Careers
Frontiesman
- blurb goes here
- Sample character concepts: Farmer, Starport Rat, Big Game Hunter
- Rank 1 skills (1 CP each)
- Brawl
- Firearms
- Drive
- Engineering [Mechanics]
- Optional Skill Choices (Rank 1, 1 CP each)
- Select 3 skills
- Melee
- Athletics
- Endurance
- Awareness
- Scrounging
- Medicine
- Academics [Any]
- Stealth
- Engineering [Electronics]
Spacer
- With dozens of solar systems large and small connected via catapults and thousands more (mostly uninhabited) reachable via jump drive, interstellar starships fill the same role as surface ships did back in the pre-space era on Earth. And where ships go, crewmembers go onboard them. Of course those on interstellar ships are merely the tip of the iceberg and Spacers also includes crews for in-system ships as well as people who operate the myriad deep-space stations that support the human economy.
- Rank 2 skills (2 CP each)
- Zero-G
- Rank 1 skills (1 CP each)
- Engineering [Starships]
- Etiquette (Spacers)
- Optional Skill Choices (Rank 1, 1 CP each)
- Select 2 skills
- Academics [Navigation]
- Pilot
- Awareness
- Helmsman
- Bureaucracy
- Red Tape
- Remote Operation
- Scrounging
- Savoir-Faire
- Legerdemain
- Programming
Civilian Pilot
- In the pipe, five five five.
- Rank 2 skills (2 CP each)
- Pilot
- Rank 1 skills (1 CP each)
- Zero-G
- Academics [Navigation]
- Etiquette (Spacers)
- Optional Skill Choices (Rank 1, 1 CP each)
- Select 1 skill
- Engineering [Starships]
- Awareness
- Helmsman
- Remote Operation
- Savoir-Faire
- Neural Interfacing
- Programming
Enlisted Soldier
- Blurb goes here
- Soldiers require a Physique of 3
- Rank 2 skills (2 CP each)
- Firearms
- Rank 1 skills (1 CP each)
- Athletics
- Etiquette [military]
- Optional Skill Choices (Rank 1, 1 CP each)
- Select 2 skills
- Brawl
- Melee
- Drive
- Endurance
- Awareness
- Artillery
- Stealth
- Tactics
Officer
- Blurb goes here
- Officers require Wits and 3
- Rank 2 skills (2 CP each)
- Tactics
- Rank 1 skills (1 CP each)
- Etiquette [military]
- Optional Skill Choices (Rank 1, 1 CP each)
- Select 3 skills
- Zero-G
- Awareness
- Athletics
- Endurance
- Bureaucracy
- Stealth
- Politics
- Electronic Warfare
- Strategy
- Remote Operations
- Academics [Any]
- Savoir-Faire
- Law
Guardsman
- Most worlds maintain some form of standing military in the vein of National Guards, tasked with roles ranging from planetary defense to disaster relief to riot control. Typically more lightly-equipped than heavy army 'shock' units or marines/espatiers, Guardsmen are also stereotypically seen as less well-trained. That said, defending your loved ones can be a real morale-stiffener.
- The Guardsman event can also be used for gang toughs or hired muscle - on some worlds the difference is nothing more than what colors you wear.
- Rank 1 skills (1 CP each)
- Athletics
- Firearms
- Drive
- Optional Skill Choices (Rank 1, 1 CP each)
- Select 3 skills
- Brawl
- Melee
- Endurance
- Awareness
- Tactics
- Intimidation
- Scrounging
- Business
Clearance Contractor
- The living machines created millions of years ago by the Velans still haunt the galaxy, ancient terraforming robots with hardwired orders to go forth and multiply. Unfortunately the arrival of humanity's starfaring ships and electromagnetic babble has woken them from their long slumber. Some systems of strategic or commercial import have become infested with these ancient feral drones and consequently many contractors now make a living clearing them out with attack ships and mecha, recovering their corpses for the valuable nanomachinery inside.
