Rules & Lore › Galactic Careers

Syndicate

Your life among the stars was lived in the shadows. How or why you broke bad is up to you, but you wound up working for the folks who do the bad things for everyone else. This might mean an organized crime syndicate, or it could mean an off-the-books group of fixers, operatives, and hitters performing shady work for paying clients -- a shadow-ops syndicate. Either way, you're now part of the Syndicate. There is no career ladder for Syndicate operatives, but a high Strength ability improves your survival chances.

At a Glance

  • Draft roll (1D): 6
  • Application: beat 3 · no modifiers
  • Onboarding skill: Streetwise
  • Survive: beat 6 · +2 if INT 9+
  • Recognition: — (no career ladder)
  • Promotion: — (no career ladder)
  • Re-apply: beat 5
  • 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

  1. Apply. Roll 2D and beat 3. 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 (Streetwise here).
  2. Survive. Every term, roll 2D and beat 6 (+2 if INT 9+). Fail, and the character dies in service.
  3. Learn. Roll once each term on Personal, Service, or Specialist Training, or on Advanced Training if EDU 8+.
  4. No career ladder. Syndicate operatives are never recognized or promoted. Instead, surviving certain terms brings automatic changes: term 1: SOC -1; term 2: Admin; term 3: SOC -1; term 4: Leader.
  5. Re-apply & Age. Roll 2D and beat 5 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.
  6. Separate. Roll on the Benefits table once per term served. After 5 terms you also draw an Imperial Pension.

Training

Roll 1D.

Personal Training
1STR
2AGI
3END
4Fencing
5Brawling
6Shooting
Service Training
1Streetwise
2Gambling
3Brawling
4Fencing
5Shooting
6Bribery
Specialist Training
1Electronics
2Mechanics
3Air/Raft
4Streetwise
5Ground/Car
6Gambling
Advanced Training (EDU 8+ only)
1Medic
2Forgery
3Leader
4Computer
5Broker
6Steward

Term Effects

TermEffect
1SOC -1
2Admin
3SOC -1
4Leader

Benefits

Rolls: 1 per term served. Roll modifier: +1 to each 2D roll if you have the Gambling skill. Results above 12 count as 12.

2DBenefit
2Bodyguard/Driver
3INT
4Cache
5Contact
6Luxury Passage
7Personal Armor or Weapon
8EDU
9END
10Dirty Secret
11SOC
12Syndicate Techno-Gadget