Character Advancement Due to Occupation

How and Why 

Occupations represent the means by which characters gain their finances, new talents and (in some cases) new contacts. They are divided into
ability advancement, requirements, available talents, and exit careers. 

ALL CHARACTERS START A NEW CAREER PATH IN THEIR FIRST GAMING SESSION. 

At the start of every session award 100 karma points that may be used for advancement or kept for game play. Each talent costs 100 karma
points, each ability point costs 10 karma points, and each power point costs 30 karma points. Changing a career costs 100 karma. Starting a new
career path costs 200. 

NB – those characters who do not have a secret identify will have greater difficulty changing job (due to absenteeism, associated dangers etc.)
and this may affect the cost of certain career changes at the judge's discretion. 

A record of which career the character has held, and what they gained when there, should be kept. 

NORMAL RULE: Only current career exits are available (as this helps the judge to plan storyline ahead of time). Loss of a job may mean
returning to a starting career! 

OPTIONAL RULE: Once a character has had experience in an occupation, the career exits from that career are constantly available (the exits
represent jobs for which appropriate experience is needed). Re-entering a career does not allow statistics to be re-improved. 

                 STARTING CAREERS 

*ARMED FORCES CADET 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +5
         +5
                 +5
                         +5

                                                 

     Talents: Military, Guns, Martial Arts B, and Engineering. 
     Exits: aircrew, commando, engineer, and rescuer. 

*LABOURER 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                 +10
                         +20

                                                 
                                                        +5

     Talents: Geology, Archaeology, Animal Training, Martial Arts I, Perform (sport), and Engineering. 
     Exits: archaeologist, animal handler, artist, engineer, rescuer, and scientist. 

*PETTY CRIMINAL 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +5
          
                 +5

                                         
                                                 
                                                        +5
                                                                 -5

     Talents: Stunt Driver, Slight of Hand, Acrobatics, Martial Arts G, Thrown Objects, and Perform (acting). 
     Exits: criminal heavy, community activist, and con-artist. 

*POLICE CADET 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                         +5
                                +5
                                        +5
                                                 
                                                        +5
                                                                 +5

     Talents: Criminology, Law Enforcement, Blunt Weapons, and Martial Arts A. 
     Exits: police officer, and criminal heavy. 

*SECURITY GUARD 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  

                                        +10
                                                +5
                                                        +5
                                                                 -5

     Talents: Criminology, Animal Training (guard/sniffer dog), and Trivia. 
     Exits: bodyguard, student, animal handler, and antiquarian. 

*SHOP/OFFICE WORKER 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
   
         +5

                                +5
                                        +5
                                                 
                                                        +5
                                                                 +5

     Talents: Computers, Business/Finance, Languages, and Perform (acting). 
     Exits: businessman, businessman (shop owner), businessman (chef), and con-artist. 

*STUDENT – follows academic study course. 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                          
                                +10
                                        +10

                                                                  

     Talents: Studentship (allows one talent to be gained at ½ price when starting a new career), and medicine. 
     Exits: scientist, antiquarian, engineer, and physician. 

*NOVICE PRIEST 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                          
                                +5
                                        +10
                                                 +5
                                                        +5

     Talents: Occult Lore, First Aid, Trance, Journalism, and Perform (singing). 
     Exits: priest, monk, community activist, and artist. 

                                                                               

        ADVANCED OCCUPATIONS 

ACADEMIC – professor, curator, university lecturer and that sort of thing. 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                          
                                +15
                                        +10
                                                +5
                                                         
                                                                 +5

     Requirements: Antiquarian experience, Reason Excellent, and Intuition Good. 
     Talents: Trance, Languages, Archaeology, Astronomy, Art (drawing), Perform (music), Resist Domination, Occult Lore, Archaeology,
     Trivia, Psychology, and Criminology. 
     Exits: artist, novice priest, explorer, archaeologist, cult apostle, forensic scientist, and inventor. 