- Clearance Contractors require Wits and Perception 3
- Rank 2 skills (2 CP each)
- Gunnery
- Rank 1 skills (1 CP each)
- Pilot
- Zero-G
- Optional Skill Choices (Rank 1, 1 CP each)
- Select 2 skills
- Engineering [weapons]
- Academics [feral drones]
- Athletics
- Brawl
- Firearms
- Endurance
- Drive
- Mecha Fighting
- Artillery
- Awareness
- Tactics
Field Scientist
- Human space contains thousands of stars; most of these have had little more than cursory surveys to determine the main astronomical bodies and jump zones, leading them to be little more than blanks waiting to be filled in. Posthuman constructs and Velan xenodrone activities add a further element of uncertainty. The Field Scientist steps in to deal with these, applying a mixture of book learning and practical knowledge to solve all manner of problems. Many are freelance, selling their skills to starship crews and the fruits of their discoveries to various commercial or scientific interests.
- The various Academics specialties are merely an example and can easily be changed as desired.
- Field Scientists require an Intellect of 3
- Rank 2 skills (2 CP each)
- Academics [Any]
- Rank 1 skills (1 CP each)
- Academics [Any]
- Awareness
- Optional Skill Choices (Rank 1, 1 CP each)
- Select 3 skills
- Academics [Any]
- Medicine
- Savoir-Faire
- Brawl
- Drive
- Endurance
- Programming
- Pilot
- Bureaucracy
- Investigation
- Remote Operation
- Zero-G
- Savoir-Faire
Artist
- The music industry in the 22nd century is a flighty thing, where it is easy to acquire recordings and consequently live performances become important for artists. Some will tour mostly on their own planet, others will take to the stars and travel from world to world. Often the latter group will pick up an ecclectic mix of practical skills in their travels.
- Sample character concepts: Pop star, artist looking for inspiration
- Artists require Wits and Charisma 3
- Rank 2 skills (2 CP each)
- Savoir-Faire
- Performance [Any]
- Rank 1 skills (1 CP each)
- Persuasion or Fast-Talk
- Optional Skill Choices (Rank 1, 1 CP each)
- Select 2 skills
- Zero-G
- Awareness
- Athletics
- Endurance
- Bureaucracy
- Scrounging
- Engineering [Electronics]
- Subterfuge
- Coordinate
- Business
Investigator
- Travelling journalists, out to win a Cosmo Pulitzer.
- Sample character concepts: Journalist, Detective
- Journalists require Wits 3
- Rank 2 skills (2 CP each)
- Investigation
- Rank 1 skills (1 CP each)
- Savoir-Faire
- Persuasion or Fast-Talk
- Interrogate
- Optional Skill Choices (Rank 1, 1 CP each)
- Select 2 skills
- Zero-G
- Awareness
- Athletics
- Endurance
- Bureaucracy
- Scrounging
- Subterfuge
- Business
- Stealth
- Politics
- Electronic Warfare
- Remote Operation
- Law
Rogue
- Rogues range from those who merely skirt the edges of what is legal to outright criminals, trickesters and confidence artists. No matter what they are, they make their living with their wits, not their fists.
- Rogues require Wits, Intellect and Perception 3
- Rank 2 skills (2 CP each)
- Savoir-Faire
- Rank 1 skills (1 CP each)
- Persuasion or Fast-Talk
- Optional Skill Choices (Rank 1, 1 CP each)
- Select 3 skills
- Athletics
- Firearms
- Drive
- Brawl
- Melee
- Awareness
- Intimidation
- Scrounging
- Business
- Legerdemain
- Security
- Stealth
- Zero-G
Advocate
- blurb goes here
- Sample character concepts: Lawyer, Travelling Magistrate, Politician
- Advocates require Intellect 3
- Rank 2 skills (2 CP each)
- Law or Politics
- Rank 1 skills (1 CP each)
- Persuasion
- Academics [Law]
- Savoir-Faire
- Optional Skill Choices (Rank 1, 1 CP each)
- Select 2 skills
- Zero-G
- Interrogate
- Awareness
- Bureaucracy
- Subterfuge
- Business
- Politics
- Law
- Coordinate
- Academics [Any]
- Etiquette [Power Elite]
To Do:
- Preacher
- tourist/big game hunter
- Spy