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Mneme CE Chapter 1 Character Creation

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CHAPTER 1: CHARACTER CREATION

Extracted from Cepheus Engine Core Rules


Overview

Cepheus Engine characters are rarely beginners fresh from the farm. There is no reason not to play a young and inexperienced character if you like, but since a broad range of skills is important to success in the game most players will want their character to be a little more experienced in the world.

All characters begin at the age of majority, typically 18. Having generated characteristic scores and background skills, the character should begin serving terms in his or her chosen career. Each 4-year term spent in a career gives the character more experience in the universe, generally in the form of skills. Generate the results of each term before proceeding to the next. At the end of a period of service, characters roll for benefits gained upon "mustering out" (i.e. leaving the service). They may then begin adventuring.

This chapter provides complete instructions for the generation of twenty-four distinct career paths.

Character Creation Process

Step 1: Characteristics

a) Roll your six characteristics using 2D6, and place them in order on your character sheet.
b) Determine characteristic modifiers.

Step 2: Homeworld (Optional)

a) Determine homeworld.
b) Gain background skills. Character gains a number of background skills at Level 0 equal to 3 + their Education modifier. The first two have to be taken from your homeworld (based on the world's trade codes or law level); the rest are taken from the education list.

Step 3: Career

a) Choose a career. You cannot choose a career you've already left except Drifter.
b) Roll to qualify for that career, as indicated in the description of the career. If this is not your first career, you suffer a –2 DM for every previous career in which you have served.
c) If you qualify for this career, go to step 4.
d) If you do not qualify for that career, you can enter the Drifter career or submit to the draft. You may only enter the draft once.

Step 4: Basic Training

For your first term in your first career, you get every skill in the service skills table at level 0.
For your first term in subsequent careers, you may pick any one skill from the service skills table at level 0.

Step 5: Survival

Roll for survival, as indicated in the description of the career.
If you succeed, go to step 8.
If you did not succeed, you have died. Alternately, events have forced you from this career. Roll on the mishap table and go to step 10 (you do not receive a benefit roll for this term.)

Step 6: Commission and Advancement

a) You begin as a Rank 0 character.
b) If your career offers a Commission check and you are Rank 0, you can choose to roll for Commission. If you are successful, you are now Rank 1 in your chosen career. Choose one of the skills and training tables and roll on it for an extra skill. Take any bonus skills from the ranks table for this career.
c) If your career offers an Advancement check and you are Rank 1 or higher, you can choose to roll for Advancement. If you are successful, your Rank improves by one in your chosen career. Choose one of the skills and training tables and roll on it for an extra skill. Take any bonus skills from the ranks table for this career. You can roll for Advancement in the same term that you succeed in a Commission roll.

Step 7: Skills and Training

a) Choose one of the Skills and Training tables for this career and roll on it. If you gain a characteristic improvement as a result, apply the change to your characteristic score immediately. If you gain a skill as a result and you do not already have levels in that skill, take it at level 1. If you already have the skill, increase your skill by one level.
b) If your career does not have a Commission or Advancement check, you may roll a second time, choose one of the Skills and Training tables for this career (which may be the same or different from the first table chosen for this term.)

Step 8: Aging

a) Increase your age by 4 years.
b) If your character is 34 or older, roll for aging.

Step 9: Re-enlistment

a) Roll for re-enlistment. If you fail, you must leave this career. If you roll a natural 12, you cannot leave this career and must continue for another term, go to step 5.
b) If you have served a total of seven terms or more in character creation, then you must retire, go to step 10.
c) If you wish to continue in this career, go to step 5.
d) If you wish to leave this career, go to step 10.

Step 10: Benefits

If you are leaving the career, roll for benefits. A character gets one Benefit Roll for every full term served in that career. You also get extra benefit rolls if you reached a higher rank.

Step 11: Next Career

If you're leaving your current career and your total number of terms in character creation is less than seven, you may go to step 3 to choose a new career or to step 12 if you wish to finish your character.