AIRCREW 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
   
         +10

                                +5
                                        +10
                                                 
                                                        +5

     Requirements: Agility Good, and Intuition Good. 
     Talents: Pilot, Repair/Tinkering, Engineering, and Tumbling. 
     Exits: pilot, and vehicle-mechanic. 

ANIMAL HANDLER 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +5
         +5
                  
                         +5
                                 
                                        +5
                                                +5
                                                        +5

     Requirements: Animal Training. 
     Talents: Tumbling, Acrobatics, Martial Arts J, Perform (dancing), Biology, Veterinary Medicine, Animal Behaviour, Ecology, and
     Genetics. 
     Exits: artist, scientist, television personality, stunt performer, criminal heavy, and petty criminal. 

ANTIQUARIAN – involved in the study of art, literature, ancient texts, and legislation. 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                          
                                +20
                                        +5
                                                +5
                                                        +5

     Requirements: Reason Typical 
     Talents: Archaeology, Occult Lore, Journalism, Languages, Resist Domination, Trivia (historical), and Law. 
     Exits: academic, lawyer, reporter, cult apostle, explorer, and businessman (antiques). 

ARCHAEOLOGIST 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
   
         +5

                                +10
                                        +5
                                                 
                                                        +5

     Requirements: Archaeology, and Strength Poor. 
     Talents: Occult Lore, Biology, and Geology. 
     Exits: antiquarian, scientist, forensic scientist, explorer, and cult apostle. 

ARTIST 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
   
         +10

                                +5
                                        +10
                                                +10
                                                        +30
                                                                 +20

     Requirements: Perform or Art talent of any type. 
     Talents: Archaeology, Psychology, Chemistry, Perform (acting), Perform (singing), Perform (music),  Perform (sport), Perform (dancing),
     Art (writer), Art (forgery), Art (painter/sculptor), and Art (composer). 
     Exits: criminal psychologist, archaeologist, television personality, reporter and patron of the arts. 

ASSASSIN 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +10
         +15
                 +5
                          
                                +5
                                        +5
                                                 
                                                        +15

     Requirements: Fighting Remarkable, Agility Excellent, Popularity 0 
     Talents: Marksman, Weapon Specialist (reduce Popularity by 10), Stunt Driving, Motorcycle, Criminology, Espionage, Martial Arts E
     and Martial Arts F. 
     Exits: spy, blackmailer, criminal enforcer, and government sanctioned hero. 

BLACKMAILER 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                          
                                +5
                                        +10
                                                 
                                                        +20

     Requirements: Espionage, Reason Typical 
     Talents: Law, Accounting, Security/Encryption, Politics, Criminology, and Journalism. 
     Exits: spy, and national reporter. 

BIO-MECHANIC (including cybernetic components). 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
   
         +10

                                +10
                                        +5
                                                +5
                                                        +10

     Requirements: Engineering, Biology, Reason Excellent 
     Talents: Robotics, Software Programming, Organic Chemistry, Electrochemistry, Anatomy, Biotechnology, Cybernetics, Medicine, First
     Aid, and Martial Arts D. 
     Exits: physician, scientist and researcher. 

BODYGUARD 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +10
          
                 +10
                         +5
                                 
                                        +5
                                                 
                                                        +5
                                                                 -5

     Requirements: Fighting Remarkable, Strength Excellent, and Guns. 
     Talents: Martial Arts A, Martial Arts B, Martial Arts F, Criminology, and Wrestling. 
     Exits: security chief, assassin, and criminal enforcer. 

BUSINESSMAN – unless specified this refers to banking. 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  

                                         
                                                +10
                                                        +50

     Requirements: Reason Good, Resources Excellent, Business/Finance 
     Talents: Resist Domination, Performer (acting), Leadership, and Trivia (rival companies, corporate structure). 
     Exits: embezzler, corporate director, and corporate sanctioned hero. 

COMMANDO 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +10

                         +5
                                 
                                        +5

                                                                  

     Requirements: Fighting Excellent, and Guns. 
     Talents: Sharp Weapons, Bows, Thrown Weapons, Martial Arts A, and Leadership. 
     Exits: assassin, bodyguard , criminal heavy, explorer, mercenary, paramilitary, rescuer and terrorist. 

