Chapter 21 — The Twelve Careers
This chapter is the reference half of character creation: one spread for each of the twelve careers, holding the details you draw on while taking terms in Chapter 17. The procedure — entry tests, the first-term auto-success, term rolls and their outcomes, aging, and where creation trauma lands — lives there and is not repeated here. After every term, served or wandering, you also roll a Life Event (Chapter 22).
Index§
- How to read a career spread
- Military
- Academic
- Drifter
- Scout
- Merchant
- Criminal
- Medic
- Diplomat
- Engineer
- Enforcer
- Entertainer
- Agent
How to read a career spread§
Each career lists its Entry Test characteristic, four Fixed Skills granted at Trained on entry, and the Term Roll characteristic, followed by its D66 Events table.
- Fixed skills: a fixed skill you already hold at a higher rank stays where it is.
- Skill advances marked "+1 (min Trained)": if you are Untrained in that skill it becomes Trained; if you are already Trained or higher, it rises one rank — never left below Trained.
- The 66 capstone often reads "[Characteristic] becomes Advantage — if already Advantage or at a Disadvantage, gain 10 XP instead." Resolve it by your current state of that characteristic: the Advantage lands only if it is neutral; otherwise take 10 XP (Chapter 17).
The twelve careers at a glance:
| Career | Entry Test | Fixed Skills | Term Roll |
|---|---|---|---|
| Military | Strength | Ranged Weapons, Survival, Close Quarters, Tactics | Strength |
| Academic | Education | Research, Psychology, Physics, Political Science | Education |
| Drifter | Dexterity | Survival, Sneaking, Driving, Network | Dexterity |
| Scout | Endurance | Survival, Piloting, Sneaking, Communications | Endurance |
| Merchant | Social Standing | Negotiate, System Operations, Network, Bureaucracy | Social Standing |
| Criminal | Dexterity | Deceive, Sneaking, Close Quarters, Network | Dexterity |
| Medic | Education | Biology, Psychology, Chemistry, Survival | Education |
| Diplomat | Social Standing | Negotiate, Bureaucracy, Political Science, Charm | Social Standing |
| Engineer | Intellect | Engineering, Mechanical, Electronics, Physics | Intellect |
| Enforcer | Strength | Ranged Weapons, Bureaucracy, Close Quarters, Command | Strength |
| Entertainer | Endurance | Charm, Network, Deceive, Negotiate | Endurance |
| Agent | Intellect | Deceive, Cracking, Sneaking, Communications | Intellect |
Military§
Service in an armed force — planetary military, orbital defense fleet, ground infantry, or mercenary company.
Entry Test: Strength · Term Roll: Strength Fixed Skills: Ranged Weapons, Survival, Close Quarters, Tactics
| D66 | Result |
|---|---|
| 11 | A firefight went the wrong way and you were carried out of it. Take 1 physical trauma. |
| 12 | You came home from a deployment that no one else came home from, and it still rides you. Take 1 mental trauma. |
| 13 | Endless live-fire drills burned the rifle into your hands. Ranged Weapons +1 (min Trained). |
| 14 | A boarding action turned into knife-work in the dark. Close Quarters +1 (min Trained). |
| 15 | Six weeks dug into a frozen ridgeline taught you to stay alive on nothing. Survival +1 (min Trained). |
| 16 | You read a battle a half-step ahead of the enemy and lived to brief it. Tactics +1 (min Trained). |
| 21 | Shrapnel put you down, but the corpsman who patched you up still owes you a drink. Take 1 physical trauma; gain a medic as a contact. |
| 22 | You were the one they handed the heavy gun to when things got loud. Heavy Weapons +1 (min Trained). |
| 23 | A demolitions tour left you comfortable around things that go bang. Explosives +1 (min Trained). |
| 24 | Range time, range time, and more range time. Ranged Weapons +1 (min Trained). |
| 25 | Long-range patrols taught you to move without being seen. Sneaking +1 (min Trained). |
| 26 | A quiet posting left time for self-study and a little extra pay. 5 XP. |
| 31 | Forced marches and obstacle courses left you harder than you started. Athletics +1 (min Trained). |
| 32 | You ran the drones and turret systems while others slept. Remote Weapons +1 (min Trained). |
| 33 | A brutal stint in trench-clearing made hand-to-hand second nature. Close Quarters +1 (min Trained). |
| 34 | Somebody had to get the transport through the kill-zone, and that was you. Driving +1 (min Trained). |
| 35 | An uneventful garrison rotation, but the lessons added up. 5 XP. |
| 36 | You and another grunt watched each other's backs long enough to become family. Gain a fellow veteran as a contact. |
| 41 | You started calling the shots when the sergeant went down. Tactics +1 (min Trained). |
| 42 | The crew-served weapon became your responsibility, and you mastered it. Heavy Weapons +1 (min Trained). |
| 43 | More rounds downrange than you can count. Ranged Weapons +1 (min Trained). |
| 44 | You learned to breach a sealed bulkhead the loud way. Explosives +1 (min Trained). |
| 45 | A commendation came with a small bonus and bigger expectations. 5 XP. |
| 46 | The officer who led you trusts you now, and that opens doors. Gain a commanding officer as a contact. |
| 51 | A cross-training rotation put you in a cockpit and you took to it. Piloting +1 (min Trained). |
| 52 | You were handed a squad and learned to make people follow. Command +1 (min Trained). |
| 53 | A grinding urban campaign sharpened your close-in fighting. Close Quarters +1 (min Trained). |
| 54 | You wrote the plan that won the engagement. Tactics +1 (min Trained). |
| 55 | A marksmanship award and a citation, both well earned. Ranged Weapons +1 (min Trained); 5 XP. |
| 56 | Procuring gear off the books taught you who to call. Gain a black market contact. |
| 61 | You earned the loyalty of someone who'd take a round for you. Command +1 (min Trained); gain a subordinate as a contact. |
| 62 | You hauled the big guns and befriended the one who kept you supplied. Heavy Weapons +1 (min Trained); gain a quartermaster or supply contact. |
| 63 | A field promotion forced you to lead, and you grew into it. Command +1 (min Trained). |
| 64 | A long, demanding tour with little to show but everything learned. 10 XP. |
| 65 | You devised the maneuver that turned the battle and got noticed for it. Tactics +1 (min Trained); 5 XP. |
| 66 | Commendation: you came out of the service decorated and connected. 5 XP; gain a high-ranking military contact; Social Standing becomes Advantage — if already Advantage or at a Disadvantage, gain 10 XP instead. |
Academic§
Researchers, scientists, historians, and archivists. The people who study the Shore, document the voyage, and push the boundaries of what humanity understands.
