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TRAVELLER CHARACTER CREATION FOR FUDGE
Version 1

Character Race

Choose your characters race. Some races are region specific and may not be possible if that is not the setting for play.

The homeworld and region of your character will be either random, chosen, or assigned by the GM. It is not necessary to define a homeworld during character generation.

New Era Stellar Regions

If creating a New Era character decide on the Stellar Region your character comes from.

Some races are better or worse off in certain careers and so have career DM's for those careers.

-1 All rolls are one harder or, if this would make it impossible, can only be achieved every second time.

+1 All rolls are one easier, [-] always fails

ATTRIBUTES

To generate your characters attributes roll 3DF four times. Consult the table below and then assign the results to the attributes in any way you like.

+3SUPERB
+2GREAT
+1GOOD
0FAIR
-1MEDIOCRE
-2POOR
-3TERRIBLE

If the average of the attributes is less than FAIR, or the racial average, then increase any of them until the average is reached.

Once you've done this you may raise any attribute if another is lowered by twice the same amount.

SOCIAL POINTS

Roll 4DF for starting number of Social Points.

Characters from the Imperium can receive noble ranks as their points rise.

At end of character generation final rank is taken as an Automatic Gift.

Social Points

Imperial Noble Rank Other Settings

-5 or less

Auto (F) Low Social Status Auto (F) Low Social Status

-4 to +4

-

-

5

Knight (Sir/Dame)Auto (G) Social Status

6

Baron(ess)

"

7

Marquis/Marchioness Auto (G) High Social Status

8

Count(ess)

"

9

Duke/Duchess

"

CAREER GENERATION

Choose a starting career whose requirements your character meets.

Roll 2D3 for the number of terms served. For each four year term go through the following steps.

Commission

If the career has a roll for commission and your character is not commissioned then roll for commission. If this roll is made then your character receives the lowest commissioned rank and now uses the commissioned category (if there is one) for skill selection in this career.

Promotion

If the career has a chance of promotion then roll for promotion. If the roll is made then your character receives all bonuses listed in the career.

Special Duty/Adventure

Roll to see if there is special duty or adventure this term. If the roll is made then gain a skill raise.

Gifts and Faults

Write down any automatic Gifts or Faults, and then choose one of the career Gifts.

If any contacts are received then the type must be selected if the career does not specify.

Possible types are: Academic, Business, Criminal, Entertainment, Journalist, Law Enforcement, Medical, Military, Specialist (Many types), Trader, or Wealthy. Others types of contacts may be allowed by the GM.

If the character is in the Regency or Imperium roll 4DF. On [+][+] or better the contact is also a Noble.

Write down any ship DMs chosen. If there is a choice of type of ship then decide which type the DMs will be taken in.

Income

Your character receives the income indicated for the career

Other Effects

Note down, and work through any other effects.

Ageing

If this is the fourth or later term then ageing rolls must be made.

Consult the ageing table and roll 1DF for each attribute indicated. On [-] drop the attribute by one, or take a related fault.

If as a result of ageing an attribute is reduced below TERRIBLE then an ageing crisis has occurred. Roll 4dF for [+] or better to avoid death, with modifiers for medical skill of attending medics. If the roll is made then character generation ends with this term and D6 months of medical treatment is needed before the attribute is raised back to TERRIBLE and the character may go adventuring.

Terms Age(s)STRENGTHAGILITYPERCEPTIONWILLPOWER
1-322,26,30----
4-534,38-Y--
6-742,46YY--
8-1150,54YY-Y
12+58,62,etcYYYY

Anagathics

Each term your character may attempt to locate a supply of anagathics (anti-ageing drugs). After spending the current (or closest) terms money attempting to find a supplier a roll on 4DF may be made. A result of [+][+] or better means a supply is found. The roll is subject to the following modifiers for region.

Regency/Imperium -1 per Social Point above 4

Old Expanses -3

Pocket Empire -4

Wilds -5

If the roll is successful your character may continue character generation without having to roll for continuation, and two of this terms ageing rolls may be ignored. The characters apparent age will remain at the current level and the accumulated terms of anagathic use increases by one.

If the roll is unsuccessful and your character wasn't already on anagathics then there is no effect. If your character was on anagathics the previous term then twice the number of ageing rolls must be made this term. Apparent age will however not begin advancing again until the next term.

If the accumulated terms of usage is 15 or more then a roll must be made on the side effects table.

2DFSide EffectDM on future rolls
[-][-]No effect-
[-]Minor growths-
[ ]Minor growths+1
[+]Major growths+2
[+][+]Major disfiguration+3
[+][+][+]Major disfiguration+4
4[+]Minor psychological effects+6
5[+]Moderate psychological effects+8
6[+]Major psychological effects+10
7[+]Psychopathic behaviour+12
DM's:+1 per term of usage beyond the 15th 
 -1 per level of Medical above POOR of attending medics.  

