Playtest Alpha— unfinished and still changing.
Part IV — Careers in Detail

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§

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:

CareerEntry TestFixed SkillsTerm Roll
MilitaryStrengthRanged Weapons, Survival, Close Quarters, TacticsStrength
AcademicEducationResearch, Psychology, Physics, Political ScienceEducation
DrifterDexteritySurvival, Sneaking, Driving, NetworkDexterity
ScoutEnduranceSurvival, Piloting, Sneaking, CommunicationsEndurance
MerchantSocial StandingNegotiate, System Operations, Network, BureaucracySocial Standing
CriminalDexterityDeceive, Sneaking, Close Quarters, NetworkDexterity
MedicEducationBiology, Psychology, Chemistry, SurvivalEducation
DiplomatSocial StandingNegotiate, Bureaucracy, Political Science, CharmSocial Standing
EngineerIntellectEngineering, Mechanical, Electronics, PhysicsIntellect
EnforcerStrengthRanged Weapons, Bureaucracy, Close Quarters, CommandStrength
EntertainerEnduranceCharm, Network, Deceive, NegotiateEndurance
AgentIntellectDeceive, Cracking, Sneaking, CommunicationsIntellect

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

D66Result
11A firefight went the wrong way and you were carried out of it. Take 1 physical trauma.
12You came home from a deployment that no one else came home from, and it still rides you. Take 1 mental trauma.
13Endless live-fire drills burned the rifle into your hands. Ranged Weapons +1 (min Trained).
14A boarding action turned into knife-work in the dark. Close Quarters +1 (min Trained).
15Six weeks dug into a frozen ridgeline taught you to stay alive on nothing. Survival +1 (min Trained).
16You read a battle a half-step ahead of the enemy and lived to brief it. Tactics +1 (min Trained).
21Shrapnel 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.
22You were the one they handed the heavy gun to when things got loud. Heavy Weapons +1 (min Trained).
23A demolitions tour left you comfortable around things that go bang. Explosives +1 (min Trained).
24Range time, range time, and more range time. Ranged Weapons +1 (min Trained).
25Long-range patrols taught you to move without being seen. Sneaking +1 (min Trained).
26A quiet posting left time for self-study and a little extra pay. 5 XP.
31Forced marches and obstacle courses left you harder than you started. Athletics +1 (min Trained).
32You ran the drones and turret systems while others slept. Remote Weapons +1 (min Trained).
33A brutal stint in trench-clearing made hand-to-hand second nature. Close Quarters +1 (min Trained).
34Somebody had to get the transport through the kill-zone, and that was you. Driving +1 (min Trained).
35An uneventful garrison rotation, but the lessons added up. 5 XP.
36You and another grunt watched each other's backs long enough to become family. Gain a fellow veteran as a contact.
41You started calling the shots when the sergeant went down. Tactics +1 (min Trained).
42The crew-served weapon became your responsibility, and you mastered it. Heavy Weapons +1 (min Trained).
43More rounds downrange than you can count. Ranged Weapons +1 (min Trained).
44You learned to breach a sealed bulkhead the loud way. Explosives +1 (min Trained).
45A commendation came with a small bonus and bigger expectations. 5 XP.
46The officer who led you trusts you now, and that opens doors. Gain a commanding officer as a contact.
51A cross-training rotation put you in a cockpit and you took to it. Piloting +1 (min Trained).
52You were handed a squad and learned to make people follow. Command +1 (min Trained).
53A grinding urban campaign sharpened your close-in fighting. Close Quarters +1 (min Trained).
54You wrote the plan that won the engagement. Tactics +1 (min Trained).
55A marksmanship award and a citation, both well earned. Ranged Weapons +1 (min Trained); 5 XP.
56Procuring gear off the books taught you who to call. Gain a black market contact.
61You earned the loyalty of someone who'd take a round for you. Command +1 (min Trained); gain a subordinate as a contact.
62You hauled the big guns and befriended the one who kept you supplied. Heavy Weapons +1 (min Trained); gain a quartermaster or supply contact.
63A field promotion forced you to lead, and you grew into it. Command +1 (min Trained).
64A long, demanding tour with little to show but everything learned. 10 XP.
65You devised the maneuver that turned the battle and got noticed for it. Tactics +1 (min Trained); 5 XP.
66Commendation: 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

