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155 The Iron

In document Burning Empires - Core Rules.pdf (Page 155-161)

Empires

Cotar Fomas 4 yrs 2 1 +1 M/P

Skills: 5 pts: Command, Sodalis-wise, Temple-wise, Dregus-wise Traits: 2 pts: Cotar Fomas

Requirements: Devoted to Fire plus Lord-Pilot Anvil or Sodalis-Captain.

Archcotare 10 yrs 3 2 +1 M

Skills: 4 pts: Religious History, Obscure History, Administration. 2 pts General.

Traits: 2 pt: Arbiter, Independent, Liberal, Traditionalist, Leech Requirements: Dregus and the Your Eminence or the Your Grace trait

Adjutant Inquisitor 4 yrs 2 1 +1 M

Skills: 4 pts: Church Law, Investigative Logic, Mundus Humanitas-wise Traits: 1 pt: Order of the Seeking Fire

Requirements: Cotar, Archivist, Custodian or Interpreter

Inquisitor 7 yrs 2 1 +1 M/P

Skills: 5 pts: Interrogation, Torture, Heresy-wise, Psychology Traits: 1 pt: Skeptical, Bright Mark

Requirements: Adjutant Inquisitor

High Inquisitor 6 yrs 2 2 —

Skills: 5 pts: Observation, Demonology, Command, Scheme-wise Traits: 1 pt: Domineering Presence

Requirements: Inquisitor

Cotar Antistes 8 yrs 3 2 +1 M

Skills: 2 pts: General

Traits: 2 pts: Word is Law, Metropolitan Requirements: Your Grace or Your Majesty traits

Cotar Arderes 10 yrs 3 2 —

Skills: 2 pts: General Traits: 2 pts: Primarch Requirements: Cotar Antistes

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Merchant League

The Merchant League is an oli-garchical or corporate structure run by a council of appointed officials and executives. The prime concern of a Merchant League is making a profit while maintaining its legal charter.

This setting contains the various staff positions necessary to run the massive bureaucracy of a Merchant League. The workers and underclass exist in the Servitude and Slavery, Freeman, and Outcast and Criminal settings. Merchant Leagues hire mercenary hammer and anvil forces to help protect and project their interests. Their charters prevent them from maintaining such a force themselves, though they often maintain extensive security forces.

Lifepath time ResouRces ciRcLes stat

Born to the League 10 yrs 1 1 —

Skills: 4 pts: General

Traits: 2 pts: Capitalist at Heart, Misanthropic, Elitist

Student 8 yrs 1 0 —

Skills: 5 pts: Institutional Drudgery-wise, League History, Sports-wise Traits: 1 pt: Agitated, Broken

Clerk 4 yrs 0 0 —

Skills: 4 pts: Bureaucracy, Bribe-wise, Paperwork-wise Traits: 1 pt

Scrivener 8 yrs 1 0 +1 M

Skills: 5 pts: Composition, Cartography, Research, History Traits: 2 pts: Crooked Fingers

Requirements: Student or Clerk

Accountant 6 yrs 2 0 —

Skills: 4 pts: Accounting, Books-wise, Embezzlement-wise Traits: 2 pts: Follow the Money

Requirements: Student or Clerk

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The Iron Empires

Security 3 yrs 0 0 +1 P

Skills: 4 pts: Security, Intimidation, Close Combat Traits: 1 pt: Bored, Thug, Professional

Requirements: Character must be 18 years or older to start this path

Security Officer 5 yrs 2 1 +1 M/P

Skills: 7 pts: Interrogation, Torture, Rebel-wise, Corporate Hierarchy-wise, Pilot, Crowd Suppression-Hierarchy-wise, Assault Weapons

Traits: 2 pts: Mean, Cunning

Requirements: Discipline Officer, Sergeant, Stormtrooper or two Security lifepaths

Agent 6 yrs 2 1 +1 M/P

Skills: 8 pts: Investigative Logic, Security Rigging, Signals, Extortion, Intimidation, Bribe-wise, Frame-wise, Blackmail-wise

