AIR TRAFFIC CONTROLLER
Prerequisites:
Intelligence + Agility 9+First Term Skill Adds:
Blind Fighting: 1 | Cartography: 2 | Computer: 3 | Electronics: 1 |
Instruction: 2 | Language: 4 | Luck: 2 | Meteorology: 2 |
Navigation: 4 | Observation: 4 | Persuasion: 2 | Willpower: 3 |
Subsequent Term Skills:
Aircraft | Charm | Determination | Explore |
Forgery | Interaction | Meteorology | Perception |
Social Sciences | Technician |
Promotion: 6+ on 1d10; DM +1 if Intelligence or Observation 7+.
Contacts: Two per term, pilot, air traffic controller, technician, or government. Roll 9+ for contact to be foreign.
Special: On a roll of 10 on 1d10, the contact is someone the character talked down or otherwise saved from a sticky situation. This contact will be fanatically loyal, and may possibly be recognized only by voice.
At the end of each term spent as an air traffic controller, the character must roll a d10. A roll of 10 means that the character must leave this profession for at least one term due to burnout, and are considered to be under psychiatric care while in their new profession. Add medical to possible contacts under their new profession. Military air traffic controllers are not under the kind of psychological stress as their civilian counterparts, and do not have to make this roll.
ARCHAEOLOGIST
Prerequisite: Ph.D. with specialty in History, Biology, Cartography, Farming, Language, or Geology.
First Term Skill Adds: One of the skills listed above at level 5 and:
Carpenter: 2 | Chemistry: 2 | Climbing: 2 | Computer: 3 |
Excavation: 4 | Ground Vehicle (Wheeled): 1 | Mechanic: 1 | Navigation: 2 |
Observation: 4 |
Subsequent Term Skills:
Acrobat | Artisan | Charm | Determination |
Engineer | Explore | Fine Arts | Interaction |
Perception | Physical Sciences | Social Sciences | Technician |
Vehicle |
Promotion: 7+ on 1d10; DM +1 if Intelligence 7+.
Contacts: Two per term, education, professor, or specialist in one of the skills listed under first term skills above.
On a roll of 5+ on 1d10, the contact is foreign.
ASTRONAUT
Prerequisites: Constitution + Agility 10+, Master's Degree
First Term Skill Adds:
Biology: 2 | Chemistry: 2 | Computer: 4 | Electronics: 2 |
Instruction: 2 | Metallurgy: 2 | Navigation: 4 | Observation: 3 |
Physics: 2 | Pilot (Jet): 4 | Pilot (Multiengine): 4 | Pilot (Spacecraft): 4 |
Subsequent Term Skills:
Aircraft | Determination | Explore | Interaction |
Perception | Physical Science | Social Science | Technician |
Promotion: 8+ on 1d10; DM +1 if Intelligence 8+.
Contacts: Three per term, pilot, astronaut, or scientist. Roll 5+ on 1d10 for the contact to be foreign.
ATHLETE
Prerequisite: Strength + Constitution + Agility 15+
First Term Skill Adds: Levels equal to the character’s Strength, Constitution, or Agility (whichever is higher) in the following:
Acrobatics | Animal Training and Handling | Archery | Climbing |
Early Firearms | Jumping | Long Distance Marching | Navigation |
Parachuting | Riding | Rope Use | Small Arms (Pistol) |
Small Arms (Rifle) | Sniping | Snow Skiing | Survival |
Swimming | Thrown Weapon | Unarmed Martial Arts |
Subsequent Term Skills:
Acrobat | Animal Training and Handling | Archaic Weapons | Explore |
Gun Combat | Melee | Personal Transport | Riding |
Sniping |
Promotion: 7+ on 1d10; DM +1 if Strength, Constitution, or Agility is 9+
Contacts: Two per term, government, law enforcement, or specialist (Athlete). Roll 7+ on 1d10 for the contact to be foreign.
Special: Professional athletes are allowed two secondary activities per term. Roll once per term vs. Strength, Constitution, or Agility (whichever is higher) on 1d10 to avoid a debilitating injury, which causes the athlete to leave this career.
ATTORNEY
Prerequisite: Law School
First Term Skill Adds:
Act/Bluff: 1 | Admin/Legal: 3 | Interrogation: 3 | Persuasion: 2 |
Subsequent Term Skills:
Act/Bluff | Charm | Crime | Computer |
Interrogation | Intrusion | Leadership | Observation |
Persuasion | Psychology | Streetwise |
Promotion: 7+, DM +1 if Education 7+.
Contacts: One per term, government or criminal. On a 8+ (1d10), the contact is foreign.
Special: Two secondary activities are allowed per term.
Prerequisite: Strength + Intelligence 13+.
First Term Skill Adds:
Act/Bluff: 2 | Armed Martial Arts: 3 | Ground Vehicle (Motorcycle): 1 | Ground Vehicle (Wheeled): 4 |
Observation: 4 | Persuasion: 2 | Small Arms (Pistol): 3 | Small Arms (Rifle): 3 |
Stealth: 2 | Streetwise: 2 | Unarmed Martial Arts: 3 |
Subsequent Term Skills:
Acrobat | Charm | Determination | Gun Combat |
Heavy Weapons | Medical | Melee | Perception |
Vehicle | Vessel |
Promotion: 6+ on 1D10; DM +1 if Observation skill score 7+.
