Date: Fri, 03 Mar 1995 17:16:43 +0000 From: A.S.Lilly@bnr.co.uk (Andy Lilly) Subject: TNE Aslan Character Generation I found this lying around on my hard disk. This system is for generating Aslan characters in TNE and may be of use to those of you who have TNE but not the earlier MT/CT books (I'm not aware that GDW has yet released anything for Aslan apart from NPC data in the TNE rulebook). I have only included 2 occupations in order to keep the message to a reasonable size. The other 20-odd occupations will appear if there is sufficient demand. Note that the system is similar to that for the standard Human generation system in the TNE handbook and thus the sections below are laid out in the same order with CHANGES from the normal rules noted, rather than repeating the entire contents of the TNE handbook (which would pose copyright problems). I haven't had much time to use these rules so any feedback would be appreciated. Perhaps GDW would like to use this to save themselves the time of writing their own Aslan TNE book? :-) ASLAN CHARACTER GENERATION FOR TNE (c)1994,1995 A. S. Lilly All Rights Reserved All trademarks and copyrights used within this document are hereby acknowledged. This document in no way seeks to challenge the aforesaid trademarks and copyrights. Blah blah blah legalese waffle, etc. * Note TNEx indicates page x of the Traveller: The New Era rulebook. * Background The Aslan Hierate spinward of the Great Rift has maintained its strength and largely avoided the effects of the Virus. This was possible due to the isolation provided by the Rift and the advance warning given by the Domain of Deneb. In the Hierate trailward of the Great Rift the Virus spread, albeit more slowly than through Imperial space. Here significant disruption was caused but each group of Aslan clan worlds tended to be more self-sufficient and the overall damage was significantly less than in the Imperium. These worlds are refered to as the 'Clan Worlds' and are regarded as slightly inferior by the surviving Hierate worlds. It is presumed that this refers to the Clan Worlds' lesser ability to cope with the Virus and their independece from the Hierate who now exert little influence in that region. Aslan outside the Hierate are still regarded as Outcasts, as per pre-Virus times. * Homeworld Determine using TNE17-18, using the following translations to get the regional DMs: Hierate -> Regency; Clan Worlds -> Pocket Empire; Outcasts -> use the Imperial region within which they are located (e.g. Wilds). * Attributes As per TNE19 except that Strength and Constitution are rolled as 2D+1 and Dexterity as 2D-2 (count 0 as 1). Charisma and Social Standing are with respect to other Aslan rather than aliens. Homeworld effects on attributes are as per TNE19, with a final possible attribute range of 1 to 15. * Social Standing Social Standing of B or C indicates leadership of a family group or small clan; level D is a planetary clan; E indicates leadership of multiple-star systems; F is a Hierate representative. Clan worlders may not exceed E; outcasts may occasionally reach C. * Naming Characters Outcasts and Aslan used to dealing with non-Aslan tend to assume anglic names for ease of use, either a literal translation of their Aslan name (e.g. "Teller of Winding Tales") or a shortened version of it (e.g. Iroioah -> Iro) or a convenient anglic name (e.g. "Long claw" or "Growler"). * Background Skills By the age of 16, an Aslan will have picked up level 2 skill in 3 of the skills on TNE23. The following are NOT available: Act/Bluff, Archery, Disguise, Slug Weapon, Streetwise. The following are ADDITIONAL possibilities: Dance, High-G Environment, Racial (new skill - see below). All the skills are limited by homeworld as per TNE23. * Default Skills As per TNE24. Superior eyesight (particularly at night) and sense of smell gives all Aslan an automatic skill of Observation 1. * CAREERS As per TNE24-28 except that Aslan terms are 8 ftahea (about 7 human years) in length. In addition, at age 16 ftahea (approx 14 years), all Aslan undergo: * Rites of Passage (ROP; Akuaeuhrekhyeh) A male Aslan rolls 2d6. His ROP is equal to the number of characteristics greater than or equal to the roll. For female Aslan the 2d6 roll is compared to Intelligence, Education, Charisma and Social Standing; the ROP is twice the number of these attributes equal to or exceeding the roll. The character can opt to use 1 or 2 ROP points per term; these can be added to any of the commission, promotion or special duty rolls, or can be used to gain additional contacts (one per 2 ROP points). Any remaining ROP points at mustering out can be used as ship DMs. * CONTACTS As per TNE29-31 except: Individual Aslan are rarely wealthy unless high in the clan hierarchy, hence 'wealthy' contacts are replaced by 'noble' ones. 'Government' contacts within the Clan Worlds are usually 'nobles'; in the Hierate such a contact may be within the Hierate bureaucracy rather than a local noble. AGE Start/End Losses Term Age* Age* Sk** STR AGL CON INT 1 14 21 6 - - - - 2 21 28 5 - - - - 3 28 35 4 - - - - 4 35 42 3 - - - - 5 42 49 2 - - - - 6 49 56 1 Y Y Y - 7 56 63 1 Y Y Y - 8 63 70 1 Y Y Y - 9 70 77 1 Y Y Y - 10 77 84 1 Y Y Y Y 11+ As per Term 10. Notes: * Age in human years. ** Sk = Skills per term/special duty. Note also that Aslan age far faster than humans such that they must make THREE rolls per attribute per term. Aslan rarely use anagathics and if the player choses to do so, THREE applications must be made per term - a substantial cost in drugs! * SKILL- AND ATTRIBUTE-DERIVED VALUES As TNE35. * INITIATIVE As TNE35-36. * STARTING MONEY AND INITIAL EQUIPMENT As per TNE36-37 except for male Aslan (except outcasts), halve the values given on TNE37. * Starships and New Benefits As per TNE37-38 except: Male Aslan will only own a starship in exceptional circumstances (e.g. as a clan noble, a male may have a starship nominally assigned for his use, although it may be owned and run by a clan female). Both males and females acquire starship DMs but males usually convert this to an award of land, and females may opt to take a share in a corporation. Land is shown in square kilometres and may provide income, if used for farming, etc. (a usable profit of perhaps CR 5d6 per year per square kilometre). Corp indicates the value (MCR) of the character's shares in an Aslan corporation. A dividend of 4% of the value is payable per year. DMs may be split between two items, e.g. an Envoy might opt to use half his DMs to try to get a Courier and the other half to get some land. Roll Land Corp Roll Land Corp 2-3 1 MP 1 MP 13 80 4 4-6 1 HP 2 HP 14 150 5 7 2 HP 3 HP 15 300 6 8 4 HP 0.3 16 600 7 9 5 0.5 17 1k 8 10 10 1 18 4k 9 11 20 2 19 7k 10 12 40 3 20 10k 12 Notes: Per point over 20, add 10k land or 2 MCR. MP = Medium Passage. HP = High Passage. * Stellar Regions The following DMs apply to ship DMs (whether used for a ship, land or corporation): Hierate DM 0; Clan-Worlds DM -6; Outcasts use the table on TNE38. * Ship Types Courier = Ktiyhui-class; Escort = Ekawsiykua-class; Scout = Hraye-class; Seeker = Kteiroa-class; Trader = Eakhau-class. Star ship type may (optionally) be altered by the roll as per TNE39. * EDUCATION College education is less common among Aslan than among the Vilani and is exceptionally rare among males who can only attend Flight or Military Academy. Females may attend any of the further education institutes. College skills and requirements are as per TNE40-41 except that Hiver Technical Academy is not available. * CAREERS As per TNE42 except that term skills are as given in the Age table above. * Sex-specific Skills The Aslan have very fixed ideas about which sex should be allowed to learn certain skills: Males disdain financial skills, Females tend to avoid physical combat. The skill clusters given in TNE113 are used here but the following list indicates whether each skill is available only to Males (M), Females (F) or either (-). The career skills are listed as: a, b, c; plus M: d; F: e. This indicates Males may choose from the skills a, b, c and d; Females may choose from a, b, c or e. ACROBAT: Acrobatics -, Climbing -, Stealth M, Thrown Weapon M. AIRCRAFT: Pilot M, RCV Operations -. ANIMAL HANDLING: Riding -, Guard/Hunting Beasts M, Farming F. ARCHAIC WEAPONS: Archery M, Thrown Weapons M ARTILLERY: Archaic Artillery M, Energy Artillery F, Forward Observer F, Heavy Artillery F, RCV Operations - ARTISAN: Carpenter M, Jeweler F, Mason M, Metallurgy F. CHARM: Act/Bluff -, Carousing -, Persuasion -, Recruiting F, Service - CRIME: Forgery F, Intrusion -, Pickpocket - DETERMINATION: Leadership M, Streetwise -, Willpower -. ECONOMICS: Admin/Legal F, Marketing F ENGINEER: Construction M, Combat Engineer F, Excavation M, Starship Architecture F EXPLORE: Climbing -, High-G Environment -, Liaison -, Map -, Navigation -, Survival -, Swimming - FINE ARTS: Act/Bluff -, Dance F, Disguise -, Music F, Painting -, Sculpture -, Song F GUN COMBAT: Energy Weapon -, Slug Weapon -, Early Firearms -. HEAVY WEAPONS: Autogun -, Energy Artillery F, Heavy Guns F, Grenade Launcher -, TAC Missile F INTERACTION: Bargain F, Instruction -, Interrogation -, Language -, Liaison -, Recruiting -. MEDICAL: Medical (all) F. MELEE: Armed Martial Arts -, Unarmed Martial Arts -. PERCEPTION: Investigation F, Observation -, Psychology F, Research F, Tracking M PERSONAL TRANSPORT: Grav Belt -, Muscle Transport -, Parachute -. PHYSICAL SCIENCE: Biology F, Chemistry F, Farming F, Genetics F, Geology F, Meteorology F, Physics F, Robotics F, Xeno-biology F. SOCIAL SCIENCE: History -, Instruction -, Interview -, Persuasion -, Psychology F, Research F. SPACE HAND: Environment Suit -, Zero-G Environment -. SPACE TECH: Communications F, Gravitics F, Gunnery M, RCV Operations F, Screens F, Ship's Engineering F. SPACE VESSEL: Astrogation F, Pilot (i/f, grav) M, Sensors F, Survey F. TACTICS: Ground Tactics M, Fleet Tactics -, Ship Tactics M. TECHNICIAN: Communications F, Computer F, Electronics F, Machinist M, Mechanic -. VEHICLE: Ground Vehicle -, Hovercraft M, Pilot (i/f, grav) M, Riding -. VESSEL: Hovercraft M, Large Watercraft M, Small Watercraft M. VICE: Bribery F, Disguise -, Streetwise -. Notes: - Act/Bluff, Disguise - These skills are very rare among Aslan as they are considered dishonourable. Additionally, they use the INT attribute (to outwit the adversary) rather than CHR. - Gambling - Female Aslan understand the value of money and would not waste it in this manner; Males rarely 'gamble' and would certainly never have any skill in it! - Unarmed Martial Arts - primarily involves the use of the lethal Aslan dewclaw as a 'natural' weapon, as