Step 12: Buy Starting Equipment

Purchase your starting equipment and, if you can afford it, possibly a starship.

Characteristics

Characteristics measure a character's most basic abilities: how strong, dexterous, educated or intelligent he is. Characteristic scores influence almost everything your character does. Stronger characters can lift greater weights, more dexterous characters have better balance, and so forth.

Characters have six abilities: Strength (Str), Dexterity (Dex), Endurance (End), Intelligence (Int), Education (Edu), and Social Standing (Soc). Strength, Dexterity, and Endurance are called physical abilities, whereas Intelligence, Education, and Social Standing are loosely termed mental abilities. Each above-average ability score provides a bonus on certain die rolls; while below average abilities apply a penalty to some die rolls.

The Six Characteristics

Strength (Str)
A character's physical strength, fitness and forcefulness.
Dexterity (Dex)
Physical co-ordination and agility, reflexes.
Endurance (End)
A character's ability to sustain damage, stamina and determination.
Intelligence (Int)
A character's intellect and quickness of mind.
Education (Edu)
A measure of a character's learning and experience.
Social Standing (Soc)
A character's place in society.

Social Standing and Noble Titles

In a Cepheus Engine universe where characters of sufficiently high Social Standing characteristic scores are considered nobility, specific values of Social Standing are often associated with specific titles of nobility. The Titles of Nobility by Social Standing table captures some examples, but actual values may vary from universe to universe. Versions of these titles traditionally given to the female gender are provided in parentheses.

Table: Titles of Nobility by Social Standing

Social Standing Title of Nobility
10 (A) Lord (Lady)
11 (B) Knight (Knightess, Dame)
12 (C) Baron (Baroness), Baronet
13 (D) Marquis (Marquesa, Marchioness)
14 (E) Count (Countess)
15 (F) Duke (Duchess)
16 (G) Archduke (Archduchess)
17 (H) Crown Prince (Crown Princess)
18 (J) Emperor (Empress)

Psionic Strength, the Seventh Characteristic

Within the Cepheus Engine, characters can sometimes have a seventh characteristic score. When a character learns psionics, they generate a Psionic Strength characteristic (abbreviation Psi), which powers their psionic talents. This characteristic cannot be rolled or bought during character creation without the Referee's permission. For more information on this topic, see Chapter 3: Psionics.

Generating Characteristic Scores

Generating characteristics scores is fairly straightforward. Roll your six characteristics using 2D6, and record them in the standard order: Strength (Str), Dexterity (Dex), Endurance (End), Intelligence (Int), Education (Edu), and Social Standing (Soc).

Optional Rule
With the Referee's approval, roll 2D6 six times, and assign the results to the six different characteristic scores based on a particular character concept. For example, if you picture your character as a highly-educated researcher, then you might assign your highest result to Education, and assign your second highest to Intelligence.
Characteristic Score Limits
For player characters, a characteristic score may not typically exceed a maximum of 15, nor may a score drop permanently below 1 except under certain circumstances.

Characteristic Modifiers

Once you have assigned your characteristic scores, you can determine your characteristic modifiers. These modifiers are applied to any check when you do something related to that characteristic. An ability score modifier is calculated by dividing the ability score by three, dropping all fractions, and then subtracting one, so that the average characteristic score of 7 has a DM+0. Thus, a characteristic value of 2 or less has a modifier of DM-2, characteristic values of 3 to 5 have a modifier of DM-1, and so on. The Characteristic Modifier by Score Range table provides a synopsis of these modifiers, already calculated for you.

Table: Characteristic Modifier by Score Range

Score Range PseudoHex Characteristic Modifier
0 through 2 0-2 -2
3 through 5 3-5 -1
6 through 8 6-8 +0
9 through 11 9-B +1
12 through 14 C-E +2
15 through 17 F-H +3
18 through 20 J-L +4
21 through 23 M-P +5
24 through 26 Q-S +6
27 through 29 T-V +7
30 through 32 W-Y +8
33 or higher Z +9

Altering Characteristic Scores

Over the course of play, your character's characteristic scores may change for the following reasons:

  • Aging can permanently lower physical characteristic scores.
  • Physical damage, such as from combat, falling, disease or poison, temporarily lowers physical characteristic scores.
  • Mental trauma, such as head injuries and psionic attack, temporarily lowers mental characteristic scores.
  • Certain medications, psionic enhancements, and other scenarios can temporarily or permanently enhance specific characteristic scores.