Contacts: Two per term, government, business, medical, or entertainment. Roll 8+ on 1D10 for the contact to be foreign.
Special: Roll initiative as if regular military combat arms. Add one to initiative score if more than one term is served.
BOUNTY HUNTER
Prerequisites: Strength + Intelligence 12+
First Term Skill Adds:
Act/Bluff: 3 | Admin/Legal: 2 | Armed Martial Arts: 2 | Bribery: 1 |
Ground Vehicle (Wheeled): 3 | Interrogation: 3 | Intrusion: 2 | Observation: 3 |
Persuasion: 1 | Small Arms (Pistol): 2 | Small Arms (Rifle): 1 | Stalking: 3 |
Stealth: 3 | Streetwise: 2 | Tracking: 1 | Unarmed Martial Arts: 3 |
Subsequent Term Skills:
Acrobat | Crime | Determination | Economics |
Gun Combat | Interaction | Melee | Perception |
Vice | Vehicle |
Promotion: 6+ on 1d10; DM +1 if Intelligence 7+ or Streetwise skill 5+.
Contacts: Two per term, law enforcement or criminal. Roll 10 on 1d10 for the contact to be foreign.
Prerequisite: Master’s Degree, Construction or Civil Engineer 3+
First Term Skill Adds:
Computer: 1 | Civil Engineer: 2 | Construction: 2 | Demolitions: 1 |
Excavation: 2 | Geology: 2 | Ground Vehicle
(Tracked): 1 |
Metallurgy: 1 |
Subsequent Term Skills:
Bargain | Business | Climbing | Engineer |
Instruction | Metallurgy | Navigation | Observation |
Physical Sciences | Scrounging | Scuba | Technician |
Vehicle | Vessel |
Promotion: 7+ (1d10), DM +1 if Education 6+.
Contacts: One per term, government or business. On a roll of 10 (1d10), the contact is foreign.
Special: In the event of war, the character will be directly commissioned into the engineers at the grade of O2.
COMMERCIAL PILOT
Prerequisite: Technical school, Pilot skill of 3+ (either fixed wing or rotary wing).
First Term Skill Adds:
Aircraft Mechanic: 2 | Computer: 2 | Navigation: 4 | Observation: 2 |
Pilot: 4 |
Subsequent Term Skills:
Act/Bluff | Leadership | Navigation | Observation |
Parachute | Pilot | Technician |
Promotion: 6+ (1d10), DM +1 if Agility 6+.
Contacts: One per term, specialist (Pilot). On a d10 roll of 10, the contact is foreign.
Special: Upon the outbreak of war, the character will receive a direct commission at the grade of O1. He will be assigned to one of the armed forces to fly helicopters or transport aircraft.
COMPUTER OPERATOR/PROGRAMMER
Prerequisites: Technical school or undergraduate degree, Computer 3+.
First Term Skill Adds:
Bargain: 1 | Computer: 5 | Electronics: 2 |
Subsequent Term Skills:
Bargain | Cryptography | Instruction | Scrounging |
Technician |
Promotion: 7+ (1d10), DM +1 if Intelligence 7+
Contacts: This may, at the GM’s option, represent a person met on the Internet, in a chat room, a BBS, or a network. The character may know this person only through electronic communication, and it is highly likely they have never laid eyes on each other. One per term, specialist (Computer) or specialist (Electronics). On a 1d10 roll of 8+, the contact is foreign.
CONSTRUCTION WORKER
Prerequisite: Strength 4+
First Term Skill Adds:
Carpenter: 1 | Climbing: 3 | Construction: 3 | Excavation: 3 |
Ground Vehicle
(Tracked): 3 |
Ground Vehicle (Wheeled): 1 | Jumping: 1 |
Subsequent Term Skills:
Acrobat | Carpenter | Construction | Demolitions |
Excavation | Rope Use | Scrounging | Technician |
Promotion: 7+ (1d10), DM +1 if Constitution 7+.
Contacts: One per term, specialist (Construction Worker or Civil Engineer). On a 1d10 roll of 10, the contact is foreign.
CONSTRUCTION WORKER – HIGH STEEL
Prerequisite: Strength 4+, Agility 4+
First Term Skill Adds:
Acrobat: 1 | Carpenter: 1 | Climbing: 5 | Construction: 3 |
Excavation: 2 | Jumping: 3 | Metallurgy: 1 | Mechanic: 1 |
Observation: 2 | Rope Use: 2 | Willpower: 3 |
Subsequent Term Skills:
Acrobat | Carpenter | Construction | Demolitions |
Excavation | Rope Use | Scrounging | Technician |
Promotion: 7+ (1d10), DM +1 if Constitution 7+.
Contacts: One per term, specialist (Construction Worker or Civil Engineer). On a 1d10 roll of 8+, the contact is foreign.
EDUCATION--GRADUATE UNIVERSITY
Prerequisite: Undergraduate degree, Education 6+, Intelligence 7+
First Term Skill Adds: Four levels in one of the following skills:
Biology | Business | Chemistry | Civil Engineer |
Computer | Construction | Excavation | Geology |
Instruction | Leadership | Metallurgy | Meteorology |
Persuasion | Physics | Psychology | Veterinarian |
Then choose two more skill levels in a different skill.
Contacts: One per term, either academic or government.
