Future Careers

Academy [3 years]

Prerequisites: none.

Attributes: AGI +1, LOG +1, WIL +1, CHA +1

Skill choices: carrying, pistols, rifles, leadership, law, [scientific], [technical], tactics, leadership, starship tactics

You joined the military and completed basic military training. Some programs send recruits to college to gain degrees before returning to cadet assignments. The Military Academy is the basic training location for both Naval and Marine officers, and as such covers a wide curriculum along with an opportunity to specialize early in a science, medicine, or engineering career.

The Military Academy is regarded as a top-quality institution, easily the equal of many highly placed universities. The Academy is a three-year course, and is widely regarded as the equivalent of a Bachelor's degree.

Assassin [1d6 years]

Prerequisites: stealth, tracking, [combat].

Attributes: STR +1, AGI +1, INT +1, REP +1

Skill choices: [combat ], stealth, thievery, perception, intimidate, disguise

A killer for hire, you mastered the skills of assassination.

Athlete [1d6 years]

Prerequisites: [sport] or [physical].

Attributes: STR +1, AGI +1, END +1, REP +1

Skill choices: [physical], [sporting], carousing, flirtation, [unarmed combat]

You are a professional athlete, whether that be in a team sport or a track and field event.

Bartender [1d6 years]

Prerequisites: none.

Attributes: END +1, INT +1, CHA +1, LUC +1

Skill choices: [social], carousing, perception, brewing, cooking, brawling, clubs

Bartending is a great way to pay the bills. Some make a lifelong career of it.

Battlepsyche [1d6 years]

Prerequisites: concentration.

Attributes: END +1, WIL +1, PSI +2

Skill choices: [psionic], [combat], concentration, meditation

Battlepsychs are trained for wartime psionic combat. They specialize in brute-force mental offense.

Biopsychic [1d6 years]

Prerequisites: medicine.

Attributes: END +1, WIL +1, CHA +1, PSI +1

Skill choices: [psionic], medicine, biology, psychology, concentration, meditation

Biopsychics are dedicated to healing. Known by a variety of names – energy healer, faith healers, psychic surgeons, and more they channel psionic energy into others in order to heal injuries and sickness.

Bounty Hunter [1d6 years]

Prerequisites: none.

Attributes: AGI +1, INT +1, LOG +1, REP +1

Skill choices: tracking, piloting, stealth, computers, perception, intimidate, [combat], law

As a bounty hunter you spent time tracking down and capturing wanted criminals.

Burglar [1d6 years]

Prerequisites: stealth.

Attributes: AGI +1, INT +1, LUC +1, REP +1

Skill choices: climbing, jumping, acrobatics, escape artist, computers, stealth, thievery, appraisal

You become a master thief, able to infiltrate the most secure of locations. Some cat burglars work for hire and conduct industrial espionage, while others prefer to steal valuable artifacts and jewels from museums and high security vaults.

College [4 years]

Prerequisites: none.

Attributes: LOG +1, WIL +1, CHA +1, REP +1

Skill choices: computers, [scientific], [artistic], [sporting], [social], [technical], [academic]

You attended a civilian college or university and gained formal qualifications in a chosen area of study.

Choose a subject, which can be any skill, but is typically a [scientific], [technical], [academic], or [artistic] skill. You can restart this career at any time to gain degrees in additional subjects.

Con Artist [1d6 years]

Prerequisites: bluffing.

Attributes: INT +1, LOG +1, CHA +1, LUC +1

Skill choices: [social], disguise, bribery, forgery, [gaming], appraisal

You honed your skills and learned how to trick others out of their money with charm, lies, bluffs, disguise, and more. Many career criminals combine the craft of the con man with the skills of the burglar.

Craftsman [1d6 years]

Prerequisites: [crafting] or [technical].

Attributes: STR +1, AGI +1, LOG +1, CHA +1

Skill choices: [technical], [artistic], [crafting]

You made your living by practising your craft as a carpenter, electrician, mechanic, or other professional skilled worker. You are the backbone of society, representative of all those billions like you who lead ordinary lives.

Detective [1d6 years]

Prerequisites: none.

Attributes: AGI +1, INT +2, CHA +1

Skill choices: interrogation, pistols, driving, bureaucracy, perception, intimidate, stealth, tracking, law

You become a detective, expert at spotting clues and finding your man. Even if you leave the profession, you still retain enough contacts to call in favors and request information.

Diplomat [1d6 years]

Prerequisites: [social].

Attributes: INT +1, CHA +2, REP +1

Skill choices: [social], bureaucracy, law, politics, local knowledge

You have represented your planet elsewhere.

Drifter [1d6 years]

Prerequisites: none.

Attributes: END +1, INT +1, CHA +1, LUC +1

Skill choices: carousing, gaming, flirtation, performing, bluffing, appraisal, thievery

Somehow you lost your way. Drinking, gambling, with no clear objective, you drifted through the fringes of society.

Engineer [1d6 years]

Prerequisites: engineering.

