1. Notes

Black Eye Cepheus Swift

These rules are a light version of Black Eye Cepheus, inspired by Cepheus Light by Stellagama Games. The actual rules are posted to this note. These are house rules, any gaps refer to Cepheus Light (see the SRD here).

  1. Basic Rules
  2. Character Creation
  3. Skills
  4. Equipment

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2.2 Career Tables

For Rank title's in civilian careers remember that there is plenty of room for developing or defining how you were regarded in your profession.

Life Events
2dLife Events Table
2Sickness or Injury: The character is injured or contracts a bad sickness. Roll on the Injury Table.
3Birth: Someone close to the character gives birth (or is born!). The character is involved in some fashion (father or mother, relative, godparent, or similar).
4Death: Someone close to the character dies, like a friend or family member.
5

Romantic Relationship: If the character is not already involved in a romantic relationship, the character becomes involved in one. If the character is already involved in a romantic relationship, roll 1d6:

1-2, Strained Relationship: Something sours the relationship, whether related to work or life.

3-4, Improved Relationship: A romantic relationship involving the character deepens, possibly leading to marriage or some other emotional commitment. 

5-6, Ending of Relationship: A romantic relationship involving the character ends. Badly.

6New Friendship: The character becomes close friends with either a previous Contact or a new friend. One of the character’s Contacts becomes an Ally or the character gains a new Ally.
7New Contact: The character meets a new friend or a relationship with an acquaintance improves. The character gains a new Contact.
8Betrayal: The character is betrayed in some fashion by a friend. If you have any Contacts or Allies, convert one into a Rival or Enemy. Otherwise, gain a Rival or an Enemy.
9Travel: The character moves to another world. You gain a +2 DM to your next Qualification roll.
10Good Fortune: Something good happens to the character; he comes into money unexpectedly, has a lifelong dream come true, gets a book published or has some other stroke of good fortune. Gain a +2 DM to any one Benefit roll from his current career.
11Crime: The character commits a crime, is accused of a crime, or is the victim of a crime. Lose one Benefit roll or reduce your Social Standing by 1.
12

Unusual Event: Roll 1d.

1. Psionics: You are found to have latent psychogenic abilities. Depending on your government, this is either very good or terrible.

2. Touched: Something inhuman touched your mind. You cannot be sure what happened to you, whether it's done anything to you, but you're certain it couldn't have been human and that it had malicious intent. Very few, if any, believe you. Test psionic potential.

3. Criminal Knowledge: You have inadvertently discovered an uncomfortable truth about your government. Unfortunately for you, agencies of the government are aware of your knowledge. You are ejected from your career without benefits for this term as you attempt to rebuild your life as a fugitive under a new identity.

4. Surgical Amnesia: Something happened to you but you don't remember what it was. You are ejected from this career, but you retain your benefits.

5. Government Contact: You briefly came into contact with the highest echelons of your government. Gain an unreliable Contact in the upper echelons of your government.

6. Ancient Technology: You possess an alien artifact which predates humanity's existence.



Agent
You were a police officer, spy, or private investigator. Qualification INT 6+
SurvivalINT 6+
CommissionEDU 6+
AdvancementEdu 7+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Cash Materials
0 Agent Streetwise-1 1 1000 Low Passage
1 Special Agent - 2 5000 +1 INT
2 Special Agent in Charge Investigation-1 3 10000 Weapon
3Unit Chief - 4 10000 Contact
4 Section Chief Admin-1 5 20000 +1 SOC
5 Assistant Director - 6 50000 Low Passage
6 Director - 7 50000 High Passage
Skills and Training
1D Personal Development Service 1D Specialist Advanced Education
1 +1 DEX Confidence 1 Computer Admin
2 +1 Edu Gun Combat 2 Demolitions Computer
3 +1 END Gunnery 3 Gun Combat Jack o’Trades
4 +1 Int Melee Combat 4 Melee Combat Medicine
5 Athletics Recon 5 Survival Leadership
6 Carousing Driving 6 Grav Vehicle Tactics
1d

Agent Mishaps

1

Severely injured in action (This is the same as a result of 2 on the Injury table.). Alternatively, roll twice on the Injury table and take the lower result.

