Outsider

Some individuals live outside the bounds of the community. This may be choice or they may have been driven out for one reason or another. By necessity, these people are hardy and capable — the wild is unforgiving.

Qualification

Automatic

Assignments

Choose one of the following:

Backwoodsman
You are a hunter or trapper.
Renegade
You are an Indian who refuses to live on a reservation.

Term Success

If the term was not a Success, roll on the Mishap table.

Assignment
Success
Backwoodsman
END 8+
Renegade
END 8+
 

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 Outsider, you may take any one Career Skill at level-0.

Roll
Personal Development
Career Skill
Advanced Education EDU 8+
1
+1 END
Animals
Medic
2
+1 DEX
Firearm
Language
3
+1 STR
Survival
Trade
4
+1 INT
Navigation
Broker
5
+1 EDU
Athletics
Culture
6
Athletics
Stealth
Jack-of-All-Trades
 
Roll
Backwoodsman
Renegade
1
Animals
Animals
2
Recon
Melee
3
Survival
Survival
4
Investigate
Athletics
5
Trade
Stealth
6
+1 STR
Culture
 

Ranks and Bonuses

Outsiders don't have ranks or a heirarchy.  

Events

Roll
Event
2
Roll on the Mishap Table, but you don't have to change careers.
3
A native band moves into your territory. They are friendly. Gain +1 Language or +1 Culture as appropriate.
4
That which does not kill you makes you more competent. Gain +1 Jack-of-All-Trades.
5
It's getting to be that a person can't be alone anymore. Another outsider moves into the area. Roll 1D: on a 1 or 2, gain an Enemy; on 3 or 4, gain an Ally; on 5 or 6, they have the decency to keep to themselves.
6
You end up doing a lot of traveling this term. Gain a level in Animals (Handling).
7
Roll on the Life Event Table.
8
You have a run-in with someone genuinely hostile. If you don't have an Enemy, gain one. Then roll either Melee 8+. Firearms 8+, or Stealth 8+. If you fail, roll on the Injury table.
9
You help out a traveler. Gain a Favor.
10
It's been a good year for hides and pelts. Gain DM +2 on the Benefits roll for this term.
11
The US Army wants you to serve as a scout and they won't take no for an answer. Your next term is as Soldier.
12
Challenges have stretched your skill set. Increase one of your Career Skills by +1.
 

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.

Roll
Mishap
1
Injured. Roll on the Injury Table.
2
Fever and ague nearly kills you. Take -1 END.
3
A wildfire destroys your home and all your possessions. Lose an another Benefit roll, in addition to the one for this term.
4
A criminal gang came into your area and things got hot. Gain an Enemy.
5
The game in your area was hunted to extinction. You nearly starve over the winter. Take -1 STR
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

Roll
Cash
Benefit
1
$0
+1 STR
2
$5
+1 END
3
$10
Ally
4
$30
Horse
5
$60
Favor
6
$100
Firearm
7
$120

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