Background Career: Politician
By force of will and personality, this person wants to influence the
world around them. Whether for ideology, to help people, or just
for the thrill of power, a Politician is driven by ambition.
Qualification: Edu or Soc 6+
–1 for every previous career.
While you are in office you can use the Govt and New Laws rules to push through any new laws of your making.
Roll 1d20 | Survival(SOC/EDU) | Promo(Int/EDU) | ExE/Worker |
---|---|---|---|
1-5 | 4 | 17 | Getting into Office |
6-10 | 6 | 13 | Networking |
11-13 | 5 | 14 | Fundraising |
14-17 | 7 | 11 | Supporters |
18-19 | 8 | 10 | Passing Law |
20 | 5 | 9 | 2nd Term! |
These are the ranks, some ranks grant Benefits.
Rank | Politician | |
---|---|---|
0 | Legislator | Diplomacy |
1 | Technocrat | SOC+1 |
2 | Officer | Cha +1, Restricted Skill: Administration WIS |
3 | Prime Rank | Sense motive, Gain Restricted Skill: Liaison |
4 | Apparatchik | Cha +1, Restricted Skill: Advocate EDU |
5 | Leader | Restricted Skills: Recruiting EDU |
6 | Politician | SOC+1 |
2d6 | Mishap |
---|---|
2 | Assassin! – You are severely injured in an assassination attempt. Roll on the Injuries and Medical Coverage |
3 | Banished – A election goes terribly wrong and you are banished from your society. You must take the Drifter career next term. |
4 | Collaborator – You are caught giving succor to the enemy. Roll Diplomacy 12+ to clear your name or take –1 Social Standing and go to prison next term |
5 | Corruption – You are implicated in corruption, and must resign. Roll Diplomacy 12+ to avoid losing –1 Social Standing. |
6 | Cover-Up – You are exposed as perpetrating a cover-up. Roll Bluff 12+ or go to prison next term, though you get to keep this term's Benefit throw because of the loyalty of your political masters |
7 | Ruined – You are accused of a perceived perversion. Though innocent, your reputation is in tatters. –1 Social Standing. |
8 | Conflict – You are implicated in a conflict of interest, and must resign |
9 | Lost Election – Your faction loses a big election, and you are the scapegoat. Roll Diplomacy 12+ to keep your Benefit throw this term. |
10 | Brought Low – A Rival manages to bring you down. Roll Diplomacy 12+ or an Ally becomes an Enemy. |
11 | Exposed – You are exposed by the media in a scandal. Your Allies become Enemies, and you lose –1 Social Standing. |
12 | Exile – Your faction loses a terrible fight, and you must go into exile. |
The Event table roll once per Term. See Career Skills for skills gained.
2d6 Roll | Event |
---|---|
11 | Disaster! Throw on the Mishap Table, but you are not ejected from this career. |
12 | You leave the cut and thrust for a spell to spend some more time with your family. Take a –2 DM to your next Advancement roll, but gain either Handle Animals, Craft(Any), or Sense Motive |
13 | You work as a community organizer. Gain 1d3 Contacts |
14 | You volunteer your time for charity work. Roll Intelligence 12+, if you succeed it helps your career, gaining a +2 to your next Advancement roll and an Ally. If you fail take a –2 to your Advancement roll and gain a Rival who seeks to capitalize on your misfortune. |
15 | You are given the opportunity for graft. If you go for it, roll Bluff 12+ to gain an extra Benefit throw. Fail and take –1 Social Standing as your corruption is discovered. If you resist temptation you can walk away with no penalty. |
16-20 | You go undercover within society as a low-level worker, such as a janitor. Gain one of the following: Restricted Skill: Trader Wis , Engineering, or Restricted Skills: Recruiting EDU |
21 | While observing a society you develop a group of contacts. Gain 1d3 Contacts. |
22 | You learn something about a superior that would ruin their career. If you choose to use it against them, gain a +2 DM on your next Advancement roll and an Enemy. If you don't use it, gain an Ally and a +1 DM on one Benefit roll. |