2

A criminal or other figure under investigation offers you a deal. Accept, and you leave this career without further penalty (although you lose the Benefit roll as normal). Refuse, and you must roll twice on the Injury table and take the lower result. You gain an Enemy and one level in any skill you choose.

3

An investigation goes critically wrong or leads to the top, ruining your career. Roll Advocate 8+. If you succeed, you may keep the Benefit roll from this term.

4

You learn something you shouldn’t know, and people want to kill you for it. Gain an Enemy and Deception 1.

5

Your work ends up coming home with you, and someone gets hurt. Choose one of your Contacts, Allies or family members, and roll twice on the Injury table for them, taking the lower result.

6

Medically discharged from the service. Roll on the Injury table.

2d Agent Events

2

Disaster! Roll on the mishap table, but you are not ejected from this career.

3

An investigation takes on a dangerous turn. Roll Investigate 8+ or Streetwise 8+. If you fail, roll on the mishap table. If you succeed, increase one of these skills by one level: Deception, Jack o' Trades, Liaison or Tactics.

4

You complete a mission for your superiors, and are suitably rewarded. Gain a +1 DM to any one Benefit roll from this career.

5

You establish a network of contacts. Gain 1d3 Contacts.

6

You are given advanced training in a specialist field. Throw Education 8+ to increase any one skill you already have by one level.

7

Life Event. Roll on the Life Event Table.

8

You go undercover to investigate an enemy. Roll Deception 8+. If you succeed, roll immediately on the Rogue or Citizen events table and make one roll on the Specialist skill table for that career. If you fail, roll immediately on the Rogue or Citizen mishap table (though you are not ejected from this career).

9

You go above and beyond the call of duty. Gain a +2 DM to your next Advancement check.

10

You are given specialist training in vehicles. Gain one of Gunnery 1, Piloting 1, or Vehicles 1.

11

You are befriended by a senior agent. Either increase a Specialist by one level or take a +4 DM to an Advancement roll thanks to his aid.

12

Your efforts uncover a major conspiracy against your employers. You are automatically promoted.

Army
You served in a planetary military or mercenary force. QualificationEND 5+
SurvivalEND 5+
CommissionInt 7+
AdvancementInt 6+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Cash Materials
0 Private Gun Combat-1 1 1000 Low Passage
1 Lieutenant Leadership-1 2 5000 +1 INT
2 Captain - 3 10000 Weapon
3 Major - 4 10000 Mid Passage
4 Lt. Colonel - 5 20000 Weapon
5 Colonel - 6 50000 High Passage
6 General +1 SOC 7 50000 +1 SOC
Skills and Training
1D Personal Development Service 1D Specialist Advanced Education
1 +1 STR Repair 1 Computer Admin
2 +1 DEX Gun Combat 2 Demolitions Computer
3 +1 END Gunnery 3 Recon Jack o’ TRades
4 Athletics Melee Combat 4 Melee Combat Medicine
5 Melee Combat Heavy Weapons 5 Survival Leadership
6 Carousing Driving 6 Grav Vehicle Tactics
1DArmy Mishaps
1Severely injured in action (This is the same as a result of 2 on the Injury table). Alternatively, roll twice on the Injury table and take the lower result.
2Your unit is slaughtered in a disastrous battle, for which you blame your commander. Gain him as an Enemy as he has you removed from the service.
3You are sent to a very unpleasant region (jungle, swamp, desert, icecap, urban) to battle against guerrilla fighters and rebels. You are discharged because of stress, injury or because the government wishes to bury the whole incident. Increase Recon or Survival by one level but also gain the rebels as an Enemy.
4

 You discover that your commanding officer is engaged in some illegal activity, such as weapon smuggling. You can join his ring and gain him as an Ally before the inevitable investigation gets you discharged, or you can co-operate with the military police – the official whitewash gets you discharged anyway but you may keep your Benefit roll from this term of service.

