Skiltaire Traveller Careers |
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Basic Skill Eligibility |
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Per year of Service |
1 |
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Upon receiving special duty |
1 |
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Each position or promotion |
1 |
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Mustering Out Benefits |
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Per term of service |
2 |
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If rank 1 or 2 |
1 |
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If rank 3 or 4 |
1 |
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If rank 5 or 6 |
1 |
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Benefits table: DM+1 if rank 5+ |
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Cash Table: DM+1 if retired, if Commerce |
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skill 3+, or Gambling 1+ |
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Careers | ||||||
The
Following are the Careers available to Skiltaire born and raised on Kunitsa.
Defender - Member of the combined forces of Kunitsa. Lines blur between Wet and Space Navy, Marine, Special Forces, Army and Scouts within the Defender career. Personal interest and talents as well as society's needs dictate 'branch' placement at any given time. Soldiers, Police Officer, Space Tree Security Detail, and Detectives. Scientist - Contributors to the new technological Renaissance of Kunitsa, Archeologists delving into the mysterious past of the Skiltaire on Kunitsa and beyond, and Psionic researchers. Doctor - Professionals, Surgeons, Contributors to tribal and multicultural well being, Attached Civilian Personnel (to Kunitsa Defense units), Botanists and Xenobiologists. Bureaucrat - Intertribal Diplomats, Space Tree Managers, and Functionaries to the Councils of Economics, Defense, Science and Technology, Environment, Intelligence, Foreign Policy or KUITS. Merchant - Traders, Entrepreneurs, Sanctioned Route Explorers, Unofficial KUITS Diplomats and Agents. Hunter - Trackers, Guides, Survivalists, 'Primitives' with Technology, Planetary Assessors (Private Scouts), KUITS Scouts and Agents. |
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Rank and Service Skills |
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Defender |
Vacc Suit-0 |
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Defender |
Handgun-1 |
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Scientist |
Technical-1 |
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Doctor |
Medical-1 |
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Merchant |
Vacc Suit-0 |
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Merchant 1st Officer |
Commerce-1 |
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Hunter |
Hunting-1 |
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Skiltaire Specific Skills Commerce: Is the skiltaire's ability to comprehend the abstracts of money and bears some resemblance to the male Aslan skill- Independence. Trade between Skiltaire is most often done on a barter system, even when bulk goods or services are being traded. Skiltaire who expect to spend a considerable amount of time away from home will find this skill invaluable. Psionic (Cascade): +1 Psi, Telepathy, Clairvoyance, Techempathy Economic: Includes Commerce skill in addition to the other skills normally in this cascade. Commerce skill is required as a prerequisite to the Economic skills of Broker and Trader. |
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Prior Service Table |
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Defender |
Scientist |
Doctor |
Bureaucrat |
Merchant |
Hunter |
|
Enlistment |
8+ |
6+ |
9+ |
5+ |
7+ |
9+ |
DM+1 if |
Int 8+ |
Int 9+ |
Int 8+ |
Edu 8+ |
Str 7+ |
Dex 9+ |
DM+2 if |
Psi 9+ |
Edu 10+ |
Dex 9+ |
Str 8- |
Int 6+ |
End 8+ |
Injury |
5+ |
5+ |
4+ |
4+ |
5+ |
7+ |
DM+2 if |
End 8+ |
Edu 9+ |
Int 8+ |
Edu 10+ |
Int 7+ |
Str 9+ |
Position |
10+ |
na |
na |
6+ |
4+ |
na |
DM+1 if |
Int 9+ |
na |
na |
Edu 10+ |
Int 6+ |
na |
Promotion |
8+ |
na |
na |
7+ |
10+ |
na |
DM+1 if |
Edu 8+ |
na |
na |
Int 9+ |
Int 9+ |
na |
Special Duty |
8+ |
5+ |
6+ |
6+ |
4+ |
7+ |
Reenlist |
6+ |
5+ |
4+ |
5+ |
4+ |
5+ |
Table of Ranks |
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Rank |
