TNE character generation, experiment part 1

By bryan borich ·

TML message #4400From bundle 367

Traveller <-> Twilight 2000 Character generation roles.  Part 1.
Attempt at Playtest Conversion

CHARACTERISTICS

ROLL 2D6 - 2 for each characteristic.  If the total does not
equal or exceed 32, add poits to characteristics until the
total equals 32.

NOBLE TITLE - Roll 2D6.  If the result is 10, the character
is from a wealthy family, if 11, the character is a Knight,
if 12, the character is a Baron.  Wealth and Noble Titles
make characters eligible for certain careers.

HOMEWORLDS - use the homeworld generation section from MT.

BACKGROUND SKILLS

HOMEWORLD BASED

ASTEROID - ZERO-G ENVIRON 1
EXOTIC ATMOSPHERE - VACC SUIT 1
LARGE WORLD - POWER SUIT (EXOSKELETON) 1
WATER WORLD - SWIMMING 1
VACUUM WORLD - VACC SUIT 1
INDUSTRIAL - SMALL ARMS 1, VEHICLE (WHEELED) 1
PRE STELLAR - SMALL ARMS 1, VEHICLE (WHEELED) 1
EARLY STELLAR - COMPUTER OPS 1, SMALL ARMS 1, VEHICLE
                (WHEELED) 1
AVERAGE STELLAR - COMPUTER OPS 1, SMALL ARMS 1, PILOT(GRAV) 1
HIGH STELLAR - COMPUTER OPS 1, SMALL ARMS 1, PILOT (GRAV) 1

ADDITIONAL SKILLS
Select additional background skills for a total (with
Homeworld Based Background Skills) of 8 levels.  No skill may
have an initial skill level of greater than 2.

ARCHERY
COMPUTER OPS
VEHICLE USE
LANGUAGE
MELEE COMBAT
PILOT (GRAV)
PERSUASION
POWER SUIT (EXOSKELETON)
SMALL ARMS
STEALTH
STREETWISE
SWIMMING
VACC SUIT
VESSEL USE (BOAT)
ZERO-G ENVIRON

THE REBELLION
At 1125, the Rebellion has raged on and dragged on for 8
years, two terms, and has effected every sentient in the
Imperium, and many outside the Imperium.  To reflect this
effect on the characters perform the following:

Before the first term roll 1D10:  a 1 indicates that the
rebellion just started and the character must submit to the
draft, a 2 or 3 indicates the character can wait one term
before submitting to the draft (this roll indicates that the
character was 13 when the Rebellion started, and is drafted
at age 17 - 4 years - 1 term - later.

Before each subsequent career, a 1D10 roll of 3 or less
indicates that the Rebellion has started.  Characters must
submit to the draft unless in a draft exempt career (noted in
the SPECIAL section of applicable careers) .  If the
character has served 4 terms (age 33+) he is exempt from the
draft unless he has any skill over 6, in which case his
specialty is needed, and he is drafted anyway but put in a
non-combatant role.

In any case once the Rebellion has started all characters
must serve two more terms, except characters who were 13 when
the Rebellion started.  In the latter case those characters
only serve one term.  Characters who are not drafted must
either remain in the career which is exempt, or join the
military.  Exempt characters who turn 33 after one term of
Rebellion and do not have any skill above 6 are free to
change careers at that point.

Even characters finishing a term in the military should check
for the start of the Rebellion, because they will have to
remain in "for the duration".

DRAFT TABLE
DIE  SERVICE
 1   ARMY
 2   COACC
 3   MARINES
 4   NAUTICAL FORCE COMMAND
 5   NAVY
 6   SCOUTS

All are enlisted in the regular component of the respective
service.  If the character has an undergraduate degree, and
is drafted into the SCOUTS, he goes to ADMIN rather than
FIELD.

DECLARATION OF REBELLION - Players who are generating their
characters and do not wish them to get to old by waiting for
the Rebellion, may declare that for that character the
Rebellion will start after the current term.  The character
is then completed as though the start of the Rebellion had
been rolled randomly.



SECONDARY ACTIVITIES

ACT/BLUFF (Neighborhood theater or gaming)
ADMIN (Night classes)
ARCHERY
ARTISAN (Arts and crafts classes)
COMPUTER OPS (Adult education)
DISGUISE (Neighborhood theater)
ELECTRONICS (Adult education)
EQUESTRIAN
GAMBLING
MECHANICAL (Trade school)
MEDICAL (CPR and First Aid Lessons)
MELEE COMBAT (Martial arts classes)
OBSERVATION (combat games)
PARACHUTE
PILOT (GRAV) (Flying lessons)
SCIENCE (Adult education)
SCUBA (Skin diving)
SMALL ARMS (Target Shooting)
STEWARD (Part Time Job)
SWIMMING
TRACKING (Hunting)
VEHICLE USE
STR +1 (Weight Lifting)
AGL +1 (Gymnastics, Flexercise)
CON +1 (Cardiovascular exercises)
EDU +1 (Adult education)

Note: the referee should closely monitor secondary activities
chosen because some may be inappropriate for the chosen
career.

