<i>This section discusses the game mechanics for councilor professions. For a list of all councilor professions in Terra Invicta, as well as their stats, see [[Profession List]] instead.</i>
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 alien councilors.
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 alien councilors.
Note: The two councilors that each faction begins the campaign with have their base stats modified. See [[Councilors#Average_Newly_Generated_Councilors]] for details.
The two councilors that each faction begins the campaign with have their base stats modified, possibly beyond the bounds of their profession. See [[Councilors#Average_Newly_Generated_Councilors]] for details.
| Evangelist || Min: 7<br>Avg: 7.5<br>Max: 8 || Min: 1<br>Avg: 1.5<br>Max: 2 || Min: 0<br>Avg: 0.5<br>Max: 1 || Min: 1<br>Avg: 2.5<br>Max: 4 || Min: 3<br>Avg: 4<br>Max: 5 || Min: 0<br>Avg: 0<br>Max: 0 || Min: 2<br>Avg: 3<br>Max: 4 || Min: 6<br>Avg: 11<br>Max: 16 || [[File:ICO_gaininfluence_on.png|20px]] [[Control Nation]]<br>[[File:ICO_propaganda_on.png|20px]] [[Public Campaign]]<br>[[File:ICO_crackdown_on.png|20px]] [[Crackdown]]<br>[[File:ICO_inspire_on.png|20px]] [[Inspire]]<br>[[File:ICO_turn_on.png|20px]] [[Turn Councilor]]<br>[[File:ICO_unrest_on.png|20px]] [[Increase Unrest]]<br>[[File:ICO_stabilize_on.png|20px]] [[Stabilize Nation]]<br>[[File:ICO_advise_on.png|20px]] [[Advise]] || Evangelists are public figures whose influence is built around promoting an ideology to a sometimes fanatical cadre of followers.
|-
| Executive || Min: 4<br>Avg: 5.5<br>Max: 7 || Min: 2<br>Avg: 3<br>Max: 4 || Min: 0<br>Avg: 1<br>Max: 2 || Min: 4<br>Avg: 4.5<br>Max: 5 || Min: 5<br>Avg: 5.5<br>Max: 6 || Min: 0<br>Avg: 1.5<br>Max: 3 || Min: 2<br>Avg: 3<br>Max: 4 || Min: 5<br>Avg: 11<br>Max: 17 || [[File:ICO_gaininfluence_on.png|20px]] [[Control Nation]]<br>[[File:ICO_purge_on.png|20px]] [[Purge]]<br>[[File:ICO_crackdown_on.png|20px]] [[Crackdown]]<br>[[File:ICO_defendinterest_on.png|20px]] [[Defend Interests]]<br>[[File:ICO_controlspaceasset_on.png|20px]] [[Control Space Asset]]<br>[[File:ICO_hostiletakeover_on.png|20px]] [[Hostile Takeover]]<br>[[File:ICO_advise_on.png|20px]] [[Advise]] || Executives are senior leaders in government and business who may not have a high public profile but are good at getting things done.
A faction can have affinity or anti-affinity for a councilor profession. A councilor normally costs 60 influence to hire, but costs only 30 if the faction has an affinity for it. An anti-affinity makes the cost 120 instead.
A faction can have affinity or anti-affinity for a councilor profession. A councilor normally costs 60 influence to hire, but costs only 30 if the faction has an affinity for it. An anti-affinity makes the cost 120 instead.
Whenever a new councilor would be generated during the monthly refresh, if the faction cannot afford to hire any of the current recruits and there are less than two recruits whose professions match the faction's affinities, then the new councilor's profession is set to match the faction's affinities.
