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 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * 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. ------------------------------------------------------------------------------- To unsubscribe, send 'signoff TNE-RCES' as the body of a message to [email protected]. For help, send the word 'help'.