TEXT:  
   
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   Traveller and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are used according to the terms of the Traveller Logo Licence version 1.0c. A copy of this licence can be obtained from Mongoose Publishing. The mention or reference to any company or 
  product in these pages is not a challenge to the trademark or copyright concerned. Traveller and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are used with permission. The Traveller Main Rulebook is available from Mongoose Publishing. 
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  CREDITS 
  AUTHORS 
  John Griffiths 
  Richard Hazlewood 
  Nik Kraakenes 
  EDITOR, INTERIOR DESIGN & LAYOUT 
  John Griffiths 
  COVER ART & INTERIOR ILLUSTRATIONS 
  Nik Kraakenes 
  PLAYTESTERS 
  John Griffiths 
  Kevin Hazlewood 
  Richard Hazlewood 
  Nik Kraakenes 
  All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names, places, items, art and text 
  herein are copyrighted by Spica Publishing. 
  This game product has been published under the Open Game Licence. A copy of this licence is shown on page 52 of this book. To learn more about the Open Game Licence, please go to 
  www.mongoosepublishing.com. 
  This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actual people, organisations, places or 
  events is purely coincidental. 
  William Self (order #4987768)
  
   
   
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  NTTSS
  INTRODUCTION ................................................ 3 
  CHARACTERS AND CAREERS ......................... 3 
  SKILLS AND NEW CAREERS ........................... 3 
  REQUIRED MATERIALS .................................. 3 
  ABOUT THE AUTHORS ................................... 3 
  FEEDBACK ................................................... 3 
  BACKGROUND SKILLS ....................................... 4 
  ALTERNATIVE METHOD 1 ............................... 4 
  ALTERNATIVE METHOD 2 ............................... 4 
  ALTERNATIVE INJURY TABLE .......................... 5 
  NEW & EXPANDED SKILLS ............................. 6 
  UNIVERSITY ..................................................... 7 
  GRADUATE SCHOOL ......................................... 9 
  NEW CAREERS .............................................. 12 
  NEW MUSTERING OUT BENEFITS ................. 12 
  EXPLORER SHIP ......................................... 13 
  ATHLETE ....................................................... 14 
  CHANCER ...................................................... 16 
  COMPANION .................................................. 18 
  COSMONAUT ................................................. 20 
  ENFORCER .................................................... 22 
  INSURGENT ................................................... 24 
  MEDIA PRACTITIONER .................................... 26 
  MYSTIC WARRIOR .......................................... 28 
  POLITICIAN .................................................... 30 
  PORT AUTHORITY .......................................... 32 
  PRISONER ..................................................... 34 
  PUPPETEER ................................................... 36 
  SECRET POLICE ............................................. 38 
  SLAVE ........................................................... 40 
  PRE-GENERATED CHARACTERS ...................... 42 
  THE CHARACTER PROFILE ........................... 42 
  NEW SKILL SPECIALITY ............................... 42 
    
  CAREER BOOK 2 
  SP 0102 
  © Spica Publishing. 
  First edition. 
  September 2009. 
  Printed and published in the United Kingdom. 
  1 2 3 4 5  
  ISBN 978-0-9560893-2-8 
  William Self (order #4987768)
  
   
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  Career Book 2 is the second of three career books from 
  Spica Publishing offering new career options for Traveller 
  character generation. This book contains 14 completely new 
  careers for your Traveller game. 
  CHARACTERS AND CAREERS 
  Characters are central to any role-playing game; they are the 
  alter-egos of the players in the game universe. Within each 
  game universe, there are many thousands of ways a 
  character can live, work or otherwise occupy their time. This 
  book presents players and Referees with new character 
  generation options that allow players greater choice in the 
  characters they choose to play, and Referees a wider range 
  of sources for generating non-player characters. 
  Within a science fiction RPG setting, the number and types of 
  careers available to characters (both human and alien) can be 
  massive, and each race or species has its own unique take 
  and influence on careers, often offering skills or benefits not 
  available to other races in similar or identical careers. 
  All of these careers are suitable for human player or non-
  player characters; some are more suitable than others for 
  various alien species. Players should discuss their idea of 
  how an alien character should be generated with the Referee 
  responsible for the current game. 
  SKILLS AND NEW CAREERS 
  This book is divided into five distinct subsections. The first 
  subsection provides two alternative methods for determining a 
  character‟s background skills and an alternative injury table. 
  The second subsection offers University and Graduate School 
  options for characters, arranged in the manner of careers. 
  The third subsection presents two new skills and revisits the 
  Trade skill from 58 TMB. 
  The fourth section provides 14 new careers: Athlete, Chancer, 
  Companion, Cosmonaut, Enforcer, Insurgent, Media, Mystic 
  Warrior, Politician, Port Authority, Prisoner, Secret Police and 
  Slave. Each career includes: 
   
  A brief description of the career and its assignments; 
   
  Its own unique set of character generation tables, 
  including ranks (where applicable) and mustering out 
  benefits tables; 
   
  Mishap and Events tables. 
  The fifth section of this book provides a number of pre-
  generated non-payer characters. 
  REQUIRED MATERIALS 
  To get the most from this book you will need at least the 
  following items: 
   
  The 
  Traveller 
  Main 
  Rulebook 
  by 
  Mongoose 
  Publishing; 
   
  At least two six-sided dice; 
   
  Some pens/pencils and paper or a computer. 
  Referees and players will find Career Book 1 from Spica 
  Publishing useful, particularly when generating Port Authority 
  characters. 
  References to Other Books: In this work, references to 
  specific pages in other Traveller books and products are 
  shown as the page number followed by a code for the 
  relevant book, both in italics, thus: 28 TMB or (28 TMB). 
   
  Traveller Main Book: TMB 
   
  Traveller Supplement 4: Central Supply Catalogue: 
  CSC. 
   
  Allies, Contacts, Enemies & Rivals: ACER. 
   
  Career Book 1: CB1. 
   
  Career Book 2: CB2. 
   
  Nemesis Class Pursuit Ship: NEM. 
  Die Throw & Notation Conventions The die throw and 
  notation conventions used in this book are the same as those 
  described on 3 TMB. 
  Tasks and Skills: The rules for tasks (and the use of skills in 
  tasks) in this book are the same as those in the Tasks and 
  Skills chapter on 48 TMB. 
  Injury Table: Wherever this book refers to the use of an 
  Injury Table, you can either use the Injury Table shown on 37 
  TMB or the alternative injury table on 5 CB2. 
  ABOUT THE AUTHORS 
  JOHN GRIFFITHS started playing Traveller in 1980 whilst at 
  upper school. After working as a postman, he eventually 
  trained as a mental health nurse, having been told the job 
  involved indoor work with no heavy lifting. This turned out to 
  be untrue. He currently works as a manager for a specialist 
  mental health team. John has two young sons and lives with 
  his wife and dogs in the south east of the United Kingdom. He 
  started Spica Publishing in 2006. 
  RICHARD HAZLEWOOD has been playing Traveller since 
  1977. He served eight years in the US Navy, operating 
  nuclear reactors on submarines. He enjoyed that so much he 
  got out of the Navy and into aviation. Richard has a Master‟s 
  Degree in Aerospace Engineering and works for a major US 
  airline. He has two grown sons and lives with his wife and two 
  dogs in the mid-western United States. 
  NIK KRAAKENES has been a space cadet since seeing Star 
  Wars at the age of five. This sparked a lifelong interest in not 
  only all things space but also in storytelling which, through 
  writing, role playing games, comics, and the rise of 
  computers, lead him to art college. After several years 
  working in the digital arts and completing a Master‟s Degree 
  in Multimedia, Nik found himself in education, and decided he 
  liked it. Teaching animation, comic art, and video game theory 
  in a rainy northern British city is quite a bit of fun. 
  FEEDBACK 
  To get the latest news on Spica Publishing products and to 
  give your feedback, ideas, suggestions and corrections join 
  our forums at: 
  http://www.spicapublishing.co.uk/phpbb3/index.php
  William Self (order #4987768)
  
   
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  ALTERNATIVE METHOD 1 
  This first alternative background skills method is similar to the 
  method on 6 TMB. Your character receives a number of 
  background skills based on the character‟s Education score 
  and homeworld Technology Level. 
  Homeworld Technology Levels are defined in three broad 
  categories: Low Tech (0 to 5), Mid Tech (6 to 11) and High 
  Tech (12 and above). This gives between 0 and 6 skills, 
  depending on your character‟s Education score and 
  homeworld Tech Level, as shown in the Background Skills 
  table below. Players may choose skills from both the 
  Homeworld Skills and Education Skills tables. 
  BACKGROUND SKILLS 
  Education Score 
  Low Tech 
  Mid Tech 
  High Tech 
  0 
  0 
  0 
  1 
  1, 2 
  0 
  1 
  2 
  3, 4, 5 
  1 
  2 
  3 
  6, 7, 8 
  2 
  3 
  4 
  9, 10, 11 
  3 
  4 
  5 
  12, 13, 14 
  4 
  5 
  6 
  15 
  5 
  6 
  6 
  Homeworld Skills: Players can select any skill that matches 
  their character‟s homeworld trade codes in the Homeworld 
  Skills 1 table. Record the trade codes chosen for your 
  character‟s homeworld. Players are not required to take both 
  Homeworld Skills from a Trade code, but may if so desired. 
  The definitions of the trade codes can be found on 181 TMB. 
  HOMEWORLD SKILLS 1 
  Trade Code 
  Homeworld Skills 
  Agricultural 
  Animals 0 
  Athletics 0 
  Asteroid 
  Zero-G 0 
  Vacc Suit 0 
  Desert 
  Survival 0 
  Navigation 0 
  Fluid Oceans 
  Seafarer 0 
  Vacc Suit 0 
  Garden 
  Animals 0 
  Art 0 
  High Technology 
  Computers 0 
  Flyer 0 
  High Population 
  Streetwise 0 
  Drive 0 
  Ice-Capped 
  Vacc Suit 0 
  Zero-G 
  Industrial 
  Trade 0 
  Streetwise 0 
  Low Technology 
  Survival 0 
  Animals 0 
  Non-Agricultural 
  Streetwise 0 
  Vacc Suit 0 
  Non-Industrial 
  Trade 0 
  Survival 0 
  Poor 
  Animals 0 
  Survival 0 
  Rich 
  Carouse 0 
  Animals 0 
  Water World 
  Seafarer 0 
  Navigation 0 
  Vacuum 
  Vacc Suit 0 
  Drive 0 
  Education Skills: Players may choose any remaining 
  background skills from the Education Skills table. 
  EDUCATION SKILLS 
  Admin 0 
  Advocate 0 
  Art 0 
  Athletics 0 
  Carouse 0 
  Comms 0 
  Computers 0 
  Drive 0 
  Engineer 0 
  Flyer 0 
  Gambler 0 
  Gun Combat 0 
  Language 0 
  Mechanic 0 
  Medic 0 
  Melee 0 
  Life Science 0 
  Physical Science 0 
  Social Science 0 
  Space Science 0 
  Trade 0 
  Vacc Suit 0 
   
   
  ALTERNATIVE METHOD 2 
  The Homeworld Skills list in the TMB is based on the trade 
  code of the character‟s homeworld. This alternate system lists 
  skills based on the two defining characteristics of a 
  homeworld, namely habitability and Tech Level. Additionally 
  the total number of background skills a character may have 
  can now be based on either Intelligence or Education, 
  whichever is higher. 
  For this system, homeworld habitability is defined by the 
  planet‟s atmosphere. Habitability is divided into three broad 
  categories: Non-Habitable, Marginal and Habitable. 
  Technology Levels are defined in the same three broad 
  categories as Alternative Method 1. 
  Homeworld Skills: Players, in consultation with the Referee, 
  should determine the habitability and Tech Level of their 
  characters homeworld. Alternately, if the characteristics of the 
  character‟s homeworld are already known, the habitability and 
  Tech Level can be determined from the planetary information. 
  The Homeworld Skills 2 table below defines atmosphere 
  types for each category of habitability and the skills that may 
  be selected under each type of habitability or Tech Level. 
  HOMEWORLD SKILLS 2 
   
  Habitability 
   
  Non-Habitable 
  Atmosphere 0, 1, 10 (A), 11 (B), 12 (C), 15 (F) 
  Skills Vacc Suit 0, Zero-G 0 
    
   Marginal 
  Atmosphere 2, 3, 13 (D), 14 (E) 
  Skills Survival 0, Navigation 0 
    
   Habitable 
  Atmosphere 4-9 
  Skills Animals 0, Navigation 0 
   
   
  Technology Level 
   
  Low Tech 
  Tech Levels 0-5 
  Skills Survival 0, Animals 0 
    
   Mid Tech 
  Tech Levels 6–11 (6-B) 
  Skills Drive 0, Computers 0 
    
   High Tech 
  Tech Levels 12+ (C+) 
  Skills Flyer 0, Computers 0 
  Intelligence/Education Based Skills: The player chooses to 
  base his character‟s background skills on either Intelligence or 
  Education, selecting from the appropriate table below. 
  Players may not mix and match between Intelligence and 
  Education based skills: they must select one or the other 
  characteristic to base their character‟s background skills on. 
  Education/Intelligence skills are determined using the same 
  method for either characteristic. 
   
  William Self (order #4987768)
  
   
  5 
  BACKGROUND SKILLS 
  Example: A character has Intelligence 10 (+1) and Education 
  8 (+0). The player decides to base the character‟s 
  background skills on the character‟s Intelligence score. The 
  character may have four background skills (3 + 1 = 4). 
  The player decides that the character comes from a habitable, 
  High Tech world. From the Homeworld Skills 2 table the 
  player selects Navigation 0 (from the Habitation section of the 
  table) with Flyer 0 and Computers 0 (from the High Tech 
  section of the table). 
  The player has chosen 3 of the character‟s four background 
  skills, and chooses the character‟s final skill of Carouse 0 
  from the Intelligence Skills table. 
  ALTERNATIVE INJURY TABLE 
  The table presented below can be used as an alternative to 
  the injury table on 37 TMB. 
  INTELLIGENCE SKILLS 
  Advocate 0 
  Carouse 0 
  Deception 0 
  Drive 0 
  Flyer 0 
  Gambler 0 
  Gun Combat 0 
  Language 0 
  Medic 0 
  Melee 0 
  Persuade 0 
  Pilot 0 
  Stealth 0 
  Streetwise 0 
  Survival 0 
  Trade 0 
   
   
   
  EDUCATION SKILLS 
  Admin 0 
  Advocate 0 
  Art 0 
  Carouse 0 
  Comms 0 
  Computers 0 
  Drive 0 
  Engineer 0 
  Flyer 0 
  Language 0 
  Medic 0 
  Persuade 0 
  Pilot 0 
  Life Science 0 
  Physical Science 0 
  Social Science 0 
  Space Science 0 
   
  INJURY TABLE 
  2d6 
  Injury 
  Effect 
  2 
  Nearly killed 
  Reduce one physical characteristic 
  by 1d6, and reduce both other 
  physical characteristics by 2. 
  3 
  Severely injured 
  Reduce one physical characteristic 
  by 1d6 and both other physical 
  characteristics by 1. 
  4 
  Seriously injured 
  Reduce one physical characteristic 
  by 2 and both other physical 
  characteristics by 1. 
  5 
  Missing a limb 
  Reduce Strength or Endurance by 
  2. 
  6 
  Missing an eye or an ear Reduce Dexterity by 2. 
  7 
  Injured 
  Reduce 
  any 
  two 
  physical 
  characteristics by 1. 
  8 
  Radiation 
  You suffer from exposure to 2d6*10 
  Rads of radiation. 
  9 
  Lightly injured 
  Reduce one physical characteristic 
  by 1. 
  10 
  Traumatised 
  You suffer from PTSD or a similar 
  mental 
  disorder 
  but 
  have 
  no 
  permanent physical effects. 
  11 
  Scarred 
  You are scarred but suffer no other 
  permanent effects. 
  12 
  Flesh wound 
  No permanent effect. 
  William Self (order #4987768)
  
   
  6 
  NEW & EXPANDED SKILLS 
  NEW & EXPANDED SKILLS 
  Presented below are two new skills: Psychohistory and 
  Manipulation and an expansion of the Trade skill (58 TMB). 
  Manipulation: Manipulation is the art of arranging events, 
  and incidents so that they appear to occur randomly and 
  appear to have uninfluenced outcomes. In reality, the events 
  have been orchestrated or engineered by a Manipulator and 
  the outcomes have already been predicted by the Manipulator 
  using Psychohistory. 
  Manipulation covers the use of techniques to disguise the 
  origins of chains of events that are inextricably linked together 
  by the Manipulator. Even the most detailed investigation will 
  find it extremely difficult, if not impossible, to trace the event 
  chain and outcomes. If the target of the manipulation 
  becomes aware of the manipulation, the chances of the 
  manipulation failing increase. 
  Psychohistory: The skill of Psychohistory is defined as the 
  prediction of future events, based on the probabilistic or 
  statistical mathematical analysis of the past and current 
  behaviour trends of billions of sophonts. Psychohistory has 
  been likened to the study of gases, in that the behaviour of 
  one individual gas molecule cannot be accurately predicted, 
  whereas the behaviour of the gas itself can be predicted with 
  some accuracy. 
  The core principle of Psychohistory is that the populations 
  being studied for data collection do not know they are being 
  observed, as this will alter the behaviour of the populations 
  and thus alter the outcome of the study. By collecting data on 
  populations over extended periods of time, the unique traits of 
  populations can be examined and analysed.  
  Psychohistory combines history, sociology, and mathematical 
  statistics in one skill. As a result, it is a skill in its own right and 
  is not a speciality of Social Science. 
  Trade: A character with a Trade skill is trained in producing 
  some useful goods or services. 
  Trade skill is often underappreciated by the Traveller player. 
  Trade skill can be used to represent a variety of specialties 
  related to construction and manufacturing of goods, buildings 
  and vehicles, including starships. Below is an expanded list of 
  specialties along with detailed explanations. Other Trade 
  specialties should be added by the Referee to fit the game 
  setting. Unlike the other Trade specialties, skill in one type of 
  the Construction specialty gives Level 0 skill in all other areas 
  of the Construction specialty. 
  Trade (Construction: Gravitics): You have experience 
  building gravitically supported structures such as Air/Rafts 
  and flying cities. 
  Trade (Construction: Space): You have experience in 
  building objects in space such as ships or orbital habitats. 
  Trade (Construction: Subsurface): You have experience 
  building structures underground or within Asteroids such as 
  habitats and mines. 
  Trade (Construction: Surface) [Formerly Trade (Civil 
  Engineering)]: You have experience building surface 
  buildings, roads and bridges. 
  Trade (Construction: Underwater): You have experience 
  building undersea habitats. 
  Trade (Assembly): You have experience working on a 
  manufacturing assembly line, mass producing everything from 
  dishwashers to toys. 
  Trade (Biologicals): You manufacture artificial organisms 
  from designer viruses to biological starships. 
  Trade (Fabrication): You are skilled in making things like 
  clothing, furniture, shoes or some other consumer product. 
  Trade (Hydroponics): You work in the labs that grow food in 
  hostile environments. 
  Trade 
  (Pharmaceuticals): 
  You 
  are 
  involved 
  in 
  the 
  manufacturing of drugs (legal or illegal). 
  Trade (Polymers): You manufacture plastics, ceramics or 
  similar composite materials. 
  William Self (order #4987768)
  
   
  7 
  U
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  Characters attending university spend one term pursuing a 
  degree through academic study. Characters do not receive a –1 
  DM for having attended university when making career 
  Qualification or Enlistment throws. 
  Qualification: (Edu) (6+), Automatic if Edu 8+ 
  –1 DM if aged 26 or older. 
  Characters may re-enter university again if they fail to graduate. 
  Assignments: Select from one of the following areas of study: 
   
  Science: You specialise in one of the sciences and upon 
  graduation receive a Science degree. 
   
  Arts: You study the arts or humanities and upon graduation 
  you receive an Arts degree. 
   
  Engineering: You study engineering and upon graduation 
  you receive a Science (Engineering) degree. 
   CAREER PROGRESS 
    
   Graduation  Honours 
   Science 
   Edu 5+ 
   Int 8+ 
   Arts 
   Edu 5+ 
   Int 8+ 
   Engineering 
   Edu 6+ 
   Int 8+ 
    
   MUSTERING-OUT BENEFITS 
   1d6 
   
  Cash  Other Benefits 
   1 
   
  0  Contact 
   2 
   
  0  +1 Edu 
   3 
   
  1,000  +1 Int 
   4 
   
  1,000  Ally 
   5 
   
  2,000  Contact 
   6 
   
  5,000  Ship Share 
   7 
   
  10,000  TAS 
   
  SKILLS AND TRAINING 
   
    
    
   Advanced Education 
  1d6 
   Personal Development 
   Service Skills 
   (Minimum Edu 8) 
  1 
   +1 Int 
   Admin 
   Diplomat 
  2 
   +1 Edu 
   Art (any) 
   Medic 
  3 
   +1 Soc 
   Carouse 
   Sensors 
  4 
   Athletics (any) 
   Language 
   Instruction 
  5 
   Carouse 
   Deception 
   Computers 
  6 
   Gambler 
   Any Science (any) 
   Any Science (any) 
   
    
    
    
  1d6 
   Science 
   Arts 
   Engineering 
  1 
   Art (any) 
   Art (any) 
   Investigate 
  2 
   Investigate 
   Art (any) 
   Sensors 
  3 
   Advocate 
   Deception 
   Physical Science 
  4 
   Trade (any) 
   Advocate 
   Computers 
  5 
   Any Science (any) 
   Broker 
   Engineering 
  6 
   Any Science (any) 
   Social Science 
   Engineering  
   
  GRADUATION AND BENEFITS 
  Instead of Survival, characters attending university throw for Graduation. If the character graduates roll for an Event and for 
  Honours. If the character fails to Graduate roll on the Drop Out table. Characters gain one Benefit roll for Graduation and a 
  second Benefit roll for Honours. 
  Graduation: Graduation bestows a Bachelor‟s Degree. If the character‟s Education is 8 or less at the time of the Graduation 
  throw it is automatically increased to 9; If the character‟s Education is already 9 or more the character gains +1 Education. 
  Honours: Honours bestows a Master‟s Degree. Honours graduates may enrol in Graduate School (8 CB2). If the character‟s 
  Education is 10 or less at the time of the Honours throw it is automatically increased to 10; if it is 11 or more the character 
  gains +1 Education. 
  Officer Training Course (OTC): Characters may enrol in an OTC if desired. Characters that graduate from OTC will 
  automatically gain a commission (at Officer Rank 0) in any service that has an Officer corps. However, due to the more difficult 
  course work, OTC students apply –1 DM to Graduation and Honours throws. Honours OTC graduates gain +2 on the first 
  Advancement roll as an Officer. OTC graduates characters will have no Education Debt if they complete one full term of 
  service in the career in which the character has a commission. 
  William Self (order #4987768)
  
   
  8 
  UNIVERSITY 
   
  DROP OUT 
  1d6 
   Reason 
  1 
   Injured – Roll on the Injury Table (37 TMB, 5 CB2) but you may keep your Benefit roll. You gain a +1 DM on your Qualification roll if 
  you try to re-enter University. 
  2 
   Party Animal – You spent your time partying instead of studying. Gain Carouse 1. You have a –2 DM on your Qualification roll if you 
  try to re-enter University. 
  3 
   Undecided – You realise that what you had been studying was not what you really want to do. Roll Intelligence 8+. If you succeed, 
  you may stay at university for another term. If you fail, you must join the Drifter career next term as you try to „find yourself‟. 
  4 
   Cheating – You cheat or are accused of cheating. You may never re-enter University and take a -2 DM on all future Qualification rolls 
  except for Drifter or Rogue. 
  5 
   Broke – You run out of money and must leave the University. You must wait at least one term to try to re-enter University. Take a -2 
  DM on the Education Debt roll. 
  6 
   Quit – You just can‟t do the work. If you wish to re-enter University, you have a –1 DM on your Qualification roll. 
   
  EVENTS 
  2d6 
   Events 
  2 
   Disaster! Roll on the Drop Out table but you are not ejected from University. 
  3 
   You are part of a partying crowd. Roll Endurance 8+. If you succeed, gain Carouse 1 or Gambler 1. If you fail, lose one Benefit roll. 
  4 
   You meet aliens or people from a very different culture. Gain Language (any) 1. 
  5 
   You get on the wrong side of a student or professor. Roll Diplomat 8+ or Social Standing 8+. If you succeed, gain a Rival. If you fail, 
  gain an Enemy. 
  6 
   You join a sports programme. Gain Athletics (any) 1. Gain a +1 DM on your Education Debt roll. 
  7 
   Life Event – Roll on a Life Event Table (34 TMB, 12, 13 CB1). 
  8 
   You are awarded a scholarship. Gain a +2 DM on your Education Debt roll. 
  9 
   You are part of a close group of friends. Gain 1d3 Contacts. 
  10 
   You try to join a Fraternity or Sorority. Roll Social Standing 8+. If you succeed, you are accepted and gain 1d3 Contacts and +1 DM 
  on your Honours throw. If you fail, you gain nothing. 
  11 
   You join a study group and gain a +2 DM on your Honours roll due to their help. 
  12 
   Your hard work pays off, you automatically graduate with Honours. Gain a +1 DM on your Education Debt roll. 
   
  EDUCATION DEBT 
  A university education costs a lot of money and students can accrue significant amounts of debt in 
  the form of student loans before they complete their studies. Education Debt is treated in a similar 
  way to Medical Debt (37 TMB). 
  For each part and complete term spent at University or Graduate School roll once on the 
  Education Debt table and total the amounts. This is the amount of Education Debt (in Credits) the 
  character finishes university with. Some Events and Drop Out throw results will provide additional 
  DMs to the Education Debt throw. 
  To determine the amount of Education Debt, throw 1d6 and add the character‟s Education DM, 
  then read the result on the Education Debt table (8 CB2). Note that any Education Debt acquired 
  at University must be added to any Education Debt acquired if the student character goes on to 
  attend Graduate School. 
   1d6 
   
  Education Debt 
  0– 
   
  30,000 
  1 
   
  25,000 
  2 
   
  20,000 
  3 
   
  15,000 
  4 
   
  10,000 
  5 
   
  5,000 
  6+ 
   
  Nil 
   
  William Self (order #4987768)
  
   
  9 
  G
  GR
  RA
  AD
  DU
  UA
  ATTEE  SSC
  CH
  HO
  OO
  OLL  
  Characters attending graduate school spend one term pursuing 
  an advanced degree through academic study. Characters do not 
  receive a –1 DM for having attended graduate school when 
  making career Qualification or Enlistment throws. 
  Qualification: Edu 10+ 
  Qualification is automatic for characters with an Honours 
  university degree. 
  Characters may re-enter graduate school if they fail to graduate. 
  Assignments: Select from one of the following areas of study: 
   
  Doctorate: You specialise in one of the arts or sciences and 
  receive a PhD on graduating. 
   
  Law: You study the law and become a Lawyer on 
  graduating. 
   
  Medicine You are in Medical School and become a qualified 
  doctor (medical practitioner) on graduating. 
   CAREER PROGRESS 
    
   Graduation  Honours 
   Doctorate 
   Edu 6+ 
   Int 9+ 
   Law 
   Edu 6+ 
   Int 9+ 
   Medicine 
   Edu 6+ 
   Int 9+ 
    
   MUSTERING-OUT BENEFITS 
   1d6 
   
  Cash  Other Benefits 
   1 
   
  1,000  Ship Share 
   2 
   
  1,000  +1 Edu 
   3 
   
  2,000  +1 Int 
   4 
   
  3,000  Ally 
   5 
   
  5,000  Contact 
   6 
   
  10,000  TAS 
   7 
   
  20,000  Vehicle 
   
  SKILLS AND TRAINING 
  1d6 
   Personal Development 
   Honours 
  1 
   +1 Int 
   Computers 
  2 
   +1 Edu 
   Diplomat 
  3 
   +1 Soc 
   Advocate 
  4 
   Admin 
   Persuade 
  5 
   Investigate 
   Sensors 
  6 
   Instruction 
   Any Science (any) 
   
  Students may either roll on the Personal Development table or take one of the skills, based on their degree programme, listed 
  below. 
  Doctorate: Doctoral Students may gain one level of Any Science (any) or Engineer (any). 
  Law: Law School students may gain one level of Advocate or Persuade. 
  Medicine: Medical School students may gain one level of Medic or Life Science (any). 
   
