\newpage

Veteran

You were once oathbound to patrol the marches or fight in a distant land. Since coming home, things have changed. You still bear the scars and skills of your struggles and seek a new way through life.

  • Rations (3 uses)
  • Torches (3 uses)
  • Tarnished badge (petty)
  • Spear (d6)
  • Shield (1 armor, +d4)

Why did you join?

  1. To escape a prison sentence. Take lockpicks and a safe house key (petty).
  2. Your family has a long tradition of serving. Take your ancestral longsword (d10, bulky). Your lifelong training allows you to parry with your longsword: You ignore damage rolls of 1 and 2 while wielding it.
  3. Born a noble, you escaped the potentially deadly machinations of your family. Take a goose-down sleeping mat (sleeps 2) you stole from home.
  4. In place of a noble’s child whose parents paid you to serve. Take 30sp, a snare trap, and a grudge.
  5. You were saved by a soldier and felt inspired to join. Take a journal with drawings and stories from your journeys. Your stories may earn you a drink in even the most hostile of environments.
  6. When your family lost everything, you joined to avoid becoming a burden. Take a brace of 6 throwing knives (d6).

What was your role?

  1. Archer. Long bow (d8, bulky), arrows (Ud8). If you are the first to attack, your bow gains the blast property for the first round.
  2. Scout. You and your trusty companion have been through everything together. Scouting horse: 4 GD 12 STR 16 DEX 4 CTRL. Can flee combat without a DEX save. Name your horse.
  3. Regulator. Replace tarnished badge with Scapular of St. Ormund (petty). Take Confessor’s Chalk (petty, 3 uses). Draw a circle around a creature, compelling them to tell the truth so long as they remain in the circle.
  4. Medic. You’ve seen a lot. Take a medical kit (bulky), which contains implements for basic first aid and rudimentary surgery.
  5. Orderly. You did everything for your commanding officer until their demise. Take the officer’s effects: brass pin (petty), ashes (petty), stamp (petty), spyglass.
  6. Marine. You crossed the seas to fight. Take a water stone (1 charge). Place in a body of water and it will point to the nearest settlement. Recharge: Put inside of a living sea creature.

Based on the Outrider, Fletchwind, and Marchguard from Cairn 2e.