D66Result
11Years 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.
12A 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.
13A cross-disciplinary project pulled you deep into living systems. Biology +1 (min Trained).
14Long nights at the bench left you fluent in reactions and reagents. Chemistry +1 (min Trained).
15You chased a problem all the way down to first principles. Physics +1 (min Trained).
16You learned to find the one true source buried under a thousand false ones. Research +1 (min Trained).
21Studying how minds work became its own obsession. Psychology +1 (min Trained).
22Mapping who holds power, and how, became second nature. Political Science +1 (min Trained).
23A field season among strange organisms expanded what you know of life. Biology +1 (min Trained).
24You had to fix your own instruments when funding ran dry. Electronics +1 (min Trained).
25Another paper, another mountain of sources combed through. Research +1 (min Trained).
26A modest grant and a quiet term to think. 5 XP.
31You synthesized something the lab had been chasing for years. Chemistry +1 (min Trained).
32A theory you'd doubted finally clicked into place. Physics +1 (min Trained).
33Navigating the institution's politics taught you its paperwork cold. Bureaucracy +1 (min Trained).
34Collaborating across light-years made you fluent in long-range comms. Communications +1 (min Trained).
35A sabbatical spent reading widely paid off. 5 XP.
36A colleague in the next lab became a lifelong sounding board. Gain a fellow researcher as a contact.
41Fieldwork among alien ecosystems deepened your grasp of life. Biology +1 (min Trained).
42You learned to dig until the truth surfaced, however deep. Research +1 (min Trained).
43Studying trauma and behavior sharpened your read on people. Psychology +1 (min Trained).
44You traced how a single decision rippled through whole governments. Political Science +1 (min Trained).
45A well-received publication and the stipend that followed. 5 XP.
46Your work caught the eye of a university or research body. Gain an institutional contact (university, research body).
51A breakthrough in your specialty rewrote a chapter of the field. Physics +1 (min Trained).
52You isolated a compound nobody thought stable. Chemistry +1 (min Trained).
53Conferences and collaborations built you a web of peers. Network +1 (min Trained).
54You became the person others came to when they couldn't find the source. Research +1 (min Trained).
55A landmark study, and the funding that comes with attention. Biology +1 (min Trained); 5 XP.
56A corporation or ministry started writing the checks. Gain a corporate or government patron as a contact.
61Locked archives taught you to get into systems that weren't meant for you. Cracking +1 (min Trained).
62A 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.
63Your name became a citation others build careers on. Research +1 (min Trained).
64A long, productive tenure with little drama and much learned. 10 XP.
65A paper on the mind that made waves and earned a small prize. Psychology +1 (min Trained); 5 XP.
66Breakthrough: 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

D66Result
11You slept rough in the wrong place and woke up worse for it. Take 1 physical trauma.
12A 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.
13You learned to slip past the people who'd rather you didn't exist. Sneaking +1 (min Trained).
14Going hungry enough times taught you how never to again. Survival +1 (min Trained).
15Talking your way into a meal became a daily art. Charm +1 (min Trained).
16You kept a dying machine running because you had no choice. Mechanical +1 (min Trained).
21Outrunning trouble on foot kept you in shape. Athletics +1 (min Trained).
22A good story told well got you out of more than one corner. Deceive +1 (min Trained).
23You haggled for everything, because everything had a price. Negotiate +1 (min Trained).
24Another stretch in the wild with nothing but your wits. Survival +1 (min Trained).
25You wheeled half-broken rigs across half the Shore. Driving +1 (min Trained).
26An odd job paid better than expected. 5 XP.
31A locked door is only a suggestion if you know the trick. Cracking +1 (min Trained).
32Charm got you a couch to sleep on more nights than not. Charm +1 (min Trained).
33Scavenging parts taught you how things come apart and back together. Mechanical +1 (min Trained).
34You built a web of people who owed you favors. Network +1 (min Trained).
35A lucky score left you a little ahead. 5 XP.
36You befriended someone from a world you'd never have crossed otherwise. Gain a contact from an unexpected walk of life (player's choice).
41Moving unseen kept you fed and free. Sneaking +1 (min Trained).
42You read the land like a map of where to find your next meal. Survival +1 (min Trained).
43A convincing lie at the right moment saved your skin. Deceive +1 (min Trained).
44Foraging taught you which things heal and which kill. Biology +1 (min Trained).
45You cleaned the score and walked away with cash in hand. 5 XP; Cr500.
46A crook took a liking to you, for better or worse. Gain a criminal contact.
51You hitched a ride in a cockpit and picked up the basics. Piloting +1 (min Trained).
52You learned exactly how much a thing was worth, and to whom. Negotiate +1 (min Trained).
53A smile and a story opened doors money couldn't. Charm +1 (min Trained).
54You kept a junker alive past all reason. Mechanical +1 (min Trained).
55A long con paid off and left you sharper. Sneaking +1 (min Trained); 5 XP.
56A trader on a regular route started counting on you. Gain a merchant or trader as a contact.
61You taught yourself to run the consoles others paid to operate. System Operations +1 (min Trained).
62Another rootless soul became a partner on the road. Network +1 (min Trained); gain a fellow drifter as a contact.
63You talked your way out of a corner that should have closed on you. Deceive +1 (min Trained).
64Years of scraping by added up to hard-won savvy. 10 XP.
65You survived a stretch that should have killed you, and learned from it. Survival +1 (min Trained); 5 XP.
66Against 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