Skills

Look up the number of terms served on the table below. Your character receives the numbers, and levels, of skills as indicated. All of the career skills must be chosen, but the rest may any skills.

Choose the indicated number of skills at each level, all career skills must be chosen
TermsMEDIOCREFAIRGOODGREATSUPERB
2311--
32111-
43111-
531111
632111

Now all the skill raises received during the career may be applied. Any of the skills already chosen maybe raised, or new skills may be raised from their default of poor. Only one skill may be raised to LEGENDARY, and no skills may be raised higher than LEGENDARY.

COMBAT SKILL AREAS

Artillery Weapons

Bow Weapons

Firearms

Heavy Weapons

Melee Weapons

Spacecraft Gunnery

Thrown Weapons

Unarmed Combat

GENERAL SKILL AREAS

Animals

Artistic

Athletics

Computer

Covert

Craft

Domestic

Engineering

Exploration

Investigation

Manipulation

Medical

Merchant

Outdoor

Science[specialty]

Social Skills

Spacecraft Ops[specialty]

Spacecraft Engineering

Technician

Tactics

Vehicle: Air, Ground or Water

STARSHIP DMS

If your character has any starship DMs they may be:

or

Additional starship DMs may be purchased for Cr50,000. These are for generic ship types.

When the group has cashed in all the DMs that they want to, they then make one roll for initial ship type. The ship type column used is that of the highest number of single type DMs held by one player.

3dF

Scout

Trader

Yacht

Labship

Warship

3 [-]

Scout

Scout

Modified Scout

Modified Scout

Modified Scout

2 [-]

"

Free Trader

Modified Free Trader

Modified Free Trader

"

[-]

" "" "

Modified Free Trader

[ ]

" "

Modified Far Trader

Modified Far Trader

Modified Far Trader

[+]

"

Far Trader

" "

Modified Fat Trader

2 [+]

" "

Yacht

Lab Ship

Modified Liner

3 [+]

" "" "

Patrol Cruiser

4 [+]

Modified Far Trader

Fat Trader

" "

Close Escort

5 [+]

Survey Ship

Liner

" "

Mercenary Cruiser

All ships start at 40 years mortgage (1/240th of ships price per month) and in TERRIBLE condition.

For each DM choose one of the following:

GIFTS AND FAULTS

Your character receives one free Gift and must take one Fault, both of your choice. These are in addition to any gained from a career. You can look at the example lists for an idea of the type of things that can be Gifts or Faults then decide on your characters Gifts and Faults. All your gifts and Faults must be approved by the GM.

DAMAGE BONUS

Look up your characters strength on the table below and then fill in the damage bonus on the character sheet. This bonus is for muscle powered weapons only.

LevelDamage Bonus
TERRIBLE-1
POOR to FAIR0
GOOD+1
GREAT+2
SUPERB+3
LEGENDARY+4

FUDGE POINTS

Your character starts with one fudge point and gains another at the end of every game session.

During the game you may spend fudge points to achieve an automatic +4 result on any action, or to modify events in the story, as long as the GM approves.

EQUIPMENT

Your character starts with a modicum of equipment appropriate to their career and the setting.

MOTIVATION

Choose your characters beginning motivation and fill it in on the character sheet. A characters motivation can change during the course of a campaign.

DAMAGE TRACK

To find which damage track to use for your character look up the average of STRENGTH and WILLPOWER (Round up) below and then fill in the damage track on the character sheet.

Scratch

Hurt

Very Hurt

Incapacitated

Near Death

Terrible

1

2

3

4-5

6+

Poor

1

2

3-4

5-6

7+

Mediocre

1

2-3

4-5

6-7

8+

Fair

1-2

3-4

5-6

7-8

9+

Good

1-3

4-5

6-7

8-9

10+

Great

1-4

5-6

7-8

9-10

11+

Superb

1-5

6-7

8-9

10-11

12+

Legendary

1-6

7-8

9-10

11-12

13+

Character generation should now be complete.

RACES

Ael Yael

Flying hexapods who send most of their earnings back to their homeworld. They average 1.5m tall, 50kg and have good eyesight. They have an acute distrust of mercantile corporations. (BOTJ#4)

Region Imperium
Homeworld Jaeyelya (B 484655 4)
Attributes -1 STR, (Average MED)
Automatic Gifts and Faults (G) Able to Fly

(G) Superior eyesight

(F) Distrust of mercantile corporations

(F) 90% of money is given to Planetary Development Fund

Free Skills -
Careers Standard

No Merchant Marine, Trader or Noble/Wealthy Traveller

-1 DM Bounty Hunter, Corsair/Pirate and all Military Careers

+1 DM Belter and Hunter/Guide and Scout

90% of money is given to their Planetary Development Fund

Social Points represent Offworld Experience

Ael Yael may not use anagathics

Aslan

Feline bipods who follow a strong honour code. They have gender specific roles in their culture.

