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.

BODYGUARD

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.

CIVIL ENGINEER

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.

FACTORY WORKER

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.

GOVERNMENT AGENT--ASSASSIN

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.

HOLISTIC HEALER

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 Applicable

Contacts: 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.

IDLE RICH

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.

JOURNALIST

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.

MANAGER

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.

OFFICE/CLERICAL WORKER

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.

PARAMEDIC

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.

REGISTERED NURSE

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.

SCIENTIST

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.

TRUCK DRIVER

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.

VETERINARIAN

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.