Whenever a new councilor would be generated during the monthly refresh, if the faction cannot afford to hire any of the current recruits and there are less than two recruits whose professions match the faction's affinities, then the new councilor's profession is set to match the faction's affinities.
| Politician || || || || <span style="color:green;"> Good </span> || <span style="color:green;"> Good </span> || <span style="color:green;"> Good </span> ||
|-
| Professor || <span style="color:red;"> Bad </span> || || || <span style="color:red;"> Bad </span> || <span style="color:green;"> Good </span> || <span style="color:green;"> Good </span> ||
|-
| Rebel || <span style="color:green;"> Good </span> || || || || <span style="color:red;"> Bad </span> || <span style="color:red;"> Bad </span> || <span style="color:green;"> Good </span>
|-
| Scientist || || <span style="color:green;"> Good </span> || <span style="color:green;"> Good </span> || || <span style="color:green;"> Good </span> || || <span style="color:red;"> Bad </span>
| Tech Mogul || || || <span style="color:green;"> Good </span> || <span style="color:green;"> Good </span> || || || <span style="color:green;"> Good </span>
|-
| Tycoon || || || <span style="color:green;"> Good </span> || <span style="color:green;"> Good </span> || || <span style="color:green;"> Good </span> ||
|}
== Attributes ==
== Attributes ==
Revision as of 04:36, 21 June 2025
Council view
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 potential recruits to choose from. You can also turn councilors from other factions to work for you.
The name and appearance of recruited councilors can be changed at any time.
On the 1st of each month, just after missions are assigned, each faction refreshes their own private recruiting candidate pool. Each refresh works as follows:
Each councilor currently in the recruit list has an age × 1% chance to be removed from the recruit list.
The recruit list's desired size is randomized to be between 6 and 9.
Repeatedly add councilors until the recruit list size is at least the desired size, where the added councilors are chosen as follows:
If there are any pregen councilors that have never appeared in anyone's recruit list and a 15% chance roll succeeds, then one of them is randomly chosen.
Otherwise, generate a random new councilor.
Whenever a random new councilor is generated, if the faction cannot afford to hire any of the recruitable councilors and there are less than two recruitable councilors whose professions match the faction's affinities, then the random new councilor's profession is forced to match the faction's affinities.
Profession
This section discusses the game mechanics for councilor professions. For a list of all councilor professions in Terra Invicta, as well as their stats, see Profession List instead.
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 alien councilors.
The two councilors that each faction begins the campaign with have their base stats modified, possibly beyond the bounds of their profession. See Councilors#Average_Newly_Generated_Councilors for details.
A faction can have affinity or anti-affinity for a councilor profession. A councilor normally costs 60 influence to hire, but costs only 30 if the faction has an affinity for it. An anti-affinity makes the cost 120 instead.
Whenever a new councilor would be generated during the monthly refresh, if the faction cannot afford to hire any of the current recruits and there are less than two recruits whose professions match the faction's affinities, then the new councilor's profession is set to match the faction's affinities.
Attributes
A councilor has eight attributes. They determine success chances on missions or offer bonuses to incomes.
Attribute
Effects
Description
Persuasion
+1% Influence Generation per Persuasion point
+1 Control point maximum per Persuasion point
Increases the success chance of Control Nation missions
Increases the success chance of Control Space Asset missions
Increases the success chance of Inspire missions
Increases the success chance of Public Campaign missions
Increases the success chance of Turn Councilor missions
Persuasion is the ability to shape the opinions of others to your own.
Investigation
Increases the chance to spot other factions' councilors
Increases the chance to realize you have been spotted by other factions
Increases the success chance of Crackdown missions
Increases the success chance of Detain Councilor missions
Increases the success chance of Investigate Councilor missions
Investigation is the councilor's ability to discover information someone would prefer to keep hidden.
Espionage
Increases the chance to avoid being spotted by other factions
Increases the chance to avoid other factions' councilors realize they have been spotted
Increases the success chance of Assassinate missions
Increases the success chance of Purge missions
Increases the success chance of Sabotage Facilities missions
Increases the success chance of Sabotage Hab Module missions
Increases the success chance of Sabotage Project missions
Increases the success chance of Steal Project missions
Decreases the success chance of enemy Investigate Councilor missions
Espionage is the ability to move in secret and conduct covert operations.