Traits: 1 pt: Cold Blooded

Requirements: Security Officer, Propagandist, Commentariat, Ravilar or Stormtrooper

Commentariat 5 yrs 2 1 +1 M

Skills: 6 pts: Propaganda, Composition, Journalism, Dissent-wise, Screed-wise Traits: 1 pt: Casuist

Requirements: Student, Scrivener, Propagandist, Media, Ravilar or any lifepath from the Psychologist Foundation setting

Physician 5 yrs 3 1 +1 M/P

Skills: 5 pts: Pharmacology, Surgery, Malady-wise, Executive-wise Traits: 1 pt: Steady Hands, Self-Satisfied

Requirements: Foundation Student, Student, Doctor or Surgeon

Merchant 6 yrs 3 1 —

Skills: 5 pts: Bargaining, Goods-wise, Traveler-wise, Trade-wise Traits: —

Requirements: Foundation Student, Student, Accountant, Companion, Traveler, Hammer Master, Cargo Master or Ship’s Captain

Advocate 6 yrs 2 1 +1 M

Skills: 6 pts: League Law, Imperial Law, League Court-wise, Imperial Court-wise Traits: 1 pt: Cog in the Machine, Well-Spoken, Hopelessly Corrupt Requirements: Foundation Student, Student

League Official 5 yrs 2 2 —

Skills: 5 pts: Bureaucracy, Persuasion, Accounting, League-wise Traits: 2 pts: Clean Cut, Ambitious, Venal

Requirements: Chamberlain, Merchant, Commentariat, X-O, Security Officer, Lieutenant or any Engineer type lifepath

Banker 7 yrs 3 1 —

Skills: 5 pts: Finances-wise, Market-wise, Debt-wise, Currency-wise Traits: 1 pt: Penny-wise

Requirements: Financier or Merchant

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Magnate 8 yrs 3 2 —

Skills: 6 pts: Commodities-wise, Services-wise, Treaty-wise, Tariff-wise.

1 pt: General.

Traits: 2 pts: Affinity for Business, Merchant Fleet Captain Requirements: Financier, Merchant, Treasurer or Bureaucrat

Chief Executive 6 yrs 3 2 +1 M/P

Skills: 3 pts: Magnate-wise, Competition-wise. 2 pts: General Traits: 1 pt

Requirements: Magnate

Commune

In the Iron Empires, a Commune is a state whose political organization rests on the principle that the citizens constitute the ultimate root of legitimacy. The state is underpinned by civilian rule of law. The Commune’s government, chosen by direct vote or representation, is subject to that law insofar as to ensure that the state acts in the national interest as

determined by its constituents. This setting represents the functionaries and officials who drive the Commune. Those citizens not interested in politics usually join the ranks of the Freemen.

Lifepath time ResouRces ciRcLes stat

Born Citizen 12 yrs 1 0 —

Skills: 3 pts: General

Traits: 2 pts: Citizen of the Commune, Realistic, Cynical, Idealist

Student 5 yrs 1 1 +1 M

Skills: 5 pts: History, Advanced Mathematics, Rhetoric, Cop-wise Traits: 1 pt: Educated, Drunk, Broken

Clerk 3 yrs 1 0 —

Skills: 3 pts: Bureaucracy, Official-wise Traits: 1 pt: Officious, Meticulous

Requirements: Foundation Student or Student

Volunteer Soldier 4 yrs 0 0 +1 P

Skills: 6 pts: Soldiering, Close Combat, Assault Weapons, Squad Support Weapons, Driving

Traits: 1 pt: Proud Citizen, Resourceful

Requirements: Character must be 17 years or older to take this path

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The Iron Empires

Professional Officer 6 yrs 1 1 +1 M/P Skills: 5 pts: Command, Tactics, Soldier-wise, Anvil-wise Traits: 2 pts: No Nonsense, Zealot

Requirements: Volunteer Soldier, Sodalis-Captain, Sergeant, Man-at-Arms, Lord-Pilot Anvil or Lord-Pilot Hammer

Philosopher 6 yrs 0 1 +1 M

Skills: 6 pts: Philosophy, Doctrine, Science, Composition Traits: 1 pt: Frustrated, Humanist, Constitutional Activist Requirements: Student

