TNE Character generation, experiment part 2

By bryan borich ·

TML message #4399From bundle 366

Traveller <-> Twilight 2000 Character generation roles.  Part 2.
Attempt at Playtest Conversion.



                        MARINE CAREERS
BASIC TRAINING: All* Marine characters, Enlisted or Officer,
receive the following skills for basic training:
     MELEE COMBAT (ARMED) 1, POWER SUIT (BATTLE DRESS) 2,
SMALL ARMS (RIFLE) 2, STEALTH 1, THROWN WEAPON 1
     *NOTE: Navy Academy Graduates received these skills
during that training, therefore the do not receive it again
upon entering the Marines.
SPECIAL: Characters with both Intelligence and Education of
7+ may enter OCS (Officer Candidate School).  If so, they
receive one level of LEADERSHIP, and are commissioned as a
2nd Lieutenant, and then conduct their first term normally.


MARINES
ENTRY: Homeworld - Pre-Stellar+, Strength + Constitution +
Agility = 15+, and no prison record.
FIRST TERM SKILLS: The character receives the following skills in
the first term:
     MELEE COMBAT (ARMED) 1, SMALL ARMS 2, VACC SUIT 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     COMMO, COMPUTER OPS, ELECTRICAL, FORWARD OBERVER,
GUNNERY, HEAVY WEAPONS, MECHANICAL, MEDICAL, MELEE COMBAT,
OBSERVATION, PILOT (GRAV), SENSOR OPS, SMALL ARMS, THROWN
WEAPONS, VACC SUIT, VEHICLE USE
CONTACTS: One per term, military.  On a 1D10 roll of 8+, the
contact is foreign.
SPECIAL: If more than 1 term served, add +1 to Initiative.


MARINES OFFICER
ENTRY: Homeworld - Pre-Stellar+ and OCS, Military Academy, or
Commission, Strength + Constitution + Agility = 15+, and no prison record.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     LEADERSHIP 1, SMALL ARMS 1, VACC SUIT 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ADMIN, COMMO, COMPUTER OPS, FORWARD OBSERVER, HEAVY
WEAPONS, INSTRUCTION, INTERROGATION, GUNNERY, LANGUAGE,
LEADERSHIP, MEDICAL, MELEE COMBAT, OBSERVATION, ORIENTEERING,
SENSOR OPS, SMALL ARMS, THROWN WEAPONS, VACC SUIT
CONTACTS: Two per term, military.  On a 1D10 roll of 7+, the
contact is foreign.
SPECIAL: If more than 1 term served, add +1 to Initiative.
When calculating starting money, count each term as an
officer as double.


MARINE COMMANDO
ENTRY: One term as a Marine, Strength + Constitution + Agility = 16+.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     HEAVY WEAPONS 2, LANGUAGE 1, OBSERVATION 1, POWER SUIT (BATTLE DRESS) 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     DEMOLITIONS, CLIMBING, COMMO, HEAVY WEAPONS, JACK-OF-
TRADES, LANGUAGE, MEDICAL, MELEE COMBAT, OBSERVATION,
OREINTEERING, POWER SUIT (BATTLE DRESS), SMALL ARMS, STEALTH,
SURVIVAL, THROWN WEAPONS, VACC SUIT
CONTACTS: One per term, military.  On a 1D10 roll of 8+, the
contact is foreign.
SPECIAL: If more than 1 term served, add +1 to Initiative.


MARINE COMMANDO OFFICER
ENTRY: One term as a Marine Officer, Strength + Constitution + Agility = 16+.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     HEAVY WEAPONS 1, LANGUAGE 1, OBSERVATION 1, POWER SUIT
(BATTLE DRESS) 2, SMALL ARMS 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ADMIN, CLIMBING, COMMO, DEMOLITIONS, HEAVY WEAPONS,
INSTRUCTION, INTERROGATION, JACK-OF-TRADES, LANGUAGE,
LEADERSHIP, MEDICAL, MELEE COMBAT, OBSERVATION, ORIENTEERING,
POWER SUIT (BATTLE DRESS), SMALL ARMS, STEALTH, SURVIVAL,
THROWN WEAPONS, VACC SUIT
CONTACTS: Two per term, military.  On a 1D10 roll of 7+, the
contact is foreign.
SPECIAL: If more than 1 term served, add +1 to Initiative.
When calculating starting money, count each term as an
officer as double.


JUMP TROOPS
ENTRY: One term as a Marine, Strength + Constitution + Agility = 16+.
FIRST TERM SKILLS: The character receives the following
skills in the first term: HEAVY WEAPONS 2, PARACHUTE 2, POWER
SUIT (BATTLE DRESS) 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     COMMO, COMPUTER OPS, ELECTRONICS, FORWARD OBSERVER,
HEAVY WEAPONS, JACK-OF-TRADES, MEDICAL, MELEE COMBAT,
OBSERVATION, ORIENTEERING, PARACHUTE, PILOT (GRAV), POWER
SUIT (BATTLE DRESS), SMALL ARMS, THROWN WEAPONS, VACC SUIT,
ZERO-G ENVIRON
CONTACTS: One per term, military.  On a 1D10 roll of 8+, the
contact is foreign.
SPECIAL: If more than 1 term served, add +1 to Initiative.