  GRADUATION AND BENEFITS 
  Like university, Graduate School students throw for Graduation; if the character graduates, throw for an Event and Honours. 
  Failure to Graduate requires a roll on the Drop Out table. Students gain one Benefit roll for Graduation and a second Benefit 
  roll for Honours. 
  Graduation: Graduation bestows a PhD, MD or Law Degree on the character, depending on the degree programme. The 
  character‟s Education is raised to 11 if it is currently 10 or less. If the character‟s Education is already 11 or more then the 
  character receives +1 Education. Graduation also bestows a +1 DM on the Qualification roll for the Scholar career. 
  Honours: Honours bestows a roll on the Honours table or the character may select a skill based on the degree programme 
  they are completing. The character‟s Education is raised to a minimum of 12 or an additional +1 Education if Education is 
  12+. Honours bestow an additional +1 DM on the Qualification roll for the Scholar career. 
  Education Debt: Like University students, Graduate School students must roll on the Education Debt table (10 CB2) for each 
  partial and complete term that they attend Graduate School. Students who acquired Education Debt at University must add 
  their University Education Debt to any new Education Debt acquired whilst attending Graduate School. 
  William Self (order #4987768)
  
   
  10 
  GRADUATE SCHOOL 
   
  DROP OUT 
  1d6 
   Reason 
  1 
   Injured – Roll on the Injury Table (37 TMB, 5 CB2) but you may keep one Benefit roll. 
  2 
   Plagiarism - Your research turns out to be identical to another student‟s work. Neither of you can prove you are the original author. 
  Gain an Enemy. You may not re-enter Graduate School until you can prove that you are the original author. Take a –2 DM on your 
  Education Debt roll. 
  3 
   Sabotage – School politics result in your work being sabotaged to get revenge on your professor. Gain 1d3 Rivals. 
  4 
   Cheating – You cheat or are accused of cheating. You may not re-enter Graduate School and take a –2 DM on all future Qualification 
  rolls except for Drifter or Rogue. Take a –1 DM on your Education Debt roll. 
  5 
   Explosion – Your research goes horribly wrong, resulting in damage to a lab or injury to another. Gain an Enemy. You may not re-
  enter Graduate School. 
  6 
   Quit – You cannot complete your studies. If you wish to re-enter Graduate School, you have a –1 DM on your Qualification roll and a 
  –1DM on your Education Debt roll. 
   
  EVENTS 
  2d6 
   Events 
  2 
   Disaster! Roll on the Drop Out table but you are not ejected from Graduate School. 
  3 
   You are asked to help University students cheat. If you agree, roll Deception 8+. If you succeed, gain a +1 DM on a Benefit roll. If 
  you fail, you are almost caught and must enter the Rogue or Drifter career next term. If you refuse to cheat, gain a Rival. 
  4 
   You are granted a research fellowship. Roll a skill on any of the Scholar Specialty tables and on the Scholar Event table. You may 
  automatically enter the Scholar career next term. Gain a +1 DM on your Education Debt roll. 
  5 
   Your studies take you into space. Gain one of the following: Astrogation 1, Pilot (any) 1, Space Science (any) 1 or Vacc Suit 1. 
  6 
   You make friends within your field of research. Gain 1d3 Contacts. 
  7 
   Life Event – Roll on a Life Event Table (34 TMB, 12, 13 CB1). 
  8 
   You are awarded a scholarship. Gain a +2 DM on your Education Debt roll. 
  9 
   Your research is ground breaking and you gain recognition within your field. Gain +1 Social Standing and a +1 DM on one Benefit 
  roll or a +1 DM on your Education Debt roll. 
  10 
   You tutor university students. Roll Intelligence 8+. If you succeed, gain one level in any skill you already have. If you fail, gain a 
  Rival. Either way you gain Instruction 1. 
  11 
   You join a study group and gain a +1 DM on your Honours roll due to their help. 
  12 
   Your hard work pays off, you automatically graduate with Honours. 
   
  EDUCATION DEBT 
  A university education costs a lot of money and students can accrue significant amounts of debt in 
  the form of student loans before they complete their studies. Education Debt is treated in a similar 
  way to Medical Debt (37 TMB). 
  For each part and complete term spent at university or graduate school roll once on the Education 
  Debt table and total the amounts. This is the amount of Education Debt (in Credits) the character 
  finishes university with. Some Events and Drop Out throw results will provide additional DMs to the 
  Education Debt throw. 
  To determine the amount of Education Debt, throw 1d6 and add the character‟s Education DM, 
  then read the result on the Education Debt table (10 CB2). Note that any Education Debt 
  previously acquired at University by the student character must be added to any debt acquired 
  whilst attending Graduate School. 
   1d6 
   
  Education Debt 
  0– 
   
  30,000 
  1 
   
  25,000 
  2 
   
  20,000 
  3 
   
  15,000 
  4 
   
  10,000 
  5 
   
  5,000 
  6+ 
   
  Nil 
   
  William Self (order #4987768)
  
   
  11 
  William Self (order #4987768)
  
   
  12 
  N
  NEEW
  W  C
  CA
  AR
  REEEER
  RSS  
  The character generation process used for these 14 new 
  careers is exactly the same as described in the Character 
  Creation chapter beginning on 5 TMB. Below is a summary of 
  that procedure, including page references to the relevant 
  parts of the TMB. 
  Basic Characteristics and DMs: Generate your character‟s 
  basic characteristic scores, as described on 5 TMB. Note 
  down your character‟s Characteristic DMs, as described on 6 
  TMB. 
  Noble Titles: If your game or campaign allows the use of 
  Noble titles, follow the rules for these on 6 TMB. 
  Background Skills: Determine the number of background 
  skills your character is allowed, using the rules on 6 TMB or 
  the alternative rules presented on 5 CB2. Next, determine the 
  type of homeworld your character comes from, and any 
  homeworld and education skills your character has using the 
  Background Skills rules on 6 TMB or the alternative rules 
  presented on 4 CB2. 
  Qualification, Skills and Training: The rules governing 
  career qualification and the gaining of skills and training are 
  detailed on 8 TMB. 
  Basic Training: The procedure for characters to gain basic 
  training is described on 8 TMB. Note that some careers in this 
  book have Rank 0 that also grant a skill to the character, in 
  addition to the skills obtained from basic training. 
  Survival, Mishaps and Events: The rules for Survival, 
  Mishaps and Events are shown on 8 TMB and apply to these 
  careers. 
  Injuries: The rules for dealing with the application of injuries 
  and their effects are detailed on 37 TMB. An alternative injury 
  table is provided on 5 CB2. 
  Commission: None of the careers in CB2 have Commission 
  throws. 
  Advancement, Drifters and the Draft: The character 
  generation rules for Advancement, Rank and Benefits and 
  Drifters and the Draft are described on 9 TMB. 
  Rank and Benefits: It is still possible for characters to gain 
  skills or benefits where a career in this book has no formal 
  Rank titles. In such cases the skills or benefits for 
  Advancement are shown in the Skills and Benefits table. 
  Mustering Out Benefits: The process for mustering out is 
  described on 9 TMB and on 34, 35 TMB. The following are 
  new mustering out benefits available to characters generated 
  using CB2: Armoured Vehicle, Explorer Ship, Ship‟s Boat, 
  Specialist Equipment, Sports Flyer, Surveillance Equipment, 
  Travel Passages and Vehicle. These new mustering out 
  benefits are described below. 
  Life Events: The procedure for using the Life Events tables is 
  described on 34 TMB. 
  Contacts, Allies, Rivals and Enemies, Ship Shares, and 
  Aging: The rules governing Contacts, Allies, Rivals and 
  Enemies, Ship Shares, and the Aging process are described 
  on 35 TMB. 
  Retirement Pay: All new careers except those listed below 
  are eligible for retirement pay. Rules for retirement pay are on 
  36 TMB. 
  The following careers do not qualify for retirement pay due to 
  the nature of the careers: 
   
  Chancer 
   
  Companion 
   
  Enforcer 
   
  Insurgent 
   
  Prisoner 
   
  Slave 
  NEW MUSTERING OUT BENEFITS 
  CB2 introduces some new mustering out benefits; these are 
  described below. 
  Armoured Vehicle: The Armoured Vehicle mustering out 
  benefit provides a character with either an Armoured Fighting 
  Vehicle (AFV, 103 TMB) or All Terrain Vehicle (ATV, 104 
  TMB). The choice of vehicle is at the player‟s discretion, 
  although any such vehicle acquired as a mustering out benefit 
  is intended for the character‟s personal, not commercial, use. 
  Ship’s Boat: The Ship‟s Boat is a versatile small craft ideal 
  for ship-to-ship and ship-to-surface transport. The Ship‟s Boat 
  available as a mustering out benefit is described on 132 TMB. 
  Specialist Equipment: Puppeteers utilise numerous types of 
  unusual specialist equipment. One such device analyses the 
  atoms of an odour and stores the chemical composition of the 
  smell for later reproduction. The Puppeteer can then savour 
  and enjoy the smell later. This device is an advancement of 
  the Chemical Sniffer (174 CSC). TL 11, Cr 5,000, 5 kg. 
  Sports Flyer: Originally designed for grav racing, the Sports 
  Flyer is the grav powered equivalent of a high performance 
  motorcycle. Capable of extremely rapid acceleration in a 
  standard atmosphere, the Sports Flyer can out-run most other 
  forms of grav vehicle. The enclosed, aerodynamically shaped 
  outer skin accommodates the driver and one pillion 
  passenger. TL 15, Cr 250,000, 0.25 tons. 
  Surveillance Equipment: The player may select any of the 
  surveillance equipment described on 170–177 CSC. Each 
  acquisition of the Surveillance Equipment benefit is worth Cr 
  5,000 and Surveillance Equipment benefits may be added 
  together to purchase items that cost more than Cr 5,000. 
  Surveillance Equipment benefits may not be converted into 
  cash and, once used to purchase surveillance equipment, any 
  left-over Credits are lost. 
  Travel Passages: Some of the new careers offer High, 
  Middle or Low Passages as a mustering out benefit. These 
  are detailed on 142 TMB. 
  Vehicle: The Vehicle mustering out benefit provides an 
  appropriate form of personal transport, such as an air/raft, a 
  small aircraft, helicopter, a ground car, a hovercraft, or a small 
  power boat or a sailing ship. Any such vehicle acquired as a 
  mustering out benefit is intended for the character‟s personal, 
  not commercial, use. Vehicles are detailed on 103, 104 TMB. 
  William Self (order #4987768)
  
   
  13 
  N
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  RSS  
  EXPLORER SHIP 
  The Puppeteer career allows characters to obtain an Explorer 
  class starship. This ship is detailed below. 
  The Explorer ship is multi-functional, intended for individual 
  transport inside inhabited space, or exploration beyond the 
  borders. The Explorer is built at Tech Level 15, 
  Hull: The hull is 200 tons and is streamlined with integral fuel 
  scoops. In addition, the self-sealing hull has a Reflec coating 
  that gives armour protection 3 against incoming laser fire. The 
  hull has 4 Hull Points and 4 Structure Points. 
  Engineering: The Explorer’s performance is Jump-3 (C) and 
  3G acceleration (C). Fuel capacity is sufficient for one Jump-3 
  (60 tons) and six weeks of continuous Power Plant (C) 
  operation (18 tons). Four tons of fuel processors are included, 
  which allows 78 tons of unrefined fuel to be purified in one 
  day. 
  Computer/Electronics: The ship‟s Model/7/fib/bis computer 
  is rated at 35/40. The computer has the following programs 
  available for use: 
   
  Auto Repair/2 (Rating 20) 
   
  Evade/3 (Rating 25) 
   
  Fire Control/1 (Rating 5) 
   
  Intellect (Rating 10) 
   
  Jump Control/3 (Rating 15) 
   
  Library (Rating 0) 
   
  Manoeuvre/0 (Rating 0) 
  The Explorer ship also has Very Advanced Electronics, giving 
  a +2 DM. 
  Weapons: The ship has one hardpoint and one ton allocated 
  to fire control, but carries no turrets or weaponry. 
  Crew: The Explorer requires a crew of five: a Pilot, a 
  Navigator, two Engineers and a Medic. 
  Accommodation: There are 15 staterooms and no low 
  berths. 
  Extras: The ship carries a GCarrier (103, 104 TMB), which is 
  housed in its own hanger/repair bay (19 tons). The 
  hanger/repair 
  bay 
  contains 
  sufficient 
  mechanical 
  and 
  electronic equipment and spares to maintain the GCarrier and 
  make minor repairs. 
  The Ship‟s Locker is allocated 0.5 tons within the ship‟s 
  design. 
  Cargo capacity is 40 tons. 
  Design, Build & Cost: The first Explorer ship to be designed 
  and built cost MCr 240.8. The designing architect‟s fee was 
  MCr 2.408, giving a total first Explorer ship design and build 
  cost of MCr 243.208. 
  Further ships in the Explorer class cost or MCr 216.72 after 
  the 10% standard design discount on the cost of the first ship 
  in the class and each ship takes 31 weeks to build. 
   CAREER SUMMARY TABLE 
  Career 
  Specialisation Qual. 
  Survival Adv. 
  Athlete 
  Str, Dex or End 8+ 
  Page 14 
  Performer 
   
  Dex 6+ End 6+ 
   
  Trainer 
   
  Edu 5+ Int 7+ 
   
  Manager 
   
  Int 5+ 
  Soc 7+ 
  Chancer 
  Int 6+ 
  Page 16 
  Gambler 
   
  Int 6+ 
  Soc 6+ 
   
  Con Artist 
   
  Edu 7+ Int 5+ 
   
  Dealer 
   
  Int 5+ 
  Edu 8+ 
  Companion 
  End 4+ 
  Page 18 
  Streetwalker 
   
  End 5+ Dex 6+ 
   
  Escort 
   
  Edu 5+ Int 6+ 
   
  Geisha 
   
  Soc 5+ Int 6+ 
  Cosmonaut 
  End 5+ 
  Page 20 
  Construction 
   
  Dex 5+ Int 7+ 
   
  Maintenance 
   
  End 6+ Int 7+ 
   
  Pilot 
   
  Int 4+ 
  Edu 8+ 
  Enforcer 
  Str 6+ 
  Page 22 
  Gun Shark 
   
  Dex 7+ Int 5+ 
   
  Extortionist 
   
  Str 6+ 
  End 7+ 
   
  Cleaner 
   
  Int 5+ 
  Edu 8+ 
  Insurgent 
  Int 6+ 
  Page 24 
  Sympathiser 
   
  Int 6+ 
  Soc 6+ 
   
  Informer 
   
  Soc 5+ Int 7+ 
   
  Transporter 
   
  Dex 6+ Edu 6+ 
  Media Practitioner 
  Soc 6+ 
  Page 26 
  Technician 
   
  Int 5+ 
  Soc 8+ 
   
  Producer 
   
  Edu 5+ Int 7+ 
   
  Talent 
   
  Soc 4+ End 8+ 
  Mystic Warrior 
  Str 6+ 
  Page 28 
  Explorer 
   
  Int 5+ 
  Edu 5+ 
   
  Guardian 
   
  End 5+ Int 6+ 
   
  Seeker 
   
  Int 5+ 
  Edu 6+ 
  Politician 
  Edu or Soc 6+ 
  Page 30 
  Legislator 
   
  Int 6+ 
  Soc 6+ 
   
  Apparatchik 
   
  Soc 5+ Int 7+ 
   
  Technocrat 
   
  Int 4+ 
  Edu 8+ 
  Port Authority 
  Dex 6+ 
  Page 32 
  Inspector 
   
  Int 6+ 
  Edu 6+ 
   
  Controller 
   
  Edu 5+ Int 7+ 
   
  Stevedore 
   
  Dex 6+ Int 6+ 
  Prisoner 
  Special 
  Page 34 
  Convict 
   
  End 5+ Int 6+ 
   
  POW 
   
  End 6+ Edu 6+ 
   
  Gulag 
   
  Edu 5+ Int 6+ 
  Puppeteer 
  Int 7+ 
  Page 36 
  Ambassador 
   
  Int 5+ 
  Edu 7+ 
   
  Explorer 
   
  Int 6+ 
  Edu 6+ 
   
  Manipulator 
   
  Edu 4+ Int 8+ 
  Secret Police 
  End 5+ 
  Page 38 
  Plain Clothes 
   
  End 5+ Int 7+ 
   
  Analyst 
   
  Int 4+ 
  Edu 8+ 
   
  Spetznaz 
   
  Str 6+ 
  End 8+ 
  Slave 
  Special 
  Page 40 
  Labourer 
   
  End 5+ Str 7+ 
   
  Recreation 
   
  Int 5+ 
  Dex 7+ 
   
  Servant 
   
  Dex 5+ Edu 7+ 
    
  William Self (order #4987768)
  
   
  14 
  A
  ATTH
  HLLEETTEE  
  RANKS AND BENEFITS 
  Rank 
   Athlete 
   Skill/Benefit 
  0 
   Rookie 
    
  1 
    
   Athletics (any) 1 
  2 
    
    
  3 
   Veteran 
   Leadership 1 
  4 
    
    
  5 
    
   Tactics (Military) 1 
  6 
    
    
   
  Amateur and professional athletes are a staple of TriVee 
  broadcasts in all known star systems. Trainers and Managers are 
  important to ensure that the players can do their best. 
  Qualification: Str 8+, Dex 8+ or End 8+ 
  –1 DM for every previous career. 
  –1 DM for every four years over age 22. 
  Assignments: Choose one of the following: 
   
  Manager: You are the coach or advisor to the players 
  providing the strategy and teamwork needed to win a 
  championship. 
   
  Player: You are an athlete pursuing your dream of fame and 
  fortune in an individual or team sport. 
   
  Trainer: You work to keep athletes in top physical and 
  mental health. 
   CAREER PROGRESS 
    
   Survival 
   Advancement 
   Manager 
   Int 5+ 
   Soc 7+ 
   Player 
   Dex 6+ 
   End 6+ 
   Trainer 
   Edu 5+ 
   Int 7+ 
    
   MUSTERING-OUT BENEFITS 
   1d6 
   
  Cash  Other Benefits 
   1 
   
  1,000  Contact 
   2 
   
  5,000  Ally 
   3 
   
  10,000  +1 Int 
   4 
   
  10,000  +1 Soc 
   5 
   
  20,000  2 Ship Shares 
   6 
   
  50,000  TAS 
   7 
   
  100,000  Yacht or 5 Ship Shares 
   
  SKILLS AND TRAINING 
   
    
    
   Advanced Education 
  1d6 
   Personal Development 
   Service Skills 
   (Minimum Education 8) 
  1 
   +1 Str 
   Athletics (any) 
   Advocate 
  2 
   +1 Dex 
   Athletics (any) 
   Admin 
  3 
   +1 End 
   Art (Acting) 
   Leadership 
  4 
   +1 Soc 
   Carouse 
   Tactics (Military) 
  5 
   Carouse 
   Steward 
   Computers 
  6 
   Deception 
   Melee 
   Diplomat 
   
    
    
    
  1d6 
   Manager 
   Player 
   Trainer 
  1 
   Athletics (any) 
   Athletics (any) 
   Athletics (any) 
  2 
   Persuade 
   Broker 
   Deception 
  3 
   Leadership 
   Streetwise 
   Instruction 
  4 
   Tactics (Military) 
   Carouse 
   Steward 
  5 
   Recruiting 
   Persuade 
   Medic 
  6 
   Social Science (any) 
   Stealth 
   Life Science (any) 
   
  William Self (order #4987768)
  
   
  15 
  A
  ATTH
  HLLEETTEE  
   
  MISHAPS 
  2d6 
   Mishap 
  2 
   Severely Injured – Roll twice on the Injury Table (37 TMB, 5 CB2) and take the lower result. 
  3 
   Partying – You are caught violating the ethics clause of your contract. Gain 1d3 Rivals. 
  4 
   Sabotage – A younger player, jealous of your status, sets you up and destroys your career. Gain an Enemy. 
  5 
   Gambling – You are accused of betting on your sport. Take –1 Social Standing but gain Gambler 1. 
  6 
   Drugs - You are accused of using or distributing performance enhancing drugs. Take –1 Social Standing and gain an Enemy. 
  7 
   Injured – Roll on the Injury Table (37 TMB, 5 CB2). 
  8 
   Stalked - You are stalked by a fan and forced to flee for your life. Gain an Enemy. 
  9 
   Cut – You are cut by the team due to better players being available. 
  10 
   Divorce – Your spouse divorces you and your performance drops. Gain a Rival. 
  11 
   Side Business – Your side business begins to take up so much of your time that your performance drops off. You may take +1 DM on 
  the Qualification roll for the Merchant career next term. 
  12 
   Addict – You are caught up in the celebrity lifestyle and become addicted to drugs or alcohol. 
   
  EVENTS 
  d66 
   Events 
  11 
   Disaster! Roll on the Mishap Table, but you are not ejected from this career. 
  12 
   You or your team end up at the bottom of the league. Take –2 DM on your next Advancement roll. 
  13 
   One fan becomes a stalker. Gain an Enemy. 
  14 
   You work too hard at training. Throw Dexterity 8+. If you fail, roll on the Injury Table (37 TMB, 5 CB2). 
  15 
   You are in the wrong place at the wrong time and are accused of a crime. Throw Advocate 8+ or Education 10+. If you succeed, you 
  are exonerated. If you fail, take –1 DM on a Benefit roll. 
  16 
   You make some bad business choices. Lose a Benefit roll. 
  21 
   You are approached by organised crime to fix games. If you accept, throw Deception 8+ or Intelligence 8+. If you succeed, gain +1 
  DM to a Benefit roll. If you fail, take –1 Social Standing. If you refuse them, gain an Enemy. 
  22 
   Your business manager tries to steal from you. Throw Education 8+. If you fail, lose a Benefit roll. 
  23 
   One of your close friends betrays you for money. One of your Contacts or Allies becomes a Rival or Enemy. If you have no Contacts 
  or Allies, you are betrayed by an employee and gain an Enemy. 
  24 
   You are hounded by the paparazzi. Throw Intelligence 8+ or Deception 8+. If you succeed, gain +1 Social Standing. If you fail, take –1 
  Social Standing. 
  25 
   Someone writes a book that criticises you. Throw Education 8+ or Persuade 8+. If you fail, take a –1 Social Standing. 
  26 
   You attract a group of admirers. Gain 1d3 Contacts. 
  31-36  Life Event – Roll on a Life Event Table (34 TMB, 12, 13 CB1). 
  41 
   You are traded to another team. Throw Intelligence 8+. If you succeed, gain +1 DM on your next Advancement roll. If you fail, take –1 
  DM on your next Advancement roll.  
  42 
   You participate in a celebrity charity event. Throw Dexterity 8+ or Intelligence 8+. If you succeed gain Animals (any) 1 or Gambler 1. 
  43 
   You are connected romantically with a celebrity. Throw Persuade 8+ or Deception 8+. If you succeed, gain one from Advocate 1, 
  Carouse 1, Diplomat 1 or Stealth 1. 
  44 
   Your fame attracts many bad elements. Throw Deception 8+ or Intelligence 8+. If you succeed, gain one from Investigate 1, 
  Streetwise 1 or Survival 1. If you fail, gain an Enemy. 
  45 
   While still playing sports, you pursue your education. Gain one from Any Science (any) 1 or Medic 1 or Trade (any) 1. 
  46 
   You take charge of your finances. Throw Education 8+. If you succeed, gain one from Broker 1, Admin 1 or Advocate 1. 
  51 
   Law Enforcement asks you to help break up a drug ring in your sport. Throw Education 8+. If you succeed, gain Investigate 1 or 
  Streetwise 1. If you fail, gain a Rival. 
  52 
   A Noble becomes a close friend. Gain a Noble Ally. 
  53 
   Your celebrity status garners you a chance to become a commentator. You may automatically join the Entertainer career next term. 
  54 
   Your fame attracts other celebrities to you. Gain a Noble or famous Contact. 
  55 
   Your celebrity status lets you buy fancy cars or boats. Gain Drive (any) 1, Flyer (any) 1 or Seafarer (any) 1. 
  56 
   You represent your world in an interstellar competition. Gain Vacc Suit 1 or Zero-G 1. 
  61 
   You develop an innovative move or play that changes how your sport is played. Gain +1 Social Standing and a Contact. 
  62 
   You are asked to endorse a product. Gain +1 Social Standing and +1 DM on a Benefit roll. 
  63 
   Your dedication gains you +1 DM on your next Advancement roll. 
  64 
   Your hard work earns you a performance bonus. Gain an extra Benefit roll. 
  65 
   You or your team win a championship. Gain +1 DM to a Benefit roll and +2 DM on your next Advancement roll. 
  66 
   You are a superstar. Gain an automatic Advancement. 
  William Self (order #4987768)
  
   
  16 
  C
  CH
  HA
  AN
  NC
  CEER
  R  
   
  Chancers live by their wits. Through lies, deception, manipulation, and 
  larceny Chancers can only win as long as someone else loses. They 
  live for the thrill of taking risks and are always seeking the big payoff, 
  which can often lead to their downfall. 
  Qualification: Int 6+ 
  –1 for every previous career. 
  Assignments: Choose one of the following: 
   
  Gambler: Whatever your game, you know the odds and can read 
  the opposition. Bluff and deception are your stock in trade. 
   
  Grifter: There is a fool born every minute. It is your job to separate 
  those fools from their hard earned cash. 
   
  Wheeler-Dealer: Buy low, sell high. Whether it is stolen, 
  smuggled, contaminated, or just past its sell by date is not your 
  concern. 
   CAREER PROGRESS 
    
   Survival 
   Advancement 
   Gambler 
   Int 6+ 
   Soc 6+ 
   Grifter 
   Edu 7+ 
   Int 5+ 
   Wheeler-Dealer 
   Int 5+ 
   Edu 8+ 
    
   MUSTERING-OUT BENEFITS 
   1d6 
   
  Cash  Other Benefits 
   1 
   
  none  Contact 
   2 
   
  1,000  +1 Int 
   3 
   
  5,000  +1 Edu 
   4 
   
  15,000  Weapon 
   5 
   
  30,000  Sports Flyer 
   6 
   
  50,000  TAS or +1 Soc 
   7 
   
  150,000  Ally 
   
  SKILLS AND TRAINING 
   
    
    
   Advanced Education 
  1d6 
   Personal Development 
   Service Skills 
   (Minimum Education 8) 
  1 
   +1 Str 
   Gambler 
   Art (any) 
  2 
   +1 Dex 
   Carouse 
   Advocate 
  3 
   +1 End 
   Streetwise 
   Computers 
  4 
   +1 Int 
   Deception 
   Admin 
  5 
   Melee (any) 
   Drive or Flyer (any) 
   Comms 
  6 
   Gun Combat (any) 
   Persuade 
   Jack of Trades 
   
    
    
    
  1d6 
   Gambler 
   Grifter 
   Wheeler-Dealer 
  1 
   Gambler 
   Deception 
   Trades (any) 
  2 
   +1 Int 
   Persuade 
   Admin 
  3 
   Carouse 
   Stealth 
   Advocate 
  4 
   Persuade 
   Investigate 
   Streetwise 
  5 
   Deception 
   Admin 
   Persuade 
  6 
   Gambler 
   Deception 
   Broker 
   
  RANKS AND BENEFITS 
  Rank  Gambler Skill/Benefit 
  0 
    
  1 
   Gambler 1 
  2 
    
  3 
   Deception 1 
  4 
    
  5 
   +1 Soc 
  6 
    
   
    
  Rank  Grifter Skill/Benefit 
  0 
    
  1 
   Deception 1 
  2 
    
  3 
   Persuade 1 
  4 
    
  5 
   Admin 1 
  6 
    
   
    
  Rank  Wheeler-Dealer Skill/Benefit 
  0 
    
  1 
   Broker 1 
  2 
    
  3 
   Streetwise 1 
  4 
    
  5 
   Advocate 1 
  6 
    
  William Self (order #4987768)
  
   
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  MISHAPS 
  2d6 
   Mishap 
  2 
   Severely Injured – Roll twice on the Injury Table (37 TMB, 5 CB2) and take the lower result. 
  3 
   Epiphany – A particularly wretched or sympathetic victim causes you to have an epiphany. You vow to change your ways and no 
  longer prey on the weak and the gullible. Roll on the Draft next term. 
  4 
   Shoot Out – You get yourself into a gun battle with law enforcers. Roll Gun Combat 8+. If you fail, roll on the Injury Table (37 TMB, 5 
  CB2) and go to prison next term. 
  5 
   Runner – You have a large (Cr 100,000+) price put on your head. You must escape as you are pursued by every bounty hunter in the 
  subsector. Gain 1d3 Rivals. 
  6 
   Angry Mark – An angry mark comes after you. Roll on the Injury Table (37 TMB, 5 CB2), and roll Streetwise 8+ to avoid a second 
  injury. 
  7 
   Injured – You are injured whilst escaping from a creditor. Roll on the Injury Table (37 TMB, 5 CB2). 
  8 
   Caught – You are arrested. Roll Advocate 8+. If you fail, go to prison next term. 
  9 
   Bounty Hunter – A bounty hunter is after you. Roll Stealth or Streetwise 8+. If you fail, you are caught (and go to prison next term). If 
  you succeed, you escape but with a dogged Enemy in pursuit.  
  10 
   Exposed! – You are exposed in a media sting. You do not lose your Benefits but your face is known and you can never return to this 
  career. 
  11 
   Irritant – You annoy powerful forces. You must take your next term in the Drifter career as you lay low for a time. 
  12 
   Wrong Mark – You take on the wrong mark. Lose 1d3 Benefits and gain a powerful Enemy as you are run off world. 
   
