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Traveller Genesys Service Paths

Service Terms

Your character must take one or more service terms, representing his previous experiences and adventures before the start of the campaign. You enter your first service at the tender age of 18.

This is generated with the normal Traveller Genesys character creation rules by picking Species, Homeworld and Career and spending your XP (usually 100).

Each service term, including the first, lasts for four years.

At the end of each term you will do the following:

  1. Make a Service roll to gauge your success in the most recent term.
    • If successful, make a Service Event roll.
    • If unsuccessful, make a Mishap roll.
      • If not ejected from your service, make a Service Event roll.
  2. Make an Advancement roll to see if your status increases.
    • Gain one rank in a career skill.
  3. Choose one of the following:
    • continue in your current Service.
      • Increase your age by 4.
      • Spend 40XP.
    • change to a new Service.
      • Make a Qualification roll.
      • Increase your age by 4.
      • Spend 40XP.
    • Muster Out and enter play.
      • Calculate your Benefit rolls.
      • Roll on the Benefit tables.
      • Enter play.

Any XP gained this way can be saved for later use.

After completing their initial term characters are no longer considered to be "in character creation" and thus attributes cannot be raised but skills can be increased above rank 2.

 

Service Rolls

At the end of each service term, including the initial term, a character must make a Service roll.

Failing a Service roll generally means you must leave that service and cannot take another term in it. You must also roll on the service Mishap table to find out what has befallen you. This mishap is usually enough to force you to leave the service. You lose the Benefit roll for the current term only.

If you are still in your service after resolving the service roll, roll on the service events table to see what interesting things befall you this term.

Triumphs & Despairs
Rolling t (whether you succeed or not) grants you an additional Benefit roll. You may instead choose to count the t as an additional s.
Rolling d (whether you succeed or not) requires you to roll on the Injury table.

Optionally a failed roll with a d means that the character has died.

Advantages & Threats
The player can spend aaa to +/-1 to a roll on any table this term.
The GM can spend hhh to +/-1 to a roll on any table this term.

TRAVELLER SERVICES

GENESYS

Advancement Rolls

Providing your character survives their term they may roll for advancement in their service. If an Event has already automatically promoted the character this term this is in addition to the Advancement roll (so it is possible character may be promoted twice in a single term).

You start at Status 0 in your service (private, intern, lackey, etc). Each time you succeed at an Advancement roll, you move onto the next status and gain one rank in any Social or Knowledge skill..

Status is most important for military services, like the Army or Navy, but every service has its own internal hierarchies and levels of authority and responsibility. Not all ranks have a title.

Titles for each service's status levels can be found in the Traveller core book.

You may only attempt to advance once per term.

Triumphs & Despairs
Rolling t means you may enter another Service automatically, if you continue in this service for another term you instead gain +b on all checks for the next term.
Rolling d means you cannot continue in this service after this term. Either your services are no longer required, or events have caused you to leave, or perhaps you are simply bored and want a new challenge.

Advantages & Threats
Spend aaa to reroll one Benefit roll from this term.
The GM can spend hhh to apply +bb to your next Qualification roll.

Maximum Terms

A character sticking to well-paying and safe services can avoid aging almost indefinitely. The Referee may wish to impose a limit on the number of terms taken during character creation. A limit of three terms will produce characters that are competent in one or two fields, but still have a lot to learn. A limit of six terms will give experienced and skilled characters who can take on dangerous missions. Past six terms, it becomes increasingly likely that the characters will be much too rich and influential to bother with minor assignments. (‘I’m a duke, and my friend here was an admiral! Why are we wandering the galaxy instead of sitting in our palaces?’)

 

Injuries

Characters that are wounded in combat or accidents during character creation must roll on the Injury table to see how bad their injuries were.

Injury Table
1d6 Injury Effect
1 Nearly killed Medical debts of 20,000Cr
2 Severely injured Medical debts of 1d6 x 5,000Cr
3 Missing eye or limb You are provided with a synthetic or cloned replacement at a cost of 10,000Cr
4 Scarred Your 10,000Cr treatement is extensive but still leaves you with scars
5 Injured Regular surgery at 5,000Cr
6 Lightly injured No permanent effect

Optionally, a result of 1 means the character has died.

Medical Care: If your character has been injured, then medical care may be able to undo the effects of damage. Some worlds in the Imperium have the technology to clone or rebuild damaged organs; other worlds specialise in transplants or cybernetic replacements. Regardless of the technique used, medical care is expensive.

If your character was injured in the service of a patron or organisation, then a portion of his medical care may be paid for by that patron.

Roll 2d6 on the table below, adding your status. The result is how much of his medical care is paid for by his employer.

Service 4+ 8+ 12+
Army, Marines, Navy 75% 100% 100%
Agent, Citizen, Entertainer, Merchant, Nobility, Scholar 50% 75% 100%
Scout, Rogue, Drifter 0% 50% 75%

Medical Debt: After mustering out you may choose to pay off any outstanding costs from medical care or anagathic drugs out of your Benefits before anything else. Any debt left is hanging over your character at the start of the game.

TRAVELLER SERVICES

GENESYS

General Tables

Life Events Table

These events are common to all characters.

2d6 Life Event Effect
2 Sickness or Injury The character is injured or contracts a bad sickness. Roll on the Injury table.
3 Birth or Death Someone close to the character dies, like a friend or family member. Alternatively, someone close to the character gives birth (or is born!). The character is involved in some fashion (father or mother, relative, godparent, or similar).
4 Ending of Relationship A romantic relationship involving the character ends. Badly.
5 Improved Relationship A romantic relationship involving the character deepens, possibly leading to marriage or some other emotional commitment.
6 New Relationship The character becomes involved in a romantic relationship.
7 New Contact The character gains a new Contact.
8 Betrayal The character is betrayed in some fashion by a friend. If you have any Contacts or Allies, convert one into a Rival or Enemy. Otherwise, gain a Rival or an Enemy.
9 Travel The character moves to another world. You gain +b on your next Advancement roll.
10 Good Fortune Something good happens to the character; he comes into money unexpectedly, has a lifelong dream come true, gets a book published or has some other stroke of good fortune. Gain a +2 to any one Benefit roll from his current service.
11 Crime The character commits a crime, is accused of a crime, or is the victim of a crime. Lose one Benefit roll or suffer +b on your next Advancement roll.
12 Unusual Event Something weird. GM's choice or roll on Unusual Event table.
Unusual Events Table

Unusual events are rare and require consultation with the GM.

1d6 Unusual Event Effect
1 Psionics The character encounters a Psionic institute. You may immediately test your Psionic Strength and, if you qualify, take the Psion service in your next term.
2 Aliens You spend time among an alien race. Gain one rank in Life Sciences and a Contact among an alien race.
3 Alien artefact You have a strange and unusual device from an alien culture that is not normally available to humans.
4 Amnesia Something happened to you, but you don’t know what it was.
5 Contact with government You briefly came into contact with the highest echelons of the Imperium – an Archduke or the Emperor, perhaps, or Imperial intelligence.
6 Ancient technology You have something older than the Imperium, or even something older than humanity.
TRAVELLER SERVICES

GENESYS

Changing Services

Moving to a new service requires a qualification roll to determine if you may enter the service. Make a check with a career skill from the service you are attempting to transfer to. You must then choose an assignment as normal.