5You are tormented by or quarrel with an officer or fellow soldier. Gain that officer as a Rival as he drives you out of the service.
6Injured. Roll on the Injury table.


2D ARMY EVENT TABLE
2 Injury. Roll on the Injury table.
3 Cybered! The military pays for advanced cybernetic implants. Gain Cr8,000 worth of cybernetics.
4 Hostile World. You are stationed on a world with a hostile or wild environment. Gain one of Animals, Survival, or Zero-G.
5 Street Fighting. You fight a battle in an urbanized area. Gain one of Tactics, Stealth, or Streetwise.
6 Budget Cuts. Your government cuts your unit's budget. Throw Admin 8+ to regain funds for your unit; if you succeed, gain your unit's commander as a Contact. If you fail, gain a government official as an Enemy.
7 Life Event. Roll on the Life Event table.
8 Police Action. You are involved in counter-insurgency operations. Throw DEX 8+ or END 8+. If you succeed, gain Liaison, Recon, Leadership, or Tactics. If you fail, roll on the Injury table.
9 Garrison. You are assigned to garrison duty. Gain one of Admin, Carousing, or Streetwise.
10 Bug Hunt! You fight hostile xenofauna. Throw Gun Combat 8+; if you succeed, gain Animals or Survival. If you fail, roll on the Injury Table.
11 Electronic Warfare. You train in advanced SIGINT and cyber-warfare techniques. Gain a level in Computer.
12 Advancement. Your heroic service in battle gains you a promotion. Gain one free skill level and increase your rank by one.

Belter
You mined asteroids and planetoids. Qualification INT 4+
Survival DEX 7+
AdvancementINT 6+
Re-Enlistment 5+
Mustering Out Benefits
Rank Title Skill or Bonus 1D Cash Materials
0 Miner Zero-G-1 1 1000 Low Passage
1 Roughneck - 2 5000 +1 INT
2 Tool Pusher - 3 5000 Vacc Suit
3 Manager - 4 10000 Mid Passage
4 Director Admin-1 5 50000 +1 EDU
5 Vice President - 6 100000 Prospector
6 Executive Officer 7 250000 Explorer’s Society
Skills and Training
1D Personal Development Service 1D Specialist Advanced Education
1 +1 STR Repair 1 Engineering Admin
2 +1 DEX Demolitions 2 Computers Medicine
3 Athletics Piloting 3 Repair Science
4 Jack o’ Trades Computers 4 Science Engineeing
5 Melee Combat Zero-G 5 Zero-G Grav Vehicle
6 Carousing Repair 6 Gunnery Liaison

1D

Belter Mishap

1Severely injured. (This is the same as a result of 2 on the Injury table.) Alternatively, roll twice on the Injury Table and take the lower result.
2Severely injured. (This is the same as a result of 2 on the Injury table.) Alternatively, roll twice on the Injury Table and take the lower result.
3You run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy.
4You suffer from a life-threatening illness. Reduce your Endurance by 1. 
5Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. If you have no Contacts or Allies, then you are betrayed by someone you never saw coming and still gain a Rival or Enemy.
6You don’t know what happened to you. There is a gap in your memory.


2DBELTER EVENT TABLE
2Injury. Roll on the Injury table.
3Specialist Training. You get on-the-job training. Gain one of Computer, Science, Admin, or Demolitions.
4Explosion. An impending mining explosion threatens your ship or mine. Zero-G 8+. If you succeed, gain Demolitions; if you fail, roll on the Injury Table.
5Protection Racket. Pirates organize a protection racket in your belt. If you pay, lose one Benefit roll. If you resist, throw Gun Combat 8+ or Melee Combat 8+. If you succeed, gain Streetwise but also a pirate Enemy; if you fail, roll on the Injury Table.
6Bureaucracy. You find yourself counting beans for your mining operation. Gain Admin.
7Life Event. Roll on the Life Event table.
8Drone Operations. You oversee a delicate remote mining operation. Roll Computer 8+ to gain an extra Benefit roll.
9Strike! Miners at your site go on strike. Support the strike and gain a Contact in the union and an Enemy in management. Scab and gain an extra Benefit roll and an Enemy in the union.
10Investment. A major bank invests in your mining operation. Roll Admin 8+ to gain an additional Benefit roll.
11Cyberterrorism. A terrorist hacker subverts your ship’s drones and robots. Throw Gun Combat 8+ or Computer 8+; if you succeed gain a level of Computer; if you fail, roll on the Injury Table.
12Advancement. You automatically Advance after discovering a major strike. Gain a free skill level and one rank.