  EVENTS 
  d66 
   Events 
  11 
   Disaster! Roll on the Mishap Table, but you are not ejected from this career. 
  12 
   You spend time travelling with a carnival or circus. Gain 1d3 Languages at level 0. 
  13 
   You are beaten up by a Rival. Roll on the Injury Table (37 TMB, 5 CB2) and gain a Rival. 
  14 
   You are pressed to become a police informant. If you accept, roll Deception 8+ to avoid gaining a criminal Enemy. Reject the offer, 
  and gain an Enemy in the police. 
  15 
   A local police investigator takes an interest in your career. Roll Streetwise or Stealth 8+ or take a –2 DM to any Benefit throw. 
  16 
   You have to buy in for a chance at the big win. Bet as many Benefit rolls as you like, then roll Broker, Gambler, or Deception 8+, 
  winning half as many Benefit rolls as you bet if you succeed. Fail, and lose what you bet. 
  21 
   You are double crossed by a business partner. Roll Deception or Admin 8+ or lose a Benefit throw. Gain an Enemy either way. 
  22 
   You spend some time networking. Gain 1d3 Contacts. 
  23 
   You fall in love with your current mark. Either lose a Benefit throw and keep them as an Ally and lover, or take them to the cleaners, 
  gaining an Enemy and a +2 DM to any Benefit throw. 
  24 
   You spend time deep in the underworld. Gain Streetwise 1 and 1d3 Contacts. 
  25-26  The cops are on your case. Roll Deception, Admin, or Stealth 8+ to avoid losing a Benefit throw as you are forced to abort. 
  31-36  Life Event – Roll on a Life Event Table (34 TMB, 12, 13 CB1). 
  41 
   You have the opportunity to swindle a powerful figure. If you do so, roll Deception 8+ for a +2 DM to any Benefit throw, else gain an 
  Enemy and roll on the Injury Table (37 TMB, 5 CB2). 
  42 
   The police get you on a misdemeanour. Roll Advocate 8+ or lose a Benefit throw. 
  43 
   A Rival tries to beat you at your own game. Roll Gambler, Deception, or Broker 8+ or lose a Benefit throw. Either way gain a Rival. 
  44 
   You obtain the use of a high powered grav vehicle. Gain Flyer (Grav) 1. 
  45 
   You observe the push and pull of society around you. Gain any Social Science. 
  46 
   You get involved in a gun battle. Roll Gun Combat 8+ to avoid an injury. If you succeed, take one of Streetwise, Gun Combat, Tactics 
  (Military), or Stealth. 
  51 
   The apprentice becomes the master. A protégé turns on you. Roll Streetwise or Deception 8+ or lose a Benefit throw. Gain a Rival, in 
  any case. 
  52 
   You spend time on safari. Roll Intelligence 8+ to gain either Survival 1, Animals (any) 1, Flyer (any) 1, or Gun Combat (any) 1. 
  53 
   You spend time playing the luxury liners, cruising from planet to planet. Gain one from Vacc Suit 1, Zero-G 1, or Computers 1. 
  54 
   You spend a lot of time partying. Gain a level in Carouse, but also roll Endurance 8+ to avoid an addiction to drugs or alcohol. 
  55 
   You spend time amongst spacers. Roll Intelligence 8+ to gain either Pilot (any) 1, Astrogation 1, Tactics (Naval) 1, or Gunnery (any) 1. 
  56 
   You are a frequent sight in all the casinos and clubs. Gain Carouse 1 and a Contact. 
  61 
   Your escapades put you in a strange place. Go to the Life Event Table (34 TMB, 12, 13 CB1) and roll an Unusual Event. 
  62 
   You have the opportunity to cheat a friend. Do so, and roll Deception, Broker, or Gambler 8+ to gain a +2 DM to any Benefit throw. 
  However, a Contact or Ally is turned into an Enemy. 
  63 
   You spend time among high society. Roll Persuade 8+ to gain either Diplomat 1 or +1 Social Standing. 
  64 
   Winner takes all. You bet all your Benefit throws. Roll Deception, Broker, or Gambler 8+ to get twice as many Benefits as you bet. If 
  you fail, lose all your Benefits. 
  65 
   You are mentored by an old hand. Gain an Ally or a +4 DM to your next Advancement roll. 
  66 
   You make the big score. Gain an extra Benefit throw. 
  William Self (order #4987768)
  
   
  18 
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  Whether providing entertainment for lonely starship crews, or 
  hosting or performing at elaborate soirees for the social and 
  political elite, Companions can be found at all levels of society. In 
  some cultures, the presence of Companions is considered to be 
  a necessary part of doing business. While the stereotypical 
  companion is female, there are male escorts of all races. 
  Qualification: End 4+ 
  –1 DM if age 34 or older. 
  Assignments: Choose one of the following: 
   
  Hetaerae/Oiran: You provide bawdy entertainment and 
  company for the masses, whether working the streets or in a 
  House of Pleasure. 
   
  Geisha/Courtesan: A denizen of the Floating World, you are 
  one of the elite escorts, trained in the arts and a true 
  companion for the rich and powerful. 
   
  Pimp/Agent: Whether running a group of Companions, or as 
  the Business Manager for a high class Courtesan, you book 
  the clients and control the money. 
   CAREER PROGRESS 
    
   Survival 
   Advancement 
   Hetaerae/Oiran 
   End 5+ 
   Dex 6+ 
   Geisha/Courtesan  Edu 5+ 
   Int 6+ 
   Pimp/Agent 
   Soc 5+ 
   Int 6+ 
    
   MUSTERING-OUT BENEFITS 
   1d6 
   
  Cash  Other Benefits 
   1 
   
  0  Contact 
   2 
   
  1,000  +1 Int 
   3 
   
  2,000  +1 Edu 
   4 
   
  5,000  Ally 
   5 
   
  10,000  Ship Share 
   6 
   
  10,000  Contact 
   7 
   
  20,000  TAS 
   
  SKILLS AND TRAINING 
   
    
    
   Advanced Education 
  1d6 
   Personal Development 
   Service Skills 
   (Minimum Education 8) 
  1 
   +1 Dex 
   Steward 
   Computers 
  2 
   +1 End 
   Carouse 
   Admin 
  3 
   +1 End 
   Carouse 
   Any Science (any) 
  4 
   +1 Int 
   Deception 
   Advocate 
  5 
   Gambler 
   Streetwise 
   Diplomat 
  6 
   Melee (any) 
   Persuade 
   Medic 
   
    
    
    
  1d6 
   Hetaerae/Oiran 
   Geisha/Courtesan 
   Pimp/Agent 
  1 
   Streetwise 
   Art (any)  
   Admin 
  2 
   Stealth 
   Art (any) 
   Broker 
  3 
   Deception 
   Melee (any) 
   Streetwise 
  4 
   Melee (any) 
   Deception 
   Melee or Gun Combat 
  5 
   Survival 
   Steward 
   Advocate 
  6 
   Steward 
   Any Science (any) 
   Drive or Flyer (any) 
   
  RANKS AND BENEFITS 
  Rank  Companion Skill/Benefit 
  0 
    
  1 
   Steward 1 
  2 
    
  3 
   Carouse 1 
  4 
    
  5 
   Survival 1 
  6 
    
  William Self (order #4987768)
  
   
  19 
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  MISHAPS 
  2d6 
   Mishap 
  2 
   Severely Injured – Roll twice on the Injury Table (37 TMB, 5 CB2) and take the lower result. 
  3 
   Blackmail – Someone finds out what you do for a living and tries to blackmail you. You may give up 2 Benefit rolls for this career and 
  remain in it, or lose a Benefit roll and gain an Enemy. 
  4 
   Dangerous Secret – You learned something about one of your clients that puts your life in danger. Gain an Enemy. 
  5 
   Robbed – One of your clients robs you. Lose a Benefit roll and Gain an Enemy. 
  6 
   Failure – You can‟t even make money this way. You must enter the Drifter career next term. 
  7 
   Injured – Roll on the Injury Table (37 TMB, 5 CB2). 
  8 
   Drugs – You are so ashamed of what you do for a living that the only way to get through the day is with drugs or alcohol. You are 
  addicted to a drug or to alcohol. 
  9 
   Beaten – You are beaten almost to death by one of your clients or your pimp. Permanently lose one point from a physical 
  characteristic (player‟s choice) or roll twice on the Injury Table (37 TMB, 5 CB2) and take the lower result. 
  10 
   Disease – You catch a disease from one of your clients. You permanently lose 1 point of Endurance. 
  11 
   Prison – You are sent to prison. You must take the Prisoner (Convict) career next term. 
  12 
   Raid – You are arrested and forced to leave the planet. Take –1 Social Standing and enter the Drifter career next term. 
   
  EVENTS 
  d66 
   Events 
  11 
   Disaster! Roll on the Mishap Table, but you are not ejected from this career. 
  12 
   A client gets rough with you. Throw Dexterity 8+. If you fail, roll on the Injury Table (37 TMB, 5 CB2). 
  13 
   You are asked to be a drug mule for a gang. If you accept, throw Endurance 8+. If you succeed, gain a +1 DM on one Benefit roll. If 
  you fail, roll on the Injury Table (37 TMB, 5 CB2). If you refuse the gang, gain the drug gang as an Enemy. 
  14 
   You contract a particularly virulent disease. Permanently lose 1 point of Endurance. 
  15 
   One of your clients is an alien. Throw Endurance 8+. If you succeed, gain Language (any) 1. If you fail, take –1 Social Standing. 
  16 
   Another Companion is jealous of your position within your group and tries to take you down. Throw Intelligence 8+. If you succeed, 
  gain a +1 DM on one Benefit roll. If you fail, take a –1 DM on one Benefit roll. Either way, gain an Enemy. 
  21 
   Your client abandons you in the wilderness. Throw Intelligence 8+. If you succeed gain Survival 1 or Navigation 1. If you fail, take a –1 
  DM on one Benefit roll. 
  22 
   You spend a lot of time travelling around the planet. Throw Intelligence 8+. If you succeed, gain Drive (any) 1, Flyer (any) 1, Seafarer 
  (any) 1 or Mechanic 1. 
  23 
   You and your client spend time at sea. Throw Intelligence 8+. If you succeed, gain Seafarer (any) 1 or Navigation 1. 
  24 
   You make contact with a Gang. Throw Dexterity or Intelligence 8+. If you succeed, you may join the gang and enter the Rogue career 
  next term. If you fail, gain the gang as a Rival. 
  25 
   You have a chance to appear in a documentary or video. If you accept, throw Art 8+ or Intelligence 8+. If you succeed, gain +1 Social 
  Standing. If you fail, lose 1 point of Social Standing. 
  26 
   You are able to make friends with some of your clients. Gain 1d3 Contacts. 
  31-36  Life Event – Roll on a Life Event Table (34 TMB, 12, 13 CB1). 
  41 
   You work with a diverse group of clients. Gain Language (any) 1. 
  42 
   You learn a secret about one of your clients and you can blackmail them. If you choose to blackmail gain an Enemy and throw 
  Intelligence 8+. If you succeed, gain a +1 DM on a Benefit roll. If you do not blackmail your client, gain an Ally. 
  43 
   You are offered the opportunity to appear in an exotic video. If you accept, gain a +1 DM on a Benefit roll and throw Dexterity 8+. If 
  you succeed, gain a level in Art (any) or Athletics (any). If you fail, lose one point of Social Standing.  
  44 
   You become involved in fulfilling fantasies or fetishes. Throw Intelligence 8+. If you succeed, gain Art (acting) 1 or Deception 1. If you 
  fail, roll twice on the Injury Table and take the higher result. 
  45 
   You work your trade near famous gambling establishments. Gain Gambler 1. Throw 8+. If you succeed, gain a +1 DM on one Benefit 
  roll. If you fail, take a –1 DM on one Benefit roll. 
  46 
   You finally find a way out of this profession. If you choose to leave, you gain a +1 DM on your next Qualification roll. If you choose to 
  stay a Companion, you gain an extra Benefit roll and may become a Pimp next term. 
  51 
   A client falls in love with you. You may leave this profession and gain an Ally or stay a Companion and gain an Enemy. 
  52 
   A rich client takes you on his space yacht and lets you “drive the ship”. Gain one of the following: Pilot (any) 1, Astrogation 1 or Vacc 
  Suit 1. 
  53 
   One of your clients is Psionic. If you turn them in, gain an extra Benefit roll but gain an Enemy. If you keep their secret, you may be 
  tested for Psionics per 152 TMB and gain an Ally. 
  54 
   Spending time on the mean streets, you learn a thing or two. Gain one level in one of: Streetwise, Stealth, Melee (any) or Gun Combat 
  (any). 
  55 
   You are trained to please a Noble client. Gain a level in any one of the following skills: Art (any), Carouse, Gambler, Deception or 
  Steward. 
  56 
   Your client wants an escort for a trip in space. Gain Vacc Suit 1 or Zero-G 1. 
  61 
   Your organisational skills help your group earn more money. Gain Admin 1, Advocate 1 or Leadership 1. 
  62 
   You try to better your lot in life by taking night classes. Gain Any Science (any) 1, Art (any) 1, Medic 1 or Trade (any) 1. 
  63 
   A rich client takes an interest in you. Gain a +1 DM on one Benefit roll and a Contact. 
  64 
   You are very good at your job. Gain a +2 DM on your next Advancement roll. 
  65 
   Your work is rewarded by one of your clients. Gain an extra Benefit roll. 
  66 
   Your dedication to your craft pays off. You gain an automatic advancement. 
  William Self (order #4987768)
  
   
  20 
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  Cosmonauts wear their vacc suits like a second skin. They are at 
  home in the bleak emptiness of space, doing all the dirty jobs and 
  thankless tasks in the orbital environment that no one notices. 
  Qualification: End 5+ 
  –1 DM for every previous career. 
  Assignments: Choose one of the following: 
   
  Boat Jockey: You pilot the small vessels that swarm around 
  any orbital facility, ferrying small cargoes and parts, and 
  transferring personnel from station to station. 
   
  Vac Monkey: You spend your whole working day in the hard 
  vacuum of space, wrangling cargo pods, running robot work 
  teams, and doing repairs. 
   
  Search & Rescue: When spacers come loose from their 
  tethers, or vessels get into difficulty, you are there to lend a 
  hand. 
   CAREER PROGRESS 
    
   Survival 
   Advancement 
   Boat Jockey 
   Dex 5+ 
   Int 7+ 
   Vac Monkey 
   End 6+ 
   Int 7+ 
   Search & Rescue  Int 4+ 
   Edu 8+ 
    
   MUSTERING-OUT BENEFITS 
   1d6 
   
  Cash  Other Benefits 
   1 
   
  500  Contact 
   2 
   
  1,000  +1 End 
   3 
   
  2,000  +1 Edu 
   4 
   
  3,000  Weapon 
   5 
   
  6,000  2 Ship Shares 
   6 
   
  10,000  TAS or +1 Int 
   7 
   
  20,000  Ship‟s Boat 
   
  SKILLS AND TRAINING 
   
    
    
   Advanced Education 
  1d6 
   Personal Development 
   Service Skills 
   (Minimum Education 8) 
  1 
   +1 Str 
   Pilot (any) 
   Tactics (Naval) 
  2 
   +1 End 
   Vacc Suit 
   Astrogation 
  3 
   +1 Int 
   Zero-G 
   Gunner 
  4 
   +1 Edu 
   Comms 
   Admin 
  5 
   Melee (any) 
   Mechanic 
   Engineering (any) 
  6 
   Carouse 
   Sensors 
   Space Science (any) 
   
    
    
    
  1d6 
   Boat Jockey 
   Vac Monkey 
   Search & Rescue 
  1 
   Pilot (small craft) 
   Vacc Suit 
   Medic 
  2 
   Pilot (any) 
   Mechanic 
   Zero-G 
  3 
   Sensors 
   Remote Operations 
   Athletics (any) 
  4 
   Comms 
   Zero-G 
   Sensors 
  5 
   Engineering (any) 
   Sensors 
   Remote Operations 
  6 
   Navigation 
   Trades (any) 
   Medic 
   
  RANKS AND BENEFITS 
  Rank  Boat Jockey or Vac Monkey  Skill/Benefit 
  0 
   Rookie 
    
  1 
    
   Vacc Suit 1 
  2 
    
    
  3 
    
   Zero-G 1 
  4 
    
    
  5 
   Space Dog 
   Pilot (small craft) 1 
  6 
    
    
   
    
    
  Rank  Search & Rescue 
   Skill/Benefit 
  0 
    
    
  1 
   Specialist 
   Medic 1 
  2 
    
    
  3 
    
    
  4 
   Team Leader 
   Zero-G 1 
  5 
    
    
  6 
   Squadron Leader 
   Leader 1 
  William Self (order #4987768)
  
   
  21 
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  UTT  
   
   
  MISHAPS 
  2d6 
   Mishap 
  2 
   Severely Injured – You are badly injured in a serious accident – Roll twice on the Injury Table (37 TMB, 5 CB2) and take the lower 
  result. 
  3 
   Unemployed – The orbital facility where you work is hit by a recession and closes down. It is time to retrain. 
  4 
   Amputee – You lose your forearm in a laser cutter accident. You may obtain a prosthetic by using a Benefit throw. 
  5 
   Floater – Your tether snaps while you are outside, and you drift off into the dark. Even though you are rescued, you are not the same. 
  You are afraid of the dark and get night terrors. 
  6 
   – There is an accident that leads to the death of a co-worker, and you are suspected of negligence. Throw Advocate 8+ or lose a 
  Benefit throw. 
  7 
   Accident – You are injured in an accident. Roll on the Injury Table (37 TMB, 5 CB2).  
  8 
   Solar Flare – You are outside when a solar flare hits. Lose 1 point from both Strength and Endurance, and all your hair. 
  9 
   Toxic Fumes – A life support malfunction causes you to breathe in toxic fumes. Lose 2 Endurance and acquire a persistent cough. 
  10 
   Smuggling – You are implicated in a smuggling operation. Roll Advocate 8+ or go to prison next term, innocent or not. 
  11 
   Hypoxia – You air supply runs out due to negligent maintenance, and you fall unconscious. Your brain is starved of oxygen for some 
  seconds, and you end up brain damaged. Lose 1 point of Intelligence and Education. 
  12 
   Attack – The station where you work is destroyed in a terrorist attack or disaster. 
   
  EVENTS 
  d66 
   Events 
  11 
   Disaster! Roll on the Mishap Table, but you are not ejected from this career. 
  12 
   A local port official starts making your life hell. You could befriend them: roll Persuade or Carouse 10+ and turn them into an Ally, or 
  you could threaten them: roll Persuade, Melee (any), or Gun Combat (any) 8+ to get them to leave you alone, else you gain an Enemy 
  and take a –1 to all your subsequent Advancement Throws in this career. 
  13 
   A cargo robot goes haywire and starts damaging equipment and crew! Roll either Mechanic or Remote Ops 8+ to gain either Gun 
  Combat (any) 1, Space Science (any) 1, or Computers 1, and the gratitude of the people in danger. 
  14 
   You are contacted by a gang of smugglers to help them. If you help them, roll Intelligence 8+ or you are caught by the authorities; roll 
  Advocate 8+ to avoid prison next term. Succeed, and you gain an extra Benefit throw, and either way, you gain a criminal Contact and 
  Deception 1. Refuse, and roll on the Injury Table (37 TMB, 5 CB2) and gain an Enemy. 
  15 
   You drink with a free trader crew. Roll Persuade or Carouse 8+ to gain an Ally, or just gain a Contact. 
  16 
   Your work team have a reputation as a bunch of roustabouts and ne‟er do wells. Gain Streetwise 1 or a level in Melee (any). 
  21 
   You become friendly with a cute space traffic controller. Roll Persuade or Carouse 8+ to get them as an Ally (or lover?), or else just 
  get them as a Contact. 
  22 
   Your suit springs a leak. Roll Vacc Suit or Mechanic 8+ to repair it, or else take a Roll on the Injury Table (37 TMB, 5 CB2) (37 TMB, 5 
  CB2). 
  23 
   You work hard and play hard. Roll Intelligence 8+ to gain either Persuade 1, Streetwise 1, Carouse 1, or Melee (any) 1. 
  24 
   A fellow worker is resentful of your success. Gain a Rival. 
  25 
   A delivery you are responsible for goes missing. Roll Sensors or Comms 8+ to find the culprit and gain Investigate 1 or Persuade 1. 
  Fail and be fined one Benefit throw and gain a Rival. 
  26 
   You make a mistake which costs time and money. Take a –4 DM on your next Advancement Throw. 
  31-36  Life Event – Roll on a Life Event Table (34 TMB, 12, 13 CB1). 
  41 
   One of your co-workers is sweet on you, but you do not reciprocate (not your type, wrong species, age, gender, etc). Roll Persuade 
  8+ to turn them into a friendly contact, or else gain them as an Enemy, and then roll Vacc Suit 8+ to avoid a Roll on the Injury Table 
  (37 TMB, 5 CB2) (37 TMB, 5 CB2) as they sabotage your suit. 
  42 
   You get into a fierce barroom brawl. Roll Melee (any) 8+ to gain an Ally in the fight; else roll on the Injury Table (37 TMB, 5 CB2). In 
  any case, gain Melee (any) 1 if you do not already have it. 
  43 
   One of your co-workers gets into trouble while on EVA. Roll Mechanic, Zero-G, or Medic 8+ to save them and gain an Ally; otherwise, 
  they unfortunately die. 
  44 
   You hurry to complete a repair or rescue before a solar flare reaches your orbit. Roll Mechanic or Zero-G 8+ to avoid taking a dose of 
  2d6 x 50 Rads. 
  45 
   A gambling ring forms amongst your co-workers and you are invited to join. Throw Gambler 8+ or Intelligence 8+. If you succeed, gain 
  an extra Benefit roll. If you fail, lose a Benefit roll. Either way, gain a level of Gambler. 
  46 
   A co-worker has a psychotic episode while in hard vacuum. Roll Zero-G or Medic 8+ to save them and gain them as a Contact. 
  51 
   You prop up the bar at the local Spacer‟s Rest. Gain a level in Carouse. 
  52 
   You are assigned to ferry your boss about. Roll Pilot (any) or Comms 8+ to gain a +2 to your next Advancement roll; fail, and get a –2 
  DM instead as you make him late. 
  53 
   A repair or rescue is more difficult than it looks, and you are in danger of running out of time. Roll Mechanic 8+ to finish in time, and 
  gain +1 on any Benefit throw. If you fail take a –2 DM to your next Advancement roll. 
  54 
   You get involved in black market deals. Roll Intelligence 10+ to gain one from Deception 1, Streetwise 1, Broker 1, or Persuade 1. 
  55 
   You come across an illegal arms shipment. You can take a sample, gaining a gun of your choice, but you must roll Deception 8+ or 
  gain an Enemy of the arms dealer. 
  56 
   A Noble‟s yacht gets into difficulty and you come to the rescue. Roll Persuade 8+ to gain an Ally and an extra Benefit throw, otherwise 
  gain a Contact. 
  61 
   You are hit by a micro meteor whilst on EVA. Roll on the Injury Table (37 TMB, 5 CB2) and then roll Zero-G or Mechanic 8+ to avoid –
  1 to Intelligence brought on by hypoxia. 
  62 
   You become a rep in the local Spacers‟ Guild or union. Gain one from Admin 1, Advocate 1, or Leader 1. 
  63 
   You get some advanced training. Roll Education 8+ to gain a level in any skill you already have. 
  64 
   You get a reputation for being lazy and for shoddy workmanship. Take a –2 DM on your next Advancement roll. 
  65 
   There is a naval base or marine garrison on your station. Gain a Contact. 
  66 
   You fill your quota twice as fast as your colleagues. Gain an automatic promotion and 1d3 Rivals from your jealous co-workers. 
  William Self (order #4987768)
  
   
  22 
  EEN
  NFFO
  OR
  RC
  CEER
  R
  The Enforcer might work for an organised crime syndicate, or 
  may be freelance, but either way, their job is to deal out violence, 
  and many of them enjoy it too. Whether someone is to be 
  disappeared, or just „gently‟ persuaded with a baseball bat, the 
  Enforcer has the skills and the lack of human kindness necessary 
  for the work. 
  Qualification: Str 6+ 
  –1 DM for every previous career. 
  Assignments: Choose one of the following: 
   
  Gun Shark: You use guns to protect your gang and take out 
  the opposition, with extreme violence. 
   
  Extortionist: You break heads, windows, and kneecaps for 
  the boss, squeezing wealth out of your victims. 
   
  Cleaner: You make bodies, or people, disappear. Quiet and 
  well connected, you see that they vanish without a trace. 
   CAREER PROGRESS 
    
   Survival 
   Advancement 
   Gun Shark 
   Dex 7+ 
   Int 5+ 
   Extortionist 
   Str 6+ 
   End 7+ 
   Cleaner 
   Int 5+ 
   Edu 8+ 
    
   MUSTERING-OUT BENEFITS 
   1d6 
   
  Cash  Other Benefits 
   1 
   
  1,000  Contact 
   2 
   
  5,000  +1 End 
   3 
   
  10,000  Combat Implant 
   4 
   
  20,000  Weapon 
   5 
   
  30,000  Vehicle 
   6 
   
  40,000  Weapon and Armour 
   7 
   
  50,000  Ally 
   
  SKILLS AND TRAINING 
   
    
    
   Advanced Education 
  1d6 
   Personal Development 
   Service Skills 
   (Minimum Education 8) 
  1 
   +1 Str 
   Gun Combat (any) 
   Tactics 
  2 
   +1 Dex 
   Stealth 
   Advocate 
  3 
   +1 End 
   Persuade 
   Explosives 
  4 
   Athletics 
   Drive or Flyer (any) 
   Leadership 
  5 
   Gambling 
   Streetwise 
   Deception 
  6 
   Carouse 
   Melee (any) 
   Investigate 
   
    
    
    
  1d6 
   Gun Shark 
   Extortionist 
   Cleaner 
  1 
   Gun Combat (any) 
   Melee (any) 
   Diplomat 
  2 
   Drive or Flyer (any) 
   Carouse 
   Gun Combat (any) 
  3 
   Stealth 
   Melee (any) 
   Streetwise 
  4 
   Recon 
   Streetwise 
   Medic 
  5 
   Streetwise 
   Persuade 
   Admin 
  6 
   Investigate 
   Gun Combat (any) 
   Deception 
   
  RANKS AND BENEFITS 
  Rank  Gun Shark Skill/Benefit 
  0 
    
  1 
   Gun Combat 1 
  2 
    
  3 
   Stealth 1 
  4 
    
  5 
   Recon 1 
  6 
    
   
    
  Rank  Extortionist Skill/Benefit 
  0 
    
  1 
   Persuade 1 
  2 
    
  3 
   Melee (any) 1 
  4 
    
  5 
   Streetwise 1 
  6 
    
   
    
  Rank  Cleaner Skill/Benefit 
  0 
    
  1 
   Deception 1 
  2 
    
  3 
   Diplomat 1 
  4 
    
  5 
   Admin 1 
  6 
    
  William Self (order #4987768)
  
   
  23 
  EEN
  NFFO
  OR
  RC
  CEER
  R  
  MISHAPS 
  2d6 
   Mishap 
  2 
   Missed Shot – While lining up a shot, a local insectoid alights on your gun barrel, causing you to miss your target and kill an innocent 
  passer-by. Gain 3 Enemies (your former employer, the original target, and the family of the bystander). 
  3 
   Betrayed – You are betrayed by your organisation. Roll Streetwise 8+ to avoid being picked up by the authorities, and spending the 
  next term in Prison, as you go into exile. 
  4 
   Baulked – Your boss asks you to murder a child, and you baulk and sabotage the job. Gain an Enemy and lose a Benefit roll. 
  5 
   Sickened – You have to liquidate a friend, and now sick of your job, you leave the career. Lose an Ally or a Contact. 
  6 
   Gang War – A rival organisation takes down your gang. Lose an Ally, and roll Gun Combat 8+ or roll on the Injury Table (37 TMB, 5 
  CB2). 
  7 
   Bad Hit – You are hurt in a hit on your boss. The boss dies, and you must roll on the Injury Table (37 TMB, 5 CB2).  
  8 
   Massacre – A job becomes very messy, and there are multiple fatalities. Your gang disowns you as you go on the run. 
  9 
   Sloppy Work – You miss some juicy evidence when covering up a killing, leading the authorities to your gang. You have to flee and lay 
  low, and now you are wanted by the law. 
  10 
   Love Kills – You fall for your target. Gain your former colleagues as Enemies and roll Gun Combat 8+ or your lover is killed in the 
  backlash. 
  11 
   Young Gun – A Rival proves you are „past it‟, and you are forced to retire. Turn a Rival into an Enemy. 
  12 
   Shoot Out – A job goes badly wrong, and your career ends in a shoot-out with the police. Roll Gun Combat 8+, fail and roll twice on 
  the Injury Table (37 TMB, 5 CB2), applying both results; succeed and roll once. Then roll Advocate 8+ or else spend two terms as a 
  Prisoner instead of one. 
   