If you fail this check then you cannot enter your chosen service this term. You must either submit to the Draft or take the Drifter service for this term. Increase the difficulty of qualification rolls by one for each previous service you have entered.

Once you leave a service you cannot return to it. The Draft and the Drifter service are exceptions to this rule – you can be Drafted into a service you were previously in but got ejected from and the Drifter service is always open.

When entering a new service you only gain the assignment skills as new career skills. You do not gain any free ranks in skills.

Triumphs & Despairs
A successful t grants +b on all service rolls this term.
A failed t allows you to try for another service qualification this term instead of drifting or drafting.
A successful d inflicts +b on all service rolls this term.
A failed d forces you into the Drifter service and inflicts +b on all service rolls this term.
As an optional rule a failed roll with a d means that the character has died.

Advantages & Threats
The player can spend aaa to be granted +b on their Advancement roll this term.
The GM can spend hhh to inflicts +b on their Advancement roll this term.

Drifters and the Draft

You may attempt to enlist in one service each term if you are not continuing on in an existing service. If you fail to for a new service, you have two options. You can apply to the Draft and be randomly sent to one of the military services or you may spend that term travelling through known space as a Drifter without a service or purpose. A character may only enter the Draft once.

 
Draft Table
1d6 Service (speciality)
1 Navy (any assignment)
2 Army (any assignment)
3 Imperial Marines (any assignment)
4 Merchants (merchant marine)
5 Scouts (any assignment)
6 Agent (law enforcement)
Qualification table

Make a check with a career skill from the service you are attempting to transfer to.

Service Difficulty
Agent cd
Army c
Citizen c
Drifter Auto
Entertainer c
Imperial Marines cd
Merchants bc
Navy cd
Nobility cdd
Rogue cd
Scholar cd
Scout c
High Guard - Naval Intelligence cdd
Aslan Military (Aslan only) cd
Aslan Scientist (Aslan only) cd
Darrian Navy (Darrian or Aslan only) cd
Vargr Corsair (Vargr only) cd
Dolphin Military (Dolphin only) cd
TRAVELLER SERVICES

GENESYS

Agent

Law enforcement agents, spies, corporate operatives and others who work in the shadows.
Law Enforcement: You were a police officer or detective.
Intelligence: You worked as a spy or saboteur.
Corporate: You worked for a corporation, spying on rival organisations.

Career skills: Computers, Education, Perception, Ranged [Light], and Streetwise.

  • Law Enforcement: Coercion, Driving, Vigilance.
  • Intelligence: Deception, Sensors, Stealth.
  • Corporate: Admin, Charm, Deception.
Agent Survival Diff Adv. Diff
Law Enforcement Vigilance c Streetwise c
Intelligence Stealth c Computers c
Corporate Deception c Education c
1d6 Mishap
1 Severely injured in action. (As a 2 on the Injury table.) Alternatively, roll twice on the Injury table and take the lower result.
2 A criminal or other figure under investigation offers you a deal. Accept, and you leave this service without further penalty (although you lose the Benefit roll as normal). Refuse, and you must roll twice on the Injury table and take the lower result. You gain an Enemy and one rank in any skill you choose.
3 An investigation goes critically wrong or leads to the top, ruining your career. Roll a Social skill Avg (dd). If you succeed, you may keep the Benefit roll from this term.
4 You learn something you shouldn’t know, and people want to kill you for it. Gain an Enemy and one rank in Deception.
5 Your work ends up coming home with you, and someone gets hurt. Choose one of your Contacts, Allies or family members, and roll twice on the Injury table for them, taking the lower result.
6 Injured. Roll on the Injury table.
2d6 Service Event
2 Disaster! Roll on the mishap table, but you are not ejected from this service.
3 An investigation takes on a dangerous turn. Roll Perception or Streetwise Avg (dd). If you fail, roll on the mishap table. If you succeed, gain one rank in Deception, Charm or Warfare.
4 You complete a mission for your superiors, and are suitably rewarded. Gain a +1 to any one Benefit roll from this service.
5 You establish a network of contacts. Gain 1d3 Contacts.
6 You are given advanced training in a specialist field. Make a Education Avg (dd) check to gain one rank in any skill that you do not already have ranks in.
7 Life Event. Roll on the Life Events table.
8 You go undercover to investigate an enemy. Roll Deception Avg (dd). If you succeed, roll immediately on the Rogue or Citizen events table and gain one rank in any assignment skill for that service. If you fail, roll immediately on the Rogue or Citizen mishap table.
9 You go above and beyond the call of duty. Gain +b on your next Advancement roll.
10 You are given specialist training in vehicles. Gain one rank in Driving, Piloting, or Gunnery.
11 You are befriended by a senior agent. Either increase Perception by one rank or +bb on your next Advancement roll thanks to his aid.
12 Your efforts uncover a major conspiracy against your employers. You are automatically promoted.
TRAVELLER SERVICES

GENESYS

Army

Members of the planetary armed fighting forces. Soldiers deal with planetary surface actions, battles, and campaigns. Such individuals may also be mercenaries for hire.
Support: You were an engineer, technician, medic, cook or in some other role behind the front lines.
Infantry: You were one of the Poor Bloody Infantry on the ground.
Cavalry: You rode a tank or other ground vehicle.

Career skills: Athletics, Brawl, Driving, Ranged [Heavy], and Vigilance.

  • Support: Explosives, Mechanics, Medicine.
  • Infantry: Leadership, Melee, Stealth.
  • Cavalry: Gunnery, Piloting, Sensors.
Army Survival Diff Adv. Diff
Support Vigilance c Medicine c
Infantry Vigilance c Leadership c
Cavalry Vigilance c Piloting c
1d6 Mishap
1 Severely injured in action. (As a 2 on the Injury table.) Alternatively, roll twice on the Injury table and take the lower result.
2 Your unit is slaughtered in a disastrous battle, for which you blame your commander. Gain him as an Enemy as he has you removed from the service.
3 You are sent to a very unpleasant region (jungle, swamp, desert, icecap, urban) to battle against guerrilla fighters and rebels. You are discharged because of stress, injury or because the government wishes to bury the whole incident. Increase Vigilance or Survival by one rank but also gain the rebels as an Enemy.
4 You discover that your commanding officer is engaged in some illegal activity, such as weapon smuggling. You can join his ring and gain him as an Ally before the inevitable investigation gets you discharged, or you can cooperate with the military police – the official whitewash gets you discharged anyway but you may keep your Benefit roll from this term of service.
5 You are tormented by or quarrel with an officer or fellow soldier. Gain that officer as a Rival as he drives you out of the service.
6 Injured. Roll on the Injury table.
2d6 Service Event
2 Disaster! Roll on the mishap table, but you are not ejected from this service.
3 You are assigned to a planet with a hostile or wild environment. Gain one rank in Mechanics, Survival, or Vigilance.
4 You are assigned to an urbanised planet torn by war. Gain one rank in Coercion, Stealth, Streetwise, Vigilance.
5 You are given a special assignment or duty in your unit. Gain a +1 to any one Benefit roll.
6 You are thrown into a brutal ground war. Roll Resilience Avg (dd) to avoid injury; if you succeed, you gain one rank in Ranged [any] or Leadership.
7 Life Event. Roll on the Life Events table.
8 You are given advanced training in a specialist field. Make a Education Avg (dd) check to gain one rank in any skill that you do not already have ranks in.
9 Surrounded and outnumbered by the enemy, you hold out until relief arrives. Gain a +b on your next Advancement roll.
10 You are assigned to a peacekeeping role. Gain one rank in Admin, Deception, Perception or Vigilance.
11 Your commanding officer takes an interest in your career. Either gain one rank in Warfare or take a +bb on your next Advancement roll thanks to his aid.
12 You display heroism in battle. You may gain a promotion or a commission automatically.
TRAVELLER SERVICES

GENESYS

Aslan Military

You served in the military forces of your clan. Fighters or combatants in the Military service are male; support personnel are female.
Warrior: You were a front-line warrior in the Clan forces.
Cavalry: You drove a grav tank or other combat vehicle.
Flyer: You piloted an atmospheric fighter.
Support: You were a mechanic, medic, commtech or other support engineer.

