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Commissions and Promotions: Each service has a commis'n number; for commis'n as officer, throw >= stated number.

DMs may apply. If commis'n, (N)PC receives rank 1 in service. Commis. may be attempted once per term until successful (unless draftee in 1st term). In same term commis'n received, and each subsequent term, may attempt promt'n. If promt'n is achieved (promt'n number+, DMs may apply), advance to next higher rank. (N)PCs eligible for 1 promt'n per term. Commis'ns and promt'ns not available in Scouts or "Other". BASIC SKILL ELIGIBILITY For the initial term of service=2 Upon receiving commission=+1 Per subsequent term=+1 Upon receiving a promotion=+1 Skills and Training: Roll 1D on Acquired Skills once for each skill allowed. One table chosen before die rolled; first 3 tables may always be used, but 4th avail. only through advanced education & may be used only w/ Edu 8+. During 1st term of service, he or she becomes eligible for 2 skills; each additional term, eligible for 1 skill. Upon commis'n, eligible for +1 skill; upon promt'n, eligible for +1 skill. Some skills automatically accrue by virtue of rank or service. Scout Service is exception w/ no rank or promt'n; scouts instead receive 2 skills each term, including 1st. Reenlistment: (N)PCs generally free to leave service or remain for another term; other considerations loom though. Throw >= reenlist'nt number (no DMs allowed); if throw unsuccessful, reenlist'nt is denied. If roll 12 exactly, service requires serving another term, regardless of personal desire. Reenlist'nt throw is required each term. Retirement: Up to 7 terms may be served voluntarily, and may leave service after any term (provided no mand. reenlist). Retirement is possible after end of 5th term, & grants annual retirement pay in addit'n to MO benefits. Retirement mandatory after 7th term; but mandatory reenlist'nt may req. an additional term to be served, and possible to be req. to serve 9th and even 10th terms. MUSTERING OUT Per term of service 1 If rank 3 or 4 2 If rank 1 or 2 1 If rank 5 or 6 3 Allowed DMs: If rank 5 or 6: DM +1 on Skills Gambling: DM + level on Cash When leaving service (for any reason), eligibility for mustering out benefits applies. The MO tables indicate nature of benefits: one

provides travel, education, and material benefits, while the other provides cash. Consult these tables based on total terms and final rank, one roll per term served. If rank 1 or 2 has been reached, +1 roll allowed; rank 3 or 4 receives +2 rolls; and rank 5 or 6 receives +3 rolls, and may apply a DM of +1 to rolls on Skills & Benefits. Gambling-1+ allows +1 DM on Cash table. Table to roll on may be chosen freely, but no one may consult Cash more than 3 times. Table being used must be designated before rolling. AGING (N)PCs can potentially age 20 yrs+ before play, which may have a detrimental effect on phys stats. When reaching age 34 (end of 4th term), consult Aging table, and thereafter at 4 yr intervals. If specific throw fails, reduction indicated is applied to stat. Use of drugs or low passage affect aging rate; each player should maintain careful records of PC's physical age. Aging Crisis: If from aging a stat is reduced to 0, this is an aging crisis and (N)PC has become quite ill; 8+ to avoid death, subject to DM for any medical skill. If (N)PC survives, recovery is made immediately under slow drug, and (N)PC ages 1D months immediately, but also returns to play without delay, and stat reduced to 0 automatically becomes =1. This occurs each time (and for each stat) a stat drops to zero. If slow drug not available, individual is incapacitated for the number of months indicated if saving throw successful. AGING TABLE Terms 4-7 8-11 12-14+ Age 34-46 50-62 66-74+ Strength -1(8+) -1(9+) -2 (9+) Dexterity -1(7+) -1(8+) -2 (9+) Endurance -1(8+) -1(9+) -2(9+) Intelligence n/e before age 66 -1(9+) Education unaffected by aging Social Standing unaffected by aging Negative number is reduction in stat if save (8+ on 2D) not made. Terms refers to end of numbered term; age refers to 1st day of personal (physical, not chronological) year. NPCs NPC skills and abilities should be determined by GM using standard

