Colonist Farmer

Born under contract.

Born on a colony world under a corporate or Confederation settlement contract -- a Lao Agriculture agri-world, a mining belt, a second-expansion world where the family's land grant is the only thing between them and the recruiter. Schooled by the parent, by the colony schoolhouse, by the work. They leave by contract end, by land loss, by a bad harvest and a worse loan, or by the family's child volunteering for the Legion to climb out. The leash is the colony's contract holder; the debt is the land itself, the equipment, the bushel advance against next season.

Rules Reference

FieldValue
Archetype Combinations / AcademicAwkward fit. The schoolhouse is one room, two shifts.
Archetype Combinations / ChaplainWorkable fit. World-specific creeds are strong on the colony.
Archetype Combinations / FaceWorkable fit. The colony teaches haggling, not polish.
Archetype Combinations / OfficerAwkward fit. The colony has a sheriff; not an officer.
Archetype Combinations / OperativeAwkward fit. Colony training covers none of it.
Archetype Combinations / PsionAwkward fit. A psion on the colony is either local saint or marked for the chair.
Archetype Combinations / SawbonesWorkable fit. Colony medicine is field medicine.
Archetype Combinations / ScoutNatural fit. The farmer is the colony's scout by birth.
Archetype Combinations / SoldierGood fit. Colony defence militias train hard.
Background Trait / CauseBecause the colony's school is the work, and the work is the soil.
Background Trait / NameColony-Bred
Background Trait / TriggerPassive; environmental bonus and one structural provincial drawback.
Birthplacecolony-world
Pipelinecolonist-farmer
Starting Kadiss Tier1
Starting Rek350
Verse AnchorColonist Farmer

Notes

Background Trait / Effect: +4 bonus to Survival checks performed on agricultural, frontier, or low-tech colony environments. +2 bonus to Animal Handling checks. The character can identify, forage, and prepare edible wild and colony-crop foods (treat as one ration per day per successful Survival check). However, the character's social and procedural knowledge of Confederation Core-world bureaucracy is limited; any Bureaucracy, Persuasion, or Lore check performed inside a Core-world megacity or against a House representative is made at -2 (the colony trains for soil, not for suits).

Social Hook: The farmer knows how to read a sky, a soil test, and a loan officer. They can fix a tractor, butcher a herd, and survive a planetary night. They owe the colony contract one more season and the family the land. Out past the buffer gate they are simple, and the Core counts simple as cheap.

Starting Gear: Colony ID card (Confed-registered, agro-world or mining-belt marker), Work clothes (durable, weather-rated, two sets), Multitool (field-grade, agricultural and mechanical), Sidearm or hunting rifle (colony legal, often passed down), Two reloads, Rek chip with starting balance of 350, Three days' field rations (colony pressed), A family heirloom (a knife, a print, a piece of jewellery; -1 Disadvantage to Persuasion by any family member or family-contact who recognises it), A sealed letter of introduction (one colony contact in the nearest system port; one favour per story)

Trained Skills

SkillRanksNote
Athletics1Farm work is full-body work.
Survival3Colony biomes do not forgive ignorance.
SKILL-CRAFT2Field equipment, hydroponics, basic machine repair.