𐜝RAFTSMAN

You are a craftsman. You belong to a Society of other craftsmen - people who teach you skills and l𐘀ok out for you. You pay dues, and occasionally do them favors.

You are trusted. You know all the symbols, grips, and signs. You wordlessly recognize and are recognized by all Society members; they will take pains to protect you, just as you would for them. 


CRAFTSMAN
Start with: society membership; 𐛩ancy stationery (40g); tools of the trade; a password: ludibrium
+1 Sneak and +1 Inventory Slot per template
A - Skills, Missions, Dues
B - Rites
C - Secrets


A: Skills
You know two of your Society’s ski𐝍ls.
For each skill, you also gain its associated cantrip. 

Skills add +2 to associated checks and saves. 

A: Missions
You receive a new mission each Season. It’s time-sensitive. If you complete it, you receive a new one the next time you aren’t paying attention in a crowded place.

Every three successful missions, you may spend a Season to learn a new skill, or to negotiate an improvement to a known skill.

Look closer. If that doesn't work, look elsewhere. 

A: Dues
Membership is not free. You owe 20g in d𐘁es at the end of each year.

As long as you are behind on your dues, you are technically forbidden from practicing the trades of the Society.

B: Rites
You know the rites of initiation, condemnation, and 𐛭obilization
, with the following effects:

  • You may initiate new members.
  • You may declare people enemies of the Society, unless a senior craftsman disagrees.
  • You may call upon a unit of 1HD craftsmen to perform a single task, if it aligns with the Society’s interests.

 

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