Special: First term in this profession grants a Master’s Degree. Second and subsequent terms in this profession provide Ph.D.s. If Veterinarian is chosen as the primary skill, and taken to a Ph.D., the degree granted is a DVM (Doctor of Veterinary Medicine).
EDUCATION--LAW SCHOOL
Prerequisite: Undergraduate degree, Education 5+, Intelligence 5+
First Term Skill Adds:
Admin/Legal: 2 | Interrogation: 2 | Observation: 2 | Persuasion: 2 |
Psychology: 2 |
Contacts: One per term, academic or government. 9+ (1d10), contact is foreign.
EDUCATION--MEDICAL SCHOOL
Prerequisite: Undergraduate degree, Education 5+, Intelligence 6+, Biology 3+, Chemistry 2+.
First Term Skill Adds:
Biology: 3 | Computer: 1 | Medical: 6 | Observation: 1 |
Psychology: 2 |
Contacts: One medical. On 8+ (1d10), the contact is foreign.
Special: Psychiatrists may swap their Medical and Psychology skill levels.
EDUCATION--NATIONAL MILITARY ACADEMY
Prerequisite: Education 6+
Restrictions: This profession may be taken for one term only. Subsequent two terms must be as an active duty military officer. Maximum skill level in any one skill is 3.
First Term Skill Adds: Skill levels equal to Education ability score in any of the following skills:
Act/Bluff | Construction | Civil Engineer | Combat Engineer |
Computer | Grenade Launcher | Instruction | Leadership |
Persuasion | Riding | Small Arms (Pistol) | Small Arms (Rifle) |
Tac Missile |
Contacts: Two military. 10+ (1d10), the contact is foreign.
EDUCATION--TECHNICAL SCHOOL
Prerequisite: None
Restrictions: None
First Term Skill Adds: Six skill levels from any of the following:
Aircraft Mechanic | Computer | Construction | Demolitions |
Electronics | Ground Vehicle (Tracked) | Gunsmith | Machinist |
Mechanic | Medical | Pilot | Rector Operations |
Veterinarian |
Contacts: One specialist (skill level 8) in one area listed above.
EDUCATION--UNDERGRADUATE UNIVERSITY
Prerequisite: Education 5+
Restrictions: Maximum skill level in any one skill is 3.
First Term Skill Adds: Skills levels equal to Education ability score in any of the following skills:
Biology | Business | Chemistry | Construction |
Computer | Disguise | Excavation | Farming |
Geology | Instruction | Language | Metallurgy |
Meteorology | Persuasion | Physics | Psychology |
Contacts: One, either academic or journalist.
Special: The player may choose to have his character attend AROTC, AFROTC, NROTC, or NROTC (Marine Officer). If so, use two skill levels and choose Leadership: 2. Next tour must be as a military officer or reserve officer.
ENTERTAINER
Prerequisites: Charisma 8+.
First Term Skill Adds:
Act/Bluff: 3 | Disguise: 3 | Observation: 1 | Persuasion: 2 |
Psychology: 1 | Unarmed Martial Arts: 1 |
Subsequent Term Skills:
Acrobat | Charm | Fine Arts | Gun Combat |
Language | Medical | Melee | Observation |
Parachute | Psychology | Riding | Streetwise |
Swimming | Vehicle | Vessel |
Promotion: 6+ (1d10), DM +1 if Intelligence 7+.
Contacts: One per term. If a 1d10 roll is 8+, the contact is government; otherwise, the contact is in entertainment. If it is in entertainment, it is foreign on a 1d10 roll of 8+.
Special: At the GM’s option, random NPCs may recognize the character as a favorite TV, music, or movie star.
ENTERTAINER--STUNT PERSON
Prerequisites: Strength + Constitution + Dexterity: 12+
First Term Skill Adds:
Acrobatics: 3 | Act/Bluff: 1 | Armed Martial Arts: 3 | Autogun: 1 |
Climbing: 3 | Disguise: 1 | Early Firearms: 1 | Grenade Launcher: 1 |
Ground Vehicle (Wheeled): 3 | Jumping: 3 | Small Arms (Pistol): 2 | Small Arms (Rifle): 2 |
Swimming: 2 | Thrown Weapon: 2 | Unarmed Martial Arts: 3 |
Subsequent Term Skills:
Acrobat | Aircraft | Animal Handling | Archaic Weapon |
Artillery | Charm | Determination | Engineer |
Gun Combat | Heavy Weapon | Melee | Perception |
Personal Transport | Technician | Vehicle | Vessel |
Promotion:
7+ on 1d10, DM if STR, CON, or DEX is 7+.Contacts: Two per term, entertainment or military. The contact is foreign on a 1d10 roll of 7+.
Special: At the end of each term, the character must roll 1d10 vs. STR, CON, or DEX (whichever is higher) to avoid an injury that ends his career as a stunt person.
ENTREPRENEUR/BIG BUSINESS
Prerequisites: Intelligence + Charisma 10+.
First Term Skill Adds:
Admin/Legal: 4 | Bargain: 4 | Bribery: 1 | Business: 5 |
Computer: 2 | Leadership: 3 | Persuasion: 2 | Psychology: 2 |
Recruiting: 1 | Research: 3 | Scrounging: 2 | Willpower: 1 |
Subsequent Term Skills:
Charm | Determination | Economics | Interaction |
Social Sciences | Technician |
Promotion: 7+ on 1D10; DM +1 if Intelligence 8+.
