Current Career: Spacehand

Spacehand are the ones that you call when you're broken down and need help right away, either there is a bunch of killer bikers hot on your tail, stuck in the mud as the water of river nearby is rising, or a battle raging and you need to get your ride out before position is overtaken, spacehands are here for you! Like Current Career: DocWagon the service is a monthly fee that covers various levels of danger, support, and towing options. Break your signal and we will be there! It's a dangerous job but it's well-paid.   Wage bonus:750 cr Career Check Skill: Pilot, any Repair skill,

Ranks and Benefits

     
RankRank EnlistedSkill or BenefitOfficerSkill or Benefit
0 Notice Pilot skill First Hand Engineering skill
1 Private Screw Hand
2 Hand Evasive WIthdrawal Nail Hand Weapon Boost
3 Mech Hand Bolt Hand
4 Space Deck Fast Jump Hammer Hand Ignore Damage Impact
5 Gearhead Saw Hand
6 Spacehand Master Gunner Mechanic Spacehand Indestructible
           
CAREER PROGRESSSurvivalAdvancementCommission
SRT Wis DC 9 Wis DC 8 + Rank EDU DC 12
Threat Support Personnel Con DC 10 Int DC 7 + Rank INT DC 11
                                               
2d6MISHAPS
2 Serious Injury – throw twice on the Injuries and Medical Coverage and take the lower throw.
3 Corrupted – You were corrupted by the illegal forces you were trying to get you to save. Gain an Enemy and Injuries and Medical Coverage Maintain +5
4 Betrayed by a Friend – One of your Allies or Contacts betrays you and becomes an Enemy or Rival. If you have no Ally or Contact, you are betrayed by a total stranger, but still gain them as a Rival or Enemy. Maintain +5
5 Shell Shocked – You have seen too much fighting and bloodshed. You must enter the Drifter career next term.
6 Scandal – You are caught up in a scandal that could disgrace the service. Lose 1 point of Social Standing and gain a Rival. Maintain +5
7 Injured – throw on the Injuries and Medical Coverage
8 Incompetent – You fail. Gain a Rival. throw on the Injuries and Medical Coverage
9 Scuttled – A vindictive officer ruins your career you are fired. Gain a Rival.
10 Incompetence – During a battle, you cause another ship to be severely damaged. Your career is ruined. You suffer a -1 on two different benefit throws. You also gain an Enemy.
11 Negligence – You are accused of negligence. Throw Education DC 15. If you fail, you are fired If you succeed, you do not lose any rank, but you still gain an Enemy, and maintain +5
12 Combat Sickness – You suffer from Combat Phobia. You must throw Con DC 12 every time you enter a fight to avoid fleeing when getting hurt the first time. Drugs and/or alcohol may provide positive DMs.
         