chargen. Alternatively, the GM may simply generate an NPC & assign required skill, plus a few others for variety. Loyalty and Dedication: In most cases, NPCs will be dependable and loyal (absent bad treatment); the possibility exists, however, that a seemingly loyal NPC has foul play at heart. GM should utilize NPC Reaction table to determine such potential. Continued loyalty of NPCs is ultimately dependent on the quality of treatment and level of skill of the employing PCs. CAREER TYPES Navy: Members of interstellar navy patrolling space; responsible for protection of society from lawless elements in interstellar trade channels, and from foreign powers. Marines: Armed fighting forces carried aboard starships; deal with piracy and boarding actions in space, defend starports and bases of the navy, and supplement other ground forces. Army: Planetary armed fighting forces, dealing with surface actions, battles, and campaigns. May also be mercenaries for hire. Scouts: The exploratory service; explore new areas, map and survey known or newly discovered areas, and maintain comm ships carrying information and messages between worlds. Merchants: Merchants of commercial enterprise; crew ships of large trading corps, or may work for independent free traders carrying chance cargos and passengers. Other: Those not serving one of the above areas instead follow unproductive careers w/ a variety of experiences. "Other" covers some trades, ne'er-do-wells, and the underworld; the exact nature of the career must be deduced from skills and benefits received. PRIOR SERVICE TABLE Navy Marines Enlistment 8+ 9+ DM of +1: Int8+ lnt8+ DM of +2: Edu9+ Str8+ Draft 1 2 Survival 5+ 6+ DM of +2: Int7+ End8+ Com'ssion 10+ 9+ DM of +1: Soc9+ Edu7+ Promotion 8+ 9+ Army Scouts Merchants Other 5+ 7+ 7+ 3+ Dex6+ lnt6+ Str7+ End5+ Str8+ lnt6+ 3 4 5 6 5+ 7+ 5+ 5+ Edu6+ End9+ lnt7+ lnt9+ 5+ 4+ End7+ Int6+ 6+ 10+ -

DM of +1: Edu8+ Soc8+ Edu7+ Int9+ Reenlist 6+ 6+ 7+ 3+ 4+ 5+ (N)PCs cycle through this table during each term. Reenlistment throw req. even if reenlistment not intended. DMs cumulative in enlistment w/ necessary prereqs. All rolls except draft on 2D. TABLE OF RANKS Navy Rank 1 Ensign Rank 2 Lieutenant Rank 3 Lt Cmdr Rank 4 Cmndr Rank 5 Captain Rank 6 Admiral Marines Lieutenant Captain Force Lt Colonel Colonel Brigadier Army Lieutenant Captain Cmdr Majr Lt Colonel Colonel General Merchants 4th Officer 3rd Officer 2nd Officer 1st Officer Captain -

MUSTERING OUT TABLES Skills & Benefits Navy Marines Army Scouts Merchants Other 1 LoPsg LoPsg LoPsg LoPsg LoPsg LoPsg 2 +1 Int +2 Int +1 Int +2 Int +1 Int +1 Int 3 +2 Edu +1 Edu +2 Edu +2 Edu +1 Edu +1 Edu 4 Blade Blade Gun Blade Gun Gun 5 Trvllrs' Trvllrs' HiPsg Gun Blade HiPsg 6 HiPsg HiPsg MdPsg Sct Ship LoPsg 7 +2 Soc +2 Soc +1 Soc Free Trader If rank 5 or 6, may add +1 to rolls. Gun & blade benefits must be specified; addt'l benefits of same type may be declared as skill. Cash 1 1000 2000 2000 20000 1000 1000 2 5000 5000 5000 20000 5000 5000 3 5000 5000 10000 30000 10000 10000 4 10000 10000 10000 30000 20000 10000 5 20000 20000 10000 50000 20000 10000 6 50000 30000 20000 50000 40000 50000 7 50000 40000 30000 50000 40000 100000 Max 3 rolls allowed on cash table. If Gambling-1+, may take +1 DM on cash table. ACQUIRED SKILLS TABLES Personal Development Table

