Traveller Career Book 1 Revised.pdf

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C AREER B OOK 1
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C AREER B OOK 1
C REDITS
A UTHOR
Richard Hazlewood
C ONTRIBUTORS
John Griffiths
Nik Kraakenes
E DITOR , I NTERIOR D ESIGN & L AYOUT
John Griffiths
C OVER A RT & I NTERIOR I LLUSTRATIONS
David Redington
P LAYTESTERS
John Griffiths
Kevin Hazlewood
Richard Hazlewood
Nik Kraakenes
Ben Pew
David Redington
All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names, places, items, art and text
herein are copyrighted by Spica Publishing.
This game product has been published under the Open Game Licence. A copy of this licence is shown on page 36 of this book. To learn more about the Open Game Licence, please go to
www.mongoosepublishing.com.
This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actual people, organisations, places or
events is purely coincidental.
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C ONTENTS
C ONTENTS ...................................................... 2
I NTRODUCTION ................................................ 3
C HARACTERS AND C AREERS ................................ 3
E XPANDED T ABLES ........................................ 3
N EW C AREERS ................................................ 3
R EQUIRED M ATERIALS ........................................ 3
A BOUT THE A UTHOR ....................................... 3
F EEDBACK .................................................. 3
A GENT ............................................................ 4
D RIFTER .......................................................... 5
E NTERTAINER .................................................. 6
M ERCHANTS .................................................... 7
N OBILITY ......................................................... 8
P SION ............................................................. 9
R OGUE ......................................................... 10
S CHOLAR ...................................................... 11
L IFE & U NUSUAL E VENTS T ABLES 1 ................ 12
L IFE & U NUSUAL E VENTS T ABLES 2 ................ 13
N EW C AREERS .............................................. 15
A LIENS AND N EW C AREERS ...................... 15
A DVENTURER ................................................ 16
B OUNTY H UNTER ........................................... 18
C LERGY ........................................................ 20
C OLONIST ..................................................... 22
C ORPORATE C ITIZEN ...................................... 24
M ILITANT R ELIGIOUS ...................................... 26
S PACE P ATROL .............................................. 28
W ORKER ....................................................... 30
P RE -G ENERATED C HARACTERS ...................... 32
T HE C HARACTER P ROFILE ................................. 32
C HARACTERISTIC B LOCK ................................... 32
S KILLS ......................................................... 32
E QUIPMENT .................................................. 32
N EW S KILL S PECIALITY ..................................... 32
O PEN G AME L ICENCE V ERSION 1.0 A ............... 36
C AREER B OOK 1
SP 0101
© Spica Publishing.
First edition.
November 2008.
Printed and published in the United Kingdom.
1 2 3 4 5
ISBN 978-0-9560893-1-1
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I NTRODUCTION
Career Book 1 is the first of a short series of career books
from Spica Publishing offering new career options for
Traveller
N EW C AREERS
This book contains eight new careers: Adventurer, Bounty
Hunter, Clergy, Colonist, Corporate Citizen, Militant Religious,
Space Patrol and Worker . Each career includes:
A brief description of the career and its assignments;
Its own unique set of character generation tables,
including ranks (where applicable) and mustering out
benefits tables;
Mishap and Events tables.
Pre-generated Characters: 40 pre-generated characters are
provided in the final section of this book. These characters
have been generated using the careers in this book and the
careers found in the Traveller Main Rulebook .
R EQUIRED M ATERIALS
Traveller Main Rulebook
To get the most from this book you will need at least the
following items:
C HARACTERS AND C AREERS
Characters are central to any role-playing game; they are the
alter-egos of the players in the game universe. Within each
game universe, there are many thousands of ways a
character can live, work or otherwise occupy their time. This
book presents players and Referees with new character
generation options that allow players greater choice in the
characters they choose to play, and Referees a wider range
of sources for generating non-player characters.
Within a science fiction RPG setting, the number and types of
careers available to characters (both human and alien) can be
massive, and each race or species has its own unique take
and influence on careers, often offering skills or benefits not
available to other races in similar or identical careers.
The eight new careers available in this book are suitable for
all human characters and the majority of alien characters.
Wherever possible, players should discuss their character’s
career options with their Referee before generating a
character, especially if the player intends to generate an alien
character. However, in some cases, some modification of the
career tables may be necessary by the Referee or player to
enable alien character generation. This approach is nothing
new in the world of RPGs and is actively encouraged by Spica
Publishing.
