For any career a character was in, roll 1D10 and add it to the number of years that they spent in that career. This will determine their Benefits Level (A - F) on the first table, below. Then check that Level on the appropriate Career Table to determine what they get in addition to the normal pay. This is easy enough to explain, in game terms: the Lv 1,000/year is what's left over after paying for living expenses and job equipment... Benefits represent some of that equipment needed to do their job. PCs may have acquired it when their last employer went bankrupt, when they mustered out, sold a book, got paid for an interview, etc.
Military (and some other) Careers will receive dress and duty uniforms, and a rank. Most Careers will give cash and equipment. Some will give special benefits, such as bonus Local Knowledge Skills, increased Renown, or free passage on starships (for less than or equal to a fixed number of light years). A few Careers will cause a character to lose all their standard pay, or replace it with a certain multiple (perhaps based on a particular statistic or skill). Each case will be different, so check the proper table for the Character's Career.
Benefits which allow a Character their choice of items require that the item(s) be specified, before play begins. Characters receiving a pension will get the amount specified as one lump-sum payment, once/year, beginning one game year after play begins. Characters receiving a vehicle may only choose to receive Civilian vehicles, unless specified otherwise (Sorry, Fred, no hovertanks)!
| 1D10 + Years in Career | Benefit Level |
|---|---|
| 2 - 11 | A |
| 12 - 15 | B |
| 16 - 19 | C |
| 20 - 24 | D |
| 25 - 29 | E |
| 30+ | F |
Example: Joan D'ark decides that she will spend her first two terms in the new Psychologist Career before becoming a Canon Troubleshooter, and staying in the latter Career for as long as she can. She rolls 9 and 9 for her first two terms, thus having spent a total of 18 years in the Psychologist Career. She rolls 3 for her first term as a Troubleshooter (after a year of initial training), and fails the task to continue. Thus, she has to end character generation after 18 years in the Psychologist Career, and a mere 4 in Troubleshooter. Now her player is ready to determine the benefits her PC derived from her careers.
Rolling 1D10 and getting a 1, plus 18 years in the Psychologist Career yields a total of 19, or Benefit Level C on the Psychologist Table. Rolling 1D10 and getting a 9, plus four years in the Troubleshooter Career (counting basic training) yields a total of 13, or Benefit Level B on the Troubleshooter Table. Joan's player can now check the individual tables to learn that her PC has acquired (Psychology + Writing) X Lv 500 for being a Psychologist, and a helmet, inertial armor vest, sidearm of her choice, and a Medkit in her three years spent Troubleshooting.
| Benefit Level | Benefits |
|---|---|
| A | Lv 1,000 X (Writing + Primary Skill). |
| B | Lv 2,000 X (Writing + Primary Skill), Portacomp + Primary Skill chip. |
| C | Lv 3,000 X (Writing + Primary Skill), Computer Workstation. |
| D | Lv 5,000 X (Writing + Primary Skill), Computer Workstation. |
| E | Lv 7,000 X (Writing + Primary Skill), Computer Workstation. |
| F | Lv 5,000 X (Writing + Primary Skill), Computer Workstation, Choice of any Vehicle the PC can operate. |
Academics suffer under the infamous "Publish or perish" rule, and their success depends upon their quality of writing. Administrators don't have the need to publish, but must expllain their decisions in written reports, and their success (or lack thereof) depends upon how well they administrate their local bureaucracy. Core World folks can get money from Writing, or simply get by on their standard pay, if unskilled. Cortescan Monitors can write for extra cash, or simply collect their pay.
For Academics, their Primary Skill is whichever one they chose when the character was created. For Administrators, it is Bureaucracy. For Core World, it can be any Intellectual Skill. For Cortescan Operators, it is obviously Cortescan Operation. In the case of Benefit Level F, if the PC has no Vehicle Skill, they may still choose any Ground/Hover/Sea Vehicle, but will have to hire a chauffer. Air/LTA Vehicles may only be acquired by those with the skill to operate them.
| Benefit Level | Benefits |
|---|---|
| A | Corporal, Lv 300. |
| B | Flight Sergeant, Lv 1,000. |
| C | Flight Lieutenant, Lv 3,000. |
| D | Squadron Leader, Lv 10,000, Lv 250/year pension. |
| E | Wing Commander, Lv 25,000, Lv 750/year pension. |
| F | Group Captain, Lv 60,000, Lv 2,500/year pension. |
Former Astroguard members get to keep their dress and duty uniforms, but generally none of the equipment that they used while in the service. Mustering-out pay for officers can more than make up for it, though.
| Benefit Level | Benefits |
|---|---|
| A | Nothing additional. |
| B | 2 X standard pay. |
| C | 3 X standard pay, Rock blaster. |
| D | 5 X standard pay, Geoscanner. |
| E | 10 X standard pay, Rock blaster, Geoscanner. |
| F | 20 X standard pay, Robot with Geo, Chemo, & Piloting systems. |
All Zero-G/Asteroid Miners receive an EVA Work Suit, in addition to the above. Robots and Geoscanners will be detailed elsewhere, at a later date.
| Benefit Level | Benefits |
|---|---|
| A | Neural jack, basic cyberdeck. |
| B | Portacomp, Lv 10,000, +1 Icebreaker chip, wanted by the law. |
| C | Computer workstation, +2 Icebreaker. |
| D | Lv 100,000, neural jack, cyberdeck (with tweaked OS at Speed:4, Accuracy:4, Attack:8, Defense:8, Volume:100), +3 Icebreaker, Credcard Read/Write drive. |
| E | Above, plus jacked Rawling Redbird and a jacked Ground/Hover/Sea vehicle of choice, criminal record, and wanted by the police. |
| F | As above, but +4 Icebreaker (instead of the +3), plus +2 lockpicks, disguise kit, pre-paid lawyer with skill level 4. |
Blankers tend to be frowned upon by the establishment. Therefore, they often have problems with the law (especially the more successful ones).