Some skills accrue automatically; consult this table at end of each term. Each automatic skill may be received only once. RANK AND SERVICE SKILLS Navy Captain +1 Soc Army Rifle-1 Navy Admiral +1 Soc Army Lieutenant SMG-1 Advanced Education Table (only Edu 8+) Navy Marines Army Scouts Medical Medical Medical Medical Navgn Tactics Tactics Navigation Engrng Tactics Tactics Engrng Comp Comp Comp Comp Pilot Leader Leader Pilot Admin Admin Admin JoaT Advanced Education Table Navy Marines Army VacSuit Vehicle Vehicle Mech Mech Mech Electrnc Electrnc Electrnc Engrng Tactics Tactics Gunnry Blade Cbt Blade Cbt JoaT Gun Cbt Gun Cbt 1 2 3 4 5 6 Service Skills Table Navy Marines Sh's Bt Vehicle VacSuit VacSuit Fwd Ob Blade Cbt Gunnry Gun Cbt Bld Cbt Bld Cbt Gun Cbt Gun Cbt 1 2 3 4 5 6 1 2 3 4 5 6 Navy +1 Str +1 Dex +1 End +1 Int +1 Edu +1 Soc Marines +1 Str +1 Dex +1 End Gambling Brawling Blade Cbt Army Vehicle Air/Raft Gun Cbt Fwd Ob Bld Cbt Gun Cbt Army +1 Str +1 Dex +1 End Gambling +1 Edu Brawling Scouts Vehicle Mech Electrnc JoaT Gunnery Medical Scouts Vehicle VacSuit Mech Navigation Electrnc JoaT Scouts +1 Str +1 Dex +1 End +1 lnt +1 Edu Gun Cbt 1 2 3 4 5 6 Merchant Medical Navigation Engrng Comp Pilot Admin Merchant Strtwse Mech Electrnc Navigation Gunnery Medical Merchant Vehicle VacSuit JoaT Steward Electrnc Gun Cbt Merchant +1 Str +1 Dex +1 End +1 Str Blade Cbt Bribery Other Medical Forgery Electrnc Comp Strtwse JoaT Other Strtwse Mech Electrnc Gambling Brawling Forgery Other Vehicle Gambling Brawling Bribery Bld Cbt Gun Cbt Other +1 Str +1 Dex +1 End Blde Cbt Brawling -1 Social

Blade Combat: Use of blades and polearms. Select one blade or polearm each time blade combat is received. Following each listed weapon are 3 columns; "+DM" indicates min req. Str to receive bonuses in combat; " -DM" shows Str or less calling for mandatory penalties. One specific weapon may be selected each time skill is received; note one possible weapon is named blade, and if designation of weapon(s) selected is neglected, skill defaults to weapon "blade". BLADES AND POLEARMS Weapon +DM -DM Wounds Dagger 8+ 32D Blade 9+ 42D Foil 10+ 41D Sword 10+ 52D Cutlass 11+ 73D Brdsword 12+ 74D Bayonet 9+ 43D Spear 9+ 42D Halberd 10+ 53D Pike 10+ 63D Cudgel 8+ 42D GUNS Weapon +DM -DM Wounds Bdy Pistol 11+ 72D Brawling: General HtH combat; includes use of hands, clubs, and bottles as weapons. Weapon Expertise: Note area of expertise, and immediately select specific type received. All PCs have innate weapon expertise, in all weapons, of 0. Acquisition of weapon skill boosts this to level-1. Stat Alterations: Stat alterations apply immediately. SKILLS AND BENEFITS Specific skills may be acquired more than once; the 2nd+ acquisition increases expertise. Marine Marine Lieutenant Cutlass-1 Revolver-1 Merch.1st Officer Pilot-1 Scout Pilot-1

