Skip to the rules
◇ NOWHERE YETreferenceAll chapters
ChapterCareers

Careers

Twenty-four ways to spend a term

Every career, its throws, its ranks and what it pays on the way out.

Reading a career

#

What each column of a career table means, and when it is thrown.

A career is a block of four years and a column of numbers. Every career prints the same five throws in the same order, a ladder of seven ranks, four tables of skills it can teach you, and two columns of what it pays when you walk away. Read the column top to bottom and you have read the career.

You do not start play at eighteen with your background skills and nothing else. You spend terms in one of twenty-four careers first, and the longer you spend the more you know and the older you are. How that goes is partly your choice and largely the dice.

What each row of a career column is for
RowWhen it is thrownWhat it decides
QualificationsOnce, when you want to enter the careerWhether you get in at all. A military career calls the same throw enlistment.
SurvivalEvery term, at the startWhether the four years go as planned. Failing it is what a mishap is for.
CommissionOnce a term, at rank 0, if you want itWhether you become an officer and jump to rank 1. A dash means the career has no such ladder.
AdvancementOnce a term, from rank 1 upwardWhether you are promoted a rung. A dash means the career has no promotions.
Re-enlistmentEvery term, at the endWhether you may serve another four years. This one takes no characteristic.

Most of those throws are ordinary characteristic throws: roll 2D6, add the modifier for the characteristic named, and meet the number printed beside it. A few throws elsewhere in the game are skill throws instead, where the level you hold in the named skill is added too. Re-enlistment is the odd one — it is the raw dice against the printed target, with nothing added.

A career throw
2D6 + the modifier for the named characteristic, against the printed target

Twenty-four careers are printed, and each gets one sentence saying what the work is. Six of them carry a second, plainer name in that sentence, and those are the names most people in the setting actually use — five of the six are the military services, which is why nobody in a bar calls them by their formal titles.

The twenty-four careers
CareerWhat the work is
Aerospace System DefenseMember of a planetary armed military force operating within a world's atmosphere and close orbit. Also known as the "planetary air force".
AgentIndividual that secretly collects and reports information on the activities, movements and plans of a political or corporate enemy or competitor. Also known as a spy or intelligence operative.
AthleteIndividual that has achieved celebrity status for their proficiency in sports and other forms of physical exercise.
BarbarianIndividual from a primitive world (TL4 or less) capable of surviving on their world without support from a technologically advanced civilization.
BelterIndividual that explores asteroid belts in search of mineral deposits and salvageable material for profit.
BureaucratOfficial in a government department, charged with following the details of administrative process.
ColonistIndividual that moves to a new world or settles in a new planetary colony.
DiplomatIndividual that is appointed by a planetary or interstellar government to conduct official negotiations and maintain political, economic and social relations with another polity or polities.
DrifterIndividual that continually moves from place to place, without any fixed home or job.
EntertainerIndividual that has achieved celebrity status for their proficiency in publicly entertaining others.
HunterIndividual that kills or traps large game, almost always large terrestrial mammals, for meat, other animal by-products (such as horn or bone), trophy or sport.
MarineMember of an interstellar armed military force trained to serve in a variety of environments, often carried on board starships as an adjunct to an interstellar navy. Also known as the "space marines".
Maritime System DefenseMember of a planetary armed military force operating within and on the surface of a world's oceans. Also known as the "planetary wet navy".
MercenaryProfessional soldier hired to serve in a foreign military force or perform a specific military action.
MerchantIndividual involved in wholesale interstellar trade, particularly between individual worlds or polities.
NavyMember of an interstellar armed military force that conducts military operations in interplanetary or interstellar space. Also known as the "space navy".
NobleMember of an elite upper class, having high social or political status.
PhysicianIndividual that is skilled in the science of medicine and is trained and licensed to treat sick and injured people.
PirateIndividual that attacks and steals from interplanetary and interstellar ships in space.
RogueIndividual that makes their living through illicit means.
ScientistIndividual that is engaged in and has expert knowledge of a science, especially a biological or physical science.
ScoutMember of an interplanetary exploratory service, surveying unfamiliar territory in space.
Surface System DefenseMember of a planetary armed military force operating on the non-hydrographic surface of a world. Also known as the "planetary army".
TechnicianIndividual that is skilled in mechanical or industrial techniques or in a particular technical field.

Ranks

#

The rank ladders, the titles, and the skills each rung grants.

Every career prints a ladder of seven rungs, numbered 0 to 6. You join at rank 0. A commission takes you to rank 1 and an advancement moves you one rung further, and some of those rungs hand you a skill at level 1 the moment you reach them.

A rung carries a title, a bonus skill, both or neither. A title is what you are called and does nothing mechanical on its own — it is the vocabulary the referee narrates you with, and the thing other people in the setting react to. A bonus skill arrives at level 1 and is free: it is not one of your skill-table rolls for the term and it does not use one up.

A dash in a rank cell means the career prints nothing there. Seven careers print a dash at every rung above 0 because they have no commission and no advancement to climb with, and one career prints a dash at all seven — it has no rank ladder at all, and serving in it never gives you a title or a rank bonus.

Some careers print a rank-0 cell with a bonus skill and no title. That is a rank you hold and a skill you get; it simply has no name attached. Do not read the missing title as a missing rung.

Skill tables

#

Personal development, service, advanced and specialist tables.