  EVENTS 
  d66 
   Events 
  11 
   Disaster! Roll on the Mishap Table, but you are not ejected from this career. 
  12 
   Your lover is killed to get to you. Roll Gun Combat or Melee 8+ to finish off an Enemy. 
  13 
   You make a Contact in the local constabulary. 
  14 
   You are tasked to sabotage an orbital facility. Roll Intelligence 8+ and take Vac Suit 1, Mechanic 1, or Zero G 1. 
  15 
   You successfully complete a job, but there is an innocent witness. Either silence them, gaining a particularly heroic police inspector as 
  an Enemy, or let them live, in which case spend your next term in the Drifter career as you go on the run. 
  16 
   You find an item of value on a victim. Gain a +1 DM on any Benefit roll. 
  21 
   You have to defend your boss from assassins. Roll Gun Combat or Melee 8+ to gain an Ally (your boss), or else gain a Rival (the one 
  who actually sees off the killers). 
  22 
   Your gang is renowned for its wild hell-raising. Gain a level in Carouse or Gambler. 
  23 
   You volunteer, or are selected, to take the heat for a crime. Spend your next term as a Prisoner, but then you can return to this career, 
  gain a +1 to all your subsequent Advancement throws. 
  24 
   In a street battle your boss is hurt and you have to take command. Gain Leadership. 
  25 
   Your employer pays for you to be surgically enhanced. Gain a Combat Implant. 
  26 
   Your weapon jams in a sticky situation. Roll Melee 8+ or roll on the Injury Table (37 TMB, 5 CB2). 
  31-36  Life Event – Roll on a Life Event Table (34 TMB, 12, 13 CB1). 
  41 
   You act as your boss‟s chauffeur. Gain Drive (any) 1 or Flyer (any) 1.  
  42 
   You have to lay low for a while in a remote place. Gain Survival 1. 
  43 
   You spend some time developing your network. Gain 1d3 Contacts. 
  44 
   A vicious gang war erupts over territory. Roll Gun Combat, Melee, or Explosives 8+, or roll on the Injury Table (37 TMB, 5 CB2). Either 
  way, take a level in whichever skill you rolled on. 
  45 
   You did not commit the crime, but somehow you are in the frame. Roll Advocate 8+ to avoid spending the next term as a Prisoner, 
  before returning to this career. Gain a Rival. 
  46 
   You gain a rep as a major hard-case, and 1d3 Rivals in the process. 
  51 
   You have to clean up the mess caused by an over-enthusiastic underling. Roll Medic or Deception 8+ or take a –1 DM to a Benefit roll 
  as the authorities squeeze your operation. 
  52 
   A lover becomes problematic. Either make them „disappear‟, or lose a Benefit roll keeping them quiet. 
  53 
   Your gang runs illegal casinos. You may bet up to all your Benefit rolls, rolling either Gambling or Deception 8+, and if successful you 
  win half as many rolls again. Gain Gambler 1. 
  54 
   Your side loses in a nasty gang war. You are demoted one rank, as you have to take a junior position in a rival gang to survive. Gain 
  an Enemy in your former gang-mates. 
  55 
   You acquire a new protégé. Roll Persuade or Carouse 8+ to gain them as an Ally, or else get them as a Contact. 
  56 
   You complete a number of easy jobs. Get a +1 DM to any Benefit roll. 
  61 
   Another gangster guns down your partner. Gain them as an Enemy. 
  62 
   You take a lover who has no idea of your profession. Roll Deception 8+ to keep them unawares. If you fail, either liquidate them or roll 
  Persuade 8+ to keep them on your side. Fail, and you must spend the next term in the Prisoner career, but you may return to this 
  career after you have served your term. 
  63 
   You have the opportunity to get rid of a Rival in your gang. Roll Deception or Gun Combat 8+ to get rid of them, or else turn them into 
  an Enemy and take a –2 DM to your next Advancement throw. 
  64 
   You are able to acquire a set of combat armour or a smart sniper rifle, of Tech Level 13 or higher. 
  65 
   You embark on a relationship with one of the boss‟s children. Gain a Rival, and roll Social Standing 8+; succeed, and get a +2 DM on 
  your next Advancement throw, fail, and take a –2 DM instead. 
  66 
   An enemy plans a major attack on your boss, but taking the initiative you act before the enemy can strike. You are automatically 
  promoted. 
  William Self (order #4987768)
  
   
  24 
  IIN
  NSSU
  UR
  RG
  GEEN
  NTT  
  You work against your government. While you do not fight the 
  government directly, you actively support the Resistance. 
  Qualification: Int 6+ 
  –1 DM for every previous career 
  Assignments: Choose one of the following: 
   
  Sympathiser: You support the resistance with supplies and 
  occasionally with firepower. 
   
  Informer: You work for the government but pass along vital 
  information to the resistance. 
   
  Transporter: You are part of an underground railway, 
  moving people into and out of the area without government 
  knowledge. 
   CAREER PROGRESS 
    
   Survival 
   Advancement 
   Sympathiser 
   Int 6+ 
   Soc 6+ 
   Informer 
   Soc 5+ 
   Int 7+ 
   Transporter 
   Dex 6+ 
   Edu 6+ 
    
   MUSTERING-OUT BENEFITS 
   1d6 
   
  Cash  Other Benefits 
   1 
   
  1,000  Contact 
   2 
   
  2,000  Weapon 
   3 
   
  2,000  +1 Int 
   4 
   
  5,000  Ally 
   5 
   
  5,000  Ship Share 
   6 
   
  10,000  Ally 
   7 
   
  10,000  2 Ship Shares 
   
  SKILLS AND TRAINING 
   
    
    
   Advanced Education 
  1d6 
   Personal Development 
   Service Skills 
   (Minimum Education 8) 
  1 
   +1 Str 
   Deception 
   Jack of All Trades 
  2 
   +1 Dex 
   Survival 
   Advocate 
  3 
   +1 End 
   Stealth 
   Diplomat 
  4 
   +1 Int 
   Gun Combat (any) 
   Computers 
  5 
   Athletics (any) 
   Melee (any) 
   Engineering (any) 
  6 
   Streetwise 
   Recruiting 
   Any Science (any) 
   
    
    
    
  1d6 
   Sympathiser 
   Informer 
   Transporter 
  1 
   Animals (any) 
   Comms 
   Sensors 
  2 
   Broker 
   Computers 
   Medic 
  3 
   Streetwise 
   Sensors 
   Streetwise 
  4 
   Medic 
   Deception 
   Navigation 
  5 
   Stealth 
   Admin 
   Mechanic 
  6 
   Mechanic 
   Investigate 
   Drive or Flyer (any) 
   
  RANKS AND BENEFITS 
  Rank  Insurgent Skill/Benefit 
  0 
    
  1 
   Stealth 1 
  2 
    
  3 
   Deception 1 
  4 
    
  5 
   Survival 1 
  6 
    
  William Self (order #4987768)
  
   
  25 
  IIN
  NSSU
  UR
  RG
  GEEN
  NTT  
   
  MISHAPS 
  2d6 
   Mishap 
  2 
   Severely Injured – Roll twice on the Injury Table (37 TMB, 5 CB2) and take the lower result. 
  3 
   Financing – You discover that the Resistance is being financed by an off-world corporation so it can take over the planet. Gain an 
  Enemy within that corporation. 
  4 
   On the Run – You are almost captured by the Government and must flee for your life leaving everything behind. You may give up all 
  Benefit rolls for this career, but you can stay in this career. If you do not give up everything, you must enter the Drifter career next 
  term. 
  5 
   Impoverished – Helping the Resistance has cost you your home. Lose a Benefit roll, but gain an Ally. 
  6 
   Traitor – You realise that the government is better than the Resistance. Gain 1d3 Rivals. 
  7 
   Injured – Roll on the Injury Table (37 TMB, 5 CB2). 
  8 
   Captured – You are caught by the government and sent to prison. You must take the Prisoner career next term. 
  9 
   Betrayed – You are betrayed by a friend. Make one of your Contacts or Allies a Rival or Enemy. If you have no Contacts or Allies, you 
  are betrayed by a stranger and gain a Rival. 
  10 
   Infamous – Your notoriety has made you a liability to the Resistance. Gain a Rival. 
  11 
   Politics - You have made too many enemies within the Resistance to stay. Gain 1d3 Enemies. 
  12 
   Burned Out – After seeing what the Resistance has to do to win, you are disgusted with the cause and leave. 
   
  EVENTS 
  d66 
   Events 
  11 
   Disaster! Roll on the Mishap Table, but you are not ejected from this career. 
  12 
   The Government got too close. Throw Dexterity 8+ or Stealth 8+. If you fail, roll on the Injury Table (37 TMB, 5 CB2) (37 TMB, 5 CB2). 
  13 
   Political fighting within the Resistance forces you to choose sides. Roll Intelligence 8+. If you succeed, you are on the winning side 
  and gain +1 DM on your next Advancement. If you fail, you are on the losing side and you take –1 DM on your next Advancement. 
  14 
   Your importance to the Resistance causes jealousy. Throw Social Standing 8+. If you fail, lose a Benefit roll. 
  15 
   You are caught in the crossfire. Throw Dexterity 8+ or Streetwise 8+. If you succeed, gain Gun Combat (any) 1 or Melee (any) 1. If you 
  fail, roll on the Injury Table (37 TMB, 5 CB2). 
  16 
   Your cell is compromised. Throw Streetwise 8+ or Intelligence 10+. If you succeed, gain a Rival. If you fail, roll on the Injury Table (37 
  TMB, 5 CB2). 
  21-26  You are caught up in the rebellion. You may enter the Guerrilla or Army career next term without throwing for Qualification. 
  31-36  Life Event – Roll on a Life Event Table (34 TMB, 12, 13 CB1). 
  41 
   You make contacts outside of the Resistance. Gain 1d3 Contacts. 
  42 
   You work to recruit others to the cause. Gain Recruiting 1. Throw Intelligence 8+. If you succeed, gain an Ally. If you fail, gain an 
  Enemy. 
  43 
   You have the chance to help a wounded Resistance fighter. Throw Intelligence 8+. If you succeed, gain an Ally. If you fail, gain a 
  Rival. Either way, gain a level of Medic. 
  44 
   You are trained in electronic surveillance. Throw Education 8+. If you succeed gain one of the following: Engineering (Electronics) 1, 
  Sensors 1 or Computers 1. 
  45 
   You come in contact with high level people in the government and can pass along sensitive information to the Resistance. Throw 
  Stealth 8+ or Intelligence 10+. If you succeed, gain Investigate 1 or Comms 1. If you fail, you and the Resistance gain nothing. 
  46 
   Vital information must be delivered to the Resistance. Roll Dexterity 8+. If you succeed gain Streetwise 1 or Investigate 1. If you fail, 
  take –1 DM on your next Advancement roll and a Rival. 
  51 
   You help the Resistance make bombs. Gain Explosives 1 or Remote Operations 1. 
  52 
   You spend time working on a starship supporting the cause. Gain one of the following: Pilot (any) 1, Engineering (any) 1, Gunner (any) 
  1 or Steward 1. 
  53 
   You save the life of a Noble or rich person. Gain them as an Ally. 
  54 
   You spend time in space. Gain Vacc Suit 1 or Zero-G 1. 
  55 
   You are forced to learn to improvise. Gain a level of Jack-of-All-Trades. 
  56 
   You spend time hiding out in the wilderness. Gain Survival 1, Navigation 1, or Recon 1. 
  61 
   You are given advanced training. Increase any skill you already have by one. 
  62 
   You obtain information that someone is a traitor to the Resistance. Gain +1 DM on your next Advancement roll. 
  63 
   The Resistance rewards you for your hard work. Gain +1 DM on a Benefit roll. 
  64 
   Your hard work is noticed by senior people in the Resistance. Gain +2 DM on your next Advancement roll. 
  65 
   A powerful patron takes you under her wing. Gain +4 DM on your next Advancement roll and gain a Contact. 
  66 
   Your dedication to the cause is rewarded. You gain an automatic Advancement. 
  William Self (order #4987768)
  
   
  26 
  M
  MEED
  DIIA
  A  PPR
  RA
  AC
  CTTIITTIIO
  ON
  NEER
  R  
   
  The Media Practitioner creates works of fiction and fact 
  for public entertainment. This job takes them across 
  charted space, on location or doing the marketing, and 
  while it can be pampered it can also be dangerous. 
  Qualification: Soc 6+ 
  –1 DM for every previous career. 
  Assignments: Choose one of the following: 
   
  Producer: You write or direct or find the cash, and 
  make the production happen by force of will. 
   
  Technician: You work behind the holocamera to 
  make sure the work looks, feels, and sounds as 
  perfect as can be. 
   
  Talent: You sing, dance, fight and act. You work in 
  front of the holo-camera, and one day everyone will 
  know your name (you hope)! 
   CAREER PROGRESS 
    
   Survival 
   Advancement 
   Producer 
   Int 5+ 
   Soc 8+ 
   Technician 
   Edu 5+ 
   Int 7+ 
   Talent 
   Soc 4+ 
   End 8+ 
    
   MUSTERING-OUT BENEFITS 
   1d6  
  Cash  Other Benefits 
   1 
   
  500  Contact 
   2 
   
  1,000  +1 End 
   3 
   
  2,000  +1 Int or Edu 
   4 
   
  10,000  Vehicle 
   5 
   
  30,000  Ally 
   6 
   
  50,000  +1 Soc 
   7 
   
  100,000  TAS 
   
  SKILLS AND TRAINING 
   
   
   
    
   Advanced Education 
  1d6 
   
  Personal Development  Service Skills 
   (Minimum Education 8) 
  1 
   
  +1 End 
   Art (any) 
   Admin 
  2 
   
  +1 Int 
   Carouse 
   Advocate 
  3 
   
  +1 Edu 
   Persuade 
   Social Science (any) 
  4 
   
  +1 Soc 
   Drive or Flyer (any) 
   Computers 
  5 
   
  Gambling 
   Comms 
   Deception 
  6 
   
  Carouse 
   Art (any) 
   Investigate 
   
   
   
    
    
  1d6 
   
  Producer 
   Technician 
   Talent 
  1 
   
  Broker 
   Mechanic 
   Melee (any) 
  2 
   
  Art (any) 
   Computers 
   Art (any) 
  3 
   
  Persuade 
   Remote Operations 
   Athletics (any) 
  4 
   
  Recruiting 
   Engineer 
   Carouse 
  5 
   
  Leader 
   Sensors 
   Diplomat 
  6 
   
  Admin 
   Explosives 
   Art (any) 
   
  RANKS AND BENEFITS 
  Rank 
   Producer 
   Skill/Benefit 
  0 
   Wannabe 
    
  1 
    
   Persuade 1 
  2 
    
    
  3 
    
   Art (any) 1 
  4 
   Auteur 
    
  5 
    
   Leader 1 
  6 
   Mogul 
    
   
    
    
  Rank 
   Technician  Skill/Benefit 
  0 
    
    
  1 
   Grip 
   Comms 1 
  2 
    
    
  3 
    
   Computers 1 
  4 
    
    
  5 
   Wizard 
   Remote Ops 1 
  6 
    
    
   
    
    
  Rank 
   Talent 
   Skill/Benefit 
  0 
   Extra 
    
  1 
    
   Art (any) 1 
  2 
   Bit Player 
    
  3 
    
   Carouse 1 
  4 
   Star 
    
  5 
    
   Diplomat 1 
  6 
   Megastar 
    
  William Self (order #4987768)
  
   
  27 
  M
  MEED
  DIIA
  A  PPR
  RA
  AC
  CTTIITTIIO
  ON
  NEER
  R  
   
  MISHAPS 
  2d6 
   Mishap 
  2 
   Contaminated – You worked at a location that was contaminated with radiation or other toxins, and this leads to chronic health 
  problems. Lose 2 Endurance and you require constant medication. 
  3 
   Offended Others  – One of your works offends a radical political or religious faction, and you go into hiding after they place a hit on 
  you. Gain two enemies: the political or religious faction and the assassin assigned to kill you. 
  4 
   Crashed – You wrap your grav vehicle around an advertisement for your latest work. Roll on the Injury Table (37 TMB, 5 CB2) but 
  gain Flyer 1. 
  5 
   Stalker – An obsessed fan stalks you and ruins your life. You are mentally traumatised and gain an Enemy. 
  6 
   Blacklisted – You are blacklisted by an influential studio boss, and everyone else refuses to hire you. Gain a Rival. 
  7 
   Addicted – You become so addicted to drink or drugs that you wreck your career. Lose 1 year to rehab to cure your illness and roll 
  Persuade 8+ or become estranged to any spouse or children. If you later relapse, immediately lose 1 Endurance and regain your 
  addiction.  
  8 
   Bombed – Your latest work flops so badly it brings down the company. An Ally becomes a Rival as they lose their fortune too. 
  9 
   Fade away – You fade into obscurity. 
  10 
   Typecast – You become so badly typecast you need to move on. 
  11 
   Taboo – You are accused of a social taboo. Roll Advocate 8+ to retain your reputation and your career, or lose 2 Social Standing in 
  the ensuing scandal, as well as having to leave this career. 
  12 
   Failed Stunt – A stunt goes terribly wrong. Either you cause 1d6 deaths (gaining 1d3 Enemies), or you are severely injured: roll on the 
  Injury Table (37 TMB, 5 CB2) twice and take the lower result. 
   
  EVENTS 
  d66 
   Events 
  11 
   Disaster! Roll on the Mishap Table, but you are not ejected from this career. 
  12 
   You work on a gruelling production in an isolated and difficult location. Gain Survival 1. 
  13 
   An animatronic prop goes haywire and attacks you. Roll Dexterity 8+ to get out of the way or Mechanic 8+ to disable it, or roll on the 
  Injury Table (37 TMB, 5 CB2) if you fail. 
  14 
   You are given a surgical makeover by an employer. Roll Intelligence 8+ to gain +1 Social Standing from a pleasantly idiosyncratic 
  appearance or you just end up with totally generic good looks. 
  15 
   Your latest sensorium flops with the public. Take a –2 DM to your next Advancement throw. 
  16 
   You become a cult favourite. You do not win wider fame, fortune, or accolades, but to your fans, you are a megastar. Gain a +2 DM to 
  any personal interaction with any of your fans. 
  21 
   An older star mentors you in the ways of partying hard. Gain Carouse and an Ally. 
  22 
   You are sued by a colleague claiming damages for mental anguish. Roll Advocate or Social Standing 8+ or lose a Benefit roll. 
  23 
   You are asked to perform a difficult stunt. Roll Athletics or Dexterity 8+ or roll on the Injury Table (37 TMB, 5 CB2). 
  24 
   A production is taken out of your hands by the studio and you cannot bear to have your name on it. Roll Advocate or Persuade 8+ to 
  avoid being made a laughing stock and taking a –1 DM on your next Qualification roll. 
  25 
   Your agent buys you a fast grav speeder. Gain Flyer 1 and a grav speeder. 
  26 
   An episode from your past that you would rather forget about comes to light. Roll either Advocate or Deception 8+ to either sue or lie 
  your way out of it, or lose 1 Social Standing if you fail. 
  31-36  Life Event – Roll on a Life Event Table (34 TMB, 12, 13 CB1). 
  41 
   You are nominated for a big award for your latest work. Roll 10+ to win, gaining +2 to your next Advancement throw and 1d3 Rivals 
  from among your fellow nominees. 
  42 
   You become embroiled in a conflict with an influential critic. Gain a Rival. 
  43 
   You work on a production that takes place in hard vacuum. Gain Vacc Suit 1. 
  44 
   Due to acts of the creator or other unforeseen circumstances your latest production falls apart. Take a –2 DM on one Benefit roll and 
  your next Advancement throw. 
  45 
   Roll Carouse 8+ or gain a reputation for being difficult and unreliable, earning a –2 DM to your next Advancement. 
  46 
   You are asked to become a spokesperson for a charity or sophontarian cause. Gain a level in Diplomat. 
  51 
   You make a good friend at a terrible party. Gain an Ally. 
  52 
   Your next production takes you far and wide. Gain 1d3 Contacts. 
  53 
   Your latest work is a big hit and you make lots of money. Gain an extra Cash Benefit roll. 
  54 
   You work on a historical production. Gain Drive (any) 1. 
  55 
   You become Rivals with a former colleague from a previous show or sensorium. 
  56 
   You catch the attention of an influential Noble. Gain a Contact and a +2 DM to your next Advancement throw. 
  61 
   Your next work requires you to learn a martial art. Roll Education 8+ to gain Melee (any) 1. 
  62 
   You gain a reputation for doing difficult or intellectual productions that gain critical praise but little box office. Take a –1 DM to all Cash 
  Benefit rolls but also a +1 DM to all Material Benefit rolls. 
  63 
   You start a very public affair with a co-star. Gain a Rival (your lover‟s spouse) and roll Social Standing 8+ to avoid –1 Social Standing 
  from the media backlash. 
  64 
   You end up too close to a pyrotechnic prop, which explodes in your face. Roll on the Injury Table (37 TMB, 5 CB2) and roll Dexterity 
  8+ or lose 1 Social Standing as you receive terrible facial scars. You may spend Cr 20,000 for cosmetic surgery when mustering out to 
  correct this. 
  65 
   You work on a Navy or Marine recruitment film. Gain a Contact in the relevant service. 
  66 
   Your latest work is a major hit and you are propelled into the spotlight. You are automatically promoted. 
  William Self (order #4987768)
  
   
  28 
  M
  MY
  YSSTTIIC
  C  W
  WA
  AR
  RR
  RIIO
  OR
  R  
   
  The Mystic Warrior career is suitable for a naturally aggressive 
  yet philosophical alien race. The Mystic Warrior seeks to find 
  their own path to enlightenment and true knowledge of the 
  universe, and enjoys a fight or two along the way. 
  Qualification: Str 6+ 
  –1 DM for every previous career. 
  Assignments: Choose one of the following: 
   
  Explorer: You travel the universe, looking for the truth in the 
  unknown. 
   
  Guardian: You guard the values of your species, and 
  protect the souls of all those within your culture. 
   
  Seeker: You seek the discovery of truth within yourself 
  through science, research and philosophy. 
   CAREER PROGRESS 
    
   Survival 
   Advancement 
   Explorer 
   Int 5+ 
   Edu 5+ 
   Guardian 
   End 5+ 
   Int 6+ 
   Seeker 
   Int 5+ 
   Edu 6+ 
    
   MUSTERING-OUT BENEFITS 
   1d6 
   
  Cash  Other Benefits 
   1 
   
  1,000  +1 Str 
   2 
   
  2,000  +1 Dex 
   3 
   
  5,000  +1 End 
   4 
   
  5,000  Vehicle 
   5 
   
  10,000  Weapon 
   6 
   
  20,000  Ally 
   7 
   
  30,000  Contact 
   
  SKILLS AND TRAINING 
   
    
    
   Advanced Education 
  1d6 
   Personal Development 
   Service Skills 
   (Minimum Education 8) 
  1 
   +1 Str 
   Gun Combat (any) 
   Leadership 
  2 
   +1 Dex 
   Melee (any) 
   Zero-G 
  3 
   +1 End 
   Vacc Suit 
   Medic 
  4 
   Melee (any) 
   Survival 
   Flyer (any) 
  5 
   Carouse 
   Drive (any) 
   Mechanic (any) 
  6 
   Gambler 
   Flyer (any) 
   Engineer (any) 
   
    
    
    
  1d6 
   Explorer 
   Guardian 
   Seeker 
  1 
   Remote Ops 
   Heavy Weapons (any) 
   Social Science (Theology) 
  2 
   Astrogation 
   Melee (unarmed) 
   Diplomat 
  3 
   Space Science (any) 
   Tactics (Military) 
   Persuade 
  4 
   Navigation 
   Gun Combat (any) 
   Investigate 
  5 
   Sensors 
   Battle Dress 
   Streetwise 
  6 
   Pilot (any) 
   Recon 
   Social Science (any) 
   
  RANKS AND BENEFITS 
  Rank  Explorer 
   Skill/Benefit 
  0 
   Follower 
   Flyer or Drive (any) 1 
  1 
    
    
  2 
   Wayfarer 
   Recon 1 
  3 
    
    
  4 
   Explorer 
   Astrogation 1 
  5 
    
    
  6 
   Discoverer 
   Pilot (any) 1 
   
    
    
  Rank  Guardian 
   Skill/Benefit 
  0 
   Warrior 
   Gun Combat (any) 1 
  1 
    
    
  2 
   Defender 
   Tactics (Military) 1 
  3 
    
    
  4 
   Guardian 
   Leadership 1 
  5 
    
    
  6 
   Glorious Leader  +1 Soc 
   
    
    
  Rank  Seeker 
   Skill/Benefit 
  0 
   Searcher 
   Social Science (Theology) 1 
  1 
    
    
  2 
   Seeker 
   Persuade 1 
  3 
    
    
  4 
   Visionary 
   Diplomat 1 
  5 
    
    
  6 
   Enlightened One  +1 Soc 
  William Self (order #4987768)
  
   
  29 
  M
  MY
  YSSTTIIC
  C  W
  WA
  AR
  RR
  RIIO
  OR
  R  
   
  MISHAPS 
  2d6 
   Mishap 
  2 
   Severely Injured – Roll twice on the Injury Table (37 TMB, 5 CB2) and take the lower result. 
  3 
   War – You are sent to war to preserve your culture and species. Gain 1 Ally and 1d3 Enemies. 
  4 
   Crusade – Your community is attacked during a war. Throw Intelligence 8+ to avoid acquiring an injury. 
  5 
   Attack – You are attacked for your chosen path. Throw Dexterity 8+ to avoid acquiring an injury. 
  6 
   Heresy – You are accused of straying from your chosen path by your community‟s elders. Take –1 on a Benefit throw. 
  7 
   Injured – Throw once on the Injury Table (37 TMB, 5 CB2). 
  8 
   Pogrom – You community is destroyed because of your chosen path. Throw Intelligence 8+ to avoid acquiring an injury. 
  9 
   Disaster – Your community is all but destroyed in a natural disaster. Take –1 on a Benefit throw. 
  10 
   Blood Ties – You rejoice in the deaths of your enemies in battle. Gain an Enemy and 1d3 Rivals. 
  11 
   Scandal – You are accused of violating one of the moral tenets of your faith. Gain an Enemy 
  12 
   Politics – Your society is embroiled in political upheaval rooted in your chosen path. Lose one Benefit throw. 
   