ATV: Training in, or experience with, operation of modern all terrain vehicles, inc. AFVs (armored fighting vehicles). ATVs are quite reliable (11+ per day for breakdowns), but susceptible to off-road difficulties. Generally, driver skill serves as DM (+1 per level) to help Air/Raft: Training and experience in use and operation of all types of grav vehicles. Air/rafts are major transportation on most worlds w/ high enough TL; most people aware of basics of operation. 5+ to avoid accident or mishap in bad weather, chases, or high speed maneuvers. DMs: per level of skill, +1; weather extremely bad, if craft is old, or if gunfire involved in chase, - 1. DMs cumulative. Referee: Generally, roll once for short chase, 2 - 3x for longer flights. Administration: Experience w/ bureaucratic agencies, and understanding req. of dealing w/ them and managing them; 7+ to successfully resolve normal interaction w/out further problems (ex: avoidance of police harassment, prompt issuance of licenses, approval of applications, avoidance of close inspection of papers, etc). DMs: no expertise, - 3; per level of Admin, +2. When serving in a bureaucracy, Admin allows competency in the eyes of superiors. DMs to be applied: +1 per skill level. GM determines exact throw. Referee: Admin should also affect quality of work and potential of success for organizations which the (N)PC is responsible for. Gunnery: Skill in the use of weapons mounted on spacecraft, entitling the the job title of "gunner". Gun Combat: Choose one firearm from Guns table; a different gun may be selected each time skill is received. Columns indicating + or DMs based on Dex. Auto Pistol 10+ Revolver 9+ Carbine 9+ Rifle 8+ Auto Rifle 10+ Shotgun 9+ SMG 9+ Lsr Carbne 10+ Lsr Rifle 11+ 6345666563D 3D 3D 3D 3D 4D 3D 4D 5D

ACQUIRING SKILLS AND EXPERTISE Enlistment: Choose one service (Navy, Marines, Army, Scouts, Merchants, and Other), & attempt enlistment; Prior Service table gives throw req. to enlist; >= number on 2D allows enlist'nt; DMs apply for stated stats & if both present, DM cumulative. Only one enlist'nt attempt permitted; if rejected, must submit to draft. Enlist'nt or draft not allowed after age 18. The Draft: Failing enlist'nt, (N)PC must submit to the draft. Roll 1D, and enter that service; note possibility to be drafted into a service just rejecting enlist'nt. Draftees not eligible for commis. during 1st term; are eligible during 2nd and subsequent terms if reenlist. Terms of Service: 1 term of service lasts 4 yrs and adds 4 yrs to age. Each reenlist'nt is for an additional 4 year term. Survival: During term, throw survival number+ to avoid death in line of duty. DMs may apply. Optional Rule: If decided thus prior to chargen, a failed survival roll can be converted to injury. (N)PC is not dead, but injured, and leaves the service (after recovery) having served only two years of the term. NOBLE TITLES B 11 Knight, Knightess, Dame E 14 Count, Countess C 12 Baron, Baronet, Baroness F 15 Duke, Duchess D 13 Marquis, Marquesa, Marchioness Titles: Those w/ Soc of B+ (11+) may assume family's hereditary title, even if not engaging in local gov't. At GM's discretion, nobles may have lands or fiefs, and may actually have some power. Knights (Soc B) entitled to use Sir (or Dame). Soc C allows title Baron or Baroness; the prefix von or haut or hault may be instead used. Rank: (N)PCs receiving commissions or promotions may use rank as part of their names, even after leaving the service or retiring. Universal Personality Profile (UPP): Expresses basic stats in a specific sequence using hex numbers; digits 0 - 9 are common arabic numbers, digits 10 - 15 letters A - F. Stats are listed as a string of six digits in the order originally rolled: Str,Dex, End, Int, Edu, and Soc. 2D for each stat; values may range initially from 2 to 12 (w/ 7 as avg); values ultimately range from 1 to 15. For PCs, value of highest stats may not exceed 15; they don't go below 1 except for results of calamitous injury or aging.