Entry Test: Education · Term Roll: Education Fixed Skills: Research, Psychology, Physics, Political Science
| D66 | Result |
|---|---|
| 11 | Years of overwork ended in burnout, or a finding that quietly dismantled everything you believed. Take 1 mental trauma — burnout, or a discovery that shook your worldview. |
| 12 | A grueling thesis nearly broke you, but the advisor who pushed you that hard never let go. Take 1 mental trauma; gain a research mentor as a contact. |
| 13 | A cross-disciplinary project pulled you deep into living systems. Biology +1 (min Trained). |
| 14 | Long nights at the bench left you fluent in reactions and reagents. Chemistry +1 (min Trained). |
| 15 | You chased a problem all the way down to first principles. Physics +1 (min Trained). |
| 16 | You learned to find the one true source buried under a thousand false ones. Research +1 (min Trained). |
| 21 | Studying how minds work became its own obsession. Psychology +1 (min Trained). |
| 22 | Mapping who holds power, and how, became second nature. Political Science +1 (min Trained). |
| 23 | A field season among strange organisms expanded what you know of life. Biology +1 (min Trained). |
| 24 | You had to fix your own instruments when funding ran dry. Electronics +1 (min Trained). |
| 25 | Another paper, another mountain of sources combed through. Research +1 (min Trained). |
| 26 | A modest grant and a quiet term to think. 5 XP. |
| 31 | You synthesized something the lab had been chasing for years. Chemistry +1 (min Trained). |
| 32 | A theory you'd doubted finally clicked into place. Physics +1 (min Trained). |
| 33 | Navigating the institution's politics taught you its paperwork cold. Bureaucracy +1 (min Trained). |
| 34 | Collaborating across light-years made you fluent in long-range comms. Communications +1 (min Trained). |
| 35 | A sabbatical spent reading widely paid off. 5 XP. |
| 36 | A colleague in the next lab became a lifelong sounding board. Gain a fellow researcher as a contact. |
| 41 | Fieldwork among alien ecosystems deepened your grasp of life. Biology +1 (min Trained). |
| 42 | You learned to dig until the truth surfaced, however deep. Research +1 (min Trained). |
| 43 | Studying trauma and behavior sharpened your read on people. Psychology +1 (min Trained). |
| 44 | You traced how a single decision rippled through whole governments. Political Science +1 (min Trained). |
| 45 | A well-received publication and the stipend that followed. 5 XP. |
| 46 | Your work caught the eye of a university or research body. Gain an institutional contact (university, research body). |
| 51 | A breakthrough in your specialty rewrote a chapter of the field. Physics +1 (min Trained). |
| 52 | You isolated a compound nobody thought stable. Chemistry +1 (min Trained). |
| 53 | Conferences and collaborations built you a web of peers. Network +1 (min Trained). |
| 54 | You became the person others came to when they couldn't find the source. Research +1 (min Trained). |
| 55 | A landmark study, and the funding that comes with attention. Biology +1 (min Trained); 5 XP. |
| 56 | A corporation or ministry started writing the checks. Gain a corporate or government patron as a contact. |
| 61 | Locked archives taught you to get into systems that weren't meant for you. Cracking +1 (min Trained). |
| 62 | A joint project bonded you with a brilliant mind from another discipline. Physics +1 (min Trained); gain an academic peer in another field as a contact. |
| 63 | Your name became a citation others build careers on. Research +1 (min Trained). |
| 64 | A long, productive tenure with little drama and much learned. 10 XP. |
| 65 | A paper on the mind that made waves and earned a small prize. Psychology +1 (min Trained); 5 XP. |
| 66 | Breakthrough: a discovery that put your name in the textbooks. 5 XP; gain a prestigious academic contact; Education becomes Advantage — if already Advantage or at a Disadvantage, gain 10 XP instead. |
Drifter§
No formal institutions, no fixed address. Drifters survive by wit, adaptability, and knowing which doors to knock on.