Every career prints four tables of six skills: Personal Development, Service Skills, Specialist and Advanced Education. Each term you pick one of the four, roll one die, and take what it gives you.

Taking a skill for the term

  1. Choose one of the four tables the career prints. The choice is yours and you may choose a different one next term.
  2. Advanced Education is the one with a condition: you may only roll on it if your Education is 8 or higher.
  3. Roll 1D6 and read the row.
  4. A characteristic result raises that characteristic by one immediately, which may change the modifier it is worth.
  5. A skill result you do not already have arrives at level 1.
  6. A skill result you already have goes up a level — including one you hold at level 0, which becomes level 1.

Personal Development is where the characteristic increases live, and it is the table to take when you want the character rather than the résumé. Service Skills is what the job teaches everybody. Specialist is the narrower trade of that career. Advanced Education is the schooled end of it, and it is closed to you until your Education is good enough.

Some of the skills these tables grant are cascade skills, which means they resolve into a speciality rather than being held in their own right. When you take one, the speciality is chosen there and then.

One roll a term is the baseline, and three things change it. Seven careers have neither a commission nor an advancement to throw for, and they get two rolls every term instead of one. A successful commission earns a roll. A successful advancement earns a roll. Those two can land in the same term.

How many skill rolls a term is worth
SituationRolls
An ordinary term in a career with a rank ladder1
A term in a career with no commission and no advancement2
A term in which you were commissioned2
A term in which you were advanced2
A term in which you were commissioned and then advanced3

Cash benefits

#

The credits a muster-out roll pays, by career and roll.

Cash is one of the two tables a muster-out roll can be taken on, and it is the simple one: roll 1D6, read your career’s column, and take that many credits. The columns are printed per career: at five of the seven rows the same die pays a Noble ten times what it pays a Drifter, at the fourth row four times, and at the first the Drifter’s column pays nothing at all.

One modifier reaches this table, and it is worth +1 on the die: holding any level of Gambling, or having retired. It does not stack to +2 if both are true.

The columns print seven rows and one die reaches six of them. Row 7 exists only for a roll of 6 with the modifier applied. Two-thirds of the careers print row 7 identical to row 6, so for them the modifier buys a better chance at the top figure rather than a higher one; for the other third it is genuinely another step up. Every career prints a figure at row 7 — the dashes are on the material table, not this one.

Cash benefits by career and roll
Career1234567
Aerospace System DefenseCr1,000Cr5,000Cr10,000Cr10,000Cr20,000Cr50,000Cr50,000
AgentCr1,000Cr5,000Cr10,000Cr10,000Cr20,000Cr50,000Cr50,000
AthleteCr2,000Cr10,000Cr20,000Cr20,000Cr50,000Cr100,000Cr100,000
BarbarianCr0Cr1,000Cr2,000Cr5,000Cr5,000Cr10,000Cr10,000
BelterCr1,000Cr5,000Cr5,000Cr5,000Cr10,000Cr20,000Cr50,000
BureaucratCr1,000Cr5,000Cr10,000Cr10,000Cr20,000Cr50,000Cr50,000
ColonistCr1,000Cr5,000Cr5,000Cr5,000Cr10,000Cr20,000Cr50,000
DiplomatCr1,000Cr5,000Cr10,000Cr20,000Cr20,000Cr50,000Cr100,000
DrifterCr0Cr1,000Cr2,000Cr5,000Cr5,000Cr10,000Cr10,000
EntertainerCr2,000Cr10,000Cr20,000Cr20,000Cr50,000Cr100,000Cr100,000
HunterCr1,000Cr5,000Cr10,000Cr20,000Cr20,000Cr50,000Cr100,000
MarineCr1,000Cr5,000Cr10,000Cr10,000Cr20,000Cr50,000Cr50,000
Maritime System DefenseCr1,000Cr5,000Cr10,000Cr10,000Cr20,000Cr50,000Cr50,000
MercenaryCr1,000Cr5,000Cr10,000Cr20,000Cr20,000Cr50,000Cr100,000
MerchantCr1,000Cr5,000Cr10,000Cr20,000Cr20,000Cr50,000Cr100,000
NavyCr1,000Cr5,000Cr10,000Cr10,000Cr20,000Cr50,000Cr50,000
NobleCr2,000Cr10,000Cr20,000Cr20,000Cr50,000Cr100,000Cr100,000
PhysicianCr2,000Cr10,000Cr20,000Cr20,000Cr50,000Cr100,000Cr100,000
PirateCr1,000Cr5,000Cr10,000Cr20,000Cr20,000Cr50,000Cr100,000
RogueCr1,000Cr5,000Cr5,000Cr5,000Cr10,000Cr20,000Cr50,000
ScientistCr1,000Cr5,000Cr10,000Cr10,000Cr20,000Cr50,000Cr50,000
ScoutCr1,000Cr5,000Cr10,000Cr10,000Cr20,000Cr50,000Cr50,000
Surface System DefenseCr1,000Cr5,000Cr10,000Cr10,000Cr20,000Cr50,000Cr50,000
TechnicianCr1,000Cr5,000Cr10,000Cr10,000Cr20,000Cr50,000Cr50,000

Material benefits

#

The gear, ships and characteristic gains a muster-out roll grants.

Material is the other table a muster-out roll can be taken on, and it is the interesting one. Roll 1D6, read your career’s column, and take what it says: a characteristic increase, a ticket, a weapon, a stake in a hull, a membership, or in two careers an actual vessel.

