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| == Profession == | | == Profession == |
| Each councilor has a profession, which determines the range of their initial stats, available missions and possible traits. The Alien profession is only available to aliens. | | Each councilor has a profession, which determines the range of their initial stats, available missions and possible traits. The Alien profession is only available to aliens. |
| {| class="wikitable" | | {| class="wikitable mw-collapsible mw-collapsed" |
| ! rowspan=2 | Profession !! colspan=8 | Base stats !! rowspan=2 | Available missions !! rowspan=2 width=25% | Description | | ! rowspan=2 | Profession !! colspan=8 | Base stats !! rowspan=2 | Available missions !! rowspan=2 width=25% | Description |
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Revision as of 21:30, 3 October 2022
Councilors are a faction's primary proxies on Earth and may also go to space to advance its interests there. Factions may initially have four councilors but certain projects allow them to expand the size of their council to six. Their primary role is to perform Missions on behalf of their faction.
Periodically, the game will enter the assignment phase, during which all factions will assign their councilors to missions. These missions will be resolved in a random sequence over the next few weeks. While some missions are automatically successful, most require a success roll. Missions can target nations, control points, habitats, and other councilors.
Factions can recruit councilors by spending Influence. Each month there is a new group of potetial recruits to choose from. You can also turn councilors from other factions to work for you.
The name and appearance of recruired councilors can be changed at any time.
Profession
Each councilor has a profession, which determines the range of their initial stats, available missions and possible traits. The Alien profession is only available to aliens.
Profession |
Base stats |
Available missions |
Description
|
Persuasion |
Investigation |
Espionage |
Command |
Administration |
Science |
Security |
Loyalty
|
Activist |
4-8 |
3-5 |
1-5 |
0-1 |
0-1 |
0-1 |
0-1 |
0-16 |
Control Nation Control Space Asset Coup d'Etat Increase Unrest Inspire Public Campaign Turn Councilor |
An Activist seeks social change through persuasion rather than violence.
|
Astronaut |
1-5 |
2-4 |
0-2 |
5-7 |
0-6 |
4-6 |
2-6 |
0-16 |
Advise Assault Enemy Space Asset Control Nation Control Space Asset Inspire Investigate Alien Activity Public Campaign Sabotage Hab Module |
Astronauts are among the lucky few who have been to space and often merge military and scientific backgrounds.
|
Celebrity |
6-8 |
0-3 |
0-1 |
0-1 |
2-6 |
0-1 |
2-4 |
0-16 |
Control Nation Control Space Asset Inspire Public Campaign Turn Councilor |
An influential entertainer, artist, athlete or scion with a substantial public following.
|
Commando |
1 |
0-5 |
2-6 |
4-6 |
1 |
0-1 |
6 |
0-16 |
Assassinate Assault Alien Asset Assault Enemy Space Asset Detain Councilor Extract Councilor Increase Unrest Investigate Alien Activity Protect Target Sabotage Facilities Sabotage Hab Module Stabilize Nation Surveil Location |
Commandos are experts in small-scale combat operations and protecting others from attacks.
|
Diplomat |
3-7 |
1-5 |
2-6 |
1-3 |
2-6 |
0-1 |
3-5 |
0-17 |
Advise Control Nation Control Space Asset Defend Interests Investigate Alien Activity Stabilize Nation Surveil Location Turn Councilor |
Diplomats are influential communicators who promote peaceful and profitable relations between nations and their peoples.
|
Evangelist |
6-8 |
0-2 |
0-1 |
2-4 |
1-5 |
0 |
0-4 |
0-16 |
Advise Control Nation Crackdown Increase Unrest Inspire Public Campaign Stabilize Nation Turn Councilor |
Evangelists are public figures whose influence is built around promoting an ideology to a sometimes fanatical cadre of followers.
|
Executive |
1-7 |
0-4 |
0-2 |
3-5 |
4-6 |
0-3 |
2-4 |
0-17 |
Advise Control Nation Control Space Asset Crackdown Defend Interests Hostile Takeover Purge |
Executives are senior leaders in government and business who may not have a high public profile but are good at getting things done.
