Lifepath Careers
List of Careers
Arcadian Trooper
The Arcadian Division is not a state with an army, it is an army that barely has a state. Its citizen-soldiers are relentlessly drilled from childhood in the modern military arts. An Arcadian Trooper, even the youngest Whiteshield, can shoot, drive, operate computers, lead fireteams, set demolitions, and maintain equipment at a basic level, minimum. The intense military life is not without its costs. Arcadian Troopers in good standing never become adventurers - competent soldiers and productive citizens are highly encouraged to stay.
Roll |
Difficulty |
Modifiers |
Notes |
Entry |
6+ |
STR, DEX, Exert, Any Combat |
Automatic for Military Academy |
Promotion |
8+ |
WIS, CON, Administer, Connect |
|
Commission |
6+ |
INT, CHA, Lead |
Automatic for Military Academy |
Mishap |
8+ |
CON, WIS, Notice, Survive |
Can only voluntarily exit to Arcadian Washout |
Rank |
Enlisted |
Officer |
1 |
Private |
2nd Lieutenant |
2 |
Corporal |
1st Lieutenant |
3 |
Sergeant |
Captain |
4 |
Sergeant Major |
Major |
Learning
Free Skill (second term only): Shoot
Roll |
Skill |
1 |
Any Combat |
2 |
Fix |
3 |
Heal |
4 |
Lead |
5 |
Notice |
6 |
Pilot |
7 |
Program |
8 |
Shoot |
Growth
Roll |
Bonus |
Roll |
Bonus |
1 |
+2 DEX |
11 |
+2 Physical |
2 |
+2 INT |
12 |
+2 Mental |
3 |
+2 CON |
13 |
500 credits |
4 |
Backpack, TL4 |
14 |
Mag Pistol |
5 |
+1 Rep: Arcadian Division |
15 |
Contact: Arcadian Division |
6 |
Contact: Arcadian Division |
16 |
Vehicle: Armored Car |
7 |
Rumor |
17 |
Ship Share |
8 |
Laser Rifle |
18 |
Juicebox |
9 |
Combat Field Uniform |
19 |
+1 Rep: Arcadian Division |
10 |
+3 HP |
20 |
+1 Any Stat |
Retirement Benefits
Achievements |
Reward |
Career Term |
Pension (10 credits) |
Commission |
Contact: Government |
Promotion |
+1 Rep: Arcadian Division |
Mishaps
Roll |
Mishap |
Effect |
1 |
|
-2 STR or -2 CON |
2 |
|
-1 Rep: Arcadian Division |
3 |
Battlefield Injury |
Get a prosthetic limb, with associated system strain use. |
4 |
|
Enemy |
5 |
|
Psychic scar |
6 |
|
Exit career and become Arcadian Washout |
Back to top
Arcadian Washout
Even among Arcadians, there are "washouts" who cannot handle the rigors of military life. Whiteshields can fail to earn a spot in the Division, more experienced soldiers might fail to meet standards, or the relentless drilling and mercenary work can finally takes its toll. All of them are dishonorably discharged and dumped into civilian life. Most washouts are treated with disrespect, a class below honorably discharged civilians, and forced to perform odd jobs to get by. They can rarely face their home and friends for long, and so eventually leave Arcadian society entirely, travelling the wider universe.
Roll |
Difficulty |
Modifiers |
Notes |
Entry |
Automatic |
|
|
Promotion |
10+ |
WIS, CHA, Any non-combat skill (only 1 applies), Shoot |
|
Mishap |
6+ |
CON, CHA, Talk, Survive |
Can only exit after 1 full term |
Rank |
Non-Commissioned |
1 |
Washout |
2 |
Clochard(e) |
3 |
Day Laborer |
4 |
Reliable Hand |
Learning
Free Skill (second term only): Shoot
Roll |
Skill |
1 |
Any Combat |
2 |
Any Skill |
3 |
Fix |
4 |
Heal |
5 |
Notice |
6 |
Pilot |
7 |
Program |
8 |
Survive |
Growth
Roll |
Bonus |
1 |
+2 CON |
2 |
+2 WIS |
3 |
+2 STR |
4 |
25 credits |
5 |
Contact Owes Favor |
6 |
Contact: Criminal |
7 |
Small Adv. Weapon |
8 |
Backpack, TL4 |
9 |
Pressure Tent |
10 |
+1 Any Stat |
Retirement benefits
Achievements |
Reward |
Career Term |
-1 Rep: Arcadian Division |
Promotion |
+1 Rep: Arcadian Division |
Mishaps
Roll |
Mishap |
Effect |
1 |
|
Addiction |
2 |
Shame and Dishonor |
-1 Rep: Arcadian Division |
3 |
|
Favor Owed |
4 |
|
Enemy |
5 |
|
Exit career |
6 |
|
Exit career |
Back to top
Barbarian
Roll |
Difficulty |
Modifiers |
Entry |
8+ |
STR, CON, Stab, Punch, Exert |
Promotion |
7+ |
STR, CHA, Lead, Survive |
Mishap |
9+ |
CON, Any Combat, Survive, Exert |
Rank |
Non-Commissioned |
1 |
Warrior |
2 |
Companion |
3 |
Chieftan |
4 |
Warlord |
Learning
Free Skill (second term only): Survive
Roll |
Skill |
1 |
Any Combat |
2 |
Connect |
3 |
Exert |
4 |
Lead |
5 |
Notice |
6 |
Punch |
7 |
Sneak |
8 |
Survive |
Growth
Roll |
Bonus |
1 |
+2 STR |
2 |
+2 CON |
3 |
+2 CHA |
4 |
A ten-hide clanhold, with spouses, children, and servants |
5 |
Contact: Nobility |