Everything you do not take on cash comes here, so most characters roll on this table more than on the other one. It has the same seven rows and the same shape: one die reaches six of them, and row 7 is only reachable with a modifier.

Weapon appears more than once in several columns, and the second one is a choice rather than a duplicate. You take a weapon of an appropriate kind the first time; every later weapon result may be taken as a level of skill in that weapon instead. You are always free to take the physical weapon again if you would rather have two.

Material benefits by career and roll
Career1234567
Aerospace System DefenseLow Passage+1 EduWeaponMid PassageWeaponHigh Passage+1 Soc
AgentLow Passage+1 IntWeaponMid Passage+1 SocHigh PassageExplorers' Society
AthleteLow Passage+1 IntWeaponHigh PassageExplorers' SocietyHigh Passage—
BarbarianLow Passage+1 IntWeaponWeapon+1 EndMid Passage—
BelterLow Passage+1 IntWeaponMid Passage1D6 Ship SharesHigh Passage—
BureaucratLow Passage+1 Edu+1 IntMid PassageMid PassageHigh Passage+1 Soc
ColonistLow Passage+1 IntWeaponMid PassageMid PassageHigh Passage+1 Soc
DiplomatLow Passage+1 EduMid PassageHigh Passage+1 SocHigh PassageExplorers' Society
DrifterLow Passage+1 IntWeaponWeaponMid PassageMid Passage—
EntertainerLow Passage+1 Edu+1 SocHigh PassageExplorers' SocietyHigh Passage—
HunterLow Passage+1 IntWeaponHigh Passage1D6 Ship SharesHigh Passage—
MarineLow Passage+1 EduWeaponMid Passage+1 SocHigh PassageExplorers' Society
Maritime System DefenseLow Passage+1 EduWeaponMid PassageWeaponHigh Passage+1 Soc
MercenaryLow Passage+1 IntWeaponHigh Passage+1 SocHigh Passage1D6 Ship Shares
MerchantLow Passage+1 EduWeaponHigh Passage1D6 Ship SharesHigh PassageExplorers' Society
NavyLow Passage+1 EduWeaponMid Passage+1 SocHigh PassageExplorers' Society
NobleHigh Passage+1 Edu+1 IntHigh PassageExplorers' SocietyHigh Passage1D6 Ship Shares
PhysicianLow Passage+1 Edu+1 IntHigh PassageExplorers' SocietyHigh Passage+1 Soc
PirateLow Passage+1 IntWeaponHigh Passage+1 SocHigh Passage1D6 Ship Shares
RogueLow Passage+1 IntWeaponMid PassageWeaponHigh Passage+1 Soc
ScientistLow Passage+1 Edu+1 IntMid Passage+1 SocHigh PassageResearch Vessel
ScoutLow Passage+1 EduWeaponMid PassageExplorers' SocietyCourier Vessel—
Surface System DefenseLow Passage+1 IntWeaponMid PassageWeaponHigh Passage+1 Soc
TechnicianLow Passage+1 Edu+1 IntMid PassageMid PassageHigh Passage+1 Soc

Aerospace System Defense

#

Defending a world from orbit and atmosphere.

One world’s air force, flying inside its own atmosphere and just above it. This is a full military career with a commission, a promotion ladder seven rungs deep, and a service that teaches you to fly and to shoot.

Aerospace System Defense — the five throws
ThrowTarget
QualificationsEnd 5+
SurvivalDex 5+
CommissionEdu 6+
AdvancementEdu 7+
Re-enlistment5+
Aerospace System Defense — ranks and rank bonus skills
RankTitleBonus skill
0AirmanAircraft-1
1Flight Officer—
2Flight Lieutenant—
3Squadron LeaderLeadership-1
4Wing Commander—
5Group Captain—
6Air Commodore—
Aerospace System Defense — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 StrElectronicsCommsAdvocate
2+1 DexGun CombatGraviticsComputer
3+1 EndGunneryGun CombatJack o’ Trades
4AthleticsMelee CombatGunneryMedicine
5Melee CombatSurvivalReconLeadership
6VehicleAircraftPilotingTactics
Aerospace System Defense — benefits
1D6MaterialCash
1Low PassageCr1,000
2+1 EduCr5,000
3WeaponCr10,000
4Mid PassageCr10,000
5WeaponCr20,000
6High PassageCr50,000
7+1 SocCr50,000

Agent

#

Intelligence work, law enforcement and corporate security.

Intelligence work, in whatever form the employer takes — a government, a police service or a corporation. It is a career you talk your way into rather than fight your way into, and the ladder above rank 0 is a bureau’s rather than an army’s.

Agent — the five throws
ThrowTarget
QualificationsSoc 6+
SurvivalInt 6+
CommissionEdu 7+
AdvancementEdu 6+
Re-enlistment6+
Agent — ranks and rank bonus skills
RankTitleBonus skill
0AgentStreetwise-1
1Special Agent—
2Sp Agent in Charge—
3Unit Chief—
4Section ChiefAdmin-1
5Assistant Director—
6Director—
Agent — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 DexAdminGun CombatAdvocate
2+1 EndComputerMelee CombatComputer
3+1 IntStreetwiseBriberyLiaison
4+1 EduBriberyLeadershipLinguistics
5AthleticsLeadershipReconMedicine
6CarousingVehicleSurvivalLeadership
Agent — benefits
1D6MaterialCash
1Low PassageCr1,000
2+1 IntCr5,000
3WeaponCr10,000
4Mid PassageCr10,000
5+1 SocCr20,000
6High PassageCr50,000
7Explorers' SocietyCr50,000

Athlete

#

Competitive sport, on a world or between them.