D66Result
11A survey went wrong on a world that didn't want you there. Take 1 physical trauma — accident or hostile environment.
12A near-fatal landing left scars, but your wingmate dragged you clear. Take 1 physical trauma; gain a fellow scout as a contact.
13Months alone on unmapped ground taught you to live off it. Survival +1 (min Trained).
14You threaded a scout ship through hazards no chart warned of. Piloting +1 (min Trained).
15Cataloging alien life became your specialty. Biology +1 (min Trained).
16Mapping jump routes meant living and breathing the physics of space. Physics +1 (min Trained).
21You crossed broken terrain in rovers that should have quit. Driving +1 (min Trained).
22Another season on a hostile world, another lesson in staying alive. Survival +1 (min Trained).
23You learned to scout ahead and report what mattered. Recon +1 (min Trained).
24Sampling strange atmospheres made you handy with chemistry. Chemistry +1 (min Trained).
25Relaying findings across vast distances honed your comms work. Communications +1 (min Trained).
26A quiet survey leg left time to study. 5 XP.
31You documented an ecosystem no one had named. Biology +1 (min Trained).
32Hard flying through asteroid belts sharpened your hands. Piloting +1 (min Trained).
33Calculating safe jumps became instinct. Physics +1 (min Trained).
34You weathered a stranding that tested everything you knew. Survival +1 (min Trained).
35A clean survey contract paid in knowledge as well as credits. 5 XP.
36A military liaison came to value your reports. Gain a military contact.
41You learned to assemble findings into something the labs could use. Research +1 (min Trained).
42Long overland treks made you a confident driver anywhere. Driving +1 (min Trained).
43A new world's biosphere became your case study. Biology +1 (min Trained).
44You ran a ship's systems solo for months on end. System Operations +1 (min Trained).
45A survey bonus and a reputation for thoroughness. 5 XP.
46A research institution started funding your expeditions. Gain a scientific institution as a contact; Cr500.
51Charting hyperbolic paths made you fluent in the hard math. Physics +1 (min Trained).
52You earned a name as the pilot who comes back. Piloting +1 (min Trained).
53You outlasted a world that tried to kill you slowly. Survival +1 (min Trained).
54Keeping sensors and arrays running fell to you. Electronics +1 (min Trained).
55A landmark survey of a living world, and the recognition for it. Biology +1 (min Trained); 5 XP.
56A frontier settlement came to trust your word. Gain a frontier colony as a contact.
61Reading exotic atmospheres made you a capable chemist. Chemistry +1 (min Trained).
62You 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.
63More hours at the stick than most pilots log in a lifetime. Piloting +1 (min Trained).
64A long career on the edge of the maps, and everything it taught. 10 XP.
65You came back from a posting that broke others. Survival +1 (min Trained); 5 XP.
66First 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