Career skills: Athletics, Brawl, Ranged [Heavy], Vigilance, and Warfare.

  • Warrior: Gunnery, Stealth, Survival.
  • Cavalry: Driving, Gunnery, Mechanics.
  • Flyer: Gunnery, Piloting, Sensors.
  • Support: Admin, Mechanics, Medicine .
Aslan Military Survival Diff Adv. Diff
Warrior Survival cd Brawl or Ranged c
Cavalry Driving c Warfare c
Flyer Piloting c Warfare cd
Support Vigilance cd Admin c

1d6 Mishap
1 Severely Injured. Roll twice on the Injury table and take the lower result.
2 A superior officer has you drummed out of the service. Gain a Rival.
3 You are lost behind enemy lines. Gain one rank in Ranged [Light], Stealth, Streetwise, or Survival.
4 You are captured and ransomed back to your clan. Suffer a -2 on a Cash roll when mustering out.
5 You risk severe injury in a dangerous skirmish. If you fight bravely, roll Ranged [Heavy] or Athletics Avg (dd). If you fail, you are injured and you must leave this service. If you succeed, you may remain in this service. If you refuse to fight bravely, you must leave this service.
6 Injured. Roll on the Injury table.
2d6 Service Event
2 Disaster! Roll on the Mishaps table but you are not ejected from this service.
3 Your unit is sent into the maw of hell. Roll Ranged [Heavy] or Vigilance Avg (dd) to avoid rolling on the Injury table and gain one rank in Gunnery, Leadership, Medicine, or Stealth as you fight to survive.
4 You are assigned to garrison duty on a clan outpost. Gain a Contact there or one rank in Mechanics, Sensors, or Streetwise.
5 You are involved in a border skirmish with another clan. Gain one rank in Driving, Melee, Ranged [Heavy], or Survival, then roll that skill. If you get an Avg (dd), your clan is victorious – gain a +b on your next Advancement roll.
6 You are given advanced training in a specialist field. Make a Education Avg (dd) check to gain one rank in any skill that you do not already have ranks in.
7 Life Event. Roll on the Life Events table.
8 You fight against an alien race. Roll 1d6: 1-2: The war goes badly. You suffer a +b on your next Advancement roll. 3-4: Your clan is victorious. Gain a Contact in the clan’s military. 5: You are ambushed. Roll Ranged [Heavy] or Stealth Avg (dd) to escape. If you fail, you are injured; roll on the Injury table. If you succeed, gain a ++bb on your next Advancement roll. 6: Gain one rank in any skill.
9 An officer insults your courage. You may either duel him or try to prove him wrong. If you duel him, roll Melee Avg (dd). If you succeed, gain +2 on a Cash roll when mustering out. If you fail, roll on the Injury table and suffer -1 on a Cash roll. If you try to prove him wrong, roll 1d6. On a 1-3, you are wounded because of your bravado – roll on the Injury table. On a 4+, you perform heroically under fire. Gain that officer as a Rival and gain +bb on your next Advancement roll and gain +1 on a Benefit roll when mustering out.
10 You are considered for promotion in the officer caste. Gain one rank in Coercion or Leadership.
11 You serve under a hero of the clan. Either gain one rank in Warfare or gain +bb on your next Advancement roll thanks to his aid.
12 Your efforts strike a great blow for your clan. You are automatically promoted.
TRAVELLER SERVICES

GENESYS

Aslan Scientist

Science is an almost exclusively female occupation among the Aslan. The exception is that of doctor, as by ancient tradition, males are allowed to practice the art of the physician. This custom is believed to date back to days when males fought on the battlefield and so had need of healers – and had plenty of practical anatomy lessons.
Healer: You tended the sick and wounded.
Researcher: You developed new inventions and technologies for your clan.
Explorer: You explored new worlds and catalogued useful resources.

Career skills: Admin, Computers, Discipline, Education, Knowledge [any], and Perception.

  • Physician: Charm, Cool, Medicine.
  • Researcher: Mechanics, Physical Sciences, Sensors
  • Explorer: Piloting, Sensors, Survival.
Aslan Scientist Survival Diff Adv. Diff
Healer Discipline c Charm cd
Researcher Physical Sciences c Admin c
Explorer Survival cd Education c

1d6 Mishap
1 Injured. Roll on the Injury table
2 A lab accident exposes you to something dangerous. Reduce your Wound Threshold by 1.
3 Another researcher sabotages your work. Gain a Rival. You may continue in this service if you wish but gain no benefit rolls from this term.
4 A lab ship misjumps, stranding you on an alien world. Gain one rank in Astrogation, Life Sciences, Mechanics, or Survival.
5 A clan elder challenges your work as being flawed. You may challenge the elder if you wish. If you challenge, roll Melee Avg (dd). If you succeed, gain +1 on a Benefit roll when mustering out and you may continue with this service. If you fail, suffer -1 on a Benefit roll and leave this service.
6 Your clan cancels your line of research. You may, if you wish, leave to continue it in human space, in which case you may automatically qualify for the Scholar service from the main Traveller Core Rulebook next term.
2d6 Service Event
2 Disaster! Roll on the Mishaps table but you are not ejected from this service.
3 Spending all your time in the laboratory is never a good thing. Gain one rank in of Charm, Streetwise, Survival, or a Contact.
4 You are assigned to work on weapons technology for your clan. Gain one rank in Gunnery, Mechanics, Ranged [any], or Space Science.
5 You work closely with a scientist from another species. Gain on rank in Discipline and a Contact.
6 You are given advanced training in a specialist field. Make a Education Avg (dd) check to gain one rank in any skill that you do not already have ranks in.
7 Life Event. Roll on the Life Events table.
8 You teach the young cubs of your clan. Gain one rank in Charm, or any Knowledge skill or a Contact.
9 A researcher working for another clan is close to making a breakthrough you covet. You can try to complete your research first, attempt to sabotage his work or do nothing. If you try to complete your work first, roll any Science Hard (ddd). Fail and lose any benefit rolls from this term. Succeed and gain +b on your next Advancement roll. Gain the researcher as a Rival. If you try to sabotage his work, roll Deception or Stealth Avg (dd). Fail and suffer -1 on a Cash roll. Succeed and gain +b on your next Advancement roll. Gain the researcher as an Enemy.
10 You obtain a rare alien artefact or life form to study. Roll any Science Avg (dd). If you succeed, you uncover the subject’s secrets and gain +b on your next Advancement roll. If you fail, you suffer +b on your next Advancement roll.
11 You study at one of the great universities or research facilities. Gain one rank in Education or gain a +bb on your next Advancement roll.
12 You make a scientific breakthrough. You are automatically promoted.
TRAVELLER SERVICES

GENESYS

Citizen

Individuals serving in a corporation, bureaucracy or industry, or who are making a new life on an untamed planet.
Corporate: You are an executive or manager in a large corporation. Alternatively, you are a bureaucrat or functionary in some government or civil institution.
Worker: You are a blue-collar citizen on an industrial world.
Colonist: You are building a new life on a recently settled world that still needs taming.