They average 2.0 m tall and 100 kg.

Region Aslan Hierate, Darrian Confederation, Imperium, or Solomani Confederation
Homeworld Any in appropriate region
Attributes +1 STR
Automatic Gifts and Faults (F) Code of Honour
Free Skills -
Careers Aslan for Hierate or Standard for other regions

Droyne

Reptilian bipods with vestigial wings who follow a rigid insect-like caste system. They range from 1 to 2 m tall, and 30 to 50 kg, depending on their caste.

Region Aslan Hierate, Imperium, Vargr Extents, Zhodani Consulate
Homeworld Any Droyne world in appropriate region
Attributes -2 to all (Average POOR)
Automatic Gifts and Faults (F) Tied to Droyne Society
Free Skills -
Careers Droyne Cast System

Ignore Social Points for Droyne

May choose Psionic powers instead of skills

Dynchia

Tall humanoids with a warrior ethic. Their culture is completely independent of territory. They average 2.2m tall and 100kg. (JTAS#24)

Region Dynchia Comitia, Solomani Confederation
Homeworld Any in appropriate region
Attributes -
Automatic Gifts and Faults -
Free Skills One combat skill starts at MEDIOCRE
Careers Standard

-1 DM Army and Aviation

Girug'kagh

Humanoid subject race of the K'kree who gladly serve their masters as this makes them better than other races. They average 1.5m tall and 60kg. (JTAS#21)

Region Two Thousand Worlds
Homeworld Kagh'kir (- 6889(5)(4) 13)
Attributes -1 STR, +1 AGL
Automatic Gifts and Faults (F) Servant to K'kree family group
Free Skills -
Careers The only Girug'kagh that travel off their homeworld are in their translator career

Social Points represent Caste Rank

Hlanssai

Tall lightly furred bipods. They are known for their grace, artistic ability and their emotional instability. They average 2.1m tall and 60kg. (JTAS#22)

Region Imperium, Vargr Extents
Homeworld Vrirhlanz (B 657721 7) in the Vargr Extents
Attributes -1 STR, (Average MED)
Automatic Gifts and Faults -
Free Skills Exploration starts at MEDIOCRE
Careers Hlanssai must choose to follow one of two life paths.

N'tarronth (Shaping) or N'tarronchii'a (Accepting).

Ignore Social Points for Hlanssai

Human

Darrian

A human minor race with a high level of technology and a predisposition towards cooperation and tolerance. Males average 1.8m tall and 80 kg, females 1.6m and 65 kg.

Region Darrian Confederation, Imperium
Homeworld One of the Confederation worlds
Attributes -
Automatic Gifts and Faults -
Free Skills -
Careers Standard (Use Darrian ranks if in Confederation Service)

No Scout in Confederation

Imperial Citizen

Over 1100 years old, containing more than 11,000 worlds the Imperium has been frozen at its borders for centuries and some think that it is stagnating but it is still the greatest human empire to exist. Males average 1.8m tall and 80 kg, females 1.6m and 65 kg.

Region Imperium
Homeworld Any in Imperium
Attributes -
Automatic Gifts and Faults -
Free Skills -
Careers Standard

Solomani

A diverse culture with a strong desire for identity and independence. Males average 1.8m tall and 80 kg., females 1.6m and 65 kg.

Region Darrian Confederation, Imperium, Solomani Confederation
Homeworld Any in appropriate region
Attributes -
Automatic Gifts and Faults -
Free Skills -
Careers Standard (plus Solomani if in the Confederation)

Social Points represent Party Standing in the Confederation

Sword Worlder

Descended from Solomani refugees of Nordic stock they have a great pride in their superiority. Males average 1.8m tall and 80 kg, females 1.6m and 65 kg. (JTAS#18)

Region Imperium, Sword Worlds
Homeworld One of the Sword Worlds
Attributes -
Automatic Gifts and Faults -
Free Skills -
Careers Standard (Scout is treated as Patrol Service)

Zhodani

A society with fully integrated psionics. They average 2.0m tall and 90 kg.

Region Zhodani Consulate
Homeworld Any in Zhodani Consulate
Attributes -
Automatic Gifts and Faults -
Free Skills -
Careers Zhodani, May choose Psionic powers instead of skills

Newt

Small amphibian bipods with a skill for bureaucracy and a strong dislike of disorder. They average 1.4m tall and 40kg. (BOTJ#3)

Region Imperium
Homeworld Any in appropriate region
Attributes -2 STR (Average MED)
Automatic Gifts and Faults -
Free Skills Merchant starts at MEDIOCRE
Careers Standard

No Marines

-1 DM Army and all other Military Careers (except Marines)

+1 DM Bureaucrat, Lawyer, Scouts, Trader

First level of Merchant taken counts as two.

