Current Career: Timestream Miner
These timestream miners keep the tech flowing as its the only source of metal that can be used to make high-tech power items PL 7+. Its a dangerous thankless job but the people who do it get paid very well and their families get 6 months of wages if they do not make it home. Most cant do more than a year or two tops at this unless they are trying to end themselves.
Wage bonus: 500 cr
Bonus pay: This is added to the monthly pay you get at that officer level.
Check: Bluff, Prospecting, Pilot
See Current Careers: How Events Work
Rank | Enlisted | Benefits | Rank | Officer | Benefits | Pay Bonus |
---|---|---|---|---|---|---|
E1 | Miner | O1 | Boomer | |||
E2 | Driller | O2 | Slider | Find the Crack | ||
E3 | Hammer | Second Wind | O3 | Cracker | ||
E4 | Loader | O4 | Ticker | Demolition Expert (Combat) | +250 | |
E5 | Putter | O5 | Bomber | |||
E6 | Breaker | O6 | Belter | +500 |
Career Progress | Survival | Advancement |
---|---|---|
Officer Worker | EDU 6+ | EDU 9 + Rank |
Remote Worker | CON 8+ | Int 7 + Rank |
2d6 | Mishaps |
---|---|
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 a person but actually age is the same |
3 | Separated – The company is sold to another owner. Your resentment costs you your standing with your crew. Your fired. |
4 | Betrayed – You are betrayed by another agent. 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. |
5 | An investigation goes critically wrong or leads to the top, ruining your career. Throw Bluff 12+. If you succeed, you may keep the benefit throw from this term but you are fired. |
6 | Addicted – The only way to endure your situation is with substances. You are addicted to drugs or alcohol. |
7 | Injured – throw on the Injuries and Medical Coverage |
8 | 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 |
9 | Your work ends up coming home with you and someone gets hurt. Choose one of your Contacts, Allies or family members and throw twice on the Injuries and Medical Coverage for them, taking the lower result. |
10 | Tainted – You are captured by the opposition. Although recovered by your own side in a raid, you are now considered tainted and forced to leave the service. |
11 | Someone attempts to assassinate you. Throw Con DC 12. If you fail, throw on the Injuries and Medical Coverage If you succeed, gain an Enemy. |
12 | Betrayed 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. |
Roll the dice 2d6 | Event |
---|---|
10 - 11 | Disaster! Throw on the Mishap Table, but you are not ejected from this career. |
12 | An investigation takes a dangerous turn. Throw Streetwise DC 12. If you fail, throw on the Mishap Table. If you succeed, gain Bluff or gain Restricted Skill: Jack of All Trades |
13 | You are assigned to internal affairs to investigate one of your own. Throw Diplomacy DC 12. If you succeed, gain an Enemy and gain Diplomacy, Stealth, or Bluff. If you fail, you still gain an Enemy. Someone complained about you after and you lose 1 rank. roll for continued employment with a +5 DC increase. |
14 | You are asked to volunteer for a hazardous mission. If you accept, 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 investigate a gambling ring. Throw Intelligence 12+ to Gain Restricted Skills: Gambling INT |
16-20 | You are assigned to a Ceremonial detail. Roll Diplomacy DC 12, Pass +1 SOC, Fail if you anger the wrong person you are fired for the whatever you did. |
21 | You make a mistake and go down 1 rank, roll for continued employment with a +5 DC increase. |
22 | You are assigned to work on a secret project. Gain one class Skill: Heal, Any Science (any) 1, Computer Use(Any), or Knowledge Arcane. |
23 | You are sent undercover. Gain one skill: Skill Restricted: Streetwise Wis , Restricted Skills: Gambling INT, Bluff or Stealth. |
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 spend time working in a mundane society. Throw Education DC 12 to gain Craft(any) or Profession(any). |
26-30 | You go undercover on a starship. Gain one skill in Pilot, Repair, or Engineering. |
31-36 | Life Event. Throw on the Life Events Table. |
37-41 | You make an unexpected connection outside your normal circles and it puts you in a bad light. You get demoted, add +5 to Maintain Employment roll. |
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 Benefit roll at end of year |
43 | You assist in tracking down a rogue psion. Throw Intelligence DC 12 to gain one of Perception, Stealth, or Bluff as a class, or +1 to checks. You may transfer to the Agent career next term without making a Qualification roll. |
44 | You go undercover to investigate an enemy. Throw Bluff DC 12. If you succeed, throw it immediately on the Rogue Events Tables. If you fail, throw it immediately on the Rogue Mishap Table, -5 DC Maintain. |
45 | You have the opportunity to make a little on the side during your investigations. Roll Streetwise dc 12 and gain a +2 to any Benefit throw. If you fail, gain a Rival who knows you are dirty, but cannot prove it. |
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. |
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 | You go undercover among the opposition. Take Bluff skill and take your next term in the Citizen, Drifter, or Agent. During the next term, roll Bluff 12+ or roll on the Injuries and Medical Coverage You may return to this career the following term. |
54 | Somehow you learned something. Throw Education DC 12. If you succeed gain Any Computer Use (any)roll for continued employment with a -5 DC. |
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. Maintain employment DC +5. |
56-60 | Your hard work is acknowledged. Gain a +1 on your next Advancement roll. Maintain employment DC -5 |
61 | You gain a mentor. Gain an Ally and +4 DM on your next Advancement roll thanks to his aid plus Restricted: Jack of all Skills |
62 | You have the chance to save a senior officer. If you take the chance, throw Dexterity 12+ If you fail, throw on the Injuries and Medical Coverage . If you succeed, gain an Ally, and an automatic promotion. Maintain employment DC -5 |
63 | You go undercover among the political establishment. Take Bluff and take your next Month from the Politician career. During the next term, roll Bluff 12+ or roll on the Injuries and Medical Coverage You may return to this career the following month. |
64 | A gambling ring forms amongst your comrades and you are invited to join. Throw Gambler 12+ or Intelligence 12+. If you succeed, gain an extra Benefit roll. If you fail, lose a Benefit roll. Either way, gain Restricted Skills: Gambling INT |
65 | You are selected for Officer School. Throw Intelligence dc 17 to be Commissioned. If you are already an officer, gain +2 DM on your next advancement. Maintain employment DC -5 |
66 | Your work has been exceptional; you are Commissioned as an Officer or are automatically promoted (Players Choice). Auto pass Maintain employment. |
Mustering Out
2d6 roll | ||
---|---|---|
2 | 1000 | Time Metal |
3 | 2000 | Weapon |
4 | 3000 | Time Metal |
5 | 4000 | 2 ship Shares |
6 | 5000 | Time Metal |
7 | 6000 | Vehicle |
8 | 7500 | Time Metal |
9 | 10000 | Time Metal |
10 | 20000 | Ship sharesx3 |
11 | 30000 | Ship sharesx5 |
12 | 50000 | Ship shares x10 |