Career skills: Charm, Computers, Driving, Education, and Streetwise.

  • Corporate: Admin, Leadership, Negotiation.
  • Worker: Discipline, Knowledge [any], Mechanic.
  • Colonist: Athletics, Survival, Vigilance.
Citizen Survival Diff Adv. Diff
Corporate Negotiation c Charm c
Worker Discipline bc Education cd
Colonist Vigilance c Resilience c

1d6 Mishap
1 Injured. Roll on the Injury table.
2 You are harassed and your life ruined by a criminal gang. Gain the gang as an Enemy.
3 Hard times caused by a lack of interstellar trade costs you your job. Lose one rank in a Social skill.
4 Your business is investigated by the planetary authorities (or your colony suffers interference from interests offworld). Cooperate, and the business or colony is shut down, but you gain a +b on your next qualification check for your next service as a reward for your aid. Refuse, and gain an Ally.
5 A revolution, attack or other unusual event throws your life into chaos, forcing you to leave the planet. Roll Streetwise Avg (dd). If you succeed, increase any skill you have by one level.
6 One of your co-workers develops a hatred of you, and sabotages your life. Gain a Rival.
2d6 Service Event
2 Disaster! Roll on the mishap table, but you are not ejected from this service.
3 Political upheaval strikes your homeworld, and you are caught up in the revolution. Gain one rank in Coercion, Explosives, Negotiation or Streetwise. Throw whichever skill you chose Avg (dd). If you succeed you come out on the winning side, and gain +b on your next Advancement roll. Fail, and you suffer +b on your next Service roll.
4 You spend time maintaining and using heavy vehicles, either as part of your job or as a hobby. Gain one rank in Driving, Mechanics, or Operating.
5 Your business expands, your corporation grows, or the colony thrives. Gain a +1 to any one Benefit roll.
6 You are given advanced training in a specialist field. Make a Education Hard (ddd) check to gain one rank in any skill that you do not already have ranks in.
7 Life Event. Roll on the Life Events table.
8 You learn something you shouldn’t have – a corporate secret, a political scandal – which you can profit from illegally. If you choose to do so, then you gain a +1 to a Benefit roll from this service and gain one rank in Deception, Streetwise, or a criminal Contact. If you refuse, you gain nothing.
9 You are rewarded for your diligence or cunning. Gain +b on your next Advancement roll.
10 You gain experience in a technical field as a computer operator or surveyor. Gain one rank in Computers, Physical Sciences or Sensors.
11 You befriend a superior in the corporation or the colony. Gain an Ally. Either gain one rank in Charm, or take +bb on your next Advancement roll thanks to his aid.
12 You rise to a position of power in your colony or corporation. You are automatically promoted.
TRAVELLER SERVICES

GENESYS

Darrian Confederation Navy

The Darrian Confederation navy patrols the region of space between its star systems. The navy has a responsibility to protect the Confederation against invasion and to deter piracy by the lawless elements who cluster around the Darrian borders. Primary of these threats are the Zhodani and Sword World fleets against whom the Darrian navy has clashed numerous times.
Bridge: You are part of the bridge crew who control the ship and coordinate its different functions during battle.
Engineering: You are the mechanics, engineers and repair crews who ensure the ship remains functional both in and out of battle.
Marine: You are the ship’s troops who repel boarders or are sent to pacify resistance on crippled enemy vessels.

Career skills: Discipline, Gunnery, Piloting, Sensors, Vigilance.

  • Bridge: Astrogation, Leadership, Operating.
  • Engineering: Computers, Physical Sciences, Mechanics.
  • Marine: Explosives, Ranged [Heavy], Warfare.
Darrian Navy Survival Diff Adv. Diff
Bridge Vigilance c Leadership c
Engineering Discipline c Physical Sciences c
Marine Vigilance c Warfare c

Roll 1d6 Mishap
1 Severely Injured. Roll twice on the Injury table and take the lower result.
2 A failing on your part causes a catastrophic loss in your team. Suffer -1 on a Benefit roll when mustering out. In addition the only other survivor becomes your Enemy.
3 During a battle, defeat or victory depends on your actions. You must make an Hard (ddd) roll using a skill from your assignment. If you fail, you are blamed for the disaster. You are court-martialed and discharged. If you succeed, your efforts ensure that you are honourably discharged. You still leave the service, but may keep your Benefit roll from this term.
4 You are tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival, as he forces you out of the Navy.
5 Placed in the frozen watch (cryogenically stored) and revived improperly. Receive Medical Debt of 1d6 x 1,000Cr.
6 Injured. Roll on the Injury table.
Roll 2d6 Service Event
2 Disaster! Roll on the Mishap table but you are not ejected from this service.
3 On secondment to the Imperium you fight a brutal space battle. Improve a skill of your choice by one rank.
4 You must discipline a disobedient junior officer. Roll Leadership or Melee Avg (dd). If you succeed, gain him as an Ally. If you fail, suffer -1 on a Benefit roll and he becomes a Rival.
5 You are stationed at a major naval base. Gain one rank in Charm, Negotiation or Streetwise.
6 A senior officer takes interest in your career. Roll Education Avg (dd) to gain one rank in any skill.
7 Life Event. Roll on the Life Events table.
8 You join a gambling circle on board. Gain one rank in Deception or Negotiation. If you wish, make a Avg (dd) check with the chosen skill. If you succeed, gain an extra Benefit roll from this service; if you fail, you lose one Benefit roll from this service.
9 Your vessel participates in a notable engagement against pirates. Gain one rank in Gunnery, Mechanics, Sensors, or Operating.
10 Your vessel participates in a diplomatic mission. Gain one rank in Charm, Negotiation, Vigilance, or a Contact.
11 Your service report is excellent and you are invited to sit at secondary control board on the bridge. Either gain one rank in Warfare or take +bb on your next Advancement roll thanks to his aid.
12 You display heroism in battle, saving the whole ship. You may gain a promotion or a commission automatically.
TRAVELLER SERVICES

GENESYS

Drifter

Wanderers, hitch-hikers and travellers, drifters are those who roam the stars without purpose or direction.
Barbarian: You lived on a primitive world without the benefits of technology.
Wanderer: You lived hand to mouth in slums and starports across the galaxy, travelling at random.
Scavenger: You worked as a belter (asteroid miner) or on a salvage crew.

Career skills: Athletics, Brawl, Perception, Ranged [Light], Streetwise, and Stealth.