well as jumping kicks, arm locks and throws. *Low Tech Skills Where low Homeworld Tech levels are allowed for a career, some skills will not be available: For given Tech level, replace by: Skill Industrial Pre-Industrial Gun Combat Gun Combat Archaic Weapons, Armed Martial Arts or Early Firearms Space Hand AnyVeh* Animal Handling Space Tech Technician Artisan Space Vessel AnyVeh* Animal Handling Technician Technician Artisan, Engineer or Explore *AnyVeh indicates Aircraft, Personal Transport, Vehicle or Vessel (as appropriate to the career). e.g. Pre-Industrial Army is equivalent to Aslan Barbarians; Envoys existed even in these early societies, etc. * Skill Clusters The new skill cluster Racial includes the skills Independence, Meditation and Tolerance: - Independence (Males only) Gives the ability to understand monetary concepts; handling finance is considered beneath most males and a 1d10 roll equal to or greater than the character's SOC must be made to retain the skill, otherwise an alternative skill must be taken. - Meditation Suitable relaxation techniques allow the Aslan to duplicate any of the Self skills except Regeneration, with the same skill level in each and a PSI strength of 1d6 (determined randomly for each of the Self cascade abilities). - Tolerance This skill reflects experience in dealing with Aslan outside the character's own clan, and non-Aslan. Where a misunderstanding with a non-Aslan would normally require a duel, a successful skill use indicates the Aslan makes an allowance for the alien's ignorance of Aslan ways, and the duel is avoided. * CIVILIAN OCCUPATIONS * Artist Aslans prize fine artwork and embellishments on all items from clothing to weaponry. It is the Artist who provides these finishing touches to various types of ware. Prerequisites: AGL 7+. First Term Skills: Artisan 5 OR Fine Arts 5, Charm 1; plus M: Interaction 1, Racial 2; F: Interaction 2, Racial 1 Subsequent Terms Skills: Artisan, Charm, Fine Arts, Interaction, Perception, Racial; plus M: Vehicle; F: Economics All Terms Special Duty: 7+ for: Melee, Physical Science, Social Science, Technician, Vice; plus M: Determination; F: Forgery Contacts: One per term, academic, business, trader or wealthy. Other effects: Double the termly cash allowance. * Assassin The assassin hires himself out to wronged individuals as a private 'enforcer'. Honour requires him to notify his victim and then to outwit any precautions the victim takes in order to duel the wrong-doer face-to-face. Prerequisites: STR 7+ OR AGL 7+, Pop = Moderate+, Sex = Male. First Term Skills: Acrobat 2, Gun Combat 3, Melee 3, Racial 1 Subsequent Terms Skills: Acrobat, Crime, Determination, Gun Combat, Melee, Racial, Tactics, Vehicle, Vice All Terms Special Duty: 8+ for Archaic Weapons, Charm, Heavy Weapons, Interaction, Perception, Space Hand, Space Tech, Space Vessel, Technician Contacts: One per term, criminal, business or wealthy. Other effects: 2 DMs per term for Land or a Scout ship. +1 Initiative if more than 1 term served. Cmdr Lilly, PITS (Political Intelligence Team, Scout) PITS Team motto: "We are never outgunned." * Nothing I say or do in any way reflects the views of my very kind and generous employers who have no interest in outgunning anyone. * Andy Lilly Senior Research Engineer, BNR Europe Limited, Tel: 0279-402543 London Road, Fax: 0279-402485 Harlow, E-mail: A.S.Lilly@bnr.co.uk Essex, CM17 9NA. Date: Thu, 09 Mar 1995 09:31:04 +0000 From: A.S.Lilly@bnr.co.uk (Andy Lilly) Subject: Aslan Character Generation (Part 2) By (surprisingly