JUMP TROOP OFFICER
ENTRY: One term as a Marine Officer, Strength + Constitution + Agility = 16+.
FIRST TERM SKILLS: The character receives the following
skills in the first term: COMMO 1, PARACHUTE 2, POWER ARMOR
(BATTLE DRESS) 2, SMALL ARMS 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ADMIN, COMMO, COMPUTER OPS, FORWARD OBSERVER, HEAVY
WEAPONS, INSTRUCTION, INTERROGATION, JACK-OF-TRADES,
LANGUAGE, LEADERSHIP, MEDICAL, MELEE COMBAT, OBSERVATION,
ORIENTEERING, PARACHUTE, PILOT (INTERFACE), POWER SUIT
(BATTLE DRESS), SENSOR OPS, SMALL ARMS, SURVIVAL, THROWN
WEAPONS, VACC SUIT, ZERO-G ENVIRON
CONTACTS: Two per term, military.  On a 1D10 roll of 7+, the
contact is foreign.
SPECIAL: If more than 1 term served, add +1 to Initiative.
When calculating starting money, count each term as an
officer as double.


                    MILITARY INTELLIGENCE

MILITARY INTELLIGENCE
ENTRY: At least one term as an officer (any military service)
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     INTERROGATION 2, OBSERVATION 1, SMALL ARMS 1, STREETWISE 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ADMIN, BARGAIN, COMMO, COMPUTER OPS, DISGUISE, FORGERY,
INTERROGATION, JACK-OF-TRADES, LOCKPICK, MEDICAL, MELEE
COMBAT, OBSERVATION, ORIENTEERING, PERSUASION, SENSOR OPS,
SMALL ARMS, STEALTH, STREETWISE
CONTACTS: Two per term, government, intelligence, and/or
military.  On a 1D10 roll of 7+, the contact is foreign.
SPECIAL: If more than 1 term served, add +1 to Initiative.
When calculating starting money, count each term as an
officer as double.


SCOUT CAREERS

SCOUT FIELD
ENTRY: Homeworld - Early Stellar+
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     ASTROGATION 2, COMMO 2, POWER PLANT OPS 2, SMALL ARMS 1,
VACC SUIT 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ASTROGATION, COMMO, COMPUTER OPS, ELECTRONICS, GUNNERY,
JACK-OF-TRADES, LANGUAGE, LIAISON, MECHANICAL, MEDICAL,
ORIENTEERING, PILOT (GRAV), PILOT (INTERFACE), POWER SUIT
(EXOSKELETON), POWER PLANT OPS, SCIENCE, SCIENCE
(LINGUISTICS), SENSOR OPS, SMALL ARMS, SURVIVAL, VACC SUIT,
ZERO-G ENVIRON
CONTACTS: Two per term, military and/or spacer.  On a 1D10
roll of 7+, the contact is foreign.
SPECIAL: If scout field is the last term served, the
character is eligible to receive a Scout ship.

SCOUT ADMIN
ENTRY: Homeworld - Early Stellar+, Undergraduate degree.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     ADMIN 2, COMMO 2, LEADERSHIP 1, SMALL ARMS 1,
VACC SUIT 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ADMIN, BARGAIN, COMMO, COMPUTER OPS, INSTRUCTION,
INTERROGATION, INSTRUCTION, LANGUAGE, LEADERSHIP, LIAISON,
MEDICAL, ORIENTEERING, PERSUASION, SMALL ARMS
CONTACTS: Two per term, government, military, Noble, and/or
spacer.  On a 1D10 roll of 8+, the contact is foreign.
SPECIAL: When calculating starting money, count each term as
an scout admin as double.


Errata: Under Marine Officer Entry, chage Military Academy
to Naval Academy.




CIVILIAN CAREERS

BARBARIAN
ENTRY: Homeworld Pre-Industrial or lower.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     Melee Combat (Armed) 3, Survival 2, Observation 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from any one or
combination of the following:
     ARCHERY, CLIMBING, EQUESTRIAN, INTERROGATION,
LEADERSHIP, MECHANICAL, MEDICAL, MELEE COMBAT, OBSERVATION,
ORIENTEERING, STEALTH, SURVIVAL, THROWN WEAPONS, TRACKING
CONTACTS: One per term, academic or military.  On a 1D10 of
5+ the contact is foreign.
SPECIAL: Use STR rather than EDU for starting money.  Also,
if more than 1 term is served, add +1 to initiative.

BELTER
ENTRY:  Agility 5+, Homeworld - Early Stellar+
FIRST TERM SKILLS:  The character receives the following
skills in the first term:
     Vacc Suit 2, Science(Geology) 2, Zero-G Environ 1,
Sensor Ops 1
SUBSEQUENT TERM SKILLS: A total of 5 levels from any one or
combination of the following:
     ASTROGATION, BARGAIN, COMMO, COMPUTER OPS, ELECTRONICS,
JACK-OF-TRADES, MECHANICAL, MEDICAL, PERSUASION, PILOT(GRAV),
POWER PLANT OPS, SCIENCE (GEOLOGY), SENSOR OPS, SURVIVAL,
VACC SUIT, ZERO-G ENVIRON
CONTACTS: Two per term, business, spacer, and/or specialist
(belter).  On a 1D10 roll of 7+ the contact is foreign.
SPECIAL: Belters may select two secondary activities per
turn.  If belter is a character's last career, that character
is eligible to receive a Seeker.  Belters are eleigible for
Travellers Aid Society.

BODYGUARD
ENTRY: Homeworld - Industrial+, Melee Combat (Any) 5+ and
Small Arms (Any) 4+.
SKILLS: In each term, the character receives 6 levels in any
one or combination of the following:
     ARCHERY, CLIMBING, DEMOLITION, ELECTRONICS,
INTERROGATION, LEADERSHIP, MELEE COMBAT, OBSERVATION, SMALL
ARMS, STEALTH, STREETWISE, VACC SUIT
CONTACTS: One per term, criminal, business, law enforcement,
or Noble.  On a 1D10 roll of 9+, the contact is foreign.
SPECIAL: None.

