[ ] You were elected to the House of Voices.
The House of Voices may not appoint the Consulate, but they control its purse strings. Elected representatives are a common compromise candidate for the institutes - perhaps because they value popular sovereignty and the democratic tradition, or perhaps because politicians can be bought and sold with money and favours outside the labyrinth of academic rivalries and institutional loyalties.
- Gain Elected Representative trait (+2 Diplomacy, +1 Martial).
- Relations bonus when dealing with the House of Voices.
- Subvote for party/bloc. Increased bonus for same party.
- Powerful representatives may call in favours.
- Mandate: Strengthen democratic - or at least electoral - oversight of the Institutes.
[ ] You were Chief of Medicine at a hospital in Toypurina.
While not the equal of the Spheres' or the Union-backed hospitals of Pluto, Quaoar's healthcare system is robust and reliable, compensating for its relative lack of resources through expertise and education. It's not unprecedented for doctors to be named to the Consulate, but usually in a dedicated role - placing you in charge of
all research was a classical example of a compromise where everyone leaves equally disappointed. While there's a real need to focus on medical research, the Institutes aren't subtle about how they expect that need to keep you occupied and away from
their work.
- Gain Hospital Administrator trait (+2 Diplomacy, +1 Stewardship).
- Relatively protected from internal factionalism - nobody wants to make an enemy of the doctors.
- Large bonus to Medical research, smaller bonus to Biology and Environmental research.
- The Institutes expect you to stay in your lane and not interfere with their business.
- Mandate: Improve healthcare infrastructure outside of major settlements.
[ ] You were a senior faculty member of a voting Institute.
The Institutes - the universities, private research firms, and publically-owned labs which first founded Quaoar - are the ones who select members of the Consulate. Their rivalries usually prevent them from electing any internal candidates - doubly so to your position, which has the most direct power over them - but sometimes a coalition lasts long enough to form a strong enough majority to actually elect a researcher, as they did with you. While you are of course expected to maintain a suitable level of impartiality... you're also very aware of who actually put you into the seat and how much it cost them.
- Gain Institute Researcher trait (+2 Diplomacy, +1 Intrigue).
- Subvote for specialisation and institution.
- Large bonus to research deals with your alma mater - but favour them too much and their rivals will begin moving against you.
- Mandate: Secure support and investment for the projects of your backers.
[ ] You were an architect at the Juvit Colony Yards.
Juvit Colony is the sole true orbital colony in the Quaoar Sphere, built at great expense by the Union at the height of its post-Colonial War generosity. Its primary industry is the maintenance of private spacecraft, but it also serves as the home port of the Union's flotilla; it's not the equal of the grand and infamous Boondoggle Cruiser Yards at Haumea, but it doesn't need to be; your job was to build science ships and mend some plates, not build a Home Fleet out of the Union's scraps.
- Gain Shipyard Engineer trait (+2 Martial, +1 Stewardship).
- Bonus to military infrastructure technologies.
- You know how to operate a stable suit - which probably transfers to these newfangled mobile suits?
- Bonus to construction efforts from knowing the right people for the job.
- Mandate: Develop an indigenous science ship class for research in the Rings and elsewhere.
[ ] You were a retired officer turned instructor at the Ti'at military academy.
Ti'at's military academy is not the equal of those on Jupiter, Mars, or Venus, let alone their combined efforts on the Spire, but when you retired from the VSHF, you were done being the tip of the spear. You had expected a comfortable career in history, writing your own memoirs of the Venusian revolt and angrily critiquing everyone else's, and for fifty years that's what you had - but your new home has come calling, and while they're asking you to learn and teach rather than lead and fight, you're still too much of a soldier to turn them down.
- Gain Military Theorist trait (+2 Martial, +1 Intrigue).
- Colonial War veteran - actual inner world military experience.
- Bonus to initial development of military doctrine.
- Political outsider on Quaoar but respected in the broader Union - even if you were only a major when you mustered out, there's not many old Colonial War hands left.
- Mandate: Develop a doctrine to counter mobile suit operations as used by Jupiter.
[ ] You were the mastermind of the expansion of José.
Quaoar's second-largest terrestrial settlement has undergone a dramatic transformation in the past years due to the discovery of exploitable deposits of heavy metals. Its expansion implemented a number of experimental construction methods, for which you were heavily criticised by the Institutes and the press right up until you succeeded. You declined a number of prestigious posts at various Institutes, and they seem to have decided if they can't have you (and brush away their past criticisms), they'll promote you instead - and now you need to prove your work at a much greater scale, competing not just with Quaoar's own workers but the whole Union standard.
- Gain Urban Planner trait (+2 Stewardship, +1 Diplomacy).
- Bonus to terrestrial infrastructure technologies.
- Institutes hate you for upstaging them from outside their system, but definitely can't say that out loud.
- Mandate: Develop new construction methods, and establish their superiority to existing Union standards.