6 |
Handcrafted gem-encrusted crown of iridium (1 Enc., worth 2000 credits) |
7 |
+2 Physical |
8 |
Large Prim. Weapon |
9 |
Full plate, jeweled |
10 |
+1 Any Stat |
Retirement benefits
Achievements |
Reward |
Career Term |
War companion (hireling) |
Promotion |
War Mount |
Mishaps
Roll |
Mishap |
Effect |
1 |
|
-2 INT |
2 |
|
-2 CHA |
3 |
|
Lose a limb |
4 |
|
Enemy (Military) |
5 |
|
Addiction |
6 |
|
Exit career |
Back to top
Clergy
Roll |
Difficulty |
Modifiers |
Entry |
8+ |
WIS, Connect, Perform, Talk |
Promotion |
8+ |
INT, CHA, Know, Perform, Talk, Lead |
Ordination |
8+ |
INT, CHA, Know, Talk, Lead |
Mishap |
6+ |
WIS, CHA, Talk |
Rank |
Non-Ordained |
Ordained |
1 |
Lay Assistant |
Minor Officiant |
2 |
Lay Leader |
Ritualist |
3 |
Lay Administrator |
Senior Officiant |
4 |
Elder |
Elder Officiant |
Learning
Free Skill (second term only): Talk
Roll |
Skill |
1 |
Administer |
2 |
Connect |
3 |
Know |
4 |
Lead |
5 |
Notice |
6 |
Perform |
7 |
Talk |
8 |
Talk |
Growth
Roll |
Bonus |
Roll |
Bonus |
1 |
+2 INT |
11 |
+2 Mental |
2 |
+2 WIS |
12 |
250 credits |
3 |
+2 CHA |
13 |
+1 Rep (Random) |
4 |
50 credits |
14 |
Armored Undersuit |
5 |
100 credits |
15 |
Item of Office (Enc. 1) |
6 |
Rumor |
16 |
Landed Temple |
7 |
Contact: Random |
17 |
Contact: Government |
8 |
Fancy Sacred Text (400 credits, Enc. 1) |
18 |
Vehicle: Luxury Groundcar |
9 |
Compad |
19 |
Pension (20 credits) |
10 |
+2 Mental |
20 |
+1 Any Stat |
Retirement benefits
Achievements |
Reward |
Career Term |
25 credits |
Ordination |
Assistant (hireling) |
Promotion |
+1 Rep (Origin Polity) |
Mishaps
Roll |
Mishap |
Effect |
1 |
Scandal |
Gain an Enemy |
2 |
|
Enemy to whom you owe a Favor |
3 |
|
-2 DEX or -2 STR |
4 |
|
- 1 Rep (Origin Polity) |
5 |
|
-1 Rep (Foreign Faction) |
6 |
|
Exit career |
Back to top
Courtesan
Roll |
Difficulty |
Modifiers |
Entry |
Automatic |
|
Promotion |
10+ |
CON, WIS, CHA, Exert, Perform, Talk, Trade |
Mishap |
8+ |
CON, WIS, Any Combat, Notice, Talk, Trade |
Rank |
Non-Commissioned |
1 |
Streetwalker |
2 |
Escort |
3 |
Companion |
4 |
Brothel Manager |
Learning
Free Skill (second term only): Perform
Roll |
Skill |
1 |
Any Combat |
2 |
Connect |
3 |
Exert |
4 |
Notice |
5 |
Perform |
6 |
Survive |
7 |
Talk |
8 |
Trade |
Growth
Roll |
Bonus |
1 |
+2 DEX |
2 |
+2 CON |
3 |
+2 WIS |
4 |
500 credits |
5 |
+2 Mental |
6 |
Contact: Corporate |
7 |
Contact: Government |
8 |
Psych, 10 doses |
9 |
Reverie, 10 doses |
10 |
+1 Any Stat |
Retirement benefits:
Achievements |
Reward |
Career Term |
100 Credits |
Promotion |
Contact: Random |
Mishaps
Roll |
Mishap |
Effect |
1 |
The Third Wheel |
You become involved in a sordid romantic drama, perhaps unwittingly. Gain an Enemy. |
2 |
Fading Beauty |
Your work takes its toll on your looks and demeanor. -2 to CHA. |
3 |
Bad John |
A client gets violent. You live, but you get a Permanent Injury. |
4 |
Drug Use |
Get an addiction to a common drug (alcohol, tobacco, etc.) |
5 |
Party Drug Use |
Gain an addiction to Reverie. Exit career. |
6 |
Yesterday's Pickings |
You are unable to attract steady clientele. Exit career. |
Back to top
Criminal
Roll |
Difficulty |
Modifiers |
Entry |
4+ |
DEX, WIS, CHA, Exert, Sneak, Talk |
Promotion |
8+ |
DEX, WIS, Connect, Program, Fix |
Mishap |
7+ |
DEX, CHA, Exert, Sneak |
Rank |
Non-Commissioned |
1 |
Pickpocket |
2 |
Thief |
3 |
Dodger |
4 |
Mastermind |
Learning
Free Skill (second term only): Sneak
Roll |
Skill |
1 |
Administer |
2 |
Any Combat |
3 |
Connect |
4 |
Notice |
5 |
Program |
6 |
Sneak |
7 |
Talk |
8 |
Trade |
Growth
Roll |
Bonus |
1 |
+2 DEX |
2 |
+2 WIS |
3 |
+2 CHA |
4 |
50 credits |
5 |
500 credits |
6 |
Contact (Criminal) |
7 |
Contact (Criminal) |
8 |
Metatool |
9 |
Low-light Goggles |
10 |
+1 Any Stat |
Retirement benefits
Achievements |
Reward |
Career Term |
Contact (Criminal) |
Promotion |
Contact (Criminal) |
Mishaps
Roll |
Mishap |
Effect |
1 |
Wanted |
You are implicated in a crime, giving you a 1d6*100 credit Bounty on your head. |
2 |
The Wrong Victim |
You target someone you shouldn't have targeted, and make an Enemy (Criminal.) |
3 |
Javert |
Someone has staked a career on hunting you. You gain Enemy (Government.) |
4 |
An Offer You Can't Refuse |
You got into debt with some bad people. You owe an Enemy a Favor. |
5 |
