Background Career: Wizard

Wizards, commanding awe and respect in the world, have mastered the art of bending reality to their will. They are strictly watched and monitored for the power they wield and cannot owe land or title. Any misstep, the Rule of Three, a group even more mysterious than the Wizards themselves deal punishment with the full support of the immortal being Magic.     Continued enlistment: DC 14 ( EDU) Requirements: Int 15+   Master's degree (any)   Ranks
Rank Mage Archmage Benefit
1 Apprentice Magi Spellcraft
2 Trainee Advance Mage
3 Journeymen Magi First Order +1 Int
4 Jr. Wizard Magi Second Order Craft Alchemy
5 Wizard Twin Order of Magi
6 Grand Wizard Master of the Arcane Ways Free Metamagic feat
Career Skills
Roll Mission Survive(EDU) Promo(INT) Commission(EDU) XP (INT)
1-4 Collect components 4 9 18 15
5-10 Defend Nexus Point 7 9 12 14
11-14 Engage magical beasts 7 7 11 12
15-17 Support Troops 8 8 12 12
18-19 Front Line Push 7 10 10 12
20 Attack enemy Magi 8 6 6 5
Roll 2d6 MISHAPS
2 Severely Injured – Roll twice on the Injury Table and take the lower result.
3 You are caught using your powers in public. Gain an Enemy and must pay a fine of 5000 cr.
4 You summon something dangerous. Lose one point of Int. You also suffer from persistent and terrifying nightmares New conditions You gain Post Trauma Stress
5 You are experimented with magical beasts but they escape. You are barred from studying magic. Gain the enemy of a magical intelligent beast.
6 You are asked to use your magic powers in an unethical fashion. Accept and you may continue in this career, but you gain an Enemy Contacts, Allies, Rivals and Enemies . Refuse and you must leave this career.
7 Injured – Roll on the Injury Table.
8 An anti-magic cult or gang attempts to expose or attack you. Roll 1d6: on 1 or 2, you are injured and must roll on the Injuries and Medical Coverage e; on 3 or 4, lose one Social Standing; on 5 or 6, nothing else happens, but you still must leave this career.
9 Your gift forces a former ally to turn on you and betray you. Turn one Ally or Contact into an Enemy. If you have no Allies or Contacts, gain an Enemy. Contacts, Allies, Rivals and Enemies
10 Your magic powers are discovered by your friends and co-workers and they turn on you. Gain 1d3 Enemies. Contacts, Allies, Rivals and Enemies
11 You are suspected of using your abilities to cheat and steal from others. Lose one Social Standing and gain an Enemy. Contacts, Allies, Rivals and Enemies
12 You dabble in the art of summoning and bring something that kills many of your fellow wizards. You are forced to flee with only the clothing on your back. Lose all Benefit rolls for this career. Gain Diplomacy, Stealth, or Bluff. Career Skills
Roll the dice 2d6 Event
10 - 11 Disaster! Throw on the Mishap Table, but you are not ejected from this career.
12 Your abilities make you uncomfortable to be around. One Contact or Ally becomes a Rival. If you have no Contacts or Allies, your abilities attract a Rival anyway. Contacts, Allies, Rivals and Enemies
13 Your family finds out that you charmed family members and disowns you. Throw Social Standing DC 12 to avoid a -1 on the next Benefit roll.
14 You are attacked because you are suspected of using charm magic. Throw Dexterity DC 12 or Diplomacy DC 12 to avoid a roll on the Injuries and Medical Coverage
15 You come into contact with an anti-magic cult. Throw Bluff DC 15 or Social Standing DC 12. If you fail, lose one Benefit roll or roll on the Injuries and Medical Coverage
16-20 Being special has cost you everything. Throw Intelligence DC 12 to avoid losing one Benefit roll.
21 You have a chance to use your powers unethically to better your standing. If you accept, throw Spellcraft DC 12. If you succeed, gain an extra Benefit roll or +1 Social Standing. If you fail, lose one Social Standing instead.
22 You are asked to volunteer for an experiment. If you choose to volunteer, throw Spellcraft DC 15. If you succeed, gain extra benefit roll. If you fail, roll on the Injuries and Medical Coverage
