From [email protected] Tue Aug 26 19:55:05 1997
Date: Sat, 10 May 1997 00:35:20 -0400
From: "Franklin W. Cain" 
Reply-To: [email protected]
To: Multiple recipients of list 
Subject: New TNE Careers (repeat)

I sent these earlier this week, but I didn't hear anything from anyone.  
Did they get posted OK?  Anyway, here goes...

Franklin 

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These careers use the following new skills: 

Luck (INT) - Determination:  As per a back issue of _Traveller_Chronicle_ 
  as well as GDW's Dark Conspiracy.  Consider this skill to be TNE's 
  version of Jack-Of-All_Trades.  

Philosophy/Theology (EDU) - Social Science:  As per T4.  

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * 

Clergy (Civilian)
  Even in the 58th Century, people still have spiritual needs.  
  Your character is one of the people who attend to those needs.  
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 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 (Civilian) 
  From the earliest days of history, there have been those who made 
  their living at games of chance.  Why not your character, also?  
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 (Military) 
  This "career" is undertaken by an ex-military character at the *same* 
  time as he takes a civilian career.  This career simulates the "weekend 
  warriors" that are such an important part of the military.  
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 service obligations (from Military or 
    Flight Academy).  
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: As per the military career.  
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.  
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