A professional sportsperson, famous for it. There is no rank ladder here and nothing to be promoted into — so instead of a commission throw you get a second skill roll every single term, which is the trade this career makes.

Athlete — the five throws
ThrowTarget
QualificationsEnd 8+
SurvivalDex 5+
Commission—
Advancement—
Re-enlistment6+
Athlete — ranks and rank bonus skills
RankTitleBonus skill
0—Athletics-1
1——
2——
3——
4——
5——
6——
Athlete — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 DexAthleticsZero-GAdvocate
2+1 IntAdminAthleticsComputer
3+1 EduCarousingAthleticsLiaison
4+1 SocComputerComputerLinguistics
5CarousingGamblingLeadershipMedicine
6Melee CombatVehicleGamblingSciences
Athlete — benefits
1D6MaterialCash
1Low PassageCr2,000
2+1 IntCr10,000
3WeaponCr20,000
4High PassageCr20,000
5Explorers' SocietyCr50,000
6High PassageCr100,000
7—Cr100,000

Barbarian

#

Life on a world with little technology and less mercy.

Surviving on a low-technology world without any of the support a developed one gives. No ranks, no promotions, two skill rolls a term — and the harshest cash column in the book, which starts at nothing.

Barbarian — the five throws
ThrowTarget
QualificationsEnd 5+
SurvivalStr 6+
Commission—
Advancement—
Re-enlistment5+
Barbarian — ranks and rank bonus skills
RankTitleBonus skill
0—Melee Combat-1
1——
2——
3——
4——
5——
6——
Barbarian — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 StrMechanicsGun CombatAdvocate
2+1 DexGun CombatJack o’ TradesLinguistics
3+1 EndMelee CombatMelee CombatMedicine
4+1 IntReconReconLeadership
5AthleticsSurvivalAnimalsTactics
6Gun CombatAnimalsTacticsBroker
Barbarian — benefits
1D6MaterialCash
1Low PassageCr0
2+1 IntCr1,000
3WeaponCr2,000
4WeaponCr5,000
5+1 EndCr5,000
6Mid PassageCr10,000
7—Cr10,000

Belter

#

Prospecting and mining the rocks between worlds.

Working the rocks: prospecting asteroid belts for ore and salvage, alone or nearly so. It ties for the easiest door in the book to get through and stands in front of one of the hardest terms to come out of intact — the largest gap between qualifying and surviving that any career prints.

Belter — the five throws
ThrowTarget
QualificationsInt 4+
SurvivalDex 7+
Commission—
Advancement—
Re-enlistment5+
Belter — ranks and rank bonus skills
RankTitleBonus skill
0—Zero-G-1
1——
2——
3——
4——
5——
6——
Belter — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 StrCommsZero-GAdvocate
2+1 DexDemolitionsComputerEngineering
3+1 EndGun CombatElectronicsMedicine
4Zero-GGunneryProspectingNavigation
5Melee CombatProspectingSciencesComms
6GamblingPilotingVehicleTactics
Belter — benefits
1D6MaterialCash
1Low PassageCr1,000
2+1 IntCr5,000
3WeaponCr5,000
4Mid PassageCr5,000
51D6 Ship SharesCr10,000
6High PassageCr20,000
7—Cr50,000

Bureaucrat

#

Administration, and the power that comes with paperwork.

Administration, and the quiet power that comes with running the process everybody else has to go through. A full ladder from Assistant to Minister, and no combat skill in any of its four tables — this career never teaches you to fight and its benefits never arm you.

Bureaucrat — the five throws
ThrowTarget
QualificationsSoc 6+
SurvivalEdu 4+
CommissionSoc 5+
AdvancementInt 8+
Re-enlistment5+
Bureaucrat — ranks and rank bonus skills
RankTitleBonus skill
0AssistantAdmin-1
1Clerk—
2Supervisor—
3Manager—
4ChiefAdvocate-1
5Director—
6Minister—
Bureaucrat — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 DexAdminAdminAdvocate
2+1 EndComputerComputerComputer
3+1 IntCarousingPerceptionLiaison
4+1 EduBriberyLeadershipLinguistics
5AthleticsLeadershipStewardMedicine
6CarousingVehicleVehicleAdmin
Bureaucrat — benefits
1D6MaterialCash
1Low PassageCr1,000
2+1 EduCr5,000
3+1 IntCr10,000
4Mid PassageCr10,000
5Mid PassageCr20,000
6High PassageCr50,000
7+1 SocCr50,000

Colonist

#

Building a settlement on a world that has none.

Settling a world that has nobody on it yet, and then governing what grows there. The ladder runs from Citizen to Governor, which is the only rank track in the book that starts at a word meaning nothing more than being one of the people.