  EVENTS 
  d66 
   Events 
  11 
   You suffer a mishap. Throw on the Mishap table, but you are not ejected from your career. 
  12 
   You discover an assassination attempt against a senior member of your chosen path. Throw Dexterity 8+ to avoid being injured. Gain 
  one of Sensors, Stealth or Remote Operations. 
  13 
   You are involved in a war with another species that does not understand your culture. Throw Endurance 8+ to avoid being injured. 
  Gain one of Gun Combat (any), Melee (any) or Survival. 
  14 
   You are challenged to hand-to-hand combat by an off-worlder in a starport bar. Throw Strength 8+ to win. If you win, gain an Enemy 
  and one level of Melee (Unarmed Combat). If you lose, take –1 to Social Standing and –1 to either of Strength or Endurance. 
  15 
   Your society is attacked by another over differences in beliefs. Throw Intelligence 8+ to avoid an injury. Gain one of Gun Combat 
  (any), Stealth or Melee (any). 
  16 
   You are involved in trying to reclaim a site that is important to your chosen path from another religion. Throw Dexterity 8+ to avoid a 
  roll on the Injury Table (37 TMB, 5 CB2). Gain one of Gun Combat (any) 1, Tactics (Military) 1 or Remote Operations 1. 
  21 
   You are involved in stamping out a heretical branch within your chosen path. Gain one of Investigate 1, Advocate 1 or Admin 1. 
  22 
   You discover corruption within the elders of your chosen path. Gain Investigate, Stealth or Streetwise. 
  23-24  Injured – Roll once on the Injury Table (37 TMB, 5 CB2). 
  25 
   You learn something that could be used to discredit a superior of a different path. If you choose to use it, Gain an Enemy. If you do not 
  use it, gain an Ally and +1 on a Benefit throw. 
  26 
   You learn something that could be used to blackmail an elder. If you choose to blackmail the elder, gain +1 on a Benefit throw and an 
  Enemy. If you do not use the information, gain an Ally. 
  31 
   You are accused of heresy against your chosen path. Throw Intelligence 8+ to avoid loss of 1 Rank. Either way, gain either Advocate 
  or Deception. 
  32-36  Life Event – Roll on a Life Event Table (34 TMB, 12, 13 CB1). 
  41 
   You are asked to work undercover. Gain one of Streetwise 1, Gambler 1, Deception 1 or Carouse 1. 
  42 
   You defend your superiors against an enemy from an opposing path. Gain one of Gun Combat (any) 1, Melee (any) 1 or Sensors 1. 
  43 
   You are sent into space on a mission. Gain one of Vacc Suit 1, Zero-G 1 or Gunner (Turret) 1. 
  44 
   You go on a personal pilgrimage to learn the truth of your chosen path. Gain one of Survival 1, Streetwise 1 or Social Science 
  (Theology) 1. 
  45 
   You spend time studying your chosen path. Gain one of Social Science (Theology) 1, +1 Education or Admin 1. 
  46 
   You are part of a diplomatic mission. Gain one of Streetwise 1, Advocate 1 or Carouse 1. 
  51 
   You are assigned to protect a high elder of your chosen path. Gain one of Steward 1, Carouse 1 or Admin 1. 
  52 
   You receive advanced training. Gain any skill at Level 1. 
  53-54  Injured – Roll once on the Injury Table (37 TMB, 5 CB2). 
  55 
   You are cross-trained in another specialty. Throw a specialist skill in any of the other two specialties. You may transfer to that specialty 
  next term if desired. 
  56 
   You are assigned to train new recruits to your chosen path. Gain one of Admin 1, Leadership 1 or Deception 1. 
  61 
   You are sent on a secret mission. Gain one of Deception 1, Survival 1 or Stealth 1. 
  62 
   Your quick thinking saves your comrades from disaster. Gain either Leadership or Tactics (Military). 
  63 
   You are noticed by a superior who treats you as his protégé. Gain +2 on your next Advancement throw and a Contact. 
  64 
   Your hard work has paid off. Gain +2 on your next Advancement throw. 
  65 
   Your thoroughness saves a superior from embarrassment. Gain +4 on your next Advancement throw and an Ally. 
  66 
   Your devotion to your chosen path to the truth has been noticed. You are automatically promoted. 
  William Self (order #4987768)
  
   
  30 
  PPO
  OLLIITTIIC
  CIIA
  AN
  N  
  By force of will and personality, this person wants to influence the 
  world around them. Whether for ideology, to help people, or just 
  for the thrill of power, a Politician is driven by ambition. 
  Qualification: Edu or Soc 6+ 
  –1 for every previous career. 
  Assignments: Choose one of the following: 
   
  Legislator: You sit in council chambers or parliaments, 
  proposing, debating, or making laws and policy. 
   
  Apparatchik: You work behind the scenes, to gain influence 
  for your faction through fair means or foul. It is your job to 
  make sure everyone toes the party line. 
   
  Technocrat: You are a political appointee that manages civil 
  servants or runs government departments or agencies. 
   CAREER PROGRESS 
    
   Survival 
   Advancement 
   Legislator 
   Int 6+ 
   Soc 6+ 
   Apparatchik 
   Soc 5+ 
   Int 7+ 
   Technocrat 
   Int 4+ 
   Edu 8+ 
    
   MUSTERING-OUT BENEFITS 
   1d6 
   
  Cash  Other Benefits 
   1 
   
  none  Contact 
   2 
   
  10,000  +1 Int 
   3 
   
  20,000  +1 Edu 
   4 
   
  30,000  Ally 
   5 
   
  40,000  2 Ship Shares 
   6 
   
  50,000  TAS or +1 Soc 
   7 
   
  100,000  Yacht 
   
  SKILLS AND TRAINING 
   
    
    
   Advanced Education 
  1d6 
   Personal Development 
   Service Skills 
   (Minimum Education 8) 
  1 
   +1 Int 
   Advocate 
   Art (any) 
  2 
   +1 Edu 
   Art (any) 
   Medic 
  3 
   +1 Soc 
   Social Science (any) 
   Computers 
  4 
   Gun Combat (any) 
   Persuade 
   Leadership 
  5 
   Gambler 
   Diplomat 
   Language (any) 
  6 
   Carouse 
   Admin 
   Any Science (any) 
   
    
    
    
  1d6 
   Legislator 
   Apparatchik 
   Technocrat 
  1 
   Advocate 
   Deception 
   Trade (any) 
  2 
   Admin 
   Persuade 
   Admin 
  3 
   Diplomat 
   Advocate 
   Advocate 
  4 
   Persuade 
   Investigate 
   Computers 
  5 
   Deception 
   Recruiting 
   Any Science (any) 
  6 
   Leadership 
   Admin 
   Investigate 
   
  RANKS AND BENEFITS 
  Rank  Legislator 
   Skill/Benefit 
  0 
   Candidate 
    
  1 
   Councillor 
   Diplomat 1 
  2 
   Deputy 
    
  3 
   Delegate 
   Advocate 1 
  4 
   Representative   
  5 
   Senator 
   Leadership 1 
  6 
   Executive 
    
   
    
    
  Rank  Apparatchik 
   Skill/Benefit 
  0 
   Party Member 
    
  1 
   Researcher 
   Advocate 1 
  2 
   Party Worker 
    
  3 
   Spokesperson 
   Persuade 1 
  4 
   Party Official 
    
  5 
   Vice-Chair  
   Deception 1 
  6 
   Chairperson 
    
   
    
    
  Rank  Technocrat 
   Skill/Benefit 
  0 
   Clerk 
    
  1 
   Assistant 
   Admin 1 
  2 
   Supervisor 
    
  3 
   Manager 
   Investigate 1 
  4 
   Secretary 
    
  5 
   Director 
   Leadership 1 
  6 
   Minister 
    
  William Self (order #4987768)
  
   
  31 
  PPO
  OLLIITTIIC
  CIIA
  AN
  N  
   
  MISHAPS 
  2d6 
   Mishap 
  2 
   Assassin! – You are severely injured in assassination attempt. Roll on the Injury Table (37 TMB, 5 CB2). 
  3 
   Collaborator – You are caught giving succour to the enemy. Roll Advocate 8+ to clear your name or take –1 Social Standing and go to 
  prison next term. 
  4 
   Corruption – You are implicated in corruption, and must resign. Roll Advocate 8+ to avoid losing –1 Social Standing. 
  5 
   Cover-Up – You are exposed as perpetrating a cover-up. Roll Advocate 8+ or go to prison next term, though you get to keep this 
  term‟s Benefit throw because of the loyalty of your political masters. 
  6 
   Ruined – You are accused of a perceived perversion. Though innocent, your reputation is in tatters. –1 Social Standing. 
  7 
   Conflict – You are implicated in a conflict of interest, and must resign. 
  8 
   Lost Election – Your faction loses a big election, and you are the scapegoat. Roll Persuade 8+ to keep your Benefit throw this term. 
  9 
   Brought Low – A Rival manages to bring you down. Roll Persuade 8+ or an Ally becomes an Enemy.  
  10 
   Exposed – You are exposed by the media in a scandal. Your Allies become Enemies, and you lose –1 Social Standing. 
  11 
   Exile – Your faction loses a terrible fight, and you must go into exile. 
  12 
   Retreat – There is a revolution, and you are on the losing side. Escape off world, and roll Persuade or Deception 8+ to avoid an injury. 
   
  EVENTS 
  d66 
   Events 
  11 
   Disaster! Roll on the Mishap Table, but you are not ejected from this career. 
  12 
   You leave the cut and thrust for a spell to spend some more time with your family. Take a –2 DM to your next Advancement roll, but 
  gain either Animals 1, Steward 1, Art (any) 1, or Persuade 1. 
  13 
   You work as a community organiser. Gain 1d3 Contacts. 
  14 
   You volunteer your time for charity work. Roll Intelligence 8+, if you succeed it helps your career, gaining a +2 to your next 
  Advancement roll and an Ally. If you fail take a –2 to your Advancement roll and gain a Rival who seeks to capitalise on your 
  misfortune. 
  15 
   You are given the opportunity for graft. If you go for it, roll Deception 8+ to gain an extra Benefit throw. Fail and take –1 Social 
  Standing as your corruption is discovered. If you resist temptation you can walk away with no penalty. 
  16 
   You spend a lot of time travelling in space. Roll Intelligence 8+ to gain one from Vacc Suit 1, Zero-G 1, Carouse 1, or Steward 1. 
  21 
   You spend some time in the company of one of your most persistent opponents. Roll Persuade or Diplomat 8+ to turn an Enemy or 
  Rival into an Ally. 
  22 
   You spend some time networking. Gain 1d3 Contacts. 
  23 
   You audit a government department. Roll Computers or Investigate 8+ to gain Deception 1, Admin 1, or Persuade 1. 
  24 
   Your department is the source of a major leak. Roll Investigate 8+ to find it, gain a +2 DM to your next Advancement throw. 
  25-26  You take part in a hard fought election. Roll Persuade 8+ to gain a +2 DM to your next Advancement roll. 
  31-36  Life Event – Roll on a Life Event Table (34 TMB, 12, 13 CB1). 
  41 
   Terrorists attack a Party gathering. Roll Dexterity 8+ to avoid Injury, and if you succeed take one of Gun Combat (any) 1,  
  Melee (any) 1 or Leadership 1. 
  42 
   You gain a Contact in the opposition, but also a Rival in your own faction who does not like the company you keep. 
  43 
   You work within the military-industrial complex. Roll Education 8+ to gain either Broker 1, Admin 1, Engineer (any) 1 or Any Science 1. 
  44 
   A colleague becomes a bitter opponent. Gain a Rival. 
  45 
   A friend gets themselves into trouble. You can help them by rolling Advocate 8+, thereby gaining an Ally, but if you fail you take –1 
  Social Standing. If you disown them, roll Persuade 8+ to avoid them becoming an Enemy.  
  46 
   Your boss asks you to brazenly lie to the public. Roll Deception 8+ to gain a +2 DM to your next Advancement roll. Fail, and take a –2 
  DM instead. 
  51 
   You spend time with the diplomatic corps. Roll Intelligence 8+ to gain Diplomat 1, Steward 1, any Language 1, or Investigate 1. 
  52 
   You work hard and play hard. Gain Carouse 1 but roll Endurance 8+ to avoid an addiction to alcohol or narcotics. 
  53 
   You cultivate a relationship with a journalist. Roll Persuade 8+ to gain them as an Ally, else just gain them as a Contact. 
  54 
   A former lover blackmails you. Either give up a Benefit throw or roll Deception 8+ to avoid a Mishap (but not be ejected). 
  55 
   You are assigned to work with the intelligence community. Gain a Contact and either Streetwise 1, Deception 1, Admin 1, or 
  Computers 1. 
  56 
   You stake your reputation on a point of principle. Roll Advocate 8+ to gain +1 Social Standing. If you fail, take –1 Social Standing. 
  61 
   You become a speech writer for your leader. Roll Art 8+ to gain a +4 DM to your next Advancement roll. 
  62 
   You are tasked with ruining the reputation of a party grandee. Roll Persuade or Deception 8+ get them out of the way, and gain them 
  as an Enemy. Fail, gain your boss as an Enemy and take a –2 DM to your next Advancement roll. 
  63 
   You spend time amongst the pillars of the establishment. Roll Persuade 8+ to gain either Diplomat 1 or Social Standing +1. 
  64 
   You get married for political reasons. +1 Social Standing. 
  65 
   You are mentored by one of the „big beasts‟ of your faction. Gain an Ally or a +4 DM to your next Advancement roll. 
  66 
   You are the man, or woman, or sophont, of the moment. You are automatically promoted. 
  William Self (order #4987768)
  
   
  32 
  PPO
  OR
  RTT  A
  AU
  UTTH
  HO
  OR
  RIITTY
  Y  
  The employees of the Port Authority operate the down ports and 
  high ports that keep commerce flowing between the stars. They 
  are part border guard and part teamster. Often the Port Authority 
  is independent of the world government. 
  Qualification: Dex 6+ 
  –1 DM for every previous career 
  Assignments: Choose one of the following: 
   
  Inspector: You spend your time inspecting ships and 
  cargoes, making sure that illegal items are not smuggled 
  onto or off of the planet. 
   
  Controller: You work in port operations, controlling ship 
  traffic, assigning landing slots and controlling movement 
  onto and off of the planet. 
   
  Stevedore: You are one of the workers moving cargo to and 
  from the ships and operating the repair facilities. 
   CAREER PROGRESS 
    
   Survival 
   Advancement 
   Inspector 
   Int 6+ 
   Edu 6+ 
   Controller 
   Edu 5+ 
   Int 7+ 
   Stevedore 
   Dex 6+ 
   Int 6+ 
    
   MUSTERING-OUT BENEFITS 
   1d6 
   
  Cash  Other Benefits 
   1 
   
  1,000  Contact 
   2 
   
  5,000  +1 Int 
   3 
   
  5,000  Ship Share 
   4 
   
  10,000  Weapon 
   5 
   
  10,000  Ally 
   6 
   
  20,000  TAS 
   7 
   
  50,000  2 Ship Shares 
   
  SKILLS AND TRAINING 
   
    
    
   Advanced Education 
  1d6 
   Personal Development 
   Service Skills 
   (Minimum Education 8) 
  1 
   +1 Dex 
   Vacc Suit 
   Pilot (small craft) 
  2 
   +1 End 
   Zero-G 
   Astrogation 
  3 
   +1 Int 
   Admin 
   Gunner (any) 
  4 
   Athletics 
   Investigate 
   Engineering (any) 
  5 
   Carouse 
   Streetwise 
   Space Science (any) 
  6 
   Flyer (any) 
   Sensors 
   Medic 
   
    
    
    
  1d6 
   Inspector 
   Controller 
   Stevedore 
  1 
   Investigate 
   Sensors 
   Comms 
  2 
   Advocate 
   Sensors 
   Remote Operations 
  3 
   Sensors 
   Computers 
   Mechanic 
  4 
   Persuade 
   Comms 
   Engineering (any) 
  5 
   Broker 
   Remote Operations 
   Sensors 
  6 
   Diplomat 
   Astrogation 
   Vacc Suit 
   
  RANKS AND BENEFITS 
  Rank  Inspector/Controller 
   Skill/Benefit 
  0 
   Officer 
    
  1 
   Senior Officer 
   Vacc Suit 1 
  2 
   Detective 
    
  3 
   Senior Detective 
   Investigate 1 
  4 
   Sergeant 
    
  5 
   Supervisor 
   Advocate 1 
  6 
   Director 
    
   
    
    
  Rank  Stevedore 
   Skill/Benefit 
  0 
   Worker Assistant 
    
  1 
   Worker 
   Vacc Suit 1 
  2 
   Senior Worker 
    
  3 
   Crew Chief 
   Remote Ops 1 
  4 
   Supervisor 
    
  5 
   Manager 
   Admin 1 
  6 
   Director 
    
  William Self (order #4987768)
  
   
  33 
  PPO
  OR
  RTT  A
  AU
  UTTH
  HO
  OR
  RIITTY
  Y  
   
  MISHAPS 
  2d6 
   Mishap 
  2 
   Severely Injured – Roll twice on the Injury Table (37 TMB, 5 CB2) and take the lower result. 
  3 
   Gang War – A gang threatens you and forces you to flee for your life. Gain 1d3 Enemies. 
  4 
   Betrayed – One of your Contacts or Allies has betrayed you. Turn one of your Contacts or Allies into a Rival or Enemy. If you have no 
  Contacts or Allies, you are betrayed by a stranger and gain an Enemy. 
  5 
   Convicted – You are (rightly or wrongly) convicted of smuggling and enter the Prisoner career next term. 
  6 
   Pirates – Pirates attack your facility. Throw Dexterity 8+ to avoid rolling on the Injury Table. 
  7 
   Injured – Roll on the Injury Table (37 TMB, 5 CB2). 
  8 
   Burned Out – The stress of your job causes you to have a breakdown. Take –1 DM on your next Qualification roll. 
  9 
   Smugglers –You are accused of working with smugglers or of being one of the smugglers. Gain a Rival. 
  10 
   Sickness – You contract a rare disease from a starship crew. Permanently lose 1 point from a physical characteristic. 
  11 
   Sabotaged – A co-worker ruins your career to better her own. Gain an Enemy. 
  12 
   Crash – An error on your part causes a starship to crash, killing several people. Gain 1d3 Enemies. 
   
  EVENTS 
  d66 
   Events 
  11 
   Disaster! Roll on the Mishap Table, but you are not ejected from this career. 
  12 
   Pirates threaten you or your family. If you agree to pass them information, gain a +1 DM on one Benefit roll. If you refuse, gain an 
  Enemy. 
  13 
   Through the incompetence of another worker, you are injured. Roll twice on the Injury Table and take the higher result. Gain a Rival. 
  14 
   You are caught in a fire fight between the Port Police and smugglers. Throw Melee 8+ or Gun Combat 8+. If you fail, roll on the Injury 
  Table (37 TMB, 5 CB2). 
  15 
   Another worker is jealous of your work and tries to ruin your career. Gain an Enemy. Throw Intelligence 8+. If you fail, take –2 DM on 
  your next Advancement roll. 
  16 
   There is an explosion on your ship or station. Roll Dexterity 8+. If you succeed, gain one level of Vacc Suit or Zero-G. If you fail, Roll 
  on the Injury Table (37 TMB, 5 CB2). 
  21 
   You are asked to participate in smuggling. If you accept, throw Intelligence 8+. If you succeed, gain a level of Deception or Stealth. If 
  you fail, take –2 DM on your next Advancement roll. If you refuse to be involved gain a Rival. 
  22 
   A trader accuses you of corruption. Throw Advocate 8+ or Education 10+. If you succeed, gain +1 Social Standing. If you fail, lose one 
  Benefit roll. Either way gain Advocate 1. 
  23 
   You are assigned to a boring, remote outpost. Throw Intelligence 8+. If you succeed, gain Gambler 1 or Carouse 1. If you fail, take a –
  1 DM on your next Advancement. 
  24 
   You discover something about your boss that would ruin his career. If you choose to use it, gain a +2 DM on your next Advancement. 
  If you don‟t use it gain an Ally. 
  25 
   Part of a space habitat collapses and you are sent to help with the survivors. Throw Investigate 8+ or Dexterity 8+. If you succeed, 
  gain +1 Social Standing or +1 to a Benefit roll. If you fail, take a –1 Social Standing. 
  26 
   An inspection goes wrong. Throw Dexterity 8+. If you succeed, gain Melee (any) 1 or Vacc Suit 1. If you fail, gain an Enemy. 
  31-36  Life Event – Roll on a Life Event Table (34 TMB, 12, 13 CB1). 
  41 
   You make friends with a wide variety of Travellers. Gain 1d3 Contacts. 
  42 
   You are assigned to a training mission in another system. Gain Language (any) 1 or Instruction 1. 
  43 
   You are assigned to an SBD crew. Roll on a Space Patrol Speciality Skill Table (28 CB1) and on the Space Patrol Event table (29 
  CB1). You may transfer to the Space Patrol (28, 29 CB1) next term without a Qualification roll. 
  44 
   You are assigned to a training crew. Gain one level of Instruction. Throw Education 8+. If you succeed, gain a Contact. If you fail, gain 
  a Rival. 
  45 
   You spend a lot of time outside of the spaceship or habitat. Gain one level of Vacc Suit or Zero-G. 
  46 
   You are assigned to orbital salvage detail. Throw Intelligence 8+. If you succeed, gain one of the following: Pilot (Small Craft) 1, 
  Astrogation 1, Engineering (any) 1 or Mechanic 1. 
  51 
   You spend your downtime exploring the planet. Gain Navigation 1, Survival 1 or Recon 1. 
  52 
   You are assigned advanced technical training. Throw Intelligence 8+. If you succeed, gain one level of Mechanic, Engineering (any) or 
  Trade (any). 
  53 
   You uncover a smuggling ring. Gain a +1 DM on one Benefit roll and transfer into Space Patrol or Agent (Law Enforcement) careers 
  next term without a Qualification throw. 
  54 
   You join a weekly poker night. Throw Intelligence 8+. If you succeed, gain an extra Benefit roll. If you fail, lose a Benefit roll. Either way 
  gain Gambler 1 or Deception 1. 
  55 
   You are given advanced training. Increase any skill you already have by one level. 
  56 
   You are asked to participate in a corruption investigation. If you accept, throw Intelligence 8+. If you succeed, gain Investigate 1 or 
  Deception1. If you fail, gain a Rival. 
  61 
   Your work is featured in a TriVee documentary. Gain +1 Social Standing and +1 DM on one Benefit roll. 
  62 
   You come into contact with Nobles or a famous person. Gain Carouse 1 and gain the Noble as a Contact. 
  63 
   You work hard and gain a +2 DM on our Advancement roll. 
  64 
   You are awarded a bonus for your hard work. Gain an extra Benefit roll. 
  65 
   You are noticed by a superior. Gain a +4 DM on your next Advancement roll due to her influence. Gain a Contact. 
  66 
   Your hard work is noticed. You are automatically promoted. 
  William Self (order #4987768)
  
   
  34 
  PPR
  RIISSO
  ON
  NEER
  R  
  People are incarcerated for a variety of reasons – some fall afoul 
  of the law, while others are imprisoned for political reasons. This 
  career covers a one term incarceration that may be the result of 
  an Event or Mishap roll in another career. 
  Qualification: Special – at the discretion of the Referee only. 
  Assignments: Select from one of the following types of custody: 
   
  Convict: You have broken the laws of your society and are 
  paying your debt to society in the big house. 
   
  Gulag: You are a political prisoner of your own government. 
   
  POW: You are a prisoner of war, waiting for the fighting to 
  end. 
   CAREER PROGRESS 
    
   Release 
   Parole 
   Convict 
   End 5+ 
   Int 6+ 
   Gulag 
   End 6+ 
   Edu 6+ 
   POW 
   Edu 5+ 
   Int 6+ 
    
   MUSTERING-OUT BENEFITS 
   1d6 
   
  Cash  Other Benefits 
   1 
   
  0  None 
   2 
   
  0  None 
   3 
   
  1,000  +1 Edu 
   4 
   
  1,000  +1 Int 
   5 
   
  2,000  Contact 
   6 
   
  2,000  Ally 
   7 
   
  5,000  Ally 
   
  SKILLS AND TRAINING 
   
    
    
   Advanced Education 
  1d6 
   Personal Development 
   Service Skills 
   (Minimum Education 8) 
  1 
   +1 Str 
   –1 Physical Stat 
   Admin 
   2 
   +1 Dex 
   None 
   Advocate 
  3 
   +1 End 
   Streetwise 
   Computers 
  4 
   +1 Edu 
   Melee (Unarmed) 
   Language (any) 
  5 
   Carouse 
   Stealth 
   Medic 
  6 
   Gambler 
   Deception 
   Melee (any) 
   
    
    
    
  1d6 
   Convict 
   Gulag 
   POW 
  1 
   –1 Physical Stat 
   –1 Physical Stat 
   –1 Physical Stat 
  2 
   None 
   None 
   None 
  3 
   Melee (any) 
   Animals (Farming) 
   Melee (any) 
  4 
   Athletics (any) 
   Survival 
   Recon 
  5 
   Trade (any) 
   Diplomat 
   Leadership 
  6 
   Animals (Farming) 
   Interrogation 
   None 
   
  –1 Physical Stat indicates the loss of one point to the player‟s choice of Strength, Dexterity or Endurance. 
   
  None indicates no skill or benefit is received. 
  RELEASE AND ADVANCEMENT 
  Release: Instead of a Survival roll, prisoners throw for Release. If you fail the release roll, throw on the Mishap table and your 
  character remains in prison for another term. If you pass the Release roll throw for an Event and for Parole and at the end of 
  the term the character is released from prison. 
  Parole: If a prisoner is successful at their Parole roll, then they are NOT on parole next term. If they fail their Parole roll, then 
  they are on Parole next term and must check in with a Parole Officer (Law Enforcement) every week. This limits their options 
  for future careers for their next term. 
  Skills: Prisoner characters gain a skill roll each term and another skill for passing their Parole roll. 
  Social Standing: For Convict and Gulag prisoner characters, subtract one point of Social Standing for each term of 
  imprisonment. Social Standing cannot be reduced to below zero by this rule. Do not apply this rule to POWs, as Rank and 
  Social Standing remain important factors for POWs and those imprisoning the character. 
  William Self (order #4987768)
  
   
  35 
  PPR
  RIISSO
  ON
  NEER
  R  
   
  MISHAPS 
  1d6 
   Mishap 
  1 
   Injured – Roll on the Injury Table (37 TMB, 5 CB2). 
  2 
   Shanked – You are attacked in the prison exercise yard. Roll on the Injury Table (37 TMB, 5 CB2), but you are still released at the end 
  of this term. 
  3 
   Fighting – You are caught fighting by the prison officers. Throw Melee 8+ or Dexterity 10+. If you fail, roll on the Injury Table (37 TMB, 
  5 CB2). 
  4 
   Trustee – You have a skill or talent that the prison officers find useful. They manipulate the system to ensure that you stay in prison 
  another term. Gain a prison Governor as a Rival. 
  5 
   Segregation – You are caught doing something you shouldn‟t or are in the wrong place at the wrong time. You are placed in the 
  prison‟s segregation unit. Throw Social Standing 8+. If you fail, take –1 to your choice of any physical characteristic. Gain an Enemy. 
  6 
   Escape – You are part of a group that escaped from prison. Roll Stealth 8+. If you succeed, you escape but you suffer a –2 DM on all 
  Qualification rolls except Drifter and Rogue and gain an Enemy (Bounty Hunter). If you fail, you are caught and must roll on the Injury 
  Table (37 TMB, 5 CB2). 
   
  EVENTS 
  2d6 
   Events 
  2 
   Disaster! Roll on the Mishap table, but you are still released at the end of this term. 
  3 
   There is a riot in your prison. If you choose to join in throw Melee 8+ or Dexterity 9+. If you succeed, you are not punished and gain 
  Melee (any) 1 or Tactics (Military) 1. If you fail, roll on the Injury Table (37 TMB, 5 CB2). If you do not choose to riot, gain 1d3 Rivals. 
  4 
   You are offered the chance to assist the prison officers in breaking up a drug ring in the prison. If you accept, roll Deception 8+ or 
  Streetwise 8+. If you succeed, gain Investigate 1 or Streetwise 1. If you fail, roll on the Injury Table (37 TMB, 5 CB2). If you refuse, 
  gain the prison officer as a Rival. 
  5 
   You make friends with a diverse group of people while in prison. Gain Language (any) 1 and 1d3 Contacts. 
  6 
   You are part of a group that is plotting an escape attempt. Roll Deception 8+ or Stealth 8+. If you succeed, you are not caught and 
  gain Deception 1 or Streetwise 1. If you fail, your plot is discovered and you lose one Benefit roll to keep out of trouble. 
  7 
   Life Event – Even in prison life goes on. Roll on a Life Event Table (34 TMB, 12, 13 CB1). 
  8 
   You are part of a group that provides things for other inmates. Roll Streetwise 8+ or Intelligence 10+. If you succeed, gain a +1 DM on 
  one Benefit roll. If you fail, take a –1 DM on one Benefit roll. 
  9 
   A prison officer or another prisoner takes a personal interest in you. If you agree to the personal contact, gain an Ally. If you refuse, 
  gain an Enemy. Either way you gain Deception 1 or Steward 1. 
  10 
   You are part of a prison gang. Gain 1d3 Contacts (Rogues) and 1d3 Enemies (Rogues). 
  11 
   You learn from the other inmates, or teach them. Gain a Level 1 in any Level 0 skill you possess or gain Instruction 1. 
  12 
   You spend your time in prison keeping your head down and your nose clean. You are automatically released on parole. 
  William Self (order #4987768)
  
   
  36 
  PPU
  UPPPPEETTEEEER
  R  
   
  Puppeteers are curious individuals who want to explore the 
  universe and influence events in a subtle, unseen manner. This 
  often involves the covert observation of others and can lead the 
  Puppeteer into contact with many fascinating societies and 
  species. 
  Qualification: Int 7+ 
  –2 DM if aged 26 or less. 
  –1 DM for every previous career. 
  Assignments: Choose one of the following: 
   
  Ambassador: You were attached to an ambassadorial 
  mission, negotiating trade and other agreements. 
   
  Covert Contact: You were assigned to an exploration ship 
  on the edge of known space and covertly made contact with 
  other races. 
   
