TEXT: 1�
  Agents 
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  Agents 
   Which career should you play? If you want intrigue and adventure across a 
  variety of situations, then you should be an Agent. 
   Agent. The representative of a government or powerful organization. Deputy. 
  Operative. Samurai. Enforcer. Diplomat. Emissary. Paladin. 
   
   
  AGENT 
  To Begin  C3 
  Risk and Reward  Str C2 C3 Int 
  Continue  Str 
    Mod + Terms 
   
   
  SKILL ELIGIBILITY 
  Per Term  2 Skills 
  Per Undercover  1 Skill 
  Per Successful Mission  4 Skill 
   
   
  MUSTERING OUT BENEFITS 
  1D 
  Money 
  Benefits 
  2 
  Low Psg 
  Forbidden Knowle 
  3 
  Mid Psg 
  Secret 
  4 
  High Psg 
  Wafer Jack 
  5 
  Cr  15,000 
  Str +1 
  6 
  StarPass 
  C2 +1 
  7 
  Cr  25,000 
  C3 +1 
  8 
  Cr  30,000 
  Int +1 
  9 
  Cr  35,000 
  Ship Share 
  10 
  Cr  40,000 
  Life Insurance 
  11 
  Cr  45,000 
  Soc +1 
  12 
  Cr  50,000 
  Knighthood 
  DM + Terms and Commendations 
   
  CAREER CHANGE OPTIONS 
  Citizen, Scholar, Entertainer, 
  Craftsman, Spacer, Soldier, Rogue, 
  Noble, Marine, Functionary. 
  subject to eligibility 
   
  UNDERCOVER OPERATIONS 
   
  Officer 
  Enlisted 
   
  Merchant 
   
  Noble 
  D 
  1 
  2 
  3 
  4 
  5 
  6 
  1 Army 
  Army 
  Citizen 
  4th Officer 
  Entertainer Knight 
  2 Army 
  Army 
  Citizen 
  3rd Officer 
  Entertainer Baronet 
  3 Marine 
  Marine 
  Functionary 2nd Officer Scholar 
  Baron 
  4 Marine 
  Marine 
  Rogue 
  1st Officer 
  Scholar 
  Marquis 
  5 Navy 
  Navy 
  Scout 
  Captain 
  Craftsman 
  Viscount 
  6 Navy 
  Navy 
  Scout 
  Functionary Craftsman 
  Count 
   
   
  AGENT MISSIONS 
   The focus of the Agent is completion of Missions. Each is a single Term in 
  length: for the first half of the Term, the Agent is Undercover, serving in a 
  different career (investigating, gathering information, preparing); in the second 
  half of the Term, the Agent is completing the Mission. 
   
  Undercover (the Risk) 
   Roll D and D for Undercover career. Select (not Roll) one skill from the skill 
  table of that Career.  
   
  If The Risk Roll Fails…  
   The Agent is injured (hit points equal to the difference between the roll and the 
  characteristic). Roll for recovery (= 1D, but not to exceed original injury). 
  Unrecovered injury permanently reduces the characteristic. 
   Service May End. Permanent injury of 3 points or more (even if from more 
  than one injury) requires a disability discharge and awards double mustering out 
  benefits. 
   
  Mission (the Reward) 
   Roll the Controlling Characteristic or less.  
   
  If the Reward Roll Succeeds… 
   Successful Agent activities are recognized and rewarded with Commendations: 
  official documents which express the appreciation of the organizations involved. 
  A Commendation is recorded as <Service> Commendation-N ( N= Risk and 
  Reward Characteristic minus Reward Roll [ignore any Mods] ). 
   For example, If the Undercover Operation = Scout, Risk and Reward 
  Characteristic=9, and the Reward Roll =5, he receives (=9 - 5 = 4): 
   
   
  Scout Commendation-4.  
   
   
  AGENT 
   
   
   
   
  1 Personal 2 Academic 3 Space 
  4 Interaction 5 Conflict 
  6 Vocation 
  7 Avocation 
   
  1 C1 +1 
  Major* 
  Zero-G 
  Language 
  Fighting 
  Agent 
  One Art 
  1 
  2 C2 +1  
  Major* 
  Vacc Suit 
  Leader 
  Fighting 
  Streetwise 
  One Science 
  2 
  3 C3 +1 
  Minor* 
  Computer 
  Liaison 
  Diplomat 
  Forensics 
  One Trade 
  3 
  4 C4 +1  
  Minor* 
  Starship Skill 
  Strategy 
  Liaison 
  Diplomat 
  Athlete 
  4 
  5 C5 +1 
  One Trade 
  Gunner 
  Survival 
  Counsellor 
  Liaison 
  Fighting 
  5 
  6 C6** +1 
  One Trade 
  Sensors 
  Tactics 
  Advocate 
  Stealth 
  Gambler 
  6 
  *If the character does not have a Major/Minor this benefit is lost. **If the character has C6=Caste, this benefit is lost. 
   
  
SOURCE: textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=1139 Characters Chargen Agents.pdf