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Sunday, October 25, 2015

Starter Traveller, supplement 4 interlude

I am planning on using the careers in supplement 4 as "advanced" careers. Everyone serves their first term in one of the basic 6 careers and if they reenlist successfully they can try and go into one of several optional careers or continue with the basic one. You would also continue in the basic career if you fail enlistment in the optional career. Rank carries over into the new career and you muster out of your final career, although I am mulling over picking from any benefit table you served in. I had thought there was a basic career in Law Enforcement but I can't find it outside of MT and I am not interested in adding special duty to all careers and don't want to have it for just one career so I guess I will skip it or make my own.

Here is my proposed advance or optional careers and the reasoning for why they are split up the way they are.

Navy: Pirate. As I am deliberately coming up with a setting where there are internal rivalries I am thinking some naval vessels go rogue. If enough of the crew is from one world or faction they could start targeting "enemy" shipping using trade war as cover. Unlike normal piracy there wouldn't be survivors from these attacks and less money to boot as it is to damage the economy of a rival world. A failed survival roll is death in this service.

Navy: Diplomat. The Imperium believes in presenting a fierce face to all it's neighbors so it's diplomatic corp is largely military personal.

Marine: Flyer. The marines are tasked with base defense and aerospace defense not the navy which operates starships. In the case a marine flyers aircraft adds ship's boat to the list of choices for aircraft.

Marine: Diplomat, As with the navy.

Army: Sailor. A specialized planetary combat branch.

Army: Barbarian. Either raised on a low tech world or assigned to one this is meant to be a guerrilla force and able to function with limited to no support.

Scout: Scientist. This would be a more long term on world investigation of a system. I am underwhelmed with the science a scientist can learn and am going to have to think about how I want to change the skill table for this career.

Scout: Hunter. The study of a biosphere and the use of eco-tourism to support conservation efforts.

Merchant: Belter. A specialized field of commerce which the Imperium has an interest in keeping mega corporations from dominating as it encourages more wildcat exploration.

Merchant: Pirate: In government service as a merchant this is more in the line of smuggling than boarding actions however a failed survival roll indicated death as a merchant pirate as well.

Other. Rogue: This is either a life of crime or of crime fighting as the skills work equally as well for both sides.

Other. Bureaucrat: The faceless cogs that keep the giant machinery of the Imperial government working. I can't fathom actually wanting to play one of these but who am I to judge.

All services: Doctor. You can never have enough medical professionals.

All services: Noble. Because all that matters is who your parents are for this one.

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