|
Fixer |
2-4 |
2-6 |
4-6 |
0-1 |
0-1 |
0-1 |
0-4 |
0-16 |
Assassinate Defend Interests Extract Councilor Increase Unrest Investigate Alien Activity Investigate Councilor Protect Target Purge Sabotage Facilities Sabotage Project Stabilize Nation Steal Project Surveil Location |
Fixers are troubleshooters and generalists who can solve an array of problems ... quietly.
|
Hacker |
0-4 |
4-6 |
4-6 |
0-1 |
0-3 |
0-3 |
1-3 |
0-16 |
Crackdown Increase Unrest Investigate Councilor Public Campaign Sabotage Hab Module Sabotage Project Steal Project Surveil Location |
Hackers are experts in extracting information from computer networks and promoting agendas at important nodes.
|
Inspector |
2-4 |
4-6 |
0-4 |
3-5 |
3-5 |
0-2 |
3-5 |
0-16 |
Advise Assault Enemy Space Asset Control Nation Crackdown Defend Interests Detain Councilor Extract Councilor Investigate Alien Activity Investigate Councilor Protect Target Purge Stabilize Nation Surveil Location |
An Inspector is a senior police official charged with protecting the public.
|
Investigator |
1-3 |
7 |
3-5 |
0-1 |
0-3 |
0-2 |
2-4 |
0-17 |
Crackdown Detain Councilor Investigate Alien Activity Investigate Councilor Purge Surveil Location |
Investigators gather scattered bits of information and piece together the truth, usually for a private audience.
|
Journalist |
4-8 |
6 |
1-5 |
0 |
0-2 |
0-3 |
0-1 |
0-17 |
Crackdown Increase Unrest Inspire Investigate Alien Activity Investigate Councilor Public Campaign Stabilize Nation Steal Project Surveil Location Turn Councilor |
Journalists uncover hidden information and deliver it to the public, sometimes challenging powerful interests.
|
Judge |
3-7 |
4-6 |
0-3 |
0-2 |
1-5 |
0-1 |
2-4 |
0-17 |
Advise Control Nation Control Space Asset Crackdown Defend Interests Detain Councilor Investigate Alien Activity Investigate Councilor Purge Stabilize Nation |
A judge is a government official with the power to interpret law and order the arrest of powerful people.
|
Kingpin |
3-5 |
0-4 |
3-5 |
3-5 |
4-6 |
0 |
2-6 |
0-17 |
Assassinate Assault Enemy Space Asset Control Nation Coup d'Etat Defend Interests Detain Councilor Extract Councilor Hostile Takeover Increase Unrest Protect Target Purge Sabotage Facilities Sabotage Hab Module Steal Project Surveil Location |
A mastermind of executing operations of questionable legality.
|
Officer |
2-6 |
0-3 |
2-4 |
6-8 |
2-6 |
0-2 |
4-6 |
0-18 |
Advise Assault Alien Asset Assault Enemy Space Asset Control Nation Coup d'Etat Defend Interests Detain Councilor Extract Councilor Inspire Investigate Alien Activity Protect Target Stabilize Nation Surveil Location |
Officers are senior commanders and experts in military affairs.
|
Operative |
1-3 |
2-4 |
6 |
3-5 |
0-1 |
0-1 |
3-5 |
0-16 |
Advise Assassinate Assault Alien Asset Assault Enemy Space Asset Coup d'Etat Crackdown Detain Councilor Extract Councilor Increase Unrest Investigate Alien Activity Investigate Councilor Protect Target Purge Sabotage Facilities Sabotage Hab Module Sabotage Project Stabilize Nation Steal Project Surveil Location |
Operatives are trained experts in both espionage and small-scale violent action.
|
Politician |
4-8 |
1-5 |
0-4 |
0-3 |
2-6 |
0-1 |
2-4 |
0-14 |
Advise Control Nation Control Space Asset Coup d'Etat Crackdown Defend Interests Public Campaign Purge |
A politician is a senior government official who ostensibly represents the public interest.