Colonist
You lived in a colony on the high frontier, as a pioneer for your species. QualificationEND 5+
SurvivalEND 5+
Commission
AdvancementEDU 8+
Mustering Out Benefits
RankTitleSkill or Bonus1DCashMaterials
0CitizenSurvival-111000Low Passage
1District Leader25000+1 INT
2District Delegate35000Weapon
3Council AdvisorLiaison-145000Mid Passage
4Councilor510000Mid Passage
5Lieutenant Governor620000High Passage
6Governor750000+1 SOC
Skills and Training
1DPersonal DevelopmentService1DSpecialistAdvanced Education
1+1 STRRepair1ReconLiaison
2+1 DEXGun Combat2LeadershipScience
3+1 ENDAnimals3Jack o’ TradesMedicine
4+1 INTMelee Combat4WatercraftComputer
5AthleticsSurvival5AnimalsAdmin
6CarousingDriving6Grav Vehicle

Aircraft

1DColonist Mishaps
1Injured. Roll on the Injury Table.
2You are harassed and your life ruined by a criminal gang. Gain the gang as an Enemy.
3Hard times caused by a lack of interstellar trade costs you your job. Lose one Social Standing.
4Your business is investigated by the planetary authorities (or your colony suffers interference from interests off-world). Co-operate, and the business or colony is shut down, but you gain a +2 DM to the Qualification check for your next career as a reward for your aid. Refuse, and gain an Ally. 
5A revolution, attack or other unusual event throws your life into chaos, forcing you to leave the planet. Roll Streetwise 8+. If you succeed, increase any skill you have by one level. 
6One of your co-workers develops a hatred of you, and sabotages your life. Gain a Rival.
2DColonist Events
2Disaster! Roll on the mishap table, but you are not ejected from this career. 
3Political upheaval strikes your homeworld, and you are caught up in the revolution. Gain either Advocate 1, Liaison 1, Demolitions 1 or Streetwise 1. Throw whichever skill you chose 8+. If you succeed you come out on the winning side, and gain a +1 to a benefit roll for this career. Fail, and you suffer a –2 DM to your next Survival roll. 
4You spend time maintaining and using heavy vehicles, either as part of your job or as a hobby. Increase Mechanic, Engineering, or Vehicle by one level. 
5Your business expands or the colony thrives. Gain a +1 DM to any one Benefit roll. 
6You are given advanced training in a specialist field. Throw Education 10+ to gain any one skill of your choice at level 1.
7Life Event. Roll on the Life Event Table.
8You learn something you shouldn’t have – a corporate secret, a political scandal – which you can profit from illegally. If you choose to do so, then you gain a +1 DM to a Benefit roll from this career and gain Streetwise 1, Deception 1 or a criminal Contact. If you refuse, you gain nothing.
9You are rewarded for your diligence or cunning. Gain a +2 DM to your next Advancement check.
10You gain experience in a technical field as a computer operator or surveyor. Increase Comms, Computers, or Engineering by one level.
11You befriend a superior in the corporation or the colony. Gain an Ally. Either gain Liaison 1, or take a +4 DM to your next Advancement roll thanks to his aid.
12You rise to a position of power in your colony or corporation. Gain an extra Benefit roll for this career.
Elite
You were a member of the upper classes: a celebrity, corporate executive, or politician. QualificationAutomatic at SOC 10+; otherwise impossible.
SurvivalINT 5+
AdvancementINT 8+
Re-Enlistment6+
Mustering Out Benefits
RankTitleSkill or Bonus1DCashMaterials
0Analyst12000Contact
1Supervisor210000+1 EDU
2Manager320000+1 SOC
3Director440000High Passage
4Managing Director550000+1 INT
5Vice President6100000Explorer’s Society
6President7200000Yacht
Skills and Training
1DPersonal DevelopmentService1DSpecialistAdvanced Education
1+1 SOCAdmin1AdminAdmin
2+1 DEXLiaison2DeceptionMedicine
3+1 ENDCarousing3CarousingComputer
4Melee CombatComputer4AthleticsLiaison
5AthleticsLeadership5LiaisonCarousing
6CarousingGrav Vehicle6Jack o’ TradesScience
1DElite Mishaps
1Injured. Roll on the Injury Table.
2A family scandal forces you out of your position. Lose one Social Standing.
3A disaster or war strikes. Roll Recon 8+ or Deception 8+ to escape unhurt. If you fail, roll on the Injury Table.
4Political manoeuvrings usurp your position. Increase Liaison or Advocate by one level and gain a Rival.
5An assassin attempts to end your life. Roll Endurance 8+. If you fail, roll on the Injury Table.
6Your fortunes change at court, forcing you to leave. Gain a Contact in the nobility and the Streetwise skill.
2DElite Events
2Disaster! Roll on the mishap table, but you are not ejected from this career.
3You are challenged to a duel for your honour and standing. If you refuse, reduce your Social Standing by 1. If you accept, roll Slashing Weapon 8+. If you succeed, gain one Social Standing. If you fail, roll on the Injury table and reduce your Social Standing by one. Either way, gain one level in Slashing Weapon, Leadership, Tactics, or Deception.
4Your time as a ruler or playboy gives you a wide range of experiences. Gain one of Art 1, Carouse 1, or Riding 1, Streetwise 1.
5You inherit a gift from a rich relative. Gain a +1 DM to any one Benefit roll.
6