huge) popular demand... Sorry it took me so long to sort out which floppy I'd saved it on, but here are the remaining careers for the Aslan generation system from a few digests back. Sorry if the formatting's not very clear but this was written for Word with bold, italics, et al. I've added a few spaces and ===, etc. to the headings to make them stand out. Hope this is of use to someone. Please note: (a) This system requires the rules submitted to traveller on 3/3/95. (about digest 210?) (b) Observe the limitations throughout these rules (male vs. female skills, enlisted vs officer skills, etc.) (c)1994,1995 A.S.Lilly All Rights Reserved All trademarks and copyright of the jolly nice GDW people and anyone else appropriate are hereby recognised, nothing here is intended to challenge them, waffle, etc. COP-OUTS: I've not actually used the system yet so there might be some small 'opportunities' for improvement. Please send ideas, changes, etc. back so I can update the system appropriately. Andy Cmdr Lilly, PITS (Political Intelligence Team, Scout) PITS Team motto: "We are never outgunned." * Nothing I say or do in any way reflects the views of my very kind and generous employers who have no interest in outgunning anyone. * ==================ASLAN CAREERS (CONTINUED)====================== ===Aviator As per the Military career Air Force, but replace Heavy Weapons with Charm or Interaction (player's choice). ===Belter Asteroid/planet miner. ---Prerequisites: INT 6+ OR AGL 7+, Tech = Pre-Stellar+, Sex = Female. ---First Term Skills: Economic 1, Explore 1, Geology 1, Metallurgy 1, Space Hand 2, Space Tech 2, Space Vessel 1 ---Subsequent Terms Skills: Engineer, Explore, Geology, Gun Combat, Melee, Metallurgy, Racial, Space Hand, Space Tech, Space Vessel, Technician ---All Terms Special Duty: 8+ for Charm, Determination, Economic, Interaction, Physical Science, Vehicle, Vice ---Contacts: One per term, business, criminal or trader. ---Other effects: 2 DMs per term for a Belter. At the end of each term, roll a Difficult Geology task to gain a strike worth 2d6 x CR100,000 (Belters usually convert such gains to additional Ship or Corp DMs). ===Envoy Envoys act as inter-clan diplomats. Within the Hierate these may be attached to the Hierate control structure, solving inter-clan disputes, etc. ---Prerequisites: SOC 10+, Pop = Moderate+, Sex = Male. ---First Term Skills: Determination 1, Economic 2, Interaction 3, Racial 2, Vehicle 1 ---Subsequent Terms Skills: Charm, Determination, Economic, Interaction, Perception, Racial, Vehicle ---All Terms Special Duty: 8+ for Crime, Explore, Gun Combat, Melee, Space Hand, Vice, +1 SOC (can only be chosen once per special duty). ---Contacts: Two per term, government. ---Other effects: 3 Ship (Courier) or Land DMs per term. ===Explorer Explorers seek out new lands for Aslan use. In the Hierate, some Explorers are Hierate-controlled and the new lands will be assigned for colonisation to specific clans or individuals as rewards for services rendered. When not Hierate-controlled, Explorers are usually seeking new private land-holdings either for the clan who hired them, or for themselves. ---Prerequisites: CON 5+, Tech = Pre-Stellar+, Sex = Female. ---First Term Skills: Determination 1, Explore 3, Gun Combat 1, Melee 1, Physical Science 1, Technician 1, Vehicle 1 ---Subsequent Terms Skills: Determination, Explore, Gun Combat, Perception, Physical Science, Racial, Space Hand, Space Tech, Space Vessel, Technician, Vehicle ---All Terms Special Duty: 9+ for Acrobat, Aircraft, Animal