BARD PAPER: GAIL4001
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New Careers
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
EDU 4+ and CHR 5+.
Philosophy/Theology 3+.
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
INT 6+ and CHR 6+.
Gambling 3+.
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
Prior military career.
Must meet all Prerequisites for that military career.
Must simultaneously serve in a civilian career that doesn't prohibit
secondary activities.
Cannot have any outstanding obligations of military service (from
Military/Flight Academies).
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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