COMMUNITY ACTIVIST 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +5
         +5

                                 
                                        +5
                                                +5
                                                         
                                                                 +10

     Requirements: Popularity 0. 
     Talents: Criminology, Perform (acting), Journalist, Guns, Artist (drawing), Languages, and Blunt Weapons. 
     Exits: political activist, blackmailer, terrorist, cult apostle, novice preist, businessman (illegal drug dealer), and community sanctioned
     hero. 

COMMUNITY SANCTIONED HERO 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +10
         +5

                                 
                                        +10
                                                +5
                                                        +5
                                                                 +10

     Requirements: Popularity Good, and a super human ability/power. 
     Talents: Martial Arts A, B, C, F, and Languages. 
     Exits: paramilitary, terrorist, criminal heavy, and political activist. 

CON-ARTIST 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
   
         +10

                                +5
                                        +5
                                                 
                                                        +5
                                                                 +5

     Requirements: Intuition Good. 
     Talents: Slight of Hand, Art (forgery), and Perform (acting). 
     Exits: businessman, businessman (illegal arms supplier), businessman (smuggling), and artist. 

CORPORATE DIRECTOR 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                          
                                +5
                                        +5
                                                 
                                                        +10
                                                                 +5

     Requirements: Business, Law, and Leadership. 
     Talents: Espionage, Resist Domination, and Perform (acting). 
     Exits: embezzler, corporate spy,  and corporate sanctioned hero. 

CORPORATE SANCTIONED HERO 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +5

                         +20

                                                 
                                                        +10
                                                                 +10

     Requirements: Will follow orders, Business/Finance, and Law. 
     Talents: First Aid, Espionage, and Weapon Specialist (cost 200 karma). 
     Exits: corporate spy, terrorist, criminal heavy, government sanctioned hero. 

CORPORATE SPY 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +5
         +5

                                 
                                        +5
                                                 
                                                        +5

     Requirements: Espionage, and Law. 
     Talents: Computers, and Perform (acting). 
     Exits: spy, criminal heavy, and embezzler. 

CRIMINAL ENFORCER/SPECIALIST – cat burglar, protection racketeer, and gang-directed killer. 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
   
         +5
                  
                         +5
                                 
                                        +10
                                                 
                                                        +10
                                                                 -5

     Requirements: Fighting Excellent, Blunt Weapons, and Intuition Good. 
     Talents: Crime, Negotiations, Acrobatics, Accounting, Business/Finance, Martial Arts C, Martial Arts E, Martial Arts H, and Weapon
     Specialist (cost 200 karma). 
     Exits: embezzler and gang leader. 

CRIMINAL GODFATHER 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  

                                         
                                                +10
                                                        +30
                                                                 -20

     Requirements: Criminal overlord experience, and Popularity –50. 
     Talents: Leadership, Business/Finance, and Law. 
     Exits: dictator. 

CRIMINAL HEAVY – deliver gang directed beatings; armed robber, arsonist, drug dealer, and pimp. 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
   
         +5
                  
                         +5

                                                 
                                                        +5
                                                                 -5

     Requirements: Popularity 0, Guns, and Fighting Excellent. 
     Talents: Criminology, Blunt Weapons, and Stunt Driving. 
     Exit: community activist, criminal enforcer, and terrorist. 

CRIMINAL PSYCHOLOGIST 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                          
                                +10
                                        +10
                                                +5
                                                        +5

     Requirements: Criminology, Psychology 
     Talents: Parapsychology, Paranormal Phenomena, Street Smarts, Law Enforcement, Genetics, and Occult Lore. 
     Exits: psychologist, forensic scientist, antiquarian, and cult apostle. 

CRIMINAL OVERLORD 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                          
                                +5
                                        +5
                                                +10
                                                        +20
                                                                 -20

     Requirements: Gang leader experience, criminal overlord dies, Popularity –20. 
     Talents: Perform (acting), Business/Finance, Law, and Leadership. 
     Exits: criminal godfather. 

