Current Career: TAS Field Reporter
The TAS is constantly updating its guides and providing its member with impartial "inside" reports on events across the world. A field agent research and prepares these reports. In some places, a TAS press card is respected and in others, it's likely to get jumped and dumped in a ditch for how noisy their reports are. There is a far amount of danger in some parts of the world.
Routine Tasks: File reports, operate within organizational guidelines and directives, support fellow agents,
Wage bonus: 1000 cr
Bonus pay: This is added to the monthly pay you get at that officer level.
See Current Careers: How Events Work
Rank | Enlisted | Benefits | Rank | Officer | Benefits | Pay Bonus |
---|---|---|---|---|---|---|
E1 | Reporter 3rd Class | O1 | 1st Copy | Expense Account | +250 | |
E2 | Reporter 2rd Class | Carousing | O2 | 1st Draft | Skill Restricted: Streetwise Wis | |
E3 | Reporter 1st Class | Skill Restricted: Streetwise Wis | O3 | 1st Print | Research | +500 |
E4 | First Class Reporter | Press Pass | O4 | Editor | Press pass | |
E5 | Leading Reporter | TAS Membership for friend | O5 | Chief Editor | TAS Membership for friend | +750 |
E6 | Field Reporter | O6 | Boss Editor | |||
E7 | Top Reporter | O7 | Top Publisher | Restricted: Jack of all Skills |
Career Progress | Survival | Advancement |
---|---|---|
Officer Reporter | Int 4+ | Cha 5 + Rank |
Special Assignment Reporter | INT 8+ | Cha 8 + Rank |
2d6 | Mishaps |
---|---|
2 | Serious Injury – throw twice on the Injury Table and keep the lowest result. |
3 | A job goes wrong, forcing you to flee your homeland. |
4 | You are caught during an assignment and exposed. You must spend your next term as a Drifter. |
5 | An investigation goes critically wrong or leads to the top, ruining your career. Throw Advocate 8+. If you succeed, you may keep the benefit throw from this term. |
6 | A criminal or other figure under investigation offers you a deal. Accept and you leave this career without further penalty (although you lose the benefit throw as normal). Refuse and you must throw twice on the Injuries and Medical Coverage and take the lower result; you also gain an Enemy and one level of any one skill you choose. |
7 | Injured – throw on the Injuries and Medical Coverage |
8 | You learn something you shouldn’t know and people want to kill you for it. Gain an Enemy and Bluff |
9 | Your work ends up coming home with you and someone gets hurt. Choose one of your Contacts, Allies or family members and throw twice on the Injuries and Medical Coverage for them, taking the lower result. |
10 | You are framed for something you didn’t do. Gain an Enemy. Caught by the police make Cha DC 12. Pass let go and spend next year as Drifter, fail spend 1 year as a Prisoner. Barred from Lone Star until Enermy is caught and brought to justice. |
11 | Someone attempts to assassinate you. Throw Con DC 12. If you fail, throw on theInjuries and Medical Coverage If you succeed, gain an Enemy. |
12 | Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. If you have no Contacts or Allies, then you are betrayed by someone you never saw coming and still gain a Rival. |
Roll the dice 2d6 | Event |
---|---|
10 - 11 | Disaster! Throw on the Mishap Table, but you are not ejected from this career. |
12 | An investigation takes a dangerous turn. Throw Streetwise DC 12. If you fail, throw on the Mishap Table. If you succeed, gain Bluff or gain Restricted Skill: Jack of All Trades |
13 | You are assigned to internal affairs to investigate one of your own. Throw Diplomacy DC 12. If you succeed, gain an Enemy and gain Diplomacy, Stealth, or Bluff. If you fail, you still gain an Enemy. Someone complained about you after and you lose 1 rank. roll for continued employment with a +5 DC increase. |
14 | You are asked to volunteer for a hazardous mission. If you accept, throw Dexterity DC 12 If you fail, throw on the Injuries and Medical Coverage If you succeed, gain one skill in the following: Pilot (any), Skill Restricted: Streetwise Wis or Acrobatics and +2 on your next Advancement throw. If you don't Lose 1 rank. |
15 | You investigate a gambling ring. Throw Intelligence 12+ to Gain Restricted Skills: Gambling INT |