One Last Job |
Your friends need you for an easy score, something that'll let you all retire. You owe one of your Contacts a Favor. |
6 |
The Manhunt |
You are exposed, and you need to be gone. Exit career, and no further careers can be chosen. |
Back to top
Dilettante
Roll |
Difficulty |
Modifiers |
Notes |
Entry |
8+ |
CHA, Connect, Perform, Talk |
Automatic if prior career was Merchant, Noble or Politician, or was Rank 4 in any career |
Promotion |
8+ |
WIS, CHA, Connect |
|
Mishap |
6+ |
CON, CHA, Know, Perform, Talk |
Cumulative -1 penalty for each term after Term 4 |
Rank |
Non-Commissioned |
1 |
Serial Hobbyist |
2 |
Prodigal Child |
3 |
Cosmopolitan |
4 |
Citizen of the Universe |
Learning
Free Skill (second term only): Connect
Roll |
Skill |
1 |
Any Skill |
2 |
Any Skill |
3 |
Connect |
4 |
Know |
5 |
Perform |
6 |
Pilot |
7 |
Talk |
8 |
Trade |
Growth
Roll |
Bonus |
1 |
+2 WIS |
2 |
+2 CHA |
3 |
+2 INT |
4 |
Rumor |
5 |
Trade Table Information |
6 |
Contact: Any |
7 |
Contact: Any |
8 |
Fancy Clothing (Enc. 1) |
9 |
Translator Torc |
10 |
+1 Any Stat |
Retirement Benefits
Achievements |
Reward |
Career Term |
Contact: Random |
Promotion |
Rumor |
Mishaps
Roll |
Mishap |
Effect |
1 |
Wastrel Disease |
Your dissolute lifestyle takes its toll on your body. Gain -2 to your starting HP (min. 1.) |
2 |
A Simple Request |
You become ensnared in social games by players far more adept than you. Gain an Enemy, which you owe a Favor. |
3 |
Social Drinker |
Your partying takes over your life. Gain an addiction to a common drug. |
4 |
Infamous Rake |
You overstay your welcome by quite a bit. -1 Faction reputation to a random faction. |
5 |
Requiem for a Dream |
Your dissolute lifestyle finally fully catches up to you. Lose 8 points in your attributes, spread as you wish. |
6 |
The Prodigal Child Returns |
You finally run out of money, and run quite a bit over. Exit career and gain 1d6*1000 credits of debt to an Enemy. |
Back to top
Entertainer
Roll |
Difficulty |
Modifiers |
Entry |
6+ |
DEX, WIS, CHA, Connect, Perform |
Promotion |
9+ |
DEX, INT, CHA, Administer, Perform, Talk |
Mishap |
7+ |
STR, CON, WIS, Connect, Sneak, Talk |
Rank |
Non-Commissioned |
1 |
No Name |
2 |
Minor Act |
3 |
Rising Performer |
4 |
Big Star |
Learning
Free Skill (second term only): Perform
Roll |
Skill |
1 |
Any Combat |
2 |
Connect |
3 |
Exert |
4 |
Notice |
5 |
Perform |
6 |
Perform |
7 |
Sneak |
8 |
Talk |
Growth
Roll |
Bonus |
1 |
+2 CHA |
2 |
+2 WIS |
3 |
+2 DEX |
4 |
1000 credits |
5 |
+1 Rep (Social Faction) |
6 |
Contact: Random |
7 |
Contact: Corporate |
8 |
Fine Clothing |
9 |
Psych, 6 doses |
10 |
+1 Any Stat |
Retirement benefits
Achievements |
Reward |
Career Term |
Contact: Any |
Promotion |
Rank^2*100 Credits |
Mishaps
Roll |
Mishap |
Effect |
1 |
The Blowup |
You let fame (no matter how small) go to your head and feed your uncontrolled behavior. You gain an Enemy (Random) that you hurt and an addiction to a normal drug. |
2 |
Creative Differences |
You had a team, but your desire for success drove you apart. You gain an Enemy (Socialite) |
3 |
Svengali |
You owe your continued success to a very manipulative, very sinister individual. One of your Contacts becomes an Enemy, to whom you owe a Favor. |
4 |
The Coverup |
Your many indiscretions are kindly taken care of, but it does not come free. You owe one of your Contacts two Favors. |
5 |
Better to Burn Out |
Your success destroys you in spectacular, public fashion. You gain -1 Rep (Origin Polity), gain an addiction to a pharmaceutical, and gain a Psychic Scar. Exit career. |
6 |
Than to Fade Away |
The audiences move on, the genre loses relevance, and you are upstaged by other acts. Exit career. |
Back to top
Merchant
Roll |
Difficulty |
Modifiers |
Notes |
Entry |
7+ |
DEX, INT, CHA, Connect, Trade, Ta |
|
Promotion |
8+ |
INT, WIS, Administer, Connect, Tr de |
6+ with College |
Entrepreneur |
8+ |
WIS, CHA, Notice, Trade, |
|
Mishap |
7+ |
DEX, CHA, Administer, Notice, Sneak |
|
Rank |
Corporate Track |
Entrepreneur Track |
1 |
Sales Associate |
Peddler |
2 |
Sales Lead |
Owner-Operator |
3 |
Executive |
Rogue Trader |
4 |
Senior Executive |
Merchant Prince |
Learning
Free Skill (second term only): Trade
Roll |
Skill |
1 |
Administer |
2 |
Any Combat |
3 |
Connect |
4 |
Fix |
5 |
Know |