Command
+1% Ops Generation per Command point
+1 Control point maximum per Command point
Increases the success chance of Assault Alien Asset missions
Increases the success chance of Assault Enemy Space Asset missions
Increases the success chance of Coup d'Etat missions
Increases the success chance of Extract Councilor missions
Increases the success chance of Increase Unrest missions
Increases the success chance of Stabilize Nation missions
Decreases the success chance of enemy Assault Enemy Space Asset missions
Decreases the success chance of enemy Coup d'Etat missions
Decreases the success chance of enemy Increase Unrest missions
Command represents this councilor's ability to organize and lead combat operations.
Administration
+1 Control point maximum per Administration point
+1 Councilor Org Capacity per Administration point
+1% Money Generation per Administration point
Increases the success chance of Hostile Takeover missions
Decreases the success chance of enemy Crackdown missions
Decreases the success chance of enemy Hostile Takeover missions
Decreases the success chance of enemy Purge missions
Administration is the ability to manage large organizations.
Science
+1% Research Generation per Science point
+0.2% Project Unlock chance per Science point
+0.2% Monthly Project Availability chance per Science point
Decreases the success chance of enemy Enthrall missions
Used in certain events (sum of all councilors science)
Science is the ability to investigate and analyze phenomena to derive new understandings of the universe and those who inhabit it.
Security
Decreases the success chance of enemy Assassinate missions
Decreases the success chance of enemy Control Space Asset missions
Decreases the success chance of enemy Detain Councilor missions
Decreases the success chance of enemy Extract Councilor missions
Decreases the success chance of enemy Investigate Councilor missions
Decreases the success chance of enemy Sabotage Facilities missions
Decreases the success chance of enemy Sabotage Hab Module missions
Decreases the success chance of enemy Sabotage Project missions
Decreases the success chance of enemy Steal Project missions
Decreases the success chance of enemy Turn Councilor missions
Security is this councilor's ability to survive violence.
Loyalty
Decreases the success chance of enemy Control Space Asset missions
Decreases the success chance of enemy Turn Councilor missions
Requires Investigate Councilor missions to know if the value changes
The Loyalty attribute determines how likely councilors are to betray their faction to another.
Natural Death
There is a treshold age at which a councilor may die of old age. This age is 65 for male councilor and 71 for female councilor. It can be increased further by tech:
The probability to die per year start at 1.6%, rises at 3.1% after 10 years above the treshold, 7.6% after 20 years, and 18.1% after 30 years. Therefore the average lifespan of a councilor is around 20 years above the treshold.
Detection
A councilor being detected and aware of that.
Whenever a councilor completes a mission (whether successful or failed, but not aborted), the game checks whether each of the other factions detected the councilor doing the mission. If the councilor is not on earth and the other faction has no councilors on the same hab, then the detection chance is zero.
Otherwise, the chance is calculated in the same way as a councilor mission, with a bunch of attack and defense modifiers pitting the councilors abilities at hiding themselves against the faction's abilities to discover councilors.
The defense modifiers used by a councilor to avoid detection.
Category
Conditions
Strength
Councilor Attributes and Traits
None
Espionage + Trait Modifier to Espionage when being detected
Councilor detectedCouncilor identified (The Initiative)
A detection normal success will give 10% intel, which typically reveals the location but not the faction of the councilor, marking councilor with a gray icon. This will allow the Investigate Councilor mission to target them.
A detection critical success will give 25% intel, which typically reveals the faction of the councilor and allows all missions to target the councilor, marking councilor with a faction-colored icon.
Detection awareness
Whenever a councilor's mission is detected by another faction, there is a chance that the councilor will learn that they were detected. The chance is also calculated in the same way as a councilor mission, but the attack and defense modifiers are much simpler:
The only Attack modifier is the detected councilors Investigation attribute.