D66Result
11A contract collapsed and took your savings, and your nerve, with it. Take 1 mental trauma — a deal gone catastrophically wrong.
12A 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.
13A thousand hard bargains taught you exactly when to walk. Negotiate +1 (min Trained).
14A warm manner closed sales colder operators lost. Charm +1 (min Trained).
15Customs forms in a dozen jurisdictions held no mystery anymore. Bureaucracy +1 (min Trained).
16You learned to read which goods weren't quite what the manifest claimed. Deceive +1 (min Trained).
21Your contacts spanned every port on the route. Network +1 (min Trained).
22Another season of haggling sharpened your edge. Negotiate +1 (min Trained).
23You ferried your own cargo when no hauler would. Piloting +1 (min Trained).
24Running a ship's logistics solo made you fluent in its systems. System Operations +1 (min Trained).
25A reputation for fair dealing brought repeat business. Charm +1 (min Trained).
26A tidy season's profit, reinvested in yourself. 5 XP.
31Trade follows policy, and you learned to read the politics. Political Science +1 (min Trained).
32You closed a deal others swore couldn't be done. Negotiate +1 (min Trained).
33Your name opened doors in every market you touched. Network +1 (min Trained).
34You mastered the tariffs and licenses that sink amateurs. Bureaucracy +1 (min Trained).
35A steady run of profitable cargoes. 5 XP.
36A major trading house put you on its books. Gain a trading house contact.
41You learned to spot a lie across the bargaining table — and tell a few. Deceive +1 (min Trained).
42Charm carried you where ledgers couldn't. Charm +1 (min Trained).
43The art of the deal became second nature. Negotiate +1 (min Trained).
44Coordinating fleet logistics became routine. System Operations +1 (min Trained).
45A lucrative contract padded your accounts. 5 XP.
46A trade ministry official came to owe you favors. Gain a government trade official as a contact.
51Your network reached into every corner of the Shore. Network +1 (min Trained).
52You flew your own routes when the margins demanded it. Piloting +1 (min Trained).
53You closed the deal of the decade. Negotiate +1 (min Trained).
54Reading buyers became as easy as reading a manifest. Psychology +1 (min Trained).
55A blockbuster contract that paid in cash and reputation. Negotiate +1 (min Trained); 5 XP; Cr750.
56Moving certain cargoes meant befriending certain people. Gain a crime syndicate contact.
61You learned to trade ahead of the policy shifts. Political Science +1 (min Trained).
62A reliable supplier became a friend and a steady source. Charm +1 (min Trained); gain a supplier or wholesaler as a contact.
63Customs and licensing held no surprises. Bureaucracy +1 (min Trained).
64A long, prosperous run of trade. 10 XP; Cr1000.
65Your web of contacts paid dividends. Network +1 (min Trained); 5 XP.
66Trade 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

D66Result
11A job went sideways and you took the worst of it. Take 1 physical trauma.
12You 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).
13You learned to move through a place like you were never there. Sneaking +1 (min Trained).
14A good lie, delivered straight, became your best tool. Deceive +1 (min Trained).
15Locked systems taught you their weaknesses. Cracking +1 (min Trained).
16When talk failed, you learned to settle it up close. Close Quarters +1 (min Trained).
21A botched score left a mark, but the crew that pulled you out adopted you. Take 1 physical trauma; gain a criminal contact.
22Rooftop chases and quick exits kept you nimble. Athletics +1 (min Trained).
23You perfected slipping in and out unseen. Sneaking +1 (min Trained).
24A convincing con paid better than any heist. Deceive +1 (min Trained).
25You learned which end of a gun to keep pointed away from you. Ranged Weapons +1 (min Trained).
26A clean job, quietly done. 5 XP.
31Your contacts in the underworld multiplied. Network +1 (min Trained).
32You cracked a vault that was supposed to be uncrackable. Cracking +1 (min Trained).
33A brawl in a back room taught you to finish fights fast. Close Quarters +1 (min Trained).
34You smiled your way past people who should have stopped you. Charm +1 (min Trained).
35A score that actually paid out. 5 XP; Cr500.
36A syndicate took notice and offered work. Gain a criminal syndicate contact.
41You became a ghost when the heat was on. Sneaking +1 (min Trained).
42A flawless alibi kept you free. Deceive +1 (min Trained).
43You learned to talk a mark into a worse deal than they knew. Negotiate +1 (min Trained).
44Bypassing alarms taught you the guts of security systems. Electronics +1 (min Trained).
45A job well planned and well paid. 5 XP.
46You found an official whose silence had a price. Gain a corrupt official as a contact.
51Quick hands and quicker feet kept you ahead of the law. Athletics +1 (min Trained).
52You breezed through encryption that stopped lesser thieves. Cracking +1 (min Trained).
53You moved unseen through places crawling with eyes. Sneaking +1 (min Trained).
54A long con built on a lifetime of small lies. Deceive +1 (min Trained).
55A close-quarters job that paid in skill and credits. Close Quarters +1 (min Trained); 5 XP.
56You found someone who could move anything you stole. Gain a fence or black market dealer as a contact.
61Your name carried weight in the right wrong circles. Network +1 (min Trained).
62A shootout sharpened your aim and earned you a partner. Ranged Weapons +1 (min Trained); gain an underworld associate as a contact.
63You became the one they called when a system had to fall. Cracking +1 (min Trained).
64A long run of scores that never quite caught up with you. 10 XP; Cr1000.
65You vanished from a job that should have caught you. Sneaking +1 (min Trained); 5 XP.
66Infamous: 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