  • Barbarian: Coercion, Melee, Survival.
  • Wanderer: Deception, Survival, Vigilance.
  • Scavenger: Astrogation, Mechanic, Piloting.
Drifter Survival Diff Adv. Diff
Barbarian Survival c Athletics c
Wanderer Vigilance c Streetwise c
Scavenger Streetwise c Mechanic c

1d6 Mishap
1 Severely injured in action. (As a 2 on the Injury table.) Alternatively, roll twice on the Injury table and take the lower result.
2 Injured. Roll on the Injury table.
3 You run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy.
4 You suffer from a life-threatening illness. Reduce your Wound Threshold by 1.
5 Betrayed by a friend. One of your Contacts or Allies betrays you, ending your service. That Contact or Ally becomes a Rival or Enemy. If you have no Contacts or Allies, then you are betrayed by someone you never saw coming and still gain a Rival or Enemy.
6 Amnesia. You don’t know what happened to you. There is a gap in your memory.
2d6 Service Event
2 Disaster! Roll on the mishap table, but you are not ejected from this service.
3 A patron offers you a chance at a job. If you accept, you gain +b on your next qualification roll, but you owe that patron a favour.
4 You pick up a few useful skills here and there. Gain one rank in Melee, Skulduggery, Streetwise, or Survival.
5 You manage to scavenge something of use. Gain a +1 to any one Benefit roll.
6 You encounter something unusual. Go to the Life Events table and have an Unusual Event.
7 Life Event. Roll on the Life Events table.
8 You are attacked by enemies. Gain an Enemy if you do not have one already, and roll a Avg (dd) Combat skill or Stealth check. If successful, gain one rank in the skill rolled; if failed, roll on the Injury table.
9 You are offered a chance to take part in a risky but rewarding adventure. If you accept, roll 1d6: On a 1–2, you are injured – roll on the Injury table. On 3–4, you survive, but gain nothing. On a 5–6, you succeed. Gain +4 to one Benefit roll.
10 Life on the edge hones your abilities. Increase any skill you already have ranks in by one rank.
11 You are forcibly drafted. Roll for the Draft next term.
12 You thrive on adversity. You are automatically promoted.
TRAVELLER SERVICES

GENESYS

Entertainer

Individuals who are involved with the media, whether as reporters, artists or celebrities.
Artist: You are a writer, sculptor, holographer or other creative.
Journalist: You report on local or galactic events for a news feed, the TAS or another organisation.
Performer: You are an actor, dancer, acrobat, professional athlete or other public performer.

Career skills: Charm, Deception, Knowledge [any], Stealth, and Streetwise.

  • Artist: Computers, Cool, Negotiation.
  • Journalist: Computers, Sensors, Vigilance.
  • Performer: Athletics, Coordination, Discipline.
Entertainer Survival Diff Adv. Diff
Artist Cool c Charm c
Journalist Vigilance c Streetwise c
Performer Discipline c Charm c

1d6 Mishap
1 Injured. Roll on the Injury table.
2 You expose or are involved in a scandal of some sort.
3 Public opinion turns on you. Suffer -1 on a Cash or Benefit roll.
4 You are betrayed by a peer. One of your Contacts or Allies betrays you, ending your service. That Contact or Ally becomes a Rival or Enemy. If you have no Contacts or Allies, then you are betrayed by someone you never saw coming and still gain a Rival or Enemy.
5 An investigation, tour, project or expedition goes wrong, stranding you far from home. Gain one rank in Charm, Survival, Piloting or Streetwise.
6 You are forced out because of censorship or controversy. What truth did you get too close to? You gain +b on the qualification roll for your next service.
2d6 Events
2 Disaster! Roll on the mishap table, but you are not ejected from this service.
3 You are invited to take part in a controversial event or exhibition. Roll a Social skill Avg (dd). If you succeed, gain +1 on a Cash or Benefit roll. If you fail, suffer -1 on a Cash or Benefit roll.
4 You are a part of your homeworld’s celebrity circles. Gain one rank in any Social skill or a Contact.
5 One of your works is especially well received and popular, making you a minor celebrity. Gain a +1 to any one Benefit roll.
6 You gain a patron in the arts. Gain a +2 to your next Advancement check and an Ally.
7 Life Event. Roll on the Life Events table.
8 You have the opportunity to criticise or even bring down a questionable political leader on your homeworld. If you refuse and support the leader, you gain one rank in Discipline. If you accept, gain an Enemy and roll a Social skill Avg (dd). If you succeed, gain one rank in any skill you already have ranks in. If you fail, increase a skill anyway and roll on the Mishap table.
9 You go on a tour of the sector, visiting several worlds. Gain 1d3 Contacts.
10 One of your pieces of art is stolen, and the investigation brings you into the criminal underworld. Gain one rank in Skulduggery, Stealth, Streetwise, or Vigilance.
11 As an artist, you lead a strange and charmed life. Go to the Life Events table and have an Unusual Event.
12 You win a prestigious prize. You are automatically promoted.
TRAVELLER SERVICES

GENESYS

High Guard - Naval Intelligence

Without faster–than–light communication, knowing when and where an enemy power will go is an exercise in analysis, prediction and luck. Naval intelligence characters are spies or tacticians, collating the reports of agents, scout ships and listening posts to determine the optimum placement of the Imperium’s fast–response navy and the defence forces of the subsector navies.
Analyst: You studied and predicted the actions of enemy fleets or governments.
Planner: You guided the movements of whole navies.
Black Operations: You don’t talk about what you used to do.

Career skills: Computers, Discipline, Piloting, Space Sciences, and Warfare.

  • Analyst: Admin, Charm, Cool.
  • Planner: Mechanics, Physical Sciences, Sensors
  • Black Operations: Ranged [Light], Sensors, Survival.
Naval Intelligence Survival Diff Adv. Diff
Analyst Computers c Admin cdd
Planner Sensors c Warfare c
Black Operations Ranged [Light] cd Discipline c

2d6 Mishap
2 Your analysis of an enemy tactic is flawed, leading to the enemy gaining a significant advantage over your side. You are court–martialled for treachery: roll an Avg (dd) Social skill. If successful you clear your name but must leave the service. If you fail you are sentenced to 4 years in prison and lose all Benefits from this service.
3 Your strategy goes badly wrong resulting in the deaths of many men. The subsequent inquiry reaches a Negligence verdict. Your career is over and you suffer a –2 to your Benefit roll. You also gain an Enemy because one of the men who died as a result of your actions was the son of a vindictive officer who will see you punished in other, more creative ways.
4 A mission goes disastrously wrong. Roll Warfare Avg (dd) to partially salvage the situation. If you fail, lose any one naval Contact or Ally. If you succeed, gain one rank in a career skill. Either way, you leave this service.
5 One of your subordinates turns out to be an enemy intelligence agent. The fact he was able to operate under your watch ruins your career.
6 Severely Injured – roll twice on the injury table and take the lower result.
7 Whilst your risk taking leads to many successful missions eventually your luck runs out and you manage to infuriate all your superiors who tire of your antics. You receive a burn notice and are forced from the service.
8 Injured – roll on the Injury table.
9 A civilian is killed during an assignment where you are forced to defend yourself. You are cleared of wrongdoing but the guilt is unbearable. You leave the service but gain one rank in Negotiation. Roll Discipline Avg (dd). If you fail you turn to either alcohol or drugs to alleviate the guilt, becoming dependent.
10 You are involved in a secret black project that must be buried. You are given an extra benefit roll as compensation, but must leave the navy.
11 You are outwitted by an enemy commander and one of your grand stratagems is defeated. Gain an Enemy.
12 You are enmeshed in a telepathic plot, and conditioned as a sleeper agent. Your conditioning is discovered before you are activated, and you are ejected from the navy.
TRAVELLER SERVICES

