Prisoner Fixer

Fixer Assignment, Prisoner Career

Career Quote: "Every society has its bad apples and even in the far future punishments usually take place within faceless institutions where criminals can be conveniently forgotten."

Assignment Quote: "You can arrange anything – for the right price."

Reference: Core Rulebook, pages 54-55.

Qualification:

  • Automatic through an event in another career!

Advancement:

  • END 5+ check

    • if result is higher than Parole Threshold must leave career after this term

Special: Parole Threshold

  • Roll 1D+4 at the beginning of the Prisoner Career.

  • Can never exceed 12.

Survival:

Duration:

  • normal Term duration

Skills and Training:

  • Get Training before the Survival roll

    • If this is the first Term in Prisoner career, take basic training

    • Otherwise select training as normal

  • Basic Training for Prisoner career from Service Skills table

    • If this is the first Career, gain all skills at level 0

    • Otherwise select one skill to gain at level 0

  • If the Advancement roll is successful, get another Training

  • Select any table for training, provided requirements are met

  • Roll for or Select an item on the table, depending on optional rules used

  • Unless otherwise stated, gain skill at level 1 or increase it by 1 level, but no higher than level 4

1D Personal Development

  1. STR +1

  2. Melee (unarmed)

  3. END +1

  4. Jack-of-all-Trades

  5. EDU +1

  6. Gambler

1D Service Skills

  1. Athletics

  2. Deception

  3. Profession

  4. Streetwise

  5. Melee (unarmed)

  6. Persuade

1D Fixer

  1. Investigate

  2. Broker

  3. Deception

  4. Streetwise

  5. Stealth

  6. Admin

Ranks and Bonuses:

Rank Title Skill or Bonus

  • 0 - Melee (unarmed) 1

  • 1 - -

  • 2 - Athletics 1

  • 3 - -

  • 4 - Advocate 1

  • 5 - -

  • 6 - END +1

Extra Benefit Rolls:

  • Rank 1+ 1 extra Benefit roll

  • Rank 3+ 2 extra Benefit rolls

  • Rank 5+ 3 extra Benefit rolls

Mustering Out Benefits:

1D Cash Other Benefits

  1. Cr0 1 Contact

  2. Cr0 Blade

  3. Cr100 Deception, Persuade or Stealth

  4. Cr200 1 Ally

  5. Cr500 Melee, Recon or Streetwise

  6. Cr1000 STR +1 or END +1

  7. Cr2500 Deception, Persuade and Stealth

Note:

  • DM+1 on Cash Benefits rolls if Gambler 0+

  • DM+1 on Cash and Other Benefits if Rank 5+ is reached

Links

Go back to Checklist page.

Go back to Terms page.

Go back to Career Terms page.