BOUNTY HUNTER
ENTRY: Homeworld - Industrial+, Agility 4+
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     MELEE COMBAT 1, SMALL ARMS (PISTOL) 1, STEALTH 1,
STREETWISE 2, TRACKING 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from any one or
combination of the following:
     ACT/BLUFF, COMPUTER OPS, DISGUISE, FORGERY, LEADERSHIP,
LOCKPICK, MELEE COMBAT, SMALL ARMS, STEALTH, STREETWISE,
TRACKING
CONTACTS: One per term, criminal or law enforcement.  On a
1D10 roll of 10, the contact is foreign.
SPECIAL: When calculating starting money, sue Streetwise
instead of Education for each term as bounty hunter.


BUREAUCRAT
ENTRY: Homeworld - Low Law+ and Mod Pop+
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     Admin 2, Persuasion 1, Computer Ops 1, Act/Bluff 1
SUBSEQUENT TERM SKILLS: A total of 5 levels from one or
combination of the following:
     ACT/BLUFF, ADMIN, BARGAIN, COMMO, COMPUTER OPS,
INTERROGATION, LANGUAGE, LEADER, LIAISON, PERSUASION, PILOT
(GRAV)
CONTACTS: Two per term, business, government, and/or Noble.
On a 1D10 roll of 7+, the contact is foreign.
SPECIAL: Bureaucrats may select two secondary activities per
turn.  Bureaucrats who serve 5 terms receive a watch.  If the
Rebellion breaks out while a character is in this career, he
will not be drafted.  Former bureaucrats may be drafted.

CORPORATE OFFICIAL
ENTRY: Undergraduate degree, wealthy, or Noble Title.
FIRST TERM SKILLS:  The character receives the following
skills in the first term:
     Admin 2, Bargain 2, Computer Ops 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or
combination of the following:
     ADMIN, BARGAIN, COMPUTER OPS, INTERROGATION, LANGUAGE,
LIAISON, PERSUASION, PILOT (GRAV), SMALL ARMS, STREETWISE
CONTACTS: Two per term, business, government, noble, and/or
wealthy.  On a 1D10 roll of 7+, the contact is foreign.
SPECIAL: When calculating starting money, use INT instead of
EDU for each term as a Corporate Official.

DIPLOMAT
ENTRY: Homeworld- Industrial+, undergraduate degree and
Charisma 6+
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     ADMIN 1, LANGUAGE 1, LEADERSHIP 1, and LIAISON 2
SUBSEQUENT TERM SKILLS: A total of 5 levels from any one or
combination of the following:
     ACT/BLUFF, ADMIN, BARGAIN, COMMO, COMPUTER OPS,
INTERROGATION, LANGUAGE, LEADERSHIP, LIAISON, PERSUASION,
SCIENCE (LINGUISTICS), VACC SUIT
CONTACTS: Two per term, government and/or Noble.  On a 1D10
roll of 6+, the contact is foreign.
SPECIAL: Diplomats may select two secondary activities per
term.  When calculating starting money, count each term as
diplomat as double.  While serving as a Diplomat, the
character cannot be drafted.  Diplomats are eligible to
receive Travellers Aid Society.


DOCTOR
ENTRY: Medical School
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     ADMIN 1, COMPUTER OPS 1, MEDICAL 1, OBSERVATION 1,
PERSUASION 1, SCIENCE (PSYCHOLOGY) 1
SUBSEQUENT TERM SKILLS: A total of 5 levels from any one or
combination of the following:
     ACT/BLUFF, ADMIN, LANGUAGE, LIAISON, COMPUTER OPS,
ELECTRONICS, MEDICAL, MELEE COMBAT, PERSUASION, SCIENCE
CONTACTS: One per term, medical.  On a 1D10 roll of 7+ the
contact is foreign.
SPECIAL: The first term is internship and residency, no
secondary activity is allowed during this time.  Medical
school graduates who have served at least one term in the
Military skip internship and residency and treat the first
term as a civilian doctor as though it were a second term.
For each addition career period, doctors are allowed two
secondary activities.  For each term as a medical doctor, use
Medical instead of Education when calculating starting money.
The Doctor receives one free medical kit.

DRIFTER
ENTRY: No prerequisites.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     MELEE COMBAT 1, OBSERVATION 1, STREETWISE 3
SUBSEQUENT TERM SKILLS: A total of 7 levels from any one or
combination of the following:
     ACT/BLUFF, BARGAIN, CLIMBING, GAMBLING, LANGUAGE,
MECHANIC, MELEE COMBAT, OBSERVATION, PERSUASION, SMALL ARMS
(PISTOL), STEWARD, STREETWISE, VEHICLE USE
CONTACTS: One per term, business, criminal, government, law
enforcement, and/or spacer.  On a 1D10 roll of 10, the
contact is foreign.
SPECIAL: No secondary activities allowed.


GOVERNMENT AGENT
ENTRY: Homeworld Pre-Stellar+, Undergraduate degree,
Intelligence 6+, Charisma 6+.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     INTERROGATION 2, LANGUAGE 1, OBSERVATION 1, SMALL ARMS
(PISTOL) 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from any one or
combination of the following:
     ACT/BLUFF, COMPUTER OPS, DISGUISE, FORGERY, HEAVY
WEAPONS, INTERROGATION, LEADERSHIP, LOCKPICK, MELEE COMBAT,
OBSERVATION, PILOT (GRAV), SMALL ARMS, STEALTH, VEHICLE USE
CONTACTS: One per term, government, intelligence community,
or Noble.  On a 1D10 roll of 8+, the contact is foreign.
SPECIAL: The character will not be drafted during the
Rebellion; he continues as an intelligence agent.


Note: several of these careers and careers in the other transmissions
were taken from DC.  At the time of creation, the PC Booster kit was
not out, therefore any corrections which appear there have not been
factored in here.  Also - this system was designed for characters
using a 1D10 task system.  For a 1D20 task system character generation
refer to DC PC Booster Kit.  (Basically double all skills received
either through career or secondary activities).