| Benefit Level | Benefits |
|---|---|
| A | Lv 15, 1D6 Kafer Carapaces. |
| B | Rifle & Sidearm of choice, High-Threat Combat Helmet, Rigid Breastplate, Full-body Combat Armor, Biomonitor. |
| C | Ground Vehicle of choice. |
| D | B + Used Hover Vehicle of choice. |
| E | X-Wing Helicopter. |
| F | B + Used Air Vehicle of choice. |
Characters without the skill to operate vehicles may sell them.
| Benefit Level | Benefits |
|---|---|
| A | Lv 250. |
| B | Lv 700, Portacomp + Language chip of choice. |
| C | Lv 2,000, Portacomp + Language chip of choice + Language Cracker chip. |
| D | Lv 7,000, Portacomp + Language chip of choice + Language Cracker chip, Use of Courier Missiles or X-boat. |
| E | Lv 20,000, Robot with Database and Recorder systems. |
| F | Lv 40,000, Robot with Database, Laser pistol & Targetting, and Recorder systems. |
Robots will be covered elsewhere, at a later date.
| Benefit Level | Benefits |
|---|---|
| A | Nothing additional. |
| B | 2 X standard pay. |
| C | 3 X standard pay, Rock blaster. |
| D | 5 X standard pay, Geoscanner. |
| E | 10 X standard pay, Rock blaster, Geoscanner. |
| F | 20 X standard pay, Robot with Geo, Chemo, Mining & Construction systems. |
All Miners and Prospectors receive Excavation tools, in addition to the above. Robots and scanners will be detailed elsewhere, at a later date.
| Benefit Level | Benefits |
|---|---|
| A | Nothing additional. |
| B | Lv 1,000. |
| C | Lv 2,000, Mueller Rivera P-3. |
| D | Lv 4,000, Mueller Rivera P-3. |
| E | Lv 8,000, Ground Vehicle of choice. |
| F | Lv 15,000, Ground/Hover/Sea Vehicle of choice, Mueller Rivera P-3. |
Sometimes Colonists just scrape by, other times they can make a killing.
| Benefit Level | Benefits |
|---|---|
| A | 1D6 Local Knowledge 1 Skills. |
| B | 3 X standard pay, 2D6 Local Knowledge 1 Skills. |
| C | 5 X standard pay, Bioscanner, 3D6 Local Knowledge 1 Skills. |
| D | 10 X standard pay, Geoscanner, 4D6 Local Knowledge 1 Skills. |
| E | 25 X standard pay, Neuroscanner, 5D6 Local Knowledge 1 Skills. |
| F | 50 X standard pay, Robot with Bio, Holographer, and Self-Activation systems, 6D6 Local Knowledge 1 Skills. |
Robots and Scanners will be explained elsewhere, at a later date. Local Knowledge Skill is gained on worlds the (N)PC has explored. If fewer worlds have been explored than the number rolled, the excess is lost. Also, if the Referee feels that insufficient knowledge of any world was gained, they may allow Local Knowledge 0, instead. Likewise, they may give a higher level for well-known worlds. Note that each world in a system has its own Local Knowledge Skill, so a Terran explorer might have Mercury 1, Earth 2, Luna 1, and Mars 1, for example.
| Benefit Level | Benefits |
|---|---|
| A | All initial wealth spent on recent medical bills! |
| B | Bridgeport Swift Songbird and Rifle of choice. |
| C | High-Threat Combat Helmet, Inertial vest, Sidearm of choice. |
| D | Liferaft, 2 collapsible oars, High-Threat Combat Helmet, Inertial vest, Full-body Inertial Armour, Sidearm of choice. |
| E | Xing-Wing Helicopter Gunship. |
| F | Crawler. |
Even if a PC can't operate a vehicle, they receive the listed craft, and may try to sell it to someone who has the necessary skill.
| Benefit Level | Benefits |
|---|---|
| A | Neural Jack, basic cyberdeck (Speed:1, Accuracy:1, Offense:5, Defense:5, Volume:50), portacomp, electronic repair tools. |
| B | Above plus basic and microelectronic repair tools, Speed:2. |
| C | Above plus microelectronics workshop with Formidable security system, Speed:3. |
| D | Neural jack, cyberdeck with Speed:4, Volume:80, microelectronics workshop with Formidable security system and spare parts, criminal record. |
| E | Neural jack, cyberdeck (with Speed:4, Accuracy:4, Attack:7, Defense:10, Volume:80), Second String, microelectronics workshop with Formidable security system, electronic security systems kit, +1 lockpicks, jacked sidearm of choice, computer workstation. |
| F | Neural Jack, Cyberdeck (with tweaked OS at Speed:5, Accuracy:13, Offense:10, Defense:10, Volume:80), Jacked Rawling Redbird loaded with 5 rounds, and two speedloaders with 5 more, Microelectronics workshop, Computer workstation, and jacked motorcycle of choice, criminal record, and wanted by the law. |
Workshops remove any "in the field" difficulty increases, and spare parts remove any increases for not having them. Jacked items allow tasks using them to be performed at one level easier, but physical tasks become one level tougher while doing so. Deckers often have brushes with the law, and may have a criminal record (justly or otherwise). Some are still wanted, to this day.
| Benefit Level | Benefits |
|---|---|
| A | Lv 300. |
| B | Lv 1,000, Portacomp + Language chip of choice. |
| C | Lv 3,000, Portacomp + Language chip of choice + Language Cracker chip. |
| D | Lv 10,000, Audio-sealed Case, Portacomp + Language chip of choice + Language Cracker chip. |
| E | Lv 25,000, Robot with Holographer and Language systems. |
| F | Lv 60,000, Robot with Creative Thought and Holographer systems. |
The Audio-sealed Case is described in the "New Equipment" Section. Robots will be described elsewhere, at a later date.
| Benefit Level | Benefits |
|---|---|
| A | Medkit. |
| B | Lv 3,000, Medkit. |
| C | Lv 1,000 X Intelligence, Mediscanner. |
| D | Lv 4,000 X Intelligence, Mediscanner. |
| E | Lv 10,000 X Intelligence, Static Automed. |
| F | Lv 20,000 X Intelligence, Robot with Medical system. |
The Mediscanner and Robots will be described elsewhere, at a later date.