starships (and interplanetary craft) and maintaining the machinery against failure. Referee: Skill level generally a DM applied to throw to remedy an engineering problem. DM may be assigned on basis of +2 per skill level. Forgery: Skill at faking documents & papers w/ a view to deception. Cargo transfers, bank transactions, personal IDs, and many other documents are often closely inspected by officials such as police, customs agents, or clerks (such encounters happen when <= local law level thrown; generally 1-2 times / day). 6+ for detection of forged or fake documents; DM: -2 per skill level. Referee: Control is required to prevent blatant misuse. Admin and/or Bribery may also be used to determine if documents examined. Forward Observer: Training (in military service) to call on & adjust artillery (projectile / missile / laser) fire from distant batteries and from orbital sources. If artillery (including commct'n w/ firing battery) available, first shots fired will invariably miss. On each subsequent turn fire is delivered, 11+ to hit is required. DMs: +4 per skill level; per turn (2 mins) of adjustment : +1; if adjuster has no FO skill: -4. Gambling: Individual is well informed & able at games of chance, having advantage over non-experts, and generally capable of winning. Gambling should not be confused with risk-taking. Organized games, as at casinos, allow bets up to Cr5000; 9+ to win. Private games allow bets from Cr50 to Cr5000; 8+ to win. Gambling skill allows a DM of +1 per level; house always wins on throw of exactly 2. Games may be crooked (10+ to be dishonest) in which case GM stacks odds against players. Gambling-3+ usually detects crooked games (7+ to detect). Gambling-4+ may be suspected of cheating and ejected (or worse) due to finesse of skill involved (9+ to be suspected; DM -1 per level > 4). Use of a voluntarily lower skill might in some cases be useful to avoid detection. Referee: Die rolls should not be divulged when gambling; instead merely inform players of wins and losses. Gunnery: Training & competence in operation of weapons mounted on interplanetary and interstellar vessels, qualifying an individual to operate such weaponry, and to be hired on a ship's crew w/ title of

"gunner". Gunnery provides DMs in space combat; may also be used for similar weapons mounted on ATVs or air/rafts. Jack of All Trades: Ability in handling a wide variety of situations, and resourcefulness in finding solutions and remedies; can attempt activity not normally possible due to absence of skills or expertise. The unskilled have no idea how to even start many projects; JoaTs can apply this skill to such a project as if possessing the skill. JoaT can be considered skill level-0 in every other skill (but never level-1). GM should also consider appropriate personal stats (Int, Edu), availability of equipment (drugs, medical instruments), and other factors (weather, shelter, specific situations). JoaT is never sufficient for an individual to achieve standing in another skill; use in medical emergencies doesn't imply medic skill; use to pilot a ship in an emergency doesn't imply pilot skill. Leader: Possession of knowledge & self-assurance making for a capable emergent or appointed leader. Leader is required to control 7+ NPC hirelings or soldiers; such a group tends to obey general orders of (N)PC w/ highest Leader skill. Reaction throws necessary when leader and group first meet. DMs: +1 per level of Leader when consulting Reaction table. Leader-3+ sufficient to allow soldiers to obey orders w/out hesitation. Leader-4+ allows positive DM when recruiting. Throws and DMs depend on situation. Mechanical: Skill in use, operation, & repair of mechanical devices, including non-energy weapon repair but specifically excluding field of engineering. Mechanical allows ability to operate mechanical devices easily, as well as repairing them quickly & efficiently. Any situation requiring knowledge of mechanical aspects of devices or equipment can be affected. Referee: Specific throws for specific situations must be generated. Success is also affected by such variables as tool availablity, personal strength and dexterity, education, and situation. Medical: Training & skill in medical arts and sciences. Medical-1 qualifies for position of medic on a starship crew. Medic-2+ allows a DM of +1 when reviving low passengers. Medical-3 is sufficient to be titled "doctor", and assumes a license to practice medicine, including writing RXs, handling most ailments, and dealing w/ other doctors on a professional level. A Dex of 8+ is required for a doctor to