CULT APOSTLE 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +5

                                 
                                         
                                                +30

     Requirements: Psyche Typical. 
     Talents: Archaeology, Animal Training, Trance, Occult Lore, Perform (acting), and Perform (singing). 
     Exits: cult sanctioned hero, novice priest, archaeologist, artist, animal handler, and antiquarian. 

CULT LEADER 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  

                                         
                                                +10
                                                        +30

     Requirements: Popularity 75 (+ or -), Leadership, and Psyche Incredible. 
     Talents: Occult Lore, Hypnosis, Resist Domination, Resist Disease & Aging, and Slight of Hand. 
     Exits: dictator/idol. 

CULT SANCTIONED HERO 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +20
         +10
                 +10
                         +20
                                 
                                        +5
                                                +10
                                                        +5
                                                                 +5

     Requirements: Will follow orders of cult leader, cult apostle experience, Occult Lore, and superhuman ability/power. 
     Talents: Oriental Weapons, Animal Training, Hypnosis, Mystic Background and Weapon Specialist (cost 200 karma). 
     Exits: national hero, cult leader, television personality, gang leader, criminal enforcer, and political activist. 

DETECTIVE 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +5
         +5

                                +5
                                        +10
                                                 
                                                        +5

     Requirements: Intuition Remarkable, Criminology, and Espionage. 
     Talents: Occult Lore, and Psychology. 
     Exits: criminal psychologist, antiquarian, blackmailer, spy, and corporate spy. 

DICTATOR/IDOL 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                         +10
                                +5
                                         
                                                +80
                                                        +60
                                                                 +60

     Requirements: Cult leader or criminal godfather experience. 
     Talents: Military. 
     Exits: none. 

EMBEZZLER 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                          
                                +5
                                         
                                                +5
                                                        +40
                                                                 -20

     Requirements: Business/Finance, Law, and Reason Good. 
     Talents: Criminology, Computers and Aquisition (gain +5 Resources with each job change). 
     Exits: blackmailer, criminal heavy, and paramilitary. 

ENGINEER – designs and builds software/hardware; buildings and bridges; and vehicles and clothes. 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
   
         +10

                                +10
                                        +5
                                                 
                                                        +5

     Requirements: Agility Typical, Reason Poor 
     Talents: Electronics, Chemistry, Engineering, Repair/Tinkering, and Computers. 
     Exits: weapon-smith, vehicle-mechanic, bio-mechanic, businessman (fashion or heavy industry), and inventor. 

EXPLORER 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +5
         +5
                  
                         +10
                                +5
                                        +5
                                                 
                                                        +5
                                                                 +5

     Requirements: Trivia (historical), or Occult Lore. 
     Talents: Acrobatics, Animal Training, Archaeology, Biology, Bows, First Aid, Geology, Languages, Occult Lore, Pilot, Resist
     Domination, and Thrown Objects. 
     Exits: animal handler, antiquarian, archaeologist, community activist, cult apostle, mercenary, rescuer and television personality. 

FORENSIC SCIENTIST 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                          
                                +5
                                        +30
                                                +20
                                                        +10

     Requirements: Intuition Remarkable 
     Talents: Biology, Chemistry, Genetics, Archaeology, Art (sculptor), Criminology, Law Enforcement, and Martial Arts D. 
     Exits: archaeologist, artist, detective, scientist, researcher, and pathologist. 

GANG LEADER 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                          
                                +5
                                         
                                                +10
                                                        +10
                                                                 -10

     Requirements: Criminal Enforcer experience, gang leader dies/murdered, Reason Excellent, and Popularity –10. 
     Talents: Leadership, Resist Domination, and Business/Finance. 
     Exits: criminal overlord. 

GLOBAL HERO 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +5

                         +5
                                +5

                                                        +5
                                                                 +20

     Requirements: Popularity 50, Languages, and superhuman ability/power. 
     Talents: Quick Attacks, Martial Arts F, Perform (acting). 
     Exits: cult leader. 

