Background Career: Belter/Miner

Belters are those people that mine the time metal out of the atmosphere around the planet. it is a dangerous job that loses people every few weeks either lose in the timestream or aged so bad can no longer work. Their name belter comes from the long belts that they are attached to when you dive into the timestream to mine the time metal, which has so many uses it is work they risk the lives of the belters.           Qualification: INT 12+ or DEX 12+ +1 every completed term DM -1 for every previous career   When entering this career get Prospecting as a career skill. Like all careers that have no ranks, you get 1 rank per term for anything that needs ranks like career skills. You also get the aging extended treatment when you enter your career. if you get this AND the one at end you get to multiple your age category by 3( so your not middle age till 120 if normally at 40)

Events

                                                 
2d6 roll Mishap
2 Lost in time – You are lost in time, roll 3d20 and add that to your age as you come back after that amount of time. You DO not get stat boost as you were not aware so treat as aging attack that ages person but actually age is the same
3 Jealous – Another Belter is jealous of your gains. Gain an Enemy.
4 Danger – Your job is dangerous. Throw Dexterity DC 12 to avoid a roll on the Injuries and Medical Coverage
5 Betrayed – You are betrayed by another Belter. Change one of your Allies or Contacts into an Enemy or Rival. If you have no Contacts or Allies, then the betrayal was from a stranger and you still gain an Enemy.
6 Injured – Roll on the Injuries and Medical Coverage
7 Rebellion – You are part of a revolt. Roll Stealth DC 12 or Dexterity DC 15. If you fail, roll on the Injuries and Medical Coverage
8 Sabotage – Another Belter sabotages your standing with your refiner. Lose your Benefit roll for this term.
9 Separated – Your ship is sold to another owner. Your resentment costs you your standing with your crew. Lose your Benefit roll.
10 Addicted – The only way to endure your situation is with substances. You are addicted to drugs or alcohol.
11 Satisfied - Your mistress treats you well and even if presented with the opportunity, you will not try to escape. Gain 1d3 Rivals.
12 Nothing happened.
                                                                                                                                     
2d6 RollEvent
10 - 11 Disaster! Throw on the Mishap Table, but you are not ejected from this career.
12 An investigation takes a dangerous turn. Throw Skill Restricted: Streetwise Wis DC 15. If you fail, throw on the Mishap Table. If you succeed, gain Bluff or gain Restricted Skill: Jack of All Trades
13 Your vessel is involved in a major conflict with pirates. Throw Dexterity DC 12. If you succeed, gain either Pilot or Intimidate. If you fail, throw on the Injuries and Medical Coverage
14 Your mine is in a hazardous location. Throw Dexterity DC 12 If you fail, throw on the Injuries and Medical Coverage . If you succeed, gain one skill in the following: Pilot (any), Skill Restricted: Streetwise Wis or Acrobatics and +2 on your next Advancement throw. If you don't Lose 1 rank.
15 You join a gambling crew. Throw Intelligence DC 12 to Gain Restricted Skills: Gambling INT
16-20 Your ship is severely damaged and you are ordered to abandon ship. If you choose to stay at your post, throw Dexterity DC 12. If you fail, lose your benefit throw for this term. If you succeed, gain an extra benefit throw. Either way, throw on the Injuries and Medical Coverage
21 You make a mistake and go down 1 rank.
22 You have the chance to save a senior officer. If you take the chance, throw Dexterity 15+. If you fail, throw on the Injuries and Medical Coverage . If you succeed, gain an Ally and an automatic promotion.
23 You are able to sell trinkets to primitives for valuable raw materials. Throw Intelligence DC 12. Gain one of Bluff, Restricted Skill: Trader Wis or Physical Science
24 You are presented with the chance to keep some confiscated goods. If you attempt to keep them, throw Bluff DC 12 to gain +1 on a benefit throw, if you fail your throw, lose one level of Rank.
25 You spend time working in a mundane society. Throw Education DC 12 to gain Craft(any) or Profession(any).
26-30 You invest wisely in the market. Gain one Ship Share.
31-36 Life Event. Throw on the Life Events Table.
37-41 You spend time researching the trade potential in the outlands. Throw Education DC 12. If you succeed, gain one of handle Animal, Restricted Skill: Trader Wis , or Survival.
42 You are involved in a major hurl in the city. Throw Constitution DC 12 to avoid a roll on the Injury table. Gain an extra throw on your Benefit roll.
43 You have a chance to get in on a risky venture. ThrowRestricted Skills: Gambling INT DC 12 or Restricted Skill: Trader Wis DC 12. If you succeed, gain an additional benefit throw. If you fail, lose one benefit throw.
44 Time spent dealing with suppliers and spacers pays off. Gain Restricted Skill: Trader Wis
45 You are forced to make a decision that causes the death of 1d3 crewmembers in order to save the crew. Throw Intelligence DC 12 You gain +4 on your next Advancement throw. Either way, you gain an Enemy for every crew member who died.
46-48 Everything that could go wrong did go wrong. Throw Intelligence DC 12 to gain Jack of All Trades.
49-51 During one of your runs, a high-ranking member of the government, or a celebrity, notices you. Gain a Contact and either +1 Social Standing or EDU +1.
52 You are involved in complex negotiations for a psion release. Throw Education DC 12. If you succeed, gain +1 on one cash roll.
53 Your crew is severely damaged and you are ordered to abandon the post. If you choose to stay at your post, throw Dexterity DC 12. If you fail, lose your benefit throw for this term. If you succeed, gain an extra benefit throw. Either way, throw on the Injuries and Medical Coverage
54 Somehow you learned something. Throw Education DC 12. If you succeed gain Any Computer Use (any).
55 You are captured and interrogated by the enemy. You manage to escape or be rescued (or did they let you go...). Gain either Skill Restricted: Streetwise Wis or unarmed Combat Feat.
56-60 Your hard work is acknowledged. Gain a +1 on your next Advancement roll.
61 You gain a mentor. Gain an Ally and +4 DM on your next Advancement roll thanks to his aid.
62 You have the chance to save a senior officer. If you take the chance, throw Dexterity DC 12 If you fail, throw on the Injuries and Medical Coverage . If you succeed, gain an Ally, and an automatic promotion.
63 Due to your diligent work collecting metal, you are awarded a bonus. Gain DM +1 on one benefit throw.
64 You are ordered to attack a location near a civilian target. Obey and gain an Enemy and +2 DM on your next Advancement throw. Refuse and suffer -2 on your next Advancement throw.
65 Your thoroughness saves a superior from embarrassment. Gain +4 on your next promotion and an Ally.
66 Gain Armour Benefit, 1d6 units of each Time metal and Advancement +2