Whenever a characteristic score changes, you will need to determine the new characteristic modifier.

On Gender and Race

The core Cepheus Engine rules make no distinctions between different members of the same species, regardless of gender or race. In the realm of classic science fiction literature, heroes came in many different flavors and capacities, and were generally unhindered by their gender or the color of their skin.

Alien species may have additional gender choices that can impact a character's characteristic scores and grant specific abilities or traits based on gender selection. For example, if an insectoid species has four genders (queen, soldier, worker and drone), each might grant different characteristic bonuses or penalties that impact character creation. The definition of alien species lies in the realm of the Referee's powers of creativity, as befits the nature of their campaign and universe.

On Alien Species and Social Standing

Alien species may have different criteria for Social Standing: Caste or Charisma. When dealing with a race that has a different concept of Social Standing, all DMs from Social Standing or its alien equivalent – whether positive or negative – are halved.

The Universal Persona Profile (UPP)

The Cepheus Engine utilizes a concise format to encapsulate data on an individual character's characteristic scores in a manner that, with a little practice, can be quickly and easily read. The specifics of the Universal Persona Profile can be found below:

123456, or 123456-7 for psionic characters
The Explanation
The numbers represent the position of a pseudo-hexadecimal notation of an individual's characteristic scores. These scores are, in order:
  • Strength (Str)
  • Dexterity (Dex)
  • Endurance (End)
  • Intelligence (Int)
  • Education (Edu)
  • Social Standing (Soc)
  • Psionic Strength (Psi)

For example, if a character has the following characteristic scores:

Strength 6, Dexterity 8, Endurance 7, Intelligence 11, Education 9, Social Standing 12

Then the character's UPP would be 687B9C. If the character later tested for Psionics, and ended up with a Psionic Strength of 4, the UPP would then become 687B9C-4.

Universal Character Format

The following format is used to represent a character's basic game statistics in the Cepheus Engine rules.

[Character Name, with rank and/or noble title, if appropriate][Character UPP]Age [Character Age]
[Character Careers, with terms listed in parentheses]Cr[Character Funds]
[Character Skill List, in alphabetical order, with skill levels listed after skill names]
[Species Traits, if not human; optional]
[Character Equipment, if available; list only significant property]

Here is an example of a system-wide human celebrity that has been entertaining his holovid fans for almost two decades with his heroic action movies:

Bruce Ayala 786A9A Age 38
Entertainer (5 terms) Cr70,000
Athletics-1, Admin-1, Advocate-1, Bribery-1, Carousing-3, Computer-2, Gambling-0, Grav Vehicle-0, Liaison-2, Linguistics-0, Streetwise-0
High passage (x2)

Background Skills

Before embarking on your careers, you get a number of background skills equal to 3 + your Education DM (1 to 5, depending on your Education score).

Homeworld Skills

Growing up on your homeworld gave you skills that depend on the planet's nature. You can select any skill that matches your homeworld's planetary description and trade codes. If you came from a planet already established in the Referee's universe, then consult those sources for the planet's description.

Table: Homeworld Skills by Planetary Description

Descriptor Skill
No Law Gun Combat-0
Low Law Gun Combat-0
Medium Law Gun Combat-0
High Law Melee Combat-0

Table: Homeworld Skills by Trade Code

Trade Code Skill
Agricultural Animals-0
Asteroid Zero-G-0
Desert Survival-0
Fluid Oceans Watercraft-0
Garden Animals-0
High Technology Computer-0
High Population Streetwise-0
Ice-Capped Zero-G-0
Industrial Broker-0
Low Technology Survival-0
Poor Animals-0
Rich Carousing-0
Water World Watercraft-0
Vacuum Zero-G-0

Primary Education Skills

A formal education gives you a basic level of competence in various sciences and academic disciplines. Any character may choose from the following list:

Admin-0, Advocate-0, Animals-0, Carousing-0, Comms-0, Computer-0, Electronics-0, Engineering-0, Life Sciences-0, Linguistics-0, Mechanics-0, Medicine-0, Physical Sciences-0, Social Sciences-0, Space Sciences-0.