D66Result
11You 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.
12You pulled someone back from the edge, and they never forgot it. Take 1 mental trauma; gain a patient-turned-friend as a contact.
13Ward rounds and surgeries deepened your grasp of the body. Biology +1 (min Trained).
14You learned which compounds heal and which kill. Chemistry +1 (min Trained).
15Treating the wounded mind taught you as much as treating the body. Psychology +1 (min Trained).
16You kept up with the journals to keep your patients alive. Research +1 (min Trained).
21A run of hard cases sharpened your diagnostic eye. Biology +1 (min Trained).
22Mixing your own treatments when supplies ran short. Chemistry +1 (min Trained).
23You learned to repair the machines that keep patients breathing. Electronics +1 (min Trained).
24Counseling the grieving became part of the work. Psychology +1 (min Trained).
25You chased a diagnosis through every paper you could find. Research +1 (min Trained).
26A quiet rotation left time to study. 5 XP.
31Another tour treating the sick deepened your knowledge. Biology +1 (min Trained).
32You learned to talk families through impossible choices. Negotiate +1 (min Trained).
33You synthesized a treatment the supply chain couldn't deliver. Chemistry +1 (min Trained).
34Hospital paperwork became second nature. Bureaucracy +1 (min Trained).
35A well-run clinic posting. 5 XP.
36A fellow physician became a trusted colleague. Gain a medical colleague as a contact.
41Years of listening made you a sharp reader of pain. Psychology +1 (min Trained).
42A demanding caseload made you a better physician. Biology +1 (min Trained).
43You published findings from your own ward. Research +1 (min Trained).
44You formulated a drug that saved lives. Chemistry +1 (min Trained).
45A grateful institution and a small bonus. 5 XP.
46A supplier kept your shelves stocked and stayed in touch. Gain a pharmaceutical or medical supply contact.
51You maintained the trauma bay's machines yourself. Electronics +1 (min Trained).
52A decade of medicine made the body an open book. Biology +1 (min Trained).
53You became the one others sent the broken to. Psychology +1 (min Trained).
54Your research changed how your colleagues practiced. Research +1 (min Trained).
55A landmark case study and the recognition for it. Biology +1 (min Trained); 5 XP.
56You served alongside soldiers or rescue crews and earned their trust. Gain a military or emergency services contact.
61Locked medical records taught you to get into closed systems. Cracking +1 (min Trained).
62A breakthrough formulation, and the administrator who championed it. Chemistry +1 (min Trained); gain a hospital administrator as a contact.
63You became the physician others came to when they couldn't cope. Psychology +1 (min Trained).
64A long, respected career in medicine. 10 XP.
65Your published work made waves and earned a small prize. Research +1 (min Trained); 5 XP.
66Renowned 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