Colonist — the five throws
ThrowTarget
QualificationsEnd 5+
SurvivalEnd 6+
CommissionInt 7+
AdvancementEdu 6+
Re-enlistment5+
Colonist — ranks and rank bonus skills
RankTitleBonus skill
0CitizenSurvival-1
1District Leader—
2District Delegate—
3Council AdvisorLiaison-1
4Councilor—
5Lieutenant Governor—
6Governor—
Colonist — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 StrMechanicsAthleticsAdvocate
2+1 DexGun CombatCarousingLinguistics
3+1 EndAnimalsJack o’ TradesMedicine
4+1 IntElectronicsEngineeringLiaison
5AthleticsSurvivalAnimalsAdmin
6Gun CombatVehicleVehicleAnimals
Colonist — benefits
1D6MaterialCash
1Low PassageCr1,000
2+1 IntCr5,000
3WeaponCr5,000
4Mid PassageCr5,000
5Mid PassageCr10,000
6High PassageCr20,000
7+1 SocCr50,000

Diplomat

#

Representing a power to another, and reading the room.

Representing one power to another, formally, in a service that runs from Attaché to Ambassador. Everything here is talking: the qualification is social, the survival is educational, and there is not a single combat skill in any of its four tables.

Diplomat — the five throws
ThrowTarget
QualificationsSoc 6+
SurvivalEdu 5+
CommissionInt 7+
AdvancementSoc 7+
Re-enlistment5+
Diplomat — ranks and rank bonus skills
RankTitleBonus skill
0AttachéLiaison-1
1Third Secretary—
2Second Secretary—
3First SecretaryAdmin-1
4Counselor—
5Minister—
6Ambassador—
Diplomat — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 DexAdminCarousingAdvocate
2+1 EndComputerLinguisticsComputer
3+1 IntCarousingBriberyLiaison
4+1 EduBriberyLiaisonLinguistics
5AthleticsLiaisonStewardMedicine
6CarousingVehicleVehicleLeadership
Diplomat — benefits
1D6MaterialCash
1Low PassageCr1,000
2+1 EduCr5,000
3Mid PassageCr10,000
4High PassageCr20,000
5+1 SocCr20,000
6High PassageCr50,000
7Explorers' SocietyCr100,000

Drifter

#

No qualification, no service, and nowhere to be.

No fixed home and no fixed job. This is the career with no rank ladder at all — not a dash above rank 0 like the other six, but a dash at every rung including the first, so it is the one career that never gives you a title or a rank bonus.

Drifter — the five throws
ThrowTarget
QualificationsDex 5+
SurvivalEnd 5+
Commission—
Advancement—
Re-enlistment5+
Drifter — ranks and rank bonus skills
RankTitleBonus skill
0——
1——
2——
3——
4——
5——
6——
Drifter — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 StrStreetwiseElectronicsComputer
2+1 DexMechanicsMelee CombatEngineering
3+1 EndGun CombatBriberyJack o’ Trades
4Melee CombatMelee CombatStreetwiseMedicine
5BriberyReconGamblingLiaison
6GamblingVehicleReconTactics
Drifter — benefits
1D6MaterialCash
1Low PassageCr0
2+1 IntCr1,000
3WeaponCr2,000
4WeaponCr5,000
5Mid PassageCr5,000
6Mid PassageCr10,000
7—Cr10,000

A career you leave is a career you can never re-enter — the rule prints two exceptions to that, the Draft and this career. What sets the Drifter apart is that its exception is unconditional: it stays open no matter how many times you have already been in it, which together with the unconditional entry above makes it the floor a character can always stand on — whatever else has happened, there is a next term available.

Entertainer

#

Performing for a living, on stage or on screen.

Famous for performing. One of the three hardest qualifications in the book stands in front of the softest survival throw in it — getting noticed is the whole difficulty, and once you are noticed the work rarely kills anybody.

Entertainer — the five throws
ThrowTarget
QualificationsSoc 8+
SurvivalInt 4+
Commission—
Advancement—
Re-enlistment6+
Entertainer — ranks and rank bonus skills
RankTitleBonus skill
0—Carousing-1
1——
2——
3——
4——
5——
6——
Entertainer — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 DexAthleticsComputerAdvocate
2+1 IntAdminCarousingComputer
3+1 EduCarousingBriberyCarousing
4+1 SocBriberyLiaisonLinguistics
5CarousingGamblingGamblingMedicine
6Melee CombatVehicleReconSciences
Entertainer — benefits
1D6MaterialCash
1Low PassageCr2,000
2+1 EduCr10,000
3+1 SocCr20,000
4High PassageCr20,000
5Explorers' SocietyCr50,000
6High PassageCr100,000
7—Cr100,000

Hunter

#

Tracking and taking dangerous animals.

Taking large and dangerous animals for meat, materials or sport. This career prints the hardest survival throw in the book, which is the whole character of it — anybody can qualify, and the work is what might not let you leave.

Hunter — the five throws
ThrowTarget
QualificationsEnd 5+
SurvivalStr 8+
Commission—
Advancement—
Re-enlistment6+
Hunter — ranks and rank bonus skills
RankTitleBonus skill
0—Survival-1
1——
2——
3——
4——
5——
6——
Hunter — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 StrMechanicsAdminAdvocate
2+1 DexGun CombatCommsLinguistics
3+1 EndMelee CombatElectronicsMedicine
4+1 IntReconReconLiaison
5AthleticsSurvivalAnimalsTactics
6Gun CombatVehicleVehicleAnimals
Hunter — benefits
1D6MaterialCash
1Low PassageCr1,000
2+1 IntCr5,000
3WeaponCr10,000
4High PassageCr20,000
51D6 Ship SharesCr20,000
6High PassageCr50,000
7—Cr100,000

Marine

#

Boarding actions, planetary assault and shipboard security.

