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New Careers

by Franklin W. Cain

Clergy

Even in the 58th Century, people still have spiritual needs. Your character is one of the people who attend to those needs. Clergy is a civilian career.

Prerequisites

First Term Skills: History 1, Leadership 2, Persuasion 2, Philosophy/Theology 2, Psychology 1.
Subsequent Term Skills: Charm, Determination, Social Science.

All Terms
Special Adventure: 8+ for Language, Medical, Explore, Fine Arts, Interaction, Physical Science, Technician, Vehicle.
Promotion: 7+, DM +1 if INT 6+.
Contacts: One per term, any.
Other Effects: +1 SOC per promotion.


Gambler

From the earliest days of history, there have been those who made their living at games of chance. Why not your character, also? The Gambler is a civilian career.

Prerequisites

First Term Skills: Gambling 2, Luck 2, Streetwise 1, Charm 2, Perception 1.
Subsequent Term Skills: Luck, Charm, Perception, Vice.

All Terms
Special Adventure: 8+ for Slug Weapon (Slug Pistol), Language, Crime, Explore, Melee, Vehicle.
Promotion: 8+, DM +1 if INT 8+, DM +1 if CHR 8+.
Contacts: One per term, specialist (Gambling), criminal, entertainment, or law enforcement.
Other Effects:

  • Two Secondary activities per term.
  • +1 SOC per promotion.
  • When computing income, roll a Difficult test of Gambling:
    Outstanding Success: Use 1D6 x Gambling asset instead of SOC.
    Success: Use 1D3 x Gambling asset instead of SOC.
    Failure: Use Gambling asset instead of SOC.
    Catastrophic Failure: No income this term. In addition, roll an Average test of INT to avoid spending the next term in the Prisoner career (1D3+1 terms if Catastrophic Failure for this test of INT).
  • If Homeworld Tech = Early Stellar+, 1 ship DM per Special Adventure for a Yacht.


    Reserve/Guard Force

    This "career" is undertaken by an ex-military character at the *same* time as he takes a civilian career.

    Prerequisites

    All Terms
    Commission: As per the military career, with DM -2.
    Skills: As per the military career.
    Special Duty: As per the military career, with DM +2. Having a Special Duty for the military career prohibits having a Special Assignment in the civilian career for that term.
    Promotion: As per the military career, with DM -2.
    Contacts: One per term, military.
    Other Effects:
  • Secondary activity must be chosen from Subsequent Terms Skills for the military career.
  • Resolution of the civilian career is unaffected by this career (except for Special Duty; see above).
  • The character receives half (round down) the usual number of ship DMs from the military career.


    These careers mention a couple of skills not in the Traveller: the New Era Rulebook.

    Luck (INT) - Determination: This skill functions just as described in a back issue of The Traveller Chronicle and in Dark Conspiracy. This skill is TNE's version of Jack-of-all-Trades.

    Philosophy/Theology (EDU) - Social Science: This skill functions just as described in Mark Miller's Traveller or in the TNE version by Harold Hale (see GAIL0003).


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