The Traveller Main Rulebook by Mongoose
Publishing;
At least two six-sided dice;
Throughout this book references are made to certain pages of
the Traveller Main Rulebook (abbreviated to ‘TMB’). The
references are shown in italics, like this: 94 TMB or (94 TMB) .
This means you should look at page 94 of the Traveller Main
Rulebook for the particular rule or table referred to in this
book.
Die Throw & Notation Conventions
The die throw and notation conventions used in this book are
the same as those described on 3 TMB .
Tasks and Skills
The rules for tasks (and the use of skills in tasks) in this book
are the same as those in the Tasks and Skills chapter on 48
TMB .
Injury Table
Wherever this book refers to the use of an Injury Table,
please use the injury table shown on 37 TMB .
A BOUT THE A UTHOR
Richard Hazlewood has been playing
Main Rulebook (TMB) , the second
presents completely new careers for players and Referees to
use for character generation, whilst the third provides 42 pre-
generated characters for use as player or non-player
characters.
E XPANDED T ABLES
Mishap and Events Tables: The expanded tables section of
this book (beginning on page 4) provides players and
Referees with alternatives to the original Mishap and Events
tables for the Agent (10 TMB), Drifter (16 TMB), Entertainer
(18 TMB), Merchant (22 TMB), Nobility (26 TMB), Psion (158
TMB), Rogue (28 TMB) and Scholar (30 TMB) careers.
New tables for Army (12 TMB), Marine (20 TMB), Navy (24
TMB) and Scout (32 TMB) are not included in this book, as
these will be covered in future Traveller books from
Mongoose Publishing.
Expanded Life and Unusual Events Tables: The expanded
Life Events and Unusual Events tables in this book are
intended to be complimentary to or alternatives for the original
table on 34 TMB .
since 1977.
He served eight years in the US Navy, operating nuclear
reactors on submarines. He enjoyed that so much he got out
of the Navy and into aviation. Richard has a Masters Degree
in Aerospace Engineering and works for a major US airline.
He has two grown sons and lives with his wife and two dogs
in the mid-western US.
Traveller
F EEDBACK
Spica Publishing welcomes feedback and you can email us
your feedback, ideas, suggestions and corrections at:
enquiries@spicapublishing.co.uk
3
character generation. A few of the careers available
in the Traveller Main Rulebook have been deliberately left out
but alternative character generation options are included in
this book for the remaining careers.
Some pens/pencils and paper or a computer.
Reference to the
Traveller Main Rulebook
This book is presented in three distinct sections: the first
provides some alternative tables for a selection of the careers
available in the
Traveller
 
E XPANDED T ABLES
A GENT
These expanded tables provide players and Referees with alternative Mishap and Events tables for the Agent career (10 TMB) .
M ISHAPS
2d6
Mishap
2
Serious Injury – throw twice on the Injury Table and keep the lowest result.
3
A job goes wrong, forcing you to flee off-planet. Gain one of Streetwise 1, Zero-G 1, or Steward 1.
4
You are caught during an assignment and exposed. You must spend your next term as a Drifter.
5
An investigation goes critically wrong or leads to the top, ruining your career. Throw Advocate 8+. If you succeed, you may keep the
benefit throw from this term.
6
A criminal or other figure under investigation offers you a deal. Accept and you leave this career without further penalty (although you
lose the benefit throw as normal). Refuse and you must throw twice on the Injury Table and take the lower result; you also gain an
Enemy and one level of any one skill you choose.
7
Injured – throw on the Injury Table.
8
You learn something you shouldn’t know and people want to kill you for it. Gain an Enemy and Deception 1
9
Your work ends up coming home with you and someone gets hurt. Choose one of your Contacts, Allies or family members and throw
twice on the Injury Table for them, taking the lower result.
10
You are framed for a something you didn’t do. Gain an Enemy.
11
Someone attempts to assassinate you. Throw Endurance 8+. If you fail, throw on the Injury Table. If you succeed, gain an Enemy.
12
Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. If
you have no Contacts or Allies, then you are betrayed by someone you never saw coming and still gain a Rival.