Contacts: 3 per term, government or business. Roll 7+ on 1D10 for the contact to be foreign.
Special: Roll Easy: Intelligence each term. Success means that the character accumulates double the normal amount of money that term. Failure means that the character accumulates the normal amount of money. Catastrophic failure means the character accumulates no money and must leave the Entrepreneur career forever. Outstanding success means that the character gets 1D100 times the normal amount of money that term. Two secondary activities are allowed per term.
Prerequisites: None
First Term Skill Adds:
Computer: 1 | Electronics: 4 | Machinist: 4 | Mechanic: 2 |
Subsequent Term Skills:
Business | Gunsmith | Warhead | Technician |
Promotion: 7+ (1d10), DM +1 if Constitution 6+.
Contacts: One per term, business. On a 1d10 roll of 10, the contact is foreign.
Special: Two secondary activities are allowed per term.
FARMER
Prerequisites: None
First Term Skill Adds:
Animal Training and Handling: 2 | Biology: 2 | Carpenter: 1 | Computer: 1 |
Farming: 4 | Mechanic: 1 | Observation: 1 | Small Arms (Rifle): 1 |
Subsequent Term Skills:
Animal Training and Handling | Biology | Carpenter | Computer |
Farming | Mechanic | Meteorology | Perception |
Riding | Scrounging | Survival | Tracking |
Vehicle | Veterinarian |
Promotion: 7+ (1d10), DM +1 if Constitution 6+.
Contacts: One per term, a specialist in one of the above skills. On a roll of 10 on a 1d10, the contact is foreign.
FIREFIGHTER
Prerequisites: Strength + Agility: 12+
First Term Skill Adds:
Armed Martial Arts: 1 | Blind Fighting: 2 | Carpenter: 1 | Climbing: 3 |
Escape Skill: 1 | Excavation: 2 | Firefighting: 5 | Ground Vehicle (Wheeled): 1 |
Jumping: 3 | Mechanic: 1 | Medical (Trauma): 1 | Rope Use: 3 |
Slow Respiration: 1 | Thrown Weapon: 3 | Willpower: 3 |
Subsequent Term Skills:
Acrobat | Determination | Engineer | Melee |
Medical | Perception | Personal transport | Slow Respiration |
Technician | Vehicle | Vessel |
Promotion: 7+ on 1d10; DM +1 if Intelligence 7+.
Contacts: One per term, police, paramedic, or firefighter. On a roll of 9+ on 1d10, the contact is foreign.
Prerequisites: Undergraduate degree or one term in military as infantry or special operations; Strength + Intelligence of 14+
First Term Skill Adds:
Armed Martial Arts: 3 | Autogun: 4 | Blind Fighting: 2 | Combat Engineer: 2 |
Early Firearms: 1 | Grenade Launcher: 4 | Small Arms (Pistol): 4 | Small Arms (Rifle): 4 |
Sniping: 4 | Stalking: 2 | Tac Missile: 2 | Thrown Weapon: 3 |
Tracking: 2 | Unarmed Martial Arts: 3 |
Subsequent Term Skills:
Acrobat | Blind Fighting | Disguise | Engineer |
Explore | Gun Combat | Heavy Weapons | Intrusion |
Melee | Perception | Personal Transport | Sniping |
Promotion: 7+ on 1d10; DM +1 if Intelligence 7+.
Contacts: One per term, intelligence community or military. On a 1d10 roll of 8+, the contact is foreign.
Special: The character will not be drafted in the event of war; instead, the character continues as an intelligence agent. Add two to initiative score.
GOVERNMENT AGENT--NUCLEAR EMERGENCY SEARCH TEAM (NEST)
Prerequisites: Undergraduate degree; Physics or Reactor Operations 3+; Intelligence 6+
First Term Skill Adds:
Computer: 4 | Cryptography: 2 | Demolitions: 4 | Electronics: 4 |
Interrogation: 1 | Observation: 4 | Physics: 3 | Reactor Operations: 4 |
Small Arms (Pistol): 3 | Stalking: 4 | Tracking: 4 | Unarmed Martial Arts: 2 |
Warhead: 4 |
Subsequent Term Skills:
Crime | Disguise | Engineer | Gun Combat |
Language | Perception | Physical Science | Reactor Operations |
Technician |
Promotion: 7+ on 1d10; DM +1 if Intelligence 7+.
Contacts: One per term, intelligence community or criminal. On a 1d10 roll of 6+, the contact is foreign.
Special: The character will not be drafted in the event of war; instead, the character continues as a government agent.
GOVERNMENT AGENT--OPERATIVE
Prerequisites: Undergraduate degree, Intelligence 6+, Charisma 6+
First Term Skill Adds:
Armed Martial Arts: 1 | Demolitions: 2 | Disguise: 4 | Escape Skill: 3 |
Interrogation: 4 | Intrusion: 3 | Language: 3 | Observation: 4 |
Parachute: 2 | Small Arms (Pistol): 4 | Small Arms (Rifle): 2 | Stalking: 3 |
Tracking: 2 | Unarmed Martial Arts: 4 |
Subsequent Term Skills:
Acrobat | Charm | Combat Engineer | Crime |
Disguise | Escape Skill | Forgery | Gun Combat |
Heavy Weapons | Interaction | Medical | Melee |
Perception | Personal Transport | Technician |
Promotion: 7+ on 1d10; DM +1 if Intelligence 7+.
