Street Tough


The Eastern Mark was the first of the regions to host blood sport arenas, back in the days before the events of the Last Sun. Since then, the practice has been driven underground, but, like poison spreading silently throughout a healthy body, it has infiltrated nearly every major city.

Ostensibly illegal, you can almost always find small groups of desperate individuals putting their lives on the line for the amusement and enrichment of others. This hidden network of arenas has recently organized into the self-proclaimed Fighter’s Guild and developed a series of coded phrases and symbols to identify its members.

  • Skill Proficiency: Intimidation
  • Additional Equipment: A pair of tough leather gloves*, one gaming set of your choice, and a healers kit (1 use left).

*Negligible item of no value.

Ability: Street Tough

While you are in a large town or city, you may spend an hour and make a DC 10 Charisma (Intimidation) check. If you do, your tough demeanor and familiarity with the Fighter’s Guild attracts attention from the local members. You learn the location of any underground prize-fighting rings, guild-friendly businesses, and the names of upper-class arena patrons. You also learn of any minor jobs being offered to street toughs, such as bodyguard positions or debt collection.

Ranks

Rank 1 – Scrapper

Life on the streets has toughened you, and now you have started down the path of an illegal underground fighter. You have yet to make a name for yourself, but your training is starting to pay off. All you need is a chance to prove yourself.

Holdings

  • An invitation to an exhibition match that will be attended by promoters and scouts for the Fighter’s Guild allowing you to perform /pc-profession to advance your career.

Progression: Attract the notice of a patron among the various underground fight handlers of the Guild.

  • Practice makes perfect, use a total of 1,200 moves in your career.

Rank 2 – Prize Fighter

You’ve made your debut and are now a part of the Fighter’s Guild. As part of a small stable of up-and-coming fighters, you are mostly booked for minor tournaments and as warmups for some of the bigger names in arena fighting.

Holdings

  • A mentor in the form of a handler, trainer, or promoter who helps organize and book your fights.
  • Access to a small training area equipped with dummies and frequented by potential sparring partners.
    • Grants a +1 bonus to your Charisma proficiency bonus when performing your profession.

Progression: Enter a fight with a high-ranked fighter and either last three rounds or knock your opponent out.

  • Throw a total of 2,400 punches in your career.

Rank 3 – Contender

Recognized as one of the most promising fighters in the Guild, you are now eligible for entry into major tournaments for ever-increasing amounts of prize money. Most of the money goes to your handlers, but your standard of living has increased dramatically along with your value.

Holdings

  • Several admirers among the arena patrons, willing to ingratiate themselves with gifts or bribes.
    • Grants a +1 bonus to your Charisma proficiency bonus when performing your profession. Stacks with prior rank (+2 total).

Progression: Win a major championship bout.

  • Throw a total of 4,800 punches in your career.

Rank 4 – Arena Champ

Being champion of an underground tournament makes you a major figure within the Fighter’s Guild. As your fights draw greater and greater crowds, your duties are lessened, and you live in relative luxury. Admired by some, envied by others, you nevertheless command respect among those in your line of work. Even your patron is willing to bend to most of your wishes, out of fear that you will defect to another noble or trainer.

Holdings

  • A collection of toadies and sycophants, eager to follow your wishes.
  • Job offers and party invitations from various nobles and criminals aware of your status.
  • A fancy championship trophy, which can take the form of a belt, cup, or some other trinket.

Source: Adapted from Grim Hollow Campaign

Profession Change

To change from your current profession to this profession you must meet the following pre-requisites:

  • 1 Middle Class Contact
  • You must successfully attract the Fighters Guild vs a Hard DC.

You cannot change professions again, until you have reached at least Rank 2 of this profession.