Feral

A Feral is someone living on a feral world, one with a low state of development. Frequently these are independent worlds in frontier space that were only just barely established when the Great Cataclysm hit and were scattered in the fallout of the Cataclysm. Some worlds however were established by religious or cultural minorities that sought to break away from technological dependence and kept their state of development low by choice. Regardless "ferals" can be found throughout charted space, with some even leaving their old homes.
Special Rules: -2 DM to qualify for any career after voluntarily leaving this one. You do not leave a career if failing a survival check unless explicitly told to do so. You may not take anagathics at the end of any term spent as a feral.

Skills and Training

1D Personal Development Service Skills Advanced Education (Craftsperson with EDU 8+ only)
1 STR +1 Profession or Athletics Engineer
2 END +1 Animals or Seafarer Electronics
3 DEX +1 Melee Science
4 INT +1 Persuade Medic
5 EDU +1 Diplomat Language
6 SOC +1 Carouse Mechanic
1D Peasant Craftsperson Warrior
1 Animals Profession Melee
2 Seafarer Seafarer Seafarer
3 Profession Mechanic Gun Combat (Archaic or Slughthrower)
4 Athletics Broker Athletics
5 Broker Profession Tactics (military)
6 Survival Mechanic Heavy Weapons (artillery)

Ranks and Bonuses

Rank Title (Peasant) Skill or Bonus
0
1 Animals 1
2
3 Athletics 1
4 Broker 1
5
6 SOC +1
Rank Title (Craftsperson) Skill or Bonus
0 Apprentice
1 Mechanic 1
2 Journeyman
3 Broker 1
4 Guild Member
5 Senior Guild Member SOC +1
6 Guildmaster SOC +1
Rank Title (Warrior) Skill or Bonus
0
1 Survival 1
2 Warrior Melee (blade or blunt) 1, or Gun Combat (archaic or slugthrower) 1
3
4 Band Leader Leadership 1
5 Warlord SOC +1
6 SOC +1

Mishaps

1D Mishap
1 Severely 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.
2 You are arrested and imprisoned. You must take the Prisoner career in your next term.
3 You are exiled for crimes you are accused of. Lose all benefits from this career as you are ejected from it.
4 Injured. Roll on the Injury Table.
5 You suffer from a life-threatening illness. Reduce your END by 1.
6 You are struck by wanderlust after witnessing visitors from another world. You leave your old life behind. You must leave this career, but suffer no additional penalty.

Events

2D Event
2 Disaster! Roll on the Mishap Table, but you are not ejected from this career.
3 You are tasked with doing extensive business with outsiders. One rank any two of Persuade, Carouse, Diplomat, or Broker
4 You manage find or pillage something of use. Gain DM+1 to any one Benefit roll.
5 You are assigned to an especially difficult project. The work hardens you. Gain +1 to END or STR.
6 Abducted! Somebody from the outside world takes you away from unknown ends. You retain your benefit roll for this term, but must take another career next term.
7 Life Event. Roll on the Life Events Table.
8 You are attacked by enemies. Gain an Enemy if you do not have one already, and roll either Melee 8+, Gun Combat 8+ or Stealth 8+ to avoid a roll on the Injury Table.
9 You are entrusted with a piece of relic technology gain Gun Combat (energy or slugthrower) 1, Flyer 1, Electronics 1, or Drive 1
10 Your skill and diligence do not go unnoticed. Roll INT or EDU 8+ if you succeed gain +1 SOC. Regardless, gain a +2 DM to your next promotion roll.
11 A superior takes a special interest in you and your career. Gain a +4 DM to your next promotion roll.
12 Your hard work or bravery, or perhaps both save your community. You are automatically promoted.
Benefits
1D Cash Benefits
1 None STR, DEX, or END +1
2 GCr500 Gain Profession, Broker, and Persuade
3 GCr500 Gain Profession, Broker, and Persuade
4 GCr1,000 INT or EDU +1
5 GCr5,000 Weapon
6 GCr5,000 Armor
7 GCr10,000 SOC +1
Qualification: END 7+
Automatic qualification if this is your first career
Assignments: You must choose one of the below as an assignment.
Peasant: A rural worker, tending farm fields and handling animals, peasants form the bulk of most societies.
Craftsperson: A member of the skilled trades, producing manufactured goods. If there is any more advanced technology, these will be the sorts to handle it.
Warrior: A member of a feral world's warrior class, often stand in as nobility as well.

Survival:
Peasant. END 4+
Craftsperson. INT 6+
Warrior. STR 7+
Advancement:
Peasant. STR 9+
Craftsperson. EDU 7+
Warrior. SOC 7+


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