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Character Advancement via Occupation

Courtesy of The Judges Mind

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 Endurance Reason Intuition Psyche Resources Popularity
+5 +5 +5 +5          

*Labourer
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
    +10 +20       +5  

*Petty Criminal
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5   +5         +5 -5

*Police Cadet
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
      +5 +5 +5   +5 +5

*Security Guard
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
          +10 +5 +5 -5

*Shop/Office Worker
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +5     +5 +5   +5 +5

*Student – follows academic study course.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +10 +10      

*Novice Priest
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5 +10  +5 +5  

Advanced Occupations

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

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +15 +10 +5   +5

Aircrew
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +10     +5 +10   +5  

  • Requirements: Agility Good, and Intuition Good.
  • Talents: Pilot, Repair/Tinkering, Engineering, and Tumbling.
  • Exits: pilot, and vehicle-mechanic.

Animal Handler
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +5   +5   +5 +5 +5  

Antiquarian– involved in the study of art, literature, ancient texts, and legislation.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +20 +5 +5 +5  

Archaeologist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +5     +10 +5   +5  

Artist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +10     +5 +10 +10 +30 +20

Assasin
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+10 +15 +5   +5 +5   +15  

Blackmailer
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5 +10   +20  

  • Requirements: Espionage, Reason Typical
  • Talents: Law, Accounting, Security/Encryption, Politics, Criminology, and Journalism.
  • Exits: spy, and national reporter.

Bio-Mechanic (including cybernetic components).
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +10     +10 +5 +5 +10  

  • Requirements: Engineering, Biology, Reason Excellent
  • Talents: Robotics, Software Programming, Organic Chemistry, Electrochemistry, Anatomy, Biotechnology, Cybernetics, Medicine, First Aid, and Martial Arts D.
  • Exits: physician, scientist and researcher.

Bodyguard
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+10   +10 +5   +5   +5 -5

  • Requirements: Fighting Remarkable, Strength Excellent, and Guns.
  • Talents: Martial Arts A, Martial Arts B, Martial Arts F, Criminology, and Wrestling.
  • Exits: security chief, assassin, and criminal enforcer.

Businessman– unless specified this refers to banking.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
            +10 +50  

Commando
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+10     +5   +5      

Community Activist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +5       +5 +5   +10

Community Sanctioned Hero
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+10 +5       +10 +5 +5 +10

Con-Artist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +10     +5 +5   +5 +5

Corporate Director
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5 +5   +10 +5

  

Corporate Sanctioned Hero
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5     +20       +10 +10

Corporate Spy
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +5       +5   +5  

Criminal Enforcer/Specialist – cat burglar, protection racketeer, and gang-directed killer.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +5   +5   +10   +10 -5

  • Requirements: Fighting Excellent, Blunt Weapons, and Intuition Good.
  • Talents: Crime, Negotiations, Acrobatics, Accounting, Business/Finance, Martial Arts C, Martial Arts E, Martial Arts H, and Weapon Specialist (cost 200 karma).
  • Exits: embezzler and gang leader.

Criminal Godfather
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
            +10 +30 -20

  • Requirements: Criminal overlord experience, and –50.
  • Talents: Leadership, Business/Finance, and Law.
  • Exits: dictator.

Criminal Heavy – deliver gang directed beatings; armed robber, arsonist, drug dealer, and pimp.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +5   +5       +5 -5

Criminal Psychologist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +10 +10 +5 +5  

Criminal Overlord
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5 +5 +10 +20 -20

  • Requirements: Gang leader experience, criminal overlord dies, –20.
  • Talents: Perform (acting), Business/Finance, Law, and Leadership.
  • Exits: criminal godfather.

  

Cult Apostle
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5         +30    

Cult Leader
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
            +10 +30  

  • Requirements: 75 (+ or -), Leadership, and Psyche Incredible.
  • Talents: Occult Lore, Hypnosis, Resist Domination, Resist Disease & Aging, and Slight of Hand.
  • Exits: dictator/idol.

Cult Sanctioned Hero
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+20 +10 +10 +20   +5 +10 +5 +5

Detective
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +5     +5 +10   +5  

Dictator / Idol
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
      +10 +5   +80 +60 +60

  • Requirements: Cult leader or criminal godfather experience.
  • Talents: Military.
  • Exits: none.

Embezzler
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5   +5 +40 -20

  • Requirements: Business/Finance, Law, and Reason Good.
  • Talents: Criminology, Computers and Aquisition (gain +5 Resources with each job change).
  • Exits: blackmailer, criminal heavy, and paramilitary.

Engineer – designs and builds software/hardware; buildings and bridges; and vehicles and clothes.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +10     +10 +5   +5  

Explorer
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +5   +10 +5 +5   +5 +5

Forensic Scientist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5 +30 +20 +10  

Gang Leader
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5   +10 +10 -10

  • Requirements: Criminal Enforcer experience, gang leader dies/murdered, Reason Excellent, and –10.
  • Talents: Leadership, Resist Domination, and Business/Finance.
  • Exits: criminal overlord.

Global Hero
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5     +5 +5     +5 +20

  • Requirements: 50, Languages, and superhuman ability/power.
  • Talents: Quick Attacks, Martial Arts F, Perform (acting).
  • Exits: cult leader.

Government Sanctioned Hero
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5   +5       +5 +20 +20

High Priest
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5 +5 +5 +10 +10

Inventor
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +20     +30  

  • Requirements: Reason Incredible, Resources Excellent
  • Talents: Repair/Tinkering, Computers, Electronics, Physics, and Business/Finance
  • Exits: engineer, and businessman (sales of their product).

