Settler

It takes a special kind of person to settle on a new frontier. Toughness, self-reliance, and resilience are all important traits when the land itself is indifferent to your survival. Most settlers have family with them, as there is too much work for one person to do by themselves.

Qualification

END 6+

Term Success

Position
Success
Advancement
Settler
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 Settler, 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
Animals (Husbandry)
Medicine
4
+1 STR
Firearms
Trade
5
+1 INT
Drive
Culture
6
Drive
Survival
Jack-of-All-Trades
 
Roll
Settler
1
Animals
2
Drive
3
Recon
4
Farming
5
Broker
6
Trade
 

Ranks and Bonuses

There are no ranks for Settlers in Hell's Furnace.  

Events

Roll
Event
2
Roll on the Mishap Table, but you don't have to change careers.
3
You got caught out in a winter storm that damn near killed you. Gain +1 Survival.
4
Your new neighbor ain't from around these parts. Gain +1 in a Language.
5
You can't spend all of your time running back to town, so you've got to do things for yourself sometimes. Gain +1 in a Trade.
6
There's a barn dance to celebrate a successful harvest. Gain +1 in Carouse.
7
Roll on the Life Event Table.
8
Man does not live by labor alone. Gain +1 in an Art.
9
You help out another settler when they need it most. They won't forget what you did for them. Gain a Favor.
10
There are some days when everything seems to go wrong. Gain +1 in Jack-of-All Trades.
11
A band of Natives spends time in the area. Things remain peaceful and you are able to trade with them. Gain +1 in Culture.
12
A band of outlaws hides out in the area. The county sheriff assembles a posse and drafts you. Gain +1 in Recon, Firearms, or Investigation.
 

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. You need to find a new career.

Roll
Mishap
1
Injured. Roll on the Injury Table.
2
The fever and ague sweeps the area. If you have Contacts or Allies, one of them dies. If you don't, you are the one who got sick. Reduce your END by 1.
3
A drought has caused your farm to fail.
4
Indians, outlaws, or scavanging soldiers raid your farm while you're away. They steal your animals and any crop, burn the buildings, and kill anyone who's at the farm. Gain an Enemy.
5
A wildfire roars across the land and you lose everything. Any savings that you have are wiped out.
6
Severely Injured. Roll twice on the Injury Table and take the lower result.
 

End of Term Benefit and Cash

Roll
Cash
Benefit
1
$10
Horse
2
$20
Wagon
3
$50
Contact
4
$80
Favor
5
$100
Weapon
6
$150
Ally

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