| Benefit Level | Benefits |
|---|---|
| A | Lv 500. |
| B | Lv 1,500. |
| C | Lv 3,000, Pistol of choice. |
| D | Lv 10,000, Mueller Rivera P-3. |
| E | Lv 25,000, Laser rifle of choice. |
| F | Lv 60,000, Laser rifle of choice, Mueller Rivera P-3. |
"Corporate Crushers" also get a Concealed Weapons Permit. Extralegal Enforcers don't worry about such things!
| Benefit Level | Benefits |
|---|---|
| A | False ID. |
| B | False ID, Mueller Rivera P-3. |
| C | False ID, Sidearm of choice. |
| D | Lv 700, False ID, Mueller Rivera P-3 + Sidearm of choice. |
| E | Lv 4,000, False ID, Laser rifle of choice, Sidearm of choice. |
| F | Lv 20,000, False ID, Laser rifle of choice, Sidearm of choice. |
The identity shown by False IDs should be specified in advance, as should the types of all weapons of choice.
| Benefit Level | Benefits |
|---|---|
| A | Personal Flotation Device (PFD). |
| B | PFD, Medkit, Liferaft, 2 oars. |
| C | Dinghy. |
| D | Choice of Bridgeport Swift Songbird OR Sailboat, either rigged for fishing & night running. |
| E | Survival Kit. |
| F | Choice of weapon for craft. |
Fishermen receive Local Knowledge 1 skill in the world they fish, and this is raised to Level 2 if they have Swimming, Hover, or Sea Vehicles Skill at Level 1+. Fishermen obtaining a certain Benefit Level receive all of the gear from all the lower levels, as well (unlike most other Careers).
| Benefit Level | Benefits |
|---|---|
| A | Lancer, Lv 300. |
| B | Corporal, Lv 1,000, P-Suit. |
| C | Sergeant, Lv 3,000, Hostile Environment Suit (HES). |
| D | Lieutenant, Lv 10,000, Lv 250/year pension, HES. |
| E | Captain, Lv 25,000, Lv 750/year pension, HES, Laser rifle of choice. |
| F | Colonel, Lv 60,000, Lv 2,500/year pension, Choice of either HES with Full-body Combat Armor and High-Threat Combat Helmet with built-in Communicator & HUD, plus Skyhopper Jetpack and Laser rifle of choice, OR BH-21C Combat Walker. |
In addition to dress and duty uniforms, all Freefallers receive a Medkit, in addition to the above, and standard pay. Only (N)PCs with Combat Walker and Heavy Weapons Skill Level 1+ will receive a BH-21C.
| Benefit Level | Benefits |
|---|---|
| A | Private, Lv 300, Filter mask. |
| B | Corporal, Lv 1,000, Inertial Vest, Respirator Helmet. |
| C | Sergeant, Lv 3,000, Full-body Inertial Armor, Respirator Helmet. |
| D | Lieutenant, Lv 10,000, Lv 250/year pension, Full-body Combat Armor, Respirator Helmet with built-in Communicator & HUD, Mueller Rivera P-3. |
| E | Captain, Lv 25,000, Lv 750/year pension, Full-body Combat Armor, Respirator Helmet with built-in Communicator & HUD, Mueller Rivera P-3. |
| F | Colonel, Lv 60,000, Lv 2,500/year pension, Choice of either Full-body Combat Armor and Respirator Helmet with built-in Communicator & HUD, plus Laser rifle of choice, OR BH-21B Combat Walker. |
In addition to dress and duty uniforms, all Ground Military receive a Medkit, in addition to the above, and standard pay. Only (N)PCs with Combat Walker and Heavy Weapons Skill Level 1+ will receive a BH-21B.
| Benefit Level | Benefits |
|---|---|
| A | All initial wealth was lost! |
| B | Computer Workstation. |
| C | 2 X standard pay, Computer Workstation. |
| D | 5 X standard pay, Computer Workstation, +1D6 Local Knowledge 1 Skills. |
| E | 12 X standard pay, Computer Workstation. |
| F | 30 X standard pay, Robot with Starship Repair system, +2D6 Local Knowledge 1 Skills. |
All Independent Traders receive Local Knowledge 1 Skill in 1D6 worlds, in addition to the benefits listed, above. These worlds will be places that their ship frequents, along its trade route(s). Note that some levels add additional D6 to this number. In the case of ITs, no Local Knowledge Skill Levels of 2 or more should be allowed. Robots will be dealt with elsewhere, at a later date.
| Benefit Level | Benefits |
|---|---|
| A | Private, Lv 300. |
| B | Corporal, Lv 1,000, Respirator Helmet. |
| C | Sergeant, Lv 3,000, Flight Helmet with HUD. |
| D | Lieutenant, Lv 10,000, Flight Helmet with HUD, Mueller Rivera P-3. |
| E | Captain, Lv 25,000, Lv 1,000/year pension, Flight Helmet with HUD, Mueller Rivera P-3, Survival Kit. |
| F | Colonel, Lv 60,000, Lv 3,000/year pension, Flight Helmet with HUD, Mueller Rivera P-3, Surivial Kit, Used aircraft of choice. |
In addition to the above, Interface Military receive dress and duty uniforms, as all branches of the military do. Flight Helmets may be treated as standard helmets, for purposes of armor. HUDs are set up to work with an aircraft's heavy weapons, not small arms (but may be switchable, at the Referee's discretion).
| Benefit Level | Benefits |
|---|---|
| A | Lv 1,000. |
| B | Lv 2,000, Workshop. |
| C | Lv 500 X Intelligence, Workshop. |
| D | Lv 2,000 X Intelligence, Workshop. |
| E | Lv 6,000 X Intelligence, Workshop. |
| F | Lv 15,000 X Intelligence, Robot with Electrotech, Mechanics, and Construction systems. |
Robots will be dealt with elsewhere, at a later date.