CIVILIAN CAREERS

HUNTER
ENTRY: Homeworld - Atmosphere Thin+.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     BARGAIN 1, OBSERVATION 1, SMALL ARMS 2, TRACKING 2,
SUBSEQUENT TERM SKILLS: A total of 5 levels from any one or
combination of the following:
     AGILITY +1, ARCHERY, BARGAIN, CLIMBING, CON +1,
EQUESTRIAN, LANGUAGE, MEDICAL, MELEE COMBAT, OBSERVATION,
ORIENTEERING, SCIENCE (BIOLOGY), SMALL ARMS (RIFLE), STEALTH,
SURVIVAL, TRACKING, VEHICLE USE
CONTACTS: Two per term, academic, journalist, Noble, and/or
wealthy.  On a 1D10 roll of 10, the contact is foreign.
SPECIAL: Hunters may select two secondary activities per
term.  If the character's last career is hunter, he is
eligible to receive a Safari Ship.

IDLE RICH
ENTRY: Wealthy or Noble Title or Charisma 8+
TERM SKILLS: In each term, the character receives a total of
5 levels from any one or combination of the following:
     ACT/BLUFF, ADMIN, ARCHERY, ARTISAN, BARGAIN, EQUESTRIAN,
LANGUAGE, LEADERSHIP, MELEE COMBAT, PERSUASION, PILOT
(INTERFACE), SCIENCE, SCUBA, SWIMMING, VACC SUIT
CONTACTS: Three per term, academic, business, government,
Noble, and/or wealthy.  On a 1D10 roll of 7+, the contact is
foreign.
SPECIAL: Idle rich may select two secondary activities per
term.  For each term as a Idle Rich, multiply by 10 the money
available to the character, using Charisma instead of
Education as a base.  This does not represent the character's
total value, but rather how much ready cash is available at
the beginning of the campaign.  Also, at the beginning of
each new adventure, the character will have an additional
amount of money available equal to Charisma x Cr 3000.  If
Idle Rich is the last term served, the character is eligible
to receive a Yacht.  Idle Rich are also eligible for
Travellers Aid Society.



JOURNALIST
ENTRY: Undergraduate degree or Charisma 7+
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     ACT/BLUFF 1, COMPUTER OPS 1, INTERROGATION 2,
OBSERVATION 1, PERSUASION 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from any one or
combination of the following:
     ACT/BLUFF, ADMIN, COMMO, COMPUTER OPS, ELECTRONICS,
DISGUISE, BARGAIN, INTERROGATION, LIAISON, OBSERVATION,
PERSUASION, STEALTH
CONTACTS: Three per term, criminal, government, and/or law
enforcement.  On a 1D10 roll of 7+, the contact is foreign.
SPECIAL: None.

LAW ENFORCEMENT
ENTRY: Homeworld- Industrial+, no prison record.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     INTERROGATION 2, OBSERVATION 2, SMALL ARMS (PISTOL) 2,
STREETWISE 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from any one or
combination of the following:
     ADMIN, BARGAIN, COMMO, COMPUTER OPS, INTERROGATION,
LIAISON, LOCKPICK, MELEE COMBAT, OBSERVATION, PERSUASION,
PILOT (GRAV), SCIENCE (FORENSICS), SMALL ARMS, STEALTH,
STREETWISE, TRACKING, VEHICLE USE
CONTACTS: One criminal or law enforcement contact per term.
On a 1D10 roll of 9, the contact is foreign.
SPECIAL: If more than 1 term is served, add +1 to Initiative.
Law Enforcers are eligible for Travellers Aid Society.

NOBLE
ENTRY: Noble Title
TERM SKILLS: In each term, the character receives a total of
5 levels from any one or combination of the following:
     ACT/BLUFF, ADMIN, ASTROGATION, ARCHERY, ARTISAN,
BARGAIN, COMMO, COMPUTER OPS, EQUESTRIAN, INTERROGATION,
LANGUAGE, LEADERSHIP, LIAISON, MELEE COMBAT, PERSUASION,
PILOT (INTERFACE), POWER PLANT OPS, SCIENCE, SENSOR OPS,
SWIMMING, VACC SUIT
CONTACTS: Three per term, academic, business, government,
Noble, and/or wealthy.  On a 1D10 roll of 7+, the contact is
foreign.
SPECIAL: Nobles may select two secondary activities per term.
For each term as a Noble, multiply by 10 the money available
to the character, using Charisma instead of Education as a
base.  This does not represent the character's total value,
but rather how much ready cash is available at the beginning
of the campaign.  Also, at the beginning of each new
adventure, the character will have an additional amount of
money available equal to Charisma x Cr 3000.  Nobles are not
subject to the draft while serving in that capacity.  If
Noble is the last term served, the character is eligible to
receive a Yacht.  Nobles are also eligible for Travellers Aid
Society.

MERCENARY
ENTRY: Homeworld - Industrial+, Strength 4+, prior military
career.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     BARGAIN 1, LANGAUGE 1, MELEE COMBAT 1, SMALL ARMS 2,
STEALTH 1

SUBSEQUENT TERM SKILLS: A total of 6 levels from any one or
combination of the following:
     ARCHERY, CLIMBING, DEMOLITIONS, HEAVY WEAPONS,
INTERROGATION, LANGUAGE, LEADERSHIP, MEDICAL, MELEE COMBAT,
SMALL ARMS, STEALTH, SWIMMING, THROWN WEAPON, TRACKING,
VEHICLE USE
CONTACTS: One per term, criminal, government, military, or
another mercenary.  On a 1D10 roll of 6+, the contact is
foreign.
SPECIAL: Roll 1D10 per term.  On a roll of 9, the character
must spend the next term in a non-combatant career due to a
serious wound.  A roll of 10 means the character was captured
by the opposition and must spend the next term in prison (as
a prisoner).  If more than one term is served, add +1 to
Initiative.