Roll the dice 2d6Event
10 - 11 Disaster! Throw on the Mishap Table, but you are not ejected from this career.
12 Your crew is involved in a major conflict with bandits. Throw Dexterity DC 12. If you succeed, gain either Perception or Acrobatics. If you fail, throw on the Injury Table.
13 You are asked to volunteer for a hazardous mission. If you accept, throw Dexterity DC 12 If you fail, throw on theInjuries 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 Roll on Mishap table.
14 You are asked to volunteer for a hazardous mission. If you accept, throw Dexterity DC 12 If you fail, throw on the Injury Table. If you succeed, gain skill in the following: Pilot (any), Skill Restricted: Streetwise Wis or Acrobatics and +2 on your next Advancement throw.
15 You are assigned Shore Duty. Gain Restricted Skills: Gambling INT
16-20 You are assigned to a Ceremonial detail. Gain Diplomacy or +1 Social Standing.
21 You learn something embarrassing about a superior. If you choose to use it against him, gain +1 DM on a benefit throw. If you do not use it, gain an Ally. Either way, Maintain Employment DC goes up by 2.
22 You fail to get a big client out of a jam and make the Spacehands look bad, get demoted or lose a rank(if Not an officer)
23 You are pressed to become a police informant. If you accept, roll Bluff 12+ to avoid gaining a criminal Enemy. Reject the offer, and gain an Enemy in the police.
24 You are presented with the chance to keep some confiscated goods. If you attempt to keep them, throw Bluff 12+ to gain +1 on a benefit throw, if you fail your throw, lose one level of Rank.
25 You save a courier for an important message from the govt. Either gain diplomacy, +1 Soc, or take a +4 DM to your next Advancement roll.
26-30 You are tested for Psionic potential. If your Psionic strength is 7+, you may transfer to the Psion career without having to make a oll.
31-36 Life Event. Throw on the Life Events Table.
37-41 You make an unexpected connection outside your normal circles. Gain a Contact. Maintain Employment DC goes down by 5
42 You are involved in a major fight in the city. Throw Con DC 12 to avoid a roll on the Injuries and Medical Coverage . Gain an extra throw on your Mustering Out Table for year.
43 Your scout ship is one of the first on the scene to rescue the survivors of a disaster. Roll either Heal 12+ or Engineer 12+. If you succeed, gain a Contact and a +2 DM to your next Advancement check. If you fail, gain an Enemy and roll on mishap.
44 You are assigned a secret mission. Throw on the Agent Event Table. May transfer to Agent next Month. Maintain Employment DC goes down by 5.
45 You are forced to make a decision that causes the death of 1d3 crewmembers in order to save the crew. Throw Intelligence 12+. Pass You gain +4 on your next Advancement throw. Either way, you gain an Enemy for every crew member who died. Either way Maintain Employment goes up by 5.
46-48 Everything that could go wrong did go wrong. Throw Intelligence DC 12 to gain Restricted Skill: Jack of All Trades
49-51 During one of your tours, a high-ranking member of the government, or a celebrity, notices you. Gain a Contact and either +1 Social Standing or EDU +1. Maintain Employment goes down by 5.
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 Year. If you succeed, gain an extra benefit throw. Either way, throw on the Injuries and Medical Coverage and have your Maintain Employment goes down by 2
54 The cops asking questions about a failed job you were on with the team. Roll Bluff or Stealth 12+ to avoid losing a Benefit throw as you are forced to take time off for stress. Lose 1 rank
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 Escape Artist. Lose 1 rank
56-60 Your hard work is acknowledged. Gain a +1 on your next Advancement roll. Gain Restricted: Jack of all Skills
61 Crash! On the way to the client, your team crashes in the wild. Roll Survival 12+ pass, add Survival, Stealth, Acrobatics. If fail roll on Injuries and Medical Coverage table. Maintain +5
62 Noble Ride! Nobel trainee is assigned to you. Roll Diplomacy 12+ pass he pass your name around his circles +1 SOC and gave +1 roll to benefits roll, Fail superiors hear of his displease -4 on next advancement roll and +5 maintain.
63 You work has not gone unnoticed, you are given the TAS Membership and can give it to a friend is so wish. Maintain -5
64 Recover! A stranded marine is grateful for the rescue. You receive the sword in appreciation. Gain the Blade benefit and gain the marine as a Contact.
65 Lost Ship! While saving a client you find a lost ship on your patrol. If you keep info to your team, gain +1 to Benefit roll, if report it get +4 for advancement. 
66 Your work has been exceptional; you are Commissioned as an Officer or are automatically promoted (Players Choice).

Rank Abilities

 

Evasive Withdrawal

While using the withdrawal action piloting a vehicle, you pass through a number of squares equal to your Spacehand Rank without triggering AOOs. These are in addition to the squares you get when you start with withdrawal action.  

Fast Jump

As a move action, when piloting a vehicle you can try to leave the engagement area by jumping to cruising speed immediately. Any other pilot can make a sense motive vs your pilot skill and only those that beat you get to make any AOO as you leave the area. Normal: Takes a full round action to get to a full cruising speed that provokes any threatening vehicles.  

Ignore Damage Impact

A number of times per day equal to your Rank in Spacehand, you may delay the impact of damage taken by the vehicle. You can delay it by 1/3 spacehand rank in rounds. So the impact could be delaying the damage that causes hull points to go to 0 and disable the ship, or damage to the system that destroys or disables the system. Whatever the effect that the damage from the hit causes is delayed by that time. You can only delay 1 hit like that per round to a max of Rank per day.  

Master Gunner

When attacking a vehicle and you are the gunner, you can take a -10 to attack roll and target critical systems. If you hit and do damage, it is normal damage but every crewmember of the hit ship must make a Will Save DC 10 + your total skill roll or be shaken for 1d4+1 combat rounds as they realize how close they came to losing their vehicle.  

Weapon Boost

By applying up to a -5 to the weapon attack roll on 1 weapon system, the next single attack made by that weapon system does +1d6 per minus you gave it. It is the same type of damage as the weapon normally does. Minus lasts till your next turn but extra damage is only the next attack. Can do this once every 24-hour period for each weapon system until you have at least 1 hour to repair what you did to boost it so can do it again.  

Indestructible 

When all you need is 1 more round to get away or get things done, you use this. As a Full-round action, you are able to delay all weapon damage taken to the vehicle from you when your turn starts till your next turn ends. At the end of your turn, all damage is applied to vehicles and all effects immediately come into play. Background Career: Alternate class abilities   

Forgettable

  When trying to avoid being noticed or when trying to leave a port while being looked for, you have a talent to get away. By changing a few things on the vehicle, throwing some paint here, hiding a weapon, changing your signature, and making it just different enough that what they are looking for is not you. You need no more than 5 min to get this done and anyone searching for you or your vehicle has to make a perception check DC 20 + your Rank in Spacehand. For every 10 vehicles in port of the same class add another +1, and any major port adds +3 on top of that. Unless your ship design stand out, the ship is something people do not easily remember seeing either. Same DC for anyone who asked if seen the ship.