BARD PAPER: GAIL4007
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Confederation of Nightrim Careers
These are some extra careers designed for use in the
Confederation of Nightrim, though they can be modified for use in other settings.
Careers for the Ayanshi can be found at
Here
CNERs
(Nonmilitary) CNERS is the nickname for
Confederation of Nightrim Exploration and Reconnaissance Service.
With the passing of the Exploration Bill less than a two years ago and
the evaluation of a number of early exploration missions, it became
apparent that special training would be necessary if these missions were
to yield any positive results. With their training modeled after that
of the Old Imperial Scout Service the CNERS would have to be everything
the Scouts were and more. This is an intensive one year full time
academy program.
Explorers, soldiers and emissaries. There is no one word which can
completely describe a CNERS life. To the Ayanshi they are the
Ovaytahalz the bringers of light.
Prerequisites
INT or EDU 7+. STR, AGL, CON & CHR all 5+, and at
least one prior term served in any other military, scout or trader
career.
All Terms
Commission: +8, DM +1 if EDU 8+, DM+1 if INT 8+, DM+1 if CHR 8+. A
commission makes the character an officer; all other characters are
enlisted. (Minimum SOC 5.)
Officer Skills: Determination 1, Explore 1, Spacehand 1, Space Tech 1, Space
Vessel 1, Tactics 1, Liaison 1.
Enlisted Skills: Explore 2, Spacehand 1, Space Vessel 1, Space Tech 2,
Technician 1.
Contacts: One CNERS specialist (skill level 8).
Other Effects: Due to the recent origins of the CNERS career it must
be a characters final career and only takes a single year to complete.
No secondary activities are allowed will in this phase of generation.
No promotions or special duty rolls are made. No income is
received either.
Marine Force Recon
(Military)
A specialized branch of the Stonehaven Marine Corps.
Marine Force
Recon troopers are trained in the skills of infiltration, demolition and
assassination. Their task, quite simply, is to disrupt hostile
planetary governments command, communications and support structures
prior to a full scale invasion. To accomplish this most Force Recon
units are orbitally deployed, provided with a minimum of support and
expected to accomplish the impossible. Force Recon units often operate
independently for long periods, living off the land and providing
tactical support to local resistance units. Needless to say Force Recon
troopers are among the Confederation's most respected.
Prerequisites
STR, AGL, and CON all 5+, and at least one prior term
in the Confederation of Stonehaven Marine Corps.
First Term
Commission: 8+, DM +1 if EDU 8+, DM +1 if INT 8+, DM +1 if CON 8+. A
commission makes the character and officer; all other character are
enlisted. (minimum SOC 5.)
Officer Skills: un Combat 2, Melee 2, Spacehand 2, Heavy Weapons 1, Tactics
1, Determination 1, Survival 1.
Enlisted Skills:Acrobat 1, Gun Combat 2, Melee 2, Spacehand 2, Heavy Weapons
1, Combat Engineer 1, Survival 1.
Subsequent Term
Commission: Commission: 9+, DM +1 if INT 8+, DM +1 if CON 8+, DM +2 if CHR 8+.
(Minimum SOC 5.)
Officers Skills:Gun Combat, Spacehand, Heavy Weapons, Tactics, Determination,
Charm, Personal Transport, Survival, Observation, Perception.
Enlisted Skills: Gun Combat, Melee, Heavy Weapons, Spacehand, Intrusion,
Charm, Personal Transport, Observation, Survival, Perception.
All Terms
Special Adventure: 8+ for Melee, Crime, Interaction, Explore, Vehicle,
Artillery, Medical, Acrobat, Technician, Gun Combat, Perception,
Survival, Personal Transport, Heavy Weapons.
Promotion:6+, DM +1 if CON 7+, DM +1 for Special Duty.
Contacts: One per term, military
Other Effects: Characters who transfer to Marine Force Recon do so with
the rank they previously held. If more than on term is served, +1 to
Initiative. 1 ship DM per term, plus 1 per special assignment, apply to
Trader or Warship (character's choice)
Survivor
(Nonilitary) The term Survivor does little to tell of the hardships these people
endured as a result of the collapse. In the Confederation of Nightrim
only characters generated on the world of Mull are eligible to become
survivors.
Survivors were the people who went beyond the sealed domes looking for
replacement parts, they were the people who crawled through miles of
ventilation ducts to find that one precious part. When everything else
came apart these were the people who kept fighting to live, they never
gave up hope and they never lost the will to survive. To them the
options were simple, life or death, and death simply wasn't an option.
Prerequisites
First Term
Skills:Acrobat 1, Determination 2, Explore 1, Perception 1,
Technician 2, Environmental Suit 1.
Subsequent Term
Skills: Acrobat, Intrusion, Determination, Explore, Gun
Combat, Trauma Aid, Melee, Perception, Technician.
All Terms
Special Adventure: +6 for Determination, Gun Combat, Interaction, Melee,
Perception, Tactics, Vehicle.
Promotion: 7+, DM+1 if INT 7+
Contacts: One per term, Survivor, Mechanic, Construction Worker
Other Effects: After two terms are served improve AGL +1. All money
acquired while in this career must be spent to reflect material goods
located rather than actual cash.
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