Careers

Characters in the Cepheus Engine do not start at the age of majority and jump immediately into play with only their background skills. Instead, characters gain experience by pursuing one of twenty-four different careers. The random nature of career paths (also known as prior history or prior careers) leads to characters of all levels of experience, and from all walks of life. A character gains more skills the longer they stay in character creation, but not without risk of aging. Player choices will have great impact on the final disposition of a character.

At many points during a career, a character will have to make a throw of some sort. Most of these throws are characteristic throws – roll 2D6, add the DM from the listed characteristic, and try to get a total higher than the listed value. A throw of Int 8+ means 'roll 2D6, add your Intelligence DM, and you succeed if you roll an 8 or more'. A few throws are skill checks, where you add any levels in that skill and the DM from an appropriate characteristic, if specified. For example, a throw of Gambling 8+ would mean 'roll 2D6, add your Gambling skill and the DM from an appropriate characteristic such as Dexterity, if specified, and get over 8'.

Career Descriptions

The following twenty-four career paths are detailed at the end of this chapter:

Aerospace System Defense
Member of a planetary armed military force operating within a world's atmosphere and close orbit. Also known as the "planetary air force".
Agent
Individual that secretly collects and reports information on the activities, movements and plans of a political or corporate enemy or competitor. Also known as a spy or intelligence operative.
Athlete
Individual that has achieved celebrity status for their proficiency in sports and other forms of physical exercise.
Barbarian
Individual from a primitive world (TL4 or less) capable of surviving on their world without support from a technologically advanced civilization.
Belter
Individual that explores asteroid belts in search of mineral deposits and salvageable material for profit.
Bureaucrat
Official in a government department, charged with following the details of administrative process.
Colonist
Individual that moves to a new world or settles in a new planetary colony.
Diplomat
Individual that is appointed by a planetary or interstellar government to conduct official negotiations and maintain political, economic and social relations with another polity or polities.
Drifter
Individual that continually moves from place to place, without any fixed home or job.
Entertainer
Individual that has achieved celebrity status for their proficiency in publicly entertaining others.
Hunter
Individual that kills or traps large game, almost always large terrestrial mammals, for meat, other animal by-products (such as horn or bone), trophy or sport.
Marine
Member of an interstellar armed military force trained to serve in a variety of environments, often carried on board starships as an adjunct to an interstellar navy. Also known as the "space marines".
Maritime System Defense
Member of a planetary armed military force operating within and on the surface of a world's oceans. Also known as the "planetary wet navy".
Mercenary
Professional soldier hired to serve in a foreign military force or perform a specific military action.
Merchant
Individual involved in wholesale interstellar trade, particularly between individual worlds or polities.
Navy
Member of an interstellar armed military force that conducts military operations in interplanetary or interstellar space. Also known as the "space navy".
Noble
Member of an elite upper class, having high social or political status.
Physician
Individual that is skilled in the science of medicine and is trained and licensed to treat sick and injured people.
Pirate
Individual that attacks and steals from interplanetary and interstellar ships in space.
Rogue
Individual that makes their living through illicit means.
Scientist
Individual that is engaged in and has expert knowledge of a science, especially a biological or physical science.
Scout
Member of an interplanetary exploratory service, surveying unfamiliar territory in space.
Surface System Defense
Member of a planetary armed military force operating on the non-hydrographic surface of a world. Also known as the "planetary army".
Technician
Individual that is skilled in mechanical or industrial techniques or in a particular technical field.

