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RTT Activist
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===Events=== * 2) Disaster! Roll on the Mishap table, but you are not ejected from this career. * 3) The Revolution finally arrives! Gain either Advocate 1, Persuade 1, Streetwise 1, or Tactics (emergency or military) 1. Throw whichever skill you choose 8+. If you succeed, you come out on the winning side; you gain one Social Standing and an extra Benefit roll, but you must retire from this career. If you fail, you suffer a -2 DM on your next Survival roll. * 4) You receive advanced training in a specialist field. Throw Education 10+ to gain any one skill of your choice at level 1. * 5) A wealthy donor is swayed to the cause. Gain a +1 DM on one Benefit roll. * 6) You take a speaking tour. Gain one of Carouse 1, Diplomat 1, Languages (any) 1, or Persuade 1. * 7) Life Event. Roll on the Life Events table (page 34). * 8) Your cell does something particularly newsworthy. Gain a +2 DM on your next Advancement check. * 9) You establish a network of contacts. Gain 1d3 Contacts. * 10) The authorities pressure you to become an informer. If you refuse, take the authorities as an Enemy (they know where you live). If you cooperate, gain Deception 1. From now on, you have a +1 DM to ''all'' new Benefit rolls from this career, but you must also make ''two'' Survival rolls each term. If you fail any survival roll, you gain an additional Enemy in your former comrades. * 11) A senior activist takes you as his disciple. Gain an Ally, and your choice of Leadership 1, or a +4 DM to your next Advancement roll, thanks to his aid. * 12) Your zeal is noted by your fellows. You are automatically promoted.
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