Soldiers carried aboard warships: boarding actions, planetary assault, and holding a ship when somebody else tries the same thing to you. A full military ladder from Trooper to Brigadier, and one of only three careers whose tables teach you to fight in powered armour.

Marine — the five throws
ThrowTarget
QualificationsInt 6+
SurvivalEnd 6+
CommissionEdu 6+
AdvancementSoc 7+
Re-enlistment6+
Marine — ranks and rank bonus skills
RankTitleBonus skill
0TrooperZero-G-1
1Lieutenant—
2Captain—
3MajorTactics-1
4Lt Colonel—
5Colonel—
6Brigadier—
Marine — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 StrCommsElectronicsAdvocate
2+1 DexDemolitionsGun CombatComputer
3+1 EndGun CombatMelee CombatGravitics
4+1 IntGunnerySurvivalMedicine
5+1 EduMelee CombatReconNavigation
6Melee CombatBattle DressVehicleTactics
Marine — benefits
1D6MaterialCash
1Low PassageCr1,000
2+1 EduCr5,000
3WeaponCr10,000
4Mid PassageCr10,000
5+1 SocCr20,000
6High PassageCr50,000
7Explorers' SocietyCr50,000

Maritime System Defense

#

Defending a world across its oceans.

One world’s navy, working on and under its own oceans rather than in space. A full military career with a commission and a seven-rung ladder, and the only career in the book that throws the same characteristic at the same target to get in as it does to stay alive.

Maritime System Defense — the five throws
ThrowTarget
QualificationsEnd 5+
SurvivalEnd 5+
CommissionInt 6+
AdvancementEdu 7+
Re-enlistment5+
Maritime System Defense — ranks and rank bonus skills
RankTitleBonus skill
0SeamanWatercraft-1
1Ensign—
2Lieutenant—
3Lt CommanderLeadership-1
4Commander—
5Captain—
6Admiral—
Maritime System Defense — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 StrMechanicsCommsAdvocate
2+1 DexGun CombatElectronicsComputer
3+1 EndGunneryGun CombatJack o’ Trades
4AthleticsMelee CombatDemolitionsMedicine
5Melee CombatSurvivalReconLeadership
6VehicleWatercraftWatercraftTactics
Maritime System Defense — benefits
1D6MaterialCash
1Low PassageCr1,000
2+1 EduCr5,000
3WeaponCr10,000
4Mid PassageCr10,000
5WeaponCr20,000
6High PassageCr50,000
7+1 SocCr50,000

Mercenary

#

Soldiering for whoever is paying.

A soldier who fights for whoever hired them. Almost anybody can sign on — the qualification ties for the easiest in the book — and the price of that open door is a survival throw in the harder half of the book, thrown every four years for as long as you keep taking work.

Mercenary — the five throws
ThrowTarget
QualificationsInt 4+
SurvivalEnd 6+
CommissionInt 7+
AdvancementInt 6+
Re-enlistment5+
Mercenary — ranks and rank bonus skills
RankTitleBonus skill
0PrivateGun Combat-1
1Lieutenant—
2Captain—
3MajorTactics-1
4Lt Colonel—
5Colonel—
6Brigadier—
Mercenary — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 StrCommsGraviticsAdvocate
2+1 DexMechanicsGun CombatEngineering
3+1 EndGun CombatGunneryMedicine
4Zero-GMelee CombatMelee CombatNavigation
5Melee CombatGamblingReconSciences
6GamblingBattle DressVehicleTactics
Mercenary — benefits
1D6MaterialCash
1Low PassageCr1,000
2+1 IntCr5,000
3WeaponCr10,000
4High PassageCr20,000
5+1 SocCr20,000
6High PassageCr50,000
71D6 Ship SharesCr100,000

Merchant

#

Hauling freight and passengers for profit.

Interstellar trade, crewing the ships that carry it. It ties for the easiest career to enter and, with the Rogue, prints the easiest re-enlistment target the book has, so it is the career you can stay in longest — and it makes you pay for the top of its ladder with an advancement target nothing in the book exceeds.

Merchant — the five throws
ThrowTarget
QualificationsInt 4+
SurvivalInt 5+
CommissionInt 5+
AdvancementEdu 8+
Re-enlistment4+
Merchant — ranks and rank bonus skills
RankTitleBonus skill
0CrewmanSteward-1
1Deck Cadet—
2Fourth Officer—
3Third OfficerPiloting-1
4Second Officer—
5First Officer—
6Captain—
Merchant — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 StrCommsCarousingAdvocate
2+1 DexEngineeringGunneryEngineering
3+1 EndGun CombatJack o’ TradesMedicine
4Zero-GMelee CombatMedicineNavigation
5Melee CombatBrokerNavigationSciences
6StewardVehiclePilotingTactics
Merchant — benefits
1D6MaterialCash
1Low PassageCr1,000
2+1 EduCr5,000
3WeaponCr10,000
4High PassageCr20,000
51D6 Ship SharesCr20,000
6High PassageCr50,000
7Explorers' SocietyCr100,000

Navy

#

Serving aboard the warships of an interstellar power.

The warships of an interstellar power, and the people who crew them. The most conventional career column in the book — a full seven-rung ladder, every rung named, a bonus at two of them, and none of the printed oddities that mark the pages around it.

