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Psychologist Foundations

In document Burning Empires - Core Rules.pdf (Page 161-166)

True to type, those who bear the Bright Mark are feared, reviled and envied throughout the Iron Empires. Most psychologists are trained in either secret cabals called “Foundations” or individually by hermits living in the wilds of sparsely populated worlds. The Church molds them into fearsome Inquisitors (but those lifepaths are in the Theocracy setting).

Circle of 10,000

Only the Karsan League has managed to form an organized

and sanctioned structure for the psychologists born into their empire.

It is called the Circle of 10,000—though no one knows its true membership. Young men and women who bear the Bright Mark are brought into the Circle, trained in the use of their talent and fostered on the precepts of the order.

Lifepath time ResouRces ciRcLes stat

Apprentice 7 yrs 1 0 +1 M

Skills: 5 pts: Meditation, Eremite-wise, Remote Location-wise, Cold-wise, Begging, Persuasion

Traits: 1 pt: Bright Mark, Unwelcome, Gift of Ahmilahk Requirements: If chosen, this must be the second lifepath.

Novitiate 8 yrs 1 0 +1 M/P

Skills: 5 pts: Circle of 10,000-wise, Close Combat, Etiquette, Oratory, Psychologist-wise

Traits: 1 pt: Bright Mark, Bastard

Requirements: Mark of Privilege. If chosen, this must be the second lifepath.

Foundation Student 8 yrs 1 1 +1 M, P

Skills: 8 pts: Psychologist-wise, Research, Rhetoric, History, Advanced Mathematics

Traits: 1 pt: Bright Mark

Requirements: If chosen, this must be the second lifepath.

Circle of 10,000 8 yrs 2 1 +1 M, P

Skills: 7 pts: Psychology, Strategy, Tactics, Command, Intimidation Traits: 2 pts: Warrior’s Code, Cool-Headed, Codebreaker, Anvil Trained Requirements: Novitiate or Inquisitor. This path may only be taken once.

1

Psychologist 6 yrs 1 1 +1 M/P

Skills: 7 pts: Psychohistory, Persuasion, Conspicuous, Inconspicuous, Psychology

Traits: 2 pts: The Psychologist’s Code, Fearless, Imperious, Vainglorious, Pharisaical, Codebreaker

Requirements: Foundation Student or Apprentice

Speaker 8 yrs 2 2 +1 M

Skills: 6 pts: Administration, Ugly Truth, Soothing Platitudes, Apprentice-wise, Student-Apprentice-wise, Foundation-wise

Traits: 2 pts: Eerily Confident

Requirements: The character must have taken Psychologist twice.

First Speaker 12 yrs 3 2 —

Skills: 4 pts: Oratory, Circle of 10,000-wise, Speaker-wise. 4 pts: General.

Traits: 2 pts: Weight of the Galaxy

Requirements: The character must have taken Speaker twice.

Eremite 10 yrs 1 0 +1 M

Skills: 6 pts: Psychology, Strategy Games, Composition, Ugly Truth.

1 pt: General.

Traits: 1 pt: Garlic Breath, Lonely, Genius

Requirements: Mule, Apprentice or First Speaker. This may not be the third lifepath.

Spacefarer

The Spacefarer Setting consists of the merchant marine, private ships, public transport and pirate vessels.

These are individuals who crew non-military hammer assets, bringing news and supplies to the scattered worlds of the Iron Empires.

Spacefarers are vital to the

survival of these worlds, yet they are universally distrusted. There’s just something suspicious about a person who spends his whole life in space. Never know what he could encounter there.