Entry Test: Dexterity · Term Roll: Dexterity Fixed Skills: Survival, Sneaking, Driving, Network
| D66 | Result |
|---|---|
| 11 | You slept rough in the wrong place and woke up worse for it. Take 1 physical trauma. |
| 12 | A beating in a bad part of town left a mark — and an unlikely acquaintance who pulled you out of it. Take 1 physical trauma; gain an underworld contact. |
| 13 | You learned to slip past the people who'd rather you didn't exist. Sneaking +1 (min Trained). |
| 14 | Going hungry enough times taught you how never to again. Survival +1 (min Trained). |
| 15 | Talking your way into a meal became a daily art. Charm +1 (min Trained). |
| 16 | You kept a dying machine running because you had no choice. Mechanical +1 (min Trained). |
| 21 | Outrunning trouble on foot kept you in shape. Athletics +1 (min Trained). |
| 22 | A good story told well got you out of more than one corner. Deceive +1 (min Trained). |
| 23 | You haggled for everything, because everything had a price. Negotiate +1 (min Trained). |
| 24 | Another stretch in the wild with nothing but your wits. Survival +1 (min Trained). |
| 25 | You wheeled half-broken rigs across half the Shore. Driving +1 (min Trained). |
| 26 | An odd job paid better than expected. 5 XP. |
| 31 | A locked door is only a suggestion if you know the trick. Cracking +1 (min Trained). |
| 32 | Charm got you a couch to sleep on more nights than not. Charm +1 (min Trained). |
| 33 | Scavenging parts taught you how things come apart and back together. Mechanical +1 (min Trained). |
| 34 | You built a web of people who owed you favors. Network +1 (min Trained). |
| 35 | A lucky score left you a little ahead. 5 XP. |
| 36 | You befriended someone from a world you'd never have crossed otherwise. Gain a contact from an unexpected walk of life (player's choice). |
| 41 | Moving unseen kept you fed and free. Sneaking +1 (min Trained). |
| 42 | You read the land like a map of where to find your next meal. Survival +1 (min Trained). |
| 43 | A convincing lie at the right moment saved your skin. Deceive +1 (min Trained). |
| 44 | Foraging taught you which things heal and which kill. Biology +1 (min Trained). |
| 45 | You cleaned the score and walked away with cash in hand. 5 XP; Cr500. |
| 46 | A crook took a liking to you, for better or worse. Gain a criminal contact. |
| 51 | You hitched a ride in a cockpit and picked up the basics. Piloting +1 (min Trained). |
| 52 | You learned exactly how much a thing was worth, and to whom. Negotiate +1 (min Trained). |
| 53 | A smile and a story opened doors money couldn't. Charm +1 (min Trained). |
| 54 | You kept a junker alive past all reason. Mechanical +1 (min Trained). |
| 55 | A long con paid off and left you sharper. Sneaking +1 (min Trained); 5 XP. |
| 56 | A trader on a regular route started counting on you. Gain a merchant or trader as a contact. |
| 61 | You taught yourself to run the consoles others paid to operate. System Operations +1 (min Trained). |
| 62 | Another rootless soul became a partner on the road. Network +1 (min Trained); gain a fellow drifter as a contact. |
| 63 | You talked your way out of a corner that should have closed on you. Deceive +1 (min Trained). |
| 64 | Years of scraping by added up to hard-won savvy. 10 XP. |
| 65 | You survived a stretch that should have killed you, and learned from it. Survival +1 (min Trained); 5 XP. |
| 66 | Against All Odds: a chance encounter put you in someone important's debt — or their favor. 5 XP; gain a contact in high places; Dexterity becomes Advantage — if already Advantage or at a Disadvantage, gain 10 XP instead. |
Scout§
Frontier explorers who survey uncharted systems, catalog new worlds, and map jump routes.
Entry Test: Endurance · Term Roll: Endurance Fixed Skills: Survival, Piloting, Sneaking, Communications
| D66 | Result |
|---|---|
| 11 | A survey went wrong on a world that didn't want you there. Take 1 physical trauma — accident or hostile environment. |
| 12 | A near-fatal landing left scars, but your wingmate dragged you clear. Take 1 physical trauma; gain a fellow scout as a contact. |
| 13 | Months alone on unmapped ground taught you to live off it. Survival +1 (min Trained). |
| 14 | You threaded a scout ship through hazards no chart warned of. Piloting +1 (min Trained). |
| 15 | Cataloging alien life became your specialty. Biology +1 (min Trained). |
| 16 | Mapping jump routes meant living and breathing the physics of space. Physics +1 (min Trained). |
| 21 | You crossed broken terrain in rovers that should have quit. Driving +1 (min Trained). |
| 22 | Another season on a hostile world, another lesson in staying alive. Survival +1 (min Trained). |
| 23 | You learned to scout ahead and report what mattered. Recon +1 (min Trained). |
| 24 | Sampling strange atmospheres made you handy with chemistry. Chemistry +1 (min Trained). |
| 25 | Relaying findings across vast distances honed your comms work. Communications +1 (min Trained). |
| 26 | A quiet survey leg left time to study. 5 XP. |
| 31 | You documented an ecosystem no one had named. Biology +1 (min Trained). |
| 32 | Hard flying through asteroid belts sharpened your hands. Piloting +1 (min Trained). |
| 33 | Calculating safe jumps became instinct. Physics +1 (min Trained). |
| 34 | You weathered a stranding that tested everything you knew. Survival +1 (min Trained). |
| 35 | A clean survey contract paid in knowledge as well as credits. 5 XP. |
| 36 | A military liaison came to value your reports. Gain a military contact. |
| 41 | You learned to assemble findings into something the labs could use. Research +1 (min Trained). |
| 42 | Long overland treks made you a confident driver anywhere. Driving +1 (min Trained). |
| 43 | A new world's biosphere became your case study. Biology +1 (min Trained). |
| 44 | You ran a ship's systems solo for months on end. System Operations +1 (min Trained). |
| 45 | A survey bonus and a reputation for thoroughness. 5 XP. |
| 46 | A research institution started funding your expeditions. Gain a scientific institution as a contact; Cr500. |
| 51 | Charting hyperbolic paths made you fluent in the hard math. Physics +1 (min Trained). |
| 52 | You earned a name as the pilot who comes back. Piloting +1 (min Trained). |
| 53 | You outlasted a world that tried to kill you slowly. Survival +1 (min Trained). |
| 54 | Keeping sensors and arrays running fell to you. Electronics +1 (min Trained). |
| 55 | A landmark survey of a living world, and the recognition for it. Biology +1 (min Trained); 5 XP. |
| 56 | A frontier settlement came to trust your word. Gain a frontier colony as a contact. |
| 61 | Reading exotic atmospheres made you a capable chemist. Chemistry +1 (min Trained). |
| 62 | You worked closely with the people who buy and sell safe passage. Research +1 (min Trained); gain a navigator or jump-route broker as a contact. |
| 63 | More hours at the stick than most pilots log in a lifetime. Piloting +1 (min Trained). |
| 64 | A long career on the edge of the maps, and everything it taught. 10 XP. |
| 65 | You came back from a posting that broke others. Survival +1 (min Trained); 5 XP. |
| 66 | First Contact: you found something — or someone — that changed the maps for good. 5 XP; gain a frontier contact; Endurance becomes Advantage — if already Advantage or at a Disadvantage, gain 10 XP instead. |
Merchant§
Traders, cargo haulers, negotiators. Moving goods between worlds is the lifeblood of the Shore.
