Rewards and benefits in Ghuant | World Anvil

Rewards and benefits

The following list below explains any of the listed rewards and benefits rolled in the various careers:  

Ship Shares

Ship shares represent contacts, credit rating, savings and favours owed that a Traveller can put towards ownership of a space vessel, worth roughly one million credits towards debt, or 1d6 Mrc towards a new ship. Travellers can pool their ship shares towards the use of a vessel, but cannot trade ship shares for cash. It is very unlikely that the Travellers will be able to own anything but the smallest starship outright at the start of the game, so most crews end up working to support a mortgage on their spacecraft. The more ship shares that a group of Travellers can put together, the bigger a ship they can afford. See the Spacecraft Operations chapter for more on ship mortgages and how ship shares can be applied against them   While individual ship shares cannot be redeemed for cash either if they are not used to help purchase a ship the Traveller will instead receive an additional pension of Cr1000 every year per share (they might not be in possession of the ship, but it is somewhere out there in the galaxy, earning dividends for those who invested in it, possibly many years ago.  

Ships

  Yacht: You receive a yacht with 25% of the mortgage paid off on it. This yacht is identical to the one on Old Ships but you must roll 1D6 times on the Old Ships Table. If you roll this benefit again, an additional 25% of the mortgage has been paid off – if you roll this benefit four times, the yacht will have no mortgage and it will be all yours! Alternatively, you may select a Safari Ship instead.   Scout Ship: You receive a scout ship. You have full use of the ship and can modify it as you see fit, but it still belongs to the Scout Service and can (and will!) be recalled back into service as needed. This means you will be expected to complete missions for the Scout Service from time to time. If you roll this Benefit more than once, re-roll the result.   Lab Ship: You receive a lab ship with 25% of the mortgage paid off on it. This lab ship is listed in ships but you must roll 1D6 times on the Old Ships If you roll this benefit again, an additional 25% of the mortgage has been paid off – if you roll this benefit four times, the lab ship will have no mortgage and it will be all yours.   Free Trader: You receive a free trader with 25% of the mortgage paid off on it. This free trader is identical to the one on page 168 but you must roll 1D times on the Spacecraft Quirks table on page 164. If you roll this benefit again, an additional 25% of the mortgage has been paid off – if you roll this benefit four times, the free trader will have no mortgage and it will be all yours! Alternatively, you may select a Far Trader (Page 166) instead.   Explorer ship: Some career allows characters to obtain an Explorer class starship. This ship is detailed below. The Explorer ship is multi-functional, intended for individual transport inside inhabited space, or exploration beyond the borders. The Explorer is built at Tech Level 15   If multiple characters get part shares of ships, they can put together 4 shares to get a 40-year-old ship and roll 4d6 times on Old Ships  but only can do this for 1 ship per group of players.    Other Benefits:     Armour: Select any type of armour with a limit of Cr10000 and Lvl 10. If you roll this benefit again, then you can either select another type of armour with the same limits or trade your original in for armour with a limit of Cr 25000.   Ally: Gain an Ally.   Blade: Select any bladed weapon with a limit of Cr1000 and Lvl 10. If you roll this benefit again, you may take another blade or gain new use of an exotic melee weapon) skill. Characteristic   Increases Stat: Increase the listed characteristic by the amount shown, up to your racial maximum. These are untyped bonuses. Human characters are limited to a score of 18. Characteristic increases above 15 are lost but if you have lost stats to events and injury you can apply any increase above 15 to one of those stats instead.   SOC increases go to 18 and every point of excess SOC becomes a Ship Share.   Combat Implant: Gain any augmentations with a limit of Cr50000 and lvl 10. If you roll this benefit again, then you may either take a different Augmentation or increase the one you already possess by one level (this may take it above the credit and TL limit).   Contact: Gain a Contact.   Gun: Select any common or military ranged weapon with a limit of Cr1000 and lvl 10. If you roll this benefit again, you may take another weapon or proficiently the appropriate Gun Combat skill for a weapon already received as a benefit.     Scientific Equipment: Gain any one piece of scientific equipment with a limit of Cr2000 and lvl 10. If you roll this benefit again, take another piece of scientific equipment or gain one level in Electronics or Science.   Ship’s Boat: You receive a ship’s boat or other small craft with a limit of MCr10 and TL 12. If you roll this benefit again, gain Pilot (small craft).   Weapon: Select any weapon with a limit of Cr1000 and lvl 10. If you roll this benefit again, you may take another weapon or weapon proficiency appropriate Melee or Gun Combat skill for a weapon already received as a benefit.   TAS Membership: You are a member of the Traveller’s Aid Society (TAS), a private organisation that maintains hostels and facilities at all class A and B starports in many parts of human space. Facilities are available (at a reasonable cost) to members and their guests. Receipt of membership in the Traveller’s Aid Society as a benefit may be construed as a reward for heroism or extraordinary service to the Society rather than an official benefit from a career. Membership is for life and is not transferable.   