6 |
Notice |
7 |
Trade |
8 |
Talk |
Growth
Roll |
Bonus |
Roll |
Bonus |
1 |
+2 DEX |
11 |
+2 Physical |
2 |
+2 WIS |
12 |
Far Trader Share (100 credits) |
3 |
+2 CHA |
13 |
Contact: Government |
4 |
Trade Table Information |
14 |
Armored Undersuit |
5 |
Megacorp Share (50 credits) |
15 |
Laser Pistol |
6 |
Contact: Corporate |
16 |
Ship Share |
7 |
Rumor |
17 |
Contact: Random |
8 |
Datapad |
18 |
Starship Weapons License |
9 |
Trade Table Information |
19 |
Ship Share |
10 |
+2 Mental |
20 |
+1 Any Stat |
Retirement benefits
Achievements |
Reward |
Career Term |
200 credits |
Independence |
Ship Share |
Promotion |
Ship Share |
Mishaps
Roll |
Mishap |
Effect |
1 |
Compromise |
You walked away happy. -1 Rep (Random Faction) |
2 |
Bad Investments |
You need to spend money to make money. You at least did the first part. Start with 1d6*1000 credits of debt. |
3 |
White Collar Crime |
Your work lead to you being targeted by government officials for smuggling, tax evasion, and moving violations. Gain Enemy (Government.) |
4 |
|
Favor Owed to Contact |
5 |
|
Favor Owed to Enemy |
6 |
Animal Spirits |
A market collapse wipes out your business, your investments, and nearly takes you with it. Exit career. |
Back to top
Noble
Roll |
Difficulty |
Modifiers |
Notes |
Entry |
13+ |
Rank in prior careers |
11+ if this is the first career. Cannot ever be entered by Criminals, Peasants, or Vagabonds. Cannot take any Origin Foci. |
Promotion |
10+ |
WIS, CHA, Administer, Any Combat, Lead |
|
Mishap |
4+ |
STR, CHA, Any Combat, Pilot, Lead |
|
Rank |
Non-Commissioned |
1 |
Knight |
2 |
Baron |
3 |
Marquis |
4 |
Count |
Learning
Free Skill (second term only): Lead
Roll |
Skill |
1 |
Administer |
2 |
Any Combat |
3 |
Connect |
4 |
Know |
5 |
Lead |
6 |
Notice |
7 |
Pilot |
8 |
Talk |
Growth
Roll |
Bonus |
1 |
+2 STR |
2 |
+2 CON |
3 |
+2 CHA |
4 |
100 credits |
5 |
Contact: Nobility |
6 |
Contact: Nobility |
7 |
Contact: Nobility |
8 |
Combat Armor (by TL) |
9 |
Medium Prim./Adv. Weapon |
10 |
+1 Any Stat |
Retirement benefits
Achievements |
Reward |
Career Term |
Footman (hireling) |
Promotion |
Landed estate and servants (doubles in size each promotion) |
Mishaps
Roll |
Mishap |
Effect |
1 |
|
Enemy |
2 |
Spurned Marriage |
You were to be married to bring peace, but you chose another Enemy |
3 |
|
Favor Owed |
4 |
|
Favor Owed |
5 |
Glorious |
Injury |
6 |
|
Exit career |
Back to top
Official
Roll |
Difficulty |
Modifiers |
Notes |
Entry |
8+ |
CON, INT, Administer, Know |
6+ if College |
Promotion |
8+ |
INT, WIS, Adminster, Connect, Lead |
|
Mishap |
6+ |
INT, CHA, Administer, Notice, Talk |
|
Rank |
Domestic Service |
1 |
Clerk/Officer |
2 |
Supervisor |
3 |
Director |
4 |
Senior Director |
Learning
Free Skill (second term only): Administer
Roll |
Skill |
1 |
Administer |
2 |
Any Skill |
3 |
Connect |
4 |
Know |
5 |
Lead |
6 |
Notice |
7 |
Talk |
8 |
Trade |
Growth
Roll |
Bonus |
Template |
1 |
+2 INT |
+2 Specific Stat |
2 |
+2 INT |
+2 Specific Stat |
3 |
+2 WIS |
+2 Specific Stat |
4 |
25 Credits |
Small Cash |
5 |
Pension (10 credits) |
Small Cash |
6 |
Contact: Government |
Contact |
7 |
Contact: Government |
Contact |
8 |
Ship Share |
Item |
9 |
Ship Weapon License |
Item |
10 |
+1 Any Stat |
+2 Type Stat |
Retirement benefits
Achievements |
Reward |
Career Term |
Trade Table Info, Rumor |
Promotion |
Contact: Government |
Mishaps
Roll |
Mishap |
Effect |
1 |
|
Enemy |
2 |
|
Contact Favor Owed |
3 |
|
Enemy Favor Owed |
4 |
|
-2 STR |
5 |
|
-2 DEX |
6 |
|
Exit career |
Back to top
Peasant
Roll |
Difficulty |
Modifiers |
Notes |
Entry |
Automatic |
|
|
Promotion |
10+ |
STR, WIS, CON, Work, Exert |
|
Mishap |
6+ |
STR, CON, Exert, Sneak |
To voluntarily exit the career, roll an 11+, with a +1 for each full term served. |
Rank |
Peasantry |
1 |
Serf |
2 |
Tenant |
3 |
Yeoman |
Learning
Free Skill (second term only): Exert
Roll |
Skill |
1 |
Connect |
2 |
Exert |
3 |
Fix |
4 |
Notice |
5 |
Sneak |
6 |
Survive |
7 |
Trade |
8 |
Work |
Growth
Roll |
Bonus |
1 |
+2 STR |
2 |
+2 CON |
3 |
+2 WIS |
4 |
Large Prim. Weapon |
5 |
50 credits |
6 |
Contact: Nobility |
7 |
Hunting hound |
8 |
Mule and cart |
9 |
+2 Physical |
10 |
+1 Any Stat |
Retirement benefits:
Achievements |
Reward |
Career Term |
Rations, 1 week |
Promotion |
+1 Starting HP |