D66Result
11Talks you brokered fell apart, and people died for it. Take 1 mental trauma — a negotiation that collapsed into catastrophe.
12An 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.
13A thousand careful conversations made you a master of the deal. Negotiate +1 (min Trained).
14Treaties live and die in their fine print, and you learned to read it. Bureaucracy +1 (min Trained).
15You came to understand power as a system, not a mystery. Political Science +1 (min Trained).
16A warm word at the right moment opened a closed room. Charm +1 (min Trained).
21Your web of contacts crossed every faction line. Network +1 (min Trained).
22You closed an accord others called impossible. Negotiate +1 (min Trained).
23Reading the people across the table became instinct. Psychology +1 (min Trained).
24You learned the machinery of governments inside and out. Political Science +1 (min Trained).
25A diplomat's truth is rarely the whole truth, and you mastered the rest. Deceive +1 (min Trained).
26A quiet posting between crises. 5 XP.
31Protocol and procedure became your fluent second language. Bureaucracy +1 (min Trained).
32You charmed a hostile delegation into listening. Charm +1 (min Trained).
33You learned to research a counterpart before ever meeting them. Research +1 (min Trained).
34You traced how factions rise and fall. Political Science +1 (min Trained).
35A successful mission and the credits to match. 5 XP.
36A political faction came to count on you. Gain a political faction contact.
41You brokered a deal that held. Negotiate +1 (min Trained).
42You learned to read a room before anyone spoke. Psychology +1 (min Trained).
43Your contacts reached into every chamber that mattered. Network +1 (min Trained).
44You learned when the diplomatic answer was the dishonest one. Deceive +1 (min Trained).
45A delicate mission, well rewarded. 5 XP.
46A foreign government opened a private channel to you. Gain a foreign government contact.
51You learned to lead a delegation, not just join one. Command +1 (min Trained).
52You became a scholar of how power actually moves. Political Science +1 (min Trained).
53You closed the agreement of a generation. Negotiate +1 (min Trained).
54Even rivals admitted you were charming. Charm +1 (min Trained).
55A landmark treaty and the recognition for it. Bureaucracy +1 (min Trained); 5 XP.
56The press learned your name and your number. Gain a media contact.
61You learned to do the homework that wins the room. Research +1 (min Trained).
62A counterpart across the table became a confidant. Network +1 (min Trained); gain a foreign envoy as a contact.
63You mastered the long game of factions and favors. Political Science +1 (min Trained).
64A long, distinguished career in service of peace. 10 XP.
65You brokered the deal everyone said couldn't be done. Negotiate +1 (min Trained); 5 XP.
66Historic 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

D66Result
11Something failed under load and you were standing too close. Take 1 physical trauma — workshop accident, structural failure.
12A near-disaster in the engine bay forged a bond with the crewmate beside you. Take 1 physical trauma; gain a colleague as a contact.
13You learned to design systems that hold together under stress. Engineering +1 (min Trained).
14Stripping and rebuilding machines became muscle memory. Mechanical +1 (min Trained).
15You traced faults through circuits others called dead. Electronics +1 (min Trained).
16The math behind the machines became your native tongue. Physics +1 (min Trained).
21You ran the systems you helped build. System Operations +1 (min Trained).
22A demanding refit taught you to engineer under pressure. Engineering +1 (min Trained).
23You kept aging hardware alive past its rated life. Mechanical +1 (min Trained).
24Handling reactor coolant made you handy with chemistry. Chemistry +1 (min Trained).
25You rewired what the manuals said couldn't be rewired. Electronics +1 (min Trained).
26A steady contract with time to learn. 5 XP.
31A tricky problem drove you back to first principles. Physics +1 (min Trained).
32You designed a fix that became standard practice. Engineering +1 (min Trained).
33Running a whole facility's systems became routine. System Operations +1 (min Trained).
34You fixed what others scrapped. Mechanical +1 (min Trained).
35A well-paid contract. 5 XP.
36A shipyard came to know your work. Gain a shipyard or installation contact.
41You mastered the electronics that run everything. Electronics +1 (min Trained).
42A landmark build cemented your reputation. Engineering +1 (min Trained).
43Closed control systems taught you to break into them. Cracking +1 (min Trained).
44A hard problem deepened your grasp of the physics. Physics +1 (min Trained).
45A lucrative project. 5 XP.
46A corporate engineering firm took notice. Gain a corporate engineering contact.
51You could feel a fault in a machine before the gauges did. Mechanical +1 (min Trained).
52You became the one they called when the wiring lied. Electronics +1 (min Trained).
53A career-defining design carried your signature. Engineering +1 (min Trained).
54You ran installations that couldn't afford to fail. System Operations +1 (min Trained).
55A breakthrough build and the recognition for it. Engineering +1 (min Trained); 5 XP.
56The military or a ministry came to you for technical work. Gain a military or government technical contact.
61A cross-rating put you in a cockpit, and the systems made sense. Piloting +1 (min Trained).
62The physics finally clicked, and the parts dealer who supplied you became a friend. Physics +1 (min Trained); gain a parts supplier as a contact.
63You became the last word on failing electronics. Electronics +1 (min Trained).
64A long, lucrative career building and fixing. 10 XP; Cr1000.
65A design of yours became the new standard. Engineering +1 (min Trained); 5 XP.
66Breakthrough 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

