# Polandskia Pirate **Description:** You are the glue which keeps Polandskian society functional. Sure, you rob, steal, kill, maim, enslave, and all the rest, but you're necessary and these are simply the perks for your hard labor. You take the goods from the villages to the cities in exchange for credits. You take goods from cities to villages in exchange for credits. Sometimes, you take goods from other ships taking goods places, and deliver them instead. Point is, you get perks and money, while making sure everyone gets the goods they need to survive. To many a kid, you're a hero. **Nationality:** [[Polandskia Peoples Union]] **Injury Payments:** 0% **Term Length**:: 10 Years. --- ## Progress | Roll | 5 Entry Requirements | 9 Survival | 11 Advance | | ------------------------ | ------------------------------------------- | ------------------------------------------- | -------------------------------------------------- | | 2D6 + Attr Mod vs one of | [[Brawn]] OR [[Reflex]] OR [[Fortitude]] 9+ | [[Brawn]] OR [[Reflex]] OR [[Fortitude]] 7+ | [[Intelligence]], OR [[Brawn]], OR [[Reflex]] 11+ | ### Subfields _Pirate_: You travel between systems, transporting goods and pirating any vessels your captain orders you to. For example your ship might work with a government, or be a force bound to no one but its captain. _Raider_: You raid the city worlds, looting and pillaging from the rich to take and sell the poor colonies who depend on you for the goods they need to survive. _Bandit_: You attack villages, sticking the people up for goods, resources, slaves, or all manner of other things which you can take to the city worlds to sell. ### 7 8 Subfield Skill Table | 1D6 | _Pirate_ | _Raider_ | _Bandit_ | | --- | ----------------------------------------- | ---------------------------------- | --------------------------------------- | | 1 | [[Gunner]] or [[Heavy Weapons]] | [[Gun Combat]] or [[Dodge]] | [[Melee Combat]] | | 2 | [[Hide and Conceal]] | [[Demolitions]] | [[Throw]] | | 3 | [[Computers]] | [[Stealth]] or [[Examine]] | [[Steal]] or [[Appraise]] | | 4 | [[Gambler]] | [[Recon]] | [[Listen]] | | 5 | [[Astrogation]] or [[Pilot Star Vehicle]] | [[Streetwise]] or [[Lockpicking]] | [[Navigation]] or [[Survival]] | | 6 | [[Acrobatics]] or [[Contortionist]] | [[Drinking and Drugs]] | [[Resist Torture]] or [[Interrogation]] | #### Career Ranks | Lvl | _Pirate_ | _Raider_ | _Bandit_ | Rewards | | --- | ---------- | ------------ | -------------- | -------------------------- | | 1 | Doorman | Front Liner | Backup | Weapon | | 2 | Secondman | Next In Line | Babe | Armour | | 3 | Gunner | Shooter | Stabber | [[Brawn]] or [[Reflex]] +1 | | 4 | Ensign | Trustworthy | Man of Courage | [[Fortitude]] | | 5 | Lieutenant | Right Hand | Number 1 | [[Tactics]] +1 | | 6 | Captain | Boss | Colonel | [[Leadership]] +1 | #### 14 Muster Out Benefits | 1D6 | Benefit | | --- | -------- | | 1 | Weapon | | 2 | 500k Cr. | | 3 | Ship | | 4 | 250k Cr. | | 5 | Armour | | 6 | 1Mil Cr. | ### 10.1 Events Table | 2D6 | Event | | --- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | The Sin Station - Your ship spends the term at a sin Station. You can choose to indulge in: Gambling - Pick an amount of money to wager, then Make a [[Normal]] [[Gambler]] check, if you pass increase the used skill by 1 and gain as much money as the effect of the roll * the amount bet, if you fail, loose the amount of money you bet; Find Love, make a [[Hard]] check with one of the [[Social Skills]], if you pass gain a [[Contacts#(Ex-)Lover\|Lover]] contact; if you wish to find some gear, make a [[Normal]] [[Bargain and Commerce]] check, if successful you may spend up to 2000 * (effect+1) (to a min of 2k) on an item, otherwise you gain nothing; if you wish to do something else, talk to your game master about it. | | 3 | Chance to Take Religious Artifact - While you are raiding a remote village, you come across a strange religious artifact. Do you steal it? If yes: gain a religious artifact item, and an [[Contacts#Enemy\|Enemy]] from within the Church. If you say no, gain +1 to[[RPG/RPG V1/Players Book/Skills/Mental Skills/Education Skills/Religion]] (Sigmarism) and a [[Contacts#Friend\|Friend]] in the Church of Sigmar. | | 4 | Parent offers Child - While raiding, in exchange for their lives, or keeping their harvest, some parents