The only Defense modifier is the sum of the Espionage attributes of the detecting faction's councilors, divided by 6. (But detained councilors are excluded.)
If the player faction discovers a councilor has been detected they'll see the pawn notification icon on left edge on screen in color of their faction.
All councilors keep track of all factions they are aware have spotted them. Player has this information about turned councilors as well. It is visible on councilor's face image - as highlighted on the picture here. This information however does not tell you when they were last spotted by the faction.
Go To Ground mission will erase this information. Even though it is not guaranteed that other factions will lose all intel on the councilor. However - it is still possible to be spotted on the Go To Ground mission - it's just unlikely with mission noise caused being negative 8.
Alien Detection Restrictions
SPOILERS INSIDE!
At the start of the game, an alien councilor can only be detected when it is performing a Terrorize mission. Furthermore, this only reveals the region that the mission was performed in and places an Alien Activity site in it for factions to investigate. The alien councilor itself is not revealed and cannot be targeted.
The following actions must be taken to allow better detection:
Research Alien Operations: Allows the detection of all missions performed by alien councilors.
Research Alien Movements: Actually reveals the alien councilor when its mission is detected.
Intel on target
Each faction's intel on each target is rated on a scale from 0% to 100%. For councilors, the amount of intel a faction has on them determines what the details faction can see:
Intel Level
Details Visible
<10%
Nothing (but the fact that they exist may be revealed if you have intel on their faction).
>=10%
The councilor's location is revealed.
>=25%
The councilor's faction, identity, and class are revealed.
>=50%
The councilor's stats, orgs, and available missions are revealed.
>=75%
The councilor's current mission assignment is revealed.
100%
The councilor's loyalty is revealed, as well as which faction has turned them, if any.
The intel level that a faction has on a councilor is mainly affects the missions that can be done to that councilor:
Natural Decay when Councilor is not Targeted by Faction for a turn
Councilor is Alien
Set to 0%
(100% - Intel on Councilor / 2) Chance
Set to 0%
None
25% or 50% (equal chance)
Turn councilor
Turned councilor
Councilors with 100% intel on them can become this faction's spies via Turn councilor action. Each faction can have no more than 2 spies in other factions.
Turned councilors provide full vision of their faction, and share all intel that faction has. This includes the 75% baseline intel that the faction has on their councilors, as well as all prospecting data they have on the solar system. Having a turned councilor in The Servants can be especially helpful, since The Servants often have much more intel on alien assets such as Xenoflora.
Turn councilors can be forced to increase failure chance on their missions. Other factions are programmed to track councilors suspected to be traitors and deal with them (their suspicion about advisers is stored in internalCouncilorSuspicion variable).
Hydra councilors can never be turned.
Dealing with spies
Investigate councilor may reveal whether investigated adviser is turned or not.
Inspire will make target councilor cut their contacts with faction that turned them. This will not reveal whether this councilor was a spy or not.
Firing suspected councilor or sending them on suicide mission is also a valid option.
Stealing councilors
It's possible to steal turned councilors from other factions. To do that, open their profile in council interface and press resign. This will add them to your private councilor recruit pool, allowing you to hire them.
Traits are innate characteristics of a councilor. They may grant permanent or conditioned stat bonuses or maluses, incomes, or access to certain orgs.
Some traits may be purchased, upgraded or removed by spending XP:
Purchase Costs are doubled if the councilor's profession normally does not allow them to acquire the trait.
Traits that say they are upgraded from another trait cannot be purchased directly: instead, the councilor already possess the other trait, and then paying the costs will swap out that trait for the target trait.
Costs are displayed as negative if the trait can be removed, not purchased.
Traits in each group are mutually exclusive with other members in the same group: no councilor may have more than one trait from the same group at the same time.
Note: Section work in progress... Group names are not official, the game just assigned them to groups and I gave them the best name I could think of... feel free to replace with better names!