also be a surgeon. Xeno-Medicine: Normally, Medical skill is considered to apply to humans, and, to a limited extent, animals living on human worlds. Anyone with Medical can apply that skill at -2 to non-human aliens. Obvious encumbrances such as strange environment or unfamiliar chemistry should be considered by the GM. Navigation: Training and expertise in art & science of interplanetary and interstellar navigation, plotting a course, insuring correct info available to pilot and crew as necessary, as well as interpreting longrange data from ship's scanners and detectors. Navigation skill qualifies for the job position of "navigator" on a starship or interplanetary vessel. Referee: In general, Navigation allows performance in a crew position requiring this type of skill. On exploratory missions, or when venturing into unexplored territory, Navigation may be used to assist in computation of courses, in accurate determination of courses, and in determination of position when lost or strayed. Navigation can assist an individual in land or sea navigation as well. In any situation where directions need to be known or location must be determined, Navigation can be used as a DM of +1 per level on a throw to determine the needed information, the only requirement being that the night sky be visible. Pilot: Training and experience in operation of starships and large interplanetary ships; responsibility for control of starship's liftoffs, landings, and routine flight. Pilot skill qualifies for the job of "pilot" on a starship or interplanetary vessel over 100t. Referee: Pilot skill is usable as a DM in handling of starships. Pilot skill generally refers to starships; much of the ordinary operation, however, is similar to interplanetary craft, and Pilot also applies to such craft of 100t+. Small interplanetary craft (100t-) handle somewhat differently; Pilot skill may be used, at a -1, as Ship's Boat skill. The reverse is not true. Ship's Boat: Familiarity w/ function & operation of interplanetary craft ranging in size from 5 to 100 tons, including shuttles, lifeboats, launches, ship's boats, and fighters. Ship's Boat skill reflects distinct experience and training in operation of these craft. Pilot skill, at -1, can be used as the equivalent level of Ship's Boat. Referee: Ship's Boat skill is used as a DM in handling throws to determine various operations and their results. The following should illustrate this: Assume a hostile attack on a pinnace flown by an (N)PC with Ship's

Boat-2. 10+ for pinnace to escape on contact and avoid attack; DM +2 based on SB skill. 8+ to avoid being hit by enemy fire if escape fails; DM +2, again based on the skill. Alternate throws until either escape succeeds, or the craft is hit. If pinnace is hit, 5+ for it to be crippled & boarded; 4- for it to be destroyed; no DMs apply. Similarly, assuming bad weather at a planetary surface landing point, 9+ to land safely; DM +2 per level of skill > 1. Steward: Experienced and capable in care and feeding of passengers; responsible for welfare of passengers onboard a starship. Anyone can be hired as a ship's steward, but this skill represents training in the various duties necessary, and serves as an advantage when attempting to get such a job. Referee: Steward represents general awareness of cooking, personal care and attention, and other areas making passengers and crew happy and content w/ conditions of passage. Streetwise: Acquainted w/ ways of local subcultures, and thus capable of dealing w/ strangers w/out alienating them. Note: this is not the same as alien contact. Close-knit subcultures generally reject contact w/ strangers or unknown elements; Streetwise allows contact for obtaining information, hiring persons, purchasing or selling contraband / stolen goods, and other shady or borderline activities. Referee: After establishing throws for various activities desired by the (N)PCs (such as 5+ to get name of an official willing to issue licenses without hassle; 9+ for location of high quality guns at low prices), allow Streetwise as a DM. If no Streetwise, DM of - 5. Tactics: Training and experience in small unit tactics (up to & including units of 1000 troops or individual spaceships). Not to be confused with strategy, which deals w/ reasons for encounter and intended results; strategy is the realm of players, not characters. Referee: Tactics skill is an intangible; exact results are left to GM to implement as necessary or prudent. It might influence the type and amount of information available in a battle using hidden movement, or applied as a DM in crucial situations. Tactics should be considered when applying for employment where such skill might be useful. Vehicle: Skill in operation, use, and maintenance of a specific vehicle commonly available. Select a specific vehicle from one of the

