Insurrectionary
An insurrectionary is a person who has dedicated their life to an insurgent fight against a greater power. Typically means that an insurrectionary is a guerilla fighter waging war against a planetary or interstellar government, but it could just as readily be anti-corporate terrorists, or sectarian fighters, or any other number of causes. Insurrectionaries almost certainly fight illegal conflicts, and the consequences of being captured as what most governments see as common criminals, are almost always dire, but the cause is almost always seen as important enough to be worth the risk. Insurgents are those who take the fight to their enemies directly using blade, bullet, or energy blast. Saboteurs are those who prefer to use non direct means to attack their foe. Supports are those who support an insurrectionary organization either as a part timer, or in a non combatant role, or often both.
Special Rules: You do not leave this career if failing a survival check unless explicitly told to do so.
Skills and Training
1D | Personal Development | Service Skills | Advanced Education (EDU 8+) |
---|---|---|---|
1 | STR +1 | Gun Combat | Tactics (military) |
2 | DEX +1 | Recon | Electronics |
3 | END +1 | Survival | Navigation |
4 | INT +1 | Stealth | Explosives |
5 | Profession | Explosives or Drive | Engineer |
6 | Jack-of-all-Trades | Medic or Flyer | Survival |
1D | Insurgent | Saboteur | Support |
---|---|---|---|
1 | Melee | Mechanic | Drive or Flyer |
2 | Heavy Weapons | Gun Combat | Persuade |
3 | Gun Combat | Explosives | Broker or Medic |
4 | Survival | Stealth | Deception or Mechanic |
5 | Stealth | Recon | Medic |
6 | Recon | Medic | Profession |
Ranks and Bonuses
Rank | Title | Skill or Bonus |
---|---|---|
0 | — | — |
1 | — | — |
2 | Veteran | Jack-of-all-Trades 1 |
3 | — | — |
4 | Cell Leader | Leadership 1 |
5 | — | — |
6 | Commander | Tactics (military) 1 |
Mishaps
1D | Mishap |
---|---|
1 | Severely injured in action (this is the same as a result of 2 on the Injury Table). Alternatively, roll twice on the Injury Table and take the lower result. |
2 | Captured by the enemy. You must take the Prisoner career in your next term. |
3 | Your cell is nearly destroyed by an enemy raid. Roll Stealth, Gun Combat, or Tactics (military) 8+, if you succeed, you are either injured or lose all benefit rolls from previous terms as an Insurrectionary. If you fail, you must take the Prisoner Career in your next term. |
4 | Your association with a known terrorist group becomes publicly known. Lose 3 SOC and gain an Enemy as the authorities try to hunt you down. |
5 | Injured. Roll on the injury table. |
6 | Opposition forces become too strong for you to keep up the fight, and you are forced into exile. Gain Pilot (any) 1, Broker 1, or Stealth 1, but you are ejected from this career. |
Events
2D | Event |
---|---|
2 | Disaster! Roll on the Mishap Table. |
3 | An incident on one of your operations requires you to think quickly with explosives. Roll Explosives (8+), if you succeed you gain a level of Explosives and a DM+1 to your benefit roll. If you fail you are severely injured. Roll twice on the Injury Table, taking the lower result |
4 | An operation fails to go according to plan. Roll Tactics (military), Gun Combat, or Stealth (8+). If you succeed, gain an additional benefit roll this term. If you fail either roll on the Injury Table or gain an Enemy. |
5 | Petty infighting nearly breaks your organization apart. You manage to find a compromise that appears acceptable, though many still resent you. Gain a level of Persuade or Diplomat, but gain a Rival. |
6 | Purges afflict your organization roll INT, END, or SOC 8+ if you succeed, you may choose to roll again on the Events Table, or Roll on the Life Events Table. If you fail, Roll on the Mishap Table, and you are ejected from this Career. |
7 | Life Event. Roll on the Life Events Table. |
8 | You participate in a particularly infamous attack. Gain an additional benefit roll this term, but lose 2 SOC as your identity is exposed. |
9 | You are sent to negotiations on behalf of your organization. Gain a level of Diplomat. Roll EDU (8+), if you succeed you gain DM +2 to your next advancement roll. |
10 | You find yourself filling a lot of roles during this term, and perform them all with remarkable skill. Gain a level of Jack-of-all-Trades. |
11 | Your cause ultimately succeeds in its aims. You are rewarded for your loyalty. Gain an additional benefit roll, but you must take a different Career or Muster Out after this term. |
12 | Your cause ultimately succeeds in its aims, and you are recognized as vital to the success of the cause. Gain an additional benefit roll and a DM +4 to your next Qualification and Advancement Roll, but you must take a different Career or Muster Out after this term. |
Benefits
1D | Cash | Benefits |
---|---|---|
1 | None | DEX +1 or Weapon |
2 | None | END +1 or Armor |
3 | GCr1,000 | INT +1 or Weapon |
4 | GCr5,000 | END +1 or EDU +1 |
5 | GCr10,000 | INT +1 or Cybernatic Implant |
6 | GCr50,000 | DEX +1 or Personal Vehicle |
7 | GCr100,000 | END +1 or Ship's Boat |
DM-1 for every previous career
DM-2 if you are aged 30 or more
Assignments: You must choose one of the below as your assignment.
Insurgent: You were somebody who directly fought against the opposition using blades, bullets, or laser blasts.
Saboteur: You were somebody who targeted the enemy indirectly, destroying soft targets, critical infrastructure or other material assets of the enemy, usually with the judicious use of high explosives.
Support: Somebody who participated in a non-combatant role within their organization, either as a civilian assistant providing some aid on the side of their day job, or worked as a negotiator, smuggler, or otherwise auxiliary to the organization’s aims.
Survival
Insurgent: DEX 8+
Saboteur: EDU 7+
Support: INT 6+
Advancement
Insurgent: END 5+
Saboteur: INT 6+
Support: EDU 7+
Comments