Rules & Lore › Galactic Careers
Guild
The merchants of the Guild, or Hausia, are the financial stewards of the Empire. They maintain the Intergalactic Banking System, escrow services, and commercial and employment contract hosting services available at most Class 3 and above starports. Every Guilder is trained as a broker. The Guild rewards high Strength and Intuition, and will gladly accept either.
At a Glance
- Draft roll (1D): 3
- Application: beat 7 · +1 if STR 7+, +1 if INT 6+
- Onboarding skill: Broker
- Survive: beat 5 · +2 if INT 7+
- Recognition: beat 4 · +1 if INT 6+
- Promotion: beat 10 · +1 if INT 9+
- Re-apply: beat 4
- Learn rolls per term: 1
All rolls are 2D tests of competition: beat the target. The general procedure is on Lifepath Character Creation.
Career Resolution
- Apply. Roll 2D and beat 7 (+1 if STR 7+, +1 if INT 6+). If you fail, you may enter the Draft instead. You may also skip applying and enter the Draft directly. Either way, you gain the Onboarding Skill of the service you join (Broker here).
- Survive. Every term, roll 2D and beat 5 (+2 if INT 7+). Fail, and the character dies in service.
- Learn. Roll once each term on Personal, Service, or Specialist Training, or on Advanced Training if EDU 8+.
- Recognition & Promotion. Once per term, roll 2D and beat 4 (+1 if INT 6+) to be recognized: you become L1 (Cadet, Air/Raft). You may then roll for promotion immediately, and once in each later term: beat 10 (+1 if INT 9+) to climb one Career Level. Draftees cannot be recognized in their first term. Recognition and each promotion also grant a random Specialist or Advanced (EDU 8+) skill.
- Re-apply & Age. Roll 2D and beat 4 to continue. If you succeed you may serve another term or leave, but on a 12 you must serve another term (unless aged 66 or older). From the end of your fourth term on, make Aging tests every term.
- Separate. Roll on the Benefits table once per term served, plus once if you were recognized and once more at L3 or higher. After 5 terms you also draw an Imperial Pension.
Training
Roll 1D.
| Personal Training | |
|---|---|
| 1 | STR |
| 2 | Shooting |
| 3 | END |
| 4 | Brawling |
| 5 | Fencing |
| 6 | Gambling |
| Service Training | |
| 1 | Steward |
| 2 | Broker |
| 3 | Bribery |
| 4 | Streetwise |
| 5 | Ground/Car |
| 6 | Air/Raft |
| Specialist Training | |
| 1 | Steward |
| 2 | Computer |
| 3 | Gunnery |
| 4 | Mechanics |
| 5 | Astro/Cosmo |
| 6 | Electronics |
| Advanced Training (EDU 8+ only) | |
| 1 | Medic |
| 2 | Leader |
| 3 | Engineer |
| 4 | Astrogator |
| 5 | Helm |
| 6 | Admin |
Career Levels
| Level | Title | Benefit |
|---|---|---|
| L1 | Cadet | Air/Raft |
| L2 | Supercargo | Broker |
| L3 | Third Mate | Steward |
| L4 | Second Mate | Helm |
| L5 | Chief Mate | Astrogator |
| L6 | Captain | Leader |
Benefits
Rolls: 1 per term served, +1 roll if Recognized, +1 at L3 or higher. Roll modifiers (cumulative, added to each 2D roll): +1 if you have the Gambling skill, +1 at L5 or higher. Results above 12 count as 12.
| 2D | Benefit |
|---|---|
| 2 | Deal |
| 3 | INT |
| 4 | Personal Vehicle |
| 5 | Contact |
| 6 | Luxury Passage |
| 7 | Personal Armor or Weapon |
| 8 | EDU |
| 9 | END |
| 10 | Trade Secret |
| 11 | SOC |
| 12 | Non-Fighting Robot |