Instructor 6 yrs 1 1 —

Skills: 4 pts: Instruction, Student-wise, Textbook-wise Traits: 2 pts: Patient, Idealist, Jaded, Pedantic Requirements: Foundation Student or Student

Law Enforcement 5 yrs 1 0 +1 M/P

Skills: 5 pts: Investigative Logic, Security, Perp-wise, Cover Up-wise Traits: 1 pt: Tool of the State

Requirements: Student, Foundation Student, Volunteer Soldier or any security-type lifepath

Media 5 yrs 1 1 —

Skills: 5 pts: Journalism, Composition, Corruption-wise, Skeletons-wise Traits: 1 pt

Requirements: Foundation Student or Student

Lawyer 7 yrs 2 1 +1 M

Skills: 5 pts: Commune Law, Imperial Law, League Law, Oratory Traits: 1 pt: Calculating, Law-Obsessed

Requirements: Student and Clerk or Psychologist

Judge 8 yrs 2 1 —

Skills: 4 pts: Observation, Ugly Truth, Amercement. 1 pt: General.

Traits: 2 pts: Hard Hearted, Strict Constructionist Requirements: Mandarin, Lawyer or Advocate

Local Official 6 yrs 1 1 —

Skills: 4 pts: Local Politics-wise, Neighborhood-wise, Problem-wise Traits: 1 pt: Public Servant, Venal, Idealist

Requirements: Clerk, Merchant, Mandarin, Bureaucrat, Courtier, Instructor or Law Enforcement

Municipal Official 6 yrs 1 1 —

Skills: 4 pts: Municipal Politics-wise, City-wise, Administration Traits: 1 pt: City Official, Glad Hander

Requirements: Lawyer, Local Official or Professional Officer Legislative Official 4 yrs 2 2 +1 M

Skills: 5 pts: Bureaucracy, Legislation-wise, Oratory, Constituency-wise Traits: 1 pt: Senator, Righteous, Bulldog, Mouthbreather

Requirements: Lawyer, Local Official or Municipal Official

10

Financier 5 yrs 3 2 —

Skills: 4 pts: Finance, Money-wise, Bribe-wise. 1 pt: General Traits: 1 pt: Well-Heeled, Savvy, Venal

Requirements: Student

Governor 5 yrs 2 2 —

Skills: 5 pts: Province-wise, Administration, Budget-wise, Deal-wise.

1 pt: General.

Traits: 1 pt: Public Face, Gracious

Requirements: Municipal Official or Legislative Official

Appointed Official 4 yrs 2 1 +1 M

Skills: 5 pts: Bureaucracy, Logistics, Persuasion, Balance of Power-wise.

1 pt: General.

Traits: 1 pt: Picked Man, Mover, Lame Duck

Requirements: Governor, Financier, Judge or Legislative Official

Diplomat 5 yrs 2 2 +1 M

Skills: 6 pts: Persuasion, Bargaining, Faction-wise, Back Room Deals-wise Traits: 2 pts: Well-Travelled

Requirements: Governor, Financier or Legislative Official

Politico 5 yrs 2 1 —

Skills: 5 pts: Contributions-wise, Merchant League-wise, Skeletons-wise, Media-wise. 1 pt: General.

Traits: 1 pt: Ambitious, Corrupt, Determined Requirements: Lawyer, Financier or Judge

Cabinet Member 4 yrs 2 2 —

Skills: 6 pts: Inner Circle-wise, Commune-wise, Department-wise, Budget-wise, Commune Law, Diplomacy-wise. 1 pt: General.

Traits: 1 pt

Requirements: Diplomat, Governor or Appointed Official

Executive Official 4 yrs 2 2 —

Skills: 7 pts: Commune-wise, Legislature-wise, Cabinet-wise, Imperial-wise, League-Imperial-wise, Media-wise. 2 pts: General.

Traits: 1 pt: Skeletons in the Closet

Requirements: Legislative Official or Governor

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The Iron

Empires

In document Burning Empires - Core Rules.pdf (Page 155-161)

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