offer you to take their child instead. Do you: accept the child? Leave the Family Alone? Take the Child, kill the family, and take their stuff? Kill the whole family and take their stuff? | | 5 | Got a Better Offer - While drinking at port, you are approached by someone with an accept, they offer you a job. If you accept roll 1D6 to determine what career you get: 1) [[Federation Scout Services]], 2) [[Imperial Stormtrooper]], 3) [[Deutschland Bellar]], 4) [[Versian Bellir]], 5) [[Germushian Cartel Enforcer]], 6) [[Xiao-Ming Wage Slave]] . If you decline, gain +3 to this terms advancement roll. | | 6 | On the Defensive - Your group comes under attack! You're being forced to defend yourself. Make a [[Hard]] check with any Combat Skill. If you succeed, you fend off the attack, gain a [[Contacts#Rival]], +3 to your next Advancement roll, and +2 to the used skill. If you fail, gain +1 to the used skill but suffer a [[Serious Injury]] | | 7 | **Life Event** - Life happens! Go to the [[Life Event]] Table and roll 2D6 to see your fate. | | 8 | On the Offensive - Your group is going on the raid! Make a [[Normal]] Subfield Skill Check. If you pass, increase the used skill by 2 and gain $500,000 credits. If you fail, increase the used skill by 1, suffer an [[Injury]], and gain $100,000. | | 9 | Choice Between Stealing Water or Oxygen - While raiding a colony which depends on life support, you are stuck with a choice. Your ship is low on both food/water and oxygen. If you had enough of one you could live without the other long enough to get it. This place you're raiding has just enough of both that if you robbed them of one they could survive on what would be leftover + the not stolen resources. You know if someone else finds it, they'll steal everything from the cache. Do you: Steal it all - Your boss rewards your great plunder with extra money. Gain $400,000 credits, +3 to your next advance roll, and an [[Contacts#Enemy]]; steal either the Food/Water or Oxygen - Your boss is impressed you brought something gain, gain $200,000 +1 to your next advance, and a [[Contacts#Contact\|Contact]]; Steal nothing - your boss is disappointed in you, suffer a -3 to your next two advancement rolls in this career. | | 10 | Chance to settle down - While raiding, you notice you have a chance to run away. If you take the chance and run, change your career to one of: [[Polandskia Urbanite]], or [[Polandskia Villager]]. If you stay, gain +1 in any Subfield skill of your choice. | | 11 | Chance to Take Command - While doing your job, you're given a chance to take charge. If you take it, make a [[Hard]] [[Leadership]] check. If you pass, increase the used skill by 2 and gain +3 to your next Advance roll. If you fail, increase the used skill by 1, and suffer -2 to your next Advance check. If you do nothing, neither gain nor loose anything. | | 12 | Lost In Space - Your ship spends the term lost in space. Increase any untrained or level 0 Career skill by 1. | ### 10.2 Mishaps Table | 1D6 | Event | | --- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Serious Injury** - Something goes wrong this term. Go to the [[Serious Injury]] Section and face the consequences. | | 2 | Posed a Threat - You posed a threat to someone on your ship, and they were able to rally enough people to leave you behind at the next port. Gain an [[Contacts#Enemy\|Enemy]]. | | 3 | Was To Quick/Slow to Attack - You were either to slow or too quick to attack and now someone close to you has gotten hurt, either gain a new contact or turn an existing positive contact into a [[Contacts#Foe]]. As such, you've been kicked from the crew. | | 4 | Made the Wrong Choice - You made the wrong choice during a mission and now you're being cut from the crew. Gain an [[Contacts#Enemy\|Enemy]] as a result of your wrong choice. | | 5 | Someone Grew Jealous - Someone in your crew grew jealous of your money and wealth and has concivced eeryone else to throw you out while offering a simple choice: Give them all your money, or suffer a [[Serious Injury]]. You may make a [[Hard]] [[Hide and Conceal]] check to hide some of your money, if successful you may keep an amount equal to Effect-% of your total funds. Gain an [[Contacts#Enemy\|Enemy]]. | | 6 | **Injury** - You got injured. Go to the [[Injury]] Table and roll 1d6 to determine your injury. | --- #career