Entry Test: Social Standing · Term Roll: Social Standing Fixed Skills: Negotiate, System Operations, Network, Bureaucracy
| D66 | Result |
|---|---|
| 11 | A contract collapsed and took your savings, and your nerve, with it. Take 1 mental trauma — a deal gone catastrophically wrong. |
| 12 | A competitor ruined a deal out from under you; now you watch each other across every market. Take 1 mental trauma; gain a rival trader as a complicated contact. |
| 13 | A thousand hard bargains taught you exactly when to walk. Negotiate +1 (min Trained). |
| 14 | A warm manner closed sales colder operators lost. Charm +1 (min Trained). |
| 15 | Customs forms in a dozen jurisdictions held no mystery anymore. Bureaucracy +1 (min Trained). |
| 16 | You learned to read which goods weren't quite what the manifest claimed. Deceive +1 (min Trained). |
| 21 | Your contacts spanned every port on the route. Network +1 (min Trained). |
| 22 | Another season of haggling sharpened your edge. Negotiate +1 (min Trained). |
| 23 | You ferried your own cargo when no hauler would. Piloting +1 (min Trained). |
| 24 | Running a ship's logistics solo made you fluent in its systems. System Operations +1 (min Trained). |
| 25 | A reputation for fair dealing brought repeat business. Charm +1 (min Trained). |
| 26 | A tidy season's profit, reinvested in yourself. 5 XP. |
| 31 | Trade follows policy, and you learned to read the politics. Political Science +1 (min Trained). |
| 32 | You closed a deal others swore couldn't be done. Negotiate +1 (min Trained). |
| 33 | Your name opened doors in every market you touched. Network +1 (min Trained). |
| 34 | You mastered the tariffs and licenses that sink amateurs. Bureaucracy +1 (min Trained). |
| 35 | A steady run of profitable cargoes. 5 XP. |
| 36 | A major trading house put you on its books. Gain a trading house contact. |
| 41 | You learned to spot a lie across the bargaining table — and tell a few. Deceive +1 (min Trained). |
| 42 | Charm carried you where ledgers couldn't. Charm +1 (min Trained). |
| 43 | The art of the deal became second nature. Negotiate +1 (min Trained). |
| 44 | Coordinating fleet logistics became routine. System Operations +1 (min Trained). |
| 45 | A lucrative contract padded your accounts. 5 XP. |
| 46 | A trade ministry official came to owe you favors. Gain a government trade official as a contact. |
| 51 | Your network reached into every corner of the Shore. Network +1 (min Trained). |
| 52 | You flew your own routes when the margins demanded it. Piloting +1 (min Trained). |
| 53 | You closed the deal of the decade. Negotiate +1 (min Trained). |
| 54 | Reading buyers became as easy as reading a manifest. Psychology +1 (min Trained). |
| 55 | A blockbuster contract that paid in cash and reputation. Negotiate +1 (min Trained); 5 XP; Cr750. |
| 56 | Moving certain cargoes meant befriending certain people. Gain a crime syndicate contact. |
| 61 | You learned to trade ahead of the policy shifts. Political Science +1 (min Trained). |
| 62 | A reliable supplier became a friend and a steady source. Charm +1 (min Trained); gain a supplier or wholesaler as a contact. |
| 63 | Customs and licensing held no surprises. Bureaucracy +1 (min Trained). |
| 64 | A long, prosperous run of trade. 10 XP; Cr1000. |
| 65 | Your web of contacts paid dividends. Network +1 (min Trained); 5 XP. |
| 66 | Trade Empire: you built something that outlives a single voyage. 5 XP; Cr1500; gain an influential merchant as a contact; Social Standing becomes Advantage — if already Advantage or at a Disadvantage, gain 10 XP instead. |
Criminal§
Smugglers, thieves, hackers, enforcers, fixers. The Shore's underworld is as extensive as its law-abiding sectors.