GENESYS

d66 Service Event
11 Disaster! Roll on the mishap table, but you are not ejected from this service.
12 You are assigned a secret mission. You may choose to roll on the Agent (Intelligence) events table instead.
13 You are attacked by an assassin. Roll Melee Avg (dd). If you fail, roll on the Injury table. If you succeed, gain an Enemy and one rank in Coercion as you extract the enemy’s name from your foe.
14 War can only be won through sacrifice, and a particular situation calls for sacrificing a ship or colony as a gambit. If you give the order, gain the survivors as an Enemy. If you refuse, the battle is lost, and you suffer +bb on your next Advancement roll.
15 You do things that you are not proud of, and will never speak of. Gain one rank in Stealth or +bb on your next Advancement.
16 An investigation takes on a dangerous turn. Roll Perception or Streetwise Avg (dd). If you fail, roll on the mishap table. If you succeed, gain one rank in Charm, Coercion, Deception, or Warfare.
21 You establish a network of contacts. Gain 1d3 Contacts.
22 You perform a tour of border worlds. Roll Social skill Avg (dd) to gain one rank in Survival or Vigilance or a Contact.
23 You are attacked by a hostile native lifeform during a survey mission. Roll Life Sciences or Survival Avg (dd). If you succeed, you befriend the animal and can keep it as a pet. If you fail, you are Injured (roll on the Injury table).
24 You have to baby-sit a troublesome ambassador. Roll Charm Avg (dd). If you succeed, gain him as a Contact. Fail, and he makes trouble for you as a Rival.
25 You discover a terrorist bomb. To disarm it, roll Explosives Avg (dd). If you succeed, you gain a Sunburst and an Ally. If you fail, roll twice on the injury table and take the lower result. If you flee, the bomb goes off and damages the base.
26 The people of one world beg for assistance from naval military forces, but you are ordered not to intervene. The peoples’ cause is just, and you can ‘unofficially’ aid them by secretly supporting them with weaponry or intelligence. If you do so, roll Deception Avg (dd). If you gain an Ally. If you fail suffer +bb on your next Advancement roll.
3X Life Event. Roll on the Life Events table.
4X Naval Event. Roll on the Naval Events table.
51 You overhear some secret of the nobility or high society.
52 You are forced to use mercenaries to hide government involvement and get caught up in a major action. Roll Ranged [Light] or Warfare Avg (dd). If you succeed you manage to save the day and gain a Contact, if you fail roll on the Injury table.
53 You are part of a surveillance team watching a hostile spy network. Gain one rank in Deception or Vigilance.
54 You are part of a team sent to extract another agent from hostile territory. Roll Piloting, Stealth or Sensors Avg (dd). If you succeed you rescue him and gain an Ally. Fail and he is killed, the recriminations that follow afterwards gain you a Rival.
55 Enemy agents infiltrate your team, leading to a firefight. Roll Melee or Ranged [Light] Avg (dd). If you fail roll on the injury table. If you succeed you save your team and gain a Contact.
56 You work closely with a civilian intelligence agency, gaining their respect. You may automatically qualify for an Agent service after you finish serving in the Navy. If you decide not to do so you gain a Contact within the civilian agency.
61 You go undercover to investigate an enemy. Roll Deception Avg (dd). If you succeed, roll immediately on the Rogue or Agent events table and gain one rank in any assignment skill. If you fail, roll immediately on the Rogue or Agent mishap table.
62 You come across a potentially valuable discovery, such as a mineral deposit or alien technology cache. You can choose to either report the discovery, or just secretly mark the location and vow to return when you leave the Navy.
63 You are involved in operations to thwart a terrorist network. Roll Coercion or Deception Avg (dd). If you succeed the terrorists are thwarted and you gain a Contact. If you fail you gain an Enemy.
64 You are inserted into hostile territory to gather intelligence on a new class of ship. Roll Computers, Stealth or Vigilance Avg (dd). If you Succeed, gain one rank in Computers or Mechanics. If you fail roll on the Injury table.
65 Your talents are used against a group of notorious pirate raiders. Roll Perception or Streetwise Avg (dd). If you succeed you are able to infiltrate their network, gain one of Coercion, Deception, or Streetwise.
66 You excel in your career. You are automatically promoted.
TRAVELLER SERVICES

GENESYS

Imperial Marines

Members of the armed fighting forces carried aboard starships marines deal with piracy and boarding actions in space, defend the starports and bases belonging to the navy and supplement ground forces such as the army.
Support: You were a quartermaster, engineer or battlefield medic in the Marines.
Star Marines: You were trained to fight boarding actions and capture enemy vessels.
Ground Assault: They kicked you out of a spacecraft in high orbit and said ‘capture that planet’.

Career skills: Athletics, Gunnery, Ranged [Heavy], Vigilance, and Warfare.

  • Support: Driving, Medicine, Mechanics.
  • Star Marine: Coordination, Melee, Sensors.
  • Ground Assault: Melee, Perception, Survival
Imperial Marines Survival Diff Adv. Diff
Support Driving c Warfare c
Star Marine Ranged [Heavy] c Warfare c
Ground Assault Survival c Warfare c

1d6 Mishap
1 Severely injured in action. (As a 2 on the Injury table.) Alternatively, roll twice on the Injury table and take the lower result.
2 A mission goes wrong; you and several others are captured and mistreated by the enemy. Due to your injuries, you are discharged early. Gain your jailer as an Enemy and receive Medical Debt of 1d6 x 1,000Cr because of your injuries.
3 A mission goes wrong and you are stranded behind enemy lines. Gain one rank in Stealth or Survival but, due to the mission’s failure, you are ejected from the service.
4 You are ordered to take part in a black ops mission that goes against your conscience. If you refuse you are ejected from the service. If you accept you may stay with the marines but gain the lone survivor as an Enemy.
5 You are tormented by or quarrel with an officer or fellow marine. Gain that character as a Rival as he drives you out of the service.
6 Injured. Roll on the Injury table.
2d6 Events
2 Disaster! Roll on the mishap table, but you are not ejected from this service.
3 Trapped behind enemy lines, you have to survive on your own. Gain one rank in Deception, Resilience, Stealth, or Streetwise.
4 You are assigned to the security staff of a space station. Gain one rank in Computers, Coordination or Discipline.
5 You are given advanced training in a specialist field. Make a Education Avg (dd) check to gain one rank in any skill that you do not already have ranks in.
6 You are assigned to an assault on an enemy fortress. Throw Melee or Ranged [Heavy] Avg (dd) and gain one rank in Leadership or Warfare if you succeed. If you fail, you are injured and reduce your Wound Threshold by one.
7 Life Event. Roll on the Life Events table.
8 You are on the front lines of a planetary assault and occupation. Gain one of Leadership, Ranged [Heavy], Resilience, or Vigilance.
9 A mission goes disastrously wrong due to your commander’s error or incompetence, but you survive. If you report your commanding officer for his failure then you +b on your next Advancement roll. If you say nothing and protect him, gain him as an Ally.
10 You are assigned to a black ops mission. +b on your next Advancement roll.
11 Your commanding officer takes an interest in your career. Either gain one rank in Warfare, or take +bb on your next Advancement roll thanks to his aid.
12 You display heroism in battle. You are automatically promoted.
TRAVELLER SERVICES

GENESYS

Merchants

Members of commercial enterprises. Merchants may crew the ships of the large trading corporations, or they may work for the independent free traders which carry chance cargoes and passengers between worlds.
Merchant Marine: You worked on one of the massive cargo haulers run by the Imperium or the mega-corporations.
Free Trader: You were part of the crew of a tramp trader.
Broker: You worked in a planetside brokerage or starport

Career skills: Computers, Driving, Negotiation, Social Sciences, and Streetwise.

