It's T&T so I want to KISS, and we can have one outcome roll/career.
Players & GM can agree how many careers a character could have - I suggest that for young just starting adventurers this be one, with 10 years of age/extra career. If you love the random - 1d6 careers. If you believe that different kindreds live longer, then more careers for those venerable dwarves & elves.
Each career will have a guiding stat (the one considered most important). Average that stat with luck and then make a saving roll. The higher you get the better. Then compare that to the following chart.
Fumble - Gain familiarity with the career you chose. Roll once on the woe table for your career. Failed - Gain familiarity with the career you chose. Roll once on the weal table and once on the woe table for your career. L1 - Gain one talent from the career you chose from those available & familiarity with the career. Roll once on the weal table and once on the woe table for your career. L2 - Gain one talent from the career you chose from those available & familiarity with the career. Roll twice on the weal table and once on the woe table for your career. L3 - Gain 2 talents from the career you chose from those available & familiarity with the career. Roll twice on the weal table and once on the woe table for your career. L4 - Gain 2 talents from the career you chose from those available & familiarity with the career. Roll thrice on the weal table and once on the woe table for your career. L5 + Gain 2 talents from the career you chose from those available & familiarity with the career. Roll thrice on the weal table for your career.
Familiarity represents a roleplaying advantage. You have done the things that someone in that career will do and may present that to the GM when seeking to accomplish something relevant. You may also have connections with people that career relates to. Contacts granted by weal and woe will be specific and impactful, familiarity contacts are ones you use to round out your character and in the course of a story.
Talents are as per the ruleset you use. If you are playing 5e or another edition that doesn't use them, then the gm should take account of the talent when setting difficulty level for a save.
Some talents available to Thief careers - Acrobatics, Climbing, Haggling, Fast Talking, Sleight of Hand, Creeping, Menacing, Nimble Fingers, Gambling, Disguise. Weal (2d6)
2= You acquired a hoard; one magical item (daily use of a spell or +1d6 to a weapon or to an item for skill use) and 1d6 X 50gp. 3= You have some high quality gear for use in your chosen profession. It is light and durable. 4= +1 Constitution - all that running 5= +1 Luck - if you can't be good, be lucky 6= +1 Charisma - who are you going to believe? The evidence of your own eyes? Or me? 7= +1 Dexterity - Let your fingers do the walking 8= +1 Intelligence - The cleverest theives are the ones you never hear about 9= +1 Strength - I'm not leaving ANY loot behind 10= You have a small animal who adores you and can perform appropriate tricks to aid you in your thievery. 11= You are a master thief. Gain another talent. You are highly respected in the trade. If rolled again, gain an influential contact. 12= A Blessing from the Goddess of Thieves - once per night you may reroll a failed save. You got her attention and you are important to her. If rolled more than once, gain an extra use.
2= They caught you. You survived the Gauntlet of Correction, but just barely. Lose 1d6 Con permanently, and make a roll for your career as a Guard. 3= You were double crossed and left for dead. You only have a dagger and ragged clothing at the start of play. Any items you gain from elsewhere are stashed and well hidden. You have enemies who think you are dead. 4 = You owe gambling (or other) debts of 1d6 x 50gp to the local mafia. They are not patient for their money 5= -1 Luck - eventually it runs out 6= -1 Charisma - that is an interesting scar 7= -1 Strength - that year in prison sapped you 8 = -1 Dexterity - It wasn't your favourite finger, but it came in handy 9 = They didn't catch you but they are looking - bounty on your head d6 x50 gp from the authorities 10 = You have a rival among thieves, they resent you and look to foil your plans at the most inconvenient moments 11 = You angered a cult and they are out to kill you. Expect regular attacks. 12 = You angered the Goddess of Thieves. Until she is appeased, the GM can ask you to reroll one save a day.