OTHER BENEFITS In addition to skills, the following can be acquired during mustering out. Retirement Pay: (N)PCs leaving service at the end of 5+ terms are considered retired, and receive retirement pay, which pension is paid at the beginning of each year, effective upon leaving service, and may be collected at any A or B starport. Service beyond 8 terms adds Default Skills: Often, some (N)PCs will have no skills appropriate to a given situation. A journey across a vacuum plain may be called for, and no one has vacc suit skill. In such cases, the referee may indicate that all individuals not otherwise skilled have vacc suit-0. A level of 0 indicates that the individual can undertake ordinary activities, but is not experienced enough to try dangerous activities or fancy actions; neither is it orientation to the skill by an experienced person and should not be taken as a stepping stone to level-1. Skills appropriate for level-0 are: air/raft, ATV, forward observer, steward, vacc suit, and weapons. Vacc Suit: Training & experience in use of standard vacuum suits (space suits), inc. armored battle dress and suits for use on planets w/ exotic, corrosive, or insidious atmospheres. Non-breathable atmospheres or hostile environments can be easily overcome by protective equipment, but the danger of various minor mishaps becoming fatal remains great. 10+ to avoid a dangerous situation whenever any non-ordinary maneuver is attempted while wearing a vacc suit (including running, jumping, hiding, jumping untethered from ship to ship, etc.). Allow a DM of +4 per level of expertise. When such an incident occcurs, it may be remedied by any (N)PC with vacc suit skill (including the (N)PC in danger) on a 7+; DMs: per level of expertise, +2; if no expertise, -4. Battle dress and combat armor are special forms of armored vacc suit and require at least vacc suit-1 to wear at all. following groups & gain 1 level of skill in that type: ground car, watercraft, winged craft (inc. helicopters), hovercraft, and grav belt. In the case of ground car, winged craft, and watercraft, similar vehicles may be operated w/ Vehicle skill, at -1 (ground car inc. ATV). Vehicle skill is used for operation and as a DM against accident, and may also be used in repairing and maintaining a vehicle.

Travellers' Aid: The Travellers' Aid Society is a private organization maintaining hostels and facilities at all class A and B starports in human space. Such facilities are available (at reasonable cost) to members & their guests. TAS membership may be acquired using Skills & Benefits. Once this benefit is achieved, further receipt has no effect. Receipt of TAS membership upon mustering out may be Passages: Passages (tickets) are acquired in blank, and represent one passage/trip between one world and the next visited by the ship. Available in 3 forms: high, middle, and low passage. Passages may be retained & used, or may be cashed in at 90% of face value. High passage includes 1st class accomodations and excellent cuisine, allows up to 1 ton of baggage, and costs Cr10,000. Middle passage includes 2nd class accomodations (although still reasonably good) and passable food and drink, allows up to 100 kg baggage, and costs Cr8000. The passenger must tend to his or her own affairs (maid service, laundry, cleaning, etc) during the voyage, and is subject to stand-by conditions; i.e. may be bumped if a high passenger appears (the MP ticket being returned in such cases). Low passage involves travel in cold sleep, costs Cr1000, and a baggage of 10 kg. The traveller is unconscious for the journey and doesn't age while in cold sleep. Because of the intrinsic dangers of this method of travel, a basic 5+ applies when the journey is over and the low passenger is revived. Failing throw results in death; DM of +1 if an attending Medic-2 or better, DM -1 if low passenger has End 6-. Money: Table indicates specific amounts of money which become available. Some portion should be considered severance pay or life's savings; the remainder is a travel allowance. Travel Allowances: Travel allowances take 3 basic forms: money, passages, and Travellers' Aid. +Cr2000 per addt'l term. Retirement pay not available to those who served in Scout or Other Services. PAY 5 terms Cr4000 6 terms Cr6000 7 terms Cr8000 8 terms Cr10,000

