Classic
Traveller
New
Prior Career: School
The
School career represents the pursuit of higher education wit the goal
of learning a specific skill or to enter a specific profession. Most
people who follow this path go into normal careers, but every once in
a while, a highly trained and education professional chooses a life
of adventure rather than a normal career.
I
used the College rules from High Guard as the basis. The admission,
success, honors and education rules are directly from Book Five.
There are five skill tables, but unlike the
other prior careers, in School everyone can use Table 1 and 2 but the
player must decide what kind of school the character will go for at
the time of the admission roll. Skills can only be rolled for on table
1, 2 or that school's table. The success roll if made gives the
character +1 EDU,
representing their overall studies. If the success roll is missed, do
not roll for Honors. In subsequent terms, the character may transfer
up (TS>C>PS) but this must be announced before making the
success roll.
Skill
acquisition goes as follows:
Term
1 roll 1d on the Personal Development table and 1d on the appropriate
school table. Receive Skill-2 in the skill rolled on the school
table. Honors students get Skill-3 instead of Skill-2.
Subsequent
terms are resolved the same as term one, but the student gets only
one skill roll, or two if they make the honors list. Instead of
rolling, the player can choose +1 in an existing skill or they can
roll and take Skill-1 in a new skill. Note also the increasing
penalty towards retention in school after the second term.
Career:
School
Admission
– 9+ DM +2 if Edu 9+
Success
– 7+ DM +2 if Int 8+
Honors
– 9+ DM +1 if Edu 9+
Retention
– 6+ DM -1 per term past 2
Skill
Tables
Roll Personal Social Trade School College Professional
Development Skills School
1 +1
Edu Forgery Mechanical Admin Medical
2 Jack-o-T Carousing Gravitics Broker Engineering
3 Carousing Gambling Robotics Trader Science
4 +1
Int Streetwise Computer Survey Legal
5 +1
End Vehicle Electronics Navigation Science
6 Brawling +1 Soc Liaison Commo Pilot
If any skill is 3+ already, you may choose Instruction instead of rolling.
Mustering
Out Tables
Roll Benefits Cash
1 Low
Passage 1000
2 Equipment 2000
3 +1
Int 2000
4 Credentials 3000
5 Credentials 4000
6 High
Passage 5000
7 +1
Soc 5000
DM
+1 if any skill at Skill-5
Notes
on Skills
All
skills are from CT books 1-8 with the exception of Science. Science
is a cascade skill which the player can select. Any branch of science
not covered by another held skill can be specified.
Notes
on Benefits
Credentials
means that the character is formally recognized by a relevant
professional or trade organization. This includes formal degrees from
an accredited institution and some recognized contribution to the
field such as research or innovative practice. It has no cash value
and cannot be transferred, but a Credentialed character can claim
greater compensation from a patron and get a bonus (Referee's
discretion) on reactions when operating within the character's chosen
field.
Equipment
means the character has been given at no cost a set of standard tools
(or other logical equipment) relevant to the area of highest skill.
For example, a character with Mechanical-3 would receive a standard
Mechanical tool kit. If the highest skill does not have standard
tools, then the player can choose a set for another skill.
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