5 | You put the finger on an innocent fellow soldier or guard. He is executed and you gain Enemies of his kin. |
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 | While patrolling, you prevent an ambush if you throw Recon 8+. If you fail the check, your unit triumphs if you throw a Tactics (military) 10+. If you fail both rolls, your unit is destroyed and you barely escape. You may not re-enlist at the end of this term. If you succeed, you and your unit survive, you are commended, and you gain one free roll on the Commendation Skills table. |
4 | You spend a long time in an urban environment. Gain one of Streetwise 1, Carouse 1, Gambling 1 or Language (any) 1 |
5 | You perform an exemplary service for your commander. Gain a +1 DM to any one Benefit roll. |
6 | You’re subject to a long siege and rations grow terribly low. Thrown Social Standing 8+ to avoid catching a disease and losing 1 point in a physical characteristic. If you fail the roll, gain Leadership 1; if you succeed, gain Persuade 1. |
7 | Life Event. Roll on the Life Events table. |
8 | While on patrol, you are captured and sold into slavery. You later manage to escape with help, but wander for over a year with the person who assisted your escape before returning to your unit. Gain one of Deception 1, Survival 1, or Magic 0. |
9 | You play an important part in a successful genocidal war against a non-human race, wiping them out in the local area. Gain one of Stealth 1, Tactics (military) 1, Deception 1, or Leadership 1. When encountering members of the non-human race you warred against, they may recognize you as being involved if they throw an Education 12+. If they succeed, they immediately become rivals, unless you throw a Social Standing 10+, convincing them otherwise. |
10 | You single-handedly slay a war elephant with an amazing series of quick attacks. Gain +1 Social Standing. |
11 | You save your commander’s bacon and he takes you under his wing. Either gain one level of Leadership, or take a +4 DM to your next Advancement roll. |
12 | You show great courage and valor in combat. You are automatically promoted. |
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