| Benefit Level | Benefits |
|---|---|
| A | Portacomp + Audio-Visual recorder chips. |
| B | Lv 2,000, Portacomp + Audio-Visual recording chips. |
| C | All items in A, plus credentials with a Planetary News Servive: +1 Renown, Local Knowledge automatically raised to 1 (if not already higher), Lv 500 X Intelligence, Holographer. |
| D | All items in A, plus credentials with a System-wide News Service: +2 Renown, 1D6 Local Knowledge 1 Skills (in the system, only), Lv 3,000 X Intelligence, Holographer. |
| E | All items in A, plus credentials with an Interstellar News Service: +3 Renown, 1D6 Local Knowledge 1 Skills, Lv 10,000 X Intelligence, Holographer. |
| F | All items in A, plus Media Celebrity thoughout known space: +4 Renown, 1D10 Local Knowledge 1 Skills, Lv 25,000 X Intelligence, Robot with Database and Holographer systems. |
Reporters may work in print or electronic media (the latter far more common in 2300), or Audiovisual. Many specialize in a field (such as politics or entertainment). Journalists may become famous, and travel extensively, even acquiring wealth and fame.
| Benefit Level | Benefits |
|---|---|
| A | Patrolman, Lv 250. |
| B | Constable, Lv 700, Mueller Rivera P-3. |
| C | Sergeant, Lv 2,000, Mueller Rivera P-3. |
| D | Marshal, Lv 7,000, Laser rifle of choice, Used ATV of choice. |
| E | Inspector, Lv 20,000, Lv 500/year pension, Laser rifle of choice. |
| F | Chief, Lv 40,000, Lv 2,000/year pension, Laser rifle of choice, Sidearm of choice. |
Most modern Police Forces (in 2300 AD) use non-lethal sonic stunners as their main weaponry. The weapons given in this table are *NOT* an officer's main weapons (which are provided to them free of charge, by the police force). They should instead be considered the officer's own, private, back-up weapons.
| Benefit Level | Benefits |
|---|---|
| A | Lv 1,000, Portacomp + Law Library chip. |
| B | Lv 2,000, Portacomp + Law Library chip. |
| C | Lv 1,000 X Bureaucracy, Portacomp + Law Library chip. |
| D | Lv 4,000 X Bureaucracy, Computer Workstation, Car of choice. |
| E | Lv 10,000 X Bureaucracy, Computer Workstation, Portacomp + Law Library chip, Ground/Hover Vehicle of choice. |
| F | Lv 30,000 X Bureaucracy, Computer Workstation, Robot with Database & Holographer systems, Audio-sealed Case. |
Robots and their systems will be dealt with elsewhere, at a later date. The Audio-sealed case is detailed in the "New Equipment" Section.
| Benefit Level | Benefits |
|---|---|
| A | No cash, Melee & Thrown Weapons of choice. |
| B | No cash, Melee & Thrown Weapons of choice, Choice of Blowgun & quiver of darts or Bow & quiver of arrows. |
| C | No cash, Melee & Thrown Weapons of choice, Choice of Blowgun & quiver of darts or Bow & quiver of arrows, Healing Herbs (equivalent of a Medkit). |
| D | Brave, No cash, Melee & Thrown Weapons of choice, Choice of Blowgun & quiver of darts or Bow & quiver of arrows, Healing Herbs (equivalent of a Medkit), Plant poison of DPV=3 (Stun only). |
| E | Sub-Chief or Gang Second-in-Command, Lv 1,000, Choice of any one weapon the (N)PC is skilled with, Medkit that the (N)PC knows how to use, Plant poison of DPV=3 (Stun only). |
| F | Chief/Leader, Leadership & Tactics are automatically raised to Skill Level 1, Choice of any three weapons that the (N)PC knows how to use. |
The Low-Tech automatically gains 1D6 Underworld Contatcs, the first two of which will be an Archaic Weapons Dealer, and a Street Doctor. If more than two are rolled, the Player may select the additional types. Even if only one Contact is rolled, all Low-Techs get these two.
| Benefit Level | Benefits |
|---|---|
| A | All initial wealth went to pay off medical bills! |
| B | Rifle of choice, Ammo, Medkit. |
| C | B plus Helmet, Inertial vest. |
| D | B + C, Full-body Inertial Armor. |
| E | Rifle of choice, High-Threat Combat Helmet with integral communicator & HUD with night-vision, Full-body Combat Armour, Mediscanner. |
| F | E + Military APC of choice, with all the options, and a built-in Static Automed. |
Mercs get no uniforms, nor do they get Medkits, unless rolled on the table, above. Mercenary Recruiters are just old Mercs, looking for "a few good men".
| Benefit Level | Benefits |
|---|---|
| A | All savings lost in a bad deal! |
| B | Computer Workstation. |
| C | 3 X standard pay, Computer Workstation. |
| D | 10 X standard pay, Computer Workstation. |
| E | 20 X standard pay, Computer Workstation, Truck of choice. |
| F | 40 X standard pay, Computer Workstation, Jet plane of choice. |
Merchants can lose everything, or stick with it and make a killing in the market... Sometimes, perseverance pays off!
| Benefit Level | Benefits |
|---|---|
| A | Scout Second Class, Lv 300, 1D6 Local Knowledge 1 Skills. |
| B | Scout First Class, Lv 1,000, P-Suit, 2D6 Local Knowledge 1 Skills. |
| C | Masterscout, Lv 3,000, Hostile Environment Suit (HES), 3D6 Local Knowledge 1 Skills. |
| D | Singlescout, Lv 5,000, HES, Neuroscanner, Rover, 4D6 Local Knowledge 1 Skills. |
| E | Expedition Leader, Lv 25,000, Lv 750/year pension, HES, Used Advanced Cartographic Sensors, 5D6 Local Knowledge 1 Skills. |
| F | Scout Commodore, Lv 60,000, Lv 2,500/year pension, HES, Used Crawler, 6D6 Local Knowledge 1 Skills. |
Scouts (and their newer military variant) lead the way in exploring new stellar systems, and can often end up will a boodle of used loot! Vehicles are further described in the "New Equipment" Section. Local Knowledge Skills are gained in the worlds the (N)PC has explored.