Navy — the five throws
ThrowTarget
QualificationsInt 6+
SurvivalInt 5+
CommissionSoc 7+
AdvancementEdu 6+
Re-enlistment5+
Navy — ranks and rank bonus skills
RankTitleBonus skill
0StarmanZero-G-1
1Midshipman—
2Lieutenant—
3Lt CommanderTactics-1
4Commander—
5Captain—
6Commodore—
Navy — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 StrCommsGraviticsAdvocate
2+1 DexEngineeringJack o’ TradesComputer
3+1 EndGun CombatMelee CombatEngineering
4+1 IntGunneryNavigationMedicine
5+1 EduMelee CombatLeadershipNavigation
6Melee CombatVehiclePilotingTactics
Navy — benefits
1D6MaterialCash
1Low PassageCr1,000
2+1 EduCr5,000
3WeaponCr10,000
4Mid PassageCr10,000
5+1 SocCr20,000
6High PassageCr50,000
7Explorers' SocietyCr50,000

Noble

#

Born or raised to rank, and everything that follows.

Rank by birth or by grant, and the life that goes with it. One of the three hardest doors in the book stands in front of one of the softest terms — surviving is nearly automatic — and its rank ladder is the one column in the book the book prints twice.

Noble — the five throws
ThrowTarget
QualificationsSoc 8+
SurvivalSoc 4+
CommissionEdu 5+
AdvancementInt 8+
Re-enlistment6+
Noble — ranks and rank bonus skills
RankTitleBonus skill
0CourtierCarousing-1
1Knight—
2Baron—
3Marquis—
4CountAdvocate-1
5Duke—
6Archduke—
Noble — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 DexAthleticsComputerAdvocate
2+1 IntAdminCarousingComputer
3+1 EduCarousingGun CombatLiaison
4+1 SocLeadershipMelee CombatLinguistics
5CarousingGamblingLiaisonMedicine
6Melee CombatVehicleAnimalsSciences
Noble — benefits
1D6MaterialCash
1High PassageCr2,000
2+1 EduCr10,000
3+1 IntCr20,000
4High PassageCr20,000
5Explorers' SocietyCr50,000
6High PassageCr100,000
71D6 Ship SharesCr100,000

Physician

#

Practising medicine, in a hospital or a field.

Medicine, practised in a hospital or wherever the patient is. Its skill tables reach the medical skill at four separate rows and the rank ladder hands you a level of it on the day you start, so this is the career that makes a character who can actually keep other characters alive.

Physician — the five throws
ThrowTarget
QualificationsEdu 6+
SurvivalInt 4+
CommissionInt 5+
AdvancementEdu 8+
Re-enlistment5+
Physician — ranks and rank bonus skills
RankTitleBonus skill
0InternMedicine-1
1Resident—
2Senior Resident—
3Chief Resident—
4Attending Phys.Admin-1
5Service Chief—
6Hospital Admin.—
Physician — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 StrAdminComputerAdvocate
2+1 DexComputerCarousingComputer
3+1 EndMechanicsElectronicsJack o’ Trades
4+1 IntMedicineMedicineLinguistics
5+1 EduLeadershipMedicineMedicine
6Gun CombatSciencesSciencesSciences
Physician — benefits
1D6MaterialCash
1Low PassageCr2,000
2+1 EduCr10,000
3+1 IntCr20,000
4High PassageCr20,000
5Explorers' SocietyCr50,000
6High PassageCr100,000
7+1 SocCr100,000

Pirate

#

Taking ships and cargo that are not yours.

Taking ships in space, and living off what is aboard them. Dexterity gets you in and Dexterity keeps you alive, the ladder runs on naval titles, and the promotion that hands you a piloting skill comes two rungs up rather than at the door.

Pirate — the five throws
ThrowTarget
QualificationsDex 5+
SurvivalDex 6+
CommissionStr 7+
AdvancementInt 6+
Re-enlistment5+
Pirate — ranks and rank bonus skills
RankTitleBonus skill
0CrewmanGunnery-1
1Corporal—
2LieutenantPiloting-1
3Lt Commander—
4Commander—
5Captain—
6Commodore—
Pirate — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 StrStreetwiseZero-GComputer
2+1 DexElectronicsCommsGravitics
3+1 EndGun CombatEngineeringJack o’ Trades
4Melee CombatMelee CombatGunneryMedicine
5BriberyReconNavigationAdvocate
6GamblingVehiclePilotingTactics
Pirate — benefits
1D6MaterialCash
1Low PassageCr1,000
2+1 IntCr5,000
3WeaponCr10,000
4High PassageCr20,000
5+1 SocCr20,000
6High PassageCr50,000
71D6 Ship SharesCr100,000

Rogue

#

Crime, and the skills that go with it.

Making a living outside the law. It prints the easiest re-enlistment in the book and the softest survival throw of any career with a criminal ladder, and its promotions run through an organisation rather than a service — the only ladder of its kind printed.

Rogue — the five throws
ThrowTarget
QualificationsDex 5+
SurvivalDex 4+
CommissionStr 6+
AdvancementInt 7+
Re-enlistment4+
Rogue — ranks and rank bonus skills
RankTitleBonus skill
0IndependentStreetwise-1
1Associate—
2SoldierGun Combat-1
3Lieutenant—
4Underboss—
5Consigliere—
6Boss—
Rogue — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 StrStreetwiseComputerComputer
2+1 DexMechanicsElectronicsGravitics
3+1 EndGun CombatBriberyJack o’ Trades
4Melee CombatMelee CombatBrokerMedicine
5BriberyReconReconAdvocate
6GamblingVehicleVehicleTactics
Rogue — benefits
1D6MaterialCash
1Low PassageCr1,000
2+1 IntCr5,000
3WeaponCr5,000
4Mid PassageCr5,000
5WeaponCr10,000
6High PassageCr20,000
7+1 SocCr50,000

Scientist

#

Research, in a laboratory or in the field.

