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.
Benefits
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. |
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+
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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