# Federation Nobility **Description:** The nobility own the lands in-which the Federation Government operates. They have their own fleets, and sometimes conduct war against one another. They have great wealth, and live lives of extreme opulence and luxury. **Nationality:** [[RPG/RPG V1/Nations/Federation/United Federation of Earth]] **Injury Payments:** 0% **Term Length:** 100 Years --- ## Progress | Roll | 5 Entry Requirements | 9 Survival | 11 Advance | | -------------- | ------------------------------------------ | ----------------------- | ----------------------------------------- | | 2D6 + Attr Mod | [[Charisma]] 10 +, [[Social Standing]] 12+ | [[Social Standing]] 14+ | [[Charisma]] 12+, [[Social Standing]] 14+ | **Assignments** _Seated_: Seated nobility are those who don't need to manage their lands, the Federation does that for them. This leaves the nobles time to carouse, party, and generally enjoy the fruits of their laborers labor. __: Free nobles are those who are free to run their lands as they see fit, without interference by the Federation. These nobles are more involved with their lands, and may face greater threats to their lives, but the risk often comes with the greater reward of being the king of your lands, answering to no one but a possible lord above you, else only your own conscious. _Colonial_: The Colonial nobility are those on the edges of Federation society. Unlike Free nobles, who have to fight the Senate for control over their lands, Colonial nobles are often begging for any help they can get, being at the fringes and edges of Federation land. Safer from Inter-noble warfare Colonial Nobles instead face greater risk of attacks from foreign nations or unknown species. #### 6. Roll 1D6 on this Assignment Skill Table | 1D6 | Seated | Free | Colonial | | --- | ----------------------------------------------- | --------------------------------------- | -------------------------------------- | | 1 | [[Credit Rating]] | [[Gun Combat]] or [[Melee Combat]] | [[Charisma]] +1 | | 2 | [[Social Standing]] +1 | [[Charisma]] +1 | [[Diplomat]] or [[Logic]] | | 3 | [[Charisma]] +1 | [[Social Standing]] +1 | [[Language]] or [[Listen]] | | 4 | [[Drinking and Drugs]] or [[Bribery]] | [[Diplomat]] or[[Bargain and Commerce]] | [[Social Standing]] +1 | | 5 | [[Human Perception]] or [[Inquire]] | [[Disguise]] or [[Intimidate]] | [[Knowledge]] or [[Scholarly Studies]] | | 6 | [[Wardrobe and Style]] or [[Personal Grooming]] | [[Streetwise]] or [[Concentration]] | [[Leadership]] or [[Tactics]] | #### 8-1 Events Table Roll 2D6 to determine your event for this term | 2D6 | Event | | --- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Shamed by the Senate** - You are publicly shamed, your lands fall into the hands of the Senate, but you retain your title. [[Social Standing]] -3, [[Attractiveness]] -1. | | 3 | **Risky Gambling** - You're approached with a very risky, but potentially very rewarding, investment. Make one of: [[Business]], [[Accountant]], [[Gambler]], or [[Commerce]] 8+. If you succeed, increase the used skill by 2, and gain $50,000 credits. If you fail, increase the used skill by one, gain an enemy, and lose $30,000 credits. | | 4 | **Foreign nobility** - You encounter a foreign noble, gain a Contact. They invite you to return to their nation, as a noble yourself. If you accept, change career to: [[Versian Aristocratic]], [[Xiao-Ming Lower-Level Exec]], [[Imperial Government]] | | 5 | **Blackmail** - You are being blackmailed, make one of: [[Bribery]], [[Intimidate]], or [[Persuade]] 8+. If you pass, the blackmail is silenced, increase the used skill by 2, and gain an Enemy. If you fail, the blackmail is leaked, increase the used skill by 1, and reduce your [[Social Standing]] by 1. | | 6 | **Party Time** - You spend the term partying. Make a [[Carouse]] or [[Drinking and Drugs]] 8+ check. If you pass, increase the used skill by two, and gain two friends. If you fail, increase the used skill by 1, and reduce your [[Social Standing]] by 1. | | 7 | **Life Event** - Life happens! Go to the [[Life Event]] Table and roll 2D6 to see your fate. | | 8 | **War Tactics** - You're locked in a war with another noble. Make one of: [[Leadership]], [[Advocate]], [[Tactics]], [[Admin]], [[Gun Combat]], [[Melee Combat]], [[Persuade]] or [[Diplomat]] 8+ checks. If you pass, you win the war, increase the used skill by 2, and +1 [[Social Standing]]. If you fail, increase the used skill by 1, suffer -2 to your next advancement roll, -1 to your [[Social Standing]]. If you failed with an effect of -5 or worse, suffer an [[Injury]]. | | 9 | **All the Cool Nobles have Augments** - Several of your fellow nobles are getting new augments. If you join them, loose $5,000 credits, gain an Augment up to equal value, increase your [[Attractiveness]] by 1, and gain a Friend. If you decline, change a friend to a foe, and decrease your [[Attractiveness]] and [[Charisma]] by 1 each. | | 10 | **Strange Encounter** - A well dressed but non noble person approaches you during a quiet moment, and invites you to their groups meeting. If you attend, you're further invited by the person to join the [[Federation Scout Services]], if you accept, change careers to [[Federation Scout Services]]. If you decline, suffer a -3 on your next Advance roll. | | 11 | **Family Reunion** - A family member you've never heard of before appears in your court wanting a title. If you give it, +1 Family. If you refuse, +1 Enemy. | | 12 | **New Title** - You're offered a noble title in Saldor. If you accept, decrease your [[Social Standing]] by 2, increase your [[Attractiveness]] by 1, and add 2 to your next Advancement roll. If you decline, +2 to [[Social Standing]], +1 [[Credit Rating]]. | #### 8-2 Mishaps Table If you failed the survival roll, roll 1D6 on this table. | 1D6 | Event | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Serious Injury** - Something goes wrong this term. Go to the [[Serious Injury]] Section and face the consequences. | | 2 | **Got an Affair** - You're caught having an illicit affair with someone close to a fellow noble, the shame forces you to retire. [[Social Standing]] -1. | | 3 | **Bad Luck Gambling** - In a bold play, you go too far and loose it all. [[Social Standing]] -3, [[Attractiveness]] -2, [[Charisma]] -1. | | 4 | **Failed Conspiracy** - One of your schemes against a fellow noble is foiled, the result leads to great social shame forcing you out of the role. [[Social Standing]] -1. | | 5 | **Noble Rivalry** - A noble above you feels threatened by your presence, and has you socially destroyed. [[Social Standing]] -5. | | 6 | **Injury** - You got injured. Go to the [[Injury]] Table and roll 1d6 to determine your injury. | #### Career Ranks | LvL | Seated | Free | Colonial | Rewards | 11. Muster Out Benefits | | --- | ---------- | ---------- | ---------- | ------------------------------ | ----------------------------------------------- | | 1 | Baronet | Baronet | Baronet | [[Attractiveness]] +1 | [[Credit Rating]] or 50,000 Credit Pension | | 2 | Vice-Baron | Vice-Baron | Vice-Baron | [[Social Standing]] +1 | [[Attractiveness]] +1 or [[Social Standing]] +1 | | 3 | Baron | Baron | Baron | [[Carouse]] or [[Persuade]] +1 | Ship | | 4 | Count | Viscount | Marquee | [[Credit Rating]] +2 | Friendly Contact | | 5 | Lord | Lord | Lord | Immunity to Aging | 5,000 Credits or [[Charisma]] +1 | | 6 | Duke | Duke | Earl | [[Social Standing]] +3 | [[Intelligence]] or [[Education]] +1 |