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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