Trade
Trade refers to a drifter's past and specialties.
Draw three cards and compare them to the table below. Select one of the three for the drifter's trade.
- OPTIONAL: True Drifter: A true drifter does not have a trade.
- Receive no trade ability, trait.
- Have a chance at a wider selection on the addtional gear tables.
- Starting gear:
- Leather Armor (d2)
- 2 Minor Melee Weapons (d4), 1 Medium Melee Weapon (d8) and a Buckler, or 1 Heavy Melee Weapon
Card | Trade |
---|---|
2 | Alchemist |
3 | Archer |
4 | Assassin |
5 | Beastmaster |
6 | Berserker |
7 | Burglar |
8 | Busker |
9 | Harbinger |
10 | Leadslinger |
Jack | Mage |
Queen | Pugilist |
King | Warrior |
Ace | Zealot |
Joker | Player Choice |
Note on Inventory: Each piece of gear will fill up a certain amount of inventory depending on how heavy it is:
- "Unencumbering": Won't fill up any slots unless a large amount is carried.
- Example: A feather
- Light: Fills 1/2 inventory slot.
- Example: A dagger
- Normal: Fills 1 inventory slot.
- Example: A sword
- Heavy: Fills 2 inventory slots.
- Example: A two handed sword
- Awkward:Fills 3 inventory slots.
- Example: A ladder
Alchemist
Creates tinctures, tonics, potions, poisons, and explosives.
Ability - Inoculated: Recast [STA] vs poison or disease.
Steady Hands: -2DR on checks to create alchemical concoctions and bombs
Level-Up Bonus: +1 Alchemical Concoction when using alchemical equipment.
Gear:
- Plague Doctor’s Mask
- Dissection Knife (d4 Slash)
- Alchemist’s Kit
- Hand of Glory (Alchemy Catalyst)
Archer
Skilled in bows and crossbows.
Ability - Rapid Nock: Immediately nock and fire another arrow/bolt without spending an action.
Hawkeye: -2DR when using bows and crossbows.
Level-Up Bonus: +1 damage with bows and crossbows.
Gear:
- Longbow (d6 Pierce)
- Quiver of Arrows(ud10)
- Spyglass
- Knife (d4 Slash)
Assassin
A silent and deadly killer.
Ability - Assassinate: Deal max weapon damage + roll damage as normal when attacking an enemy that is unaware of the assassin’s presence.
Shadow Stalker: -2DR to stealth and hide checks.
Level-Up Bonus: - +1 damage when attacking a target without them knowing
Gear:
- Dagger (d4 Slash)
- Black Longcoat
- Grappling Hook
- 40’ of Rope
Beastmaster
Supernatural ability to commune with beasts.
Ability - Beastial Link: Link minds with a Beast, choosing to see through its eyes, and take control over its actions for up to 1d6 rounds.
Animalistic Communion: -2DR to checks involving training and ordering beasts to perform certain tasks.
Level-Up Bonus: +1 round to beastial link
Gear:
- Waraxe (d8 Slash) or Mace (d6 Blunt)
- Pouch of Meat Scraps (ud8)
- A Bear Trap
- 1 Random Beast
Berserker
Unleashes rage upon enemies when imbibing in certain narcotics.
Ability - Primordial Rage: Negate negative effects of narcotic, instead entering a rage for the 1d6+1 rounds.
- Add MGT to melee damage rolls (minimum of 1).
- Advantage on [MGT], [AGI], [STA], and when casting damage dice.
- Disadvantage on [WIT], [EMP], [SPR].
Tough it Out: -2DR on [STA] against any adverse affects.
Level-Up Bonus: +1 round of Primordial Rage
Gear:
- Choose one: 2 Hatchets, Maces, Cutlasses, or Warpicks (d6) or 1 Maul, Claymore, or Battleaxe (d10)
- Sling
- Pouch of Ground Unch Root (ud8)
- Hide Armor (d2)
Burglar
Adept at thievery.
Ability - Scoundrel’s Luck: Immediately pass [AGI] to pick a lock or disarm a trap, even if the check has already been failed.
Petty Thief: -2DR to checks involving picking locks, pickpocketing, and disarming traps.
Level-Up Bonus: +1 chance to immediately attempt to re-pick a lock without spending a turn.
Gear:
- Thief’s Tools (ud8)
- Dagger (d4 Slash)
- Sling
- Sack of Ball Bearings
Busker
An innate talent to entertain and or heckle others, affecting their morale.
Ability - Your Reputation Precedes You: Redraw a Morale, Reaction, or Reputation check, taking the second result for better or for worse.
Fame/Infamy: -2DR to Morale, Reaction, and Reputation checks.
Level-Up Bonus: -1DR to Morale, Reaction, and Reputation checks.
Gear:
- Random Instrument
- Costume
- Random Small Pet Beast
- Juggling Balls
Harbinger
Summons deities, daemons, haints, and creatures from the unknown abyss.
Ability - Unwavering Domination: Advantage when drawing for a Tethering check.
Connection with the Abyss: -2DR to beckon, enter a covenant with, and tether summons.
Level-Up Bonus: +1 chance to immediately re-attempt a failed covenant or tethering check.
Gear:
- Silver Beckoning Bell
- Ceremonial Dagger (d4 Slash)
- Forbidden Tome of Summoning containing one minor summon
- Required ritual component for summon in Forbidden Tome
Leadslinger
Has a natural affinity for single-handed firearms.
Ability - Fan the Trigger: Fire twice in one action, +2DR on second shot.
Pistoleer: -2DR when attacking with one-handed firearms.
Level-Up Bonus: # of rounds needed to reload decreases by 1.
Gear:
- Revolver (2d4 Pierce)
- Shot and Caps (ud12)
- Powderhorn (ud12)
- Bandolier
Mage
A student of one of the esoteric disciplines of sorcery.
Ability - Harnessing Chaos: Recast a failed [WIT] to cast a sorcery, accepting the second result.
Sorcery Discipline -2DR to checks to cast Sorceries.
Level-Up Ability +1 sorcery die.
Gear:
Staff (d6)
- Grimoire (ud12) containing WIT+2 (minimum 1) random sorceries.
- Staff (d8 Blunt) or Dagger (d4 Slash)
- Wide-Brimmed Pointed Hat
- Embroidered Duster with High Collar
Pugilist
Trained in hand-to-hand combat.
Ability - Combo: Gain another hand-to-hand attack without using an action.
Iron Fist: Deal d4 damage unarmed and one die size higher with any fist weapons.
Level-Up Bonus: +1 damage to attacks made unarmed or with fist weapons.
Gear:
- Backpack
- Set of Knuckle-Dusters (d4)
- Poultice (ud6)
- Smelling Salts (ud6)
Warrior
A fighter that excels in melee combat.
Ability - Precise Strike: Gain Advantage on damage after a successful melee attack.
Art of War: -2DR on melee attack/block/dodge checks.
Level-Up Bonus +1 to melee damage.
Gear:
- One-Handed Melee Weapon (d4-d8)
- Two-Handed Melee Weapon (d10)
- Round Shield
- Chainmail (d4)
Zealot
Communes to their deity through prayer to ask for miracles.
Ability - Tend the Flock: Bestow effects of a blessing/prayer/miracle on 1d6 others.
Religious Fervor: Advantage when Communing with the Divine.
Level-Up Ability: +1 prayer die.
Gear:
- Prayer Book (ud12)
- Incense (ud8)
- Vestments of Religious Order
- Staff (d6 Blunt) or Whip (d4 Slash)