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
- 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).
- Survive. Every term, roll 2D and beat 6 (+2 if INT 9+). 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+.
- 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.
- 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.
- Separate. Roll on the Benefits table once per term served. After 5 terms you also draw an Imperial Pension.
Training
Roll 1D.
| Personal Training | |
|---|---|
| 1 | STR |
| 2 | AGI |
| 3 | END |
| 4 | Fencing |
| 5 | Brawling |
| 6 | Shooting |
| Service Training | |
| 1 | Streetwise |
| 2 | Gambling |
| 3 | Brawling |
| 4 | Fencing |
| 5 | Shooting |
| 6 | Bribery |
| Specialist Training | |
| 1 | Electronics |
| 2 | Mechanics |
| 3 | Air/Raft |
| 4 | Streetwise |
| 5 | Ground/Car |
| 6 | Gambling |
| Advanced Training (EDU 8+ only) | |
| 1 | Medic |
| 2 | Forgery |
| 3 | Leader |
| 4 | Computer |
| 5 | Broker |
| 6 | Steward |
Term Effects
| Term | Effect |
|---|---|
| 1 | SOC -1 |
| 2 | Admin |
| 3 | SOC -1 |
| 4 | Leader |
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.
| 2D | Benefit |
|---|---|
| 2 | Bodyguard/Driver |
| 3 | INT |
| 4 | Cache |
| 5 | Contact |
| 6 | Luxury Passage |
| 7 | Personal Armor or Weapon |
| 8 | EDU |
| 9 | END |
| 10 | Dirty Secret |
| 11 | SOC |
| 12 | Syndicate Techno-Gadget |