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WORK
When all else fails, an adventurer can turn to an honest
trade to earn a living.
RESOURCES
Taking on a job requires one workweek of work.
RESOLUTION
The character must make an ability check as
appropriate to the job they are trying to perform. The
GM might call for a Strength (Athletics) check if the
character is working with their hands, an Intelligence
check with a set of tools if the character is working as a
tradesman, a Charisma (Performance) check if the
character is working in a speaking capacity, a Charisma
check with a musical instrument if the character is
performing in a venue, or any other check the GM
deems appropriate. Once the character has made their
chosen check, they should consult the Work Roll
Modi er table below.
Roll Modifier
Work
Ability
Check DC
d100 Roll
Modi er
10 +5
15 +10
20 +15
25 +20
30 +25
The d100 Roll Modifier is added to the percentile dice
rolled for the Work Results table, which is discussed
below.
Complications
Work
d8 Complication
1
2
3
4
5
You manage to outperform someone who has been
working longer than you, and they're not impressed.
You bump a coworker in a clearly accidental fashion, but
they blow it out of proportion, causing everyone to
dislike you.
A patron asks for a service not provided by your
workplace, and asks for the manager when you try to
explain this.
Your manager takes credit for the work you are doing,
asserting it is their own.
One of your coworkers slows down their workload so
you have to pick up their slack.
6 You sustain a small injury, resulting in a scar.
7
8
Your coworkers, as a group, tell your boss a series of
baseless lies. Your boss believes them over you.
Your coworkers bestow a nickname on you based on an
obscure, mundane thing you did or said. They no longer
call you by your name.
UPTIME
If you are the type who prefers to hoard their wealth
and work for their dinner, you can engage in work
during uptime.
RESOURCES
Taking on a job requires at least one hour of work.
RESOLUTION
Make an ability check appropriate to the work you are
doing and consult the Work Results (Uptime) table
below.
Results
Work
d100 40 or
lower
41-
70
71-
100
101-
110
111 or
higher
You earn enough to support a poor lifestyle for the
week, with 10 cr left over.
You earn enough to support a modest lifestyle for
the week, with 50 cr left over.
You earn enough to support a comfortable lifestyle
for the week, with 100 cr left over.
You earn enough to support a wealthy lifestyle for
the week, with 200 cr left over.
You somehow earn enough to support an
aristocratic lifestyle for the week, with 500 cr left
over.
COMPLICATIONS
Despite what should be an uneventful, satisfying week
of simple work, complications can arise from this
activity. A character spending a week working has a 10
percent chance of triggering a complication.
Results (Uptime)
Work
Ability
Check DC Result
10
15
20
25
30
You earn enough to support a poor lifestyle for
night, with 2 cr left over.
You earn enough to support a modest lifestyle
for night, with 10 cr left over.
You earn enough to support a comfortable
lifestyle for night, with 20 cr left over.
You earn enough to support a wealthy lifestyle
for night, with 40 cr left over.
You earn enough to support a aristocratic
lifestyle for night, with 100 cr left over.
COMPLICATIONS
You have a 10 percent chance of triggering a
complication. If you fail to meet an ability check DC,
you instead have a one-hundred percent chance of
triggering a complication.
This is a great opportunity to create a rival to the
party, or involve a previous rival.
CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 28