GOVERNMENT SANCTIONED HERO 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +5
          
                 +5

                                         
                                                +5
                                                        +20
                                                                 +20

     Requirements: Must follow government orders, superhuman ability/power, and Fighting Remarkable. 
     Talents: Leadership, First Aid, Law Enforcement, Politics, and Weapons Specialist. 
     Exits: criminal heavy, national hero, paramilitary, politician, and television personality. 

HIGH PRIEST 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                          
                                +5
                                        +5
                                                +5
                                                        +10
                                                                 +10

     Requirements: Priest experience, and no kills. 
     Talents: Journalism, Psychology, Business/Finance, and Perform (acting). 
     Exits: politician, television personality, and cult leader. 

INVENTOR 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                          
                                +20

                                                        +30

     Requirements: Reason Incredible, Resources Excellent 
     Talents: Repair/Tinkering, Computers, Electronics, Physics, and Business/Finance 
     Exits: engineer, and businessman (sales of their product). 

LAWYER (court room) 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                          
                                +5
                                        +5
                                                +10
                                                        +10

     Requirements: Law, Reason Typical 
     Talents: Law Enforcement, Criminology, Performer (acting), and Resist Domination. 
     Exits: police officer, politician, and blackmailer. 

MERCENARY 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +10
         +5

                                 

                                                        +10
                                                                 -20

     Requirements: Guns, Fighting Remarkable 
     Talents: Languages, Thrown Weapons, Martial Arts E, and Weapons Master (costs 200karma). 
     Exits: bodyguard, assassin, criminal heavy, and paramilitary. 

MONK 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                                 +10
                                         +5
                                                 +20

     Requirements: Psyche Excellent, Occult Lore, and vow of poverty (Resources Shift 0) 
     Talents: First Aid, Mystic Background, Trance, Martial Arts D, and Weapons Specialist (melee). 
     Exits: priest, community activist, cult apostle, antiquarian, bodyguard. 

NATIONAL HERO 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +10
         +10
                 +5

                                        +5
                                                +20
                                                        +30
                                                                 +100

     Requirements: Popularity 50, and superhuman ability/power. 
     Talents: Law Enforcement, Perform (acting) and Leadership. 
     Exits: political activist and global hero. 

NATIONAL REPORTER – national newspaper. 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                          
                                +5
                                        +10
                                                 
                                                        +5
                                                                 +10

     Requirements: Journalism, and Popularity 20. 
     Talents: Criminology, Artist (writer), and Perform (acting). 
     Exits: blackmailer, television personality, and politician. 

NATIONAL RULER 
   Fighting
           Agility
                   Strength
                             Endur.
                                    Reason 
                                            Intuition
                                                    Psyche 
                                                            Resources 
                                                                     Popul. 

                  

                                           
                                                  +5
                                                           +20
                                                                   +5

     Requirements: Political leader experience, and Popularity Monstrous. 
     Talents: Leadership. 
     Exits: cult leader. 

PARAMILITARY 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +5
         +5
                 +5
                         +5

                                                 

     Requirements: Guns, Military, and Fighting Good. 
     Talents: Criminology, Martial Arts E, Chemistry, and Marksman (cost 200 karma). 
     Exits: mercenary, criminal enforcer, and spy. 

PATHOLOGIST 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
   
         +5
                  
                         +10
                                +5
                                        +5
                                                +5

     Requirements: Biology, Chemistry, and Criminology. 
     Talents: Genetics, Medicine, Psychology, Trivia (ceremonies), and Occult Lore. 
     Exits: criminal psychologist, blackmailer, businessman (funeral directors and taxidermy). 

PATRON OF THE ARTS 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  

                                         

                                                                 +20

     Requirements: Resources Incredible. 
     Talents: Business/Finance, and Occult Lore. 
     Exits: political leader, and politician. 

