# Polandskia Urbanite
**Description:** You live and work in what remains of the population of cities that used to house tens, if not hundreds of millions, up to even billions of people. Now house perhaps a few million in some small but necessary core. The city survives on trade from pirates for supplies in exchange for goods produced there. There isn't time for Church; the city is _always_ in crisis.
**Nationality:** [[Polandskia Peoples Union]]
**Injury Payments:** 0%
**Term Length**:: 5
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## Progress
| Roll | 5 Entry Requirements | 9 Survival | 11 Advance |
| -------------- | -------------------------------------------------------- | -------------------------------------------------------- | --------------------------------------------------------- |
| 2D6 + Attr Mod | [[Charisma]] 7+, OR [[Intelligence]] or [[Education]] 9+ | [[Charisma]] 5+, OR [[Intelligence]] or [[Education]] 7+ | [[Charisma]] 9+, OR [[Intelligence]] or [[Education]] 11+ |
### Subfields
Choose one of the following subfields to be your specialization within this career. This is what you are doing, and determines which skill table you use for steps 7 & 8 as well as Subfield Skill Check's.
_Trader_: You handle the necessary daily trade deals needed to keep the city operational. You get people what they need. When ships come dropping off supplies, you have the connections to sell what they need, and to get what your customers are looking for..
_Worker_: You produce the goods necessary to keep the city alive. Whether it be finished construction goods, beds, tools, simple electronics, clothing, or any sort of other thing. The point is, the villages who can provide the raw resources you need to make stuff, need the things you make to get those resources. Some of those resources your city needs to stay alive!
_Street-Rat_: You fulfil the necessary but oft-looked-down upon role of facilitating intra-city trade. You get people the things they want, without them asking any questions as to how you got it. You know the things they don't want you to know, and who to pay off to know those things. People come to Street Rats to get the things Traders are having a hard time getting their hands on.
### 7 8 Subfield Skill Table
| 1D6 | _Trader_ | _Worker_ | _Street-Rat_ |
| --- | ---------------------------- | ------------------------- | ------------------------------ |
| 1 | [[Charm]] | [[Steward]] | [[Bribery]] |
| 2 | [[Persuade]] | [[Computers]] | [[Steal]] |
| 3 | [[Human Perception]] | [[Examine]] | [[Stealth]] |
| 4 | [[Appraise]] or [[Business]] | [[Accountant]] or [[Law]] | [[Hide and Conceal]] |
| 5 | [[Bribery]] | [[Research]] | [[Forge]] |
| 6 | [[Bargain and Commerce]] | [[Admin]] | [[Deception]] or [[Knowledge]] |
#### Career Ranks
| Lvl | _Trader_ | _Worker_ | _Street-Rat_ | Rewards |
| --- | ------------------- | ------------------- | ---------------- | ---------------------------- |
| 1 | | | | [[Streetwise]] +2 |
| 2 | Trader | Worker | Rat | [[Language]] (Germushian) +2 |
| 3 | Reputable Trader | Reputable Worker | Solid Rat | [[Bribery]] +2 |
| 4 | Respectable Trader | Respectable Worker | Trustworthy Rat | [[Charm]] +2 |
| 5 | Praiseworthy Trader | Praiseworthy Worker | Praiseworthy Rat | [[Steward]] +2 |
| 6 | Master of Trade | Master of Work | King of the Rats | [[Social Standing]] +1 |
#### 14 Muster Out Benefits
| 1D6 | Benefit |
| --- | ---------------------------- |
| 1 | International Trader Contact |
| 2 | Armour |
| 3 | Religious Contact |
| 4 | 5K |
| 5 | Warlord Contact |
| 6 | Weapon |
### 10.1 Events Table
| 2D6 | Event |
| --- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 2 | Moving Up In Life - Make an [[Easy]] Subfield Skill roll, if you pass, increase the used skill by 1, automatically move up a rank, and add +1 to your next advancement roll. If you fail, gain a -2 to your next advancement roll and increase the used skill by 1. |
| 3 | Lose Someone Close to you - A [[Contacts#Family\|Family Member]], [[Contacts#Friend\|Friend]], [[Contacts#(Ex-)Lover\|(Ex-)Lover]], or [[Contacts#Contact\| a Contact]] has died - probably killed by pirates. Gain a [[Contacts#Rival]]. This being the person you believe killed them. |