Contacts: One per term, government or intelligence community. On a 1d10 roll of 8+, the contact is foreign.
Special: The character will not be drafted in the event of war; instead, the character continues as a government agent.
GOVERNMENT AGENT--TECHNICIAN
Prerequisites: Undergraduate degree or technical school, Intelligence + Education 14+
First Term Skill Adds:
Aircraft Mechanic: 2 | Biology: 1 | Carpenter: 1 | Chemistry: 3 |
Combat Engineer: 2 | Computer: 4 | Construction: 2 | Electronics: 4 |
Geology: 2 | Gunsmith: 4 | Machinist: 1 | Mechanic: 3 |
Metallurgy: 2 | Physics: 2 |
Subsequent Term Skills:
Disguise | Engineer | Gun Combat | Language |
Medical | Melee | Perception | Physical Science |
Reactor Operations | Technician |
Promotion: 7+ on 1d10; DM +1 If Intelligence 7+
Contacts: One per term government or specialist (8+ in one of the skills listed above). On a 1d10 roll of 8+, the contact is foreign.
Special: The character will not be drafted in the event of war; instead, the character continues as a government agent.
Prerequisites: Intelligence + Education: 11+
First Term Skill Adds:
Animal Training/Handling: 2 | Biology: 4 | Chemistry: 4 | Climbing: 1 |
Farming: 3 | Geology: 2 | Instruction: 1 | Medical (Diagnosis): 4 |
Medical (Trauma): 1 | Research: 3 | Scrounging: 2 | Survival: 4 |
Veterinarian: 1 |
Subsequent Term Skills:
Animal Handling | Charm | Climbing | Economics |
Language | Medical | Perception | Physical Science |
Promotion: 8+ on 1D10; DM +1 if Education 7+.
Contacts: Two per term, medical or holistic healer. On a 1D10 roll of 7+, the contact is foreign.
Special: Two secondary activities are allowed per term.
HOMELESS PERSON
Prerequisites: None
First Term Skill Adds:
Act/Bluff: 2 | Armed Martial Arts: 1 | Bargain: 2 | Climbing: 1 |
Medical (Trauma Aid): 1 | Persuasion: 3 | Scrounging: 4 | Stealth: 2 |
Streetwise: 3 | Survival: 2 | Unarmed Martial Arts: 1 | Willpower: 2 |
Subsequent Term Skills:
Acrobat | Charm | Crime | Explore |
Interaction | Melee | Perception | Vice |
Promotion:
Not ApplicableContacts: Two per term, criminal or law enforcement. Roll 10 on 1d10 for the contact to be foreign.
Special: The character is allowed two secondary activities per term. Characters who enter the military during the war term from the homeless person career get only half the normal starting funds.
HUNTER/HUNTING OR FISHING GUIDE
Prerequisites: Constitution 6+.
First Term Skill Adds:
Archery: 1 | Biology: 1 | Climbing: 2 | Early Firearms: 1 |
Instruction: 1 | Long Distance Marching: 2 | Medical (Trauma): 1 | Navigation: 2 |
Observation: 4 | Small Arms (Pistol): 2 | Small Arms (Rifle): 4 | Sniping: 3 |
Stealth: 4 | Survival: 4 | Swimming: 2 | Tracking: 4 |
Vessel Use (Boat): 2 |
Subsequent Term Skills
Acrobat | Archaic Weapons | Determination | Explore |
Gun Combat | Interaction | Perception | Personal Transport |
Physical Science | Sniping | Vehicle | Vessel |
Promotion: 8+ on 1D10; DM +1 if Intelligence 7+.
Contacts: Two per term, any possible. On a 1d10 roll of 7+, the contact is foreign.
Prerequisites: Charisma 8+.
First Term Skill Adds:
Computer: 1 | Ground Vehicle (Wheeled): 2 | Language: 1 | Riding: 2 |
Snow Skiing: 2 | Swimming: 1 | Vessel Use (Boat): 2 |
Subsequent Term Skills:
Charm | Computer | Gun Combat | Instruction |
Interaction | Personal Transport | Riding | Vehicle |
Vessel |
Promotion: 7+ on 1d10; DM +1 if Intelligence 7+.
Contacts: One per term, wealthy or government. On a 6+ on 1d10, the contact is foreign.
Special: Double the money available to the character unless he or she enters the military in their final term. Two secondary activities may be taken per term.
Prerequisite: Undergraduate degree or Charisma 7+.
First Term Skill Adds:
Act/Bluff: 3 | Computer: 2 | Electronics: 2 | Interrogation: 3 |
Intrusion: 1 | Observation: 3 | Persuasion: 2 | Psychology: 1 |
Streetwise: 1 |
Subsequent Term Skills:
Acrobat | Charm | Computer | Crime |
Disguise | Ground Vehicle (Wheeled) | Interaction | Perception |
Psychology |
Promotion: 6+ on 1d10. DM +1 if Education 7+
Contacts: Two per term, government or law enforcement. Roll 7+ on 1d10 for the contact to be foreign.
LIFEGUARD, PROFESSIONAL
Notes: This is not the teenaged lifeguard at your local pool. These are the professional lifeguards that patrol major rivers, lakes, and ocean beaches, as immortalized in the Baywatch series, often employed by the county or state.