PHYSICIAN 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
   
         +10
                  
                         +10
                                +20
                                        +10
                                                 
                                                        +5

     Requirements: Medicine 
     Talents: Psychology, Anatomy, Immunology, Cardiology, Emergency Medicine, Paediatrics, Geriatrics, Obstetrics/Gynecology, General
     Surgery, Neurosciences, Pharmacology, Physiology, Genetics, Resist Domination, Biology, and Martial Arts D. 
     Exits: psychiatrist, forensic scientist, surgeon, researcher, and rescuer. 

PILOT 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
   
         +10

                                 
                                        +10
                                                 
                                                        +5

     Requirements: Pilot, Agility Excellent, and Intuition Good. 
     Talents: Tumbling, Repair/Tinkering, and Stunt Flying. 
     Exits: rescuer and stunt performer. 

POLICE OFFICER (uniformed). 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +5
         +5
                  
                         +5
                                 
                                        +5
                                                 
                                                        +5
                                                                 +5

     Requirements: no criminal record, and Law Enforcement. 
     Talents: Guns, Criminology, Psychology, Espionage, Stunt Driving, and Pilot. 
     Exits: criminal psychologist, detective and rescuer. 

POLITICAL ACTIVIST 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +5
         +10

                                +5
                                         
                                                +5
                                                        +5
                                                                 +10

     Requirements: Journalism, and Guns. 
     Talents: Law, Perform (acting), Languages, and Artist (drawing). 
     Exits: politician. 

POLITICAL LEADER - political party leader 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  

                                         
                                                +10
                                                        +10
                                                                 +20

     Requirements: Politician experience, and Popul. Amazing. 
     Talents: Leadership, Law, and Business/Finance. 
     Exits: national ruler. 

POLITICIAN 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  

                                         
                                                +10
                                                        +10
                                                                 +20

     Requirements: Popularity 40, and Perform (acting). 
     Talents: Leadership, Law, Business/Finance, and Journalism. 
     Exits: national reporter, political leader, blackmailer, and patron of the arts. 

PRIEST 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                          
                                +10

                                                        +5
                                                                 +5

     Requirements: Novice priest experience, Occult Lore, and no kills. 
     Talents: Journalism, Law, Perform (singing), and Leadership. 
     Exits: blackmailer, community sanctioned hero, and high priest. 

PSYCHOLOGIST 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                          
                                +5
                                        +20
                                                +20
                                                        +10

     Requirements: Psychology, Reason Good, and Resources Good. 
     Talents: Criminology, Animal Behaviour, Parapsychology, Atrificial Intellegence, Psychobiology, Resist Domination, Hypnosis, and
     Occult Lore. 
     Exits: forensic scientist, criminal psychologist, blackmailer, and researcher. 

REPORTER (local newspaper) 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  

                                        +10
                                                 
                                                        +5
                                                                 +5

     Requirements: Journalism 
     Talents: Artist (writer), Criminology, Trivia, Computers, and Business/Finance. 
     Exits: artist (author), national reporter, and television personality. 

RESEARCHER 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                          
                                +30
                                        +10
                                                +5
                                                        +10

     Requirements: Reason Ex20 
     Talents: Genetics, Electrochemistry, Polymers,  Acoustics, Sonochemistry, Atomic Physics, Mathematics, Particle Physics, Quantum
     Physics, Astrophysics, Radio Astronomy, Astrophotography, Stella Cartography, Spectroscopy, Artificial Intellegence, Virtual Reality,
     Microbiology Pharmacology and Parasitology. 
     Exits: businessman (pharmaceuticals), businessman (illegal drugs dealer), inventor, antiquarian, academic, forensic scientist, and
     scientist. 

RESCUER – fire-fighter, anti-terrorist police, lifeboat crewman, mountaineer, and front-line medic. 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
   
         +5
                 +5
                         +10
                                 
                                        +20

                                                                 +5

     Requirements: Agility Typical 6, and Endurance Ex20. 
     Talents: Animal training, Criminology, First Aid, Geology, Law Enforcement, Leadership, Military, Repair/Tinkering, Thrown Objects,
     Trivia (survival), and Tumbling. 
     Exits: community sanctioned hero, explorer, paramilitary, security chief, and stunt performer. 