| Benefit Level | Benefits |
|---|---|
| A | Private, Civilian Rifle of choice, Medkit, Survival knife. |
| B | Corporal, Obsolete Military Rifle of Referee's choice, Helmet, Inertial vest, Communicator, Medkit, Survival knife. |
| C | Sergeant, Obsolete Military Rifle of Player's choice, Helmet with integral communicator, Inertial vest, Binoculars with night-vision, Medkit, Survival knife. |
| D | Lieutenant, Used Current Military Rifle of Referee's choice, Helmet with integral communicator & night-vision visor, Full-body Inertial Armor, Medkit, Survival knife. |
| E | Major, Used Current Military Rifle of Player's choice, Helmet with integral communicator & night-vision visor, Full-body Inertial Armor & vest, Survival kit. |
| F | Captain, New Current Military Rifle of Player's choice, Helmet with integral communicator & night-vision visor, Full-body Inertial Armor & vest, Survival kit. |
Unlike most real military, Militia members do not receive a dress uniform, in general, and the poorer ones may not even get a duty uniform! Unless rolled on the table, above, Militia members do not receive a Medkit, either.
| Benefit Level | Benefits |
|---|---|
| A | Hard-hat with built-in light, Lantern, Excavation tools. |
| B | A + Explosive and detonator. |
| C | B + Medkit. |
| D | Geoscanner. |
| E | Ground Vehicle of choice, plus Geoscanner. |
| F | Robot with Chemo, Construction, Geo, Medical, and Mining systems. |
Robots will be covered elsewhere, at a later date.
| Benefit Level | Benefits |
|---|---|
| A | Vacc Suit. |
| B | Vacc Suit, Choice of Electronic or Mechanical Toolkit. |
| C | Vacc Suit, both toolkits. |
| D | Hostile Environment Suit (HES), both toolkits. |
| E | HES, both toolkits, Medkit. |
| F | HES, both toolkits, Medkit, Brandt Audionique AS-3 stun pistol. |
In addition to the above, all 'posters get Local Knowledge Skill Level 1D4-1 in their Outpost world/station. For each Turning Point they continue, they may gain Local Knowledge of one more, if they switch Outposts. If they do not, they may increase Local Knowledge by 1, until it reaches 3.
| Benefit Level | Benefits |
|---|---|
| A | . |
| B | . |
| C | . |
| D | . |
| E | . |
| F | . |
| Benefit Level | Benefits |
|---|---|
| A | . |
| B | . |
| C | . |
| D | . |
| E | . |
| F | . |
| Benefit Level | Benefits |
|---|---|
| A | . |
| B | . |
| C | . |
| D | . |
| E | . |
| F | . |
| Benefit Level | Benefits |
|---|---|
| A | Lv 100 X (Psychology + Writing). |
| B | Lv 200 X (Psychology + Writing). |
| C | Lv 500 X (Psychology + Writing). |
| D | Lv 600 X (Psychology + Writing). |
| E | Lv 700 X (Psychology + Writing). |
| F | Lv 1,000 X (Psychology + Writing). |
As Academics, Psychologists must "Publish or perish", but rarely get as much as they would like.
| Benefit Level | Benefits |
|---|---|
| A | Mechanical repair tools + spare parts. |
| B | Lv 1,000, plus above. |
| C | Lv 3,000, Electronic repair tools + spare parts. |
| D | Lv 10,000, Microtronics Workshop + spare parts inventory. |
| E | Lv 20,000, Vehicle repair shop + spare parts inventory. |
| F | Lv 40,000, Vehicle & Robot repair shop + spare parts inventory. |
Repairmen of any level receive all tools from the previous levels, but not the cash. Work/repair shops are fixed locations, requiring a heavy truck and three or more man-days to move. They remove all "in the field" penalties to repair tasks. Spare parts inventories remove any penalties for replacement/repair of parts.
| Benefit Level | Benefits |
|---|---|
| A | All savings spent on recent medical expenses! |
| B | High-Threat Combat Helmet, Full-body Inertial Armour, Inertial vest, any three weapons the PC can carry. |
| C | Broken-down old ACV of choice. |
| D | Used AC-9 in good condition. |
| E | Lv 1,000 X 1D10, Hostile Environment Suit, Sidearm & Rifle of choice. |
| F | Used Kz-7 Combat Walker in good condition. |
All a Scavenger's vehicles will have been salvaged from the battlefields, and may be subject to breakdowns.
| Benefit Level | Benefits |
|---|---|
| A | Lv 1,000. |
| B | Lv 2,000, Lab. |
| C | Lv 500 X Intelligence, Lab, Computer Workstation. |
| D | Lv 2,000 X Intelligence, Lab, Computer Workstation. |
| E | Lv 6,000 X Intelligence, Lab, Computer Workstation. |
| F | Lv 15,000 X Intelligence, Lab, Computer Workstation, Robot with Database & Specialty systems. |
The "Specialty" system is the one that deals with the Scientist's main skill (Bio for a Biologist, etc.). Robots will be dealt with elsewhere, at a later time.
| Benefit Level | Benefits |
|---|---|
| A | Midshipman, Lv 1,000. |
| B | Ensign, Lv 3,000. |
| C | Lieutenant, Lv 4,000, Lv 600/year pension. |
| D | Captain, Lv 15,000, Lv 2,000/year pension. |
| E | Commander, Lv 36,000, Lv 6,000/year pension. |
| F | Admiral, Lv 80,000, Lv 10,000/year pension. |
Sea Military receive dress and duty uniforms and a Medkit, in addition to the rank, bonus pay, and possible pension listed above. If their Local Knowledge Skill for the world on which they served is 1 or less, increase it by +1.
| Benefit Level | Benefits |
|---|---|
| A | Pursor, Lv 500 in tips. |
| B | Ensign, Lv 1,500, 10 LY passage. |
| C | Warrant Officer, Lv 3,000, Lv 200/year pension, 15 LY passage. |
| D | Lieutenant, Lv 4,000, Lv 300/year pension, 20 LY passage, +1D6 Local Knowledge 1 Skills. |
| E | Executive Officer, Lv 10,000, Lv 500/year pension, 40 LY passage. |
| F | Captain, Lv 15,000, Lv 1,000/year pension, 50 LY passage. |
All Ship Crew members receive Local Knowledge 1 Skill in 1D6 worlds, in addition to the benefits listed, above. These worlds will be places that their ship frequents, along its route(s). Note that some levels add additional D6 to this number. In the case of SCs, no Local Knowledge Skill Levels of 2 or more should be allowed. Passages must be taken on (one of) the cruise line(s) that the PC worked for.