Vargr

Bipedal canines who seem to change their minds often. They average 1.6m tall and 60kg.

Region Imperium, Vargr Extents
Homeworld Any in appropriate region
Attributes -1 STR, +1 AGL
Automatic Gifts and Faults -
Free Skills -
Careers Standard or Vargr

Virushi

Large 'Rhino-like' race who are peace-loving. They have weak eyesight but an excellent sense of smell. They average 1.8m tall and 950kg. (BOTJ#3)

Region Imperium
Homeworld Any in Imperium
Attributes +2 STRENGTH, +1 AGILITY (Average GOOD)
Automatic Gifts and Faults (G) Superior Smell

(F) Poor Eyesight

(F) Peace Loving

Free Skills -
Careers Standard

No Mercenary or Military Career

+1 DM Belter, Medicine, Scientist, Scout

All Combat skills start at TERRIBLE

CAREERS

STANDARD  

Civilian

Aircraft Pilot

Athlete

Barbarian

Belter

Bounty Hunter

Bureaucrat

Clergy

Construction Worker or Engineer

Corsair/Pirate

Criminal/Rouge

Diplomat

Entertainer

Hunter/Guide

Irklan

Journalist

Law Enforcement

Lawyer

Mechanic

Medicine

Mercenary

Merchant/Trader

Merchant Marine

Noble/Wealthy Traveller

Prisoner

Psionic Researcher

Rebel

Scientist

Scout

Starport Authority

Military

Army

Aviation

Marines

Navy (Space or Wet)

NEW ERA

Hiver Technical Academy
Regency Psion
Technical Academy

HLANSSAI

N'tarronth
N'tarrochii'a

GIRUG'KAGH

Translator

STANDARD CAREERS

CIVILIAN CAREERS

Aircraft Pilot
Requirements

MEDIOCRE or better AGILITY and PERCEPTION

First Term is Flight Academy or Tech School (New Era).

Commission

-

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Skills

Air Vehicle, Exploration, Technician

Special Adventure/Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact: Pilot

(G) First Term only Two Military Contacts

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point after First Term

Other Effects

-


Athlete
Requirements

GREAT or better AGILITY or STRENGTH

Commission

-

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Skills

Athletics, Medical, Unarmed Combat

Special Adventure

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact: Athletic, Business, Journalist, Medical, Entertainment, or Melee Specialist

Raise STRENGTH or AGILITY by one (twice max)

+1 Social Point

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

Other Effects

-


Barbarian
A character from a low-tech tribal culture.
Requirements

Pre-Industrial Homeworld

Commission

-

Promotion

Roll 1DF, [ ] or [+] for rank and an extra contact

R1 Labourer
R2 Hunter
R3 Scout
R4 Warrior
R5 Chief
R6 Elder Chief

Skills

Exploration, Melee Weapons, Outdoor

Special Adventure

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One Barbarian contact (Trader if Special Adv)

Second Term or later (G) Combat Senses

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

Other Effects

-


Belter
An asteroid belt miner.
Requirements

MEDIOCRE or better AGILITY

Commission

-

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Skills

Science, Spacecraft Engineering, Spacecraft Operations

Special Adventure/Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact: Business, Criminal, Trader or Law Enforcement

(G) TAS Membership

1 ship DM for a Scout Ship

Roll 1DF, [-] to gain a fault

Income per Term

None

Second Term or later make a GREAT SCIENCE roll for a strike. This gives Cr100,000x2D6, a Seeker ship, and +3 Social Points

Other Effects

-1 Social Point per Term until a strike has been made


Bounty Hunter
Requirements

MEDIOCRE or better AGILITY

Commission

-

Promotion

Roll 1DF, [ ] or [+] for rank and an extra contact

R1 Senior Hunter
R2 Master Hunter
R3 Senior Master
R4 Subsector Coordinator
R5 Sector Coordinator

Skills

Covert, Investigation, Firearms

Special Adventure

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact: Criminal or Law Enforcement

(G) Imperial Warrant

Second Term or later (G) Combat Senses

1 ship DM for a Scout Ship

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

Other Effects

None


Bureaucrat
Requirements

FAIR or better PERCEPTION

Commission

-

Promotion

Roll 1DF, [ ] or [+] for rank, +1 Social Point and an extra contact

R1 Assistant Commissioner
R2 First Assistant Commissioner
R3 Deputy Commissioner
R4 Commissioner
R5 Under Secretary
R6 Secretary

Skills

Manipulation, Merchant, Social Skills

Special Adventure/Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) Two Government contacts