 You become deeply involved in politics on your world of residence, becoming a player in the political intrigues of government. Gain one level in Admin, Advocate, or Liaison, but also gain a Rival.

7Life Event
8

A conspiracy of nobles attempts to recruit you. If you refuse, gain the conspiracy as an Enemy.

If you accept, roll Deception 8+ or Liaison 8+. If you fail, roll on the mishap table as the conspiracy collapses. If you succeed, Gain one level of Carousing, Deception, Liaison, or Tactics.

9

 Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. Gain a +2 DM to your next Advancement check.

10

 You manipulate and charm your way through high society. Gain one level of Carousing, Liaison or Steward, as well as a Rival and an Ally.

11

 You make an alliance with a powerful and charismatic noble, who becomes an Ally. Either gain one level of Leadership or take a +4 DM to your next Advancement roll thanks to his aid.

12

 Your efforts do not go unnoticed by the ruling families. Gain an extra benefit roll.

Marine
You served as a space trooper carried aboard starships for boarding actions and planetary assaults. QualificationINT 6+
SurvivalEND 7+
AdvancementSOC 6+
Re-Enlistment6+
Mustering Out Benefits
RankTitleSkill or Bonus1DCashMaterials
0TrooperGun Combat-111000+1 EDU
1LieutenantLeadership-125000Weapon
2Captain310000Mid Passage
3MajorTactics-1410000+1 SOC
4Lt. Colonel520000High Passage
5Colonel650000Explorer’s Society
6Brigadier750000+1 EDU
Skills and Training
1DPersonal DevelopmentService1DSpecialistAdvanced Education
1+1 STRHeavy Weapons1RepairAdmin
2+1 DEXAthletics2DemolitionsComputer
3+1 ENDGun Combat3LeadershipPiloting
4+1 INTGunnery4SurvivalMedicine
5+1 EDUMelee Combat5ReconSciences
6CarousingZero-G6Grav VehicleTactics