Entry Test: Dexterity · Term Roll: Dexterity Fixed Skills: Deceive, Sneaking, Close Quarters, Network
| D66 | Result |
|---|---|
| 11 | A job went sideways and you took the worst of it. Take 1 physical trauma. |
| 12 | You got pinched and roughed up, and now a cop knows you on sight. Take 1 physical trauma; gain a law enforcement contact (they know your face). |
| 13 | You learned to move through a place like you were never there. Sneaking +1 (min Trained). |
| 14 | A good lie, delivered straight, became your best tool. Deceive +1 (min Trained). |
| 15 | Locked systems taught you their weaknesses. Cracking +1 (min Trained). |
| 16 | When talk failed, you learned to settle it up close. Close Quarters +1 (min Trained). |
| 21 | A botched score left a mark, but the crew that pulled you out adopted you. Take 1 physical trauma; gain a criminal contact. |
| 22 | Rooftop chases and quick exits kept you nimble. Athletics +1 (min Trained). |
| 23 | You perfected slipping in and out unseen. Sneaking +1 (min Trained). |
| 24 | A convincing con paid better than any heist. Deceive +1 (min Trained). |
| 25 | You learned which end of a gun to keep pointed away from you. Ranged Weapons +1 (min Trained). |
| 26 | A clean job, quietly done. 5 XP. |
| 31 | Your contacts in the underworld multiplied. Network +1 (min Trained). |
| 32 | You cracked a vault that was supposed to be uncrackable. Cracking +1 (min Trained). |
| 33 | A brawl in a back room taught you to finish fights fast. Close Quarters +1 (min Trained). |
| 34 | You smiled your way past people who should have stopped you. Charm +1 (min Trained). |
| 35 | A score that actually paid out. 5 XP; Cr500. |
| 36 | A syndicate took notice and offered work. Gain a criminal syndicate contact. |
| 41 | You became a ghost when the heat was on. Sneaking +1 (min Trained). |
| 42 | A flawless alibi kept you free. Deceive +1 (min Trained). |
| 43 | You learned to talk a mark into a worse deal than they knew. Negotiate +1 (min Trained). |
| 44 | Bypassing alarms taught you the guts of security systems. Electronics +1 (min Trained). |
| 45 | A job well planned and well paid. 5 XP. |
| 46 | You found an official whose silence had a price. Gain a corrupt official as a contact. |
| 51 | Quick hands and quicker feet kept you ahead of the law. Athletics +1 (min Trained). |
| 52 | You breezed through encryption that stopped lesser thieves. Cracking +1 (min Trained). |
| 53 | You moved unseen through places crawling with eyes. Sneaking +1 (min Trained). |
| 54 | A long con built on a lifetime of small lies. Deceive +1 (min Trained). |
| 55 | A close-quarters job that paid in skill and credits. Close Quarters +1 (min Trained); 5 XP. |
| 56 | You found someone who could move anything you stole. Gain a fence or black market dealer as a contact. |
| 61 | Your name carried weight in the right wrong circles. Network +1 (min Trained). |
| 62 | A shootout sharpened your aim and earned you a partner. Ranged Weapons +1 (min Trained); gain an underworld associate as a contact. |
| 63 | You became the one they called when a system had to fall. Cracking +1 (min Trained). |
| 64 | A long run of scores that never quite caught up with you. 10 XP; Cr1000. |
| 65 | You vanished from a job that should have caught you. Sneaking +1 (min Trained); 5 XP. |
| 66 | Infamous: your name became legend in the underworld. 5 XP; gain a powerful crime boss as a contact; Dexterity becomes Advantage — if already Advantage or at a Disadvantage, gain 10 XP instead. |
Medic§
Doctors, field surgeons, trauma specialists. Wherever Wanderers go, someone ends up needing a medic.
Entry Test: Education · Term Roll: Education Fixed Skills: Biology, Psychology, Chemistry, Survival
| D66 | Result |
|---|---|
| 11 | You lost one you should have saved, or made a choice you can't unmake. Take 1 mental trauma — losing a patient, a moral compromise, the weight of death. |
| 12 | You pulled someone back from the edge, and they never forgot it. Take 1 mental trauma; gain a patient-turned-friend as a contact. |
| 13 | Ward rounds and surgeries deepened your grasp of the body. Biology +1 (min Trained). |
| 14 | You learned which compounds heal and which kill. Chemistry +1 (min Trained). |
| 15 | Treating the wounded mind taught you as much as treating the body. Psychology +1 (min Trained). |
| 16 | You kept up with the journals to keep your patients alive. Research +1 (min Trained). |
| 21 | A run of hard cases sharpened your diagnostic eye. Biology +1 (min Trained). |
| 22 | Mixing your own treatments when supplies ran short. Chemistry +1 (min Trained). |
| 23 | You learned to repair the machines that keep patients breathing. Electronics +1 (min Trained). |
| 24 | Counseling the grieving became part of the work. Psychology +1 (min Trained). |
| 25 | You chased a diagnosis through every paper you could find. Research +1 (min Trained). |
| 26 | A quiet rotation left time to study. 5 XP. |
| 31 | Another tour treating the sick deepened your knowledge. Biology +1 (min Trained). |
| 32 | You learned to talk families through impossible choices. Negotiate +1 (min Trained). |
| 33 | You synthesized a treatment the supply chain couldn't deliver. Chemistry +1 (min Trained). |
| 34 | Hospital paperwork became second nature. Bureaucracy +1 (min Trained). |
| 35 | A well-run clinic posting. 5 XP. |
| 36 | A fellow physician became a trusted colleague. Gain a medical colleague as a contact. |
| 41 | Years of listening made you a sharp reader of pain. Psychology +1 (min Trained). |
| 42 | A demanding caseload made you a better physician. Biology +1 (min Trained). |
| 43 | You published findings from your own ward. Research +1 (min Trained). |
| 44 | You formulated a drug that saved lives. Chemistry +1 (min Trained). |
| 45 | A grateful institution and a small bonus. 5 XP. |
| 46 | A supplier kept your shelves stocked and stayed in touch. Gain a pharmaceutical or medical supply contact. |
| 51 | You maintained the trauma bay's machines yourself. Electronics +1 (min Trained). |
| 52 | A decade of medicine made the body an open book. Biology +1 (min Trained). |
| 53 | You became the one others sent the broken to. Psychology +1 (min Trained). |
| 54 | Your research changed how your colleagues practiced. Research +1 (min Trained). |
| 55 | A landmark case study and the recognition for it. Biology +1 (min Trained); 5 XP. |
| 56 | You served alongside soldiers or rescue crews and earned their trust. Gain a military or emergency services contact. |
| 61 | Locked medical records taught you to get into closed systems. Cracking +1 (min Trained). |
| 62 | A breakthrough formulation, and the administrator who championed it. Chemistry +1 (min Trained); gain a hospital administrator as a contact. |
| 63 | You became the physician others came to when they couldn't cope. Psychology +1 (min Trained). |
| 64 | A long, respected career in medicine. 10 XP. |
| 65 | Your published work made waves and earned a small prize. Research +1 (min Trained); 5 XP. |
| 66 | Renowned Healer: your name became one patients seek out across the Shore. 5 XP; gain an influential patient as a contact; Education becomes Advantage — if already Advantage or at a Disadvantage, gain 10 XP instead. |
Diplomat§
Political envoys, negotiators, and operators working between factions, worlds, and peoples.