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

Other Effects

-


Clergy
Requirements

MEDIOCRE or better PERCEPTION

Commission

Roll 1DF, on [+] to become Priest, others are Acolytes

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Priests also gain +1 Social Points

Skills

Manipulation, Merchant, Social Skills

Special Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Automatic: (F) Ties to church, 90% of income given away

(G) Knowledge of religion

Choice: (G) One contact of any type

Priest only: (G) TAS Membership

Roll 1DF, [-] to gain a fault

Income per Term

Cr500 +/- Cr100 per Social Point

Other Effects

-


Construction Worker or Engineer
Requirements

Worker: MEDIOCRE or better AGILITY or STRENGTH

Engineer: and MEDIOCRE or better PERCEPTION

Engineers First Term is Study

Commission

-

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Skills

Worker: Athletics, Technician, Vehicle (Choose Type)

Engineer: Engineering, Science, Technician

Special Assignment

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact: Engineering Specialist or Government

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

No income for First Term if Engineer

Other Effects

-


Corsair/Pirate
Requirements

MEDIOCRE or better STRENGTH

Commission

-

Promotion

Roll 1DF, [ ] or [+] for rank and an extra contact

R1 Spacehand
R2 Technician
R3 Mate
R4 Master-at-Arms
R5 Lieutenant
R6 Captain

Skills

Firearms, Starship Engineering, Starship Ops[specialty]

Special Adventure

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact: Criminal,Government, Military or Trader

3 ship DMs for a Warship

Second Term or later (G) Combat Senses

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000

Other Effects

-1 Social Point per Term

Each Term roll PERCEPTION. If MEDIOCRE or less then next Term is automatically spent as a Prisoner


Criminal/Rouge
Requirements

None

Commission

-

Promotion

Roll 1DF, [ ] or [+] for rank and an extra contact

R1 Petty Crook
R2 Criminal
R3 Hustler
R4 Rogue
R5 Boss

Skills

Firearms, Manipulation, Merchant

Special Adventure

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact: Criminal or Law Enforcement

1 ship DM for a Scout Ship

Second Term or later (G) Combat Senses

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000

Other Effects

-1 Social Point per Term

Each Term roll PERCEPTION. If MEDIOCRE or less then next Term is automatically spent as a Prisoner


Diplomat
Requirements

FAIR or better PERCEPTION

Commission

-

Promotion

Roll 1DF, [ ] or [+] for rank, +1 Social Point and an extra contact

R1 Attache
R2 Deputy Consul
R3 Consul
R4 Consul General
R5 Envoy
R6 Ambassador

Skills

Manipulation, Merchant, Social Skills

Special Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) Two Government contacts

(G) TAS Membership

1 ship DM for a Scout Ship

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

Other Effects

Social Points are raised to 0 if less


Entertainer
Requirements

None

Commission

-

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Skills

Artistic, Manipulation, Social Skills

Special Adventure/Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact: Roll 1DF [+] is Government [ ] or [-] is Entertainment

(G) Charismatic

+1 Social Point

1 ship DM for a Yacht

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point +Cr2000 if Charismatic

Other Effects

-


Hunter/Guide
Big game hunters, or guides in wilderness areas.
Requirements

Third Imperium or Regency setting

GREAT or better AGILITY or STRENGTH

Commission

-

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Skills

Exploration, Firearms, Outdoor

Special Adventure

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact of any type

2 ship DMs for a Safari Ship (Yacht table)

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

Other Effects

-


Irklan
A reclusive, technology shunning, survival orientated culture from the Spinward Marches. (JTAS#23)
Requirements

GOOD or better AGILITY and WILLPOWER or Irklan and FAIR or better AGILITY and WILLPOWER

Commission

-

Promotion

Roll 1DF, [+] for rank and an extra contact

R1 Initiate (starting rank)
R2 Student
R3 Warrior
R4 Master
R5 Grand Master
R6 Elder

Skills

Melee Weapons, Outdoor, Thrown Weapons, Unarmed Combat

Special Adventure/Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Automatic: (F) Dislike of reliance on technology

(F) Requires only enough money to survive

Choice: (G) One contact of any type

Second Term or later (G) Combat Senses

Roll 1DF, [-] to gain a fault

Income per Term

Cr500 +/- Cr100 per Social Point

Other Effects

None


Journalist
Requirements

GOOD or better PERCEPTION

Study: MEDIOCRE or better PERCEPTION

Commission

-

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Skills

Investigation, Manipulation, Social Skills

Special Assignment

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) Three contacts: Criminal, Government, or Law Enforcement