Stat Alterations: Finally, the tables make provision for some stat alterations. These tend to be increases in education or intelligence, and are applied immediately. Material Objects: Two types of material objects are available as benefits: weapons, and starships. Weapons: Table results "blade" or "gun" indicate an (N)PC may choose and take possession of any weapon in the category. If the same benefit is received again, the option exists of taking another example of the same weapon, selecting a different weapon, or taking +1 in skill in weapon previously received. Expertise may only be taken in a weapon received as a benefit. Starships: Two types of ships available as benefits: type A free traders and type S scout/couriers. The Type A is a 200-ton cargo vessel equipped to handle both freight and passengers. Receipt of this ship confers possession of the ship, but also liability for monthly payments (about Cr150,000) for the next 40 years. Fuel, crew, and other expenses must also be handled. If the Type A is received more than once, each additional is considered to represent actual possession of the ship for a 10-yr period; the ship is thus 10 years older, and the total payment term is reduced by 10 years. The Type S is a 100-ton dispatch vessel of a type very common in human space. The Scout Service makes available such surplus ships on a reserve basis; the vessels are (hopefully) put to good use while not required in service, and both ship and pilot are available for recall to duty when needed. Only one scout ship may be acquired; further receipt results in no further effect. Possession is at the pleasure of the Service, and it can't be sold; may otherwise be used as desired. Fuel free at scout bases; maintenance free at scout bases at class B starports. Owner is responsible for both upkeep and crew costs. construed as reward for heroism or extraordinary service to the Society, rather than an official benefit. TAS membership may also be purchased; such involves avoidance of a "blackball" (4+ to avoid), and (if accepted) payment of an initiation fee of Cr1,000,000. One application per person is allowed. Membership is for life, and is not transferrable. The TAS invests its fees and other income, using capital and return to provide benefits to its members. Every 2 months, it pays dividends in the form of one high passage to each member. This passage may be used, retained, or sold.

Engineering: Operation & maintenance of starship maneuver drives, jump drives, and power plants; enables operation of vital drives of Electronics: Skill in use, operation, & repair of electronic devices, including the repair of energy weapons. Allows a DM to be applied to throw to understand, repair, assemble, or operate such. Complex items also require a certain level of education or a very high IQ; many also require dexterity. Referee: Specific throws for specific situations must be generated. Obviously, some throws will be harder than others, and many will be impossible w/out DMs based on expertise, education, dexterity, intelligence, and availability of parts and tools. Computer: Programming & operation of electronic and fiber-optic computers, both ground and ship-board models. (N)PCs with computer expertise may operate and program computers for organizations, ships, or other employers. Programs (esp. starship programs) may be written; programmer must have access to a computer which will handle intended program, knowledge of skill being incorporated, and no other duties or responsibilities during each week of work. In spite of intentions, the possibility exists such a program will have a fatal flaw, not functioning when actually used. Referee: 7 exactly for fatal error to be present. If none, 5- for a negative DM to appear when program used; 50% chance DM will be -1 or -2. Flaws generally remain hidden until program actually used. Bribery: Experience in bribing petty and not-so-petty officials in order to circumvent regulations or ignore laws. Petty officials can generally be bribed to ignore regulations or poor documentation, requiring a throw <= local law level (plus cash offer!) to do as asked. If 1st offer refused, 2nd roll may be made w/ 2x cash offer. (N)PC offering bribe should first roll on Reaction table, and should not offer to a negatively reacting official. DMs to be applied: no expertise, +5; per level of skill, -1 ; Reaction roll of 12, -2. Referee: Both cash offer & act solicited must be reasonable; if not, apply appropriate DMs. Note that roll for accepting bribe varies inversely w/ local law level. If bribe not accepted, 3- for offer to be reported to higher authorities. avoid difficulties. Referee: ATV also allows increased speed & greater maneuverability, as well as diagnosis of vehicle malfunctions, repairing such, and performing preventive maintenance.

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