Wealth Group Traits
Name
Description
Cost
Upgrades From
Detection Bonus(es)
Income
Stat Bonus(es)
Affluent
Makes a good living.
10 XP
1
Prosperous
Well-off and able to contribute meaningful funds to the cause.
20 XP
Affluent
3
Wealthy
Has access to a hefty bank account.
40 XP
Prosperous
5
Rich
Has vast sums to call on, but disliked in egalitarian nations.
Will strike back if attacked. Enemy critical failures on Detain or Assassinate missions against this councilor will result in a human attacker's death if the attacker is not protected.
20 XP
1
2
Apocalyptic
Believes the end of humanity is nigh and wishes others to do so.
1 if Any Nukes Have Fired
Cynic
Difficult to fool, but expresses little hope for humanity's future.
Ethical and Pacifist traits also cause the councilor to lose 1 and 2 whenever the faction commits an Atrocity. But this loyalty loss can be fixed with Inspire missions.
Faces imprisonment or execution in rivals of his or her home nation.
-20 XP -100 -20
Rivals of Home Nation
Awareness
Particularly skilled at detecting other councilors.
1
Addict
Addicted to an illicit substance and willing to go to any length to acquire it.
-40 XP
-1
-1
-2
-4 if Money<=0
Veteran
A former member of his or her home nation's armed forces.
2%
1
1
Indulgent
Spends lots of money on personal gratification.
-20 XP
-2
-4 if Money<=0
Survivor
Very hard to kill in nuclear war or other mass casualty events.
10 XP
1
Loyalty Monitor
Implant that reports a councilor's emotional responses to events, and assists us in taking drastic action should they betray us. They will not like wearing these.
500
Cybernetic Implants
-5
Set Apparent to
Forebrain Stimulator
Taps the brain's reward system, at the expense of some complex thinking.
Demanding, Insecure, Anxious, Loss Averse, and Family Ties traits also cause the councilor to lose under certain conditions. But this loyalty loss can be fixed with Inspire missions.
Special Traits
These traits are impossible for councilors to get normally. Instead, these traits can appear when the following actions are done:
SPOILERS INSIDE!
Vengeful: Attempt to Assassinate one of your own councilors after discovering that they are a mole.
Declining: Have a really old councilor without researching enough lifespan extension.
Second Wave: Get rid of any of the first wave of alien councilors.
Marked: Attempt to Assassinate a councilor that has the Untouchable or Prominent trait.
Finally, the Prominent trait is actually not a councilor trait at all. It is instead a trait given by equipping certain orgs.
Average Newly Generated Councilors
