sixlettersystem

 

Spacer Lifepaths - Profession

Page history last edited by Kyle Aaron 1 yr ago

 

PROFESSION TERMS

At this stage the player chooses a professional term for their character. There are two rolls per for any term. It is very common for military professions to have specialties.

 

Army enlistment 7+. Each of Stamina, Physique and Agility of A+ give DM+1.

Survival roll 6+, with each of Stamina and Cognisance of A+ giving DM+1. An injury means the term ends, and the character won't be reenlisted.

 

Navy and Airforce enlistment 9+. Each of Agility, Cognisance and Education A+ give DM+1. At this stage, the Navy and Airforce only differ in that the Navy grants the Seacraft skill, and the Airforce the Aircraft skill.

Survival roll 5+, with each of Stamina and Cognisance giving DM+1. An injury means the term ends, and the character won't be reenlisted.

 

Law Enforcement Officer or Criminal profession terms have an enlistment of 9+. Each of Stamina and Resolve A+ grant DM+1. (Note: anyone can knock people over their head or smash a window and take their stuff, this is to check if the character can get into a position where they gain skills.)

Survival roll 7+, with each of Stamina and Cognisance of A+ giving DM+1. An injury means deenlistment for LEO, but not for criminals.

 

Business and Diplomatic terms have an enlistment roll of 9+. Each of Cognisance, Education and Resolve grant DM+1.

Survival roll 3+, with each of Education and Resolve of A+ giving DM+1. An injury does not prevent reenlistment.

 

A character may apply for a commission in each term, roll 11+. Having an Arts or Science term grants DM+2 for Army, Navy and Airforce, and for Business, but not for the others. Each of Resolve and Education A+ grant DM+1. A “commission” in the Army, Navy or Airforce means becoming an officer, as an LEO it means becoming a Detective, in the criminal world it means commanding at some level in a mob, and in business and diplomacy, being promoted to positions of greater responsibility. When a character gets a commission for the first time, their player gets an extra roll on their profession table for that term.

A character who has received a commission will in later life receive DM+1 on reaction rolls from people in related professions.

 

Any character with a commission may also apply for a promotion, including in the term where they achieved a commission, on a of roll 10+, with each of Cognisance and Resolve A+ granting DM+1. If they succeed, their player gets an extra roll on their profession table for that term.

 

A character may choose to reenlist for extra terms, making their enlistment rolls again, with DM-1 on the second term, DM-3 on the third, DM-5 on the fourth, and so on. If the character was promoted in the last term, this grants DM+1.

Even if the character does not wish for another term, their player must roll for reenlistment with the normal dice modifiers, and with DM+1 if they were promoted in their most recent term. If the player rolls 12+, the character must do another term in that term; war, contractual obligations or social circumstances kept them in.

 

Finishing up: Once a character has left their last professional term, or failed to reenlist, their player chooses on Hobby skill, or attribute boost. This may be added to an existing skill.

 

 

Professions
Roll 2d6 Army Navy/AF LEO/Criminal Business/Dip
2 Physician Languages Navigation Deceit
3 Survival Physician Intimidation Interview
4 Landcraft Handicrafts Fire Law & Society
5 Physique+1 Technician Landcraft Languages
6 Fire Stamina+1 Search Cognisance+1
7 Stamina+1 Sea/Aircraft Law & Society Speech
8 Brawling Resolve+1 Interview Resolve+1
9 Resolve+1 Engineer Brawling Psychology
10 Technician Sciences Melee Sciences
11 Search Psychology Burglary Liberal Arts
12 Tracking Liberal Arts Diplomacy Stealth

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