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

No income First Term if study entry

Other Effects

-


Law Enforcement
Requirements

No Prison Terms and MEDIOCRE or better STRENGTH

Commission

Roll 1DF, First Term [+], Other Terms [ ] or[+]

to become O1 Detective

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Detectives also gain rank

O1 Detective
O2 Sergeant
O3 Lieutenant
O4 Inspector
O5 Captain
O6 Chief

Skills

Firearms, Investigation, Vehicle (Choose type)

Special Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One Criminal and one Law Enforcement contact

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

Other Effects

-


Lawyer
Requirements

MEDIOCRE or better PERCEPTION

First Term is University, Second is Law School

Commission

-

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Skills

Investigation, Manipulation, Merchant

Special Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact: Academic, Criminal or Government

Roll 1DF, [-] to gain a fault

Income per Term

Cr10,000 +/- Cr2000 per Social Point after Second Term

Other Effects

Lawyers automatically get +1 Social Point per term


Mechanic
Requirements

None

Commission

-

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Skills

Spacecraft Engineering, Technician, Vehicle (choose type)

Special Adventure

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact: Specialist in a career skill

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

Other Effects

-


Medicine
Requirements

MEDIOCRE or better AGILITY

Medical School(2 Terms): GOOD or better PERCEPTION

Commission

Automatic if character has attended Medical School

Promotion

Roll 1DF, [ ] or [+] for rank and an extra contact

Doctors also gain +1 Social Point

R1 Orderly (Starting Rank)
R2 Technician
R3 Paramedic
R4 Nurse
R5 Therapist
R6 Practitioner
O1 Doctor

Skills

Medical, Science[specialty], Social Skills

Special Duty

Roll 1DF, [+] for an extra skill raise

Doctors in their first 3 Terms do not roll instead their Medical is raised to FAIR

Gifts and Faults

Choice: (G) One Medical contact

Roll 1DF, [-] to gain a fault

Income per Term

No income for first 2 Terms if at Medical School

Doctors: Cr10,000 +/- Cr2000 per Social Point

Others: Cr5,000 +/- Cr1000 per Social Point

Other Effects

Doctors Social Points are raised to 1 if less


Mercenary
Requirements

MEDIOCRE or better STRENGTH

Commission

-

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Skills

Firearms, Melee Weapons, Vehicle (choose type)

Special Adventure/Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact: Criminal, Government, Military, Intelligence Community, or Mercenary

Second Term or later (G) Combat Senses

1 ship DM (2 if Special Duty) for Trader or Warship

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

Other Effects

Roll 2DF, on [-][-] next Term is as Prisoner


Merchant/Trader
Requirements

MEDIOCRE or better PERCEPTION

Commission

Roll 1DF, [ ]or[+] to become O1 4th Officer

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Officers also gain rank and +1 Social Point

O1 4th Officer

O2 3rd Officer

O3 2nd Officer O4 1st Officer O5 Captain

Skills

Enlisted: Spacecraft Engineering, Spacecraft Ops[specialty], Technician

Officer: , Merchant, Spacecraft Engineering, Spacecraft Ops[specialty]

Special Adventure/Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact: Criminal, Government, or Trader

2 ship DMs (5 if officer) for Trader

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

Other Effects

None


Merchant Marine
Sailors on bulk cargo water vessels.
Requirements

MEDIOCRE or better STRENGTH

Commission

Roll 1DF, First Term [ ]or[+], Other Terms [+] to become an officer

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Officers also gain +1 Social Point

Skills

Enlisted: Exploration, Technician, Water Vehicle

Officer: Exploration, Merchant, Water Vehicle

Special Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact: Business, Law Enforcement or Merchant Marine Specialist

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

Other Effects

-


Noble/Wealthy Traveller
Requirements

+3 or better Social Points

Commission

-

Promotion

Roll 1DF, [ ] or [+] for +1 Social Points and an extra contact

Skills

Animals, Artistic, Social Skills

Special Adventure

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact: Business or Government

(G) TAS Membership

5 ship DMs for a Yacht

Roll 1DF, [-] to gain a fault

Income per Term

Cr50,000 +/- Cr10,000 per Social Point

Other Effects

None


Prisoner
Requirements

Forced due to capture. One term only, then return to previous career.

Commission

-

Promotion

-

Skills

Athletics, Manipulation, Unarmed Combat

(Add one to career skills)

Special Adventure

-

Gifts and Faults

Choice: (G) Two Criminal contacts

Roll 1DF, [-] to gain a fault

Income per Term

None

Other Effects

Prisoners automatically get -1 Social Point per term


Psionic Researcher
Outlawed in the Third Imperium, but controlled in the Regency.
Requirements

GOOD or better PERCEPTION

Commission

-

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Skills

Medical, Science, Psionic Power (choose)

Special Adventure

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact: Academic, Medical, or Psionic; Roll 1DF, on [+] contact is Zhodani

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

Other Effects

If in Third Imperium roll PERCEPTION each Term. If MEDIOCRE or less then next Term is spent as a Prisoner


