Qualification: None. Anybody can be a peasant. In fact, most people are!
Craftsman: You worked as a skilled craftsman, such as a smith, architect, or cobbler. Your ability to make quality products determined the strength of your business, but courting the favor of the nobility was what really took your places.
Survival: Edu 6+. Advancement: Soc 6+.
Farmer: You worked the land of a feudal lord, growing crops and raising animals. Your continued survival required long hours of labor in the fields to eke out a living, while advancement required pleasing your lord and other nobles.
Survival: End 5+. Advancement: Soc 7+.
Sailor: You were part of the crew of a ship, boat, or riverine raft, and so are much more well-traveled than the average peasant. Sailing was dangerous work, though; it required enough coordination to not get caught in the rigging or hit with the yardarm, and enough knowledge of the coast to avoid shoals and pirates.
Survival: Dex 7+. Advancement: Edu 5+.
Basic training: Peasants gain their basic training skills from their specialty table rather than the career skills table.
Personal Development:
- +1 End
- +1 Int
- +1 Edu
- Melee (Unarmed)
- Gambler
- Carouse
- Haggle
- Persuade
- Trade (Any)
- Animals (Any)
- Streetwise
- 1 Contact
- Haggle
- Trade (Any)
- Trade (Any)
- Lore (Appropriate to trade)
- Art (Any) or Mechanic
- Persuade
- Animals (Farming)
- Trade (Farmer)
- Melee (Spears or Bludgeons)
- Survival
- Haggle
- Athletics (Endurance)
- Seafarer
- Navigation
- Lore (Nautical)
- Steward
- Melee (Bludgeon or Small Blades)
- Haggle
- Apprentice -> Trade (Any) 1
- Journeyman
- Craftsman -> Haggle 1
- Overseer
- Master Craftsman -> Trade (Any) or +1 Soc
- Legendary Craftsman
- Dirt Farmer -> Trade (Farming) 1
- Nerf Herder
- Goat Herder -> Animals (Farming) 1
- Farmer
- Homesteader -> Survival 1
- Yeoman Farmer -> +1 Soc
- Deckhand -> Trade (Sailor) 1
- Swabbie
- Sailor -> Gambler 1
- First Mate
- Captain -> Navigation 1 or +1 Soc
- Dread Pirate
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