Mishaps
Roll |
Mishap |
Effect |
1 |
Simplicity |
You have no time to cultivate your mind among your hard work. Take -2 to all Mental attributes. |
2 |
Accident |
In the course of your work, you accidentally are harmed by faulty equipment. You lose a random limb. |
3 |
Weariness |
The violence and injustice visited upon your community gives you a Psychic Scar. |
4 |
Toil |
Your backbreaking labor takes its toll. Take -1 to all Physical attributes. |
5 |
Disrespect |
You have made an enemy through defiance or insubordination. Gain Enemy (Nobility.) |
6 |
Devastation |
War, plague, or famine came to your home, and now there is nothing left. Lose all retirement benefits and exit career. |
Back to top
Physician
Roll |
Difficulty |
Modifiers |
Notes |
Entry |
10+ |
INT, Heal, Know |
6+ with College |
Promotion |
6+ |
INT, WIS, Administer, Connect, Heal, Know |
|
Mishap |
5+ |
DEX, WIS, Heal, Notice |
|
Rank |
Position |
1 |
Assistant Physician |
2 |
Physician |
3 |
Managing Physician |
4 |
Head Physician |
Learning
Free Skill (second term only): Heal
Roll |
Skill |
1 |
Administer |
2 |
Connect |
3 |
Fix |
4 |
Heal |
5 |
Know |
6 |
Notice |
7 |
Talk |
8 |
Trade |
Growth
Roll |
Bonus |
1 |
+2 INT |
2 |
+2 DEX |
3 |
+2 WIS |
4 |
Medkit |
5 |
Contact (Corporate) |
6 |
Bioscanner |
7 |
3 Lazarus Patches |
8 |
Ship Share |
9 |
+2 Mental |
10 |
+1 Any Stat |
Retirement Benefits
Achievements |
Reward |
Career Term |
100 Credits |
Promotion |
250 Credits, Contact (Medicine) |
Mishaps
Roll |
Mishap |
Effect |
1 |
Night Shift |
Long nights save the day against impossible odds, but they wear you down. -2 CON |
2 |
Despair |
You can't save everyone, and sometimes you can't even save one person. Gain a Psychic Scar. |
3 |
Cox Syndrome |
The demands of your profession give you an abrasive personality that is an acquired taste. -2 CHA. |
4 |
|
1d6*1000 credits of debt |
5 |
|
Enemy (Random) |
6 |
Burnout |
The pressure and the hours finally get to you. Whatever you do, you can't do it like this. Exit career and start play. |
Back to top
Pilot
Roll |
Difficulty |
Modifiers |
Entry |
6+ |
DEX, WIS, Exert, Pilot, Notice |
Promotion |
8+ |
INT, WIS, Pilot |
Commission |
8+ |
CHA, Lead |
Mishap |
7+ |
DEX, WIS, CON, Pilot |
Rank |
Non-Commissioned |
Commissioned |
1 |
Operators |
Wingmate |
2 |
Teamster |
Pair Lead |
3 |
Navigator |
Squadron Leader |
4 |
Chief Pilot |
Wing Commander |
Learning
Free Skill (second term only): Pilot
Roll |
Skill |
1 |
Connect |
2 |
Exert |
3 |
Fix |
4 |
Notice |
5 |
Pilot |
6 |
Pilot |
7 |
Shoot |
8 |
Trade |
Growth
Roll |
Bonus |
Roll |
Bonus |
1 |
+2 DEX |
11 |
+2 Mental |
2 |
+2 INT |
12 |
150 Credits |
3 |
+2 CHA |
13 |
Contact (Military) |
4 |
50 credits |
14 |
Zip Stim, 6 doses |
5 |
Toolkit (by TL) |
15 |
Secure Clothing |
6 |
Contact (Corporate) |
16 |
Ship Share |
7 |
Contact (Random) |
17 |
Contact (Government) |
8 |
Vehicle: Cargo Hauler (by TL) |
18 |
Ship Weapons License |
9 |
3 Type B power cells |
19 |
Pension (5 Credits) |
10 |
+2 Physical |
20 |
+1 Any Stat |
Retirement benefits
Achievements |
Reward |
Career Term |
25 credits |
Commission |
Pension (15 credits) |
Promotion |
Ship Share |
Mishaps
Roll |
Mishap |
Effect |
1 |
Chair Force |
You fall off your exercise routine, and your time behind the wheel does you no favors. -2 STR |
2 |
Rival |
There's someone who's desperate to go farther, faster, and higher than you. Gain Enemy (Military) or Enemy (Corporate) as appropriate. |
3 |
Crash |
-2 STR, DEX and CON |
4 |
|
Owe Contact Favor |
5 |
Drummed Out |
Exit career |
6 |
Demolition Derby |
You get into a bad crash and survive, but wreck your (or your employer's) property. Exit career |
Back to top
Politician
Roll |
Difficulty |
Modifiers |
Notes |
Entry |
6+ |
CHA, INT, Connect, Talk, Lead, Administer |
|
Promotion |
8+ |
CHA, INT, WIS, Administer, Connect, Lead, Trade, Work |
|
Election |
10+ |
WIS, CHA, Connect, Talk, Perform, Notice |
|
Mishap |
5+ |
CON, INT, WIS, Connect, Talk, Perform, Sneak, Trade |
7+ if Elected |
Rank |
Unelected |
Elected |
1 |
Staffer |
Municipal Councilor |
2 |
Advisor |
Regional Representative |
3 |
Chief of Staff |
Regional Administrator |
4 |
Secretary |
National Representative |
Learning
Free Skill (second term only): Talk
Roll |
Skill |
1 |
Administer |
2 |
Connect |
3 |