1DMarine Mishaps
1Severely injured in action. (This is the same as a result of 2 on the Injury table.) Alternatively, roll twice on the Injury Table and take the lower result.
2A mission goes wrong; you and several others are captured and mistreated by the enemy. Due to your injuries, you are discharged early. Gain your jailer as an Enemy and reduce your Strength and Dexterity by one because of your injuries.
3A mission goes wrong and you are stranded behind enemy lines. Increase Stealth or Survival by one level but, due to the mission’s failure, you are ejected from the service.
4You are ordered to take part in a black ops mission that goes against your conscience. If you refuse you are ejected from the service. If you accept you may stay with the marines but gain the lone survivor as an Enemy.
5You are tormented by or quarrel with an offi cer or fellow marine. Gain that character as a Rival as he drives
you out of the service.
6Injured. Roll on the Injury Table.


2DMarine Events
2Disaster! Roll on the mishap table, but you are not ejected from this career.
3Trapped behind enemy lines, you have to survive on your own. Gain one of Survival 1, Recon 1, Deception 1 or Streetwise 1.
4You are assigned to the security staff of a space station. Increase Zero-G by one level.
5You are given advanced training in a specialist field. Throw Education 8+ to gain any one skill of your choice at level 1.
6You are assigned to an assault on an enemy fortress. Throw Melee or Gun Combat 8+ and gain Tactics or
Leadership if you succeed. If you fail, you are injured and lose 1 point from any physical characteristic.
7Life Event.
8You are on the front lines of a planetary assault and occupation. Gain one of Recon 1, Gun Combat 1, Leadership 1 or Comms 1.
9A mission goes disastrously wrong due to your commander’s error or incompetence, but you survive. If you report your commanding officer for his failure then you gain a +2 DM to your next Advancement roll. If you say nothing and protect him, gain him as an Ally.
10You are assigned to a black ops mission. Gain a +2 DM to your next Advancement roll.
11Your commanding officer takes an interest in your career. Either gain Tactics 1, or take a +4 DM to your next Advancement roll thanks to his aid.
12You display heroism in battle. You are automatically promoted.
Merchant
You were star-faring purveyor of goods, either a tough independent trader, or working for a corporation. QualificationINT 4+
SurvivalINT 5+
AdvancementEDU 8+
Re-Enlistment4+
Mustering Out Benefits
RankTitleSkill or Bonus1DCashMaterials
0CrewmemberSteward-111000Low Passage
1Deck Cadet25000+1 EDU
2Fourth Officer310000Weapon
3Third OfficerPilot-1420000Contact
4Second Officer520000High Passage
5First Officer650000Explorer’s Society
6Captain7100000Free Trader
Skills and Training
1DPersonal DevelopmentService1DSpecialistAdvanced Education
1+1 STRRepair1Gun CombatAdmin
2+1 DEXLiaison2GunneryEngineering
3AthleticsCarousing3 Jack o’ TradesMedicine
4Zero-GAdmin4MedicineComputers
5Melee CombatStreetwise5EngineeringScience
6CarousingSteward6Piloting

Tactics

1DMerchant Mishaps
1Injured. Roll on the Injury Table.
2You are bankrupted by a rival. You lose all Benefits from this career, and gain the other trader as a Rival.
3

 A sudden war destroys your trade routes and contacts, forcing you to flee that region of space. Gain Gun Combat 1 or Pilot 1.

4

 Your ship or starport is destroyed by criminals. Gain them as an Enemy.

5Imperial trade restrictions force you out of business. You may take the Pirate or Rogue careers for your next term without needing to roll for qualification.
6A series of bad deals and decisions force you into bankruptcy. You salvage what you can. You may take a Benefit roll for this term as well as any others you are entitled to.
2DMerchant Events
2Disaster! Roll on the mishap table, but you are not ejected from this career.
3You are offered the opportunity to smuggle illegal items onto a planet. If you accept, roll Deception 8+ or Liaison 8+ to gain Streetwise 1 and an extra Benefit roll. If you refuse, you gain an Enemy in the criminal sphere.
4

 Gain any one of these skills, reflecting your time spent dealing with suppliers and spacers. Animals 1, Electronics 1, Engineering 1, Gravitics 1, Mechanics 1, or Sciences 1.

