The Technician career is presented in a format compatible
with the current edition of Traveller (T4), plus some
additional notes and skills derived from older editions of the
Traveller system.
Technician
Troubleshooting is what keeps the Imperium alive. When
troubles are caused by sophonts, you usually call for Agents,
or even the Army. In all other cases, a Technician will
probably serve you much better. From the depth of space to the
depth of oceans, from the Board of Directors of a
MegaCorporation to the seediest parts of the Starport, you
should always secure the advice of a veteran Tech before
launching yourself in a new adventure.
Routine Tasks: Building, assessing or repairing
devices, vehicles or buildings. Acting as a consultant to
governments or corporate executives. Directing crew of workmen
and coordinating large scale tasks and projects.
Enlistment: 8- (Int 9+: +1, Edu 9+: +1, College or Graduate:
+1)
Survival: 9- (Int 9+: +1)
Promotion n/a
Position: n/a
Reenlistment 10-
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1.Physical 4.Social
1.+1 STR 1.Carousing
2.+1 END 2.Streetwise
3.+1 DEX 3.Instruction
4.Brawling 4.Leadership
5.Env.Combat 5.Administration
6.+1 END 6.Fast Talk
2.Mental 5.Career
1.Grav Craft 1._Technical_
2.Survey 2.Demolition
3._Technical_ 3.Ground Cr.
4.Computer 4._Technical_
5._Spacecraft_ 5.Robotics
6.Mechanics 6.JoT
3.Educational 6.Background
1._Technical_ 1.Vacc Suit
2.Communications 2.Perception
3.Craftsman 3.Env.Combat.
4._Aircraft_ 4.First Aid
5._Science_ 5.WaterCraft
6.Electronics 6.Camouflage
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Benefits: (DM:+1 if SOC B+)
Material Cash
1 Equipment 2000
2 Middle Ps. 5000
3 Middle Ps. 10000
4 +1 Edu 10000
5 +1 Int 10000
6 Equipment 20000
7 High Psg 30000
Rank & Service Skills:
All: _Technical_ 1
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Notes:
The _Equipment_ result represents the Tools of the Trade which
your technician will have accumulated during his/her
career.
The best way to treat this is to give the player 5000 cr. for
each Equipment result. The money can be used only to buy tools,
protective gear like VaccSuits (no military armor) and other
reasonably portable equipment (i.e., grav belts would be
reasonable if a tad extreme, while a submarine is not).
Multiple _Equipment_ results can be cumulated to buy a costly
item, but any residual "credit" after buying the stuff will be
lost and cannot be converted to regular money (but if they
really want a Grav Belt, you may allow them to pool the
_Equipment_ results with normal cash to reach the desired
amount).
The following are some suggestion for giving "flavor" to PC
careers. All offer some element of danger and exposure to
different environments and TLs and could form a good starting
point for a Traveller character. Remember that depending mostly
on factors like EDU and SOC, this career could represent both
the high (top-salary consultants, architects) and the low
(stellar junk yard mechanic, belter) end of the scale.
- Crisis Intervention Specialist (Fireman, Bomb Disposal
squad, control of natural or man-made disasters like floods
or car wrecks).
- Hostile Environment WorkForce (Building, mining or
salvage crews in deepspace, underwater or other hostile
environments).
- Prospecting, bootstrap Missions on low TL worlds.
- Infrastructure (Building roads or other communication
networks. Dams, space stations and other large scale
projects).
- Ecological damage assessment/reduction.
- Technical consulting/workforce on archaeological
sites.
You could also use this career for Army Engineering Corps
(Sappers). In this case, you proceed as for the Army career
(i.e. use Army tables for commission, promotion, re-enlistment,
injury, mustering out). Skills obtained for Commissions or
Promotions, along with the automatic skills, will be determined
using the Army tables, while the 1 skill/year rolls will be
made on the Technician tables. You will end with a PC which has
Rifle-1 (and perhaps SMG-1 if s/he is an officer), a military
rank, army retirement pay (if applicable), perhaps a weapon, a
load of technical skills and, if s/he got promoted, some
military skills.
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