SCIENCES:
BIOLOGY
CHEMISTRY
FORENSICS
GENETICS
GEOLOGY
GRAVITICS
LINGUISTICS
NAVAL ARCHITECHTURE
PSYCHOLOGY
PHYSICS
ROBOTICS

SHIPS

To determine if a character receives a ship, roll 1D10 and
add the number of terms over one that the character spent in
the career which made him eligible to receive the ship.  If
the roll is 9+, the character receives a ship of the type for
which he is eligible.  If it is a ship that must be
purchased, 9 indicates receipt of the ship, and results
greater than 9 indicates 10 years of payments for each number
above 9.

For example, Jason Fairweather spent 3 terms as a rogue and
finished his career with 2 terms as a Merchant Officer.  The
merchant officer time makes him eligible to receive a ship.
He rolls 1D10 and gets a lucky 10.  To this he adds 1 (2
terms minus the first term) for a total of 11.  This means he
gets a ship and 20 years of payments have already been made
(11 - 9 = 2).

Merchant Ships, Safari Ships, Seekers, and Yachts require
payments.
Corsairs and Scouts do not.

Merchant Ships may be Free Traders, Far Traders, or
Subsidized Merchants (referee's choice).

TRAVELLER AID SOCIETY

Roll 1D10 and add 1 for each term above 1 served in a career
that offers Traveller Aid Society membership.  If the roll is
9+ the character has become a member of TAS.


EDUCATION

UNDERGRADUATE UNIVERSITY, GRADUATE UNIVERSITY, TECHNICAL
SCHOOL, MEDICAL SCHOOL, MERCHANT ACADEMY, MILITARY ACADEMY,
NAVAL ACADEMY, FLIGHT SCHOOL
                           CAREERS
MILITARY
ARMY           COACC          MARINES
ARMY OFFICER   COACC OFFICER  MARINE OFFICER
SPECIAL FORCES                MARINE COMMANDO
                              MARINE COMMANDO OFFICER
                              JUMP TROOPS
                              JUMP TROOP OFFICER

NAUTICAL FORCE COMMAND          NAVY          MILITARY INTELL
NAUTICAL FORCE COMMAND OFFICER  NAVY OFFICER

SCOUT - FIELD
SCOUT - ADMIN

CIVILIAN
BARBARIAN      BELTER        BODYGUARD      BOUNTY HUNTER
BUREAUCRAT     CORP OFFICIAL DIPLOMAT       DOCTOR
DRIFTER        GOV'T AGENT   HUNTER         IDLE RICH
JOURNALIST     LAW ENFORCER  NOBLE          MERCENARY
MERCHANT/LINES MERCHANT/FREE PARAMEDIC      PIRATE
PRISONER       PROFESSOR     PSIONIC INST.  ROGUE

I think some careers got cut off from the end of this and I don't
have my paper copy handy.




EDUCATION

UNDERGRADUATE UNIVERSITY
ENTRY: Education 5+
SKILLS: Total skills equal to a character's Education
attribute from any combination of the following, but no more
than level 3 in any one skill:
     ACT/BLUFF, ADMIN, COMMO, COMPUTER OPS, BARGAIN,
ELECTRONICS, INSTRUCTION, LANGUAGE, LEADERSHIP, PERSUASION,
SCIENCE
CONTACTS: One per term, either academic or journalism.  On a
1D10 roll of 10, the contact is foreign.
SPECIAL: Increase Education by 1. May elect to join ROTC
(Reserve Officer Training Corps) or Naval ROTC.  If so, the
next career choice must include entry into the Army if ROTC,
or Navy or Marines if NROTC.  Rank is 2nd Lieutenant (Army or
Marines) or Ensign (Navy).  No income is received while
attending undergraduate school.