Qualifying and the Draft

The Qualification check determines if you can successfully enter into your chosen career. Military careers use Enlistment as the description for this roll instead of qualification. If you fail this check then you cannot enter your chosen career this term. You must either submit to the Draft or take the Drifter career for this term. You suffer a DM–2 to qualification rolls for each previous career you have entered. Once you leave a career you cannot return to it. The Draft and the Drifter career are exceptions to this rule – you can be Drafted into a career you were previously in but got ejected from, and the Drifter career is always open.

Table: The Draft

Roll Draft Career
1 Aerospace System Defense (Planetary Air Force)
2 Marine
3 Maritime System Defense (Planetary Navy)
4 Navy
5 Scout
6 Surface System Defense (Planetary Army)

Terms of Service

Each step through the cycle of resolving your career path, you will go through a term of service that lasts approximately four years long. This adds four years to the character's age. Each time the character reenlists, or enters into a new career, it is for another term, or four additional years of service.

Basic Training

On the first term of a new career, you gain Basic Training as you learn the basics for your chosen career. For your first career only, you get all the skills listed in the Service Skills table at Level 0 as your basic training. For any subsequent careers, you may pick any one skill listed in the Service Skills table at Level 0 as your basic training.

Survival

Each career has a survival roll. If you fail this roll, your character is dead, and you must create a new one. A natural 2 is always a failure.

Optional Rule
With the Referee's approval, you can keep the character that fails a survival roll and roll on the Survival Mishaps table instead. This mishap is always enough to force you to leave the service after half a term, or two years of service. You lose the benefit roll for the current term only.

Table: Survival Mishaps

1D6 Mishap
1 Injured in action. (This is the same as a result of 2 on the Injury table.) Alternatively, roll twice on the Injury table and take the lower result.
2 Honorably discharged from the service.
3 Honorably discharged from the service after a long legal battle. Legal issues create a debt of Cr10,000.
4 Dishonorably discharged from the service. Lose all benefits.
5 Dishonorably discharged from the service after serving an extra 4 years in prison for a crime. Lose all benefits.
6 Medically discharged from the service. Roll on the Injury table.

Commission and Advancement

Within military careers, a Commission check represents an opportunity to join the ranks of the commissioned officers. In non-military careers, the Commission check represents an opportunity to gain a position within the hierarchy common to your chosen career. Some careers do not have an established hierarchy, as such, and so do not offer Commission checks. A character that succeeds at a Commission roll becomes a Rank 1 officer in that career, and uses the officer Rank table from then on. In addition, you gain an extra roll on any of the Skills and Training Tables for this career. A character may attempt a Commission roll once per term, and trying for commission is optional. A draftee may not attempt a Commission check in the first term of service.

Each career that has a commission check also has an Advancement roll, representing your character's ability to advance with the ranks of your chosen career's hierarchy. If you are Rank 1 or higher, you may attempt an Advancement roll each term. If you are successful, then you move to the next rank and gain an extra roll on any of the Skills and Training Tables for this career. You also get any benefits listed for your new rank. You may only attempt to advance once per term, and you may attempt to advance in the same term in which you are commissioned.

Commissions and advancement are not available in the Athlete, Barbarian, Belter, Drifter, Entertainer, Hunter and Scout careers.

Skills and Training

Each career has skill tables associated with it – Personal Development, Service Skills, Specialist Skills and Advanced Education. In each term you spend in a career, pick one of these tables and roll 1D6 to see which skill you increase. You may only roll on the Advanced Education table if your character has Education 8+.

Because the Athlete, Barbarian, Belter, Drifter, Entertainer, Hunter and Scout careers do not have commission or advancement checks, characters get to make two rolls for skills instead of one every term.

Cascade Skills

Some skills are "cascade skills" meaning that they have specializations – specialized forms of that skill. When a cascade skill is selected, the character must immediately decide on a specialization. Each cascade skill will list one or more specializations that may be chosen from. Upon taking a level in a cascade skill specialization, all other specializations of that skill without skill levels are treated as Zero-level skills. A character may have multiple specializations in a skill, such as Natural Weapons-2 and Slashing Weapons-1, under Melee Combat.


