# Polandskia Villager
**Description:** You live in the ruins of a once large town, possibly even a small city. What once housed tens, if not hundreds of thousands of people now houses a few dozen families. Life is hard and short. The only relief in any week is the Light-seers service on Sigmar's Light every Seventh day. On those holy days you pray pirates don't come at any point during the next seven days.
**Nationality:** [[Polandskia Peoples Union]]
**Injury Payments:** 0%
**Term Length**:: 4 Years
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## Progress
| Roll | 5 Entry Requirements | 9 Survival | 11 Advance |
| -------------- | --------------------------------------------- | --------------------------------------------- | ---------------------------------------------- |
| 2D6 + Attr Mod | [[Brawn]], OR [[Reflex]] 7+, [[Technical]] 5+ | [[Brawn]], OR [[Reflex]] 5+, [[Technical]] 7+ | [[Brawn]], OR [[Reflex]] 11+, [[Technical]] 9+ |
### Subfields
_Laborer_: You do simple labor. It is backbreaking work, but someone has to do it, and you're that someone.
_Specialist_: You are above a laborer. You have specialized in some necessary area or task, and as such are no longer required to destroy your body doing simple labor.
_Organizer_: You help to organize the village. You coordinate specialists and laborers and organize who does and goes where.
### 7 8 Subfield Skill Table
| 1D6 | _Laborer_ | _Specialist_ | _Organizer_ |
| --- | ----------------------------------- | ---------------------------------------- | ----------------------------------- |
| 1 | [[Melee Combat]] or [[Gun Combat]] | [[Melee Combat]] or [[Gun Combat]] | [[Melee Combat]] or [[Gun Combat]] |
| 2 | [[Endurance]] | [[Concentration]] or [[Logic]] | [[Drinking and Drugs]] |
| 3 | [[Steal]] or [[Deception]] | [[Healthcare]] | [[Computers]] |
| 4 | [[Knowledge]] or [[Profession]] | [[Repair Tech]] | [[Admin]] or [[Bribery]] |
| 5 | [[Space Suit]] | [[Engineering]] or [[Use Tech]] | [[Law]]or [[Research]] |
| 6 | [[Hide and Conceal]] or [[Stealth]] | [[Hide and Conceal]] or [[Stealth]] | [[Hide and Conceal]] or [[Stealth]] |
#### Career Ranks
| Lvl | _Laborer_ | _Specialist_ | _Organizer_ | Rewards |
| --- | ---------------------------------- | ------------------------------------- | -------------------------------- | ------------------------------ |
| 1 | | | | [[Brawn]] or [[Fortitude]] +1 |
| 2 | Laborer Peasant | Special Peasant | Smart Peasant | [[Brawn]] or [[Reflex]] +1 |
| 3 | Good Laborer Peasant | Good Specialist Peasant | Good Smart Peasant | [[Reflex]] or [[Fortitude]] +1 |
| 4 | Very Good Laborer Peasant | Very Good Specialist Peasant | Very Good Smart Peasant | [[Technical]] +1 |
| 5 | Exceptionally Good Laborer Peasant | Exceptionally Good Specialist Peasant | Exceptionally Good Smart Peasant | [[Language]] (Germushian) +1 |
| 6 | Master Laborer Peasant | Master Specialist Peasant | Leader Peasant | [[Leadership]] +1 |
#### 14 Muster Out Benefits
| 1D6 | Benefit |
| --- | ---------------- |
| 1 | +1 [[Technical]] |
| 2 | 1k Cr. |
| 3 | +1 [[Fortitude]] |
| 4 | Armour or Weapon |
| 5 | +1 [[Reflex]] |
| 6 | +1 [[Brawn]] |
### 10.1 Events Table
You Survived this term. Roll 2D6 to determine your event for this term.