By combining the trait chances for each profession as well as their random stat ranges, we can compute the following:
Profession
Average Initial Stat Values
Total Except
Activist
7.47
0.50
4.12
4.59
0.68
0.55
0.44
11.99
8.65
18.35
Astronaut
4.36
6.65
1.60
2.53
4.89
5.70
5.24
11.14
15.90
30.97
Attorney
6.47
1.58
2.25
6.52
4.57
1.00
3.58
11.34
12.63
25.98
Celebrity
8.34
0.55
0.57
2.18
4.24
0.50
5.15
10.16
13.13
21.53
Commando
0.96
5.57
5.14
3.62
1.19
0.50
9.07
11.00
7.72
26.05
Diplomat
6.07
2.61
5.23
4.15
5.47
0.65
4.85
10.82
14.15
29.03
Engineer
3.97
1.58
1.75
5.02
5.07
7.48
2.58
11.34
10.63
27.47
Evangelist
8.14
2.63
0.55
1.67
4.18
0.00
3.99
12.61
14.95
21.16
Executive
5.54
4.94
1.12
3.09
6.66
1.62
3.16
11.08
17.15
26.14
Fixer
2.35
0.46
5.86
5.30
0.44
0.56
3.95
9.95
3.25
18.92
Hacker
2.52
0.47
6.70
4.98
1.83
5.10
3.41
10.09
4.83
25.02
Inspector
3.41
4.71
3.59
6.28
4.89
1.04
5.82
11.24
13.01
29.74
Investigator
2.13
0.68
5.46
8.48
2.28
1.03
5.43
11.11
5.09
25.49
Journalist
7.12
0.04
4.48
6.93
1.06
1.60
1.12
10.80
8.22
22.35
Judge
6.10
1.80
2.27
5.65
4.60
0.54
4.02
11.20
12.51
24.99
Kingpin
3.79
4.75
5.63
4.35
5.89
0.00
8.51
8.93
14.43
32.91
Officer
5.01
7.63
2.60
2.15
5.27
1.00
7.42
12.07
17.91
31.08
Operative
2.41
4.63
6.33
3.90
0.68
0.50
6.61
10.99
7.73
25.06
Politician
7.08
2.21
2.70
4.47
5.54
0.55
4.39
7.62
14.83
26.95
Professor
5.38
-0.53
2.97
5.68
2.52
5.85
1.11
11.11
7.37
22.98
Rebel
5.20
6.62
6.26
3.28
1.66
0.00
6.70
9.94
13.48
29.72
Scientist
3.08
-0.36
1.55
5.04
4.12
7.73
2.26
11.18
6.84
23.42
Spy
5.08
2.59
7.58
6.68
1.31
0.50
6.41
10.08
8.98
30.15
TechMogul
5.17
2.00
2.13
3.12
6.29
5.92
3.55
11.16
13.46
28.18
Tycoon
3.52
4.54
2.22
2.12
8.08
2.55
4.27
10.16
16.13
27.30
The two initial councilors that a faction can begin with have additional bonuses applied to them:
All traits that give the councilor movement restrictions are removed.
If the councilor has only one keyStat, then that stat is set to 8.
Otherwise, the primary keyStat is set to 7, while the secondary keyStat is set to 6.
Profession
Average Initial Stat Values for Campaign Start Councilors
Total Except
Activist
7.51
6.00
4.12
4.55
0.68
0.55
0.28
11.99
14.19
23.69
Astronaut
4.36
7.15
1.60
2.53
4.89
6.20
5.24
11.14
16.40
31.97
Attorney
5.97
1.58
2.25
7.02
4.57
1.00
3.48
11.34
12.13
25.88
Celebrity
7.90
0.55
0.57
2.12
4.24
0.50
7.46
10.16
12.69
23.34
Commando
0.98
7.07
5.14
3.60
1.19
0.50
9.04
11.00
9.24
27.52
Diplomat
7.09
2.61
5.23
4.13
6.47
0.65
4.72
10.82
16.17
30.90
Engineer
3.97
1.58
1.75
5.02
6.07
7.98
2.48
11.34
11.63
28.87
Evangelist
8.70
2.63
0.55
1.61
4.18
0.00
3.80
12.61
15.51
21.47
Executive
5.58
6.44
1.12
3.05
8.16
1.62
3.00
11.08
20.19