Handling, Charm, Crime, Heavy Weapons, Interaction, Medical, Melee, Personal Transport, Social Science, Tactics, Vessel, Vice ---Contacts: One per term, government, military, scout or trader. Other effects: 3 Ship (Scout) or Land DMs per term. +1 Initiative if more than 2 terms of special duty served. ===Management The Aslan bureaucrats, found at every level from clan administrators to corporations to Hierate executives. ---Prerequisites: INT or EDU 6+, Homeworld Tech = Industrial+, Pop = Moderate+, Sex = Female. ---First Term Commission: 9+, DM +1 if SOC 9+, DM +1 if female, DM +1 if EDU 7+. A commission moves the character from work floor management to a more senior office-based job. Skills: Economic 5, Racial 2, Technician 1, Vehicle 1 ---Subsequent Terms Commission: As above. Skills: Charm, Determination, Economic, Engineer, Interaction, Perception, Racial, Technician, Vehicle ---All Terms Special Duty: 9+ for Crime, Gun Combat, Melee, Physical Science, Social Science, Vice Promotion: 9+, DM +1 if SOC 10+, DM +1 if female, DM +1 if INT 7+. +1 SOC per promotion, to maximum of SOC 11. ---Contacts: One per term, business or government. ---Other effects: 1 Ship (Trader) or 2 Corp DMs per term. ===Merchant Marine As per the Military career Navy, but replace Artillery skill with either Vessel or Technician (player's choice). ===Medic ---Prerequisites: INT 6+ OR AGL 7+, Tech = Industrial+, Sex = Female. ---First Term Skills: Interaction 1, Medical 4, Physical Science 3, Racial 1 Subsequent Terms Skills: Interaction, Medical, Perception, Physical Science, Racial, Vehicle ---All Terms Special Duty: 8+ for Aircraft, Gun Combat, Melee, Personal Transport, Technician, Vessel ---Contacts: Two per term, one being academic or medical, the other being of the player's choice - a medic may be required to treat all sorts of people who may feel grateful to her in later life. ---Other effects: The highest attribute from SOC, EDU and AGL is used for calculating each term's monetary income. ===Outcast Outcasts outside the Aslan worlds typically drift between 'human' careers (as per TNE 43-55). Outcasts within the Aslan worlds have to fight for their survival, having no clan to protect them. Occasionally they may manage to enter a lowly military career or gain sufficient skills to become an Assassin or Pirate. ---Prerequisites: SOC 5-. ---First Term Skills: Explore 2, Gun Combat 2, Melee 2, Racial 1, Technician 1, Vehicle 1 ---Subsequent Terms Skills: Charm, Determination, Explore, Gun Combat, Melee, Perception, Racial, Technician, Vehicle ---All Terms Special Duty: 7+ for Crime, Economic, Interaction, Space Hand, Vice ---Contacts: One per term, any type, typically non-Aslan. ---Other effects: Termly cash income is reduced to one quarter normal. Two secondary skills are allowed per term (as the outcast drifts from job to job to keep fed and housed). ===Pirate Aslan pirates may be Corsairs or Privateers. Corsairs are privately-run greed-orientated pirate/smugglers (often consisting solely of outcasts). Privateers are a clan-run unofficial navy (raiding rival clan shipping where enmity exists but a full-scale war has not been declared). This latter case is regarded by many clans as an honourable career equal to or exceeding a standard military career. Low Tech (Industrial or lower) Pirates are assumed to be aircraft or sea-vessel based. ---Prerequisites: STR 5+, Homeworld Pop = Moderate+. ---First Term Commission: 9+, DM +1 if STR 9+, DM +1 if INT 8+. A commission makes the character an officer. All others are enlisted. Skills: Explore 