Lifepath time ResouRces ciRcLes stat

Son of a Gun 12 yrs 1 0 —

Skills: 2 pts: General

Traits: 2 pts: Distortion Monkey, Cynical, Chronic Depression, Distrustful

Yeoman 3 yrs 0 0 +1 P

Skills: 5 pts: Crew, Back-Breaking Labor, Cleaning-wise, Close Combat Traits: 1 pt: Hazed, Distortion Sickness, Bulldog

1

The Iron Empires

Ship Rigger 3 yrs 0 0 +1 P

Skills: 5 pts: Repair, Damage-wise, Fire Control, Ship-wise Traits: 1 pt: Black Fingernails

Requirements: Yeoman

Cook 5 yrs 1 1 —

Skills: 4 pts: Cooking, Stone Soup-wise, Commissary-wise Traits: 1 pt: Strange

Requirements: Yeoman

Sense Rigger 3 yrs 1 0 —

Skills: 4 pts: Sensors, Glitch-wise, Profile-wise Traits: 2 pts: Light Sleeper

Requirements: Yeoman

Sig Rigger 3 yrs 1 0 +1 M

Skills: 4 pts: Signals, Jury-Rigging, Strange Signals-wise Traits: 2 pts: Good Listener

Requirements: Yeoman

Gun Rigger 2 yrs 1 0 +1 P

Skills: 3 pts: Vehicular Weapons, Vehicular Weapon-wise Traits: 2 pts: Alert

Requirements: Yeoman

Pilot 4 yrs 2 0 +1 M/P

Skills: 4 pts: Pilot, Helm, Ship-wise Traits: 2 pts: Illegal Crucis, Flyboy

Requirements: Sense Rigger, Navigator, or two Yeoman lifepaths

Cargo Master 5 yrs 2 1 —

Skills: 5 pts: Bargaining, Cargo-wise, Supply-wise, Black Market-wise Traits: 2 pts: Shrewd, Self-Satisfied, Hungry

Requirements: Navigator, or two Spacefarer lifepaths

Doctor 5 yrs 2 1 —

Skills: 5 pts: Surgery, Pharmacology, Triage-wise Traits: 1 pt: Grim, Practical

Requirements: Apprentice, Novitiate, Physician, Surgeon or any Student

Navigator 4 yrs 2 1 +1 M

Skills: 6 pts: Navigation, System-wise, Trade Route-wise, Space Anomaly-wise Traits: —

Requirements: Corvus and Crucis or Illegal Crucis trait

Ship’s Engineer 6 yrs 2 1 +1 M/P

Skills: 6 pts: Engineering, Life Support-wise, Cryonics, Fabrication, Armorer Traits: 2 pts: Practical

Requirements: Shipfitter, Ship Rigger or Machinist

1

Scientist 5 yrs 2 1 +1 M

Skills: 7 pts: Physics, Science, Technology-wise, Phenomenon-wise, Distortion-wise

Traits: 1 pt: Curious

Requirements: Ship’s Engineer, Physicist or Navigator

First Officer 5 yrs 1 1 +1 M

Skills: 8 pts: Ship Management, Intimidation, Command, Persuasion, Tactics, Crew-wise, Mercator-wise

Traits: 1 pt: Undeterred

Requirements: Lieutenant, Hammer Master, Discipline Officer, Navigator, Physicist, Scientist, Cargo Master or Ship’s Engineer

Ship’s Captain 6 yrs 2 1 —

Skills: 9 pts: Embargo-wise, Void-wise, Border-wise, Spacefarer-wise, Captain-wise, Hammer-wise, Bargaining. 1 pt: General.

Traits: 2 pts: Aloof, Privateer, Owner-Aboard, Well-Known Requirements: First Officer, Psychologist or Lord-Pilot Hammer

Owner-Aboard 4 yrs 2 1 +1 M/P

Skills: 4 pts: Exotic Locations-wise, Obscure Locations-wise, Foreign Languages. 2 pts: General.

Traits: 2 pts: My Ship, My Rules; Uneasy, Dashing

Requirements: The character must purchase a ship as part of his starting resources and must begin with an exponent 7 or higher Resources.

Freeman

The Freemen are the working class of the Iron Empires, skilled labor who support the body of nearly every power structure, whether it be a Noble Fief or a democratic Commune. Freemen are born into their class and owe no allegiance to a lord or master—save for taxes.

Lifepath time ResouRces ciRcLes stat

Born to Freeman 10 yrs 0 0 —

Skills: 3 pts: General

Traits: 1 pt: Working Class, Morose, Sullen, Troubled

Kid 4 yrs 0 0 —

Skills: 4 pts: Ugly Truth, Trouble-wise, Inconspicuous Traits: 2 pts: Good for Nothing, Bad Egg

Requirements: If chosen, this must be the second lifepath and may only be taken once.