Connect |
4 |
Lead |
5 |
Notice |
6 |
Perform |
7 |
Talk |
8 |
Talk |
Growth
Roll |
Bonus |
Roll |
Bonus |
1 |
+2 CHA |
11 |
+2 Mental |
2 |
+2 INT |
12 |
500 Credits |
3 |
+2 WIS |
13 |
Contact (Military) |
4 |
250 Credits |
14 |
Armored Undersuit |
5 |
Pension (15 credits) |
15 |
Ship Weapon License |
6 |
Contact (Government) |
16 |
1000 Credits |
7 |
Contact (Corporate) |
17 |
Megacorp Stock (500 credits) |
8 |
Translator Torc |
18 |
Psych, 3 doses |
9 |
Trade Table Information |
19 |
Ship Share |
10 |
+2 Mental |
20 |
+1 Any Stat |
Retirement Benefits
Achievements |
Reward |
Career Term |
Pension (10 credits, cumulative) |
Election |
Vehicle: Luxury Groundcar |
Promotion |
Contact (Government |
Mishaps
Roll |
Mishap |
Effect |
1 |
Mismanaged Campaign Funds |
You had to overspend to get yourself or your patron into office. You start with 1d6*1000 credits of debt. |
2 |
Bitter Rivalry |
Your ascent came at the cost of someone else (in your polity or elsewhere). They've nursed a grudge and widened their network. Gain an Enemy (Government) and -1 Rep to a government faction. |
3 |
Financial Misappropriation |
You gain a 1d6*100 credit bounty. |
4 |
Assassination/Assault |
You were targeted in a violent incident. You survive but take -4 to your CON. |
5 |
Scandal |
The infamous action that came to light prevents you from rolling for Election or Promotion. |
6 |
Extreme Scandal |
Your actions were considered to be unforgivable for a public figures, and eliminated any hope of political life. Exit career. |
Back to top
Scholar
Roll |
Difficulty |
Modifiers |
Notes |
Entry |
10+ |
INT, Know |
4+ with College |
Promotion |
8+ |
INT, WIS, Know |
|
Mishap |
5+ |
WIS, CHA, Connect, Notice, Administer, Talk |
|
Rank |
Position |
1 |
Assistant |
2 |
Adjunct |
3 |
Researcher |
4 |
Senior Researcher |
Learning
Free Skill (second term only): Know
Roll |
Skill |
1 |
Administer |
2 |
Connect |
3 |
Fix |
4 |
Know |
5 |
Notice |
6 |
Perform |
7 |
Program |
8 |
Talk |
Growth
Roll |
Bonus |
1 |
+2 INT |
2 |
+2 WIS |
3 |
Language |
4 |
Dataslab |
5 |
Contact: Academic |
6 |
Library (30 Research Points, 4 Enc.) |
7 |
+2 Mental |
8 |
Contact: Intelligence |
9 |
Rumor |
10 |
+1 Any Stat |
Retirement Benefits
Achievements |
Reward |
Career Term |
Trade Table Info, Rumor, 25 Credits |
Promotion |
Contact: Academic |
Mishaps
Roll |
Mishap |
Effect |
1 |
Bookworm |
You fall behind in your teaching and research, and neglect your physical health to catch up. -4 to Physical attributes, distributed as you wish. |
2 |
All-Nighters |
Simulants and sleepless nights help you achieve academic success but you must pay the cost. -2 CON |
3 |
Rival |
Your research discredits another scholar's work, who swears revenge. Gain Enemy (Academic.) |
4 |
Truth to Power |
Your research is deemed to be politically inconvenient, and your involvement with several academic clubs is deemed suspect. Gain Enemy (Government.) |
5 |
Co-Author |
When you were at a low point, a Contact swooped in and risked their reputation to vouch for you. You now owe them a Favor. |
6 |
Plagarism |
Desperate for success and recognition, you committed the ultimate academic sin. Lose all retirement benefits and exit career. |
Back to top
Soldier
Roll |
Difficulty |
Modifiers |
Notes |
Entry |
5+ |
STR, DEX, Exert, Any Combat |
Automatic for Military Academy |
Promotion |
8+ |
WIS, CON, Administer, Connect |
|
Commission |
8+ |
WIS, CHA, Lead |
Automatic for Military Academy |
Mishap |
7+ |
CON, WIS, Notice, Survive |
|
Rank |
Enlisted |
Officer |
1 |
Private |
2nd Lieutenant |
2 |
Corporal |
1st Lieutenant |
3 |
Sergeant |
Captain |
4 |
Sergeant Major |
Major |
Learning
Free Skill (second term only): Any Combat
Roll |
Skill |
1 |
Administer |
2 |
Any Combat |
3 |
Exert |
4 |
Fix |
5 |
Lead |
6 |
Notice |
7 |
Sneak |
8 |
Survive |
Growth
Roll |
Bonus |
Roll |
Bonus |
1 |
+2 STR |
11 |
+2 Mental |
2 |
+2 DEX |
12 |
100 credits |
3 |
+2 CON |
13 |
Mag Pistol |
4 |
+2 starting HP |
14 |
250 credits |
5 |
Psych, 3 doses |
15 |
Vehicle: Troop Truck |
6 |
Contact: Military |
16 |
Ship Share |
7 |
Rumor |
17 |
Juicebox |
8 |
Laser Rifle |
18 |
Tsunami, 3 doses |
9 |
Combat Field Uniform |
19 |
+1 Rep (Origin Polity) |
10 |
+2 Physical |
20 |
+1 Any Stat |
Retirement Benefits
Achievements |
Reward |
Career Term |