MERCHANT - LINES
ENTRY: Homeworld - Early Stellar+
FIRST TERM SKILLS: The character receives the following
skills in the first term:
      BARGAIN 2, VACC SUIT 1, and one of the following:
     -ASTROGATION 2 & PILOT (INTERFACE) 2
     -GUNNERY 2 & PILOT (GRAV) 2
     -ADMIN 1, MEDICAL 1 & STEWARD 2
     -ELECTRONICS 1, MECHANICAL 1, & POWER PLANT OPS 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from any one or
combination of the following:
     ADMIN, BARGAIN, ASTROGATION, COMMO, COMPUTER OPS,
ELECTRONICS, GUNNERY, MECHANICAL, MEDICAL, PERSUASION, PILOT
(GRAV), PILOT (INTERFACE), POWER PLANT OPS, POWER SUIT (EXO-
SKELETON), SENSOR OPS, STEWARD, VEHICLE USE
CONTACTS: Two per term, business, government, and/or spacer.
On a 1D10 roll of 7+, the contact is foreign.
SPECIAL: If the character has Intelligence 6+ and Education
6+, then he may become a 4th Officer.  If a merchant officer,
then when calculating starting money, count each term as
merchant officer as double.  If merchant is the last term
served, and the character served as a merchant officer, then
the character is eligible to receive a Merchant Vessel.



MERCHANT - FREE TRADER
ENTRY: Homeworld - Early Stellar+.
FIRST TERM SKILLS:  The character receives the following
skills the first term:
     BARGAIN 1, ELECTRICAL 1, MECHANICAL 1, PILOT (GRAV) 1,
STEWARD 1, STREETWISE 1, VACC SUIT 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from any one or
combination of the following:
     ADMIN, ASTROGATION, BARGAIN, COMMO, COMPUTER OPS,
ELECTRONICS, GUNNERY, LANGUAGE, MECHANICAL, MEDICAL, PILOT
(GRAV), PILOT (INTERFACE), POWER PLANT OPS, SCIENCE
(LINGUISTICS), SENSOR OPS, STEWARD, STREETWISE, VEHICLE USE
CONTACTS: Two per term, business, criminal, government, and/
or spacer.  On a 1D10 roll of 7+, the contact is foreign.
SPECIAL: If the character has Intelligence 5+ and Education
5+, then he may become a 4th Officer.  If merchant is the
last term served, and the character served as a merchant
officer, then the character is eligible to receive a Merchant
Ship.





CIVILIAN CAREERS

PARAMEDIC
ENTRY: Technical School, MEDICAL 2+
FIRST TERM SKILLS: The character receives the following
skills the first term:
     COMPUTER OPS 1, MEDICAL 2, SCIENCE (BIOLOGY) 1, VEHICLE
USE (WHEELED) 2
SUBSEQUENT TERM SKILLS: MEDICAL 1 plus a total of 5 levels
from any one or combination of the following:
     COMPUTER OPS, LANGUAGE, MEDICAL, MELEE COMBAT, PILOT
(GRAV), SCIENCE (BIOLOGY), SMALL ARMS, VEHICLE USE
CONTACTS: One per term, medical.  On a 1D10 roll of 10, the
contact is foreign.
SPECIAL: None.


PIRATE
ENTRY: Homeworld - Early Stellar+.
FIRST TERM SKILLS: The character receives the following
skills the first term:
     MECHANICAL 1, MELEE COMBAT 2, SMALL ARMS 2,
STREETWISE 1, VACC SUIT 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from any one or
combination of the following:
     ASTROGATION, COMMO, COMPUTER OPS, DISGUISE, ELECTRONICS,
FORGERY, GAMBLING, GUNNERY, LOCKPICK, MECHANICAL, MELEE
COMBAT, PERSUASION, POWER PLANT OPS, PILOT (INTERFACE),
SENSOR OPS, SMALL ARMS, STREETWISE, VACC SUIT, ZERO-G ENVIRON
CONTACTS: One per term, criminal or law enforcement.  On a
1D10 rollof 9+, the contact is foreign.
SPECIAL: If more than 1 term is served, add +1 to Initiative.
Also, roll once per term verses Intelligence to avoid
capture.  If unsuccessful, the next career choice must be
prison.  If the Rebellion occurs at the same time the Pirate
is caught, he is drafted instead of going to prison.  If
Pirate is the last term served, then the character is
eligible to receive a Corsair.  At the referee's discretion,
characters who spent the last term as a pirate may be given a
Letter of Marque.

PRISONER
ENTRY: Forced due to capture while engaging in criminal
activity.
SKILLS: A total of 6 levels from any one or combination of
the following:
     ACT/BLUFF, ADMIN, BARGAIN, DISGUISE, EDU +1,
ELECTRONICS, FORGERY, GAMBLING, INSTRUCTION, LOCKPICK,
MECHANIC, MEDICAL, MELEE COMBAT, OBSERVATION,  PERSUASION,
STEALTH, STREETWISE, STR +1
CONTACTS: Two per term, criminal.  On a 1D10 roll of 10, the
contact is foreign.
SPECIAL: No secondary activities allowed.  Released after one
term.  Do not count prison terms when calculating starting
money.


PROFESSOR
ENTRY: Homeworld - Industrial+, Ph.D.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     MAJOR 1 (a level in the characters major field of
study), INSTRUCTION 3, PERSUASION 1, LANGUAGE 1
SUBSEQUENT TERM SKILLS: A total of 5 levels from any one or
combination of the following:
     INSTRUCTION, LANGUAGE, LEADERSHIP, OBSERVATION,
PERSUASION or Major from Graduate School
CONTACTS: Two per term, academic, government, or Noble.  On a
1D10 roll of 7+, the contact is foreign.
SPECIAL: Professors may select two secondary activities per
term.