23 You are contacted by an enemy organization or government. If you chose to become an agent for them, throw Spellcraft DC 12. If you succeed, gain Bluff. If you fail, gain an Enemy. Contacts, Allies, Rivals and Enemies
24 You are involved in testing and recruiting potential mages with magical talents. Throw Intelligence DC 12. Gain one of mysticism or knowledge(arcane)
25 You spend time working in a mundane society. Throw Education DC 12 to gain Craft(any) or Profession(any)
26-30 You use your abilities to cheat at games of chance. Throw Spellcraft DC 12 or Bluff DC 15. If you succeed, gain an additional Cash Benefit roll and gain Streetwise Wis Skill Restricted . If you fail, gain an Enemy and take a -1 on the next Benefit roll.
31-36 Life Event. Throw on the Life Events Table.
37-41 You make an unexpected connection outside your normal circles. Gain a psion Contact. Lose a rank for the taint of knowing them.
42 You find an associate who has psionic powers, you give them a choice to join or run. If you join the government organization, gain a psion ally. If choose to run, gain an Extra Cash roll and gain psion enemy Contacts, Allies, Rivals and Enemies
43 You assist in tracking down a rogue psion. Throw Intelligence DC 12 to gain one of Perception, Stealth, or Bluff as a class, or +1 to checks. You may transfer to the Agent career next term without making a Qualification roll.
44 You are forced to move around to avoid detection. Throw Intelligence DC 12 to gain Fly, Pilot, or Ride.
45 You find a forbidden book and study it. You can add 2d4 spells of the enchantment school from PF core book. They came be of any level up you your max level-1
46-48 Everything that could go wrong did go wrong. Throw Intelligence DC 12 to gain Restricted: Jack of all Skills 
49-51 A criminal gang finds out about your abilities. If you cooperate, throw spellcraft DC 12 to gain Stealth and Bluff and Streetwise Wis Skill Restricted , or martial weapon feat(or exotic feat if have martial feat). If you don’t cooperate, gain the gang as 1d6+2 Enemies. Contacts, Allies, Rivals and Enemies
52 You are involved in complex negotiations for a psion release. Throw Education DC 12. If you succeed, gain +1 on one cash roll.
53 You dedicate yourself to mastering your abilities. Throw Spellcraft DC 12. If you succeed, reduce the time to finish your term by 1 year.
54 Somehow you learned something. Throw Education DC 12. If you succeed add Any Computer Use skill (any)
55 You are given advanced training in a non-magic field. Throw Education DC 12 to gain any non-magic career  skill 
56-60 Your hard work is acknowledged. Gain a +1 on your next Advancement roll.
61 You gain a mentor. Gain an Ally and +4 DM on your next Advancement roll thanks to his aid.
62 You find a hybrid item. Choose any item that is up to level 8 and apply hybrid to it.
63 You create a new spell that helps the school. Gain DM +1 on one benefit throw.
64 You save an important person from a curse and they offer you a Travelers Aid Society TAS membership.
65 You gain a mentor that has a huge spell library. If you keep on his good side he allows you to use it for research and learning spells. Gain ally
66 You defeat a demon set free by a student of the school, saving face and lives. You gain +2 on benefit roll and grain a rank or promoted plus a magical item benefit see Rewards and benefits 

Mustering Out

                                       
1d6 rollCashBenefit
1 10k Age Reversal
2 25k Magic Misc item( up to 25k)
3 50k Magic Weapon (up to 25k)
4 75k +1 Int
5 125k vehicle magi tech(special from order) ***
6 250k magic tech power armour( up to 25k value)**
7 500k Staff of Magi(non artifact)
50% of cash rolled at mustering out MUST be spent on magic items from the company shop. ** only can roll once *** if roll rolled more than once add to together to get higher value suit. Both above are partial owed by the magi guild and only gain full ownship after many missions completed. If they lose standing with magi guild could lose these.