  • Merchant Marine: Coordination, Gunnery, Piloting.
  • Free Trader: Mechanics, Operating, Sensors.
  • Broker: Admin, Charm, Deception.
Merchants Survival Diff Adv. Diff
Merchant Marine Gunnery c Streetwise c
Free Trader Operating c Negotiation c
Broker Charm c Social Sciences c

1d6 Mishap
1 Injured. Roll on the Injury table.
2 You are bankrupted by a rival. You lose all Benefits from this service, and gain the other trader as a Rival.
3 A sudden war destroys your trade routes and contacts, forcing you to flee that region of space. Gain one rank in Operating, Piloting or Ranged [Light].
4 Your ship or starport is destroyed by criminals. Gain them as an Enemy.
5 Imperial trade restrictions force you out of business. You may take the Rogue service for your next term without needing to roll for qualification.
6 A series of bad deals and decisions force you into bankruptcy. You salvage what you can. You may take a Benefit roll for this term as well as any others you are entitled to.
2d6 Service Event
2 Disaster! Roll on the mishap table, but you are not ejected from this service.
3 You are offered the opportunity to smuggle illegal items onto a planet. If you accept, roll Charm or Deception Avg (dd) to gain one rank in Streetwise and an extra Benefit roll. If you refuse, you gain an Enemy in the criminal sphere.
4 To reflect your time spent dealing with suppliers and spacers gain one rank in Life Sciences, Mechanics, Negotiation or Social Sciences.
5 You have a chance to risk your fortune on a possibility lucrative deal. You may gamble a number of Benefit rolls and roll Deception or Negotiation Avg (dd). If you succeed, you gain half as many Benefit rolls as you risked, rounding up. If you fail, you lose all the rolls risked. Either way, gain one rank in whichever skill you used.
6 You make an unexpected connection outside your normal circles. Gain a Contact.
7 Life Event. Roll on the Life Events table.
8 You are embroiled in legal trouble. Gain one rank in Admin, Charm, Deception or Perception.
9 You are given advanced training in a specialist field. Make a Education Avg (dd) check to gain one rank in any skill that you do not already have ranks in.
10 A good deal ensures you’re living the high life for a few years. Gain a +1 to any one Benefit roll.
11 You befriend a useful ally in one sphere. Gain an Ally and either gain one rank in Charm or take +bb on your next Advancement roll thanks to his aid.
12 Your business or ship thrives. You are automatically promoted.
TRAVELLER SERVICES

GENESYS

Navy

Members of the interstellar navy which patrols space between the stars. The navy has responsibility for the protection of society from foreign powers and from lawless elements in the interstellar trade channels.
Line/Crew: You served as a general crewman or officer on a ship of the line. An average naval career.
Engineering/Gunnery: You served as a specialist technician on a ship. This gives good technical skills, but is difficult to advance in unless you are highly intelligent.
Flight: You served as the pilot of a shuttle, fighter or other vessel. This gives excellent piloting skills and is the fast track to promotion, but is also the most dangerous.

Career skills: Computers, Gunnery, Space Sciences, Ranged [Light], and Warfare.

  • Crew: Melee, Ranged [Heavy], Sensors.
  • Eng: Mechanics, Physical Sciences, Sensors.
  • Flight: Astrogation, Piloting, Operating.
Navy Survival Diff Adv. Diff
Line/Crew Sensors c Warfare c
Engineering/Gunnery Computers c Physical Sciences c
Flight Piloting c Space Sciences c

1d6 Mishap
1 Severely injured in action. (As a 2 on the Injury table.) Alternatively, roll twice on the Injury table and take the lower result.
2 Placed in the frozen watch (cryogenically stored) and revived improperly. Receive Medical Debt of 1d6 x 1,000Cr.
3 During a battle, defeat or victory depends on your actions. You must make an Avg (dd) roll using a skill from your assignment. If you fail, the ship suffers severe damage and you are blamed for the disaster. You are court-martialed and discharged. If you succeed, your efforts ensure that you are honourably discharged. You still leave the service, but may keep your Benefit roll from this term.
4 You are blamed for an accident that causes the death of several crew members. If you were responsible, then you gain one rank in any career skill. If you were not, then gain the officer who blamed you as an Enemy, but you keep your Benefit roll from this term.
5 You are tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival, as he forces you out of the Navy.
6 Injured. Roll on the Injury table.
2d6 Service Event
2 Disaster! Roll on the mishap table, but you are not ejected from this service.
3 You join a gambling circle on board. Gain one rank in Deception or Negotiation. If you wish, make a Avg (dd) check with the chosen skill. If you succeed, gain an extra Benefit roll from this service; if you fail, you lose one Benefit roll from this service.
4 You are given a special assignment or duty on board ship. Gain a +1 to any one Benefit roll.
5 You are given advanced training in a specialist field. Make a Education Avg (dd) check to gain one rank in any skill that you do not already have ranks in.
6 Your vessel participates in a notable military engagement. Gain one rank in Gunnery, Mechanics, Sensors, or Operating.
7 Life Event. Roll on the Life Events table.
8 Your vessel participates in a diplomatic mission. Gain one rank in Charm, Negotiation, Vigilance, or a Contact.
9 You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy, but also +b on your next Advancement roll in the Navy.
10 You have the opportunity to abuse your position for profit. If you do so, gain an extra Benefit roll from this term. Refuse, and you get a +2 to your next Advancement roll.
11 Your commanding officer takes an interest in your career. Either gain one rank in Warfare, or take +bb on your next Advancement roll thanks to his aid.
12 You display heroism in battle, saving the whole ship. You may gain a promotion or a commission automatically.
TRAVELLER SERVICES

GENESYS

Nobility

Individuals of the upper classes who perform little consistent function, but often have large amounts of ready money.
Administrator: You served in the planetary government or even ruled over a fiefdom or other domain.
Diplomat: You were a diplomat or other state official.
Dilettante: Like a drifter, only with more baths.

Career skills: Cool, Leadership, Knowledge [any], Melee, and Perception.