GRADUATE UNIVERSITY
ENTRY: Undergraduate degree, Education 7+, Intelligence 7+
SKILLS: Four levels per term in any one Major, plus a total
of 2 levels in any Electives:
     MAJORS: ADMIN, ELECTRONICS, or one of the SCIENCES
(BIOLOGY, CHEMISTRY FORENSICS, GENTETICS, GEOLOGY, GRAVITICS,
LINGUISTICS, NAVAL ARCHITECTURE, PSYCHOLOGY, ROBOTICS)
     ELECTIVES: COMPUTER OPS, INSTRUCTION, LANGUAGE,
LEADERSHIP, PERSUASION
CONTACTS: One per term, academic or government.  On a 1D10
roll of 8+, the contact is foreign.
SPECIAL: Increase Education by 1 (first two terms only). One
term provides a M.A.  or M.S.  the second and each subsequent
term provides a Ph.D.  (or equivalent).  Degrees must be
taken in one of the Majors noted above.  No income is
received while attending graduate school.

TECHNICAL SCHOOL
ENTRY: No prerequisites.
SKILLS: A total of 6 levels from one or combination of the
following:
     ADMIN, COMMO, COMPUTER OPS, ELECTRONICS, MECHANIC,
MEDICAL, PILOT, POWER PLANT OPS, POWER SUIT (EXOSKELETON),
VACC SUIT, VEHICLE USE
CONTACTS: One specialist (skill level 8) in one of the
skills listed above.
SPECIAL: No income is received while attending technical
school.

MEDICAL SCHOOL
ENTRY: Undergraduate degree, Science (Biology) 3+, Science
(Chemistry) 2+
SKILLS: The character automatically receives the following:
     COMPUTER OPS - 1, MEDICAL - 6, OBSERVATION - 1
CONTACTS: One Medical.  On a 1D10 roll of 8+, the contact is
foreign.
SPECIAL: Increase Education by 1. After medical school, the
character can enter the military with a direct commission as
a Captain in the Army, COACC, or Marines, or a Lietenant in
the Navy or Nautical Force Command.  No seconday activities
are allowed during medical school.  No income is received
while attending medical shool.

MERCHANT ACADEMY
ENTRY: Homeworld - Early Stellar+
SKILLS: Total skills equal to a character's Education
attribute from any combination of the following, but no more
than level 3 in any one skill:
     ADMIN, ASTROGATION, BARGAIN, COMMO, COMPUTER OPS,
ELECTRONICS, GUNNERY, INTERROGATION, LANGUAGE, LIAISON,
MECHANICAL, MEDICAL, PILOT (INTERFACE), POWER PLANT OPS,
POWER SUIT (EXOSKELETON), SENSOR OPS, STEWARD, VACC SUIT
CONTACTS: One business.  On a 1D10 roll of 8+, contact is
foreign.
SPECIAL: Increase Education by 1. Graduates of the Merchant
Academy must serve with a Merchant Line (not Free Traders)
for a minimum of two terms.  Graduates are made Fourth
Officers (O-1).

MILITARY ACADEMY
ENTRY: Homeworld - Pre-Stellar+ and Education 6+, or Noble
Title
SKILLS: All basic training skills from the Army, Coacc, or
Nautical Force Command, plus a total of 6 levels from any one
or combination of the following:
     ADMIN, DEMOLITIONS, COMBAT ENGINEER, COMPUTER OPS,
EQUESTRIAN, FORWARD OBSERVER, HEAVY WEAPONS, LEADERSHIP,
SMALL ARMS
CONTACTS: Two military.  On a 1D10 roll of 10, the contact is
foreign.
SPECIAL: Enter the Army or COACC as a 2nd Lieutenant, or the
Nautical Force Command as an Ensign, and serve at least one
term.  No income is received while attending the military
academy.

NAVAL ACADEMY
ENTRY: Homeworld - Pre-Stellar+ and Education 6+, or Noble
Title
SKILLS:  All basic trianing skills from the Navy or Marines,
plus a total of 6 levels from any one or combination of the
following:
     ADMIN, COMMO, COMPUTER OPS, FORWARD OBSERVER, HEAVY
WEAPONS, LEADERSHIP, POWER PLANT OPS, SCIENCE, SENSOR OPS,
SMALL ARMS, VACC SUIT
CONTACTS: Two military.  On a 1D10 roll of 9, the contact is
foreign.
SPECIAL: Enter the Navy as an Ensign or Marines as 2nd
Lieutenant, and serve at least one term.  No income is
received while attending the naval academy.

FLIGHT SCHOOL
ENTRY: NROTC or Naval Academy Graduate and Agility 7+
SKILLS: Astrogation - 2 and Pilot (Interface) - 2
CONTACTS: None
SPECIAL: A special shcool for training personnel for the
Flight Branch of the Navy.  Acts as part of the first term in
the Navy (i.e. this and the first term count as only one
complete term).  If this option is taken, no secondary
activities may be taken for that term and it incurs a second
mandatory term in the Navy.