23 | Your group is attacked by locals. Throw Dexterity 12+. If you succeed gain Survival, Swim, or Arcomatics. If you fail, roll twice on the Injuries and Medical Coverage and take the higher result. |
24 | You spend some time in the company of one of your most persistent opponents. Roll Diplomacy 12+ to turn an Enemy or Rival into an Ally. |
25 | You are caught in an explosion and can try to save a fellow sophont. If you try to save them, throw Dexterity 12+. If you succeed, gain an Ally. If you fail, gain a Rival. No matter what you decide, you receive radiation exposure Roll on the Strong exposure table Mutation Rules |
26-30 | You are tested for Psionic potential. If your Psionic strength is 7+, you may transfer to the Psion career without having to make a Qualification roll. |
31-36 | Life Event. Throw on the Life Events Table. |
37-41 | You are asked to do something that is legally right, but morally wrong. If you refuse to do it, throw Education 12+. If you succeed, gain Soc +1 and a Rival. If you fail, lose one Social Standing. If you do it, gain an Enemy. Contacts, Allies, Rivals and Enemies |
42 | You receive advanced training. Throw Education 12+. If you succeed, increase any Career skill you already have by one level. |
43 | You become involved in psycho-historical research. Gain one level of Psychohistory or Manipulation. |
44 | You develop a group of contacts. Gain 1d3 Contacts. Contacts, Allies, Rivals and Enemies |
45 | You go above and beyond the call of duty. Gain +1 Soc or +1 Cha or EDU +1. |
46-48 | You audit a government department. Roll Computers or Investigate 12+ to gain Bluff, Sense Motive, or Perception |
49-51 | During one of your tours, a high-ranking member of the government, or a celebrity, notices you. Gain a Contact and either +1 Social Standing or EDU +1 or +1 Cha |
52 | Your time with nobles gives you a wide range of experiences. Gain one of handle Restricted Skills: Recruiting EDU , Craft Art, Diplomacy or Skill Restricted: Streetwise Wis |
53 | Your department is the source of a major leak. Roll Investigate 12+ to find it, and gain a +2 DM to your next Advancement throw. |
54 | You are kidnapped for ransom. Throw Stealth 12+ or Bluff 12+ to escape. If you succeed, gain one of Stealth, Survival or Skill Restricted: Streetwise Wis, If you fail, -1 DM on one benefit throw. |
55 | Shot Down. Your transport gets shot down. Roll DEX 12+. If you fail, you are captured and exchanged for other prisoners. Gain DM +1 to your next Advancement Roll. If you succeed, you evade capture until help arrives. Take Stealth and +1 Soc or Cha |
56-60 | You become a speech writer for your leader. Roll Craft Art 12+ to gain a +4 DM to your next Advancement roll. |
61 | You gain a mentor. Gain an Ally and +1 Soc or Cha. |
62 | You have the chance to save a senior officer. If you take the chance, throw Dexterity 12+ If you fail, throw on the Injuries and Medical Coverage If you succeed, gain an Ally(see Contacts, Allies, Rivals and Enemies ), and +1 Soc or Cha |
63 | You have to make a decision that is life or death for a group of people. Throw Intelligence 12+. If you succeed, gain an Ally and +1 Social Standing Or Cha. If you fail, gain an Enemy. Contacts, Allies, Rivals and Enemies |
64 | Travelers Aid Society TAS . A wealthy patron takes an interest in you, offering you free membership into the Traveller Aid Society, for a favor. If you accept you gain free TAS Membership but you owe a patron a favor. Add a contact (see Contacts, Allies, Rivals and Enemies ) |
65 | You are noticed by a superior and given additional responsibility. Gain the noble as an Ally and Diplomacy or +1 Social Standing Or Cha |
66 | Your work has been exceptional; Add +3 Soc or Cha Gain Restricted Skills: Recruiting EDU |
Mustering Out
2d6 Roll | Cash | Benefit |
---|---|---|
2 | None | Age Reversal |
3 | None | Contact |
4 | None | Contact |
5 | 10000 | +1 Str |
6 | 10000 | +1 Con |
7 | 20000 | Ally |
8 | 20000 | +1 Dex |
9 | 30000 | Weapon |
10 | 40000 | Vehicle |
11 | 50000 | High Passage |
12 | 100000 | Combat Implant |
13 | Roll Twice | Roll Twice |