Prerequisites: Str 3+, Con 5+, Swimming 1+
First Term Skills Adds:
Medical (Trauma Aid): 2 | Meteorology: 1 | Observation: 4 | Rope Use: 2 |
Scuba: 1 | Swimming: 4 | Vessel Use (Boat): 3 | Willpower: 1 |
Subsequent Term Skills:
Charm | Determination | Explore | Interaction |
Medical (Trauma Aid) | Medical (Diagnosis) | Perception | Scuba |
Vessel Use (Boat) |
Promotion: 7+on 1d10; DM +1 if Int or Swimming 7+.
Contacts: 1 per term, any possible, but normally lifeguard, law enforcement, or medical. Roll 8+ on 1d10 for the contact to be foreign.
Special: If the GM chooses the "any possible" option for contacts, the contact may be one whom the character saved the life of the NPC or family member or significant other. In this case, the contact will be fanatically loyal to the PC.
Prerequisite: Undergraduate degree.
First Term Skill Adds:
Act/Bluff: 3 | Business: 2 | Computer: 2 | Leadership: 3 |
Observation: 1 | Persuasion: 3 | Willpower: 1 |
Subsequent Term Skills:
Charm | Business | Determination | Interaction |
Perception | Technician |
The player may also choose 2 skill levels from any other skill.
Promotion: 7+ on 1d10. DM +1 if Education 6+
Contacts: One per term, business or government. Roll 8+ on 1d10 for the contact to be foreign.
MECHANIC
Prerequisite: None
First Term Skill Adds:
Computer: 1 | Electronics: 2 | Machinist: 1 | Mechanic or Aircraft Mechanic: 4 |
Metallurgy: 1 | Scrounging: 1 |
Subsequent Term Skills:
Business | Intrusion | Metallurgy | Scrounging |
Technician | Vehicle |
Promotion: 7+ on 1d10; DM +1 if Charisma 6+.
Contacts: One per term, a specialist (skill level 8+) in one of the above skills. Roll a 10 on 1d10 for the contact to be foreign.
MEDICAL DOCTOR
Prerequisite: Medical school.
First Term Skill Adds:
Biology: 1 | Chemistry: 1 | Computer: 1 | Medical: 2 |
Observation: 1 | Persuasion: 1 | Psychology: 1 |
Subsequent Term Skills:
Computer | Instruction | Leadership | Medical |
Observation | Persuasion | Physical Science | Psychology |
Scrounging |
Promotion: 6+ on 1d10; DM +1 if Education 7+.
Contacts: One per term, medical. On a 1d10 roll of 10, the contact is foreign.
Special: The first term is internship and residency. No secondary activity is allowed during this time. For each additional career period, however, doctors are allowed two secondary activities per term after the first. At the time when war finally breaks out, any characters that are or previously have been medical doctors will receive a direct commission at the grade of O3 in the medical corps.
MERCHANT MARINE
Prerequisites: None
First Term Skill Adds: The character chooses skill levels equal to his Strength, Constitution, Education, or Intelligence; whichever is greater, in any of the following:
Bargain | Business | Computer | Electronics |
Leadership | Machinist | Mechanic | Metallurgy |
Meteorology | Navigation | Persuasion | Rope Use |
Scrounging | Scuba | Ship Helm Operations | Streetwise |
Swimming | Vessel Use (Boat) | Vessel Use (Hovercraft) | Vessel Use (Ship) |
Subsequent Term Skills:
Determination | Economics | Explore | Helm Operations |
Interaction | Personal Transport | Physical Science | Technician |
Vessel |
Promotion: 7+ on 1D10; DM +1 if Intelligence 7+.
Contacts: Three per term, naval, merchant marine, or government. Roll 7+ on 1D10 for the contact to be foreign.
Special: When war breaks out, the character is not drafted, but is assigned to a ship taking wartime supplies to foreign ports. The character may enlist if desired, even to the point of converting to an equivalent rank in his country's naval forces.
MILITIA/IRREGULAR FORCES
Prerequisites: One term in any other profession, including military.
First Term Skill Adds:
Autogun: 1 | Grenade Launcher: 1 | Long Distance Marching: 1 | Small Arms (Pistol): 1 |
Small Arms (Rifle): 1 | Thrown Weapon: 1 | Unarmed Martial Arts: 1 |
Subsequent Term Skills:
Acrobat | Crime | Engineer | Explore |
Gun Combat | Heavy Weapon | Interaction | Melee |
Perception | Personal Transport | Vehicle | Vice |
Promotion: 7+ on 1d10; DM +1 if Intelligence 7+.
Contacts: Three per term, military, criminal, intelligence community. Roll 9+ for the contact to be foreign.
Special: Three secondary activities are allowed per term. This represents the large amount of oddball skills the partisan learns.
MINER
Prerequisites: Strength + Constitution 9+.
First Term Skill Adds:
Blind Fighting: 2 | Climbing: 2 | Construction: 1 | Demolitions: 2 |
Excavation: 4 | Geology: 1 | Mechanic: 1 | Medical (Trauma): 2 |
Slow Respiration: 2 |
Subsequent Term Skills:
Acrobat | Engineer | Perception | Technician |
Vehicle |
Promotion: 7+ on 1D10; DM +1 if Intelligence 7+.