5

You have a chance to risk your fortune on a possibility lucrative deal.

You may gamble a number of Benefit rolls and roll Gambler 8+ or Broker 8+. If you succeed, you gain half as many Benefit rolls as you risked, rounding up. If you fail, you lose all the rolls risked. Either way, gain one level in whichever skill you used.

6

 You make an unexpected connection outside your normal circles. Gain a Contact.

7Life Event
8

 You are embroiled in legal trouble. Gain one of Advocate 1, Admin 1, Investigate 1, or Liaison 1.

9

 You are challenged to improvise and attempt unfamiliar skills and strategies to keep afloat. Throw Education 6+ to gain one level of Jack of all Trades.

10

 A good deal ensures you’re living the high life for a few years. Gain a +1 DM to any one Benefit roll.

11

 You befriend a useful ally in one sphere. Gain an Ally and either gain a level in Carouse or take a +4 DM to your next Advancement roll thanks to his aid.

12

 Your business or ship thrives. Gain an extra benefits roll for this career.

Navy
You served in the interstellar navy, patrolling the stars and fighting enemies and pirates. QualificationINT 6+
SurvivalINT 6+
AdvancementEDU 7+
Re-Enlistment5+
Mustering Out Benefits
RankTitleSkill or Bonus1DCashMaterials
0Starhand11000Low Passage
1Ensign25000+1 EDU
2Lieutenant310000Weapon
3Lt. Commander410000Mid Passage
4Commander520000+1 SOC
5Captain650000High Passage
6Commodore750000Explorer’s Society
Skills and Training
1DPersonal DevelopmentService1DSpecialistAdvanced Education
1+1 STRRepair1Jack o’ TradesAdmin
2+1 DEXEngineering2RepairComputer
3AthleticsGun Combat3EngineeringEngineering
4+1 INTGunnery4LeadershipMedicine
5+1 EDUMelee Combat5PilotingSciences
6CarousingZero-G6Jack o’ TradesTactics
1DNavy Mishaps
1Severely injured in action. (This is the same as a result of 2 on the Injury table.) Alternatively, roll twice on the Injury Table and take the lower result.
2

 Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. Reduce Strength, Dexterity or Endurance by 1 due to muscle wastage.

3

 During a battle, defeat or victory depends on your actions. You must make an 8+ roll using a skill that depends on your branch: Comms, Gunnery, Mechanics, Pilot (small craft or spacecraft) or Tactics, or Zero-G. If you fail, the ship suffers severe damage and you are blamed for the disaster. You are court-martialed and discharged. If you succeed, your efforts ensure that you are honorably discharged. You still leave the career, but may keep your benefit roll from this term.

4

 You are blamed for an accident that causes the death of several crew members. If you were responsible, then you gain one free roll on a skill table in your career before you are ejected from this career as your guilt drives you to excel. If you were not, then gain the officer who blamed you as an Enemy, but you keep your benefit roll from this term.

5

 You are tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival, as he forces you out of the Navy.

6Injured. Roll on the Injury Table.
2DNavy Events
2Disaster! Roll on the mishap table, but you are not ejected from this career.
3You join a gambling circle on board. Gain Gambler 1 or Deception 1. If you wish, throw Gambler 8+. If you succeed, gain an extra Benefit roll from this career; if you fail, you lose one Benefit roll from this career.
4You are given a special assignment or duty on board ship. Gain a +1 DM to any one Benefit roll.
5You are given advanced training in a specialist field. Throw Education 8+ to gain one level in any skill you already have.
6

 Your vessel participates in a notable military engagement. Gain one of Comms 1, Engineering 1, Gunnery 1, or Pilot 1.

7Life Event
8

 Your vessel participates in a diplomatic mission. Gain one of Liaison 1, Recon 1, Steward 1 or a Contact.

9

 You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy, but also gain a +2 DM to your next Advancement roll in the Navy.

10

 You have the opportunity to abuse your position for profit. If you do so, gain an extra Benefit roll from this term. Refuse, and you get a +2 DM to your next Advancement roll.