28.98
Fixer
2.37
0.46
7.36
6.28
0.44
0.56
3.82
9.95
3.27
21.29
Hacker
2.58
0.47
8.20
4.92
1.83
6.10
3.22
10.09
4.89
27.33
Inspector
3.47
6.21
3.59
7.72
4.89
1.04
5.63
11.24
14.57
32.55
Investigator
2.33
0.68
6.96
8.28
2.28
1.03
5.03
11.11
5.29
26.59
Journalist
7.18
0.04
4.48
6.87
1.06
1.60
1.03
10.80
8.28
22.26
Judge
6.12
1.80
2.27
7.13
6.60
0.54
3.89
11.20
14.53
28.36
Kingpin
4.58
4.75
7.13
3.55
7.39
0.00
7.24
8.93
16.72
34.64
Officer
5.03
7.13
2.60
2.13
6.27
1.00
7.29
12.07
18.43
31.45
Operative
2.47
6.13
7.33
3.84
0.68
0.50
6.52
10.99
9.29
27.47
Politician
6.18
2.21
2.70
4.37
7.54
0.55
4.14
7.62
15.93
27.70
Professor
5.90
-0.53
2.97
5.66
2.52
7.35
0.98
11.11
7.89
24.85
Rebel
5.30
7.12
6.26
3.18
1.66
0.00
6.55
9.94
14.08
30.07
Scientist
3.10
-0.36
1.55
6.02
4.12
7.73
2.13
11.18
6.86
24.29
Spy
5.68
2.59
8.58
6.58
1.31
0.50
6.26
10.08
9.58
31.50
TechMogul
5.19
2.00
2.13
3.10
8.29
6.42
3.42
11.16
15.48
30.55
Tycoon
3.56
4.54
2.22
2.08
8.08
2.55
6.11
10.16
16.17
29.14
Other Notable Values
Profession
Average Influence Income
Trait Chance
Martyr
Survivor
Gov
Crim
Scientist
Activist
6.38
20%
1%
5%
10%
0%
0%
0%
1%
2%
0%
0%
Astronaut
7.34
1%
10%
100%
0%
20%
5%
30%
5%
0%
20%
5%
Attorney
3.79
0%
2%
5%
2%
0%
0%
0%
0%
0%
0%
0%
Celebrity
10.82
5%
0%
1%
5%
0%
0%
0%
0%
0%
0%
0%
Commando
0.02
0%
80%
50%
0%
0%
0%
0%
0%
0%
0%
0%
Diplomat
3.73
0%
1%
100%
0%
0%
0%
0%
0%
0%
0%
0%
Engineer
2.82
0%
2%
10%
0%
0%
0%
0%
0%
0%
0%
0%
Evangelist
7.17
25%
0%
0%
1%
0%
0%
0%
0%
0%
0%
0%
Executive
5.72
0%
0%
10%
0%
0%
0%
0%
0%
0%
0%
0%
Fixer
0.62
0%
50%
10%
10%
0%
0%
0%
0%
0%
0%
0%
Hacker
1.12
0%
5%
5%
25%
0%
0%
0%
0%
0%
0%
50%
Inspector
3.09
0%
3%
75%
0%
0%
0%
0%
0%
0%
0%
0%
Investigator
2.65
0%
10%
75%
0%
0%
0%
0%
0%
0%
0%
0%
Journalist
5.31
3%
2%
5%
5%
0%
0%
0%
0%
0%
0%
0%
Judge
3.58
5%
1%
100%
0%
0%
0%
0%
0%
0%
0%
0%
Kingpin
3.82
3%
20%
0%
100%
0%
0%
0%
0%
0%
0%
0%
Officer
1.95
2%
50%
100%
0%
0%
0%
0%
3%
0%
10%
0%
Operative
1.46
0%
50%
50%
1%
0%
0%
0%
0%
0%
0%
0%
Politician
5.69
4%
0%
100%
0%
0%
0%
0%
0%
0%
0%
0%
Professor
3.43
3%
0%
1%
0%
10%
10%
10%
10%
20%
10%
10%
Rebel
3.87
20%
70%
0%
20%
0%
0%
0%
0%
0%
0%
0%
Scientist
2.76
0%
3%
5%
0%
15%
15%
15%
15%
15%
10%
15%
Spy
0.95
0%
10%
50%
1%
0%
0%
0%
0%
0%
0%
0%
TechMogul
8.17
1%
0%
0%
0%
5%
5%
0%
0%
5%
0%
25%
Tycoon
7.86
0%
0%
0%
1%
0%
0%
0%
0%
0%
0%
0%
Note: If a profession has a non-zero chance of getting the Government or Criminal Trait, they can use XP (and resources) to purchase that Trait. But only if they do not already possess a Trait from that group. The traits in that group are Government, Criminal, National Hero, Enemy of the State, and Pariah.