E VENTS
d66 Events
11 Disaster! Throw on the Mishap Table, but you are not ejected from this career.
12 An investigation takes a dangerous turn. Throw Investigate 8+ or Streetwise 8+. If you fail, throw on the Mishap Table. If you succeed,
increase one of these skills by one level: Deception, Jack of All Trades.
13 You are assigned to internal affairs to investigate one of your own. Throw Investigate 8+. If you succeed, gain an Enemy and one of
Investigate, Stealth, Deception or Admin. If you fail, you still gain an Enemy.
14 You spend a lot of time on a stakeout. Throw Intelligence 8+ to gain either Sensors 1 or Remote Operations 1.
15 You become involved in a nasty little war with a rival agency. Throw Gun Combat (any) 8+. If you fail, throw on the Injury Table. If you
succeed, gain one of Gun Combat (any) 1, Medic 1, or Streetwise 1.
16 You investigate a gambling ring. Throw Intelligence 8+ to gain Gambler 1 or Deception 1.
21 You establish a network of contacts. Gain 1d3 Contacts.
22 You are assigned to work on a secret project. Gain one of Medic 1, Any Science (any) 1, Computer 1, or Investigate 1.
23 You become entangled in bureaucratic functioning. Throw Intelligence 8+. If you succeed gain one of Admin 1, Advocate 1 or Diplomat
1.
24 You are assigned to interrogate someone. Throw Intelligence 8+ to gain Investigate, Persuade, or Advocate.
25 You go undercover on a starship. Gain one of Steward 1, Mechanic 1, or Vacc Suit 1.
26 You are involved in the detailed planning of a major operation. Gain Computers 1, Sensors 1, Comms 1, or Engineering (Electronics) 1.
31 - 36 Life Event. Throw on the Life Events Table.
41
You go undercover to investigate an enemy. Throw Deception 8+. If you succeed, throw immediately on the Rogue or Citizen Events
Tables and make one throw on any Specialist Skill Table for that Career. If you fail, throw immediately on the Rogue or Citizen Mishap
Table.
42
You are forced to spend a lot of time in court. Throw Education 8+ to gain either Advocate 1 or Admin 1.
43
You spend time working in Research and Development. Throw Intelligence 8+ to gain one of Engineering (Electronics) 1, Computers 1
or Mechanic 1.
44
You have the opportunity to betray a fellow agent for personal gain. If you do so, gain +4 DM on your next Advancement throw. If you
refuse, gain that agent as an Ally.
45
You spend a lot of time aboard a starship. Gain one of Pilot(any) 1, Astrogation 1, Computers or Sensors
46
You have the opportunity to become a double agent for a rival group. If you choose to switch sides, throw Stealth 8+ to gain +1 on a
benefit throw and a Contact. If you choose not to switch sides, gain a Rival and +2 on your next Advancement throw.
51
You are given specialist training in Vehicles. Gain one of Drive (any) 1, Flyer (any) 1, Pilot(any) 1, or Gunner (any) 1.
52
You are given advanced training in a specialist field. Throw Education 8+ to increase any one skill you already have by one level.
53
You are given advanced weapons training. Throw Education 8+ to gain Gun Combat (any), Melee (any) or Explosives.
54
One of your Allies is killed. Throw Investigate 8+ to find the killer. If you fail, gain an Enemy. If you succeed, gain Gun Combat(any),
Melee(any), or Stealth. Either way, lose one Ally. If you have no Allies, lose a Contact instead.
55
You are assigned to a training facility. Gain a level 1 in any skill you do not already have.
56
You work to turn an enemy agent into a double agent. Throw Persuade 8+. If you succeed, gain an Ally and +1 on your next
Advancement throw. If you fail, gain an Enemy.
61
You are sent among aliens. Throw Investigate 8+ to gain Language (any) 1. You also gain a Contact.
62
You spend time among the Nobility. Throw Social Standing 8+ to gain Carouse. You also gain a Contact.
63
You complete a mission for your superiors and are suitably rewarded. Gain +1 DM to any one benefit throw from this career.
64
You go above and beyond the call of duty. Gain a +2 DM on your next Advancement throw.
65
You are befriended by a senior agent. Either increase Investigate by one level or take +4 DM to an Advancement throw thanks to his
aid.
66
Your efforts uncover a major conspiracy against your employers. You are automatically promoted.
4
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