Prerequisites: AGL 5+.
First Term
Promotion: 6+, DM +1 if INT 7+.
Contacts: One per term, criminal or law enforcement.
Other Effects:
Prerequisites:
Promotion: 7+, DM +1 if INT 8+, DM +1 if any Psionic asset 16+.
Contacts: Two per term, academic, government, intelligence community, law enforcement, or specialist (Psionics).
Other Effects:
©1998 by Franklin W. Cain :-)
This career covers all forms of guard, reserve, and militia forces. The character is considered to be in both this career and a civilian career at the same time. The character performs all category checks (Special Adventure, Promotions, etc.) for this career before checking the civilian career, as this career can affect the civilian career.
Prerequisites:
Skills: As per the military career.
Special Duty: As per the military career, with DM +2. Receiving a Special Duty in the military career prohibits a Special Assignment in the civilian career that term.
Promotion: As per the military career, with DM -2.
Contacts: As per the military career.
Other Effects:
Prerequisites:
Skills:
Technicians (Enlisted): Medical 1, Charm 1, Perception 1, Physical Science 2, Technician 3.
Skills:
Technicians (Enlisted): Medical, Charm, Perception, Physical Science, Technician, Vehicle.
Promotion: 7+, DM +1 if INT 7+.
Contacts: One per term, academic, government, or scientist.
Other Effects: 1 ship DM per term as a technician, or 5 ship DMs per term as a doctor, for a Lab Ship.
Prerequisites:
Skills:
Enlisted: Pilot (Interface) 1, Explore 1, Gun Combat 1, Space Tech 2, Spacehand 1, Technician 2.
Skills:
Enlisted: Charm, Explore, Perception, Personal Transport, Space Tech, Space Vessel, Spacehand, Technician, Vice.
Promotion: 6+, DM +1 if CHR 7+, DM +1/+1 if "Good Ol’ Boy."
Contacts: One per term, government, military, or trader.
Other Effects: 1 ship DM per term as enlisted, or 3 ship DMs per term as officer, for a Scout.
Prerequisites:
Skills:
Enlisted: Acrobat 1, Gun Combat 2, Heavy Weaponry 1, Melee 2, Spacehand 1, Technician 1.
Skills:
Enlisted: Charm, Determination, Gun Combat, Heavy Weaponry, Melee, Personal Transport, Spacehand, Vice.
Promotion: 6+, DM +1 if CON 7+, DM +1/+1 if "Good Ol’ Boy."
Contacts: One per term, military.
Other Effects:
Prerequisites: Homeworld Atmosphere = Thin to Dense.
First Term
All Terms
Promotion: 7+, DM +1 if INT 7+.
Contacts: One per term, criminal, government, or specialist (Explore).
Other Effects: If Homeworld Gov = High+, roll an Average test of INT each term to avoid spending the next term as a Prisoner (1D3+1 terms if Catastrophic Failure).