Inventor Kits

Odd Jobber

There have always been people who are good at anything. Jack-of -all-trades who can do all the chores you want them to do. Some of these will offer their services for free. Others will ask some kind of payment. Odd Jobbers are people of the latter category. They dwell the earth hiring themselves out to people, doing jobs their employers don’t want to do. These characters can ask anything in return; money, valuable items or materials needed for new inventions.

Social ranks: Odd Jobbers never come from the upper class, those people don’t have to work to earn money and they aren’t used to offer their services. Roll 2d6 to determine the character’s social background.

2d6 roll         Social rank

  1-4            Lower Class

  5-8            Lower Middle Class

 9-12           Upper Middle Class

Requirements: Odd Jobbers must have a minimum Charisma of 9. Besides they must have the requirements to become an inventor. Other classes can become Odd Jobbers but they must have the appropriate proficiency needed for the job.

Weapon proficiencies: Because characters with this kit are so devoted to inventing and creating they cannot fight with melee weapons. They can only use weapons they created themselves. Weapons include: blunderbuss, repeating crossbow etc.

Recommended nonweapon proficiencies: Blacksmithing, carpentry, cobbling, engineering, leather working, rope use, stonemasonry, reading/writing, set snares, bowyer/fletcher.

Equipment: Odd Jobbers should have all the equipment needed for the jobs they want themselves to do. If a character wants to hire oneself out for repairing shoes, for instance, he should have the appropriate tools.

Recommended traits: Artistic ability, empathy, keen senses, obscure knowledge, precise memory.

Possible inventions: Ventilation System, Central Heating, Sewing Machine and Household Inventions.

Benefits: When Odd Jobbers deliver good work their names are remembered and passed on. After some time they could become known as “the man that could do anything”. This can draw the attention of wealthy people who can always use this kind of services. He will be paid well and could eventually attract a wealthy patron that will support and pay him for inventing. Besides, this characters gains one of the named nonweapon proficiencies for free (see recommended nonweapon proficiencies).

Hindrances: Odd Jobbers are so devoted to inventing that they have a hard time using weapons they didn’t create themselves. They cannot fight with melee weapons except for knives which they need for their work. They suffer the same penalties as usual when fighting with this weapon. Because they like inventing so much, they add 2 days to the time needed to invent things.

Wealth: Odd Jobbers start with the normal amount of money: 2d8x10 GP.

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