D66Result
11A call went bad and you paid for it in blood. Take 1 physical trauma — line of duty injury.
12You did something on the job you can't take back. Take 1 mental trauma — violence that crossed a line.
13Range qualifications and real firefights made you deadly. Ranged Weapons +1 (min Trained).
14You learned to take someone down without a weapon. Close Quarters +1 (min Trained).
15Reports, warrants, and chain of custody became second nature. Bureaucracy +1 (min Trained).
16You learned to plan a raid so nobody got hurt who didn't have to. Tactics +1 (min Trained).
21Talking a suspect down beat fighting one. Negotiate +1 (min Trained).
22Countless hours on the range honed your aim. Ranged Weapons +1 (min Trained).
23Stakeouts taught you to stay unseen. Sneaking +1 (min Trained).
24The paperwork never ended, and you mastered it. Bureaucracy +1 (min Trained).
25Working a beat built you a web of informants. Network +1 (min Trained).
26A quiet posting with steady pay. 5 XP.
31You learned to read a lie and tell a useful one. Deceive +1 (min Trained).
32A rough arrest taught you to control a struggle. Close Quarters +1 (min Trained).
33You ran operations that went off without a hitch. Tactics +1 (min Trained).
34Pulling locked records taught you to crack systems. Cracking +1 (min Trained).
35A commendation and a small bonus. 5 XP.
36A fellow officer became a reliable ally. Gain a law enforcement contact.
41More live-fire situations than you'd like to remember. Ranged Weapons +1 (min Trained).
42You learned every regulation that could make or break a case. Bureaucracy +1 (min Trained).
43Your contacts on the street kept you ahead of trouble. Network +1 (min Trained).
44You talked your way through standoffs. Negotiate +1 (min Trained).
45A clean bust with a reward attached. 5 XP; Cr500.
46A snitch on the inside started feeding you tips. Gain a criminal informant as a contact.
51You learned to read what suspects wouldn't say. Psychology +1 (min Trained).
52You planned the operation that brought down a ring. Tactics +1 (min Trained).
53You became the marksman others called for. Ranged Weapons +1 (min Trained).
54Hand-to-hand became reflex. Close Quarters +1 (min Trained).
55An airtight case and a citation. Bureaucracy +1 (min Trained); 5 XP.
56A judge or prosecutor came to trust your work. Gain a judicial or legal contact.
61You earned the authority to lead, not just enforce. Command +1 (min Trained).
62Private-sector work expanded your contacts. Network +1 (min Trained); gain a private-security contact.
63You learned to defuse with words before force. Negotiate +1 (min Trained).
64A long, decorated career on the line. 10 XP; Cr1000.
65A landmark takedown, well rewarded. Ranged Weapons +1 (min Trained); 5 XP.
66Decorated 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