Pension (5 credits) |
Commission |
Contact: Government |
Promotion |
Contact: Military |
Mishaps
Roll |
Mishap |
Effect |
1 |
Life Debt |
Your friend, one of your Contacts, pulled your ass out of the fryer, and now you owe them a Favor. |
2 |
Cowardice |
You were supposed to hold the line, but you cut and run to save your hide. -1 Rep (Origin Polity.) |
3 |
Battlefield Tragedy |
It was bad enough when your friend was killed, and worse when you got blamed for letting it happen. Lose a Contact and gain an Enemy (Military.) |
4 |
Battlefield Injury |
You got a limb blown off, and got a mediocre prosthetic replacement. It's fine but it will never be the real thing. Also, the injury and recovery cost -2 STR and -2 CON. |
5 |
Horrors of War |
What you saw, you can't unsee, and you can't bring back those you lost. Gain a Psychic Scar and exit the career. |
6 |
Dishonorable Discharge |
You committed a crime, on the lines or behind them. You brought enough shame to your unit that only your summary dismissal would suffice and save your from the firing squad. Lose all retirement benefits and exit career. |
Back to top
Spacer
Roll |
Difficulty |
Modifiers |
Notes |
Entry |
8+ |
DEX, INT, WIS, Pilot, Fix, |
5+ if Military Academy; Automatic if Orbital origin |
Promotion |
8+ |
INT, CHA, Know, Lead, |
5+ if College |
Commission |
8+ |
WIS, CHA, Lead |
3+ if Military Academy |
Mishap |
7+ |
CON, |
|
Rank |
Non-Commissioned |
Commissioned |
1 |
Spacer |
Ensign |
2 |
Able Spacer |
Lieutenant |
3 |
Petty Officer |
Commander |
4 |
Chief Petty Officer |
Captain |
Learning
Free Skill (second term only): Fix
Roll |
Skill |
1 |
Administer |
2 |
Connect |
3 |
Exert |
4 |
Fix |
5 |
Know |
6 |
Pilot |
7 |
Program |
8 |
Talk |
Growth
Roll |
Bonus |
Roll |
Bonus |
1 |
+2 DEX |
11 |
+2 Mental |
2 |
+2 INT |
12 |
100 credits |
3 |
+2 WIS |
13 |
Trade Table Information |
4 |
Spare Parts, 6 units (Enc. 2) |
14 |
Void Carbine |
5 |
25 credits |
15 |
Pressure Sheathing |
6 |
Rumor |
16 |
Ship Share |
7 |
Contact (Spacer) |
17 |
Contact (Government) |
8 |
Ship Suit |
18 |
Ship Weapon License |
9 |
Zip Stims, 6 doses |
19 |
Pension (10 credits) |
10 |
+2 Mental |
20 |
+1 Any Stat |
Retirement benefits
Achievements |
Reward |
Career Term |
Pension (10 credits) |
Commission |
Contact (Spacer) |
Promotion |
Ship Share |
Mishaps
Roll |
Mishap |
Effect |
1 |
Gravity's Rainbow |
Artificial G's are inconsistent and will never fully substitute for the real thing. -2 STR and -2 CON. |
2 |
|
Favor Owed |
3 |
Depressurization |
Brain damage (-2 INT and -2 WIS) |
4 |
Shipboard Fire |
-2 CON and -2 CHA |
5 |
Deep Black Isolation |
Spacers must find some way to cope with the omnipresent darkness and cooped up isolation. Gain an addiction to a common drug. |
6 |
|
Exit career |
Back to top
Technician
Roll |
Difficulty |
Modifiers |
Notes |
Entry |
7+ |
DEX, INT, Know, Fix, |
5+ with College |
Promotion |
8+ |
INT, WIS, Connect, Fix |
|
Mishap |
7+ |
INT, WIS, Notice, Exert, Fix |
Exit Requirements or Careers |
Rank |
Non-Commissioned |
1 |
Apprentice |
2 |
Journeyman |
3 |
Artisan |
4 |
Master |
Learning
Free Skill (second term only): Fix
Roll |
Skill |
1 |
Administer |
2 |
Connect |
3 |
Exert |
4 |
Fix |
5 |
Fix |
6 |
Know |
7 |
Notice |
8 |
Pilot |
Growth
Roll |
Bonus |
1 |
+2 STR |
2 |
+2 DEX |
3 |
+2 INT |
4 |
25 credits |
5 |
+2 Mental |
6 |
Contact (Corporate) |
7 |
Compad |
8 |
Vehicle: Groundtruck |
9 |
Toolkit |
10 |
+1 Any Stat |
Retirement benefits
Achievements |
Reward |
Career Term |
25 credits |
Promotion |
Spare Parts, 1 ton |
Mishaps
Roll |
Mishap |
Effect |
1 |
|
Enemy (Corporate) |
2 |
|
Work injury (lose a limb) |
3 |
|
Weakening from fumes and chems (-2 CON, -2 STR) |
4 |
|
Start 1d6*1000 in debt |
5 |
|
Lose an item gained during the character creation process |
6 |
|
Exit career |
Back to top
Thug
Roll |
Difficulty |
Modifiers |
Notes |
Entry |
5+ |
STR, CON, Any Combat |
Automatic if Military Academy |
Promotion |
8+ |
STR, CON, Any Combat, Notice, Sneak |
|
Mishap |
7+ |
DEX, WIS, Connect, Survive, Talk |
|
Rank |
Non-Commissioned |
1 |
Goon |
2 |
Made Man |
3 |
Capo |
4 |
Boss |
Learning
Free Skill (second term only): Any Combat
Roll |
Skill |
1 |
Any Combat |
2 |
Connect |
3 |
Exert |
4 |
Notice |
5 |
Sneak |
6 |
Stab or Shoot |
7 |
Survive |
8 |
Talk |
