# Federation Scout Services
### Description:
The Scout Services fulfil a vital role within the Federation. That of a decentralized intelligence network. Scout Services employs billions of agents across the Universe for all sorts of roles. From watchmen and informants to pilots, captains of trade ships, government employees, or master assassins, the Scout Services expertly puts each piece where it needs to be to help the others as is necessary to defend the Federation.
#### Assignments
##### Part-Timer:
Part time Scout Service workers are full time workers in other positions, be it a bartender, a government employee, someone serving in the Navy or Army, an agent of a noble, or a farmer. However, now and then they are called upon by someone in Operations to do a small mission - report if someone comes by, keep an eye out for something, get something from someone and drop it off somewhere else - all without asking to many questions and with a healthy paycheck to boot.
##### Full-Timer:
Full Timers are the people whose whole life is Scout Services. These people don't work directly with the Service, but the only jobs they take are for the service. These people might not even realize who they're working for, they simply work at a place whose soul source of income is Scout Service Contracts.
##### Operations:
Operations often work behind the scenes, directing or controlling the situation from affair, using assets to get around as needed. But the Scout Services Operations Division does also include full time assets who work directly for Scout Services, as part of Scout Services. These are generally known as the Big Guns. Otherwise, Operations is the realm of handlers and a small number of decision makers, negotiators, and local/branch representatives.
## Entry Requirements: [[Education]] 8+, [[Intelligence]] , [[Reflex]] 6+, [[Brawn]] 6+, [[Social Standing]] 8+
##### Nationality: [[Over of the United Federation of Earth]]
### Survival: [[Intelligence]], [[Brawn]], [[Reflex]] 8+, Advancement: [[Education]], [[Brawn]] or [[Reflex]] 10+
#### Injury Payments: 40%
##### Term Length: 25 Years
##### Related To: [[Federation Navy Old]], [[Federation Army]], [[Federation Citizen Old]], [[Federation Nobility Old]], [[Federation Scholar Old]]. [[Xiao-Ming Middle Manager]], [[Germushian Cartel Enforcer]], [[Imperial Government]], [[Versian Civis]], [[Deutschland Inquisitor]]
#### Skill & Mustering Out Benefits Table:
| 1D6 | Part-Timer | Full-Timer | Operations | Muster Out Benefit |
| --- | -------------------------------------- | ---------------------------------- | ------------------------- | ------------------ |
| 1 | [[Stealth]] or [[Steal]] | [[Hide and Conceal]] or [[Steal]] | [[Deception]] | Augment |
| 2 | [[Gun Combat]] or [[Melee Combat]] | [[Bargain and Commerce]] | [[Fast Talk]] | Weapon |
| 3 | [[Dodge]] | [[Listen]] | [[Persuade]] | Armour |
| 4 | [[Examine]] or [[Hide and Conceal]] | [[Lip Reading]] | [[Knowledge]] (Forbidden) | Contact |
| 5 | [[Computers]] | [[Gun Combat]] or [[Melee Combat]] | [[Charm]] | Ship |
| 6 | [[Carouse]] | [[Resist Torture]] | [[Interrogation]] | $10,000 |
#### Career Ranks
| LvL | Part-Timer | Full-Timer | Operations | Rewards |
| --- | ------------- | ---------------- | -------------- | ------------- |
| 1 | Recruit | New Asset | Recruit | [[Stealth]] |
| 2 | New Asset | Asset | Agent | [[Hide and Conceal]] or a Weapon |
| 3 | Asset | Trusted Asset | Agent Superior | [[Persuade]] or $5,000 Credits |
| 4 | | | Lieutenant | [[Fast Talk]] or Armour|
| 5 | Trusted Asset | High Value Asset | Captain | [[Ciphers]] |
| 6 | | Potential Agent | Commander | [[Tactics]] |
#### Events Table
| 2D6 | Event |
| --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 2 | Someone close to you finds out what you do, make a [[Deception]], [[Intimidate]], [[Charm]], [[Fast Talk]], [[Leadership]], [[Persuade]], [[Bribery]] or [[Bargain and Commerce]] 8+ Check. If you pass, Gain a contact and increase the used skill by 2. If you failed, gain an enemy, increase the used skill by 1. |
| 3 | While waiting for an asset, someone you know discovers you, make a [[Stealth]], [[Hide and Conceal]], [[Ciphers]], [[Disguise]], [[Charm]], [[Fast Talk]], or [[Persuade]] 8+. If you pass, increase the used skill by 2, and gain a contact. If you fail increase the used skill by 1, and gain a Rival. |