Attributes: STR +1, AGI +1, LOG +1, LUC +1

Skill choices: computers, [technical], zero-g, bureaucracy

You became an engineer, proficient at manipulating technology and repairing devices and engines.

Gambler [1d6 years]

Prerequisites: [gaming].

Attributes: INT +1, CHA +1, LUC +2

Skill choices: [gaming], [social], thievery

You became an expert gambler, proficient at games of skill and chance.

Gangster [1d6 years]

Prerequisites: intimidate.

Attributes: STR +1, INT +1, CHA +1, REP +1

Skill choices: intimidation, thievery, driving, pistols

Eventually your life of crime led you to better things as you fell into a gang or crew.

Intelligence Officer/Spy [1d6 years]

Prerequisites: none.

Attributes: AGI +1, INT +1, CHA +1, LUC +1

Skill choices: interrogation, [subterfuge skills], computers, pistols, [social], [gaming], law

You're a spy. This may be Navy Intelligence or some other force. You have a wide remit, dealing with both domestic and external threats, and perform undercover investigations into military and civilian issues.

Marine Cadet Assignment [2 years]

Prerequisites: none.

Attributes: STR +1, END +1, INT +1, LUC +1

Skill choices: carrying, [unarmed fighting], pistols, rifles, hardy, survival, leadership, tactics

You completed your cadet assignment in the Star Marines, which gave you a rude awakening after the comparative luxury that was the Academy. Assigned menial tasks in hostile conditions and climates, you endured two years before being approved by your Sergeant.

Marine Tour [1d6 years]

Prerequisites: none.

Attributes: STR +1, END +1, WIL +1, REP +1

Skill choices: carrying, [combat skills], hardy, survival, leadership, carousing, bravery, perception

A tour of duty in the Star Marines means a deployment to a probably dangerous environment where you engaged enemy forces in infantry based ground battles or boarded hostile starships. Star Marines pride themselves on their sense of duty and their courage, and consider themselves the most professional soldiers in known space.

With each tour, roll 1d6. On a roll of 6, you gain a medal and a bonus +1 REP.

Medic [1d6 years]

Prerequisites: medicine.

Attributes: AGI +1, INT +1, LOG +1, CHA +1

Skill choices: computers, medicine, bureaucracy, psychology

You enter the medical profession. If you have gained a doctorate at college, you do so as a doctor; otherwise you are referred to as a nurse or medic.

Miner [1d6 years]

Prerequisites: none.

Attributes: STR +1, END +1, WIL +1, LUC +1

Skill choices: carrying, climbing, survival, [technical], mining, appraising, carousing, picks, hammers

There's nothing like a few years spent down a tritanium mine to build character.

Navy Cadet Cruise [1 year]

Prerequisites: none.

Attributes: AGI +1, WIL +1, CHA +1, LUC +1

Skill choices: piloting, computers, leadership

You completed your cadet cruise and are now a Navy Officer! The cadet cruise is a year long, and spent on a starship; those who successfully complete the cadet cruise and evaluation are then able to proceed to a Navy Tour or to Navy Command School. The exact assignment of the cadet cruise varies, but a cadet will typically carry out a range of non-specialized duties under the supervision of an evaluating officer.

Navy Tour [1d6 years]

Prerequisites: none.

Attributes: AGI +1, INT +1, WIL +1, REP +1

Skill choices: piloting, computers, leadership, pistols, rifles, engineering, [scientific], tactics, starship tactics

A navy tour is a regular military assignment; tours constitute the bulk of a military character's career. Tours in the Navy can encompass any and all of these duties. A crewman will typically specialize in one of several career branches – medical, security, engineering, science, operations, pilot – and carry out his tour of duty in that area of specialization, often with a long-term aim of becoming chief of that department. For example, if you are already a medic, your tour will be as a medical officer; if you are already a scientist, it will be as a science officer or similar role. The same goes for pilots, security personnel, engineers, and so on.

Performer [1d6 years]

Prerequisites: [performance].

Attributes: CHA +2, LUC +1, REP +1

Skill choices: carousing, [performance]

You became a musician or other performer, and made your way working bars, clubs, and theaters.

Pilot [1d6 years]

Prerequisites: piloting.

Attributes: AGI +1, INT +1, LOG +1, LUC +1

Skill choices: reactions, piloting, computers, astronomy, gunnery, navigation, starship tactics

You became a pilot or starship helm officer, learning to fly shuttles, fighters, freighters, or starships.

Police Officer [1d6 years]

Prerequisites: none.

Attributes: AGI +1, INT +1, LOG +1, REP +1

Skill choices: interrogation, pistols, driving, bureaucracy, perception, intimidate, law

You join the police or other security force and begin a career as a uniformed officer.

Priest [1d6 years]

Prerequisites: religion.

Attributes: INT +1, WIL +1, CHA +1, LUC +1

Skill choices: perception, crafting, bureaucracy, cryptology, linguistics, [trivia], meditation, leadership, performing, religion

You joined the clergy and practised religion, tending to your flock.

Prisoner [2d6 years]

Prerequisites: none.