MILITARY CAREERS

NOTE: If a character has served more than 3 terms he cannot
switch between military career groups (Army, COACC, Marines,
Nautical Force Command, Navy, or Scouts).  Military groups
feel that by that time characters are to old to retrain.
Also, a character cannot switch career groups more than once
(although he may switch several times within a group if
alternates are available).  Finally, a referee should
seriously examine any character wishing to join the military
after 3 terms as a civilian.  The draft is, of course,
different in this respect.

                         ARMY CAREERS
BASIC TRAINING: All* Army characters, Enlisted or Officer,
receive the following skills for basic training:
     MELEE COMBAT (UNARMED) 2, SMALL ARMS (RIFLE) 2,
STEALTH 1, THROWN WEAPON 1
     *NOTE: Academy Graduates received these skills during
that training, therefore the do not receive it again upon
entering the Army.
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.

ARMY
ENTRY: Homeworld - Pre-Stellar+
FIRST TERM SKILLS: Select two skills from the subsequent
skill list and take 2 levels in each.
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     COMMO, CLIMBING, COMPUTER OPS, ELECTRICAL, FORWARD
OBSERVER, ORIENTEERING, HEAVY WEAPONS, MEDICAL, MELEE COMBAT,
OBSERVATION, PILOT(GRAV), SENSOR OPS, SMALL ARMS, SWIMMING,
THROWN WEAPONS
CONTACTS: One per term, military.  On a 1D10 roll of 8+, the
contact is foreign.
SPECIAL: None.

ARMY OFFICER
ENTRY: Homeworld - Pre-Stellar+ and OCS, Military Academy, or
Commission.
FIRST TERM SKILLS: The characters receive the following
skills in the first term:
     FORWARD OBSERVER 1, LEADERSHIP 2, OBSERVATION 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ADMIN, CLIMBING, COMMO, COMPUTER OPS, FORWARD OBSEREVER,
HEAVY WEAPONS, INTERROGATION, INSTRUCTION, MEDICAL, MELEE
COMBAT, LANGUAGE, LEADERSHIP, OBSERVATION, ORIENTEERING,
SENSOR OPS, SMALL ARMS, SWIMMING
CONTACTS: Two per term, military.  On a 1D10 roll of 7+, the
contact is foreign.
SPECIAL: When calculating starting money, count each term as
an officer as double.

SPECIAL FORCES
ENTRY: Strength + Constitution + Agility = 17+
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     HEAVY WEAPONS 1, MELEE COMBAT (UNARMED) 2, ORIENTEERING
1, SMALL ARMS 2, THROWN WEAPONS 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     CLIMBING, COMMO, COMPUTER OPS, DEMOLITIONS, FORWARD
OBSERVER, HEAVY WEAPONS, LANGUAGE, MEDICAL, MELEE COMBAT,
OBSERVATION, ORIENTEERING, PARACHUTE, PILOT (GRAV), SCUBA,
SENSOR OPS, SMALL ARMS, STEALTH, SURVIVAL, SWIMMING
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.

SPECIAL FORCES OFFICER
ENTRY: Homeworld - Pre-Stellar+ and OCS, Military Academy, or
Commission.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     MELEE COMBAT 1, OBSERVATION 1, SMALL ARMS 2, STEALTH 1
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ADMIN, CLIMBING, COMBAT ENGINEER, COMMO, COMPUTER OPS,
DEMOLITIONS, FORWARD OBSREVER, HEAVY WEAPONS, INSTRUCTION,
INTERROGATION, LANGUAGE, LEADERSHIP, MEDICAL, MELEE COMBAT,
OBSERVATION, ORIENTEERING, PARACHUTE, SCUBA, SENSOR OPS,
SMALL ARMS, STEALTH, SWIMMING, THROWN WEAPONS
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.




                        COACC CAREERS
BASIC TRAINING: All* Army characters, Enlisted or Officer,
receive the following skills for basic training:
     COMPUTER OPS 1, MELEE COMBAT (UNARMED) 1, SMALL ARMS 2,
VEHICLE USE 1
     *NOTE: Academy Graduates received these skills during
that training, therefore the do not receive it again upon
entering the Army.
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.


COACC ENLISTED
ENTRY: Homeworld - Thin+, Mod Population+, Industrial+,
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     HEAVY WEAPONS 1, VEHICLE USE 1, and ELECTRONICS or
MECHANICAL 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, MECHANICAL, MEDICAL, MELEE COMBAT,
OBSERVATION, PARACHUTE, PILOT (GRAV), POWER PLANT OPS,
SCIENCE, SENSOR OPS, SMALL ARMS, VEHICLE USE
CONTACTS: One per term, military.  On a 1D10 roll of 8+, the
contact is foreign.
SPECIAL: None.