| 4 | Mugged While Out - While out at night for some reason you are approached by a person with a weapon who demands you hand over all your money. If you give your money over, remove all your credits, and gain a debt of 5,000 credits and a [[Contacts#Foe]] . If you wish to fight back, make a [[Normal\|Normal]] [[Melee Range\|Melee]] check. If you pass, you defeat the mugger, increase the used skill by 2, gain 1,000 credits and a [[Contacts#Rival\|Rival]]. If you fail, increase the used skill by 1, loose 1,000 credits, suffer an [[Injury]], and gain an [[Contacts#Enemy \|Enemy]] |
| 5 | Home is Robbed - While you are at work, someone tries to rob your home, make a [[Challenging]] [[Hide and Conceal]] check to hide your best stuff or [[Lockpicking]] check to lock your door. If you succeed, you stop the criminal, increase the used skill by 2. If you fail, increase the used skill by 1, gain a new Mental Trauma, and loose 20,000 credits (or gain a debt if you do not have enough). |
| 6 | Market Day - it is your cities Major Market Day this term, make a [[Challenging]] Subfield skill check. If you pass, you sell your wares, increase the used skill by 2 and gain 5,000 credits. if you pass with an effect >=6, increase the used skill by 2, gain a [[Contacts#Contact]], and 10,000 credits. If you failed, increase the used skill by 1 and gain 1,000 credits. |
| 7 | **Life Event** - Life happens! Go to the [[Life Event]] Table and roll 2D6 to see your fate. |
| 8 | A Normal Days Work - You spend the term doing a normal days work. Roll 1D6 on your Subfield skill list, increase the skill rolled by 1, and gain 1D6 * 100 credits for your labors. |
| 9 | City Under Siege - Barbarians have arrived and are ravaging your home city! Make a [[Hard]] [[Gun Combat]], [[Melee Combat]], or relevant subfield skill check to keep yourself safe from the barbarians. If you succeed, increase the used skill by 2 and loose all your credits. if you fail, roll 1D3: 1) Suffer an [[Injury]] and loose all your credits. 2) Suffer a [[Serious Injury]] and loose all your credits. 3) You are taken as a slave, loose all your credits and change careers to [[Polandskia Pirate]] |
| 10 | Forced to the Fringes - For some reason your current world has become untenable and so you're forced to move. Change your career to one of: [[Polandskia Pirate]] or [[Polandskia Villager]]. |
| 11 | Fall In Love - You meet someone wonderful and fall deeply in love. For once the torment of the world seems paused. Gain a new [[Contacts#(Ex-)Lover\|Lover]]. Make a [[Normal]] [[Luck]] roll. If you fail, your new lover is killed or taken by Barbarians, thus gain a [[Contacts#Enemy]]. If you pass, your lover is fine. |
| 12 | Chance to Shine - You are given a chance to truly shine. Make a [[Challenging]] Subfield skill check. If you pass, increase the used skill by 2, 2,000 credits, and gain a bonus to your next advancement roll equal to the effect of your role. If you pass with an effect >= 6, you may take either the previous rewards, or: increase the used skill by 2, and change career to one of: [[Federation Citizen]], [[Germushian Cartel Mover]], [[Versian Civis]], [[Deutschland Colonar]], [[Imperial Citizen]], or [[Xiao-Ming Wage Slave]]. |
### 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 | Governmental Collapse - The government on this planet is collapsing, to save yourself you choose to flee. You may choose to make a [[Normal]] [[Bribery]] check. If you pass, loose $1000, but gain +3 in entry to your next career. If you fail, loose $1000. |
| 3 | Fired from Job - For some reason or another, you've lost your job. Without one, the Government has elected to remove you from this world for being a useless mouth to feed. Gain a [[Contacts#Contact\|Contact]] - A friend from your old job |
| 4 | Banned From Planet - You've done (or been accused of doing) something so horrible you have been banned from this world. - Gain a new Social Condition "Outcast" |
| 5 | Forced to Relocate - Your home city does not have the resources (food, water, oxygen, fuel, etc) to maintain its populating, and so you've been expelled. Gain +1 to [[Space Suit]]. |
| 6 | **Injury** - You got injured. Go to the [[Injury]] Table and roll 1d6 to determine your injury. |
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#career