Growth
Roll |
Bonus |
1 |
+2 STR |
2 |
+2 CON |
3 |
+2 DEX |
4 |
100 credits |
5 |
+2 Physical |
6 |
Small Adv. Weapon |
7 |
Contact (Criminal) |
8 |
Secured Clothing |
9 |
Submachine Gun |
10 |
+1 Any Stat |
Retirement benefits
Achievements |
Reward |
Career Term |
+1 Starting HP |
Promotion |
Contact (Criminal) |
Mishaps
Roll |
Mishap |
Effect |
1 |
|
Prosthetic Limb |
2 |
|
Addiction |
3 |
|
Enemy |
4 |
|
Psychic Scar |
5 |
|
Bounty |
6 |
|
Owe contact a favor and exit career |
Back to top
Vagabond
Roll |
Difficulty |
Modifiers |
Entry |
Automatic |
|
Promotion |
6+ |
CON, WIS, Survive, Sneak, Notice, Exert |
Mishap |
9+ |
CON, Survive, Sneak, Any Combat, Connect |
Rank |
Position |
1 |
Unhoused |
2 |
Drifter |
3 |
Wanderer |
4 |
Traveller |
Learning
Free Skill (second term only): Survive
Roll |
Skill |
1 |
Any Combat |
2 |
Connect |
3 |
Notice |
4 |
Perform |
5 |
Pilot |
6 |
Sneak |
7 |
Survive |
8 |
Work |
Growth
Roll |
Bonus |
1 |
+2 CON |
2 |
+2 WIS |
3 |
+2 DEX |
4 |
Small Advanced Weapon |
5 |
Rumor |
6 |
Trade Table Information |
7 |
Contact: Criminal |
8 |
Contact: Far Trader |
9 |
+2 Physical |
10 |
+1 Any Stat |
Retirement Benefits
Achievements |
Reward |
Career Term |
Rumor |
Promotion |
Random Pharmaceutical, 1 dose |
Mishaps
Roll |
Mishap |
Effect |
1 |
Unwanted Loner |
You pissed off someone good just by being around. Gain Enemy (Random.) |
2 |
Resourcefulness |
You had to turn to petty crime to get by. Start with a 1d6*100 credit bounty on you. |
3 |
The Incident |
Start banned from one spaceport or space station in the play area. |
4 |
|
-1 to STR, CON, and INT |
5 |
|
Addiction |
6 |
|
Lose a limb |
Back to top
Worker
Roll |
Difficulty |
Modifiers |
Notes |
Entry |
5+ |
CON, INT, CHA, Connect, Work |
3+ with College |
Promotion |
8+ |
WIS, Administer, Know, Trade |
|
Management Track |
9+ |
INT, CHA, Connect, Talk |
|
Mishap |
5+ |
CON, CHA, Connect, Talk |
|
Rank |
Hourly |
Management Track |
1 |
Novice |
Assistant to the Manager |
2 |
Associate |
Assistant Manager |
3 |
Team Lead |
Manager |
4 |
Group Lead |
Regional Manager |
Learning
Free Skill (second term only): Work
Roll |
Skill |
1 |
Administer |
2 |
Any Skill |
3 |
Connect |
4 |
Exert |
5 |
Fix |
6 |
Pilot |
7 |
Program |
8 |
Work |
Growth
Roll |
Bonus |
Roll |
Bonus |
1 |
+2 CON |
11 |
+2 Mental |
2 |
+2 WIS |
12 |
200 credits |
3 |
+2 CON |
13 |
Contact (Corporate) |
4 |
25 credits |
14 |
Megacorp Shares (100 credits) |
5 |
25 credits |
15 |
Ship Share |
6 |
Small house (mortgaged) |
16 |
400 credits |
7 |
Contact (Corporate) |
17 |
Contact (Corporate) |
8 |
Compad |
18 |
Vehicle: Groundcar |
9 |
Secured Clothing |
19 |
Pension (5 credits) |
10 |
+2 Physical |
20 |
+1 Any Stat |
Retirement benefits
Achievements |
Reward |
Career Term |
10 credits |
Commission |
Dataslab |
Promotion |
Pension (1d10 credits) |
Mishaps
Roll |
Mishap |
Effect |
1 |
|
Repetitive motion, sedentary leisure, and poor diet did nothing to help your physique. -3 STR. |
2 |
|
Enemy |
3 |
|
Favor Owed |
4 |
Credit Treadmill |
It started with paying rent on time, expanded to medical bills, and finally spiraled out to paying for groceries on credit. You start 1d6*1000 credits in debt. |
5 |
Downsizing |
A bad economy made you a casualty. They had your desk cleaned before you were out the door. Exit career. |
6 |
Shrink |
You were caught trying to get your compensation to accurately reflect your value, but your employer called it stealing. Lose all retirement benefits and exit career. |
Back to top
Special
College
Roll |
Difficulty |
Modifiers |
Notes |
Entry |
8+ |
INT, WIS, CHA |
Cannot be entered by VIs |
Honors |
8+ |
INT, CON, Know, Perform, Talk |
|
Mishap |
6+ |
CON, Exert, Notice, Talk |
|
Learning
Roll |
Skill |
1 |
Administer |
2 |
Connect |
3 |
Fix |
4 |
Heal |
5 |
Know |
6 |
Perform |
7 |
Pilot |
8 |
Program |
9 |
Trade |
10 |
Work |
Military Academy
Roll |
Difficulty |
Modifiers |
Notes |
Entry |
9+ |
STR, CON, INT |
Cannot be entered by VIs |
Honors |
8+ |
INT, CON, Know, Perform, Talk |
|
Mishap |
8+ |
STR, CON, WIS, Any Combat |
If exiting, must enter the Soldier, Spacer, or Arcadian Trooper Career |
Learning
Roll |
Skill |
1 |
Administer |
2 |
Any Combat |
3 |
Connect |
4 |
Heal |
5 |
Know |
6 |
Lead |
7 |
Pilot |
8 |
Program |
9 |
Talk |
10 |
Survive |
Back to top