[ ] You were an architect at the L3 minor colony cluster
Every core needs a periphery, and the designated boonies of the Quaoar Sphere are the so-called "minor colony clusters". While Juvit is the only "true" space colony in the Quaoar Sphere, the orbitals are home to many more small settlements, growing out of everything from Institute-sponsored orbital labs and Union-backed maintenance bays to one colony that occupies the prow of a shattered Old Earth cruiser that was gravitationally captured by Quaoar after a date with a Martian KKV over Tranquillitatis. The minor colonies are at best a footnote and at worst a punishment for most Institute engineers, but for you, they're home - and now you have a chance to actually help them.
- Gain Orbital Engineer trait (+2 Stewardship, +1 Martial).
- You know how to operate a stable suit, and in less than ideal environments - not unlike the first Titanite mobile suits.
- Bonus to orbital infrastructure technologies. Bonus to orbital workforce as you're willing to work with less formally credentialed staff.
- Penalty to Diplomacy or Stewardship checks to command or persuade the Institutes; they expect you to be an easily manipulated hick without a Proper Understanding of Politics.
- Mandate: Develop a refit standard for minor space colonies. Beat the Institutes to a mobile suit design.
[ ] You were a senior government administrator.
While the Voices shout and the Institutes bicker, the day-to-day work of Quaoar's government is done by a number of boring people in boring suits that the former two groups only think about when they need someone to present them with a report. You've served in most branches of the government, helping trim the bureaucratic kudzu that grows around any large institution, and put yourself forward as a politically neutral candidate for the Consular seat out of frustration with how much the Institutes' closely-guarded influence can throw a wrench into the works of proper governance.
- Gain Civil Servant trait (+2 Stewardship, +1 Intrigue).
- Bonus to administrative workforce as you know the right people to tap.
- Both the Institutes and the House of Voices fully expect you to just follow their lead and do what you're told.
- Bonus to Intrigue actions to keep the Institutes and House placated while you get the actual work done despite them.
- Mandate: Standardise a proper system to actually coordinate research, so the government can actually govern properly.
[ ] You were an educator on Galatea, before the Witnesses came.
Most of the Union views the Witnesses as the butt of a political joke. To the inner Spheres, they're proof that the outer Spheres are full of space-mad mystics, and to the outer Spheres, they're proof that
Neptune is - but when the ships from Neso came, you weren't laughing. As some of your students started to disappear, you organised the rest and chartered a ship to attend a conference in Protean orbit - only to adjust your course for a gravity assist around Neptune and into the Reaches. Quaoar wasn't your first choice of destination, but they're no friends of the Witnesses, and it's nice to be respected for your work again.
- Gain Refugee Leader trait (+2 Intrigue, +1 Diplomacy).
- Opinion bonus with Neptune refugees and other Outer Reaches worlds. Large opinion penalty with Neptune.
- Bonus workforce as you can more quickly integrate the Neptunian refugees.
- Cannot take Adaptive traits. Some people are too important to leave Neptune.
- Mandate: Integrate Neptunian knowledge into Quaoar tech base.
[ ] You were an analyst on an observation post with a good view of Titan.
The Union officially regulates the use of long-range imaging for surveillance as part of its policy of planetary independence. While Quaoar's private telescopes are nominally intended for scientific purposes, the Union can't go so far as to demand that you turn them off when another sphere passes through their arc - as Saturn did at the height of Titan's rebellion. Quaoar does not maintain intelligence officials on its stations, but if an astrophysicist happens to also minor in military strategy, they're not going to deny them a job either - and they could hardly stop you writing down your personal observations of debris from the Titan conflict and how it interferes with your study.
- Gain Intelligence Analyst trait (+2 Intrigue, +1 Martial).
- Saw - as much as you can see anything across interplanetary space - the Titan conflict unfold firsthand.
- Experience with observations of mobile suit combat beyond those released by official Union statements.
- Opinion penalty with the Union and Fleet, who don't like Quaoar operating private intelligence outposts.
- Mandate: Develop an offensive mobile suit doctrine in the style of Titan.
[ ] You were a journalist lauded for exposing corruption in the Consulate.
For all its infighting, Quaoar takes academic integrity seriously, and comes down hard on anyone caught cheating the system. After several successful exposes, your predecessor brought you on to clean house, and you proceeded to hunt down numerous officials and even some Institute researchers who were being less than honest in their dealings - while also building your own experience with Quaoar's scientific community. Your predecessor's nomination to their seat was unexpected, but he eventually persuaded you that you had all the necessary qualifications - and that your work was unfinished.
- Gain Investigative Journalist trait (+2 Intrigue, +1 Stewardship).
- Opinion bonus with the public and parts of the House of Voices. Easy access to advice from your predecessor.
- Opinion penalty with the rest of the Consulate.
- Official sanction to crack down on the Institutes, as long as you can make something stick.
- Mandate: Crack down on corruption in your own department without unduly impacting research output.