Drifter

Some folks aren't prepared to be tied down. Drifters move around, picking up whatever work they can. This might be in a business town or on a farm or ranches. The railroad also hires laborers without asking many questions about a person's past.

Qualification

Automatic

Term Success

Position
Success
Advancement
Drifter
DEX 7+
INT 7+
 

Skills and Training

If this is your first term in any career, take all of the Career Skills at level-0 as your "basic training". If a skill is already at level-0 or higher, it does not get increased. If this is not your first term overall, but it is your first term as an Drifter, you may take any one Career Skill at level-0.

Roll
Personal Development
Career Skill
Advanced Education EDU 8+
1
+1 END
Animals (Handling)
Navigation
2
+1 DEX
Farming
Investigate
3
Athletics
Melee
Language
4
Carouse
Firearm
Broker
5
Draw
Gambling
Culture
6
Deception
Trade
Jack-of-All-Trades
 
Roll
Drifter
1
Animals
2
Drive
3
Survival
4
Carouse
5
Draw
6
Firearms
 

Ranks and Bonuses

Rank
Drifter
Skill or Bonus
0
1
Culture (Underworld)
2
3
4
Deception
5
6
 

Events

Roll
Event
2
Roll on the Mishap Table, but you don't have to change careers.
3
You are hired as part of a professional hunting crew. Gain +1 in either Recon or Firearms.
4
Working on the railroad builds character. Or at least it tries to build a character. Gain either +1 STR or Engineering (Civil).
5
You spend some time tending bar. Gain +1 in either Carouse, or Academics (Psychology).
6
You find someone who takes you under their wing and teaches you their trade. Gain +1 in a Trade.
7
Roll on the Life Event Table.
8
Some quiet time spent working the land has been good for you. Gain +1 in either Animals or Farming.
9
The life of a Drifter can get exciting. Gain +1 in Draw.
10
You had to spend four years pretending to be someone else for some strange and convulted reason. Gain +1 Deception and create a quick capsule description of who you were.
11
The widow(er) whose farm you're working falls in love with you. It's a torrid relationship, but one that is ultimately doomed to end in sadness. As you depart, you catch one last look of her/him standing in the doorway, watching you leave. They're someone you're fated to meet again although whether as an Ally or an Enemy remains to be seen.
12
You find yourself being pursued by a relentless deputy marshal for a crime that you didn't commit. You've thrown him off the trail for now, but you have an Enemy. The need to continuously move on has taught you to be flexible. Gain +1 Jack-of-All-Trades.
 

Mishaps

If a mishap occurs, the term ends before completion. Do not roll for an end of term benefit or cash. Roll 1D /2 to determine how many years the term lasted. Drifters don't need to change careers unless noted by this table.

Roll
Mishap
1
Injured. Roll on the Injury Table.
2
You caused trouble for someone. Gain an Enemy.
3
You've developed tuberculosis. Reduce your END by 1.
4
You wake up one morning to discover that the last few years are a complete blank. You cannot recall where you have been or what you did.
5
Things have gone completely south. A person from your past turned up and stirred up trouble that you thought was far behind you. If you have a Contact or Ally, they become an Enemy. If you don't have a Contact or Ally, it was someone with a tangential connection and you still gain an Enemy. Roll a 2D. If you roll a 2, take the Prisoner career for your next term.
6
Severely Injured. Roll twice on the Injury Table and take the lower result.
 

End of Term Benefit and Cash

DM +1 on Cash if Gambling-1 or better, DM +1 on Benefit if rank 5 or 6

Roll
Cash
Benefit
1
$0
None
2
$0
None
3
$5
Contact
4
$10
Horse
5
$20
Weapon
6
$50
Ally
7
$100
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