Character Advancement via |
Occupations represent the means by which characters gain their finances, new talents and (in some cases) new contacts. They are divided into ability advancement, requirements, available talents, and exit careers.
ALL CHARACTERS START A NEW CAREER PATH IN THEIR FIRST GAMING SESSION.
At the start of every session award 100 karma points that may be used for advancement or kept for game play. Each talent costs 100 karma points, each ability point costs 10 karma points, and each power point costs 30 karma points. Changing a career costs 100 karma. Starting a new career path costs 200.
NB those characters who do not have a secret identify will have greater difficulty changing job (due to absenteeism, associated dangers etc.) and this may affect the cost of certain career changes at the judge's discretion.
A record of which career the character has held, and what they gained when there, should be kept.
NORMAL RULE: Only current career exits are available (as this helps the judge to plan storyline ahead of time). Loss of a job may mean returning to a starting career!
OPTIONAL RULE: Once a character has had experience in an occupation, the career exits from that career are constantly available (the exits represent jobs for which appropriate experience is needed). Re-entering a career does not allow statistics to be re-improved.
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +5 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +20 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +5 | -5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +5 | +5 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +5 | +5 | -5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +5 | +5 | +5 |
*STUDENT follows academic study course.
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +10 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +10 | +5 | +5 |
ACADEMIC professor, curator, university lecturer and that sort of thing.
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+15 | +10 | +5 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +5 | +10 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +5 | +5 | +5 | +5 |
ANTIQUARIAN involved in the study of art, literature, ancient texts, and legislation.
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+20 | +5 | +5 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +10 | +5 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +5 | +10 | +10 | +30 | +20 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +15 | +5 | +5 | +5 | +15 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +10 | +20 |
BIO-MECHANIC (including cybernetic components).
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +10 | +5 | +5 | +10 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +10 | +5 | +5 | +5 | -5 |
BUSINESSMAN unless specified this refers to banking.
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +50 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +5 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +5 | +5 | +10 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +5 | +10 | +5 | +5 | +10 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +5 | +5 | +5 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +10 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +20 | +10 | +10 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +5 | +5 |
CRIMINAL ENFORCER/SPECIALIST cat burglar, protection racketeer, and gang-directed killer.
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +10 | +10 | -5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +30 | -20 |
CRIMINAL HEAVY deliver gang directed beatings; armed robber, arsonist, drug dealer, and pimp.
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +5 | -5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +10 | +5 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +10 | +20 | -20 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +30 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +30 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+20 | +10 | +10 | +20 | +5 | +10 | +5 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +5 | +10 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +5 | +80 | +60 | +60 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +40 | -20 |
ENGINEER designs and builds software/hardware; buildings and bridges; and vehicles and clothes.
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +10 | +5 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +10 | +5 | +5 | +5 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +30 | +20 | +10 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +10 | +10 | -10 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +5 | +5 | +20 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +5 | +20 | +20 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +5 | +10 | +10 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+20 | +30 |
LAWYER (court room)
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +10 | +10 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +5 | +10 | -20 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +5 | +20 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +10 | +5 | +5 | +20 | +30 | +100 |
NATIONAL REPORTER national newspaper.
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +10 | +5 | +10 |
Fighting |
Agility |
Strength |
Endur. |
Reason |
Intuition |
Psyche |
Resources |
Popul. |
+5 | +20 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +5 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +10 | +5 | +5 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+20 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +10 | +20 | +10 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +10 | +5 |
POLICE OFFICER (uniformed).
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +5 | +5 | +5 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +10 | +5 | +5 | +5 | +10 |
POLITICAL LEADER - political party leader
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +10 | +20 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +10 | +20 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +5 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +20 | +20 | +10 |
REPORTER (local newspaper)
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +5 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+30 | +10 | +5 | +10 |
RESCUER fire-fighter, anti-terrorist police, lifeboat crewman, mountaineer, and front-line medic.
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +10 | +20 | +5 |
SCIENTIST involved in research and development of technological and industrial processes.
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+20 | +10 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+20 | +10 | +10 | +10 | +5 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +20 | +5 | +20 | +5 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +5 | +10 | +5 | +10 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +5 | +10 | +5 | +5 | +10 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +20 | +5 | +10 | +5 | +15 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+20 | +20 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+10 | +5 | +5 | +5 | -25 |
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +5 | +20 | +5 |
WEAPON-SMITH a maker of weaponry, employed by military or criminal organizations.
Fighting |
Agility | Strength | Endur. | Reason | Intuition | Psyche | Resources | Popul. |
+5 | +20 | +5 |