Student 6 yrs 0 1 —

Skills: 5 pts: Institutional Hell-wise, Repair, Drugs-wise, Parent-wise Traits: 2 pts: Bruised Eyes, Rebel

Lazy Stayabout 4 yrs 0 0 —

Skills: 4 pts: Lazy-wise, Work-wise, Wife-wise Traits: 1 pt: Laconic, Pudgy

15 The Iron Empires

Peddler 5 yrs 1 0 —

Skills: 5 pts: Persuasion, Inconspicuous, Falsehood, Trinket-wise Traits: 2 pts: Odd

Courier 4 yrs 0 1 —

Skills: 4 pts: Streetwise, Inconspicuous, Client-wise Traits: 1 pt: Late

Laborer 4 yrs 1 0 —

Skills: 2 pts: Back-Breaking Labor Traits: 2 pts: Proud, Drunk, Wife-Beater

Pilgrim 2 yrs 0 1 —

Skills: 4 pts: Holy Sites-wise, City-wise, Temple-wise Traits: 1 pt: Stinky

Functionary 4 yrs 1 0 —

Skills: 4 pts: Office Politics-wise, Office Technology-wise, Accounting Traits: 1 pt: Crushing Boredom

Requirements: Student or Foundation Student

Service Worker 3 yrs 1 0 —

Skills: 4 pts: Customer-wise, Food Service, Body Service Traits: 1 pt: Abused, Hater

Parent 8 yrs 1 1 —

Skills: 3 pts: Child Rearing, Child-wise Traits: 2 pts: Raw-Nerved

Requirements: May not be the character’s second lifepath

Driver 4 yrs 1 1 —

Skills: 4 pts: Driving, Sled-wise, Highway-wise Traits: 1 pt: Sleep Disorder

Requirements: May not be the character’s second lifepath

Hosteler 6 yrs 2 1 —

Skills: 4 pts: Cooking, Soothing Platitudes, Guest-wise Traits: —

Requirements: Parent, Shopkeeper, Cargo Master, Hammer Master or Smuggler

Shopkeeper 6 yrs 2 1 —

Skills: 5 pts: Bargaining, Goods-wise, Trader-wise, Manufacturer-wise Traits: 1 pt: This Is a Store Not a Library!, Friendly Face, Mean Requirements: Smuggler, Criminal, Parent, Driver, Lazy Stayabout or

Service Worker

Fabricator 5 yrs 2 0 —

Skills: 3 pts: Fabrication, Technology-wise Traits: 1 pt: Scarred Hands, Clever Requirements: Student, Laborer

1

Apprentice Craftsman 6 yrs 0 0 —

Skills: 3 pts: Mending, Codger-wise Traits: 1 pt: Resigned

Craftsman 7 yrs 2 1 +1 M/P

Skills: 4 pts: Craft, Appraisal, Bargaining Traits: 1 pt: Professional Pride

Requirements: Apprentice Craftsman

Trader 6 yrs 2 2 +1 M

Skills: 5 pts: Bargaining, Merchant-wise, Shopkeeper-wise, Manufacturer-wise Traits: 1 pt: Open-Minded, Penny-wise, Well-Traveled

Requirements: Shopkeeper, Hosteler, Manufacturer, Craftsman or Traveler

Engineer 7 yrs 2 1 +1 M

Skills: 4 pts: Engineering, Excavation, Structure-wise Traits: 1 pt: Practical, Erudite

Requirements: Student plus Fabricator or Craftsman

Manufacturer 8 yrs 3 1 —

Skills: 4 pts: Manufacture, Administration, Accounting, Worker-wise Traits: 1 pt: Automator, Think Big

Requirements: Trader, Engineer or Craftsman

Artisan 10 yrs 3 1 +1 M/P

Skills: 8 pts: Client-wise, Shipwright, Architect, Physics, Fusion Dynamics Traits: 2 pts: Steady Hands, Genius

Requirements: Engineer

Servitude and

In document Burning Empires - Core Rules.pdf (Page 161-166)

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