16-20 | You are assigned to a Ceremonial detail. Roll Diplomacy DC 12, Pass +1 SOC, Fail if you anger the wrong person you are Fired. |
21 | You make a mistake and go down 1 rank, roll for continued employment with a +5 DC increase. |
22 | You are assigned to work on a secret project. Gain one class Skill: Heal, Any Science (any) 1, Computer Use(Any), or Knowledge Arcane. |
23 | You are sent undercover. Gain one skill: Skill Restricted: Streetwise Wis , Restricted Skills: Gambling INT, Bluff or Stealth. |
24 | You are presented with the chance to keep some confiscated goods. If you attempt to keep them, throw Bluff 12+ to gain +1 on a benefit throw, if you fail your throw, lose one level of Rank. |
25 | You spend time working in a mundane society. Throw Education DC 12 to gain Craft(any) or Profession(any). |
26-30 | You go undercover on a starship. Gain one skill in Pilot, Repair, or Engineering. |
31-36 | Life Event. Throw on the Life Events Table. |
37-41 | You make an unexpected connection outside your normal circles and it puts you in a bad light. You get demoted, add +5 to Maintain Employment roll. |
42 | You are involved in a major fight in the city. Throw Con DC 12 to avoid a roll on theInjuries and Medical Coverage Gain an extra throw on your Benefit roll at end of year |
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 month. |
44 | You go undercover to investigate an enemy. Throw Bluff DC 12. If you succeed, throw immediately on the Rogue Events Tables. If you fail, throw immediately on the Rogue Mishap Table, and +5 maintain DC |
45 | You are forced to make a decision that causes the death of 1d3 people in order to save the crew. Throw Intelligence 12+ You gain +4 on your next Advancement throw. Either way, you gain an Enemy for every crew member who died. Maintain employment roll goes up by 2 for every crew member dead. |
46-48 | Everything that could go wrong did go wrong. Throw Intelligence DC 12 to gain Restricted Skill: Jack of All Trades |
49-51 | During one of your tours, a high-ranking member of the government, or a celebrity, notices you. Gain a Contact Contacts, Allies, Rivals and Enemies and either +1 Social Standing or EDU +1. |
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 | Your paper is attacked for running a story and you are ordered to abandon the material in office. If you choose to stay at your post, throw Dexterity dc 12. If you fail, lose your benefit throw for this year. If you succeed, gain an extra benefit throw at end of year. Either way, throw on the Injuries and Medical Coverage |
54 | Somehow you learned something. Throw Education DC 12. If you succeed gain Any Computer Use (any)roll for continued employment with a -5 DC. |
55 | You are captured and interrogated by the enemy. You manage to escape or be rescued (or did they let you go...). Gain either Skill Restricted: Streetwise Wis or unarmed Combat Feat. Maintain employment DC +5. |
56-60 | Your hard work is acknowledged. Gain a +1 on your next Advancement roll. Maintain employment DC -5 |
61 | You gain a mentor. Gain an Ally and +4 DM on your next Advancement roll thanks to his aid. |
62 | You have the chance to save a senior officer. If you take the chance, throw Dexterity 12+ If you fail, throw on the Injury Table. If you succeed, gain an Ally, and an automatic promotion. Maintain employment DC -5 |
63 | Due to your diligent work , you are awarded a bonus. Gain DM +1 on one benefit throw. |
64 | You are ordered to investiate a friend who is doing illegial experments. Roll a Bluff 12+ to get him to tell you and turn him it getting +5 on promotation roll, hide what he is doing and get a extra benfit roll at end of year. Fail and lose a rank and a contact (he find out) |
65 | You are selected for Officer School. Throw Intelligence dc 17 to be Commissioned. If you are already an officer, gain Restricted: Jack of all Skills . Maintain employment DC +5 |
66 | Your work has been exceptional; you are Commissioned as an Officer or are automatically promoted (Players Choice). Auto pass Maintain employment. |
Mustering Out Rolls
Roll | Cash | Material |
1 | 100 | High Passage |
2 | 200 | Age Reversal |
3 | 500 | Ship Share |
4 | 750 | Loan rankx100k(10 year payment) |
5 | 1000 | Vehicle owned by TAS |
6 | 2500 | SOC +1 |
7 | 5000 | Travelers Aid Society TAS |