Membership may also be purchased for MCr1, although it is possible for an application to be ‘black-balled’ by an existing member. The Traveller’s Aid Society is an exclusive organisation, made up of those who are truly citizens of the world, not just a single country The TAS invests its membership fees and other incomes; it uses its capital and return to provide benefits to its members. Every two months, it pays dividends in the form of one high passage to each member. This passage may be used, retained or sold.   Membership may only be received once per Traveller. If you roll this benefit gain, gain two ship shares instead.   Armoured Vehicle: The Armoured Vehicle mustering out benefit provides a character with any of the following: Assault-cycle: A semi-enclosed, one-man armoured motorcycle that moves at very high speeds while allowing the rider to fire twin LMGs at targets that it passes by.   Gunskiff: A mobile, gravitic gun platform that lets its passengers fire their weaponry over the somewhat precarious railing.   Hovertrak: A bit of a misnomer, the hovertrak anti-armour tank has no ‘trak’ portion of it at all. It was originally named for the tracked version of its chassis, now obsolete with the advent of its hovering capabilities. Fully enclosed and supporting a small anti-personnel weapon, the main reason the hovertrak exists is to support its powerful anti-tank cannon turret. Few mercenary units can afford these behemoths, but those who can will never be without a job.   Gravcopter: Fast and agile, the gravcopter uses two small gravitic generators located to either side of the passenger cabin to propel itself across the sky. It is lightly armoured and armed, mainly used to deliver troops to hard-to-reach places very quickly. Hydrofoil: A fast-moving boat that actually lifts above the water on a set of ski-like ‘foils’, this is the best watercraft for aquatic assaults.   Carry-All: A huge helicopter with four massive rotors positioned at the corner of its expansive crew and cargo compartment, the Carry-All is the best way to bring a single platoon to a specific point of interest safely – albeit slowly. The passenger limit listed is an utter maximum, and can be reduced by bringing other vehicles within the cargo hold of the Carry-All. Every Hull point worth of vehicle carried by the Carry-All takes up three passengers worth of room. Unfortunately, the Carry-All cannot have the Deployment Ramps/Harnesses option added to it.   Assault Capsule: A cylindrical vehicle designed for tunnelling under enemy lines to deliver soldiers, the assault capsule can take a squad through solid rock rather quickly. Using a dozen individual and spinning plasma-cutting devices, the capsule liquefies the ground it draws itself through. It can be used above ground like a slow-moving car, but it is better suited for underground travel. The second Speed score listed is for its tunnelling rate.   ATGT: The All Terrain Gun Transport is nothing more than a tracked weapons platform. It carries two powerful fusion cannons into battle and allows the gunner to fire them in tandem, shielding both driver and gunner from the dangerous radiation such weapons produce. Some replace these weapons with a single meson accelerator, but such weapons are still semi-experimental and too expensive to risk. The choice of vehicle is at the player‟s discretion, although any such vehicle acquired as a mustering out benefit is intended for the character‟s personal, not commercial, use.     Ship’s Boat: The Ship‟s Boat is a versatile small craft ideal for ship-to-ship and ship-to-surface transport. The Ship‟s Boat available as a mustering-out benefit.   Specialist Equipment: Puppeteers utilise numerous types of unusual specialist equipment. One such device analyses the atoms of an odour and stores the chemical composition of the smell for later reproduction. The Puppeteer can then savour and enjoy the smell later. This device is an advancement of the Chemical Sniffer (174 CSC). TL 11, Cr 5,000, 5 kg.   Sports Flyer: Originally designed for grav racing, the Sports Flyer is the grav-powered equivalent of a high-performance motorcycle. Capable of extremely rapid acceleration in a standard atmosphere, the Sports Flyer can outrun most other forms of grav vehicle. The enclosed, aerodynamically shaped outer skin accommodates the driver and one pillion passengers. TL 15, Cr 250,000, 0.25 tons.   Surveillance Equipment: The player may select any of the surveillance equipment. Each acquisition of the Surveillance Equipment benefit is worth Cr 5,000 and Surveillance Equipment benefits may be added together to purchase items that cost more than Cr 5,000. Surveillance Equipment benefits may not be converted into cash and, once used to purchase surveillance equipment, any left-over Credits are lost.   Travel Passages: Some of the new careers offer High, Middle or Low Passages as a mustering-out benefit. These are detailed Low passage is travel across the ground. The medium passage is travel across the air. High Passage is using the gate system to travel.   Vehicle: The Vehicle mustering out benefit provides an appropriate form of personal transport, such as an air/raft, a small aircraft, a helicopter, a ground car, a hovercraft, or a small power boat or a sailing ship. Any such vehicle acquired as a mustering out benefit is intended for the character‟s personal, not commercial, use.   Age Reversal: This vial when taken reverses the effect of age. It makes you 4 years younger and removes any age penalty that has been applied. This does not change your lifespan though and every time you use this there is a 1% cumulative chance all are reversed and you go back to base age.   Remote SAT access: With this benefit, you can connect to the WWW anywhere you are on the planet, your dedicated line is always up and as long as there is a signal, which there is everywhere unless blocked, you can get to WWW to connect to any of the local nets through controlled gateways that keep the AI out but allow us in. Some are blocked from all access if the AI attack it too much then get bored if cannot.   Hack Deck: Fuchi Cyber-4 cyberdecks Cyberdecks