COACC OFFICER
ENTRY: Homeworld - Thin+, Mod Population+, Industrial+,  and
OCS, Military Academy, or Commission.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     ORIENTEERING 2, PILOT 4
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ADMIN, COMMO, COMPUTER OPS, FORWARD OBSERVER, GUNNERY,
INSTRUCTION, INTERROGATION, LANGUAGE, LEADERSHIP, MEDICAL,
MELEE COMBAT, OBSERVATION, ORIENTEERING, PARACHUTE, POWER
PLANT OPS, PILOT, SENSOR OPS, SMALL ARMS, SURVIVAL
CONTACTS: Two per term, military.  On a 1D10 roll of 7+, the
contact is foreign.
SPECIAL: When calculating starting money, count each term as
an officer as double.

                NAUTICAL FORCE COMMAND CAREERS
BASIC TRAINING: All* Nautical Force Command characters,
Enlisted or Officer, receive the following skills for basic
training:
     HEAVY WEAPONS 1, MELEE COMBAT (UNARMED) 1, SMALL ARMS
(RIFLE) 2, SWIMMING 2
     *NOTE: Academy Graduates received these skills during
that training, therefore the do not receive it again upon
entering the Nautical Force Command.
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
Ensign, and then conduct their first term normally.


NAUTICAL FORCE COMMAND
ENTRY: Homeworld - Wet World+.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     OBSERVATION 2, VESSEL USE (BOAT) 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, MECHANICAL, MEDICAL, MELEE COMBAT,
OBSERVATION, ORIENTEERING, SCUBA, SCIENCE, SENSOR OPS, SMALL
ARMS, SWIMMING, VESSEL USE
CONTACTS: One per term, military.  On a 1D10 roll of 10, the
contact is foreign.
SPECIAL: None.

NAUTICAL FORCE COMMAND OFFICER
ENTRY: Homeworld - Wet World+ and OCS, Military Academy, or
Commission.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     ADMIN 1, OBSERVATION 1, VESSEL USE (SHIP) 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, LANGUAGE, LEADERSHIP,
MEDICAL, MELEE COMBAT, OBSERVATION, ORIENTEERING, PARACHUTE,
SCUBA, SENSOR OPS, SMALL ARMS, SWIMMING, VESSEL USE
CONTACTS: Two per term, military.  On a 1D10 roll of 9+, the
contact is foreign.
SPECIAL: When calculating starting money, count each term as
an officer as double.

                         NAVY CAREERS
BASIC TRAINING: All* Navy characters, Enlisted or Officer,
receive the following skills for basic training:
     ELECTRONICS 1, MECHANICAL 1, SMALL ARMS 2, VACC SUIT 2
     *NOTE: Navy Academy Graduates received these skills
during that training, therefore the do not receive it again
upon entering the Navy.
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 an
Ensign, and then conduct their first term normally.


NAVY
ENTRY: Homeworld - Pre-Stellar+
FIRST TERM SKILLS: The characters receive the following
skills in the first term:
     SMALL ARMS 1, VACC SUIT 1, and 2 levels in one skill
from the subsequent term skill list.
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     COMMO, COMPUTER OPS, ELECTRONICS, FORWARD OBSERVER,
GUNNERY, MECHANICAL, MEDICAL, MELEE COMBAT, PILOT (GRAV),
PILOT (INTERFACE), POWER PLANT OPS, SCIENCE, SENSOR OPS,
SENSOR OPS, SMALL ARMS, VACC SUIT, ZERO-G ENVIRON
CONTACTS: One per term, military.  On a 1D10 roll of 8+, the
contact is foreign.
SPECIAL: None.

NAVY OFFICER
ENTRY: Homeworld - Pre-Stellar+ and OCS, Military Academy, or
Commission.
FIRST TERM SKILLS: The character receives the following
skills in the first term:
     ADMIN 1, LEADERSHIP 1, SENSOR OPS 2
SUBSEQUENT TERM SKILLS: A total of 6 levels from one or a
combination of the following:
     ADMIN, ASTROGATION, COMMO, COMPUTER OPS, FORWARD
OBSERVER, GUNNERY, INSTRUCTION, INTERROGATION, LANGUAGE,
LEADERSHIP, LIAISON, MEDICAL, MELEE COMBAT, PILOT
(INTERFACE), POWER PLANT OPS, SENSOR OPS, SMALL ARMS, VACC
SUIT, ZERO-G COMBAT
CONTACTS: Two per term, military.  On a 1D10 roll of 7+, the
contact is foreign.
SPECIAL: When calculating starting money, count each term as
an officer as double.