Injuries

Characters that are wounded in combat or accidents during character creation must roll on the Injury table.

Table: Injury Table

1D6 Injury
1 Nearly killed. Reduce one physical characteristic by 1D6, reduce both other physical characteristics by 2 (or one of them by 4).
2 Severely injured. Reduce one physical characteristic by 1D6.
3 Missing eye or limb. Reduce Strength or Dexterity by 2.
4 Scarred. You are scarred and injured. Reduce any one physical characteristic by 2.
5 Injured. Reduce any physical characteristic by 1.
6 Lightly injured. No permanent effect.

Injury Crisis

If any characteristic is reduced to 0, then the character suffers an injury crisis. The character dies unless he can pay 1D6x10,000 Credits for medical care, which will bring any characteristics back up to 1. The character automatically fails any Qualification checks from now on – he must either continue in the career he is in or become a Drifter if he wishes to take any more terms.

Medical Care

If your character has been injured, then medical care may be able to undo the effects of damage. The restoration of a lost characteristic costs Cr5,000 per point.

If your character was injured in the service of a patron or organization, then a portion of his medical care may be paid for by that patron. Roll 2D6 on the table below, adding your Rank as a DM. The result is how much of his medical care is paid for by his employer.

Table: Medical Bills

Career Roll of 4+ Roll of 8+ Roll of 12+
Aerospace System Defense, Marine, Maritime System Defense, Navy, Scout, Surface System Defense 75% 100% 100%
Agent, Athlete, Bureaucrat, Diplomat, Entertainer, Hunter, Mercenary, Merchant, Noble, Physician, Pirate, Scientist, Technician 50% 75% 100%
Barbarian, Belter, Colonist, Drifter, Rogue 0% 50% 75%

Medical Debt

During finishing touches, you must pay any outstanding costs from medical care or anagathic drugs out of your Benefits before anything else.


Aging

The effects of aging begin when a character reaches 34 years of age. At the end of the fourth term, and at the end of every term thereafter, the character must roll 2D6 on the Aging Table. Apply the character's total number of terms as a negative Dice Modifier on this table.

Table: Aging Table

2D6 Effects of Aging
–6 Reduce three physical characteristics by 2, reduce one mental characteristic by 1
–5 Reduce three physical characteristics by 2.
–4 Reduce two physical characteristics by 2, reduce one physical characteristic by 1
–3 Reduce one physical characteristic by 2, reduce two physical characteristic by 1
–2 Reduce three physical characteristics by 1
–1 Reduce two physical characteristics by 1
0 Reduce one physical characteristic by 1
1+ No effect

Aging Crisis

If any characteristic is reduced to 0 by aging, then the character suffers an aging crisis. The character dies unless he can pay 1D6x10,000 Credits for medical care, which will bring any characteristics back up to 1. The character automatically fails any Qualification checks from now on – he must either continue in the career he is in or become a Drifter if he wishes to take any more terms.

Anagathics

While using anagathic drugs, the character effectively does not age – add the number of terms since the character started taking anagathics as a positive Dice Modifier to rolls on the aging table. If a character stops taking anagathics, then he must roll immediately on the aging table to simulate the shock that comes from his system beginning to age again.

The risk of trying to obtain a reliable supply and the disruption to the character's biochemistry means the character must make a second Survival check if he passes his first Survival check in a term. If either check is failed, the character suffers a mishap and is ejected from the career.

The drugs cost 1D6x2,500 Credits for each term that the character uses the drugs. These costs are paid out of the character's eventual mustering-out cash benefits. If the character cannot pay these bills, he goes into debt.


Reenlistment and Retirement

At the end of each term, the character must decide that they wish to continue on their career path or if they wish to muster out. If continuation is desired, the character must make a successful Reenlistment check as listed for their current profession or service. If the character rolls a natural 12, they cannot leave their current career and must continue for another term. If the check is not successful, then they cannot reenlist and the character must leave their current career.