1, Gun Combat 2, Melee 2, Racial 1, Space Hand 1; plus M: Space Vessel 1, Tactics 1; F: Space Tech 2 ---Subsequent Terms Skills: Gun Combat, Melee, Racial, Space Hand, Space Vessel, Vehicle; plus M: Tactics; F: Interaction, Space Tech, Technician All Terms Special Duty: 8+ for: Charm, Crime, Explore, Interaction, Perception, Vice; plus F: Artillery, Engineer, Heavy Weapons, Medical Promotion: 8+, DM +1 if INT 7+. ---Contacts: One per term, criminal. ---Other effects: Corsairs: -1 SOC per term, 3 Ship (Corsair) or Land DMs per term. Land thus gained will be held by force and is liable to attack by clan or Hierate forces. Privateers: 2 Ship (Corsair) or Land DMs per term. In either career, at the end of each term roll 1d10; if greater than the character's INT, the next term is spent as a Prisoner (see TNE50). +1 Initiative if more than 2 terms served. ===Scientist ---Prerequisites: INT 7+ OR EDU 7+, Tech = Industrial+, Pop = Moderate+, Sex = Female. ---First Term Skills: Racial 1, Perception 2, Physical Science 4 OR Social Science 4, Technician 2 ---Subsequent Terms Skills: Interaction, Perception, Physical Science, Racial, Social Science, Technician, Vehicle ---All Terms Special Duty: 9+ for Charm, Determination, Engineer, Explore, Gun Combat, Melee, Space Hand, Space Tech, Space Vessel ---Contacts: One per term, business, government, specialist (in a Physical or Social Science) or wealthy. ---Other effects: 2 Ship (Laboratory) DMs per term. ===Teacher ---Prerequisites: INT 5+, Tech = Industrial+, Pop = Moderate+, Sex = Male. ---First Term Skills: Physical Science 4 OR Social Science 4, Racial 3, Technician 2 ---Subsequent Terms Skills: Charm, Determination, Interaction, Physical Science, Racial, Social Science, Technician ---All Terms Special Duty: 8+ for Economic, Gun Combat, Melee, Perception, Vehicle ---Contacts: Two per term, academic, specialist (in a Physical or Social Science) or government. ---Other effects: 1 Land DM per term. ===Technician ---Prerequisites: Tech = Industrial+, Sex = Female. ---First Term Skills: Engineer 2, Physical Science 1, Racial 1, Technician 5 ---Subsequent Terms Skills: Engineer, Interaction, Perception, Physical Science, Racial, Technician, Vehicle ---All Terms Special Duty: 7+ for Charm, Determination, Economic, Explore, Melee, Space Hand, Space Tech ---Contacts: One per term, business or specialist (technical). ---Other effects: 2 secondary skills per term. MILITARY CAREERS ===Army The Aslan ground-based military. ---Prerequisites: CON 6+. Pop = Moderate+, Atmos = Thin+. ---First Term Commission: 9+, DM +1 if SOC 7+, DM +1 if female, DM +1 if EDU 8+. Minimum SOC of 5. SOC 10+ receives automatic commission. A commission makes the character an officer; all other characters are enlisted. Skills: Officers: Determination 1, Gun Combat 2, Melee 1, Racial 1; plus M: Ground Tactics 2, Vehicle 2; F: Artillery 1 OR Heavy Weapons 1, Engineer 1, Interaction 1, Technician 1 Enlisted: Acrobat 1, Determination 1, Gun Combat 2, Racial 1; plus M: Melee 2, Vehicle 2; F: Artillery 2 OR Heavy Weapons 2, Technician 2 ---Subsequent Terms Commission: 9+, DM +2 if EDU 8+, DM +2 if female. Minimum SOC 5. Skills: Officers: Charm, Determination, Gun Combat, Interaction, Melee, Racial; plus M: Vehicle; F: Artillery, Engineer, Technician Enlisted: Acrobat, Gun Combat, Melee, Racial, Vehicle; plus M: Determination; F: Artillery, Engineer, Heavy Weapons. ---All Terms Special Duty: 8+ for: Charm, Crime, Explore, Interaction, Perception, Personal Transport, Space Hand, Vice; plus: M: Aircraft, Vessel; F: Medical, Physical Science, Screens. Promotion: 8+, DM +1 if INT 8+ OR EDU 8+, DM +1 if female. ---Contacts: One per term, military. ---Other effects: 1 Land DM per term as an officer. +1 Initiative if more than 1 term served. ===Air Force ---Prerequisites: AGL 7+, Tech = Industrial+, Sex = Male. ---First Term Commission: 10+, DM +1 if AGL 9+, +1 if INT 8+, +1 if SOC 8+. A commission makes the character an officer. All others are enlisted. Skills: Officer: Aircraft 3, Gun Combat 1, Interaction 1, Racial 1, Tactics 3 Enlisted: Aircraft 4, Heavy Weapons 2, Racial 1, Technician 2 Subsequent Terms Commission: 9+, DM +1 if AGL 9+, DM +1 if INT 8+. Skills: Officer: Aircraft, Determination, Gun Combat, Interaction, Perception, Racial Enlisted: Aircraft, Charm, Heavy Weapons, Melee, Racial, Technician ---All Terms Special Duty: 7+ for: Officer: Charm, Engineer, Gun Combat, Melee, Personal Transport, Space Hand, Space Vessel, Vehicle Enlisted: Gun Combat, Melee, Personal Transport, Space Hand, Space Tech, Vehicle, Vice Promotion: 7+, DM +1 if EDU 7+ OR INT 7+. ---Contacts: One per term, military. ---Other effects: 1 DM per term for Land as an officer. ===Mariner ---Prerequisites: Tech = Pre-Industrial+, Pop = Moderate+, Hydro = Dry World+. ---First Term Commission: 10+, DM +1 if CON 7+, +1 if EDU 8+, +1 if SOC 8+, +1 if Female. Minimum SOC of 5. A commission makes the character an officer; all other characters are enlisted. Skills: Officer: Gun Combat 1, Racial 1; plus M: Determination 2, Melee 1, Tactics 2, Vessel 2; F: Artillery 3, Interaction 2, Technician 2 Enlisted: Gun Combat 1, Racial 1; plus M: Melee 2, Vessel 4; F: Artillery 2, Heavy Weapons 2, Technician 2 ---Subsequent Terms Commission: 10+, DM +1 if CON 7+, +2 if INT 8+ OR EDU 8+. Skills: Officer: Determination, Explore, Gun Combat, Interaction, Racial; plus M: Tactics, Vessel; F: Artillery, Technician Enlisted: Explore, Gun Combat, Melee, Racial; plus M: Vessel; F: Artillery, Heavy Weapons, Technician ---All Terms Special Duty: 7+ for Charm, Engineer, Interaction, Personal Transport, Vehicle, Vice Promotion: 8+, DM +1 if EDU 7+, +1 if INT 7+. ---Contacts: One per term, military. ---Other effects: 1 Land DM per term for officers. ===Space The Aslan (space) Navy. ---Prerequisites: INT or EDU 7+, Homeworld Tech = Stellar+, Pop = Moderate+. ---First Term Commission: 11+, DM +1 if SOC 7+, DM +1 if female, DM +1 if INT 8+. Minimum SOC of 6. SOC 10+ receives automatic commission. A commission makes the character an officer; all other characters are enlisted. Skills: Officers: Determination 1, Gun Combat 1, Racial 1, Space Hand 1; plus M: Space Tech 1, Space Vessel 3, Tactics 1; F: Interaction 1, Space Tech 3, Space Vessel 1 Enlisted: Gun Combat 1, Racial 1, Space Hand 2, Space Tech 2; plus M: Melee 1, Space Vessel 1, Tactics 1; F: Interaction 1, Technician 2 ---Subsequent Terms Commission: 11+, DM +2 if INT 8+, DM +2 if female. Minimum SOC of 6. Skills: Officers: Determination, Gun Combat, Melee, Racial, Space Hand, Space Tech, Space Vessel; plus: M: Tactics; F: Engineer, Technician Enlisted: Determination, Gun Combat, Melee, Racial, Space Hand, Space Tech; plus F: Space Vessel, Technician ---All Terms Special Duty: 8+ for: M: Acrobat, Charm, Crime, Explore, Interaction, Perception, Vehicle, Vice; plus M: Aircraft; F: Artillery, Medical, Physical Science. Promotion: 8+, DM +1 if SOC 8+, DM +1 if female. ---Contacts: One per term, military. ---Other effects: 2/4 Ship (Scout, Courier or Warship) DMs per term, OR 1/2 Land DMs per term, as a spacehand/officer.