Some talents available to Scribe careers - Linguistics, Forgery (or Calligraphy if you prefer), History, Arcane Theory, Zoology, Administration, High Finance, Memorising
2 = You have a rare spellbook which is encrypted. Whenever you gain a new level, you can learn a new spell from it of up to that level. If you are a warrior the spellbook is sentient and will occasionally cast a spell for you that it thinks will be helpful, powered by your Strength or Wizardry. You may remind the GM of this. The spellbook will also offer 'helpful' advice. 3 = You made a good and honest living from scribing - make a 2d6 roll, DARO applies. Start with that number x 10gp. 4 = +1 Con - all that exposure to dusty scrolls of unsavoury provenance built up your resistance 5 = +1 Luck - You always seem to lay your hands on just the right scroll for the occasion. 6 = +1 Dexterity - Such beautiful pen(wo)manship! 7 = +1 Intelligence - You are clever and you are not afraid to show it 8 = +1 Charisma - 'Yes , I have read many books on how to win friends and influence people, and also some from the restricted section!' 9 = +1 Strength - those heavy piles of books don't carry themselves 10 = Your master/mistress was so impressed that she gifted you with a magical scribe set - everlasting ink, and highly robust scrolls. On a second roll, gain a contact. 11 = You read some esoteric books which settled in your memory. Gain ANY talent, including those available from outside your career 12 = The Goddess of Knowledge talks to you in your dreams. You may ask a question of the GM once per session which can pertain to out of character knowledge relating to the game. The GM should answer truthfully, but may answer cryptically. If rolled again, gain a Scribe career Talent.
2 = Your library was sacked and you were taken prisoner. Lose 1 Str, 1 Con & 1 Int to represent the trauma then choose another career which you were forced to follow until you gained your freedom. 3 = You mislaid a very valuable book in the stacks. You have lost all library privileges until you furnish a replacement. This includes prohibiting learning any new spells from the Wizards guild. 4 = -1 Intelligence - those books you read from the restricted section haunt you still 5 = -1 Charisma - your obvious lack of interest in those without your specialised knowledge is evident, however much you declare that you are a delight 6 = -1 Strength - your long days studying scrolls in conditions without daylight have let your muscles atrophy 7 = -1 Con - you have been exposed to a lot of dust, mould and radical health advice, your health has suffered. 8 = -1 Dexterity - those paper cuts, oh the agony 9 = -1 Luck - you opened a scroll that was best left alone 10= You have accumulated significant library fines, totalling 1d6 X50 gp. You mess with the sisterhood of the scroll at your peril. 11 = Your derisive snort at the ignorance of a very important person has made a sworn enemy of them. They seek your humiliation and downfall. 12 = You have read things that sentient beings were not meant to know. Once per session you may be possessed by an other worldly being who will make you their puppet for a d6 minutes. It is a major quest to excise this link.
Talents available to guard careers - Running, Interrogation, Observation, Insight, Bureaucracy, Investigation, Fisticuffs (including cuffing fists), Pacifying, Tracking
2= You captured a notorious criminal, and received a handsome reward; d6x50 gp and an impressive medal (bonuses to any attempt to interact with the authorities and law abiding citizens) 3 = You still have the bloodhound who served you faithfully in the force, it has excellent tracking skills, and an MR = your charisma attribute 4 = You are trained with clubs, spears and staves. You add your level to the adds when using these in combat. 5 = +1 Con - all that running 6 = +1 Speed - all that parkour (+1 Dexterity if you don't use Speed) 7 = +1 Charisma - you need to be able to patronise people at all levels of society, that takes skill 8 = +1 Strength - you are the strong arm of the law 9 = +1 Int - those mysteries don't solve themselves 10 = You impressed a very important person. They consider you a protege and will aid you when asked. 11 = You went to night school and acquired another Guard Talent. If rolled again, gain a guard or criminal contact. 12 = You have a very commanding voice, with near divine authority. Once per day you can cause a creature that can hear you to freeze in place with your words alone for one round. (additional uses/roll)
2 = You were framed as a corrupt officer, and did the hardest time there is. Lose 1 Con, Charisma and Intelligence. You retrained - choose a new career. 3 = You worked undercover and got addicted to illicit substances. Gain the Disguise talent. Lose 1 Con, Dex & Str. You are a recovering addict. 4 = -1 Int - that helmet restricted the blood flow to your brain 5 = -1 Dexterity - numb fingers from all those watchful cold nights 6 = -1 Charisma - your expectations of instant obedience do not always sit well with others 7 = -1 Strength - too much desk duty, too many circular pastries, not enough exercise 8 = -1 Con - all that patrolling in all weathers gave you a sniffle 9 = In a desperate cart chase you destroyed alot of municipal property. You owe debts of d6 x 50 gp 10 = You incurred the wrath of a criminal gang. They particularly resent your efforts in curbing their activities and seek revenge. 11 = You failed to turn a blind eye to the peccadillos of a noble family. They arranged for your dismissal in disgrace, and still seek your end. 12 = The God of Murder is angry at your continuous foiling of his plans. Once per day he provides diabolic strength to one of your enemies, doubling their combat roll. Only the blessing of Lady Justice can end this curse.