Character Advancement via

OCCUPATION

How and Why

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.

STARTING CAREERS

*ARMED FORCES CADET

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+5 +5 +5 +5          

 

*LABOURER

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
    +10 +20       +5  

 

*PETTY CRIMINAL

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+5   +5         +5 -5

 

*POLICE CADET

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
      +5 +5 +5   +5 +5

 

*SECURITY GUARD

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
          +10 +5 +5 -5

 

*SHOP/OFFICE WORKER

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      

 

*NOVICE PRIEST

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
      +5 +10  +5 +5  

 

 ADVANCED OCCUPATIONS

ACADEMIC – professor, curator, university lecturer and that sort of thing.

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
        +15 +10 +5   +5

 

AIRCREW

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
  +10     +5 +10   +5  

 

ANIMAL HANDLER

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  

 

ARCHAEOLOGIST

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
  +5     +10 +5   +5  

 

ARTIST

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
  +10     +5 +10 +10 +30 +20

 

ASSASSIN

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+10 +15 +5   +5 +5   +15  

 

BLACKMAILER

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  

 

BODYGUARD

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  

 

COMMANDO

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+10     +5   +5      

 

COMMUNITY ACTIVIST

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+5 +5       +5 +5   +10

 

COMMUNITY SANCTIONED HERO

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+10 +5       +10 +5 +5 +10

 

CON-ARTIST

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
  +10     +5 +5   +5 +5

 

CORPORATE DIRECTOR

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
        +5 +5   +10 +5

  

CORPORATE SANCTIONED HERO

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+5     +20       +10 +10

 

CORPORATE SPY

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

 

CRIMINAL GODFATHER

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

CRIMINAL PSYCHOLOGIST

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
        +10 +10 +5 +5  

CRIMINAL OVERLORD

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
        +5 +5 +10 +20 -20

  

CULT APOSTLE

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+5         +30    

 

CULT LEADER

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
            +10 +30  

 

CULT SANCTIONED HERO

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+20 +10 +10 +20   +5 +10 +5 +5

 

DETECTIVE

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+5 +5     +5 +10   +5  

 

DICTATOR/IDOL

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
      +10 +5   +80 +60 +60

 

EMBEZZLER

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  

 

EXPLORER

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+5 +5   +10 +5 +5   +5 +5

 

FORENSIC SCIENTIST

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
        +5 +30 +20 +10  

 

GANG LEADER

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
        +5   +10 +10 -10

 

GLOBAL HERO

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+5     +5 +5     +5 +20

 

GOVERNMENT SANCTIONED HERO

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+5   +5       +5 +20 +20

 

HIGH PRIEST

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
        +5 +5 +5 +10 +10

 

INVENTOR

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  

 

MERCENARY

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+10 +5           +10 -20

 

MONK

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
     +10  +5  +20

 

NATIONAL HERO

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

 

NATIONAL RULER

Fighting

Agility

Strength

 Endur.

Reason 

Intuition

Psyche 

Resources 

Popul. 

            +5 +20 +5

 

PARAMILITARY

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+5 +5 +5 +5          

 

PATHOLOGIST

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
  +5   +10 +5 +5 +5    

 

PATRON OF THE ARTS

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
                +20

 

PHYSICIAN

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
  +10   +10 +20 +10   +5  

 

PILOT

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

 

POLITICAL ACTIVIST

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

 

POLITICIAN

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
            +10 +10 +20

 

PRIEST

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
        +10     +5 +5

 

PSYCHOLOGIST

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

 

RESEARCHER

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  

 

SECURITY CHIEF

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+20 +10 +10     +10 +5 +5  

 

SECURITY ADVISOR

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+5       +5 +20 +5 +20 +5

SPY

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+5 +5     +5 +10 +5 +10  

 

STUNT PERFORMER

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
  +10 +5 +10   +5   +5 +10

 

SURGEON

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+5  +20     +5 +10 +5 +15

TELEVISION PERSONALITY

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
              +20 +20

 

TERRORIST

Fighting

Agility Strength Endur. Reason Intuition Psyche Resources Popul.
+10 +5 +5 +5         -25

 

VEHICLE-MECHANIC

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