Mustering out

                                                                                                     
2d6 roll
2 10000 +1 Dex
3 20000 Weapon
4 30000 Power Armour
5 40000 2 ship Shares
6 50000 TAS
7 60000 Vehicle
8 75000 Time Metal
9 100000 Time Metal
10 250000 Ship
11 500000 Ship
12 1m Ship
13 roll twice roll twice

Time Metal Roll

1d6+ 1 every term. Roll 1d12, 12 is choose any metal for list of time metals. You gain 1 ounce of metal for each roll. Metals of the Time Stream    test
Background Career: Alternate class abilities You gain Salvage Feat for free when you enlist.    

Junkyard Belter

Earns 1d8+2 % finder fee when returning junk to owned by govt. Can get as much as 2d6% of full value for salvage.  

Junkyard Dog (Ex)

Do not try to steal from a Belter and expect him to roll over. Most of these characters are one bad haul away from going bankrupt and defending their cargo with berserk fury. He gains a +1 bonus to all attack and skill checks when defending his cargo EVERY 3 levels of the merchant.  

Junk Dragger (Ex)

This is a pejorative term that has been applied to Haulers for centuries, and truly no one packs cargo like a Hauler. Belters have even been seen with freight lashed to the outside hulls of their ships, and dragging huge, cargo-filled nets behind them one after another. As a Belter gains levels, the effective cargo space of his ship is increased. To gain a +30% increase or above, however, the character will have to sacrifice his dignity. But no one drags junk for a living to get famous, just to make money. You gain 10% more space every 4 levels.  

Jack of all Skills

can you use any skill untrained must be 10th level Belter to take this.  

Midas Touch

Some Belters just know when they got something good when selling salvage they can add their level in % of the value they get from the sale of salvage. Must have Junkyard Belter and be 10th level to take this. You add your level to the 2d6 roll to get total % value of salvage.  

Sensor Evasion (Ex)

Belter's lives depend on knowing everything that patrol sensors can see, and everything they can’t. If a Sensor Operations check reveals the Smuggler’s ship, he can make a Reflex save (DC Sensor skill roll) to avoid detection.  

Concealed Cargo (Ex)

Belters learn to conceal cargo from physical and sensor searches as a matter of profession. Belters ships are filled with secret compartments hidden to avoid physical detection and shielded to block sensors. Only a Search or Sensors Operations check of the listed DC will detect the hidden cargo. DC is 15 +5 every 5 levels of Belter class.