|
Professor |
1-7 |
4-6 |
0-4 |
0-4 |
2-4 |
4-6 |
0-1 |
0-17 |
Advise Control Nation Inspire Investigate Alien Activity Surveil Location Turn Councilor |
An academic who has developed expertise in important matters and conveys it to an audience.
|
Rebel |
2-6 |
0-4 |
3-7 |
5-7 |
0-2 |
0 |
2-6 |
0-16 |
Assassinate Assault Alien Asset Assault Enemy Space Asset Coup d'Etat Extract Councilor Increase Unrest Investigate Alien Activity Protect Target Purge Sabotage Facilities Sabotage Hab Module Sabotage Project Surveil Location Turn Councilor |
A Rebel is willing and able to take violent action against the powers that be.
|
Scientist |
2-4 |
2-6 |
0-2 |
0 |
1-5 |
7 |
1-3 |
0-16 |
Advise Control Nation Control Space Asset Investigate Alien Activity Sabotage Project Steal Project |
Scientists organize and lead research efforts to uncover some new understanding of how the world works.
|
Spy |
2-6 |
4-6 |
6 |
1-3 |
0-2 |
0-1 |
3-5 |
0-16 |
Assassinate Control Space Asset Coup d'Etat Crackdown Extract Councilor Increase Unrest Investigate Alien Activity Investigate Councilor Public Campaign Purge Sabotage Facilities Sabotage Hab Module Sabotage Project Steal Project Surveil Location Turn Councilor |
Spies are trained to gather information by a variety of covert means.
|
Tech Mongul |
2-6 |
0-4 |
0-3 |
0-2 |
2-6 |
4-6 |
2-4 |
0-17 |
Advise Control Nation Control Space Asset Hostile Takeover Public Campaign Steal Project Surveil Location |
Tech Moguls are entrepreneurial visionaries who have turned inventions into a successful business.
|
Tycoon |
0-5 |
0-3 |
0-3 |
1-5 |
7 |
0-4 |
1-5 |
0-16 |
Control Nation Defend Interests Hostile Takeover Purge |
Tycoons are owners of older industries or come from inherited wealth.
|
Alien |
2-12 |
0-5 |
5-15 |
0-10 |
0-8 |
0-8 |
7-13 |
25 |
Advise Assassinate Coup d'Etat Increase Unrest Protect Target Sabotage Project Stabilize Nation Surveil Location Turn Councilor |
The mysterious Hydra operatives reveal little about their capabilities or purpose.
|
Councilor Characteristics and Stats
Councilors have Attributes, Traits, Incomes and Orgs.
Attributes
Many of councilors' Attributes determine how good they are at Missions. The eight Attributes councilors have are:
- Persuasion
- Investigation
- Espionage
- Command
- Administration
- Science
- Security
- Loyalty
The first four are typically used in Missions – Control Nation, for example, uses Persuasion, while Assassinate Councilor uses Espionage and Assault Alien Asset uses Command.
Persuasion, Command, Administration and Science grant bonuses to your councilor’s influence, ops, money, and research incomes.
Administration also sets how many Orgs you can control. Security and Loyalty are defensive stats.
Traits
Traits are characteristics of the councilor that provide conditional bonuses to Missions, Incomes, and occasionally penalties and restrictions to the councilor’s Missions and movements. The Demagogue trait, for example, grants an Influence Income, plus bonus persuasion in nations with low education, but penalizes persuasion in high-education nations.
Orgs
Organizations, or Orgs, are essentially your councilors’ gear. These are government agencies, NGOs, criminal organizations, and private companies under a given councilor’s control. These are acquired with money, influence and rarely ops (typically for criminal cartels). They provide stat bonuses, incomes, missions, bonuses to research, and bonuses to certain priorities for nations under your control. The U.S. Air Force Research Laboratory, for example, grants a bonus to faction research, a bonus to the science stat for the individual councilor, and helps your nations develop their military and spaceflight programs more quickly.
Orgs can be transferred between councilors and sometimes stolen by other factions via the Hostile Takeover mission.
Councilors gain experience from successful missions, which can be spent on improving the councilor by improving their attributes, adding missions, or adding or removing certain traits.
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