Entry Test: Social Standing · Term Roll: Social Standing Fixed Skills: Negotiate, Bureaucracy, Political Science, Charm
| D66 | Result |
|---|---|
| 11 | Talks you brokered fell apart, and people died for it. Take 1 mental trauma — a negotiation that collapsed into catastrophe. |
| 12 | An adversary across the table bested you once; now you circle each other warily. Take 1 mental trauma; gain a former rival as a complicated contact. |
| 13 | A thousand careful conversations made you a master of the deal. Negotiate +1 (min Trained). |
| 14 | Treaties live and die in their fine print, and you learned to read it. Bureaucracy +1 (min Trained). |
| 15 | You came to understand power as a system, not a mystery. Political Science +1 (min Trained). |
| 16 | A warm word at the right moment opened a closed room. Charm +1 (min Trained). |
| 21 | Your web of contacts crossed every faction line. Network +1 (min Trained). |
| 22 | You closed an accord others called impossible. Negotiate +1 (min Trained). |
| 23 | Reading the people across the table became instinct. Psychology +1 (min Trained). |
| 24 | You learned the machinery of governments inside and out. Political Science +1 (min Trained). |
| 25 | A diplomat's truth is rarely the whole truth, and you mastered the rest. Deceive +1 (min Trained). |
| 26 | A quiet posting between crises. 5 XP. |
| 31 | Protocol and procedure became your fluent second language. Bureaucracy +1 (min Trained). |
| 32 | You charmed a hostile delegation into listening. Charm +1 (min Trained). |
| 33 | You learned to research a counterpart before ever meeting them. Research +1 (min Trained). |
| 34 | You traced how factions rise and fall. Political Science +1 (min Trained). |
| 35 | A successful mission and the credits to match. 5 XP. |
| 36 | A political faction came to count on you. Gain a political faction contact. |
| 41 | You brokered a deal that held. Negotiate +1 (min Trained). |
| 42 | You learned to read a room before anyone spoke. Psychology +1 (min Trained). |
| 43 | Your contacts reached into every chamber that mattered. Network +1 (min Trained). |
| 44 | You learned when the diplomatic answer was the dishonest one. Deceive +1 (min Trained). |
| 45 | A delicate mission, well rewarded. 5 XP. |
| 46 | A foreign government opened a private channel to you. Gain a foreign government contact. |
| 51 | You learned to lead a delegation, not just join one. Command +1 (min Trained). |
| 52 | You became a scholar of how power actually moves. Political Science +1 (min Trained). |
| 53 | You closed the agreement of a generation. Negotiate +1 (min Trained). |
| 54 | Even rivals admitted you were charming. Charm +1 (min Trained). |
| 55 | A landmark treaty and the recognition for it. Bureaucracy +1 (min Trained); 5 XP. |
| 56 | The press learned your name and your number. Gain a media contact. |
| 61 | You learned to do the homework that wins the room. Research +1 (min Trained). |
| 62 | A counterpart across the table became a confidant. Network +1 (min Trained); gain a foreign envoy as a contact. |
| 63 | You mastered the long game of factions and favors. Political Science +1 (min Trained). |
| 64 | A long, distinguished career in service of peace. 10 XP. |
| 65 | You brokered the deal everyone said couldn't be done. Negotiate +1 (min Trained); 5 XP. |
| 66 | Historic Agreement: you closed an accord the history books will remember. 5 XP; gain a head of state or faction leader as a contact; Social Standing becomes Advantage — if already Advantage or at a Disadvantage, gain 10 XP instead. |
Engineer§
Shipwrights, mechanics, systems operators. The people who keep the Shore's infrastructure running.
Entry Test: Intellect · Term Roll: Intellect Fixed Skills: Engineering, Mechanical, Electronics, Physics
| D66 | Result |
|---|---|
| 11 | Something failed under load and you were standing too close. Take 1 physical trauma — workshop accident, structural failure. |
| 12 | A near-disaster in the engine bay forged a bond with the crewmate beside you. Take 1 physical trauma; gain a colleague as a contact. |
| 13 | You learned to design systems that hold together under stress. Engineering +1 (min Trained). |
| 14 | Stripping and rebuilding machines became muscle memory. Mechanical +1 (min Trained). |
| 15 | You traced faults through circuits others called dead. Electronics +1 (min Trained). |
| 16 | The math behind the machines became your native tongue. Physics +1 (min Trained). |
| 21 | You ran the systems you helped build. System Operations +1 (min Trained). |
| 22 | A demanding refit taught you to engineer under pressure. Engineering +1 (min Trained). |
| 23 | You kept aging hardware alive past its rated life. Mechanical +1 (min Trained). |
| 24 | Handling reactor coolant made you handy with chemistry. Chemistry +1 (min Trained). |
| 25 | You rewired what the manuals said couldn't be rewired. Electronics +1 (min Trained). |
| 26 | A steady contract with time to learn. 5 XP. |
| 31 | A tricky problem drove you back to first principles. Physics +1 (min Trained). |
| 32 | You designed a fix that became standard practice. Engineering +1 (min Trained). |
| 33 | Running a whole facility's systems became routine. System Operations +1 (min Trained). |
| 34 | You fixed what others scrapped. Mechanical +1 (min Trained). |
| 35 | A well-paid contract. 5 XP. |
| 36 | A shipyard came to know your work. Gain a shipyard or installation contact. |
| 41 | You mastered the electronics that run everything. Electronics +1 (min Trained). |
| 42 | A landmark build cemented your reputation. Engineering +1 (min Trained). |
| 43 | Closed control systems taught you to break into them. Cracking +1 (min Trained). |
| 44 | A hard problem deepened your grasp of the physics. Physics +1 (min Trained). |
| 45 | A lucrative project. 5 XP. |
| 46 | A corporate engineering firm took notice. Gain a corporate engineering contact. |
| 51 | You could feel a fault in a machine before the gauges did. Mechanical +1 (min Trained). |
| 52 | You became the one they called when the wiring lied. Electronics +1 (min Trained). |
| 53 | A career-defining design carried your signature. Engineering +1 (min Trained). |
| 54 | You ran installations that couldn't afford to fail. System Operations +1 (min Trained). |
| 55 | A breakthrough build and the recognition for it. Engineering +1 (min Trained); 5 XP. |
| 56 | The military or a ministry came to you for technical work. Gain a military or government technical contact. |
| 61 | A cross-rating put you in a cockpit, and the systems made sense. Piloting +1 (min Trained). |
| 62 | The physics finally clicked, and the parts dealer who supplied you became a friend. Physics +1 (min Trained); gain a parts supplier as a contact. |
| 63 | You became the last word on failing electronics. Electronics +1 (min Trained). |
| 64 | A long, lucrative career building and fixing. 10 XP; Cr1000. |
| 65 | A design of yours became the new standard. Engineering +1 (min Trained); 5 XP. |
| 66 | Breakthrough Design: you built something that changed how the Shore runs. 5 XP; gain a major corporation or government as a patron; Intellect becomes Advantage — if already Advantage or at a Disadvantage, gain 10 XP instead. |
Enforcer§
Law enforcement, corporate security, bounty hunters.