| Benefit Level | Benefits |
|---|---|
| A | Vacc Suit, Electronic and Mechanical Tool Kits with spare parts. |
| B | A + Hostile Environment Suit and extra suit patches, 10 LY passage. |
| C | B + Lv 1,000, Lv 200/year pension, 15 LY passage. |
| D | B + Lv 2,000, Lv 300/year pension, 20 LY passage, +1D6 Local Knowledge 1 skills. |
| E | B + Lv 4,000, Lv 500/year pension, 40 LY passage. |
| F | B + Lv 8,000, Lv 500/year pension, 50 LY passage. |
All Ship Crew members receive Local Knowledge 1 Skill in 1D6 worlds, in addition to the benefits listed, above. These worlds will be places that their ship frequents, along its route(s). Note that some levels add additional D6 to this number. In this case, no Local Knowledge Skill Levels of 2 or more should be allowed. Passages must be taken on (one of) the line(s) that the PC worked for.
| Benefit Level | Benefits |
|---|---|
| A | Hounded Fugitive, all money lost, and you're a wanted person!. |
| B | 2 X standard pay. |
| C | 4 X standard pay, and you're wanted by the law!. |
| D | 10 X standard pay, +1D6 Local Knowledge 1 Skills. |
| E | 10 X standard pay, you're a marked (wo-)man (the law wants you bad), and have a stolen Fighter-craft of the Referee's choice IF you have any Piloting Skill!. |
| F | 20 X standard pay, Starship of Referee's choice with light weaponry (generally a disguised Freighter), +2D6 Local Knowledge 1 Skills, and you're under suspicion by the Interstellar Authorities. |
All Pirates, Thieves, and Smugglers receive 1D6 Local Knowledge 1 Skills in addition to the other "benefits" listed, above. Some levels add more D6 to this initial one. These will be worlds the Pirate/Smuggler/Thief has spent time on, in their travels.
| Benefit Level | Benefits |
|---|---|
| A | Midshipman, Lv 500. |
| B | Ensign, Lv 1,500, 10 LY passage. |
| C | Lieutenant, Lv 4,000, Lv 300/year pension, 20 LY passage. |
| D | Captain, Lv 15,000, Lv 1,000/year pension, 50 LY passage, +1D6 Local Knowledge 1 Skills. |
| E | Commander, Lv 36,000, Lv 3,000/year pension, 100 LY passage. |
| F | Admiral, Lv 80,000, Lv 10,000/year pension, Perpetual passage, +2D6 Local Knowledge 1 Skills. |
All former Space Military members receive dress and duty uniforms, 1D6 Local Knowledge 1 Skills, and a Medkit in addition to the items listed above. Some levels add more D6. These worlds will be one the (N)PC's ship(s) operated out of. Free passage (up to a distance in light-years listed with each rank) is provided on a nation's military vessels, as a courtesy to former enlisted men/women. Referees should take this into account.
| Benefit Level | Benefits |
|---|---|
| A | Lv 500. |
| B | Lv 2,000. |
| C | Lv 5,000, Electronic repair tools + spare parts. |
| D | Lv 15,000, Electronic & Mechanical repair tools + spare parts. |
| E | Lv 30,000, Electronic & Mechanical repair tools + spare parts. |
| F | Lv 60,000, Robot with Starship repair, Electrotech, & Self-Activation systems. |
Space Techs normally work in a shirt-sleeves environment, with tools provided by their employers, so have little use for P-Suits. At higher levels, many prefer to use their own tools.
| Benefit Level | Benefits |
|---|---|
| A | System-ship Captain: Vacc Suit, Basic and Electronic Toolkits. |
| B | Tug Captain: Vacc Suit, Basic and Electronic Toolkits. |
| C | Freighter Captain: A and choice of Hostile Environment Suit (HES) or EVA Worksuit. +1D6 Local Knowledge 1 skills. |
| D | Liner Captain: HES, Basic and Electronic Toolkits, Sidearm and Melee weapons of choice. +1D6 Local Knowledge 1 skills. |
| E | Fighter/SDB Captain: D + Survival Kit; 1/2 initial wealth lost!. |
| F | Merchant Captain: E + Full-body Inertial Armor and helmet, Intelligence% chance of having a 2D10 year old ship of the Referee's choice. +2D6 Local Knowledge 1 skills. |
Starship Captains rarely own their own ships, but it's possible, if they stick with it long enough. Usually, they will captain their employers' ship. All Starship Captains receive 1D6 Local Knowledge 1 skills in worlds that their ship line would have visited. Each also receives Dress and Duty uniforms, Medkit, Lv 1,000/year pension, and 50 LY free passage on their old company's line.
| Benefit Level | Benefits |
|---|---|
| A | Lv 500. |
| B | Lv 1,000, 10 LY free passage. |
| C | Lv 1,500, Lv 200/year pension, 15 LY passage. |
| D | Lieutenant, Lv 3,000, Lv 300/year pension, 20 LY passage, +1D6 Local Knowledge 1 Skills. |
| E | Lv 4,000, Lv 500/year pension, 40 LY passage. |
| F | Lv 5,000, Lv 500/year pension, 40 LY passage. |
All Ship Crew members receive Local Knowledge 1 Skill in 1D6 worlds, in addition to the benefits listed, above. These worlds will be places that their ship frequents, along its route(s). Note that some levels add additional D6 to this number. In this case, no Local Knowledge Skill Levels of 2 or more should be allowed. Passages must be taken on (one of) the line(s) that the PC worked for.