Rebel
Requirements

MEDIOCRE or better AGILITY

Commission

-

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Skills

Covert, Firearms, Melee Weapons

Special Mission

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact: Criminal or Law Enforcement

Second Term or later (G) Combat Senses

1 ship DM for a Warship

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

Other Effects

Each Term roll PERCEPTION. If MEDIOCRE or less then next Term is automatically spent as a Prisoner


Scientist
Requirements

Technician: FAIR or better PERCEPTION

Study: GOOD or better PERCEPTION

Commission

Third Term or later: Roll 1DF, [+] to become a Doctor

Study gives an automatic commission in Second Term

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Doctors also gain rank and +1 Social Point

O1 Doctor
O2 Professor
O3 Fellow
O4 Departmental Chair

Skills

Technician: Domestic, Science[specialty], Technician

Doctor: Investigation, Science[specialty], Social Skills

Special Adventure/Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact: Government or Scientist

1 ship DM (3 for Doctors) for a Labship

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

No income for First Term if studying

Other Effects

Doctors Social Points are raised to 0 if less


Scout
Requirements

GOOD or better PERCEPTION or STRENGTH

Commission

Roll 1DF, First Term [ ]or[+], Other Terms [+] to become O1 Team Leader

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Officers also gain rank and +1 Social Point

O1 Team Leader
O2 Commander
O3 Senior Commander
O4 Expedition Leader
O5 Survey Commander

Skills

Enlisted: Spacecraft Engineering, Spacecraft Ops[specialty], Technician

Officer: Science[specialty], Spacecraft Engineering, Spacecraft Ops[specialty]

Special Adventure/Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact: Government, Military, or Trader

1 ship DM (3 if officer) for Scout

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

Other Effects

None


Starport Authority
Taking care of the running of the starport facilities.(JTAS#19&21)
Requirements

MEDIOCRE or better PERCEPTION

Commission

Roll 1DF, [+]to become O1 Portmaster

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Officers also receive rank

O1 Supervisor

O2 Dockmaster

O3 General Manager

O4 Port Director

O5 SPA Executive Director

Skills

Merchant, Technician, Social Skills

Special Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact of any type

1 Year Starport Bar Chit

Officer: (G) TAS Membership

Officer: 2 ship DMs for a Yacht

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

Other Effects

None


University
Requirements

MEDIOCRE or better PERCEPTION

Commission

-

Promotion

PHD only: Roll 1DF, [ ] or [+] for rank and an extra contact

O1 Doctor
O2 Professor
O3 Fellow
O4 Departmental Chair

Skills

Artistic, Computer, Engineering, Merchant, Science[specialty], Social Skills (Choose at least two as the career skills)

Special Adventure/Duty

Professor only: Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Auto: First Term (G) Undergraduate Degree

Second Term (G) Masters

Third Term (G) PHD

Choice: (G) One contact: Academic or Journalist

Second or later Term (G) One contact: Government

(G) Language (choose)

PHD only: 1 ship DM for a Lab Ship

Income per Term

PHD: Cr5,000 +/- Cr1000 per Social Point

Others: None

Other Effects

-

MILITARY CAREERS

Army
Requirements

Enlisted: MEDIOCRE or better STRENGTH

Military Academy: MEDIOCRE or better STRENGTH and PERCEPTION

Commission

Roll 1DF, First Term [ ]or[+], Other Terms [+] to become O1 Lieutenant

Military Academy gives automatic commission

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Officers also gain rank and +1 Social Point

O1 Lieutenant
O2 Captain
O3 Major
O4 Lieutenant Colonel
O5 Colonel
O6 General

Skills

Enlisted: Firearms, Heavy Weapons, Melee Weapons

Officer: Firearms, Heavy Weapons, Tactics

Special Adventure/Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One Military contact

(G) Combat Senses

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

No income for First Term if Academy attended

Other Effects

Officers Social Points are raised to -1 if less


Aviation
Requirements

Standard: FAIR or better AGILITY or STRENGTH

Flight Academy: MEDIOCRE or better PERCEPTION and AGILITY

Commission

Roll 1DF, [+] to become O1 Pilot Officer.

Flight Academy gives an Automatic Commission.

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Officers also gain rank and +1 Social Point

O1 Pilot Officer
O2 Flight Leader
O3 Squadron Leader
O4 Staff Major
O5 Group Leader
O6 Air Marshall

Skills

Enlisted: Firearms, Technician, Vehicle (choose)

Officer: Air Vehicle, Science [Specialty], Tactics

Special Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One Military contact

Flight Academy only (G) Two Military Contacts

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

No income for First Term if Academy attended

Other Effects

Officers Social Points are raised to 0 if less


Marines
Requirements

Standard: FAIR or better AGILITY

Naval Academy: MEDIOCRE or better AGILITY or PERCEPTION

Commission

Roll 1DF, First Term [ ]or[+], Other Terms [+] to become O1 Lieutenant.