Entry Test: Strength · Term Roll: Strength Fixed Skills: Ranged Weapons, Bureaucracy, Close Quarters, Command
| D66 | Result |
|---|---|
| 11 | A call went bad and you paid for it in blood. Take 1 physical trauma — line of duty injury. |
| 12 | You did something on the job you can't take back. Take 1 mental trauma — violence that crossed a line. |
| 13 | Range qualifications and real firefights made you deadly. Ranged Weapons +1 (min Trained). |
| 14 | You learned to take someone down without a weapon. Close Quarters +1 (min Trained). |
| 15 | Reports, warrants, and chain of custody became second nature. Bureaucracy +1 (min Trained). |
| 16 | You learned to plan a raid so nobody got hurt who didn't have to. Tactics +1 (min Trained). |
| 21 | Talking a suspect down beat fighting one. Negotiate +1 (min Trained). |
| 22 | Countless hours on the range honed your aim. Ranged Weapons +1 (min Trained). |
| 23 | Stakeouts taught you to stay unseen. Sneaking +1 (min Trained). |
| 24 | The paperwork never ended, and you mastered it. Bureaucracy +1 (min Trained). |
| 25 | Working a beat built you a web of informants. Network +1 (min Trained). |
| 26 | A quiet posting with steady pay. 5 XP. |
| 31 | You learned to read a lie and tell a useful one. Deceive +1 (min Trained). |
| 32 | A rough arrest taught you to control a struggle. Close Quarters +1 (min Trained). |
| 33 | You ran operations that went off without a hitch. Tactics +1 (min Trained). |
| 34 | Pulling locked records taught you to crack systems. Cracking +1 (min Trained). |
| 35 | A commendation and a small bonus. 5 XP. |
| 36 | A fellow officer became a reliable ally. Gain a law enforcement contact. |
| 41 | More live-fire situations than you'd like to remember. Ranged Weapons +1 (min Trained). |
| 42 | You learned every regulation that could make or break a case. Bureaucracy +1 (min Trained). |
| 43 | Your contacts on the street kept you ahead of trouble. Network +1 (min Trained). |
| 44 | You talked your way through standoffs. Negotiate +1 (min Trained). |
| 45 | A clean bust with a reward attached. 5 XP; Cr500. |
| 46 | A snitch on the inside started feeding you tips. Gain a criminal informant as a contact. |
| 51 | You learned to read what suspects wouldn't say. Psychology +1 (min Trained). |
| 52 | You planned the operation that brought down a ring. Tactics +1 (min Trained). |
| 53 | You became the marksman others called for. Ranged Weapons +1 (min Trained). |
| 54 | Hand-to-hand became reflex. Close Quarters +1 (min Trained). |
| 55 | An airtight case and a citation. Bureaucracy +1 (min Trained); 5 XP. |
| 56 | A judge or prosecutor came to trust your work. Gain a judicial or legal contact. |
| 61 | You earned the authority to lead, not just enforce. Command +1 (min Trained). |
| 62 | Private-sector work expanded your contacts. Network +1 (min Trained); gain a private-security contact. |
| 63 | You learned to defuse with words before force. Negotiate +1 (min Trained). |
| 64 | A long, decorated career on the line. 10 XP; Cr1000. |
| 65 | A landmark takedown, well rewarded. Ranged Weapons +1 (min Trained); 5 XP. |
| 66 | Decorated Service: you retired with medals and the ear of those in power. 5 XP; gain a high-ranking official as a contact; Strength becomes Advantage — if already Advantage or at a Disadvantage, gain 10 XP instead. |
Entertainer§
Performers, journalists, media personalities. In the Shore, information and entertainment are forms of power.