  Manipulator: You carried out research on whole populations 
  and used the data to try to predict future events. 
   CAREER PROGRESS 
    
   Survival 
   Advancement 
   Ambassador 
   Int 5+ 
   Edu 7+ 
   Covert Contact 
   Int 6+ 
   Edu 6+ 
   Manipulator 
   Edu 4+ 
   Int 8+ 
    
   MUSTERING-OUT BENEFITS 
   1d6 
   
  Cash  Other Benefits 
   1 
   
  1,000  +1 Int 
   2 
   
  5,000  +1 Edu 
   3 
   
  10,000  +1 Soc 
   4 
   
  20,000  Specialist Equipment 
   5 
   
  30,000  Mid Passage 
   6 
   
  40,000  High Passage 
   7 
   
  50,000  Explorer ship 
   
   
  SKILLS AND TRAINING 
   
    
    
   Advanced Education 
  1d6 
   Personal Development 
   Service Skills 
   (Minimum Education 10) 
  1 
   +1 Str 
   Vacc Suit 
   Leadership 
  2 
   +1 Dex 
   Computers 
   Medic 
  3 
   +1 End 
   Engineering (any) 
   Instruction 
  4 
   +1 Edu 
   Drive or Flyer (any) 
   Melee (any) 
  5 
   Gambler 
   Remote Operations 
   Tactics (any) 
  6 
   Carouse 
   Stealth 
   Gun Combat (any) 
   
    
    
    
  1d6 
   Ambassador 
   Covert Contact 
   Manipulator 
  1 
   Admin 
   Sensors 
   Manipulation 
  2 
   Carouse 
   Pilot (any) 
   Instruction 
  3 
   Diplomat 
   Space Science (any) 
   Computers 
  4 
   Persuade 
   Astrogation 
   Social Science (any) 
  5 
   Trade (any) 
   Zero-G 
   Investigate 
  6 
   Broker 
   Recon 
   Psychohistory 
   
  RANKS AND BENEFITS 
  Rank 
   Ambassador 
   Skill/Benefit 
  0 
   Attaché 
   Admin 1 
  1 
    
    
  2 
   Secretary 
   Persuade 1 
  3 
    
    
  4 
   Counsellor 
   Diplomat 1 
  5 
    
    
  6 
   Ambassador 
   Manipulation 1 
   
    
    
  Rank 
   Covert Contact 
   Skill/Benefit 
  0 
   Explorer 
   Pilot (any) 1 
  1 
    
    
  2 
   Median 
   Survival 1 
  3 
    
    
  4 
   Superior 
   Astrogation 1 
  5 
    
    
  6 
   Prime 
   Leadership 1 
   
    
    
  Rank 
   Manipulator 
   Skill/Benefit 
  0 
   Minor 
   Computers 1 
  1 
    
    
  2 
   Median 
   Stealth 1 
  3 
    
    
  4 
   Superior 
   Manipulation 1 
  5 
    
    
  6 
   Prime 
   Psychohistory 1 
  William Self (order #4987768)
  
   
  37 
  PPU
  UPPPPEETTEEEER
  R  
   
  MISHAPS 
  2d6 
   Mishap 
  2 
   Severely Injured – Roll twice on the Injury Table (37 TMB, 5 CB2) and take the lower result. 
  3 
   Banished – A Manipulation goes terribly wrong and you are banished from your society. You must take the Drifter career next term. 
  4 
   Illness – You contract a life-threatening illness. Throw Endurance 8+ to avoid losing two points of Endurance. 
  5 
   Collateral Damage – One of your manipulations causes financial or personal ruin for someone. Gain that person as an Enemy. 
  6 
   Failed Contact – You are involved in a First Contact mission with a new society and things go badly. Gain a Rival and take –1 Social 
  Standing due to the bad publicity this failure causes. 
  7 
   Injured – Roll on the Injury Table (37 TMB, 5 CB2). 
  8 
   Failure – A manipulation goes poorly and you are blamed. Gain 1d3 Rivals. 
  9 
   Captured – You are caught while working in a hostile society and are imprisoned. You must enter the Prisoner (POW) career next 
  term. 
  10 
   Fooled – You are tricked into revealing the details of a large-scale manipulation. The Manipulator involved becomes a Rival. 
  11 
   Betrayed – Your activities have been exposed and you are betrayed by an Ally. Change one Ally into a Rival, if you have no Allies, 
  gain a Rival anyway. 
  12 
   Diplomatic Faux Pas – You accidently upset a minor dignitary. Lose one Benefit roll upon mustering out. 
   
  EVENTS 
  2d6 
   Events 
  11 
   Disaster! Roll on the Mishap Table, but you are not ejected from this career. 
  12 
   A diplomatic mission goes badly. Throw Social Standing 8+ or Manipulation 8+. If you fail, lose a Benefit roll. 
  13 
   You are attacked by primitives during a mission. Throw Dexterity 8+ or Melee 8+. If you fail, roll on the Injury Table (37 TMB, 5 CB2). 
  14 
   Your efforts to uplift a primitive society backfire and they become barbarian pirates. Throw Deception 8+ or Social Standing 10+. If you 
  fail, lose a Benefit roll. 
  15 
   Your ship is attacked while trying to deliver high tech items to a primitive race. Throw Dexterity 10+ or Vacc Suit 8+. If you fail, roll on 
  the Injury Table (37 TMB, 5 CB2). 
  16 
   Internal politics disrupt your mission. Throw Social Standing 10+ or Diplomat 8+. If you fail, take a –2 DM on your next Advancement 
  roll. 
  21 
   You learn something about a superior that would ruin their career. If you choose to use it against them, gain a +2 DM on your next 
  Advancement roll and an Enemy. If you don‟t use it, gain an Ally and a +1 DM on one Benefit roll. 
  22 
   The success of your trade mission depends on your quick thinking and skills. Throw Intelligence 8+ or Deception 8+. If you succeed, 
  gain an additional Benefit roll. If you fail, lose a Benefit roll.  
  23 
   You are caught in an explosion and can try to save a fellow sophont. If you try to save them, throw Dexterity 8+. If you succeed, gain 
  an Ally. If you fail, gain a Rival. No matter what you decide, you receive 1d6*10 Rads of radiation exposure. 
  24 
   You go undercover within a society as a low level worker, such as a janitor. Gain one of the following: Trade (any) 1, Mechanic 1 or 
  Steward 1. 
  25 
   You receive advanced driving training. Gain one of the following: Drive (any) 1, Flyer (any) 1 or Seafarer (any) 1. 
  26 
   While observing a society you develop a group of contacts. Gain 1d3 Contacts. 
  31-36  Life Event – Roll on a Life Event Table (34 TMB, 12, 13 CB1). 
  41 
   Your group is attacked by locals. Throw Dexterity 8+. If you succeed gain Melee (any) 1, Gun Combat (any) 1 or Survival 1. If you fail, 
  roll twice on the Injury Table and take the higher result. 
  42 
   You are part of a diplomatic mission to a high tech race. Throw Intelligence 8+ or Any Science 8+. If you succeed, gain one of the 
  following: Mechanic 1, Engineering (any) 1 or Trade (any) 1. If you fail, lose a Benefit roll. 
  43 
   You spend time expanding the borders of known space. Throw Education 8+. If you succeed, gain one of the following: Astrogation 1, 
  Space Science (any) 1 or Engineering (any) 1. If you fail, take a –1 DM on your next Advancement roll. 
  44 
   When dealing with an alien race, you have the chance to gain extra intelligence about them. Throw Investigate 8+ or Intelligence 10+. 
  If you succeed, gain an Ally and a +1 DM on your next Advancement roll. If you fail, roll the Mishap table, but you are not ejected from 
  this career. 
  45 
   You spend time on a primitive planet observing the locals. Throw Intelligence 8+. If you succeed, gain one of the following: Survival 1, 
  Recon 1, or Navigation 1. 
  46 
   You receive advanced training. Throw Education 8+. If you succeed, increase any skill you already have by one level. 
  51 
   You are given credit for a minor manipulation that results in a beneficial outcome. Gain one of the following: Manipulation 1, Persuade 
  1 or +1 Education. 
  52 
   You are part of a trade team tasked with opening up trade with a previously un-contacted society. Gain one of Persuade, Diplomat, 
  Trade (any) or Broker. 
  53 
   You are associated with a successful manipulation to increase a primitive society‟s Tech Level. Gain one level of the Service Skill of 
  your choice. 
  54 
   You are assigned to assist in the development of a new interstellar navigation system. Gain either Computers or Astrogation. 
  55 
   You are sent to educate children of another species. Gain one from +1 Edu, Language (any), Any Science (any) or Instruction. 
  56 
   You become involved in psychohistorical research. Gain one level of Psychohistory or Manipulation. 
  61 
   You are offered a leading role in a new mission. Gain +1 Social Standing. 
  62 
   Your superiors reward your hard work and dedication. Gain a +2 DM on your next Advancement roll. 
  63 
   You are rewarded for a successful mission. Gain +1 DM on one Benefit roll. 
  64 
   A senior puppeteer befriends you. Gain +4 DM on your next Advancement roll due to their help. 
  65 
   You persuade the leader of a hostile planet not to launch an attack on your worlds near their space. Gain one level of Diplomat. 
  66 
   You prevent a major interstellar incident. You are automatically promoted. 
  William Self (order #4987768)
  
   
  38 
  SSEEC
  CR
  REETT  PPO
  OLLIIC
  CEE  
  Whether a true dictatorship or a managed democracy, 
  authoritarian rule requires the apparatus of the security state. 
  The secret policeman works behind the scenes, incriminating and 
  intimidating the opposition, and in public, showing the people that 
  fear and obedience is the only way to behave. 
  Qualification: End 5+ 
  –1 DM for every previous career. 
  Assignments: Choose one of the following: 
   
  Analyst: Signals and surveillance is your specialty, closed 
  circuit television, stealth drones, and miniature bugs are your 
  tools of the trade. 
   
  Plain Clothes: You are at home both in the interrogation 
  room and as an agent provocateur on the picket lines. You 
  get up close and personal. 
   
  Spetznaz: The heavy mob, the bovver boys, the boot 
  stamping on a sophont‟s face for all eternity. 
   CAREER PROGRESS 
    
   Survival 
   Advancement 
   Analyst 
   Int 4+ 
   Edu 8+ 
   Plain Clothes 
   End 5+ 
   Int 7+ 
   Spetznaz 
   Str 6+ 
   End 6+ 
    
   MUSTERING-OUT BENEFITS 
   1d6 
   
  Cash  Other Benefits 
   1 
   
  500  Contact 
   2 
   
  1,000  Surveillance Equipment 
   3 
   
  3,000  +1 Edu 
   4 
   
  5,000  Weapon 
   5 
   
  10,000  Armour 
   6 
   
  20,000  Combat Implant 
   7 
   
  50,000  Armoured Vehicle 
   
  SKILLS AND TRAINING 
   
    
    
   Advanced Education 
  1d6 
   Personal Development 
   Service Skills 
   (Minimum Education 8) 
  1 
   +1 Str 
   Investigate 
   Tactics (Military) 
  2 
   +1 Dex 
   Gun Combat (any) 
   Advocate 
  3 
   +1 End 
   Streetwise 
   Leader 
  4 
   +1 Int 
   Deception 
   Admin 
  5 
   +1 Edu 
   Drive or Flyer (any) 
   Medic 
  6 
   Carouse 
   Sensors 
   Interrogation 
   
    
    
    
  1d6 
   Analyst 
   Plain Clothes 
   Spetznaz 
  1 
   Sensors 
   Investigate 
   Gun Combat (any) 
  2 
   Comms 
   Melee (any) 
   Melee (any) 
  3 
   Computers 
   Streetwise 
   Athletics (any) 
  4 
   Admin 
   Persuade 
   Gun Combat (any) 
  5 
   Any Science (any) 
   Interrogation 
   Stealth 
  6 
   Remote Operations 
   Admin 
   Recon 
   
  RANKS AND BENEFITS 
  Rank  Analyst 
   Skill/Benefit 
  0 
   Signals Clerk 
   Comms 1 
  1 
    
    
  2 
   Signals Specialist  Computers 1 
  3 
    
    
  4 
   Senior Analyst 
   Admin 1 
  5 
    
    
  6 
   Archivist 
    
   
    
    
  Rank  Plain Clothes 
   Skill/Benefit 
  0 
   Constable 
   Streetwise 1 
  1 
    
    
  2 
   Sergeant 
   Investigate 1 
  3 
    
    
  4 
   Inspector 
   Advocate 1 
  5 
    
    
  6 
   Commandant 
    
   
    
    
  Rank  Spetznaz 
   Skill/Benefit 
  0 
   Trooper 
   Gun Combat (any) 1 
  1 
    
    
  2 
   Squad Leader 
   Tactics (Military) 1 
  3 
    
    
  4 
   Strike Leader 
   Leader 1 
  5 
    
    
  6 
   Force Leader 
    
  William Self (order #4987768)
  
   
  39 
  SSEEC
  CR
  REETT  PPO
  OLLIIC
  CEE  
   
  MISHAPS 
  2d6 
   Mishap 
  2 
   Severely Injured – Roll twice on the Injury Table (37 TMB, 5 CB2) and take the lower result. 
  3 
   Revolution – The government you work for falls in a revolution, and you must flee from the vengeance of the new regime. Gain 1d3 
  Enemies. 
  4 
   Turn Coat – You turn against your employers, finally sickened by the job you perform, but are found out. Roll Advocate 8+ or go to the 
  gulag next term. If you avoid prison, roll on the Draft for your next career.  
  5 
   Betrayed – You are betrayed by another agent. Change one of your Allies or Contacts into an Enemy or Rival. If you have no Contacts 
  or Allies, then the betrayal was from a stranger and you still gain an Enemy. 
  6 
   Scapegoat – Your unit gets carried away, and a massive civilian death toll results. Your superiors need a scapegoat, and you are it. 
  Gain 1d6 Enemies for your troubles. 
  7 
   Riot! – Injured in a riot. Roll on the Injury Table (37 TMB, 5 CB2). 
  8 
   Tainted – You are captured by the opposition. Although recovered by your own side in a raid, you are now considered tainted and 
  forced to leave the service. 
  9 
   Suspect – You are suspected of treason, and are interrogated to the fullest measure. Roll Endurance 10+ or roll on the Injury Table 
  (37 TMB, 5 CB2). In any case, your career is over, and you spend the next term in prison. 
  10 
   Your unit is purged by the ruling faction. You and your family and associates must flee or be executed. Gain an Enemy. 
  11 
   Blown Cover – An operation goes wrong, and your cover is blown. With your identity public, your career is over. Gain 1d3 Enemies. 
  12 
   Fugitive – You are burned by a superior, a scapegoat to their agenda. Gain an Enemy and become a fugitive. 
   
  EVENTS 
  d66 
   Events 
  11 
   Disaster! Roll on the Mishap Table, but you are not ejected from this career. 
  12 
   You take part in suppressing a rebellious district. Roll Melee or Gun Combat 8+ to avoid injury, and if you succeed take one of Leader, 
  Tactics (Military), Explosives, or Heavy Weapons. 
  13 
   You are suspected of treason, and interrogated. Roll Investigate or Persuade 8+ or be ejected from the career. Roll on the Injury Table 
  (37 TMB, 5 CB2) (37 TMB, 5 CB2) whatever the result. 
  14 
   You have the opportunity to implicate an enemy or rival in sedition. Roll Deception 8+ to eliminate your target, else take a –2 DM on 
  your next Advancement roll. 
  15 
   You acquire a network of contacts among the opposition. Roll 1d6 contacts. 
  16 
   You have the opportunity to turn an enemy into a double agent. Roll Persuade 8+ and if you succeed, an enemy becomes a contact. If 
  you fail, roll on the Injury Table (37 TMB, 5 CB2). 
  21 
   One of your contacts gets into trouble. Roll Streetwise or Admin 8+ to gain them as an Ally, or else lose the contact forever. 
  22 
   Your family is arrested for treason. Either disown them and continue your career or stand by them and roll on the Mishap Table. 
  23 
   You are sent on a black flag operation. Roll Deception or Streetwise 8+ to gain either one from Explosives 1, Melee (any) 1, 
  Computers 1, or Medic 1. If you fail, roll on the Injury Table (37 TMB, 5 CB2). Gain 1d3 Enemies in either case. 
  24 
   You have the opportunity to make a little on the side during your investigations. Roll Streetwise 8+ and gain a +2 DM to any Benefit 
  throw. If you fail, gain a Rival who knows you are dirty, but cannot prove it. 
  25-26  You are assigned to a surveillance operation. Roll Sensors or Comms 8+, and gain one from Stealth 1, Recon 1, Streetwise 1, or 
  Investigate 1. 
  31-36  Life Event – Roll on a Life Event Table (34 TMB, 12, 13 CB1). 
  41 
   You go undercover among the opposition. Take Deception 1 and take your next term in the Citizen, Drifter, or Guerrilla career. During 
  the next term, roll Deception 8+ or roll on the Injury Table (37 TMB, 5 CB2). You may return to this career the following term. 
  42 
   You go undercover inside the military. Gain Deception 1 and take your next term from either the Army, Marine, or Navy career. You 
  may return to this career the following term. 
  43 
   You go undercover among the criminal underworld. Take Deception 1 and take your next term from the Rogue career. During the next 
  term, roll Deception 8+ or roll on the Injury Table (37 TMB, 5 CB2). You may return to this career the following term. 
  44 
   You go undercover among the political establishment. Take Deception 1 and take your next term from the Politician career. During the 
  next term, roll Deception 8+ or roll on the Injury Table (37 TMB, 5 CB2). You may return to this career the following term. 
  45 
   You go undercover inside your own career, gathering information on a rival for a superior. Take Deception 1. Roll Deception 8+ or roll 
  on the Injury Table (37 TMB, 5 CB2).  
  46 
   A gambling ring forms amongst your comrades and you are invited to join. Throw Gambler 8+ or Intelligence 8+. If you succeed, gain 
  an extra Benefit roll. If you fail, lose a Benefit roll. Either way, gain a level of Gambler. 
  51 
   You take specialist training as an interrogator. Gain Investigate, Medic, Interrogation, or Persuade. 
  52 
   You are given specialist vehicle training. Gain one from Drive (any) 1, Flyer (any) 1, or Seafarer (any) 1. 
  53 
   You are assigned to an orbital facility. Throw Intelligence 8+. If you succeed, gain one from Pilot (small craft) 1, Vac Suit 1, Comms 1, 
  or Zero-G. 
  54 
   You take part in a long stakeout. Throw Education 8+. If you succeed, gain one from Remote Operations, Sensors or Comms. 
  55 
   A black op goes awry. Roll Endurance 8+ or roll on the Injury Table (37 TMB, 5 CB2). If you succeed gain one from Gun Combat (any) 
  1, Melee (any) 1, Athletics (any), Stealth 1, or Recon 1. 
  56 
   You are assigned to interrogate the son or daughter of a superior. Roll Investigate or Persuade 8+ to get a confession, else gain an 
  Enemy and take a –4 DM to your next Advancement roll. 
  61 
   You have the opportunity to eliminate a superior through subterfuge. Roll Deception 10+ to get rid of your boss and gain a promotion. 
  If you fail by more than 3 you must throw Advocate 8+ or roll a Mishap and be ejected from the career. Gain an Enemy either way. 
  62 
   You gain a reputation as a hardliner who uses excessive force. Gain 1d3 Enemies and a Contact. 
  63 
   An ambitious underling tries to undermine your position. Gain a Rival and roll Admin 8+ or lose a Benefit throw 
  64 
   You learn that a senior politician is a traitor to the regime. Either use the information to extort an extra Benefit throw from them, or turn 
  them in and get a +2 DM to your next Advancement roll. Gain an Enemy either way. 
  65 
   You gain the trust of an influential politician. Gain an Ally, and either take Social Standing +1 or a +4 DM on your next Advancement 
  roll. 
  66 
   You serve your political masters faithfully and with enthusiasm, and you are automatically promoted. 
  William Self (order #4987768)
  
   
  40 
  SSLLA
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  Most societies to not allow a sentient being to be owned as 
  property, but it still happens and in some societies it is 
  institutionalised and government run. 
  Qualification: Special 
  The Slave career is only available with Referee approval. Failing 
  a Survival roll does not automatically eject you from this career. 
  Assignments: Choose one of the following: 
   
  Labourer: You work in the fields or at heavy labour doing 
  the work that no one else wants to do. 
   
  Recreation: You are a companion to your master/mistress 
  and exist only to please them. 
   
  Servant: You are a housekeeper, butler or other type of 
  domestic help. 
   CAREER PROGRESS 
    
   Survival 
   Advancement 
   Labourer 
   End 5+ 
   Str 7+ 
   Recreation 
   Int 5+ 
   Dex 7+ 
   Servant 
   Dex 5+ 
   Edu 7+ 
    
   MUSTERING-OUT BENEFITS 
   1d6 
   
  Cash  Other Benefits 
   1 
   
  0  Contact 
   2 
   
  0  Ally 
   3 
   
  500  +1 Int 
   4 
   
  1,000  Contact 
   5 
   
  1,000  Blade 
   6 
   
  2,000  Ally 
   7 
   
  3,000  Ship Share 
   
  SKILLS AND TRAINING 
   
    
    
   Advanced Education 
  1d6 
   Personal Development 
   Service Skills 
   (Minimum Education 8) 
  1 
   +1 Str 
   Steward 
   Gun Combat (any) 
  2 
   +1 Dex 
   Steward 
   Advocate 
  3 
   +1 End 
   Athletics (any) 
   Broker 
  4 
   +1 Int 
   Carouse 
   Computers 
  5 
   Deception 
   Deception 
   Engineer (any) 
  6 
   Carouse 
   Stealth 
   Jack of All Trades 
   
    
    
    
  1d6 
   Labourer 
   Recreation 
   Servant 
  1 
   +1 Str 
   +1 Dex 
   +1 Edu 
  2 
   Animals (any) 
   Art (any) 
   Comms 
  3 
   Athletics (any) 
   Social Science (any) 
   Medic 
  4 
   Melee (any) 
   Persuade 
   Drive or Flyer (any) 
  5 
   Streetwise 
   Carouse 
   Admin 
  6 
   Trade (any) 
   Diplomat 
   Language (any) 
   
  RANKS AND BENEFITS 
  Rank  Slave Skill/Benefit 
  0 
    
  1 
   Steward 1 
  2 
    
  3 
   Admin 1 
  4 
    
  5 
   Steward 2 
  6 
    
  William Self (order #4987768)
  
   
  41 
  SSLLA
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  MISHAPS 
  2d6 
   Mishap 
  2 
   Severely Injured – Roll twice on the Injury Table (37 TMB, 5 CB2) and take the lower result. 
  3 
   Jealous – Another slave is jealous of your perceived status with your master. Gain an Enemy. 
  4 
   Sadist – Your master is a sadist and takes pleasure in torturing his slaves. Throw Dexterity 10+ to avoid a roll on the Injury Table (37 
  TMB, 5 CB2). 
  5 
   Betrayed – You are betrayed by another slave. Change one of your Allies or Contacts into an Enemy or Rival. If you have no Contacts 
  or Allies, then the betrayal was from a stranger and you still gain an Enemy. 
  6 
   Escape – You try to escape from your master but are caught. Roll Persuade 10+ or Stealth 10+. If you fail, roll in the Injury Table (37 
  TMB, 5 CB2). 
  7 
   Injured – Roll on the Injury Table (37 TMB, 5 CB2). 
  8 
   Rebellion – You are part of a slave revolt. Roll Stealth 8+ or Dexterity 10+. If you fail, roll on the Injury Table (37 TMB, 5 CB2). 
  9 
   Sabotage – Another slave sabotages your standing with your mistress. Lose your Benefit roll for this term. 
  10 
   Separated – Your family is sold to another owner. Your resentment costs you your standing with your master. Lose your Benefit roll 
  from this term and gain a Rival. 
  11 
   Addicted – The only way to endure your situation is with substances. You are addicted to drugs or alcohol. 
  12 
   Satisfied - Your mistress treats you well and even if presented with the opportunity, you will not try to escape. Gain 1d3 Rivals. 
   
  EVENTS 
  d66 
   Events 
  11 
   Disaster! Roll on the Mishap Table. 
  12 
   You do something that displeases your master. Throw Persuade 8+ or Intelligence 10+ to avoid a roll on the Injury Table (37 TMB, 5 
  CB2). 
  13 
   You are suspected of stealing from your mistress. Throw Deception 8+. If you fail, lose one Benefit roll. 
  14 
   During a slave revolt, you are in the wrong place at the wrong time. Throw Streetwise 8+ or Dexterity 8+. If you succeed, gain Melee 
  (any) 1 or Gun Combat (any) 1. If you fail, gain 1d3 Rivals. 
  15 
   Your mistress forces you to fight in a gladiatorial combat. Throw Melee 8+ or Dexterity 10+. If you succeed, gain +1 DM on one Benefit 
  roll. If you fail, roll on the Injury Table (37 TMB, 5 CB2). Either way, you gain one level of Melee (any). 
  16 
   You are sold to a new master. You must change Specialities next term. Take a -2 DM on your next Advancement roll. 
  21-26  You escape and are on the run. You must enter the Drifter career next term. Gain 1d3 Enemy Bounty Hunters. 
  31-36  Life Event – Roll on a Life Event Table (34 TMB, 12, 13 CB1). 
  41 
   You are placed in charge of other slaves. Gain Leadership 1 and 1d3 Rivals. 
  42 
   You assist other slaves in escaping. Throw Intelligence 8+. If you succeed, gain Computers 1 or Survival 1. If you fail, take a –2 DM on 
  your next Advancement roll. 
  43 
   You work with other slaves on an escape plan. Throw Stealth 8+. If you succeed, gain one of the following: Explosives 1, Gun Combat 
  (any) 1 or Medic 1. If you fail, gain Survival 1 and an Enemy. 
  44 
   You are asked to infiltrate a group planning a slave revolt. If you agree, throw Deception 8+ or Intelligence 8+. If you succeed, gain 
  Investigate 1 or Streetwise 1. If you fail, gain an Enemy. If you do not agree to infiltrate, gain a Rival. 
  45 
   You are part of a group of slaves organising an uprising. Throw Intelligence 8+. If you succeed, gain Tactics (Military) 1, Recruiting 1 
  or Leadership 1. If you fail, roll on the Injury Table (37 TMB, 5 CB2). 
  46 
   A gambling ring forms amongst the slaves and you are invited to join. Throw Gambler 8+ or Intelligence 8+. If you succeed, gain an 
  extra Benefit roll. If you fail, lose a Benefit roll. Either way, gain a level of Gambler. 
  51 
   You master has you trained as a doctor. Gain Medic 1, Life Science (any) 1 or Social Science (any) 1. 
  52 
   You are sent by your mistress to one of her remote estates. Throw Intelligence 8+. If you succeed, gain one of the following: Animals 
  (any) 1, Admin 1, Broker 1 or Trade (any) 1. 
  53 
   You are assigned as a crew member on your master‟s space ship. Throw Intelligence 8+. If you succeed, gain one of the following: 
  Pilot (any) 1, Astrogation 1, Engineer (any) 1 or Gunner (Turret) 1. 
  54 
   You are assigned to dangerous work. Throw Dexterity 8+. If you succeed, gain Remote Operations 1, Sensors 1 or Comms 1. 
  55 
   Your mistress wants you to be part of her travelling party. Gain one of the following: Vacc Suit 1, Zero-G 1, Pilot (Small Craft) 1 or 
  Mechanic 1. 
  56 
   You are put in charge of some of your master‟s businesses. Throw Intelligence 8+. If you succeed, gain Broker 1 or Trade (any) 1. 
  61 
   You are assigned as crew on your mistress‟s yacht. Gain one of the following: Navigation 1, Seafarer (any) 1 or Recon 1. 
  62 
   Your master takes a liking to you. You are assigned to easier work. Gain one of the following: Drive (any) 1, Flyer (any) 1, Trade (any) 
  1 or Mechanic 1. 
  63 
   Your hard work is noticed by your mistress. Gain a +2 DM on your next Advancement roll. 
  64 
   An older slave takes you under his wing and helps you survive. Gain a +4 DM on your next Advancement roll due to his help. 
  65 
   Your mistress rewards you for your service, gain a +1 DM on any Benefit roll. 
  66 
   You serve your master faithfully and are automatically promoted. 
  William Self (order #4987768)
  
   
  42 
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  On the following pages are 57 pre-generated characters: one 
  from each assignment of each of the new careers (39 
  characters), 14 multi-career characters and four young, 
  inexperienced characters. These can be used as player or as 
  non-player characters. 
  THE CHARACTER PROFILE 
  Each character‟s information is presented in a standardised 
  format called the Character Profile. 
  Number, Career(s): Each character profile shows the number 
  of the character in this list, followed by the character‟s career 
  title(s). 
  Characteristic Block: The characteristic block shows the 
  values of each characteristic and associated Characteristic 
  DM, as described on 5, 6 TMB. 
  Psionic Strength (Psi): If a character has psionic powers, 
  the Psi characteristic is shown at the end of the second line of 
  the characteristic block. This value and characteristic DM has 
  been generated by and is used as per the rules in the 
  Psionics chapter (152 TMB). 
  Basic Information: The next line of the profile shows the 
  character‟s age in standard years and the total number of 
  terms served. If present, the next line or lines shows the 
  careers and speciality assignments for the character. 
  Characters that have only had one career will not have 
  anything under the first line of the basic information block. 
  The character‟s Credit balance on mustering out and any 
  Retirement Pay due (see below) is shown on the next line. 
  Retirement Pay: The character‟s retirement pay (in Credits 
  per year) is also shown on this line if the character has served 
  five or more terms in a career that qualifies for retirement pay, 
  as per 36 TMB. 
  Note that the following careers do not qualify for retirement 
  pay due to the nature of the careers: 
   