Naval Academy gives an Automatic Commission.

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Officers also gain rank and +1 Social Point

O1 Lieutenant
O2 Captain
O3 Force Commander
O4 Lieutenant Colonel
O5 Colonel
O6 Brigadier

Skills

Enlisted: Firearms, Melee Weapons, Unarmed Combat

Officer: Firearms, Melee Weapons, Tactics

Special Adventure/Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One Military contact

(G) Combat Senses

(G) TAS Membership

1 ship DM for Trader or Warship

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

No income for First Term if Naval Academy attended

Other Effects

Officers Social Points are raised to -1 if less


Navy (Space or Wet)
Requirements

Standard: FAIR or better PERCEPTION

Flight Academy(Space): MEDIOCRE or better AGILITY and PERCEPTION

Military Academy(Wet): MEDIOCRE or better STRENGTH and PERCEPTION

Commission

Roll 1DF, First Term [ ]or[+], Other Terms [+] to become O1 Ensign.

Flight or Military Academy gives an Automatic Commission.

Promotion

Roll 1DF, [ ] or [+] for an extra contact

Officers also gain rank and +1 Social Point

O1 Ensign
O2 Lieutenant
O3 Lieutenant Commander
O4 Commander
O5 Captain
O6 Admiral

Skills

Enlisted: Spacecraft Engineering, Spacecraft Ops[specialty], Technician

Officer: Spacecraft Engineering, Spacecraft Ops[specialty], Tactics

Special Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One Military contact (Two if at Academy)

(G) TAS Membership

2 ship DMs (5 if officer) for Scout, Trader or Warship

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000 +/- Cr1000 per Social Point

No income for First Term if Academy attended

Other Effects

Officers Social Points are raised to +1 if less

NEW ERA CAREERS

Hiver Technical Academy
Hiver established institutions to help recovery from the collapse.
Requirements

New Era setting and FAIR or better PERCEPTION

Commission

-

Promotion

-

Skills

Engineering, Science[specialty], Spacecraft Engineering, Spacecraft Ops[specialty], Technician

(Choose at least three of these skills)

Special Adventure/Duty

-

Gifts and Faults

Choice: (G) One contact: Hiver Specialist in one of the chosen skills

Income per Term

-

Other Effects

-


Regency Psion
Requirements

Regency Setting and FAIR or better WILLPOWER

Commission

-

Promotion

Roll 1DF, [ ] or [+] for rank and an extra contact

R1 Novice (starting rank)
R2 Acolyte
R3 Aspirant
R4 Disciple
R5 Adept
R6 Grand Adept

Skills

Choose 3 Psionic Powers to be the career skills

Special Adventure/Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) Two contacts: Academic, Intelligence Community, Government, or Psionic Specialist

Roll 1DF, [-] to gain a fault

Income per Term

Cr2,500 +/- Cr500 per Social Point

Other Effects

None


Technical School
Institution for rapidly teaching people after the collapse.
Requirements

New Era setting

Commission

-

Promotion

-

Skills

Computer, Medical, Merchant, Spacecraft Engineering, Technician, Vehicle (Choose Type)

(Choose at least two of these skills)

Special Adventure/Duty

-

Gifts and Faults

Choice: (G) One contact: Specialist in one of the chosen skills

Income per Term

None

Other Effects

-

HLANSSAI CAREERS

N'tarronth
Hlanssai who reject things-as-they-are and seek to shape reality to their own will.
Requirements

Hlanssai

Commission

-

Promotion

-

Skills

Medical, Technician, Vehicle (Choose Type)

Special Adventure/Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact of any type

Roll 1DF, on [-] gain a fault

Income per Term

Cr5,000

Other Effects

-


N'tarrochii'a
Hlanssai who take a passive accepting view of life.
Requirements

Hlanssai

Commission

-

Promotion

-

Skills

Exploration, Outdoor, Social Skills

Special Adventure/Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One contact of any type

Roll 1DF, [-] to gain a fault

Income per Term

Cr5,000

Other Effects

-

GIRUG'KAGH CAREERS

Girug'kagh Translator
Will be part of either a diplomatic or merchant party.
Requirements

Girug'kagh

Commission

-

Promotion

Roll 1DF, [+] for extra contact and +1 Social Point

Skills

Domestic, Merchant, Social Skills

Special Adventure/Duty

Roll 1DF, [+] for an extra skill raise

Gifts and Faults

Choice: (G) One K'kree contact of any type

Roll 1DF, [-] to gain a fault

Income per Term

None. All needs are supplied by the K'kree family group

Other Effects

-

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