Contacts: One per term, technical or miner. Roll 10 on 1D10 for the contact to be foreign.
Prerequisites: Intelligence 4+
First Term Skill Adds:
Admin/Legal: 3 | Bargain: 2 | Business: 1 | Computer: 2 |
Forgery: 1 | Persuasion: 2 | Research: 1 |
Subsequent Term Skills:
Charm | Economics | Forgery | Interaction |
Vice |
Promotion: 8+ on 1D10; DM +1 if Intelligence 7+.
Contacts: One per term, business, technical, or government. Roll 10 on 1D10 for the contact to be foreign.
Special: Two secondary activities are allowed per term.
Prerequisites: Technical School, Medical (Trauma) 2+
First Term Skill Adds:
Biology: 1 | Computer: 1 | Ground Vehicle (Wheeled): 3 | Medical (Diagnosis): 1 |
Medical (Trauma): 2 | Scrounging: 1 |
Subsequent Term Skills:
Act/Bluff | Biology | Climbing | Computer |
Ground Vehicle (Wheeled) | Instruction | Interaction | Medical (Trauma) |
Small Arms (Pistol) | Unarmed Martial Arts |
Promotion:
6+ on 1d10; DM +1 if Education 7+Contacts: One per term, medical or law enforcement. On a 1d10 roll of 10, the contact is foreign.
POLITICIAN
Prerequisites: Charisma 8+.
First Term Skill Adds:
Act/Bluff: 2 | Business: 2 | Leadership: 3 | Persuasion: 4 |
Willpower: 1 |
Subsequent Term Skills:
Business | Charm | Determination | Economics |
Interaction | Observation |
Promotion: 6+ on 1d10; DM +1 if Charisma 9+.
Contacts: Three per term, journalism, government, or military. Roll 7+ on 1d10 for a contact to be foreign.
Special: When war breaks out, the character will not be drafted while the character is a politician. Former politicians may be drafted.
PRIEST
Prerequisites: Charisma 4+, Undergraduate degree
First Term Skill Adds:
Act/Bluff: 3 | Admin/Legal: 2 | Bargain: 2 | Instruction: 3 |
Language: 2 | Leadership: 4 | Music: 1 | Persuasion: 3 |
Psychology: 2 | Song: 1 | Willpower: 3 |
Subsequent Term Skills:
Animal Handling | Artisan | Charm | Determination |
Economics | Explore | Interaction | Personal Transport |
Physical Science | Social Science | Technician | Vehicle |
Promotion:
8+ on 1d10, DM+1 if Charisma 7+.Contacts: Two per term, religious, government, or law enforcement. Roll 7+ for the contact to be foreign.
Special: Two secondary activities are allowed per term. The priest cannot take weapon skills except as background skills. If the priest leaves his vocation, he may take weapons skills as is normal for his new profession. At the GMs discretion, the priest may not be allowed to use weapons. (Most religions forbid their priests from using weapons).
PRIVATE INVESTIGATOR
Prerequisites: Intelligence 5+, Charisma 5+
First Term Skill Adds:
Act/Bluff: 3 | Disguise: 3 | Interrogation: 2 | Observation: 3 |
Persuasion: 2 | Small Arms (Pistol): 2 | Stalking: 3 |
Subsequent Term Skills:
Acrobat | Charm | Crime | Determination |
Disguise | Escape Skill | Ground Vehicle (Motorcycle) | Ground Vehicle (Wheeled) |
Interaction | Perception | Streetwise | Vice |
Promotion: 6+ on 1d10; DM +1 if Constitution 7+
Contacts: Two per term -- criminal, law enforcement, or government. Roll 9+ on a 1d10 for the contact to be foreign.
PROFESSOR
Prerequisites: Ph.D. (see Graduate University)
First Term Skill Adds:
Instruction: 4 | Language: 2 | Persuasion: 1 | |
Specialty: 2 (two levels in the character's specialty from the graduate university). |
Subsequent Term Skills:
Charm | Interaction | Leadership | Observation |
Specialty (a level in the character's specialty skill) |
Promotion: 7+ on 1d10; DM +1 if Education 7+.
Contacts: Two per term, academic or government. On a roll of 7+ on 1d10, a contact is foreign.
Special: Professors may have two secondary activities per term.
RANCHER
Prerequisites: None
First Term Skill Adds:
Animal Training/Handling: 4 | Biology: 2 | Business: 1 | Genetics: 1 |
Ground Vehicle (Motorcycle): 1 | Ground Vehicle (Wheeled): 3 | Mechanic: 1 | Observation: 2 |
Riding: 3 | Rope Use: 3 | Small Arms (Pistol): 1 | Small Arms (Rifle): 2 |
Tracking: 2 | Veterinarian: 3 |
Subsequent Term Skills:
Animal Handling | Artisan | Economics | Explore |
Gun Combat | Interaction | Medical | Vehicle |
Promotion: 8+ on 1D10; DM +1 if Animal Training/Handling skill 7+.
Contacts: One per term, rancher, hunter, or business. Roll 10 on 1D10 for the contact to be foreign.