PSIONIC INSTITUTE
(Optional Career - Use With Referee's Approval Only!)
ENTRY: Homeworld - Mod Pop+, Intelligence 6+, no prison
record, no terms as law enforcement, at least one term in
Education or some other career.  Roll 1D6 to determine
Psionic Strength, which serves as a governing attribute for
Psionic Skills.
SKILLS: Choose 7 skill levels from Group A.  Alternately, for
each 2 levels not taken from Group A, 1 level may be taken
from Group B.

GROUP A
     AWARENESS, CLAIRVOYANCE, TELEMPATH, +1 Psionic Strength

GROUP B
     SPECIAL, TELEKENESIS, TELEPORTATION

CONTACTS: One Specialist (Psionic).  On a 1D10 roll of 10 the
contact is foreign.
SPECIAL: This career can be used taken once.  Roll 1D10
against Intelligence to avoid being captured by anti-psionic
forces.  If unsuccessful, the next career choice must be
prison.  If a 10 is rolled, the character is "treated" and
loses 1 level of Intelligence and all Psionic Skills.  No
money is received while in the Psionic Institute.  If the
Rebellion occurs when a Psionic Student is captured, he will
spend 1 term in prison and then be drafted.

ROGUE
ENTRY: Homeworld - Industrial+, Agility 5+
FIRST TERM SKILLS: The character receives the following
skills the first term:
     MELEE COMBAT 2, SMALL ARMS (PISTOL) 2, STREETWISE 2
SUBSEQUENT TERM SKILLS: A total of 5 levels from any one or
combination of the following:
    COMMO, COMPUTER OPS, DEMOLITONS, DISGUISE, ELECTRONICS,
FORGERY, GAMBLING, JACK-OF-TRADES, LOCKPICK, MEDICAL, MELEE
COMBAT, PERSUASION, SMALL ARMS, STREETWISE
CONTACTS: One per term, criminal or law enforcement.  On a
1D10 rollof 9+, the contact is foreign.
SPECIAL: Rogues may select two secondary activities per term.
If more than 1 term is served, add +1 to Initiative.  Also,
roll once per term verses Intelligence to avoid capture.  If
unsuccessful, the next career choice must be prison.  If the
rebellion occurs at the same time the rogue is caught, he is
drafted instead of going to prison.  Rogues are eligible for
Travellers Aid Society.



SALVAGE OPERATOR
ENTRY: At least one term in the Belters, Navy, Merchants,
Pirates, or Scouts.
SKILLS: Each term the characters receive a total of 6 levels
form any one or combination of the following:
     BARGAIN, COMPUTER OPS, DEMOLITION, ELECTRONICS,
GAMBLING, JACK-OF-TRADES, LANGUAGE, MECHANIC, MELEE COMBAT,
PERSUASION, PILOT (INTERFACE), POWER PLANT OPS, POWER SUIT
(EXOSKELETON), SCUBA, SMALL ARMS, STREETWISE, VACC SUIT,
ZERO-G ENVIRON
CONTACTS: Two per term, business, criminal, or military.  On
a 1D10 roll of 9+, the contact is foreign.
SPECIAL: If Salvage Operator is the character's last career,
he is eligible to receive a Seeker.

SCIENTIST
ENTRY: Homeworld - Pre-Stellar+, Undergraduate degree,
Science 4+
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     ADMIN 1, COMPUTER OPS 1, ELECTRONICS 1, SCIENCE 2,
SUBSEQUENT TERM SKILLS: A total of 5 levels from any one or
combination of the following:
     ACT/BLUFF, ADMIN, COMMO, COMPUTER OPS, ELECTRONICS,
LANGUAGE, MECHANICAL, OBSERVATION, PERSUASION, PILOT (GRAV),
POWER PLANT OPS, SCIENCE, SENSOR OPS, TRACKING, VEHICLE USE
CONTACTS: Two per term, academic and/or government.  On a
1D10 roll of 8+, the contact is foreign.
SPECIAL: Scientists may select two secondary activities per
term.  If the character's last term is scientist, he is
eligible to receive a Lab Ship.

SECURITY GUARD
ENTRY: Homeworld - Industrial+, Small Arms (Any) 4+
SKILLS: Each term the character receives 5 levels in any one
or combination of the following:
     ADMIN, COMMO, COMPUTER OPS, ELECTRONICS, LEADERSHIP,
MELEE COMBAT, OBSERVATION, SENSOR OPS, SMALL ARMS, VACC SUIT
CONTACTS: One per term, criminal, business, law enforcement
or Noble.  On a 1D10 roll of 10, the contact is foreign.
SPECIAL: Security Guards may select two secondary activities
per term.


TECHNICIAN
ENTRY: Homworld - Pre-Stellar+, Technical School
TERM SKILLS: A total of 5 levels from any one or combination of the following:
     ADMIN, ARTISAN, COMMO, COMPUTER OPS, ELECTRONICS,
INSTRUCTION, JACK-OF-TRADES, LANGUAGE, MECHANICAL, MEDICAL,
POWER PLANT OPERATIONS, SCIENCE, SENSOR OPS
CONTACTS: One per term, academic or specialist (technician).
On a 1D10 roll of 10, the contact is foreign.
SPECIAL: Technicians may select two secondary activities per term.






ZDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD?
3Character______________________________________ Player____________________3
3Gender_______ Age_____/_____ Rank____________Service______________________3
3Terms________ Weight____________ Height__________ Load____________________3
3Noble Titles____________________ TAS_____ Monthly Upkeep__________________3
CDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD4
3STRENGTH........._____ CONSTITUTION........_____ AGILITY............_____ 3
3 Archery........._____  Climbing..........._____  Artisan..........._____ 3
3 Heavy Weapons..._____  Combat Engineering._____  Demolitions......._____ 3
3 Mechanic........_____  Equestrian(      )._____  Electronics......._____ 3
3 Melee Cbt(Armed)_____  Equestrian(      )._____  Forgery..........._____ 3
3 Melee Cbt(Unarm)_____  Parachute.........._____  Lockpick.........._____ 3
3 Sm Arms(Pistol)._____  Scuba.............._____  Pilot(Fixed Wing)._____ 3
3 Sm Arms(Rifle).._____  Swimming..........._____  Pilot(Grav)......._____ 3
3 Thrown Weapon..._____  Vacc Suit.........._____  Pilot(Interface).._____ 3
3 ____________...._____  Vessel Use(Boat)..._____  Pilot(Rotary)....._____ 3
3 ____________...._____  Vessel Use(Hover).._____  Stealth..........._____ 3
3 ____________...._____  Vessel Use(Ship)..._____  Zero-G Environ...._____ 3
3 ____________...._____  ______________....._____  _____________....._____ 3
3                                                                          3
3INTELLIGENCE....._____ EDUCATION..........._____ CHARISMA..........._____ 3
3 Astrogation....._____  Admin.............._____  Act/Bluff........._____ 3
3 Forward Observer_____  Communications....._____  Bargain..........._____ 3
3 Gunnery........._____  Computer Ops......._____  Disguise.........._____ 3
3 Observation....._____  Medical............_____  Gambling.........._____ 3
3 Orienteering...._____  Power Plant Ops...._____  Instruction......._____ 3
3 Sensor Ops......_____  Pwr Suit(Battle Dr)_____  Interrogation....._____ 3
3 Streetwise......_____  Pwr Suit(Exoskel).._____  Jack of Trades...._____ 3
3 Survival........_____  Science(     )....._____  Language(     )..._____ 3
3 Tracking........_____  Science(     )....._____  Language(     )..._____ 3
3 Veh Use(Wheeled)_____  Science(     )....._____  Leadership........_____ 3
3 Veh Use(Tracked)_____  ______________....._____  Liason............_____ 3
3 ____________...._____  ______________....._____  Persuasion........_____ 3
3 ____________...._____  ______________....._____  Steward..........._____ 3
3 ____________...._____  ______________....._____  _____________....._____ 3
CDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDBDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD4
3               HIT CAPACITY            3           BASE HIT NUMBERS       3
3                X.5   BASE  X2   (X2)+13         SHORT MED   LONG  EXTR   3
3          CURR  SCR   SLT   SER   CRIT 3          (2)  (1)   (.5)  (.25)  3
3HEAD      ____  ____  ____  ____  ____ 3PISTOL   ____  ____  ____  ____   3
3CHEST     ____  ____  ____  ____  ____ 3                                  3
3ABDOMEN   ____  ____  ____  ____  ____ 3RIFLE    ____  ____  ____  ____   3
3RIGHT ARM ____  ____  ____  ____  ____ 3                                  3
3LEFT ARM  ____  ____  ____  ____  ____ 3HVY WPNS ____  ____  ____  ____   3
3RIGHT LEG ____  ____  ____  ____  ____ 3                                  3
3LEFT LEG  ____  ____  ____  ____  ____ 3ARCHERY  ____  ____  ____  ____   3
CDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDADDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD4
3INITIATIVE............._______  Thrown Weapon to Range _____ Beyond _____ 3
3UNARMED COMBAT DAMAGE.._______  Throw Range 1 Kg Object _________________ 3
CDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD4
3WEAPON DATA                                                               3
3Weapon                     ROF  Dam  Pen      Blk  Mag  SS  Brst  Range   3
3                                                                          3
3__________________________ ___  ___  _______  ___  ___  ___  ___  _______ 3
3                                                                          3
3__________________________ ___  ___  _______  ___  ___  ___  ___  _______ 3
CDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDBDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD4
3EQUIPMENT                           3CONTACTS                             3
3___________________________________ 3____________________________________ 3
3___________________________________ 3____________________________________ 3
3___________________________________ 3____________________________________ 3

Note again this is based on the 1D10 task system.