| 2D6 | Event |
| --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 2 | There is a Lovely Festival - This term your village puts on a lovely festival. Increase your [[RPG/RPG/Core Book/Main Rules/Lucidity|Lucidity]] by 1D8. make a [[Normal]] check with any [[Social Skills]]. If you pass, gain a [[Contacts#Friend\|Friend]] or [[Contacts#(Ex-)Lover\|Lover]]. If you fail, gain a [[Contacts#Rival]] or [[Contacts#(Ex-)Lover\|Ex-Lover]]. |
| 3 | A Way Out - Make an [[Easy]] Subfield skill check. If you pass, increase the used skill by 1, and you are offered a job as a: [[Federation Citizen]], [[Germushian Cartel Worker]], [[Versian Bellir]], [[Deutschland Colonar]], [[Imperial Stormtrooper]], or [[URL Cog in the Machine]] |
| 4 | Someone Close Is Taken - During a raid by bandits or raiders, your house is broken into. Make a [[Normal]] [[Melee Combat]] or [[Gun Combat]] check. If you pass, increase the used skill by 2, and everyone in your house is protected. If you fail, increase the used skill by 1, but loose one of your [[Contacts]] - a family member, friend, or lover. |
| 5 | Town is attacked by others - Your village or town is attacked by another village or town, or perhaps some bandits. You have been called to help and protect your home.If you do not join the call, 2D20 people in your village die, and you loose that many points of [[RPG/RPG/Core Book/Main Rules/Lucidity|Lucidity]], as well, you must make a [[Hard]] [[Leadership]], [[Fast Talk]], or [[Persuade]] check. If you succeed, the village stays together If you fail, the village falls apart and you must change careers to one: [[Polandskia Pirate]]. If you do accept the call, Make a [[Challenging]] [[Melee Combat]] or [[Gun Combat]] check. If you pass, increase the used skill by 2, gain a [[Contacts#Rival]], and 250 credits. If you fail, suffer a [[Serious Injury]], and increase the used skill by 1. |
| 6 | A Hard Days Work - You spend the term doing your work. Make a [[Normal]] Subfield Skill Check. If you pass, increase the used skill by 2 and gain 125 credits. If you fail, increase the used skill by 1. |
| 7 | **Life Event** - Life happens! Go to the [[Life Event]] Table and roll 2D6 to see your fate. |
| 8 | Market Day - Market day has come. Make a [[Challenging]] Subfield Skill Check. If you pass, you do well on this market day, increase the used skill by 1, gain 1,000 credits, and a [[Contacts#Friend]]. If you fail, gain 100 credits. |
| 9 | Town is attacked by Animals - Your village or town has come under attack by some local animals and you have been called to help protect it. If you do not join the call, 1D12 people in your village die, and you loose that many points of [[RPG/RPG/Core Book/Main Rules/Lucidity|Lucidity]]. If you do something Make an [[Easy]] [[Melee Combat]] or [[Gun Combat]] check. If you pass increase the used skill by 1 and gain 100 credits. If you fail, suffer an [[Injury]]. |
| 10 | A Bad Harvest - This year is looking to be a really bad harvest. Make a [[Hard]] Subfield Skill check. If you pass, the harvest is saved, increase the used skill by 2 and gain 1,000 credits. If you fail, the harvest is lost, suffer 1D12 [[RPG/RPG/Core Book/Main Rules/Lucidity|Lucidity]] loss as that many people in the village die, and loose 200 credits, but increase the used skill by 1. |
| 11 | Religion Calls - You feel called to spend more and more time at the Church. If you do so, make a [[Challenging]] [[RPG/RPG V1/Players Book/Skills/Mental Skills/Education Skills/Religion]] check. If you pass, increase the used skill by 2, and your towns lightseer takes you in and recommends you join the church, if you accept change career to [[Deutschland Lightseer]]. If you decline, gain +2 to your next advancement roll. If you fail the roll, increase the used skill by 1 and gain a [[Contacts#Contact]]. |
| 12 | Something Important to you is stolen - Someone broke into your living quarters. Make a [[Normal]] [[Hide and Conceal]] check. If you pass, only 1D6 * 100 credits were stolen. If you fail, something important to you is stole, gain an [[Contacts#Enemy\|Enemy]]. |
### 10.2 Mishaps Table
You failed to survive check. Roll 1D6 on this table to see your fate.
| 1D6 | Event |
| --- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Serious Injury** - Something goes wrong this term. Go to the [[Serious Injury]] Section and face the consequences. |
| 2 | Crime Against a Religious Figure - You (reportedly) committed a henious crime against your villages light-seer or someone else in the Church, as such you are ejected from this career and this town. Gain a [[Contacts#Rival]]. |
| 3 | Nothing Left For You Here - After a horrifying raid, everyone and everything you once held dear here has been destroyed. Loose 1D6 [[RPG/RPG/Core Book/Main Rules/Lucidity|Lucidity]] and leave this career. |
| 4 | Crime Against the Community - You have or accused of committing a major crime against your village and as such its elders have elected to kick you out. You are kicked out of this career. |
| 5 | Unforgivable Sin Against Family - You commit an unforgivable sin against your family, and they have rejected you. Gain an [[Contacts#Enemy\|Enemy]] within your family and you are ejected from this career. |
| 6 | **Injury** - You got injured. Go to the [[Injury]] Table and roll 1d6 to determine your injury. |
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#career