Research, in a laboratory or in the field. It reaches the sciences skill at four separate table rows as well as through a rank bonus, and it is one of only two careers whose muster-out column can hand you an actual starship.

Scientist — the five throws
ThrowTarget
QualificationsEdu 6+
SurvivalEdu 5+
CommissionInt 7+
AdvancementInt 6+
Re-enlistment5+
Scientist — ranks and rank bonus skills
RankTitleBonus skill
0InstructorSciences-1
1Adjunct Professor—
2Research Professor—
3Assistant ProfessorComputer-1
4Associate Professor—
5Professor—
6Distinguished Professor—
Scientist — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 StrAdminNavigationAdvocate
2+1 DexComputerAdminComputer
3+1 EndElectronicsSciencesJack o’ Trades
4+1 IntMedicineSciencesLinguistics
5+1 EduBriberyAnimalsMedicine
6Gun CombatSciencesVehicleSciences
Scientist — benefits
1D6MaterialCash
1Low PassageCr1,000
2+1 EduCr5,000
3+1 IntCr10,000
4Mid PassageCr10,000
5+1 SocCr20,000
6High PassageCr50,000
7Research VesselCr50,000

Scout

#

Surveying, couriering and exploring the edge of the map.

Surveying unfamiliar space, and carrying what needs carrying between the places nobody else goes. There is no commission and no advancement, so every term gives two skill rolls instead of one — and rank 0 still hands you a piloting skill, which is the thing about this career most readings get wrong.

Scout — the five throws
ThrowTarget
QualificationsInt 6+
SurvivalEnd 7+
Commission—
Advancement—
Re-enlistment6+
Scout — ranks and rank bonus skills
RankTitleBonus skill
0—Piloting-1
1——
2——
3——
4——
5——
6——
Scout — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 StrCommsEngineeringAdvocate
2+1 DexElectronicsGunneryComputer
3+1 EndGun CombatDemolitionsLinguistics
4Jack o’ TradesGunneryNavigationMedicine
5+1 EduReconMedicineNavigation
6Melee CombatPilotingVehicleTactics
Scout — benefits
1D6MaterialCash
1Low PassageCr1,000
2+1 EduCr5,000
3WeaponCr10,000
4Mid PassageCr10,000
5Explorers' SocietyCr20,000
6Courier VesselCr50,000
7—Cr50,000

Surface System Defense

#

Defending a world on the ground.

One world’s army, fighting on its ground. The third of the three planetary defence careers, sharing their qualification, their advancement and their re-enlistment — and printing the only commission in the book thrown on Endurance.

Surface System Defense — the five throws
ThrowTarget
QualificationsEnd 5+
SurvivalEdu 5+
CommissionEnd 6+
AdvancementEdu 7+
Re-enlistment5+
Surface System Defense — ranks and rank bonus skills
RankTitleBonus skill
0PrivateGun Combat-1
1Lieutenant—
2Captain—
3MajorLeadership-1
4Lt Colonel—
5Colonel—
6General—
Surface System Defense — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 StrMechanicsCommsAdvocate
2+1 DexGun CombatDemolitionsComputer
3+1 EndGunneryGun CombatJack o’ Trades
4AthleticsMelee CombatMelee CombatMedicine
5Melee CombatReconSurvivalLeadership
6VehicleBattle DressVehicleTactics
Surface System Defense — benefits
1D6MaterialCash
1Low PassageCr1,000
2+1 IntCr5,000
3WeaponCr10,000
4Mid PassageCr10,000
5WeaponCr20,000
6High PassageCr50,000
7+1 SocCr50,000

Technician

#

Keeping machines, ships and stations running.

Keeping machines working — ships, stations, industry, anything that breaks. Its rank ladder is the only corporate one printed, running from a team lead to an executive officer, and it makes you climb to the top of it against the hardest advancement in the book.

Technician — the five throws
ThrowTarget
QualificationsEdu 6+
SurvivalDex 4+
CommissionEdu 5+
AdvancementInt 8+
Re-enlistment5+
Technician — ranks and rank bonus skills
RankTitleBonus skill
0TechnicianComputer-1
1Team Lead—
2Supervisor—
3Manager—
4DirectorAdmin-1
5Vice-President—
6Executive Officer—
Technician — skill tables
1D6Personal DevelopmentService SkillsSpecialistAdvanced Education
1+1 StrAdminComputerAdvocate
2+1 DexComputerElectronicsComputer
3+1 EndMechanicsGraviticsJack o’ Trades
4+1 IntMedicineLinguisticsLinguistics
5+1 EduElectronicsEngineeringMedicine
6Gun CombatSciencesAnimalsSciences
Technician — benefits
1D6MaterialCash
1Low PassageCr1,000
2+1 EduCr5,000
3+1 IntCr10,000
4Mid PassageCr10,000
5Mid PassageCr20,000
6High PassageCr50,000
7+1 SocCr50,000