  Chancer 
   
  Companion 
   
  Enforcer 
   
  Insurgent 
   
  Prisoner 
   
  Slave 
  Skills: Skills for each character are listed in alphabetical 
  order. 
  Wherever a skill has a speciality, this is shown as (any) after 
  the skill name (e.g. Engineer (any)). This allows Referees and 
  players to adjust the pre-generated character‟s skills to suit 
  the game more readily with the minimum of effort. 
  Where a character has a skill of Level 2 or more (such as Gun 
  Combat (any) 2) the Referee or player can split the skill levels 
  into separate skills (such as Gun Combat (Slug Rifle) 1 and 
  Gun Combat (Slug Pistol) 1) to suit the needs of the situation. 
  Note that character 51 (49 CB2) has three Language 0 skills. 
  The player or Referee should decide which languages the 
  character can speak. 
  The new skill speciality of Social Science (Theology) (32 CB1) 
  is described below. 
  Psionic Talents: If a character possess psionic powers, their 
  psionic talents are listed in alphabetical order on a separate 
  line, underneath the list of normal skills. 
  Equipment: The equipment for each character is listed in 
  alphabetical order in the Equipment section. Equipment can 
  include vehicles, Travellers‟ Aid Society membership (shown 
  as “TAS”), travel passages (Low, Middle or High Passage), 
  body armour, and starships. 
  If a character has more than one weapon or ship share as 
  part of their equipment, the number of each is shown (for 
  example: 3 Ship Shares, 2 Weapons). Weapons are assumed 
  to be of a type that the character already has a skill in. 
  Allies, Contacts, Enemies and Rivals: Allies, Contacts, 
  Enemies and Rivals are shown in the Equipment section of 
  the character profile. Some have a clarification in parenthesis 
  after them, such as Contact (Criminal) or Ally (Alien). This 
  indicates what types of ally, contact, enemy, or rival the 
  character has. 
  Where a character has more than one Ally, Contact, Enemy 
  or Rival listed in the Equipment section each is shown. For 
  example: Ally, 2 Rivals, Rival (Alien) indicates that the 
  character has one Ally and a total of three Rivals, two of 
  which are indeterminate and one of which is an Alien. 
  NEW SKILL SPECIALITY 
  The Social Science (Theology) skill speciality is new. The 
  Clergy (20 CB1) and Militant Religious (26 CB1) careers have 
  this skill speciality pre-selected. 
  Social Science (Theology): The character has extensive 
  knowledge of their chosen religion and has the ability to 
  practically apply the tenets, values and beliefs of that religion 
  to everyday life. 
  This includes being able to justify their actions by quoting 
  references from religious texts, and using parables, stories 
  and examples to provide illustrations of their chosen religion 
  being superior to any other. 
  Higher levels of Social Science (Theology) skill indicate a 
  deeper and more complex understanding of the religion. 
  Explaining the benefits of your chosen religion to a hostile 
  crowd: 
  Intelligence or Education, 1–6 hours, Difficult (–2). 
  Creating 
  religious 
  fervour 
  in 
  an 
  already 
  converted 
  congregation: 
  Intelligence or Education, 10–60 minutes, Average (+0). 
  William Self (order #4987768)
  
   
  43 
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  01 Athlete (Manager) 
  Str 
  7 (+0) Dex 
  5 (–1) End 
  7 (+0) 
  Int 
  9 (+1) Edu 
  7 (+0) Soc 
  8 (+0) 
  Age 34, 4 Terms, Veteran 
  Cr 16,000 
  Skills: Art (Acting) 1, Athletics (any) 2, Carouse 0, 
  Computers 0, Leadership 1, Melee (any) 1, 
  Persuade 1, Recruiting 1, Seafarer 0, 
  Social Science (any) 2, Steward 0, Tactics (Military) 1, 
  Vacc Suit 0. 
  Mishaps & Events: Work Too Hard, Performance Bonus, 
  Bottom of League, Life Event: Contact. 
  Equipment: 2 Contacts, 6 Ship Shares. 
  02 Athlete (Player) 
  Str 11 (+1) Dex 
  9 (+1) End 
  7 (+0) 
  Int 
  7 (+0) Edu 
  7 (+0) Soc 
  8 (+0) 
  Age 26, 3 Terms, Rank 2 
  Cr 51,000 
  Skills: Animals 0, Art (Acting) 0, Athletics (any) 3, 
  Broker 1, Carouse 1, Flyer 0, 
  Leadership 1, Melee 0, Navigation 0, 
  Stealth 1, Steward 0. 
  Mishaps & Events: Dedicated, Critical Book, Stalker. 
  Equipment: Ally, Contact, Enemy. 
  03 Athlete (Trainer) 
  Str 
  9 (+1) Dex 
  6 (+0) End 
  6 (+0) 
  Int 11 (+1) Edu 
  9 (+1) Soc 
  8 (+0) 
  Age 26, 3 Terms, Rank 2 
  Cr 51,000 
  Skills: Art 0, Athletics (any) 2, Carouse 1, 
  Deception 1, Instruction 2, Leadership 1, 
  Life Science (any) 1, Melee 0, Steward 2, 
  Streetwise 1, Survival 0, Trade 0, 
  Vacc Suit 0. 
  Mishaps & Events: Work Too Hard, Disaster: Divorce, Break 
  Up Drug Ring, Life Event: Contact, Win Championship. 
  Equipment: Ally, Rival (Ex-Spouse), 2 Ship Shares, TAS. 
  04 Chancer (Gambler) 
  Str 
  7 (+0) Dex 
  7 (+0) End 
  6 (+0) 
  Int 
  9 (+1) Edu 
  7 (+0) Soc 
  7 (+0) 
  Age 30, 3 Terms, Rank 3 
  Cr 15,000 
  Skills: Animals 0, Carouse 1, Comms 0, 
  Deception 1, Flyer (any) 1, Gambler 3, 
  Gun Combat (any) 1, Persuade 0, Streetwise 0, 
  Survival 0. 
  Mishaps & Events: Apprentice Becomes Master (lost), 
  Winner Takes All (Lost), Love Mark. 
  Equipment: Enemy (ex-Mark), Rival (Ex-Protégé), Sports 
  Flyer. 
  05 Chancer (Grifter) 
  Str 
  6 (+0) Dex 11 (+1) End 
  6 (+0) 
  Int 
  9 (+1) Edu 
  8 (+0) Soc 
  9 (+1) 
  Age 34, 4 Terms, Rank 4 
  Cr 45,000 
  Skills: Admin 1, Advocate 1, Carouse 0, 
  Computers 0, Deception 3, Drive 0, 
  Flyer 0, Gambler 0, Investigate 1, 
  Jack-of-All-Trades 1, Language 0, 
  Language 0, Navigation 0, Persuade 2, 
  Streetwise 2. 
  Mishaps & Events: Networking, Underworld, Circus, Swindle 
  Powerful Figure. 
  Equipment: 4 Contacts, TAS, Weapon. 
  06 Chancer (Wheeler Dealer) 
  Str 
  7 (+0) Dex 
  8 (+0) End 
  8 (+0) 
  Int 10 (+1) Edu 10 (+1) Soc 
  8 (+0) 
  Age 42, 6 Terms, Rank 5 
  Cr 305,000 
  Skills: Admin 1, Advocate 1, Animals (Riding) 1, 
  Broker 3, Carouse 1, Computers 1, 
  Deception 0, Flyer 0, Gambler 0, 
  Gun Combat (any) 1, Jack-of-All-Trades 2, 
  Medic 0, Persuade 0, Social Science (any) 1, 
  Streetwise 2, Trade 0, Zero-G 0. 
  Mishaps & Events: Life Event: Betrayed, Police Informant 
  (Accept), Safari, Observe Society, Police Investigation, Life 
  Event: Good Fortune. 
  Equipment: Ally, Enemy, TAS, Weapon. 
  07 Companion (Hetaerae/Oiran) 
  Str 
  3 (–1) Dex 
  6 (+0) End 
  5 (–1) 
  Int 
  6 (+0) Edu 
  5 (–1) Soc 
  7 (+0) 
  Age 30, 4 Terms, Rank 2 
  Cr 7,000 
  Skills: Animals 0, Astrogation 1, Carouse 2, 
  Deception 1, Drive 0, Melee (Unarmed) 1, 
  Persuade 0, Steward 2, Streetwise 0, Survival 1. 
  Mishaps & Events: Unusual: Aliens, Jealous, Disease, Rich 
  Client. 
  Equipment: Contact (Alien), Enemy (Geisha), Ship Share. 
  08 Companion (Geisha/Courtesan) 
  Str 
  5 (–1) Dex 
  4 (–1) End 
  8 (+0) 
  Int 
  9 (+1) Edu 
  8 (+0) Soc 
  6 (+0) 
  Age 26, 3 Terms, Rank 2 
  Cr 30,000 
  Skills: Animals 0, Art (Acting) 1, Art (any) 2, 
  Athletics (any) 1, Carouse 0, Deception 1, 
  Drive 0, Medic 0, Persuade 0, 
  Social Science (any) 1, Steward 2, Streetwise 0. 
  Mishaps & Events: Exotic Video (Yes), Client In Love, 
  Fetishes. 
  Equipment: Contact, Enemy (Former Client/Lover). 
  William Self (order #4987768)
  
   
  44 
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  09 Companion (Pimp/Agent) 
  Str 11 (+1) Dex 
  7 (+0) End 
  6 (+0) 
  Int 
  7 (+0) Edu 
  8 (+0) Soc 
  5 (–1) 
  Age 34, 4 Terms, Rank 4 
  Cr 45,000 
  Skills: Admin 1, Advocate 1, Broker 1, 
  Carouse 3, Comms 0, Computers 0, 
  Deception 0, Diplomat 1, Engineer 0, 
  Gambler 1, Gun Combat (any) 1, Persuade 0, 
  Steward 1, Streetwise 1. 
  Mishaps & Events: Drug Mule (Yes), Exotic Video (Yes), 
  Rich Client, Noble Client. 
  Equipment: Ally, Contact (Rich Client), Contact, TAS. 
  10 Cosmonaut (Boat Jockey) 
  Str 
  7 (+0) Dex 11 (+1) End 
  8 (+0) 
  Int 
  8 (+0) Edu 
  7 (+0) Soc 
  5 (–1) 
  Age 34, 4 Terms, Rank 2 
  Cr 7,000 
  Skills: Carouse 1, Comms 2, Flyer 0, 
  Gambler 1, Mechanic 0, Melee 0, 
  Navigation 0, Pilot (Small Craft) 1, Sensors 1, 
  Vacc Suit 1, Zero-G 1. 
  Mishaps & Events: Resentful Co-Worker, Gambling Ring, 
  Life Event: Betrayed, Spacer‟s Rest. 
  Equipment: Rival (Co-Worker), Rival (Ex-Contact), 2 Ship 
  Shares. 
  11 Cosmonaut (Vac Monkey) 
  Str 
  6 (+0) Dex 
  8 (+0) End 
  9 (+1) 
  Int 
  8 (+0) Edu 
  6 (+0) Soc 
  5 (–1) 
  Age 30, 3 Terms, Rank 2 
  Cr 12,000 
  Skills: Comms 0, Mechanic 2, Pilot 0, 
  Seafarer 0, Sensors 0, Streetwise 0, 
  Vacc Suit 3, Zero-G 1. 
  Mishaps & Events: Yacht Rescue, Difficult Repair, Solar 
  Flare. 
  Equipment: Contact (Noble), 40 Rads Exposure, Ships Boat, 
  Weapon. 
  12 Cosmonaut (Search and Rescue) 
  Str 9 (+1) Dex 10 (+0) End 
  7 (+0) 
  Int 5 (–1) Edu 
  8 (+0) Soc 
  7 (+0) 
  Age 30, 3 Terms, Rank 2 
  Cr 2,000 
  Skills: Animals 0, Athletics 0, Comms 0, 
  Engineer (any) 1, Gunner (any) 1, 
  Mechanic 0, Medic 2, Pilot 0, 
  Remote Operations 1, Sensors 1, 
  Trade 0, Vacc Suit 0, Zero-G 0. 
  Mishaps & Events: Team of Ne‟er-do-wells, Co-Worker in 
  Trouble, Suit Leak. 
  Equipment: Ally (Co-Worker), Contact, 2 Ship Shares. 
  13 Enforcer (Gun Shark) 
  Str 
  7 (+0) Dex 10 (+1) End 
  9 (+1) 
  Int 
  8 (+0) Edu 
  4 (–1) Soc 
  5 (–1) 
  Age 26, 2 Terms, Rank 1 
  Cr 20,000 
  Skills: Carouse 0, Computers 0, Drive 0, 
  Flyer (any) 1, Gun Combat (any) 2, Investigate 1, 
  Melee 0, Persuade 0, Stealth 0, Streetwise 1. 
  Mishaps & Events: Civil War, Lover (Killed). 
  Equipment: Enemy (Former Gang Member), Weapon. 
  14 Enforcer (Extortionist) 
  Str 
  7 (+0) Dex 
  8 (+0) End 10 (+1) 
  Int 
  5 (–1) Edu 
  9 (+1) Soc 
  3 (–1) 
  Age 38, 5 Terms, Rank 4 
  Cr 30,000 
  Skills: Carouse 1, Computers 0, Drive 0, 
  Explosives 1, Flyer 0, Gun Combat (any) 1, 
  Language 0, Leadership 1, Melee (any) 3, 
  Persuade 2, Stealth 2, Streetwise 1, 
  Tactics (Military) 1. 
  Mishaps & Events: Renowned, Life Event: Contact, Street 
  Battle, Easy Jobs, Constabulary Contact. 
  Equipment: Ally, Armour, Contact (Law Enforcement), 
  Contact, Vehicle, Weapon. 
  15 Enforcer (Cleaner) 
  Str 
  7 (+0) Dex 10 (+1) End 11 (+1) 
  Int 
  6 (+0) Edu 
  9 (+1) Soc 
  7 (+0) 
  Age 34, 4 Terms, Rank 2 
  Cr 80,000 
  Skills: Admin 1, Animals 0, Computers 0, 
  Deception 2, Diplomat 1, Explosives 1, 
  Flyer 0, Gun Combat (any) 1, Mechanic 0, 
  Medic 2, Melee 0, Persuade 0, Physical Science 0, 
  Stealth 0, Streetwise 1, Vacc Suit 1. 
  Mishaps & Events: Framed, Disaster: Messy Job, Sabotage 
  Orbital, Get Rid of Rival, Civil War. 
  Equipment: 2 Enemies (Former Gang Members), Vehicle, 
  Weapon. 
  16 Insurgent (Sympathiser) 
  Str 
  5 (–1) Dex 
  8 (+0) End 
  8 (+0) 
  Int 11 (+1) Edu 
  9 (+1) Soc 
  9 (+1) 
  Age 42, 6 Terms, Rank 5 
  Cr 25,000 
  Skills: Broker 1, Carouse 0, Computers 0, 
  Deception 1, Diplomat 2, Engineer (any) 2, 
  Explosives 1, Gun Combat 0, Mechanic 1, 
  Melee 0, Recruiting 1, Stealth 3, Streetwise 1, 
  Survival 1. 
  Mishaps & Events: Bomb Making, Traitor in Group, 
  Government too Close, Life Event: Good Fortune, Reward for 
  Hard Work, Rebellion. 
  Equipment: 2 Allies, 2 Ship Shares, Weapon. 
  William Self (order #4987768)
  
   
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  17 Insurgent (Informer) 
  Str 
  5 (–1) Dex 
  8 (+0) End 
  8 (+0) 
  Int 
  9 (+1) Edu 10 (+1) Soc 
  8 (+0) 
  Age 34, 4 Terms, Rank 3 
  Cr 14,000 
  Skills: Admin 1, Advocate 1, Comms 1, 
  Computers 2, Deception 1, Diplomat 1, 
  Engineer (any) 1, Gambler 0, Gun Combat 0, 
  Language (any) 1, Melee 0, Recruiting 0, 
  Recon 1, Stealth 1, Survival 0, Vacc Suit 0. 
  Mishaps & Events: Life Event: Language, Rebellion, Hard 
  Work is Rewarded, Hide in Wilderness. 
  Equipment: Ally, Contact, 2 Ship Shares. 
  18 Insurgent (Transporter) 
  Str 
  6 (+0) Dex 
  7 (+0) End 
  8 (+0) 
  Int 
  8 (+0) Edu 
  5 (–1) Soc 11 (+1) 
  Age 26, 2 Terms, Rank 2 
  Cr 10,000 
  Skills: Deception 0, Drive 0, Engineer 0, 
  Gun Combat 0, Jack-of-All-Trades 1, 
  Mechanic 1, Melee 0, Navigation 1, 
  Recruiting 0, Stealth 1, Streetwise 0, 
  Survival 0. 
  Mishaps & Events: Government Too Close, Rebellion. 
  Equipment: Ally, Contact. 
  19 Media Practitioner (Producer) 
  Str 
  7 (+0) Dex 
  7 (+0) End 
  8 (+0) 
  Int 
  8 (+0) Edu 
  5 (–1) Soc 11 (+1) 
  Age 42, 6 Terms, Rank 4 
  Cr 12,000 
  Skills: Admin 1, Art (any) 3, Carouse 0, 
  Comms 0, Computers 1, Drive 0, 
  Flyer (any) 1, Leadership 1, Persuade 2, 
  Recruiting 2. 
  Mishaps & Events: Public Flop, Life Event: Travel, 
  Reputation, Big Hit, Cult Favourite, Difficult Stunt. 
  Equipment: Ally, TAS, Vehicle, +2 DM When Interacting with 
  Cult Fans. 
  20 Media Practitioner (Technician) 
  Str 
  5 (–1) Dex 
  9 (+1) End 
  7 (+0) 
  Int 
  9 (+1) Edu 
  9 (+1) Soc 
  6 (+0) 
  Age 26, 2 Terms, Rank 2 
  Cr 2,500 
  Skills: Animals 0, Art (any) 1, Carouse 0, 
  Comms 1, Computers 0, Deception 1, 
  Drive 1, Engineer 0, Explosives 1, 
  Flyer 0, Mechanic 1, Persuade 0, 
  Social Science 0. 
  Mishaps & Events: Historical Production, Navy Recruiting 
  Film. 
  Equipment: Contact (Navy), Vehicle. 
  21 Media Practitioner (Talent) 
  Str 
  9 (+1) Dex 
  7 (+0) End 
  8 (+0) 
  Int 
  8 (+0) Edu 
  7 (+0) Soc 12 (+2) 
  Age 30, 3 Terms, Rank 3 
  Cr 30,500 
  Skills: Animals 0, Art (any) 2, Athletics (any) 1, 
  Carouse 2, Comms 0, Diplomat 1, 
  Drive 0, Flyer (any) 1, Melee (any) 1, 
  Persuade 0. 
  Mishaps & Events: Historical Production, Major Hit. 
  Equipment: Ally, Contact, Vehicle. 
  22 Mystic Warrior (Explorer) 
  Str 
  6 (+0) Dex 
  7 (+0) End 10 (+1) 
  Int 
  7 (+0) Edu 
  9 (+0) Soc 
  5 (–1) 
  Age 34, 4 Terms, Rank 4 
  Cr 60,000 
  Skills: Astrogation 2, Drive 0, Engineer (any) 1, 
  Flyer (any) 1, Gun Combat 0, Leadership 1, 
  Life Science 0, Melee (any) 2, Pilot (any) 1, 
  Recon 1, Seafarer 0, Space Science (any) 1, 
  Streetwise 1, Survival 0, Vacc Suit 0. 
  Mishaps & Events: Diplomatic Mission, Study, Save 
  Superior, Could Discredit Superior (No). 
  Equipment: 2 Allies (Superiors), Vehicle, Weapon. 
  23 Mystic Warrior (Guardian) 
  Str 
  8 (+0) Dex 
  4 (–1) End 10 (+1) 
  Int 
  7 (+0) Edu 
  6 (+0) Soc 
  8 (+0) 
  Age 30, 3 Terms, Rank 1 
  Cr 25,000 
  Skills: Battle Dress 1, Carouse 0, Deception 1, 
  Drive (any) 1, Flyer 0, Gun Combat (any) 1, 
  Heavy Weapons (any) 1, Language 0, 
  Melee 0, Recon 1, Social Science (any) 1, 
  Streetwise 0, Survival 0, Vacc Suit 0. 
  Mishaps & Events: Undercover, Life Event: Contact, Study. 
  Equipment: Ally, Contact, Weapon. 
  24 Mystic Warrior (Seeker) 
  Str 
  7 (+0) Dex 10 (+1) End 
  8 (+0) 
  Int 
  6 (+0) Edu 
  8 (+0) Soc 
  4 (–1) 
  Age 26, 2 Terms, Rank 2 
  Cr 5,000 
  Skills: Athletics 0, Computers 0, Drive 0, 
  Engineer (any) 1, Flyer 0, Gun Combat (any) 1, 
  Mechanic 1, Melee 0, Persuade 1, Pilot (any) 1, 
  Social Science (Theology) 1, Survival 0, Trade 0, 
  Vacc Suit 0. 
  Mishaps & Events: Cross Trained: Explorer, Reclaim Site. 
  Equipment: Vehicle. 
  William Self (order #4987768)
  
   
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  25 Politician (Legislator) 
  Str 
  5 (–1) Dex 
  8 (+0) End 
  7 (+0) 
  Int 13 (+2) Edu 12 (+2) Soc 
  9 (+1) 
  Age 38, 5 Terms, Representative 
  Cr 90,000 
  Skills: Admin 0, Advocate 2, Art (any) 1, 
  Carouse 1, Deception 1, Diplomat 2, 
  Gambler 1, Gun Combat (any) 1, Leadership 1, 
  Persuade 0, Social Science (any) 1, Steward 1, 
  Streetwise 0, Trade 0. 
  Mishaps & Events: by Former Lover, Terrorist Attack, Time 
  With Family, Charity Work, Lie to Public. 
  Equipment: Ally, TAS. 
  26 Politician (Apparatchik) 
  Str 
  8 (+0) Dex 
  5 (–1) End 
  4 (–1) 
  Int 10 (+1) Edu 
  7 (+0) Soc 
  7 (+0) 
  Age 34, 4 Terms, Spokesman 
  Cr 80,000 
  Skills: Admin 2, Advocate 3, Art 0,  
  Carouse 1, Computers 0, Diplomat 1, 
  Flyer 0, Persuade 2, Pilot 0, 
  Social Science 0, Vacc Suit 0. 
  Mishaps 
  & 
  Events: 
  Corruption, 
  Friend 
  in 
  Trouble, 
  Community Organiser, Colleague Becomes Opponent. 
  Equipment: Ally, 2 Contacts, Rival, 2 Ship Shares. 
  27 Politician (Technocrat) 
  Str 
  6 (+0) Dex 
  7 (+0) End 6 (+0) 
  Int 
  8 (+0) Edu 
  9 (+1) Soc 12 (+2) 
  Age 26, 2 Terms, Assistant 
  Cr 20,000 
  Skills: Admin 2, Advocate 0, Animals 0, 
  Art 0, Carouse 1, Computers 1, 
  Diplomat 0, Mechanic 0, Medic 0, 
  Persuade 0, Seafarer 0, Social Science (any) 1. 
  Mishaps & Events: Speech Writer, Work Hard-Play Hard. 
  Equipment: Addicted to Drugs, 2 Ship Shares, TAS. 
  28 Port Authority (Inspector) 
  Str 
  7 (+0) Dex 10 (+1) End 
  9 (+1) 
  Int 
  9 (+1) Edu 
  9 (+1) Soc 
  8 (+0) 
  Age 42, 6 Terms, Director 
  Cr 45,000 
  Skills: Admin 1, Advocate 1, Athletics 0, 
  Broker 1, Deception 1, Diplomat 2, 
  Drive 0, Gunner (any) 1, Investigate 1, 
  Language 0, Medic 2, Persuade 1, 
  Pilot (Small Craft) 1, Sensors 2, Streetwise 0, 
  Vacc Suit 1, Zero-G 0. 
  Mishaps & Events: Life Event: Contact, Corruption 
  Investigation, Ruin Boss, Accused of Corruption, Work Noted, 
  Work Hard. 
  Equipment: Ally, Contact, 3 Ship Shares, TAS. 
  29 Port Authority (Controller) 
  Str 
  6 (+0) Dex 
  7 (+0) End 
  5 (–1) 
  Int 
  8 (+0) Edu 
  9 (+1) Soc 
  4 (–1) 
  Age 34, 4 Terms, Rank 2 
  Cr 30,000 
  Skills: Admin 0, Art 0, Astrogation 1, 
  Computers 1, Deception 1, Flyer 0, 
  Gun Combat (any) 1, Gunner (any) 1, 
  Instruction 1, Investigate 0, Navigation 0, 
  Sensors 2, Social Science 0, Space Science (any) 1, 
  Streetwise 0, Survival 0, Vacc Suit 1, Zero-G 0. 
  Mishaps & Events: Injured, Training Mission, Life Event: 
  Travel, Asked to Smuggle (Accepted). 
  Equipment: Rival, Ship Share, Weapon. 
  30 Port Authority (Stevedore) 
  Str 
  5 (–1) Dex 10 (+1) End 
  4 (–1) 
  Int 10 (+1) Edu 
  8 (+0) Soc 
  5 (–1) 
  Age 38, 5 Terms, Manager 
  Cr 65,000 
  Skills: Admin 1, Advocate 1, Comms 1, 
  Computers 0, Engineer (any) 1, 
  Gunner (any) 1, Investigate 0, Medic 1, 
  Remote Operations 2, Sensors 0, 
  Space Science (any) 1, Streetwise 1, 
  Survival 0, Trade 0, Vacc Suite 3, Zero-G 1. 
  Mishaps & Events: Accused of Corruption, Time Outside, 
  Fire Fight, Life Event: Betrayal, Tri-Vee Documentary. 
  Equipment: Ally, Contact, Rival, 3 Ship Shares, TAS. 
  31 Puppeteer (Ambassador) 
  Str 
  7 (+0) Dex 
  7 (+0) End 
  5 (–1) 
  Int 
  6 (+0) Edu 
  9 (+1) Soc 
  8 (+0) 
  Age 30, 3 Terms, Rank 2 
  Cr 31,000 
  Skills: Admin 1, Animals 0, Broker 1, 
  Carouse 0, Computers 0, Drive 0, 
  Engineer 0, Flyer 0, Medic 1, 
  Persuade 1, Psychohistory 1, Stealth 1, 
  Tactics (any) 1, Vacc Suit 0. 
  Mishaps & Events: Psychohistorical Research, Contacts, 
  Advanced Training. 
  Equipment: 2 Contacts, Specialist Equipment. 
  32 Puppeteer (Covert Contact) 
  Str 
  7 (+0) Dex 
  6 (+0) End 
  7 (+0) 
  Int 
  8 (+0) Edu 10 (+1) Soc 
  8 (+0) 
  Age 30, 3 Terms, Rank 3 
  Cr 30,000 
  Skills: Astrogation 2, Computers 1, Drive 0, 
  Engineer (any) 1, Flyer 0, Gun Combat (any) 1, 
  Instruction 1, Pilot (any) 1, Recon 1, 
  Remote Operations 0, Stealth 0, Survival 1, 
  Vacc Suit 1, Zero-G 0. 
  Mishaps & Events: Uplift Backfires, Expand Borders, 
  Advanced Training. 
  Equipment: Specialist Equipment, High Passage. 
  William Self (order #4987768)
  