                                                      -Recoil-
TL WEAPON               ROF  Dam    Pen     Blk  Mag  SS  Brst   Rng
 5 Revolver 5mm         DAR   -1    Nil      0    6R   2   -      10
 5 Revolver 7mm         DAR    1    Nil      1    6R   2   -      10
 4 Revolver 9mm         DAR    1    Nil      1    6R   3   -      12
 5 Revolver 9mm Mag     DAR    2    1-Nil    1    6R   3   -      12
 8 Snub Pistol
       HE               DAR C:2 B:4 Nil      0    6R   1   -       6
       HEAP             DAR C:2 B:4 3C       0    6R   1   -       6
 7 Auto Snub Pistol
       HE               SA  C:2 B:4 Nil      1    20   1   -       6
       HEAP             SA  C:2 B:4 3C       1    20   1   -       6
 8 Body Pistol          SA    -1    Nil      0     6   2   -       7
 6 Auto Pistol 7mm      SA     1    Nil      0     7   3   -       8
 5 Auto Pistol 9mm      SA     1    Nil      0    15   2   -      12
13 Gauss Pistol 4mm      3     1    1-Nil    1    15   0   0      12
 5 Carbine 7mm          SA     2    1-Nil    4    15   3   -      45
 4 Bolt Action Rifle    BA     4    2-3-Nil  6    10   4   -      60
 5 Rifle 7mm            SA     4    2-3-Nil  5    20   5   -      60
 7 Rifle 9mm            SA     5    2-3-6    5    10   6   -      70
 5 Hunting Rifle 13mm   BA     7    2-3-5    6    5i   8   -      75
 6 Autorifle 7mm         5     4    2-3-Nil  6    20   2   5      75
12 Gauss Rifle 4mm      10     4    1-2-NiL  4    40   1   3     150
 4 Shotgun              SA     4    3-4-Nil  5    10   4   -      40
      *Pellets Close    SA     9    Nil
               Medium   5 X 10 1    Nil
 7 Autoshotgun           5     4    3-4-Nil  6    20   3   8      40
      *Pellets Close     5     9    Nil
               Medium   5 X 10 1    Nil
      *See Page 200 of TWILIGHT:2000 for details.
 5 SMG 9MM               5     1    Nil      3    30   1   3      30
 7 Assault Rifle 5mm     5     3    1-Nil    4    30   3   8      50
 7 Assault Rifle 7mm     5     4    2-3-Nil  5    20   4   9      85
 9 Accel Rifle 6mm       3     3    2-Nil    4    15   1   3      20
10 Adv Combat Rifle 7mm  5     5    2-3-Nil  4    20   1   4      90
       DS                5     6    1-2-Nil            1   4     100
10 Adv Combat Rifle 9mm  5     6    3-4-Nil  5    20   2   4      95
       DS                5     8    2-3-Nil            2   4     110
       HE                5 C:2 B:4  Nil      4         2   4      95
10 Asslt Rocket Launcher
       HE               SA C:3 B:12 Nil      6    20   4   -     110
       HEAP             SA C:3 B:12 4C
 8 Lt. Assault Gun
       HE               SA C:3 B:4  Nil      5     5   8   -       80
       KEAP             SA    16    1-2-3
       FLECH            SA D:1 B:*  1
                        *Use directional mine burst pattern

 5 Medium Machinegun     5     4    2-Nil    6  100B   1   2      60/85
 6 Light Machinegun      5     4    2-3-Nil  6  100B   1   4      65/90
 6 Heavy Machinegun      5     8    2-3-3    8  100B   3   7     150
       AP                5     8    1-1-2
 7 Gatling Gun 5.5mm  5/50     3    1-Nil    4  2500   1   5      60/90
 7 Gatling Gun 7mm     100     4    2-3-Nil  4  2500   Vehicle    90
 8 Gatling Gun 5.5mm    50     3    1-Nil    3  5000   Vehicle   100
 8 Gatling Gun 7mm     100     4    2-3-Nil  3  5000   Vehicle   110
10 VRF Gauss Gun       100    10    1-1-2    6 30000   Vehicle   250

 9 Laser Pistol        EW     8     3        1    50   -   -      80
 8 Laser Carbine       EW    12     2        4    50   -   -     150
 9 Laser Rifle         EW    14     2        5   100   -   -     180
13 Laser Pistol        EW    10     2        2   200   -   -     100
13 Laser Carbine       EW    15     1        4   200   -   -     170
13 Laser Rifle         EW    17     1        5   200   -   -     200

12 PGMP**              EW 17 C:2    3        4    40   9   -      75
13 PGMP**              EW 20 C:2    2        4   Inf   9   -     150
14 PGMP                EW 20 C:2    2        4   Inf   2   -     150
14 FGMP**              EW 25 C:3    1        4   Inf   9   -     150
15 FGMP                EW 25 C:3    1        3   Inf   2   -     150
16 FGMP                EW 25 C:4    1        3   Inf   1   -     150
16 Plasma Rifle        EW 20 C:4    2        3   Inf   1   -     150
    *High Energy weapons attack as a small arm and a high explosion.
     All have a burst radius of B:4.
   **Requires use of Battle Dress

TL ARMOR DESCRIPTION     AV   AREAS COVERED
 7 Flack Jacket           1         Torso
 5 Helmet, Steel          1   Head (1-3)
 6 Helmet, Kevlar         1   Head (1-4)
 6 Cloth                  2         Torso, Limbs
 6 Helmet                 2   Head (1-4)
10 Reflec                 5         Torso, Limbs (vs. Laser Wpns Only)
 8 Vacc Suit              2   Head, Torso, Limbs
12 Vacc Suit              3   Head, Torso, Limbs
14 Vacc Suit              3   Head, Torso, Limbs
10 Body Pressure Suit     0         Torso, Limbs
 8 Hostile Env Vacc Suit  3   Head, Torso, Limbs
 9 Hostile Env Vacc Suit  3   Head, Torso, Limbs
12 Hostile Env Vacc Suit  4   Head, Torso, Limbs
13 Hostile Env Vacc Suit  4   Head, Torso, Limbs
14 Hostile Env Vacc Suit  5   Head, Torso, Limbs
 8 Combat Env Suit        3         Torso, Limbs
11 Combat Armor           4   Head, Torso, Limbs
12 Combat Armor           5   Head, Torso, Limbs
14 Combat Armor          10   Head, Torso, Limbs
13 Battle Dress           5   Head, Torso, Limbs
14 Battle Dress          10   Head, Torso, Limbs

NOTES:

EW = Energy Weapons: can shoot one shot per combat round.


Notes:
1. The recoils are probably way out of wack.  When I originally created
this list it was for a conversion to MT stats, consequently I increased
the recoils.  When I made up the list for transmission, I converted back
but the process was open to error.
2. The Kevlar helmet should probably be TL 8.
3. Energy weapons should have an rof of 1.
4. There is some disagreement with the damage, penetration, and recoil
values I have assigned to the higher TL weapons.  I am open for opinions.
5. The lower TL weapons were derived from T2K sources.

Well, that's it for this load.  I have a character generation worksheet
somewhere, If I find it, I will send it later.  As I mentioned, I am
ready to make some changes to this system - not radical ones, but ones
that I see need to be done.  Watch for it later this week.

Yours for Traveller,

Geo.