Defender |
Scientist |
Doctor |
Bureaucrat |
Merchant |
Hunter |
1 |
Team Leader |
na |
na |
Clerk |
4th Officer |
na |
2 |
Watch Leader |
na |
na |
Supervisor |
3rd Officer |
na |
3 |
Lieutenant |
na |
na |
Asst Mgr |
2nd Officer |
na |
4 |
Commander |
na |
na |
Manager |
1st Officer |
na |
5 |
Captain |
na |
na |
Executive |
Captain |
na |
6 |
Admiral |
na |
na |
Director |
Owner |
na |
Mustering Out Tables |
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Die Roll |
|
Benefits Table |
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1 |
Mid Psg |
Mid Psg |
Mid Psg |
Low Psg |
Low Psg |
Low Psg |
2 |
+1 Int |
Mid Psg |
+1 Edu |
Mid Psg |
+1 Int |
High Psg |
3 |
+2 Edu |
High Psg |
+1 Edu |
Low Psg |
+2 Edu |
Weapon |
4 |
Weapon |
+1 Psi |
Weapon |
Timepiece |
Weapon |
Weapon |
5 |
+1 Psi |
Weapon |
Instrument |
High Psg |
Weapon |
Weapon |
6 |
High Psg |
Grant |
Mid Psg |
Weapon |
Commerce |
Safari Ship |
7 |
Scout Ship |
Commerce |
Trader |
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Characters with rank 5 or 6 may add +1 to their rolls. Weapon benefits must be taken immediately; additional benefits of weapon may be declared as skill in a weapon of a type previously taken. |
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Die Roll |
|
Cash Table (in credits) |
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1 |
na |
na |
na |
na |
1000 |
na |
2 |
na |
500 |
na |
na |
5000 |
500 |
3 |
500 |
1000 |
10000 |
500 |
10000 |
500 |
4 |
1000 |
2000 |
20000 |
1000 |
10000 |
1000 |
5 |
2000 |
4000 |
40000 |
2000 |
10000 |
1000 |
6 |
4000 |
8000 |
80000 |
4000 |
20000 |
5000 |
7 |
8000 |
16000 |
160000 |
8000 |
50000 |
10000 |
Amounts are shown in credits (Cr). The maximum number of rolls that may be taken on this table is equal to the character's Commerce skill. Individuals who are retired, have a Commerce skill of 3+, or Gambling 1+ receive a DM of +1 on the cash table. |
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Mustering Out Benefit Objects Weapon: Select and receive any weapon. If weapon is received as a mustering out benefit object again, the character may select the same weapon again, a different weapon, or one level of skill in a weapon previously taken as a mustering out benefit object. Scout Ship: Receive a Skiltaire Scout exploratory and dispatch vessel (100 ton) as a loan from the Defense Service (The character is considered on detached duty from the Defenders). There is little or no accountability for the ship, but it cannot be sold. Grant: The character has received a research grant from an outside power or corporation interested in the character's field of inquiry. For the Skiltaire, this confers the benefit of 1 MCr in funds and equipment, and mid-passage once per year between his homeworld and the nearest facility owned by the benefactor. While there is no initial accountability, the grant comes up for review once every four years and, if progress has been made, a roll of 8+ will renew the grant. Instrument: Receive a full set of medical instruments for diagnosis and treatment of injuries and illnesses. Basic value of the set is Cr5000. Timepiece: Receive a commemorative gold timepiece (watch, chronometer, etc.) in view of many years of fine service. Basic value of the piece is 50cr. On a throw of 7+, it has a value of Cr200 to Cr1200 and functions as a multichronometer. Trader: Receive a 300 ton TL-12 Crayfish class Far Trader. The first receipt provides full ship responsibility-no payments are made. Further receipts of Trader are wasted. Technically this ship is property of KUITS, and its recipient is expected to share all information of its travels, trade routes, friendly or beligerant worlds, governments or individuals with KUITS at least once every 3 years. Safari Ship: Receive a safari (excursion) ship. The first receipt provides ship ownership-no payments are made. Further receipts of Safari Ship are wasted. The ship is a reconditioned Zhodani Yetsabl-class 200 ton courier. Low Passage: Receive one Low Passage allowing one passage (in frozen sleep) from one world to the next stop on the starship's itinerary. Mid Passage: Receive one Middle Passage allowing one passage (in standard quarters) from one world to the next stop on a starship's itinerary. High Passage: Receive one High Passage allowing one passage (in luxury quarters) from one world to the next stop on a starship's itinerary. |