Job Farm

Community Management
Job List


Farm (animal)
# Sessions: 3
Skills & Special: Farming (not req)
requires Farm (animal)
requires 2 Livestock
Description
Animal farms can be used to produce Leather, Cloth & String, Food (meat), and Livestock.
For each successful check, you pick one of those materials and at the end of the Job, you get 1 unit of that material. You may not produce more than 2 of the same material each job.
For each failed check, make a note – if all 3 are failed, some Livestock for this farm may be lost.
Check Modifiers
Modifier when applied
Results
Fail Easy note failure
Succeed Easy no gain, no loss
Succeed Medium choose one Product to gain at end of job
Succeed Hard choose one Product to gain at end of job & note Hard Success
3 Failures Roll 1d6; on 1, no loss; on 2-3, lose 1 Livestock; on 4-6, lose 2 Livestock
1-3 Medium+ Successes Gain 1 unit of each Product chosen on success & retain the 2 units of starter Livestock
3 Hard Successes Gain 1 unit of each Product chosen on success & retain the 2 units of starter Livestock and
Roll 1d6; on 1, no extra gain; on 2-5, gain 1 Livestock; on 6, gain 1 Livestock + 1 unit of a Product of your choice
Farm (food)
# Sessions: 3
Skills & Special: Farming (not req)
requires Farm (animal)
requires 2 Seed
Description
Food farms can be used to produce Food (Veggie) and Seed.
For each successful check, you pick one of those materials and at the end of the Job, you get 1 unit of that material. You may not produce more than 2 of the same material each job.
For each failed check, make a note – if all 3 are failed, some Seed for this farm may be lost.
Check Modifiers
Modifier when applied
Results
Fail Easy note failure
Succeed Medium choose one Product to gain at end of job
Succeed Hard choose one Product to gain at end of job & note Hard success
3 Failures Roll 1d6; on 1, no loss; on 2-3, lose 1 Seed; on 4-6, lose 2 Seed
1-3 Medium+ Successes Gain 1 unit of each Product chosen on success & retain the 2 units of starter Seed
3 Hard Successes Gain 1 unit of each Product chosen on success & retain the 2 units of starter Seed and
Roll 1d6; on 1, no extra gain; on 2-5, gain 1 Seed; on 6, gain 1 Seed + 1 unit of a Product of your choice
Farm (herb)
# Sessions: 1
Skills & Special: Herbalism (not req)
requires Farm (herb)
requires 2 Herb
Description
Herb farms can be used to produce Herbs.
Failure may result in loss of starter Herbs
Check Modifiers
Modifier when applied
Results
Fail Easy Roll 1d6; on 1, no loss; on 2-3, lose 1 starter Herb; on 4-6, lose 2 starter Herbs
Succeed Easy No gain, no loss
Succeed Medium Gain 1 unit of Herb & retain the 2 units of starter Herbs
Succeed Hard Gain 1 unit of Herb & retain the 2 units of starter Herbs and
Roll 1d6; on 1-2, no extra gain; on 3-6, gain 1 Herb
JOB NAME
# Sessions:
Skills & Special:
Description
Check Modifiers
Modifier when applied
Results

Job Farm

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