Shepherd

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[back to Supereon One]

The BOPs in Supereon One are written with forward compatibility in mind, so they use sc as a monetary system. Remember to multiply this by 10 if you are using amber (a).

Occupation Tag: Wanderer

You feel more at home with sheep and other livestock than in the bustle of city life. Sleeping under the open skies soothes you, and you see your flock as your surrogate family. You make your living by tending these animals, shearing them for wool, and eventually selling them for their meat and hide after they have lived good lives.

Starting Equipment

If you take this profession when you create your character, you gain the following gear, in addition to the equipment you gained based on your background: Traveler’s pack, one crook or walking staff, hide armor, sling, bedroll, mess kit, clothes (simple), hooded cloak, 2-person tent, mess kit, rations (5), torches (5), tinderbox, 50 ft rope, waterskin

Skills

Each time you gain a rank in the Shepherd profession (including rank 1), gain +3 Perceiving, and +1 in three skills of your choice:

  • Athleticism: Applied Force, Athletics
  • Influence: Intimidating, Leadership
  • Knowledge: Biology, Geography, Vehicles* [land]
  • Observation: Investigating
  • Performance: Instrument* [choose one]
  • Stamina: Forced March
  • Survival: Animal Handling, Foraging, Nature, Navigating*, Sheltering, Tracking

Range Rider

When you become a rank 1 Shepherd, and every time you gain a rank in the Shepherd profession, you increase the size of your herd and your ability to guide them.

Rank 1

You tend a herd of 5d20 or more medium or smaller livestock belonging to a village or town. You may spend one week in a frontier town or settlement and earn 1 sc per 2 creatures in the herd you tend.

Rank 2

Your herd gains an additional 5d20 medium or smaller livestock as well as 2d20 large livestock belonging to a village or town. Using your Rank 1 ability earns you an additional 1 sc per large creature in your herd.

Rank 3

You gain an additional 3d20 large livestock and have a stake in ownership of half the herd. Additionally, you may now choose to attempt to move your herd to a neighboring market. For each week spent doing this, up to a maximum of 4 weeks, roll on the Herding Table below to determine if your herd runs into any danger while traveling. Your MC may present additional threats or determine if preventative measures, such as hiring guards, can negate these dangers. After the drive is complete you earn double your normal payment for each week spent driving the herd. You also earn +2 Goodwill in the settlement in which you end your cattle drive. After completing a cattle drive, you cannot use this ability again for 2 weeks.

Herding Table
1 Rustlers! 2d6+2 bandits attack the herd. You lose 1d10 large livestock or 1d20 medium or smaller livestock.
2-4 Beasts! 2d4 hungry beasts attack the herd. You lose 1d6 large livestock or 1d10 medium or smaller livestock.
5-9 Lost Animals. During the trek you lose 1d6 medium or smaller livestock and 1d4 large livestock.
10-19 Safe travels. You encounter no danger this week.
20 Lucky Break. You find enough wild berries and game to count for 3 days worth of rations, or to cure and sell for 3 sc when you reach civilization.

Rank 4

You gain an additional 5d20 or more medium or smaller livestock and 1d20 large livestock. You now earn 1 sc per medium or smaller livestock and 2 sc per large livestock when using your Rank 1 ability.

Rank 5

You are now the owner of approximately 15 acres of land adjacent to a friendly settlement. This land comes with a fully stocked farmhouse that can comfortably sleep 10 people as well as enough retainers to care for it. Every time you use your cattle drive, you gain an additional +2 Goodwill and you now earn 2 sc per medium or smaller livestock and 4 sc per large livestock when using your Rank 1 ability.