| Benefit Level | Benefits |
|---|---|
| A | Lv 500. |
| B | Lv 1,000, 10 LY free passage. |
| C | Lv 1,500, Lv 200/year pension, 15 LY passage. |
| D | Lieutenant, Lv 3,000, Lv 300/year pension, 20 LY passage, +1D6 Local Knowledge 1 Skills. |
| E | Lv 4,000, Lv 500/year pension, 40 LY passage. |
| F | Lv 5,000, Lv 500/year pension, 40 LY passage. |
All Ship Crew members receive Local Knowledge 1 Skill in 1D6 worlds, in addition to the benefits listed, above. These worlds will be places that their ship frequents, along its route(s). Note that some levels add additional D6 to this number. In this case, no Local Knowledge Skill Levels of 2 or more should be allowed. Passages must be taken on (one of) the line(s) that the PC worked for.
| Benefit Level | Benefits |
|---|---|
| A | Lv 500. |
| B | Lv 1,500, 10 LY free passage. |
| C | Lv 3,000, Lv 200/year pension, 15 LY passage. |
| D | Lieutenant, Lv 4,000, Lv 300/year pension, 20 LY passage, +1D6 Local Knowledge 1 Skills. |
| E | Lv 10,000, Lv 500/year pension, 40 LY passage. |
| F | Lv 15,000, Lv 500/year pension, 40 LY passage. |
All Ship Crew members receive Local Knowledge 1 Skill in 1D6 worlds, in addition to the benefits listed, above. These worlds will be places that their ship frequents, along its route(s). Note that some levels add additional D6 to this number. In this case, no Local Knowledge Skill Levels of 2 or more should be allowed. Passages must be taken on (one of) the line(s) that the PC worked for.
| Benefit Level | Benefits |
|---|---|
| A | Lv 500. |
| B | Lv 1,000, 10 LY free passage. |
| C | Lv 1,500, Lv 200/year pension, 15 LY passage. |
| D | Lieutenant, Lv 3,000, Lv 300/year pension, 20 LY passage, +1D6 Local Knowledge 1 Skills. |
| E | Lv 4,000, Lv 500/year pension, 40 LY passage. |
| F | Lv 5,000, Lv 500/year pension, 40 LY passage. |
All Ship Crew members receive Local Knowledge 1 Skill in 1D6 worlds, in addition to the benefits listed, above. These worlds will be places that their ship frequents, along its route(s). Note that some levels add additional D6 to this number. In this case, no Local Knowledge Skill Levels of 2 or more should be allowed. Passages must be taken on (one of) the line(s) that the PC worked for.
| Benefit Level | Benefits |
|---|---|
| A | Lv 500. |
| B | Lv 1,500, 10 LY free passage. |
| C | Lv 3,000, Lv 200/year pension, 15 LY passage. |
| D | Lieutenant, Lv 4,000, Lv 300/year pension, 20 LY passage, +1D6 Local Knowledge 1 Skills. |
| E | Lv 10,000, Lv 500/year pension, 40 LY passage. |
| F | Lv 15,000, Lv 500/year pension, 40 LY passage. |
All Ship Crew members receive Local Knowledge 1 Skill in 1D6 worlds, in addition to the benefits listed, above. These worlds will be places that their ship frequents, along its route(s). Note that some levels add additional D6 to this number. In this case, no Local Knowledge Skill Levels of 2 or more should be allowed. Passages must be taken on (one of) the line(s) that the PC worked for.
| Benefit Level | Benefits |
|---|---|
| A | Lv 500. |
| B | Lv 1,500, 10 LY free passage. |
| C | Lv 3,000, Lv 200/year pension, 15 LY passage. |
| D | Lieutenant, Lv 4,000, Lv 300/year pension, 20 LY passage, +1D6 Local Knowledge 1 Skills. |
| E | Lv 10,000, Lv 500/year pension, 40 LY passage. |
| F | Lv 15,000, Lv 500/year pension, 40 LY passage. |
All Ship Crew members receive Local Knowledge 1 Skill in 1D6 worlds, in addition to the benefits listed, above. These worlds will be places that their ship frequents, along its route(s). Note that some levels add additional D6 to this number. In this case, no Local Knowledge Skill Levels of 2 or more should be allowed. Passages must be taken on (one of) the line(s) that the PC worked for.
| Benefit Level | Benefits |
|---|---|
| A | Lv 500. |
| B | Lv 1,000, 10 LY free passage. |
| C | Lv 1,500, Lv 200/year pension, 15 LY passage. |
| D | Lieutenant, Lv 3,000, Lv 300/year pension, 20 LY passage, +1D6 Local Knowledge 1 Skills. |
| E | Lv 4,000, Lv 500/year pension, 40 LY passage. |
| F | Lv 5,000, Lv 500/year pension, 40 LY passage. |
All Ship Crew members receive Local Knowledge 1 Skill in 1D6 worlds, in addition to the benefits listed, above. These worlds will be places that their ship frequents, along its route(s). Note that some levels add additional D6 to this number. In this case, no Local Knowledge Skill Levels of 2 or more should be allowed. Passages must be taken on (one of) the line(s) that the PC worked for.
| Benefit Level | Benefits |
|---|---|
| A | Lv 500. |
| B | Lv 1,000, 10 LY free passage. |
| C | Lv 1,500, Lv 200/year pension, 15 LY passage. |
| D | Lieutenant, Lv 3,000, Lv 300/year pension, 20 LY passage, +1D6 Local Knowledge 1 Skills. |
| E | Lv 4,000, Lv 500/year pension, 40 LY passage. |
| F | Lv 5,000, Lv 500/year pension, 40 LY passage. |
All Ship Crew members receive Local Knowledge 1 Skill in 1D6 worlds, in addition to the benefits listed, above. These worlds will be places that their ship frequents, along its route(s). Note that some levels add additional D6 to this number. In this case, no Local Knowledge Skill Levels of 2 or more should be allowed. Passages must be taken on (one of) the line(s) that the PC worked for.