A character that has served 7 or more terms in character creation must retire and cannot undertake any more prior experience, unless they roll a natural 12 during Reenlistment and must serve another term of service.

Optional Rule
The Referee may want to change the maximum number of terms spent in character creation from 7 to something else. For example, the Referee may feel that characters built up to a maximum of 3 or even 4 terms are in the prime of their life, but not so experienced that they won't take up adventuring opportunities as they are presented.
Optional Rule
In some universes, the Referee may elect to totally remove the maximum number of terms spent in character creation.

A character who has served 5 or more terms in a single service receives a yearly retirement pension, even if he or she later becomes an adventurer.

Table: Retirement Pay by Terms Served

Terms Annual Retirement Pay
5 Cr10,000
6 Cr12,000
7 Cr14,000
8 Cr16,000
9+ +Cr2,000 per term beyond 8

Mustering Out Benefits

Characters who end their careers receive one benefit per term served in which they did not lose benefits. An additional benefit is gained if the character held rank O4, and two for rank O5. A character with rank O6 gains three extra benefits.

Cash Benefits

Up to 3 benefit rolls can be taken on the Cash table. All others must be taken in material benefits. Characters with Gambling skill or who have retired gain +1 on Cash Benefit rolls.

Material Benefits

Material benefits may be characteristics alterations, passages or ship shares. Membership in the Explorers' Society is possible, and subsequent receipts of weapon benefits may be taken as skill levels instead. Note that characters of rank O5 or O6 gain +1 on Material Benefit rolls.

Courier Vessel
The character considered to be on detached duty with the scout exploration service, and has been granted the use of a surplus 100-ton TL9 Courier starship on a reserve basis. The scout exploration service also provides free maintenance and fuel at any scout base. All other ship expenses are the responsibility of the character. While the character is at liberty to use the vessel as they see fit, the vessel still belongs to the scout exploration service, and thus cannot be abandoned or sold without consequences. In exchange for the use of the ship, the character and the ship are both considered to be available to return to active duty at a moment's notice, should the scout exploration service have need.
Explorers' Society
The character is a member of the prestigious Explorers' Society. The Explorers' Society will provide members with a free high passage ticket every two months, plus access to the Society's information network and Society-run resorts. This benefit can only be received once; any further receipt of this has no additional benefit. After character creation, characters may purchase membership into the Explorers' Society. A successful application for lifetime membership requires a Routine (-2) Admin check modified by the character's Social Standing, and if accepted, a payment of Cr1,000,000. Failure on the application process indicates the character has been black listed. If a character has been black listed, the Explorers' Society will no longer accept membership applications from them. Membership is non-refundable and non-transferrable.
Passage
The character has a single ticket of the type named (low, mid, high) for travel on a starship. It is good for one Jump to any destination.
Research Vessel
A scientific foundation, an interstellar corporation or some other equally affluent patron has granted the character the use of a 200-ton TL9 Research Vessel. All ship expenses, other than annual maintenance, are the responsibility of the character. This ship still belongs to the patron, and therefore cannot be sold or abandoned without consequences.
Ship Shares
Ship shares may be received as benefits. Each ship share is worth approximately Cr2,000,000 toward the purchase of a vessel. A starship can be purchased for one-fifth of its base value with a 40-year loan attached to it. For every one-fifth of its base value that is paid to the bank in either ship shares or cash, the period of the loan is reduced by ten years. Ship shares may not be redeemed for cash.
Weapon
The character leaves the service with an appropriate weapon (gun or blade). Once a weapon is taken as a benefit, additional receipts of the weapon may be taken as skill in that weapon instead. An individual is always free to take additional physical examples of the weapons instead of skill levels, if so desired.

Career Tables

Note: Career tables continue in the original document format. Refer to the full chapter for complete career tables including Qualifications, Survival, Commission, Advancement, Re-enlistment, Ranks and Skills, Material Benefits, Cash Benefits, and Skills and Training tables for all 24 careers.