11

 Your commanding officer takes an interest in your career. Either gain Tactics 1 or take a +4 DM to your next Advancement roll thanks to his aid.

12

 You display heroism in battle, saving the whole ship. You may gain a promotion or a commission automatically.

Pirate
You were a corsair, raider, or smuggler. You did monstrously illegal but extremely lucrative things. QualificationDEX 5+
SurvivalDEX 7+
AdvancementINT 6+
Re-Enlistment5+
Mustering Out Benefits
RankTitleSkill or Bonus1DCashMaterials
0CrewmemberMelee Combat-111000+1 INT
1Corporal25000Weapon
2LieutenantPiloting-1310000High Passage
3Lt. Commander420000+1 SOC
4Commander550000High Passage
5Captain6100000Corsair
6Dread Pirate7250000+1 INT
Skills and Training
1DPersonal DevelopmentService1DSpecialistAdvanced Education
1+1 STRStreetwise1Zero-GComputer
2+1 DEXRepair2ComputerInvestigation
3+1 ENDGun Combat3EngineeringJack o’ Trades
4Melee CombatMelee Combat4GunneryMedicine
5DeceptionStealth5TacticsAdmin
6CarousingRecon6PilotingSciences

Rogues and Pirates share an event and mishap table but results may differ.

1DPirate Mishaps
1










Rogue
You were a drifter, criminal, or rebel. QualificationDEX 5+
SurvivalDEX 5+
AdvancementINT 8+
Re-Enlistment4+
Mustering Out Benefits
RankTitleSkill or Bonus1DCashMaterials
0IndependentStreetwise-111000Low Passage
1Associate25000+1 INT
2Made SoldierGun Combat-135000Weapon
3 Lieutenant 4 5000Contact
4Underboss510000Weapon
5Consigliere620000Mid Passage
6Boss750000+1 SOC
Skills and Training
1DPersonal DevelopmentService1DSpecialistAdvanced Education
1+1 STRStreetwise1ComputerSurvival
2+1 DEXRepair2RepairEngineering
3+1 INTGun Combat3CarousingJack o’ Trades
4AthleticsDeception4AdminMedicine
5Melee CombatStealth5ReconInvestigation
6CarousingRecon6DeceptionTactics
Scholar
You were an academic, researcher, physician, or member of the professions. QualificationEDU 6+
SurvivalINT 4+
AdvancementEDU 9+
Re-Enlistment5+
Mustering Out Benefits
RankTitleSkill or Bonus1DCashMaterials
0StudentAdmin-111000Contact
1Researcher25000+1 EDU
2ResearchProfessor310000+1 INT
3AssistantProfessorLiaison-1410000Mid Passage
4Associate Professor520000+1 SOC
5Professor650000High Passage
6Distinguished Professor750000Research Vessel
Skills and Training
1DPersonal DevelopmentService1DSpecialistAdvanced Education
1+1 STRAdmin1SurvivalPiloting
2+1 DEXComputer2AdminComputer
3+1 ENDMedicine3MedicineEngineering
4+1 INTLiaison4ScienceMedicine
5+1 EDUInvestigation5RepairJack o’ Trades
6CarousingScience6CarousingScience
Scout
You were an intrepid explorer or courier. QualificationINT 6+
SurvivalEND 7+
AdvancementINT 6+
Re-Enlistment6+
Mustering Out Benefits
RankTitleSkill or Bonus1DCashMaterials
0ScoutPiloting-111000Low Passage
125000+1 INT
2310000Weapon
3Senior ScoutScience-1410000Mid Passage
4520000Vacc Suit
5650000Scout Ship
6Director750000Explorer’s Society
Skills and Training
1DPersonal DevelopmentService1DSpecialistAdvanced Education
1+1 STRRepair1EngineeringAdmin
2+1 DEXComputer2GunneryComputer
3AthleticsGun Combat3SciencesGrav Vehicle
4Jack o’ TradesPiloting4PilotingMedicine
5+1 EDURecon5InvestigationScience
6Melee CombatPiloting6StealthTactics