| Benefit Level | Benefits |
|---|---|
| A | Lv 500. |
| B | Lv 1,000, 10 LY free passage. |
| C | Lv 1,500, Lv 200/year pension, 15 LY passage. |
| D | Lieutenant, Lv 3,000, Lv 300/year pension, 20 LY passage, +1D6 Local Knowledge 1 Skills. |
| E | Lv 4,000, Lv 500/year pension, 40 LY passage. |
| F | Lv 5,000, Lv 500/year pension, 40 LY passage. |
All Ship Crew members receive Local Knowledge 1 Skill in 1D6 worlds, in addition to the benefits listed, above. These worlds will be places that their ship frequents, along its route(s). Note that some levels add additional D6 to this number. In this case, no Local Knowledge Skill Levels of 2 or more should be allowed. Passages must be taken on (one of) the line(s) that the PC worked for.
| Benefit Level | Benefits |
|---|---|
| A | Lv 500. |
| B | Lv 1,000, 10 LY free passage. |
| C | Lv 1,500, Lv 200/year pension, 15 LY passage. |
| D | Lieutenant, Lv 3,000, Lv 300/year pension, 20 LY passage, +1D6 Local Knowledge 1 Skills. |
| E | Lv 4,000, Lv 500/year pension, 40 LY passage. |
| F | Lv 5,000, Lv 500/year pension, 40 LY passage. |
All Ship Crew members receive Local Knowledge 1 Skill in 1D6 worlds, in addition to the benefits listed, above. These worlds will be places that their ship frequents, along its route(s). Note that some levels add additional D6 to this number. In this case, no Local Knowledge Skill Levels of 2 or more should be allowed. Passages must be taken on (one of) the line(s) that the PC worked for.
| Benefit Level | Benefits |
|---|---|
| A | Lv 500. |
| B | Lv 1,000, 10 LY free passage. |
| C | Lv 1,500, Lv 200/year pension, 15 LY passage. |
| D | Lieutenant, Lv 3,000, Lv 300/year pension, 20 LY passage, +1D6 Local Knowledge 1 Skills. |
| E | Lv 4,000, Lv 500/year pension, 40 LY passage. |
| F | Lv 5,000, Lv 500/year pension, 40 LY passage. |
All Ship Crew members receive Local Knowledge 1 Skill in 1D6 worlds, in addition to the benefits listed, above. These worlds will be places that their ship frequents, along its route(s). Note that some levels add additional D6 to this number. In this case, no Local Knowledge Skill Levels of 2 or more should be allowed. Passages must be taken on (one of) the line(s) that the PC worked for.
| Benefit Level | Benefits |
|---|---|
| A | Lv 500. |
| B | Lv 1,000, 10 LY free passage. |
| C | Lv 1,500, Lv 200/year pension, 15 LY passage. |
| D | Lieutenant, Lv 3,000, Lv 300/year pension, 20 LY passage, +1D6 Local Knowledge 1 Skills. |
| E | Lv 4,000, Lv 500/year pension, 40 LY passage. |
| F | Lv 5,000, Lv 500/year pension, 40 LY passage. |
All Ship Crew members receive Local Knowledge 1 Skill in 1D6 worlds, in addition to the benefits listed, above. These worlds will be places that their ship frequents, along its route(s). Note that some levels add additional D6 to this number. In this case, no Local Knowledge Skill Levels of 2 or more should be allowed. Passages must be taken on (one of) the line(s) that the PC worked for.
| Benefit Level | Benefits |
|---|---|
| A | Lv 500. |
| B | Lv 1,000, 10 LY free passage. |
| C | Lv 1,500, Lv 200/year pension, 15 LY passage. |
| D | Lieutenant, Lv 3,000, Lv 300/year pension, 20 LY passage, +1D6 Local Knowledge 1 Skills. |
| E | Lv 4,000, Lv 500/year pension, 40 LY passage. |
| F | Lv 5,000, Lv 500/year pension, 40 LY passage. |
All Ship Crew members receive Local Knowledge 1 Skill in 1D6 worlds, in addition to the benefits listed, above. These worlds will be places that their ship frequents, along its route(s). Note that some levels add additional D6 to this number. In this case, no Local Knowledge Skill Levels of 2 or more should be allowed. Passages must be taken on (one of) the line(s) that the PC worked for.
| Benefit Level | Benefits |
|---|---|
| A | Lv 500. |
| B | Lv 1,000, 10 LY free passage. |
| C | Lv 1,500, Lv 200/year pension, 15 LY passage. |
| D | Lieutenant, Lv 3,000, Lv 300/year pension, 20 LY passage, +1D6 Local Knowledge 1 Skills. |
| E | Lv 4,000, Lv 500/year pension, 40 LY passage. |
| F | Lv 5,000, Lv 500/year pension, 40 LY passage. |
All Ship Crew members receive Local Knowledge 1 Skill in 1D6 worlds, in addition to the benefits listed, above. These worlds will be places that their ship frequents, along its route(s). Note that some levels add additional D6 to this number. In this case, no Local Knowledge Skill Levels of 2 or more should be allowed. Passages must be taken on (one of) the line(s) that the PC worked for.
| Benefit Level | Benefits |
|---|---|
| A | Apprentice, Lv 500, A really long mesuring tape, Inertial compass (the Pentapod model, if former boss was cheap)! |
| B | Technician, Lv 1,000, Core: Portacomp. Frontier: Inertial map. |
| C | State/Provincial Order of Surveyors, Lv 2,500, Basic survey gear (plus camping gear, if on the frontier). |
| D | National Order of Surveyors, Lv 5,000, Inertial map or Portacomp, Frontier: Choice of civilian rifle. |
| E | International Order of Surveyors, Lv 10,000, Advanced survey gear, +1 Level of Linguistics Skill. Core: Choice of any civilian vehicle that the (N)PC can operate. Frontier: Choice of any surplus military rifle or handgun. Local Knowledge Skill Level raised to 1D6, for Homeworld. |
| F | Interstellar Order of Surveyers and Cartographers: Lv 15,000, Core: (N)PC owns a small office, or is a partner in a larger one. Frontier: Choice of any civilian vehicle that the (N)PC can operate. Local Knowledge 1 on 1D6 worlds (other than their Homeworld). |
All Surveyors/Cartographers receive all the items (but not the cash) of all previous benefit levels.
Note: Membership in an Order confers the ability to draw up recongnized legal documents and deeds. The extent of this is determined by the level of the Order.