Lawyer(court room)
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5 +5 +10 +10  

Mercenary
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+10 +5           +10 -20

Monk
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
         +10  +5  +20    

National Hero
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+10 +10 +5     +5 +20 +30 +100

  • Requirements: 50, and superhuman ability/power.
  • Talents: Law Enforcement, Perform (acting) and Leadership.
  • Exits: political activist and global hero.

National Reporter – national newspaper.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5 +10   +5 +10

National ruler
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
            +5 +20 +5

  • Requirements: Political leader experience, and Monstrous.
  • Talents: Leadership.
  • Exits: cult leader.

Paramilitary
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +5 +5 +5          

  • Requirements: Guns, Military, and Fighting Good.
  • Talents: Criminology, Martial Arts E, Chemistry, and Marksman (cost 200 karma).
  • Exits: mercenary, criminal enforcer, and spy.

Pathologist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +5   +10 +5 +5 +5    

  • Requirements: Biology, Chemistry, and Criminology.
  • Talents: Genetics, Medicine, Psychology, Trivia (ceremonies), and Occult Lore.
  • Exits: criminal psychologist, blackmailer, businessman (funeral directors and taxidermy).

Patron of the Arts
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
                +20

Physcian
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +10   +10 +20 +10   +5  

  • Requirements: Medicine
  • Talents: Psychology, Anatomy, Immunology, Cardiology, Emergency Medicine, Paediatrics, Geriatrics, Obstetrics/Gynecology, General Surgery, Neurosciences, Pharmacology, Physiology, Genetics, Resist Domination, Biology, and Martial Arts D.
  • Exits: psychiatrist, forensic scientist, surgeon, researcher, and rescuer.

Pilot
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +10       +10   +5  

  • Requirements: Pilot, Agility Excellent, and Intuition Good.
  • Talents: Tumbling, Repair/Tinkering, and Stunt Flying.
  • Exits: rescuer and stunt performer.

Police Officer (uniformed).
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +5   +5   +5   +5 +5

  • Requirements: no criminal record, and Law Enforcement.
  • Talents: Guns, Criminology, Psychology, Espionage, Stunt Driving, and Pilot.
  • Exits: criminal psychologist, detective and rescuer.

Political Activist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +10     +5   +5 +5 +10

  • Requirements: Journalism, and Guns.
  • Talents: Law, Perform (acting), Languages, and Artist (drawing).
  • Exits: politician.

Political Leader - political party leader
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
            +10 +10 +20

  • Requirements: Politician experience, and Popularity Amazing.
  • Talents: Leadership, Law, and Business/Finance.
  • Exits: national ruler.

Politician
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
            +10 +10 +20

Priest
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +10     +5 +5

Psychologist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +5 +20 +20 +10  

Reporter (local newspaper)
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
          +10   +5 +5

Researcher
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +30 +10 +5 +10  

  • Requirements: Reason Ex20
  • Talents: Genetics, Electrochemistry, Polymers,  Acoustics, Sonochemistry, Atomic Physics, Mathematics, Particle Physics, Quantum Physics, Astrophysics, Radio Astronomy, Astrophotography, Stella Cartography, Spectroscopy, Artificial Intellegence, Virtual Reality, Microbiology Pharmacology and Parasitology.
  • Exits: businessman (pharmaceuticals), businessman (illegal drugs dealer), inventor, antiquarian, academic, forensic scientist, and scientist.

Rescuer – fire-fighter, anti-terrorist police, lifeboat crewman, mountaineer, and front-line medic.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +5 +5 +10   +20     +5

Scientist – involved in research and development of technological and industrial processes.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
        +20 +10   +5  

  • Requirements: Reason Typical 6
  • Talents: Astronomy, Paranormal Phenomena, Pharmacology, Biology, Microbiology, Marine Biology, Genetics, Botany, Biophysics, Parasitology, Ecology, Zoology, Organic Chemistry, Chemistry, Physics, Geology, Medicine, and Electronics
  • Exits: researcher, forensic scientist, physician, and inventor.

Security Chief
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+20 +10 +10     +10 +5 +5  

  • Requirements: Bodyguard experience, Criminology, and Intuition Remarkable.
  • Talents: Espionage, Business/Finance, Martial Arts A, and Guns.
  • Exits: spy, and security advisor.

Security Advisor
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5       +5 +20 +5 +20 +5

Spy
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +5     +5 +10 +5 +10  

  • Requirements: Espionage, Intuition Excellent, and Reason Good.
  • Talents: Guns, Security/Encryption, Pick Pocket, Martial Arts D, Martial Arts E, Martial Arts H, Crime, Tumbling, Escape Artist, and Weapons Tinkering.
  • Exits: assassin, blackmailer, and corporate spy.

Stunt Performer
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
  +10 +5 +10   +5   +5 +10

  • Requirements: Pilot, Perform (acting), and Agility Remarkable.
  • Talents: Engineering, Repair/Tinkering, Perform (singing), Tumbling, Martial Arts G, Stunt Driving, and Stunt Flying.
  • Exits: television personality, and vehicle-mechanic.

Surgeon
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5  +20     +5 +10 +5 +15  

  • Requirements: General Surgery.
  • Talents: Dentistry, Plastic Surgery, Oncology, Radiology, Biotechnology, Cybernetics, Chiropractice, and Sewing/Tailoring.
  • Exits: blackmailer, politician, and reporter, .

Television Personality
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
              +20 +20

Terrorist
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+10 +5 +5 +5         -25

Vehicle Mechanis
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5 +5     +20     +5  

WeaponSmith – a maker of weaponry, employed by military or criminal organizations.
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity
+5       +20     +5