D66Result
11A public flop, a savaged review, or a contract that bled you dry. Take 1 mental trauma — public humiliation, creative failure, exploitation.
12The person who managed your career also took advantage of it. Take 1 mental trauma; gain a manager or agent as a complicated contact.
13You learned to work a crowd until they loved you. Charm +1 (min Trained).
14Every venue and promoter knew your name. Network +1 (min Trained).
15The stage taught you to sell a story you didn't believe. Deceive +1 (min Trained).
16Broadcasting your work made you fluent in the medium. Communications +1 (min Trained).
21You learned to read what an audience wanted before they did. Psychology +1 (min Trained).
22Performance after performance polished your presence. Charm +1 (min Trained).
23You learned to haggle your own contracts. Negotiate +1 (min Trained).
24Your circle of industry contacts widened. Network +1 (min Trained).
25Covering current events taught you how power works. Political Science +1 (min Trained).
26A profitable run of shows. 5 XP.
31Chasing a story taught you to dig for facts. Research +1 (min Trained).
32You could win over a hostile room in minutes. Charm +1 (min Trained).
33You learned to spin a narrative to order. Deceive +1 (min Trained).
34Your name opened doors across the industry. Network +1 (min Trained).
35A well-paid engagement. 5 XP.
36A fellow performer became a friend and collaborator. Gain a fellow entertainer as a contact.
41You learned to read a crowd's mood like a script. Psychology +1 (min Trained).
42Your charm became your signature. Charm +1 (min Trained).
43You mastered the broadcast booth. Communications +1 (min Trained).
44Your contacts reached into every studio that mattered. Network +1 (min Trained).
45A lucrative season. 5 XP.
46A wealthy admirer became your patron. Gain a wealthy patron as a contact; Cr500.
51You learned to negotiate top billing. Negotiate +1 (min Trained).
52Covering politics made you a shrewd reader of power. Political Science +1 (min Trained).
53A breakout performance won you a following. Charm +1 (min Trained).
54You knew exactly what your audience needed to feel. Psychology +1 (min Trained).
55A hit run and the connections it brought. Network +1 (min Trained); 5 XP.
56A media corporation came calling. Gain a media corporation contact.
61You learned to sell any story, true or not. Deceive +1 (min Trained).
62A signature performance, and the promoter who made it happen. Charm +1 (min Trained); gain an industry contact (agent, promoter, or venue).
63You became a familiar voice in every home. Communications +1 (min Trained).
64A long, lucrative career in the spotlight. 10 XP; Cr1000.
65Your name became a draw in its own right. Network +1 (min Trained); 5 XP.
66Famous: 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

D66Result
11An operation succeeded, but it took something out of you that didn't come back. Take 1 mental trauma — a mission that cost too much.
12An extraction went bad, but the handler who ran you stayed loyal. Take 1 physical trauma; gain a handler as a contact.
13A lifetime of false identities made lying effortless. Deceive +1 (min Trained).
14You learned to peel open any system that held a secret. Cracking +1 (min Trained).
15Tailing marks and slipping surveillance became instinct. Sneaking +1 (min Trained).
16You mastered the dead drops and coded channels of the trade. Communications +1 (min Trained).
21An 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.
22Working sources built you a web that spanned borders. Network +1 (min Trained).
23Another assignment under a stolen name. Deceive +1 (min Trained).
24You learned to plant and find bugs others never saw. Electronics +1 (min Trained).
25You moved through guarded places like a rumor. Sneaking +1 (min Trained).
26A clean op, quietly filed. 5 XP.
31You learned to read a mark's tells and turn them. Psychology +1 (min Trained).
32You broke an encryption that was supposed to be unbreakable. Cracking +1 (min Trained).
33You ran the systems of facilities you'd infiltrated. System Operations +1 (min Trained).
34A deep-cover stint made deception second nature. Deceive +1 (min Trained).
35A successful operation, off the books. 5 XP.
36A fellow operative became a trusted contact. Gain an intelligence contact.
41Your sources reached into hostile territory. Network +1 (min Trained).
42Wet-work training put a sidearm in your hands. Ranged Weapons +1 (min Trained).
43You came and went without a trace. Sneaking +1 (min Trained).
44You learned the surveillance gear inside and out. Electronics +1 (min Trained).
45A delicate mission, well rewarded. 5 XP.
46You turned an asset in a rival service. Gain a foreign intelligence contact.
51You became the one they sent for the impossible breach. Cracking +1 (min Trained).
52A close call taught you to fight your way out. Close Quarters +1 (min Trained).
53A career of cover identities made you a master of the lie. Deceive +1 (min Trained).
54You learned to read people down to the flinch. Psychology +1 (min Trained).
55A flawless infiltration and the credits for it. Sneaking +1 (min Trained); 5 XP.
56Working the gray markets earned you an underworld source. Gain a criminal underworld contact.
61You mastered the channels that carry secrets. Communications +1 (min Trained).
62A source deep inside became your most valuable asset. Network +1 (min Trained); gain a covert source as a contact.
63You became the breach others couldn't manage. Cracking +1 (min Trained).
64A long, shadowed career few will ever know about. 10 XP.
65A masterwork of deception, never exposed. Deceive +1 (min Trained); 5 XP.
66Deep 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.