Attributes: STR +1, END +1, INT +1, REP +1

Skill choices: intimidation, survival, [subterfuge skills], [unarmed fighting], knives

Your life of crime ended you up in prison where you served time; or perhaps you were a political prisoner or a prisoner-of-war. It was a tough environment and you spent most of your time just trying to survive, although you did make one or two lifelong contacts.

Psi-cop [1d6 years]

Prerequisites: law.

Attributes: INT +1, CHA +1, REP +1, PSI +1

Skill choices: [psionic], intimidation, concentration, meditation, law, pistols, perception

A Psi-Cop is a specialist investigative law-enforcement individual with psionic training, and usually works alongside police – or occasionally Navy Security or Intelligence – in a consulting role. Psi-Cops aren't usually trained in direct psionic combat skills; their area of expertise is in the teasing out of information from suspects and crime scenes, although higher ranking Psi-Cops known as Inquisitors do receive potent combat training.

Psychic [1d6 years]

Prerequisites: none.

Attributes: INT +1, LUC +1, REP +1, PSI +1

Skill choices: [psionic], negotiation, bluffing, hypnotism, concentration, meditation

You used your psionic abilities in a career of professional psychic work. Your skills are commercial and generalist in nature.

Scientist [1d6 years]

Prerequisites: [scientific] 

Attributes: INT +1, LOG +1, WIL +1, REP +1

Skill choices: computers, [scientific], [technical], survival, perception

You take your science with you as investigate phenomena in strange locations. Field scientists are viewed by academia as adventurous types, and include archaeologists, meteorologists, zoologists, oceanographers, geologists, botanists, astrophysicists, and much more. Scientists on starships are usually known as science officers.

Scout/Special Forces [1d6 years]

Prerequisites: stealth, or [combat].

Attributes: STR +1, AGI +1, END +1, INT +1

Skill choices: [combat], stealth, thievery, escape arts, acrobatics, climbing, survival, tracking, running

The pinnacle of special operations, either police, military or freelance, the infiltrator aptly describes the occupation of many men and women whose job it is to infiltrate enemy locations and accomplish dangerous missions, and specialized soldiers able to operate alone and perform reconnaissance. A scout needs a range of skills beyond the mere ability to kill that is the hallmark of the assassin.

Smuggler [1d6 years]

Prerequisites: piloting.

Attributes: AGI +1, CHA +1, LUC +1, REP +1

Skill choices: thievery, astrogation, carousing, piloting, bluffing, appraisal, pistols

You spent time as a smuggler, moving stolen or illegal goods from one planetary system to another.

Sniper [1d6 years]

Prerequisites: stealth, rifles.

Attributes: END +1, INT +1, WIL +1, LUC +1

Skill choices: rifles, stealth, perception, concentration, climbing

You mastered the art of lying very still for long periods of time and shooting people a long way away. Sniping is a job which requires great endurance, patience, and accuracy.

Socialite [1d6 years]

Prerequisites: [social].

Attributes: CHA +2, REP +2

Skill choices: [social]

You aim be famous for being famous, and have mastered the art of networking.

Space Jockey [1d6 years]

Prerequisites: none.

Attributes: AGI +1, END +1, LOG +1, LUC +1

Skill choices: zero-g, engineering, carousing, piloting, computers

You got a commission on a civilian ship – a merchant vessel or miner. As a general dogsbody, you learned a variety of skills, and you feel truly at home aboard a vessel travelling between the stars.

Spartan Battle School [1d6 years]

Prerequisites: Spartan.

Attributes: STR +2, AGI +1, END +1

Skill choices: [combat], survival, tactics, bravery

Spartan education is brutal and militaristic.

Starbase Assignment [1d6 years]

Prerequisites: none.

Attributes: LOG +1, CHA +1, REP +2

Skill choices: carousing, computers, engineering, [scientific]

You were assigned to a Starbase or space station.

Star Knight [1d6 years]

Prerequisites: concentration or meditation; law

Attributes: AGI +1, INT +1, WIL +1, PSI +1

Skill choices: [psionic], swords, reactions, meditation, concentration, law, [physical]

An elite order of warriors, the Star knights are respected throughout the galaxy. Star knights rarely use ranged weapons, engaging the enemy with their laser swords.

Street Thug [1d6 years]

Prerequisites: none.

Attributes: STR +1, END +1, CHA +1, LUC +1

Skill choices: intimidation, running, brawling, clubs, knives, pistols

You fell into the fringes of society and ended up as a thug on the street, committing petty crimes for small amounts of money.

Trader [1d6 years]

Prerequisites: none.

Attributes: INT +1, CHA +1, LUC +1, REP +1

Skill choices: appraisal, [social], carousing, [crafting], bureaucracy, accounting, law, local knowledge, bribery, forgery

Life as a trader can mean profit, but it can also bring ruin.

Venetian Retreat [4d6 years]

Prerequisites: Venetian.

Attributes: LOG +2, WIL +1, PSI +1

Skill choices: [artistic ], [psionic] [crafting], concentration, meditation

The long-lived Venetians often retire to their own kind for a decade or more in order to contemplate their place in the universe, and train their minds.