   
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  33 Puppeteer (Manipulator) 
  Str 
  4 (–1) Dex 10 (+1) End 
  8 (+0) 
  Int 
  8 (+0) Edu 
  8 (+0) Soc 
  7 (+0) 
  Age 30, 3 Terms, Rank 2 
  Cr 50,000 
  Skills: Admin 1, Engineer 0, Flyer 0, 
  Manipulation 1, Medic 1, Navigation 0, 
  Psychohistory 1, Remote Operations 0, 
  Social Science (any) 1, Stealth 1, 
  Tactics (any) 1, Vacc Suit 0. 
  Mishaps & Events: Ship Attacked, Develop New Nav 
  Program, Lead Mission. 
  Equipment: Mid Passage. 
  34 Secret Police (Plain Clothes) 
  Str 11 (+1) Dex 
  8 (+0) End 11 (+1) 
  Int 
  8 (+0) Edu 
  8 (+0) Soc 
  4 (–1) 
  Age 30, 3 Terms, Rank 1 
  Cr 8,000 
  Skills: Advocate 1, Animals 0, Deception 0, 
  Drive (any) 1, Explosives 1, Gun Combat 0, 
  Interrogation 2, Investigate 2, Medic 1, 
  Sensors 0, Streetwise 1, Vacc Suit 0. 
  Mishaps & Events: Suppress Rebellion, Interrogator 
  Training, Superior Traitor. 
  Equipment: Contact, Enemy (Former Superior), Surveillance 
  Equipment, Weapon. 
  35 Secret Police (Analyst) 
  Str 
  8 (+0) Dex 
  7 (+0) End 
  9 (+1 
  Int 10 (+1) Edu 
  8 (+0) Soc 
  3 (–1) 
  Age 34, 4 Terms, Rank 4 
  Cr 45,000 
  Skills: Admin 1, Advocate 1, Athletics 0, 
  Comms 2, Computers 1, Deception 1, 
  Drive 0, Gun Combat 0, Remote Operations 2, 
  Sensors 0, Streetwise 0, Survival 0, Trade (any) 1. 
  Mishaps & Events: Undercover: Military-Industry, Implicate 
  Rival for Sedition, Undercover: Secret Police. 
  Equipment: Armour, Contact. 
  36 Secret Police (Spetznaz) 
  Str 
  6 (+0) Dex 
  7 (+0) End 
  8 (+0) 
  Int 
  8 (+0) Edu 
  7 (+0) Soc 
  8 (+0) 
  Age 34, 4 Terms, Rank 3 
  Cr 26,000 
  Skills: Deception 2, Flyer 0, Gambler 0, 
  Gun Combat (any) 4, Investigate 1, 
  Melee (any) 1, Recon 1, Streetwise 0, 
  Survival 1, Tactics (Military) 1, Trade 0. 
  Mishaps & Events: Surveillance Operation, Black Ops goes 
  Awry, Undercover: Opposition, Case Target. 
  Equipment: Armour, Surveillance Equipment, Weapon. 
  37 Slave (Labourer) 
  Str 10 (+1) Dex 10 (+1) End 
  7 (+0) 
  Int 
  5 (–1) Edu 
  7 (+0) Soc 
  2 (–2) 
  Age 26, 2 Terms, Rank 1 
  Cr 1,000 
  Skills: Animals 0, Athletics 0, Carouse 1, 
  Deception 0, Mechanic 0, Medic 1, 
  Stealth 0, Steward 1, Survival 0, Trade (any) 1. 
  Mishaps & Events: Life Event: Relationship Ends, Trained as 
  Doctor. 
  Equipment: Ally, Contact, Enemy (ex-Lover). 
  38 Slave (Recreation) 
  Str 
  6 (+0) Dex 
  6 (+0) End 
  5 (–1) 
  Int 
  4 (–1) Edu 
  6 (+0) Soc 
  2 (–2) 
  Age 34, 4 Terms, Rank 4 
  Cr 1,500 
  Skills: Animals (any) 1, Athletics 0, Art (any) 1, 
  Broker 1, Carouse 1, Deception 0, Diplomat 2, 
  Persuade 1, Seafarer (any) 1, Stealth 0, Steward 2. 
  Mishaps & Events: Yacht Crew, Remote Estate, Run 
  Business, Escape. 
  Equipment: Blade, Contact, 2 Enemies (Bounty Hunters). 
  39 Slave (Servant) 
  Str 
  5 (–1) Dex 
  9 (+1) End 
  4 (–1) 
  Int 
  8 (+0) Edu 
  9 (+1) Soc 
  3 (–1) 
  Age 30, 3 Terms, Rank 3 
  Cr 1,000 
  Skills: Admin 1, Athletics 0, Broker 1, 
  Carouse 0, Computers 1, Deception 1, 
  Flyer (any) 2, Leadership 1, Stealth 1, 
  Steward 1, Streetwise 0, Survival 1, Trade 0. 
  Mishaps & Events: Master Likes You, Assist Escape, In 
  Charge, Sold. 
  Equipment: Ally, Contact, 2 Rivals (Other Slaves). 
  40 Agent-Prisoner-Media Practitioner 
  Str 
  7 (+0) Dex 
  8 (+0) End 
  7 (+0) 
  Int 10 (+1) Edu 12 (+2) Soc 
  6 (+0) 
  Age 36, 4.5 Terms 
  1.5 Terms Agent (Intelligence, Rank 1) 
  1 Term Prisoner (Convict) 
  2 Terms Media (Technician) 
  Cr 50,000 
  Skills: Animals (Farming) 1, Comms 1, 
  Computers 1, Deception 2, Drive 0, 
  Engineer (any) 1, Flyer 0, Gun Combat (any) 1, 
  Investigate 0, Medic 0, Melee 0, Recon 1, 
  Remote Operations 1, Social Science 0, 
  Streetwise 0, Survival 0. 
  Mishaps & Events: Nasty War, Mishap: Framed; Celebrity; 
  Nominated for Award, Flop. 
  Equipment: Ally (Celebrity), Combat Implant, Enemy (Agent), 
  Rival (Media). 
  William Self (order #4987768)
  
   
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  41 Slave-Drifter-Worker 
  Str 
  9 (+1) Dex 
  5 (–1) End 7 (+0) 
  Int 
  7 (+0) Edu 
  7 (+0) Soc 6 (+0) 
  Age 30, 3 Terms 
  1 Term Slave (Labourer, Rank 1) 
  1 Term Drifter (Wanderer, Rank 1) 
  1 Term Worker (Labourer, Rank 1) 
  Cr 11,000 
  Skills: Animals 0, Athletics 0, Carouse 0, 
  Deception 0, Drive (any) 1, Gun Combat (any) 1, 
  Mechanic 1, Medic 0, Melee (any) 2, 
  Stealth 2, Streetwise 1, Steward 2, 
  Survival 1, Trade 0. 
  Mishaps & Events: Escape; Bum Around Spaceport; Bar 
  Fight. 
  Equipment: Ally, 2 Enemies (Bounty Hunter), High Passage. 
  42 Army-Prisoner 
  Str 
  8 (+0) Dex 
  6 (+0) End 10 (+1) 
  Int 
  5 (–1) Edu 11 (+1) Soc 
  9 (+1) 
  Age 30, 3 Terms 
  2 Terms Army (Cavalry, Rank O2) 
  1 Term Prisoner (POW) 
  Cr 10,000 
  Skills: Advocate 1, Athletics 0, Deception 1, Drive 0, 
  Flyer (any) 1, Gambler 0, Gun Combat (Slug Rifle) 1, 
  Gunner (any) 1, Heavy Weapons 0, Leadership 1, 
  Mechanic 1, Melee (any) 1, Physical Science 0, 
  Recon 0, Streetwise 0, Tactics (Military) 1, 
  Trade 0. 
  Mishaps & Events: Legal Office, Wartime: Trouble with 
  Authorities; Learn from Others. 
  Equipment: 2 Combat Implants. 
  43 Politician-Puppeteer 
  Str 
  6 (+0) Dex 10 (+0) End 
  7 (+0) 
  Int 
  6 (+0) Edu 
  8 (+0) Soc 12 (+2) 
  Age 38, 5 Terms 
  3 Terms Politician (Apparatchik, Rank 3) 
  2 Terms Puppeteer (Manipulator, Rank 2) 
  Cr 80,000 
  Skills: Admin 1, Advocate 2, Art 0, 
  Computers 1, Diplomat 2, Engineer (any) 2, 
  Flyer 0, Navigation 0, Persuade 1, 
  Psychohistory 1, Social Science 0, Stealth 1. 
  Mishaps & Events: Colleague Becomes Opponent, Married 
  For Political Reasons, Disaster: Lose Big Election; Expanded 
  Borders of Known Space, Prevent Attack. 
  Equipment: Mid Passage, Rival (Politician), TAS. 
  44 Navy-Port Authority 
  Str 
  6 (+0) Dex 
  8 (+0) End 
  5 (–1) 
  Int 12 (+2) Edu 
  6 (+0) Soc 
  8 (+0) 
  Age 30, 3 Terms 
  2 Terms Navy (Planetary, Rank E2) 
  1 Term Port Authority (Inspector, Rank 1) 
  Cr 14,000 
  Skills: Animals 0, Athletics 0, Carouse 0, 
  Discipline 0, Engineer (any) 1, Gun Combat 0, 
  Gunner (any) 2, Investigate 1, Mechanic 1, 
  Pilot (any) 1, Sensors 1, Vacc Suit 1, Zero-G 0. 
  Mishaps & Events: Save Fellow Crewmember, Report 
  Dereliction of Duty; Advanced Technical Training. 
  Equipment: Contact, Contact (Planetary Navy), Rival 
  (Planetary Navy), Ship Share, Weapon. 
  45 Secret Police-Enforcer 
  Str 
  6 (+0) Dex 
  8 (+0) End 
  7 (+0) 
  Int 
  9 (+1) Edu 
  4 (–1) Soc 
  8 (+0) 
  Age 34, 4 Terms, Rank 4 
  3 Terms Secret Police (Spetznaz, Rank 2) 
  1 Term Enforcer (Gun Shark) 
  Cr 28,000 
  Skills: Athletics (any) 1, Computers 0, Deception 1, 
  Drive 0, Gun Combat (any) 2, Interrogation 1, 
  Investigate 0, Melee 0, Recon 1, 
  Sensors 0, Streetwise 2, Survival 0. 
  Mishaps & Events: Turned Double Agent, Specialist 
  Interrogation, Undercover: Underworld; Surgically Enhanced. 
  Equipment: 2 Combat Implants, Contact, Surveillance 
  Equipment, Weapon. 
  46 Politician-Insurgent 
  Str 
  7 (+0) Dex 
  5 (–1) End 
  7 (+0) 
  Int 10 (+1) Edu 
  9 (+1) Soc 
  8 (+0) 
  Age 32, 3.5 Terms 
  1.5 Terms Politician (Technocrat, Rank 1) 
  2 Terms Insurgent (Transporter, Rank 2) 
  Cr 42,000 
  Skills: Admin 2, Advocate 0, Art 0, 
  Carouse 0, Computers 1, Deception 0, 
  Diplomat 0, Engineer (any) 1, Gun Combat (any) 1, 
  Investigate 1, Jack-of-All-Trades 2, Life Science 0, 
  Navigation 0, Persuade 0, Sensors 1, 
  Social Science 0, Stealth 1. 
  Mishaps & Events: Audit Government Department, Mishap: 
  Gave Succour to Enemy; Electronic Surveillance, Improvise. 
  Equipment: Ship Share, TAS. 
  William Self (order #4987768)
  
   
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  47 University-Athlete 
  Str 10 (+1) 
  Dex 10 (+1) 
  End 
  8 (+0) 
  Int 10 (+1) 
  Edu 11 (+1) 
  Soc 
  8 (+0) 
  Age 34, 4 Terms 
  1 Term University (Arts, Honours) 
  3 Terms Athlete (Rank 3) 
  Cr 65,000 
  Skills: Admin 0, Any Science (any) 5, Art 0, 
  Carouse 0, Comms 0, Computers 1, 
  Deception 0, Engineer (any) 1, Flyer 0, 
  Investigate 2, Jack-of-All-Trades 1, 
  Language (any) 1, Physical Science (any) 1, 
  Pilot 0, Sensors 2, Social Science (any) 1, 
  Zero-G 0. 
  Mishaps & Events: Friends; Scholarship; Variety of Skills, 
  Work with Aliens, Research Against Conscience, Ruin Others. 
  Equipment: 2 Contacts, 2 Enemies, Lab Ship, 2 Rivals, 2 
  Ship Shares. 
  48 Media-Worker 
  Str 
  6 (+0) 
  Dex 
  6 (+0) 
  End 
  5 (–1) 
  Int 
  4 (–1) 
  Edu 
  8 (+0) 
  Soc 12 (+2) 
  Age 28, 2.5 Terms 
  1.5 Term Media (Talent, Rank 1) 
  1 Term Worker (Service, Rank 0) 
  Cr 5,000 
  Skills: Art (any) 1, Carouse 1, Comms 0, 
  Computers 0, Diplomat 1, Drive 0, 
  Gambler 1, Persuade 0, Survival 1, Zero-G 0. 
  Mishaps & Events: Difficult Location, Latest Work Flopped, 
  Close Group of Friends. 
  Equipment: 3 Contacts, Rival. 
  49 Companion-Scholar 
  Str 
  5 (–1) 
  Dex 
  5 (–1) 
  End 
  5 (–1) 
  Int 10 (+1) 
  Edu 14 (+0) 
  Soc 4 (–1) 
  Age 42, 6 Terms 
  1 Term University (Science, Honours)  
  1 Term Graduate School (Doctorate, Honours) 
  2 Terms Companion (Geisha/Courtesan, Rank 2) 
  2 Terms Scholar (Scientist, Rank 0) 
  Cr 40,000 
  Skills: Admin 0, Advocate 1, Art (any) 1, 
  Carouse 0, Computers 1, Deception 1, 
  Physical Science (any) 1, Space Science (any) 1, 
  Steward 1, Vacc Suit 0. 
  Mishaps & Events: Wrong Side of Student/Professor, Study 
  Group, Very Good at Job, Rich Client, Explosion! (Safe), 
  Advance by Cheating (Refused). 
  Equipment: Ally, 2 Contacts, Rival, Ship Share, TAS. 
  50 Puppeteer-Prisoner 
  Str 
  6 (+0) 
  Dex 
  4 (–1) 
  End 
  7 (+0) 
  Int 12 (+2) 
  Edu 
  9 (+1) 
  Soc 
  5 (–1) 
  Age 28, 2 Terms 
  1 Term Puppeteer (Manipulator, Rank 1) 
  1 Term Prisoner (Gulag, Rank 0) 
  Cr 10,000 
  Skills: Animals 0, Computers 1, Instruction 1, 
  Medic 0, Navigation 0, Psychohistory 1, Survival 0. 
  Mishaps & Events: Ship attacked (Injured: Betrayed), 
  Shanked (Missing An Eye or An Ear). 
  Equipment: Rival (Ex-Ally). 
  51 Chancer-Insurgent 
  Str 
  8 (+0) 
  Dex 
  6 (+0) 
  End 
  6 (+0) 
  Int 
  9 (+1) 
  Edu 
  8 (+0) 
  Soc 12 (+2) 
  Age 30, 3 Terms 
  2 Terms Chancer (Gambler, Rank 2) 
  1 Term Insurgent (Informer, Rank 0) 
  Cr 15,000 
  Skills: Carouse 3, Deception 2, Drive 0, 
  Gambler 1, Language 0, Language 0, Language 0, 
  Persuade 0, Streetwise 0, Survival 0. 
  Mishaps & Events: Sigh in Casinos, Fell In Love With Mark, 
  Life Event: Faraway Places. 
  Equipment: Ally (Lover), Contact. 
  52 Athlete-Slave 
  Str 
  9 (+1) 
  Dex 10 (+1) 
  End 
  6 (+0) 
  Int 
  5 (–1) 
  Edu 
  6 (+0) 
  Soc 
  5 (–1) 
  Age 34, 4 Terms 
  2 Terms Athlete (Player, Rank 1) 
  2 Terms Slave (Servant, Rank 1) 
  Cr 5,000 
  Skills: Admin 1, Art (Acting) 1, Athletics (any) 1 
  Carouse 0, Comms 1, Deception 1, 
  Drive 0, Gambler 2, Mechanic 1, Melee (any) 1, 
  Steward 2, Survival 0. 
  Mishaps & Events: Charity Event, Criticising Book (Fail), 
  Gambling Ring, Easier Work. 
  Equipment: Ally, 2 Contacts, Weapon. 
  William Self (order #4987768)
  
   
  50 
  PPR
  REE--G
  GEEN
  NEER
  RA
  ATTEED
  D  C
  CH
  HA
  AR
  RA
  AC
  CTTEER
  RSS  
  53 Marine-Prisoner 
  Str 
  8 (+0) Dex 
  8 (+0) End 11 (+1) 
  Int 
  7 (+0) Edu 
  8 (+0) Soc 
  9 (+1) 
  Age 28, 2.5 Terms 
  0.5 Terms Marine (Ground Assault, Rank 0) 
  2 Terms Prisoner (POW) 
  Cr 0 
  Skills: Advocate 1, Athletics 0, Battle Dress 0, 
  Gun Combat (any) 1, Heavy Weapons 0, Language (any) 1, 
  Leadership 1, Melee (Blade) 1, Stealth 0, 
  Streetwise 1, Tactics 0, Vacc Suit 0. 
  Mishaps & Events: Severely Injured, Mishap: Trustee, Learn 
  From Other Inmates. 
  Equipment: Ally, Contact, Rival (Prison Governor). 
  The following four characters can be used by players and 
  Referees as starting points for creating experienced 
  characters using the careers available in any of the current 
  Traveller books from Spica Publishing and Mongoose 
  Publishing. 
  54 University Engineering Graduate 
  Str 
  7 (+0) Dex 
  9 (+1) End 
  7 (+0) 
  Int 
  6 (+0) Edu 
  8 (+0) Soc 
  6 (+0) 
  Age 22, 1 Term 
  University (Engineering) 
  Cr –10,000 
  Skills: Admin 0, Art 0, Carouse 0, 
  Computers 0, Deception 0, Drive 0, 
  Engineering 1, Language 0, Mechanic 0, 
  Science 0. 
  Mishaps & Events: Wrong Side of Student/Professor. 
  Equipment: Enemy. 
  55 Unemployed Young Adult 
  Str 
  5 (–1) Dex 
  4 (–1) End 
  7 (+0) 
  Int 
  4 (–1) Edu 
  8 (+0) Soc 10 (+1) 
  Age 18, 0 Terms 
  Cr 0 
  Skills: Admin 0, Computers 0, Drive 0. 
  Mishaps & Events: None. 
  Equipment: None. 
  56 Unemployed Young Adult 
  Str 12 (+2) Dex 
  5 (–1) End 
  6 (+0) 
  Int 
  6 (+0) Edu 
  8 (+0) Soc 
  6 (+0) 
  Age 18, 0 Terms 
  Cr 0 
  Skills: Computers 0, Navigation 0, Survival 0. 
  Mishaps & Events: None. 
  Equipment: None. 
  57 University Arts Graduate 
  Str 
  7 (+0) Dex 
  9 (+1) End 
  7 (+0) 
  Int 
  6 (+0) Edu 
  8 (+0) Soc 
  6 (+0) 
  Age 22, 1 Term 
  University (Arts, Honours) 
  Cr 0 
  Skills: Admin 0, Advocate 0, Animals 0, 
  Art (any) 1, Athletics (any) 1, Carouse 0, 
  Computers 0, Deception 0, Language 0, 
  Navigation 0, Pilot 0, Science 0. 
  Mishaps & Events: Sports Programme. 
  Equipment: Ally, Contact. 
  William Self (order #4987768)
  
   
   
   
   
   
   
   
   
  Bringing you more resources for you TRAVELLER game! 
  Designed to be used with the current edition of TRAVELLER, Spica Publishing 
  has more products for players and Referees! 
   
  C
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  CAREER BOOK 1 Includes expanded Mishap and Events tables for eight of the core careers in the 
  TRAVELLER Main Book, and two alternative Life and Unusual Events tables for use during 
  character generation. Also inside you’ll find eight new careers for use in your game or campaign: 
  Adventurer, Bounty Hunter, Clergy, Colonist, Corporate Citizen, Militant Religious, Space Patrol, 
  Worker. Also includes 48 pre-generated NPCs. 
  CAREER BOOK 1 is available to download from DriveThruRPG.com at: 
  http://rpg.drivethrustuff.com/product_info.php?products_id=58674 
  Product code: SP 0101 
  ISBN: 978-0-9560893–1–1 
    
   
  A
  ALLLLIIEESS,,  C
  CO
  ON
  NTTA
  AC
  CTTSS,,  EEN
  NEEM
  MIIEESS  &
  &  R
  RIIV
  VA
  ALLSS  
  ACER includes stats and information on six allies, six contacts, six enemies and six rivals. Also 
  included are the crew of the Free Trader Olathe Bypass, the crew of the Scout/Courier Sirocco, a 
  complete Marine Strike Platoon, a Psionic Tactical (PsiTac) Team, six further general NPCs and 76 
  ‘redshirt’ NPCs for your TRAVELLER game! 
  ALLIES, CONTACTS, ENEMIES & RIVALS is available to download from DriveThruRPG.com at: 
  http://rpg.drivethrustuff.com/product_info.php?products_id=81098 
  Product code: SP 0103 
  ISBN: 978-0-9560893-3-5 
    
   
  N
  NEEM
  MEESSIISS  C
  CLLA
  ASSSS  PPU
  UR
  RSSU
  UIITT  SSH
  HIIPP  
  NEMESIS class pursuit ships are small, fast vessels with one, simple mission – to find their prey, 
  chase it down and bring it to justice. NEMESIS includes everything needed to use the ship in your 
  TRAVELLER game, including NPC stats for three complete crews and a complete deckplan of the 
  ship. 
  The NEMESIS CLASS PURSUIT SHIP book is available to download from DriveThruRPG.com at: 
  http://rpg.drivethrustuff.com/product_info.php?products_id=63651 
  Product code: SP 0104 
  ISBN: 978-0-9560893-4-2 
    
  Keep up to date with Spica Publishing on the internet! 
  Visit Spica Publishing’s website at: http://www.spicapublishing.co.uk 
  Join our forums to get the latest Spica Publishing product news at: http://www.spicapublishing.co.uk/phpbb3/index.php 
  Follow the official Spica Publishing blog at: http://spicapublishing.blogspot.com/ 
  Tweet with Spica Publishing at: http://twitter.com/SpicaPublishing 
  Become a member of our facebook group at: http://www.facebook.com/group.php?gid=49370192464 
  Join Spica Publishing’s page at: http://www.facebook.com/pages/Spica-Publishing/140281869894 
   
  William Self (order #4987768)
  
   
   
  O
  OPPEEN
  N  G
  GA
  AM
  MEE  LLIIC
  CEEN
  NC
  CEE  V
  VEER
  RSSIIO
  ON
  N  11..00A
  A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc. („Wizards‟). All rights reserved. 
  1. Definitions: 
  (a) ’Contributors’ means the copyright and/or trademark owners who have contributed 
  Open Game Content; 
  (b) ’Derivative Material’ means copyrighted material including derivative works and 
  translations (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other form in which 
  an existing work may be recast, transformed or adapted; 
  (c) ‘Distribute’ means to reproduce, Licence, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; 
  (d) ’Open Game Content’ means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any work covered by this Licence, 
  including translations and derivative works under copyright law, but specifically excludes 
  Product Identity. 
  (e) ‘Product Identity’ means product and product line names, logos and identifying 
  marks including trade dress; artefacts; creatures characters; stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or 
  audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; 
  (f) ‘Trademark’ means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products contributed to the Open 
  Game Licence by the Contributor 
  (g) ‘Use’, ‘Used’ or ‘Using’ means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game Content. 
  (h) ‘You’ or ‘Your’ means the Licensee in terms of this agreement. 
  2. The Licence: This Licence applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this Licence. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this Licence except as described by the Licence itself. No other 
  terms or conditions may be applied to any Open Game Content distributed using this 
  Licence. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this Licence. 
  4. Grant and Consideration: In consideration for agreeing to use this Licence, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive Licence with the 
  exact terms of this Licence to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material 
  as Open Game Content, You represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by this Licence. 
  6. Notice of Licence Copyright: You must update the COPYRIGHT NOTICE portion of 
  this Licence to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder‟s name to the COPYRIGHT NOTICE of any original Open 
  Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly Licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction 
  with a work containing Open Game Content except as expressly Licensed in another, 
  independent Agreement with the owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content. 
  The following are classified as Open Game Content: 
   
  All of the text on pages 4, 5, 6, 7, 8, 9, 10, 12, 13 14, 15, 16, 17, 18, 19, 20, 21, 
  22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, the six 
  paragraphs beginning with the title „New Skill Speciality‟ on page 42, 43, 44, 45, 
  46, 47, 48, 49 and 50. 
  The following are not Open Game Content and are © 2009 Spica Publishing unless 
  otherwise stated: 
   
  Text: The text on the front cover, the text on pages 1, 2, 3, 42 (except for the six 
  paragraphs beginning with the title „New Skill Speciality‟), 51 and the text on the 
  back cover; 
   
  Artwork/Images: The artwork/image on the front cover and the artwork/images 
  appearing on pages 1, 2, 5, 6, 8, 10, 11, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 
  35, 36, 38, 40 and 51 of this book. 
   
  The text of the Open Game Licence on page 52 which is © 2000 Wizards of the 
  Coast, Inc. 
  9. Updating the Licence: Wizards or its designated Agents may publish updated 
  versions of this Licence. You may use any authorised version of this Licence to copy, modify 
  and distribute any Open Game Content originally distributed under any version of this 
  Licence.  
  10. Copy of this Licence: You MUST include a copy of this Licence with every copy of 
  the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from the 
  Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  Licence with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This Licence will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  Sub-Licences shall survive the termination of this Licence.  
  14. Reformation: If any provision of this Licence is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE  
  Open Game Licence v 1.0a © 2000, Wizards of the Coast, Inc. 
  Traveller System Reference Document. Copyright © 2008, Mongoose Publishing. 
  Traveller is © 2008-2010 Mongoose Publishing. Traveller and related logos, character, 
  names, and distinctive likenesses thereof are trademarks of Far Future Enterprises, Inc. 
  unless otherwise noted. All rights reserved. Mongoose Publishing Limited, authorised user. 
  Career Book 1 (CB1) is © 2008-2010 Spica Publishing. All rights reserved. 
  Career Book 2 (CB2) is © 2009-2010, Spica Publishing. All rights reserved. 
  Nemesis Class Pursuit Ship (NCPS) is © 2009-2010, Spica Publishing. All rights 
  reserved. 
  Allies, Contacts, Enemies and Rivals (ACER) is © 2010, Spica Publishing. All rights 
  reserved. 
  William Self (order #4987768)
  
   
  SSPP  00110022 
   
  This book requires the use of the Traveller main rulebook, which is available from Mongoose Publishing. 
  CCAARREEEERR  BBO
  OO
  OKK  22  
  © Spica Publishing. 
  Printed in the United Kingdom. 
  Visit Spica Publishing’s website at www.spicapublishing.co.uk. 
  This book is available to download from www.drivethrurpg.com. 
   
  978-0-9560893-2-8 
   
   
   
   
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  Inside you’ll find 14 new careers for use in your Traveller game or campaign! Also inside, you’ll find new background skill rules 
  and new pre-career education options for your characters! 
  A
  ATTH
  HLLEETTEE  
  Striving for accolades, athletes compete in games spanning subsectors. It’s the winning that matters! 
  C
  CH
  HA
  AN
  NC
  CEER
  R  
  Lying, cheating, stealing, and deceit: the tools of the trade of the Chancer, who can only win as long as someone else loses. 
  C
  CO
  OM
  MPPA
  AN
  NIIO
  ON
  N  
  Whether you’re down-trodden and poor, or high-class and rich, everyone pays a price in the oldest profession. 
  C
  CO
  OSSM
  MO
  ON
  NA
  AU
  UTT  
  Making a living in space can be hard work, with cargo pods to be moved, repairs to be made and people to be rescued! 
  EEN
  NFFO
  OR
  RC
  CEER
  R  
  Thug, bully boy, heavy: names mean nothing to you. Getting a result for your boss means everything! 
  IIN
  NSSU
  UR
  RG
  GEEN
  NTT  
  Working within the government, you work in the background, helping those who seek to overthrow the government. 
  M
  MEED
  DIIA
  A  PPR
  RA
  AC
  CTTIITTIIO
  ON
  NEER
  R  
  Lights! Camera! Action! Whether it’s a soap opera, a documentary or a quiz show, you’re the one who makes it shine! 
  M
  MY
  YSSTTIIC
  C  W
  WA
  AR
  RR
  RIIO
  OR
  R  
  You’re searching for the truth both within and without, and enjoying a fight along the way! 
  PPO
  OLLIITTIIC
  CIIA
  AN
  N  
  Greed, money, power, and votes: when you’re a politician, you need plenty of these! 
  PPO
  OR
  RTT  A
  AU
  UTTH
  HO
  OR
  RIITTY
  Y  
  You make sure the right cargo gets to the right ship, the ships get off the pad and that the taxes on the cargos have been paid! 
  PPR
  RIISSO
  ON
  NEER
  R  
  Whether you’re a common criminal, a political agitator or a prisoner of war: behind bars, everyone has one thought - to get out! 
  PPU
  UPPPPEETTEEEER
  R  
  These alien experimenters are happy to wait to see the outcome of their experiments on other societies. 
  SSEEC
  CR
  REETT  PPO
  OLLIIC
  CEE  
  The Secret Police know what everyone is doing, what everyone is saying and where everyone is going! 
  SSLLA
  AV
  VEE  
  Your life is in the hands of your master or mistress, their every wish a command, and every command an order! 
  William Self (order #4987768)
  
SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Sourcebooks & Referee Materials/Career Books/SPICA - Career_Book_2.pdf