Prerequisites: Education 5+
First Term Skill Adds:
Biology: 2 | Chemistry: 2 | Computer: 1 | Medical (Diagnosis): 3 |
Medical (Trauma): 2 | Persuasion: 2 | Psychology: 1 | Scrounging: 1 |
Subsequent Term Skills:
Charm | Computer | Instruction | Medical |
Persuasion | Physical Science | Psychology | Scrounging |
Promotion: 6+ on 1d10; DM +1 if Education 7+.
Contacts: Two per term, business or medical. On a 9+ on 1d10, the contact is foreign.
Special: The first term is a combination of medical training and university classes. No secondary activity is allowed during this time. For each additional career period, nurses are allowed two secondary activities. When war breaks out, the character will be directly commissioned into the medical corps at the grade of O2.
Prerequisites: Master's Degree
First Term Skill Adds: Levels equal to sum of Education and Intelligence in any of the following:
Biology | Chemistry | Computer | Electronics |
Farming | Genetics | Geology | Instruction |
Language | Machinist | Mechanic | Metallurgy |
Meteorology | Observation | Physics | Reactor Operations |
Recruiting | Research | Scrounging |
Subsequent Term Skills:
Animal Handling | Artisan | Economics | Engineer |
Interaction | Medical | Observation | Physical Science |
Technician | Vehicle | Vessel |
Promotion: 7+ on 1d10; DM +1 if Education or Intelligence 9+.
Contacts: Two per term, scientist, government, or business. On a 6+ on 1d10, the contact is foreign.
Special: Two secondary activities are allowed per term.
SURVIVALIST
Prerequisites: None
First Term Skill Adds:
Act/Bluff: 1 | Archery: 1 | Armed Martial Arts: 1 | Biology: 2 |
Climbing: 1 | Construction: 1 | Demolitions: 1 | Early Firearms: 1 |
Farming: 2 | Forgery: 1 | Grenade Launcher: 1 | Ground Vehicle (Motorcycle): 1 |
Ground Vehicle (Snowmobile): 1 | Ground Vehicle (Wheeled): 2 | Long Distance Marching: 1 | Medical (Trauma): 1 |
Mechanic: 2 | NBC Specialist: 1 | Observation: 2 | Scrounging: 2 |
Small Arms (Pistol): 2 | Small Arms (Rifle): 2 | Snow Skiing: 2 | Survival: 4 |
Thrown Weapon: 1 | Tracking: 1 | Unarmed Martial Arts: 2 | Vessel Use (Boat): 1 |
Veterinarian: 2 |
Subsequent Term Skills:
Acrobat | Animal Handling | Archaic Weapons | Artisan |
Charm | Engineer | Explore | Gun Combat |
Heavy Weapons | Interaction | Perception | Personal Transport |
Vehicle | Vessel |
Promotion: 8+ on 1D10; DM +1 if Intelligence 7+.
Contacts: One per term, specialist, criminal, or hunter. Roll 9+ on 1D10 for the contact to be foreign.
Prerequisites: Agility 4+.
First Term Skill Adds:
Carousing: 2 | Ground Vehicle (Wheeled): 4 | Mechanic: 2 | Navigation: 2 |
Observation: 2 |
Subsequent Term Skills:
Charm | Ground Vehicle (Wheeled) | Mechanic | Melee |
Navigation | Observation | Small Arms (Pistol) | Small Arms (Rifle) |
Promotion: 6+ on 1d10; DM +1 if Constitution 7+.
Contacts: One per term, specialist (Mechanic) or law enforcement.
Special: Truck drivers are allowed two secondary activities per term.
Prerequisite: DVM (See Graduate University)
First Term Skill Adds:
Animal Training and Handling: 3 | Biology: 3 | Chemistry: 2 | Computer: 1 |
Farming: 1 | Observation: 2 | Riding: 1 | Veterinarian: 3 |
Subsequent Term Skills:
Act/Bluff | Animal Handling | Computer | Farming |
Navigation | Perception | Physical Science | Riding |
Stalking | Tracking | Veterinarian |
Promotion: 6+ on 1d10; DM +1 if Education 7+.
Contacts: Two per term, either veterinarian, medical, or law enforcement. On a 10 on 1d10, the contact is foreign.
WILDERNESS TRACKER/SEARCH SPECIALIST
Prerequisites: Strength + Constitution + Intelligence 12+
First Term Skill Adds:
Biology: 1 | Climbing: 3 | Ground Vehicle: 1 | Jumping: 2 |
Long Distance Marching: 3 | Medical (Trauma Aid): 3 | Meteorology: 1 | Navigation: 4 |
Observation: 4 | Persuasion: 1 | Psychology: 2 | Research: 1 |
Rope Use: 3 | Slow Respiration: 2 | Survival: 4 | Swimming: 2 |
Tracking/Stalking: One at 4, the other at 2 | Vessel Use (Boat): 1 | Willpower: 2 |
Subsequent Term Skills:
Acrobat | Animal Handling (Dog or Pack Animal) | Charm | Determination |
Explore | Interaction | Medical | Perception |
Personal Transport | Physical Science | Vehicle | Vessel |
Promotion: 8+ on 1D10; DM +1 if Intelligence 7+ or Observation, Tracking, or Stalking 8+.
Contacts: Two per term, any possible, but probably law enforcement, medical, hunter, or survivalist. Roll 8+ on 1D10 for the contact to be foreign.
Special: On a 10 on 1d10, the contact is someone or the loved one of someone whose life the tracker has saved. The contact in this case will have fanatical loyalty to the tracker.