| 4 | You are tasked to help move some goods known to be 'hot', without raising any alarms. Make one of: [[Deception]], [[Hide and Conceal]], [[Fast Talk]], [[Bargain and Commerce]], [[Admin]], [[Steal]], [[Forge]], [[Appraise]], [[Profession]], [[Examine]], [[Logic]] 8+. If you pass, increase the used skill by 1 and gain $500 Credits and two contacts. If you fail, increase the used skill by 1 and gain a Foe. |
| 5 | You are tasks withed helping to take down a corporation, make one of: [[Deception]], [[Bargain and Commerce]], [[Computers]], [[Demolitions]], [[Gun Combat]], [[Melee Combat]], [[Interrogation]], [[Steal]], [[Hide and Conceal]], [[Law]], [[Business]], [[Knowledge]] (Forbidden), [[Carouse]], [[Charm]], 8+. If you pass, increase the used skill by 2 and gain $1000 Credits, and a contact. If you fail, increase the used skill by 1 and gain two Foes |
| 6 | While on a job, you're approached by someone with a foreign accent, who offers you a large sum of money in exchange for you simply not doing your job for the next little while. If you agree, gain $20,000. If you disagree, do you: ask for more money, tell your superiors about the person, kill the person, or leave them be. If you ask for more money, make a [[Bargain and Commerce]] 8+ check, if you succeed gain $30,000 credits and increase your bargain by 2, if you fail, increase your bargain by 1. If you tell your superiors, gain a +2 to your next advance roll. If you kill the person, make a [[Gun Combat]] or [[Melee Combat]] 6+ check, if you succeed increase the chosen skill by 2, if you fail increase it by but suffer an [[Injury]], if you failed with an effect of -5 or more, suffer a [[Serious Injury]]. If you leave them be, increase a skill of your choosing by 1. |
| 7 | [[Life Event]] |
| 8 | You're tasked with helping a foreign dignitary, make a [[Language]] (Versian, Germushian, Duetschlander, High Imperial, Xiao-Ming) 6+ check. If you fail, increase the used skill by 1. If you pass, the dignitary offers a job among their people. If you decline, they make no fuss, gain a Contact. If you report the dignitary, gain a Rival and +1 to your next advancement roll. If you accept, change your career to: [[Xiao-Ming Middle Manager]], [[Germushian Cartel Enforcer]], [[Imperial Government]], [[Versian Civis]], [[Deutschland Inquisitor]]. |
| 9 | Make an 8+ check with one of your Career Skills. If you pass, you discover a plot to kill a Family member or Lover, and put a stop to it, gain a new Family or Lover. If you fail, You fail to discover a plot to kill a Family member or Lover of yours, and they die as a result; you are certain this is related to your job. |
| 10 | While on a mission, you come under attack! Make a [[Gun Combat]], [[Melee Combat]], or [[Dodge]] 8+. If you pass, you stop the attackers, increase the used skill by 2, and gain a Weapon & Rival. If you fail, increase the used skill by 1, suffer an injury, and gain an Enemy. |
| 11 | While off the job, you're approached by a stranger. They offer you a large sum of money in exchange for information you gathered on a previous job. If you want to barter on the price, make a [[Bargain and Commerce]] 10+ check, if you pass you're paid $25,000 Credits, increase the used skill by 1. If you agree, but keep some to yourself make a [[Deception]] 8+ check, if you pass increase the used skill by 1, gain $10,000 Credits, and gain a Contact; if you fail gain an Enemy. If you give the information over outright, gain $15,000 Credits, and a Contact; if you fail gain an Enemy. If you Decline and report the person, gain a +2 to your next advancement check. If you accept and report the person, gain $5,000 Credits and +1 on your next advancement roll. If you decline, increase any skill of your choice by 1. |
| 12 | This term goes by without any major incidents, increase any skill of your choice by 3. |
#### Mishaps Table
| 1D6 | Event |
| --- | ----- |
| 1 | [[Serious Injury]] |
| 2 | You went too far on a job, put the Service at risk, and as such your career with them has been terminated. |
| 3 | You failed on a mission; badly. (The wrong) People died because of you. |
| 4 | The Service believes you've become a compromised asset and chose to fire you. |
| 5 | You're not even sure what you did wrong. But someone somewhere needed a fall guy. Now you're out of a job. Change career to [[Federation Prisoner Old]] |
| 6 | [[Injury]] |
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#career