Entry Test: Endurance · Term Roll: Endurance Fixed Skills: Charm, Network, Deceive, Negotiate
| D66 | Result |
|---|---|
| 11 | A public flop, a savaged review, or a contract that bled you dry. Take 1 mental trauma — public humiliation, creative failure, exploitation. |
| 12 | The person who managed your career also took advantage of it. Take 1 mental trauma; gain a manager or agent as a complicated contact. |
| 13 | You learned to work a crowd until they loved you. Charm +1 (min Trained). |
| 14 | Every venue and promoter knew your name. Network +1 (min Trained). |
| 15 | The stage taught you to sell a story you didn't believe. Deceive +1 (min Trained). |
| 16 | Broadcasting your work made you fluent in the medium. Communications +1 (min Trained). |
| 21 | You learned to read what an audience wanted before they did. Psychology +1 (min Trained). |
| 22 | Performance after performance polished your presence. Charm +1 (min Trained). |
| 23 | You learned to haggle your own contracts. Negotiate +1 (min Trained). |
| 24 | Your circle of industry contacts widened. Network +1 (min Trained). |
| 25 | Covering current events taught you how power works. Political Science +1 (min Trained). |
| 26 | A profitable run of shows. 5 XP. |
| 31 | Chasing a story taught you to dig for facts. Research +1 (min Trained). |
| 32 | You could win over a hostile room in minutes. Charm +1 (min Trained). |
| 33 | You learned to spin a narrative to order. Deceive +1 (min Trained). |
| 34 | Your name opened doors across the industry. Network +1 (min Trained). |
| 35 | A well-paid engagement. 5 XP. |
| 36 | A fellow performer became a friend and collaborator. Gain a fellow entertainer as a contact. |
| 41 | You learned to read a crowd's mood like a script. Psychology +1 (min Trained). |
| 42 | Your charm became your signature. Charm +1 (min Trained). |
| 43 | You mastered the broadcast booth. Communications +1 (min Trained). |
| 44 | Your contacts reached into every studio that mattered. Network +1 (min Trained). |
| 45 | A lucrative season. 5 XP. |
| 46 | A wealthy admirer became your patron. Gain a wealthy patron as a contact; Cr500. |
| 51 | You learned to negotiate top billing. Negotiate +1 (min Trained). |
| 52 | Covering politics made you a shrewd reader of power. Political Science +1 (min Trained). |
| 53 | A breakout performance won you a following. Charm +1 (min Trained). |
| 54 | You knew exactly what your audience needed to feel. Psychology +1 (min Trained). |
| 55 | A hit run and the connections it brought. Network +1 (min Trained); 5 XP. |
| 56 | A media corporation came calling. Gain a media corporation contact. |
| 61 | You learned to sell any story, true or not. Deceive +1 (min Trained). |
| 62 | A signature performance, and the promoter who made it happen. Charm +1 (min Trained); gain an industry contact (agent, promoter, or venue). |
| 63 | You became a familiar voice in every home. Communications +1 (min Trained). |
| 64 | A long, lucrative career in the spotlight. 10 XP; Cr1000. |
| 65 | Your name became a draw in its own right. Network +1 (min Trained); 5 XP. |
| 66 | Famous: your face is known across the Shore. 5 XP; gain a powerful fan or celebrity contact; Social Standing becomes Advantage — if already Advantage or at a Disadvantage, gain 10 XP instead. |
Agent§
Intelligence operatives, corporate spies, information brokers.
Entry Test: Intellect · Term Roll: Intellect Fixed Skills: Deceive, Cracking, Sneaking, Communications
| D66 | Result |
|---|---|
| 11 | An operation succeeded, but it took something out of you that didn't come back. Take 1 mental trauma — a mission that cost too much. |
| 12 | An extraction went bad, but the handler who ran you stayed loyal. Take 1 physical trauma; gain a handler as a contact. |
| 13 | A lifetime of false identities made lying effortless. Deceive +1 (min Trained). |
| 14 | You learned to peel open any system that held a secret. Cracking +1 (min Trained). |
| 15 | Tailing marks and slipping surveillance became instinct. Sneaking +1 (min Trained). |
| 16 | You mastered the dead drops and coded channels of the trade. Communications +1 (min Trained). |
| 21 | An operation unraveled and your face got out; now someone is hunting you. Take 1 mental trauma; your cover was blown — gain an enemy as a contact. |
| 22 | Working sources built you a web that spanned borders. Network +1 (min Trained). |
| 23 | Another assignment under a stolen name. Deceive +1 (min Trained). |
| 24 | You learned to plant and find bugs others never saw. Electronics +1 (min Trained). |
| 25 | You moved through guarded places like a rumor. Sneaking +1 (min Trained). |
| 26 | A clean op, quietly filed. 5 XP. |
| 31 | You learned to read a mark's tells and turn them. Psychology +1 (min Trained). |
| 32 | You broke an encryption that was supposed to be unbreakable. Cracking +1 (min Trained). |
| 33 | You ran the systems of facilities you'd infiltrated. System Operations +1 (min Trained). |
| 34 | A deep-cover stint made deception second nature. Deceive +1 (min Trained). |
| 35 | A successful operation, off the books. 5 XP. |
| 36 | A fellow operative became a trusted contact. Gain an intelligence contact. |
| 41 | Your sources reached into hostile territory. Network +1 (min Trained). |
| 42 | Wet-work training put a sidearm in your hands. Ranged Weapons +1 (min Trained). |
| 43 | You came and went without a trace. Sneaking +1 (min Trained). |
| 44 | You learned the surveillance gear inside and out. Electronics +1 (min Trained). |
| 45 | A delicate mission, well rewarded. 5 XP. |
| 46 | You turned an asset in a rival service. Gain a foreign intelligence contact. |
| 51 | You became the one they sent for the impossible breach. Cracking +1 (min Trained). |
| 52 | A close call taught you to fight your way out. Close Quarters +1 (min Trained). |
| 53 | A career of cover identities made you a master of the lie. Deceive +1 (min Trained). |
| 54 | You learned to read people down to the flinch. Psychology +1 (min Trained). |
| 55 | A flawless infiltration and the credits for it. Sneaking +1 (min Trained); 5 XP. |
| 56 | Working the gray markets earned you an underworld source. Gain a criminal underworld contact. |
| 61 | You mastered the channels that carry secrets. Communications +1 (min Trained). |
| 62 | A source deep inside became your most valuable asset. Network +1 (min Trained); gain a covert source as a contact. |
| 63 | You became the breach others couldn't manage. Cracking +1 (min Trained). |
| 64 | A long, shadowed career few will ever know about. 10 XP. |
| 65 | A masterwork of deception, never exposed. Deceive +1 (min Trained); 5 XP. |
| 66 | Deep Cover: you ran an operation that reshaped the board, and walked away clean. 5 XP; gain a high-value intelligence contact; Intellect becomes Advantage — if already Advantage or at a Disadvantage, gain 10 XP instead. |