Tables / Crew Jobs / Hawkers Job — The Turf (d12)
Hawkers Job — The Turf (d12)
Crew Jobs › Hawkers · Roll 1d12
Roll one of each die (d4, d6, d8, d10, d12, d20) and read all six together. Mission statement: “On [THE TURF], [THE PRESSURE]. Time for a [SALES TYPE]: [OBJECTIVE], and [D10]. But [WRINKLE]. On the line: [THE STAKES].”
READY
Press Roll, or roll your own dice and read the table.
| 1d12 | Result |
|---|---|
| 1 | A riverfront of saloons and gambling boats — rowdy, cash, transient |
| 2 | A mining camp — rough, paid weekly, lonely |
| 3 | A railroad boomtown — growing, lawless, newcomers |
| 4 | A cattle town at the end of the drive — cowhands, payday, short season |
| 5 | A respectable town that pretends it doesn't buy — hypocrisy, church, discreet |
| 6 | A clan settlement — honor, mead, wary of outsiders |
| 7 | A fort and its camp followers — soldiers, discipline, boredom |
| 8 | A big city's back streets — crowded, competitive, anonymous |
| 9 | A company town — watched, poor, controlled |
| 10 | A crossroads trading post — travelers, everyone, nobody stays |
| 11 | A spa or resort for the rich — wealthy, bored, scandal |
| 12 | A settlement on the edge of Awakened ground — strange, desperate, customers who aren't quite human |