Game Master / Crew Job Generator / Crew Job Generators
Crew Job Generators
These tables create a job for your crew in one roll of the dice. Each crew type has its own set of tables, with a section for each of its Favored Jobs (Cargo Types for Smugglers, Sales Types for Hawkers).
In Foundry
The GM opens the Job Generator from the Jobs tab of a crew sheet, or from the token controls. Pick the crew type and the kind of job, press Roll all six, then re-roll or hand-pick any line. Post to chat shows the job to the table, and Save to crew adds it to the crew's job history. Lines marked hidden go to the GM only until revealed. The same tables are in the Roll Tables compendium under Crew Jobs.
How to use them
- Find your crew and the kind of job you want.
- Roll one of each die: d4, d6, d8, d10, d12, and d20. Some tables belong to the job type, and some are shared by every job in that crew. Either way, each die has exactly one table.
- Drop the results into the crew's mission statement. That gives you a one-line pitch for the job.
- Build the adventure from there. The roll is a starting point, not a script. Change, combine, or ignore anything that doesn't fit.
Good to know
- Strange combinations are on purpose. When a roll doesn't seem to make sense, working out why it happened is usually the best part of the job.
- The italic words after some entries are tags. They're quick ideas to help you describe the result.
- You don't have to roll. Pick any entry you like instead.
- Arcane Investigators' D12 (The Root) is the hidden truth behind the job. Keep it to yourself and let the crew uncover it.
- Terms is a rough scale (Rush, Standard, Patient, Favor) until pay rates are set. Scale it to the crew's level. Raiders and Hawkers use their own D4 in place of Terms.
Example: A Shadows crew rolls for Sabotage and gets: “A lawman who can't be seen doing this himself wants the crew to wreck a peace talk for a homesteaders' collective, in the town square on celebration day. But the client isn't who he claims to be. Rush job.” The GM decides the “lawman” secretly works for a cattle outfit that wants a range war, and the session starts there.
Mission statements
- Assassins: “[CLIENT] wants [THE TARGET] dealt with. It's a [JOB TYPE]: [THE TERMS OF IT]. The opening is [THE OPENING]. But [WRINKLE]. [TERMS].”
- Bravos: “[CLIENT] is paying for muscle. It's a [JOB TYPE] job: [OBJECTIVE], against [THE OPPOSITION], at [THE GROUND]. But [WRINKLE]. [TERMS].”
- Essence Hunters: “[CLIENT] needs Essence: [OBJECTIVE]. It's a [JOB TYPE] job, [D12], and [D10]. But [WRINKLE]. [TERMS].”
- Hawkers: “On [THE TURF], [THE PRESSURE]. Time for a [SALES TYPE]: [OBJECTIVE], and [D10]. But [WRINKLE]. On the line: [THE STAKES].”
- Prospectors: “[BACKER] is counting on you to bring back [OBJECTIVE] from [THE SITE]. It's a [JOB TYPE] job, and the ground holds [THE DANGER]. But [WRINKLE]. [TERMS].”
- Raiders: “[WHY NOW], so the crew rides. It's a [JOB TYPE]: [OBJECTIVE], against [THE PREY], at [THE GROUND]. But [WRINKLE]. [THE TELLING].”
- Shadows: “[CLIENT] wants [OBJECTIVE] from [THE MARK]. It's a [JOB TYPE] job at the [PLACE]. But [WRINKLE]. [TERMS].”
- Smugglers: “Get [THE CARGO] to [THE DROP] by way of [THE ROUTE]. [THE HEAT] is watching the roads. But [WRINKLE]. [TERMS].”
- Wardens: “On [THE AUTHORITY], the crew takes a [JOB TYPE] job: [OBJECTIVE]. [D12], and [D10]. But [WRINKLE]. [TERMS].”
- Arcane Investigators: “[CLIENT] has called the crew in. It's a [JOB TYPE]: [OBJECTIVE], [D10]. Underneath it all: [THE ROOT]. But [WRINKLE]. [TERMS].”