SCIENTIST – involved in research and development of technological and industrial processes. 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  
                          
                                +20
                                        +10
                                                 
                                                        +5

     Requirements: Reason Typical 6 
     Talents: Astronomy, Paranormal Phenomena, Pharmacology, Biology, Microbiology, Marine Biology, Genetics, Botany, Biophysics,
     Parasitology, Ecology, Zoology, Organic Chemistry, Chemistry, Physics, Geology, Medicine, and Electronics 
     Exits: researcher, forensic scientist, physician, and inventor. 

SECURITY CHIEF 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +20
         +10
                 +10

                                        +10
                                                +5
                                                        +5

     Requirements: Bodyguard experience, Criminology, and Intuition Remarkable. 
     Talents: Espionage, Business/Finance, Martial Arts A, and Guns. 
     Exits: spy, and security advisor. 

SECURITY ADVISOR 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +5

                          
                                +5
                                        +20
                                                +5
                                                        +20
                                                                 +5

     Requirements: Security chief experience. 
     Talents: Business/Finance, Leadership, Perform (acting), Law Enforcement, and Military. 
     Exits: blackmailer, corporate spy, and government sanctioned hero. 

SPY 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +5
         +5

                                +5
                                        +10
                                                +5
                                                        +10

     Requirements: Espionage, Intuition Excellent, and Reason Good. 
     Talents: Guns, Security/Encryption, Pick Pocket, Martial Arts D, Martial Arts E, Martial Arts H, Crime, Tumbling, Escape Artist, and
     Weapons Tinkering. 
     Exits: assassin, blackmailer, and corporate spy. 

STUNT PERFORMER 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
   
         +10
                 +5
                         +10
                                 
                                        +5
                                                 
                                                        +5
                                                                 +10

     Requirements: Pilot, Perform (acting), and Agility Remarkable. 
     Talents: Engineering, Repair/Tinkering, Perform (singing), Tumbling, Martial Arts G, Stunt Driving, and Stunt Flying. 
     Exits: television personality, and vehicle-mechanic. 

SURGEON 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +5
          +20

                                +5
                                        +10
                                                +5
                                                        +15

     Requirements: General Surgery. 
     Talents: Dentistry, Plastic Surgery, Oncology, Radiology, Biotechnology, Cybernetics, Chiropractice, and Sewing/Tailoring. 
     Exits: blackmailer, politician, and reporter, . 

TELEVISION PERSONALITY 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.

                  

                                         
                                                 
                                                        +20
                                                                 +20

     Requirements: Journalism, and Popularity 30 (+ or -). 
     Talents: Perform (acting), Perform (singing), and Art (writer). 
     Exits: politician, patron of the arts, artist, and cult apostle. 

TERRORIST 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +10
         +5
                 +5
                         +5

                                                 
                                                         
                                                                 -25

     Requirements: Guns, Agility Excellent, and Psyche Excellent. 
     Talents: Criminology, Thrown Weapons, Chemistry, and Repair/Tinkering. 
     Exits: political activist, paramilitary, mercenary, and cult apostle. 

VEHICLE-MECHANIC 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +5
         +5

                                +20

                                                        +5

     Requirements: Engineering, Repair/Tinkering 
     Talents: Pilot, Stunt Driver, Military, Law Enforcement, Computers, Electronics, and Chemistry. 
     Exits: police officer, criminal enforcer, businessman (smuggling), and businessman (motor trade). 

WEAPON-SMITH – a maker of weaponry, employed by military or criminal organizations. 
  Fighting
         Agility
                 Strength
                         Endur.
                                Reason
                                        Intuition
                                                Psyche
                                                        Resources
                                                                 Popul.
  +5

                          
                                +20

                                                        +5

     Requirements: Engineering, Repair/Tinkering 
     Talents: Guns, Bows, Sharp Weapons, Blunt Weapons, Military, Chemistry, and Physics. 
     Exits: terrorist, businessman (arms trade), businessman (illegal arms supplies), inventor, commando, and researcher.