  • Administrator: Admin, Coercion, Negotiation.
  • Diplomat: Charm, Deception, Sensors.
  • Dilettante: Deception, Piloting, Streetwise.
Nobility Survival Diff Adv. Diff
Administrator Cool bc Admin c
Diplomat Charm c Leadership c
Dilettante Deception bc Cool cd

1d6 Mishap
1 Injured. Roll on the Injury table.
2 A family scandal forces you out of your position. Suffer -1 on a Cash roll when mustering out.
3 A disaster or war strikes. Roll Deception or Stealth Avg (dd) to escape unhurt. If you fail, roll on the Injury table.
4 Political manoeuvrings usurp your position. Gain one rank in Charm or Negotiation and gain a Rival.
5 An assassin attempts to end your life. Roll Resilience Avg (dd). If you fail, roll on the Injury table.
6 Your fortunes change at court, forcing you to leave. Gain a Contact in the nobility and one rank in Streetwise.
2d6 Service Event
2 Disaster! Roll on the mishap table, but you are not ejected from this service.
3 You are challenged to a duel for your honour and standing. If you refuse, suffer -2 on a Benefit roll. If you accept, roll Melee Avg (dd). If you succeed, gain +2 on a Cash roll when mustering out. If you fail, roll on the Injury table and suffer -1 on a Cash roll. Either way, gain one rank in Deception, Leadership, Melee, or Warfare.
4 Your time as a ruler or playboy gives you a wide range of experiences. Gain one rank in any non-career skill.
5 You inherit a gift from a rich relative. Gain a +1 to any one Benefit roll.
6 You become deeply involved in politics on your world of residence, becoming a player in the political intrigues of government. Gain one level in Admin, Charm, Coercion or Negotiation, but also gain a Rival.
7 Life Event. Roll on the Life Events table.
8 A conspiracy of nobles attempts to recruit you. If you refuse, gain the conspiracy as an Enemy. If you accept, roll Coercion or Deception Avg (dd). If you fail, roll on the mishap table as the conspiracy collapses. If you succeed, gain one rank in Coercion, Deception, or Warfare.
9 Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. +b on your next Advancement roll.
10 You manipulate and charm your way through high society. Gain one rank in any Social skill, as well as a Rival and an Ally.
11 You make an alliance with a powerful and charismatic noble, who becomes an Ally. Either gain one level of Leadership or take +bb on your next Advancement roll thanks to his aid.
12 Your efforts do not go unnoticed by the Imperium. You are automatically promoted.
TRAVELLER SERVICES

GENESYS

Rogue

Criminal elements familiar with the rougher or more illegal methods of accomplishing tasks.
Thief: You stole from the rich and gave to… well, yourself, usually.
Enforcer: You were a leg breaker, thug or assassin for a criminal group.
Pirate: You were a space-going corsair.

Career skills: Deception, Perception, Ranged [Light], Streetwise, and Vigilance.

  • Thief: Athletics, Skulduggery, Stealth.
  • Enforcer: Coercion, Driving, Ranged [Heavy].
  • Pirate: Astrogation, Melee, Piloting.
Rogue Survival Diff Adv. Diff
Thief Skulduggery c Streetwise c
Enforcer Coercion c Streetwise c
Pirate Melee c Deception c

1d6 Mishap
1 Severely injured. (As a 2 on the Injury table.) Alternatively, roll twice on the Injury table and take the lower result.
2 Arrested. Lose one Benefit roll from this service and you must take the Draft in your next service.
3 Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. If you have no Contacts or Allies, then you are betrayed by someone you never saw coming and still gain a Rival or Enemy.
4 A job goes wrong, forcing you to flee off-planet. Gain one rank in Deception, Gunnery, or Piloting.
5 A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy.
6 Injured. Roll on the Injury table.
2d6 Service Event
2 Disaster! Roll on the mishap table, but you are not ejected from this service.
3 You are arrested and charged. You can choose to defend yourself, or hire a lawyer. If you defend yourself, roll a Social skill Avg (dd). If you succeed, the charges are dropped. If you fail, lose one Benefit roll and gain an Enemy. If you hire a lawyer, lose one Benefit roll and gain the lawyer as a Contact.
4 You are involved in the planning of an impressive heist. Gain one rank in Computers, Mechanics, or Sensors.
5 One of your crimes pays off. Gain a +2 to any one Benefit roll, and gain your victim as an Enemy.
6 You have the opportunity to backstab a fellow rogue for personal gain. If you do so, gain +bb on your next Advancement roll. If you refuse, gain him as an Ally.
7 Life Event. Roll on the Life Events table.
8 You spend months in the dangerous criminal underworld. Gain one rank in Melee, Streetwise, Stealth, or Ranged [Light].
9 You become involved in a feud with a rival criminal organisation. Roll Stealth or Ranged [Light] Avg (dd). If you fail, roll on the Injury table. If you succeed, gain an extra Benefit roll.
10 You are involved in a gambling ring. Gain one rank in Deception or Negotiation. If you wish, make a Avg (dd) check with the chosen skill. If you succeed, gain half as many Benefit rolls as you wagered (round up); if you fail, lose all the wagered Benefit rolls.
11 A crime lord considers you his protégé. Either gain one rank in Social Sciences or Warfare or take +bb on your next Advancement roll thanks to his aid.
12 You commit a legendary crime. You are automatically promoted.
TRAVELLER SERVICES

GENESYS

Scholar

Individuals trained in technological or research science who conduct scientific investigations into materials, situations and phenomena, or who practice medicine.
Field Researcher: You were an explorer or field researcher, equally at home in the laboratory or the wilderness.
Scientist: You were a researcher in some corporate or Imperial institution, or a mad scientist in an orbiting lab.
Physician: You were a doctor, healer, or medical researcher.

Career skills: Computers, Education, Knowledge [any Science], Negotiation, and Perception.

  • Field Researcher: Knowledge [any], Sensors, Survival.
  • Scientist: Admin, Knowledge [any], Sensors.
  • Physician: Charm, Cool, Medicine.
Scholar Survival Diff Adv. Diff
Field Researcher Survival c Education c
Scientist Any Science bc Education cd
Physician Cool bc Education cd


1d6 Mishap
1 Injured. Roll on the Injury table.
2 A disaster leaves several injured, and others blame you, forcing you to leave your career. Roll on the Injury table twice, taking the higher result, and gain a Rival.
3 The planetary government interferes with your research for political or religious reasons. If you continue with your work openly, increase any Science skill by one rank and gain an Enemy. If you continue with your work secretly, increase any Knowledge skill by one rank and reduce one Social skill by one. This mishap does not cause you to leave this service.
4 An expedition or voyage goes wrong, leaving you stranded in the wilderness. Gain one rank in Athletics, Resilience, or Survival. By the time you find your way home, your job is gone.
5 Your work is sabotaged by unknown parties. You may salvage what you can and give up (leave the service but retain this term’s Benefit roll) or start again from scratch (lose all Benefit rolls from this service but you do not have to leave).
6 A rival researcher blackens your name or steals your research. Gain a Rival but you do not have to leave this service.
2d6 Service Event
2 Disaster! Roll on the mishap table, but you are not ejected from this service.
3 You are called upon to perform research that goes against your conscience. Accept, and you gain an extra Benefit roll, one rank in each of any two Knowledge skills and 1d3 Enemies.
4 You are assigned to work on a secret project for a patron or organisation. Gain one rank in Medicine, any Science, Computers or Perception.
5 You win a prestigious prize for your work, garnering both the praise and envy of your peers. Gain a +1 to any one Benefit roll.
6 You are given advanced training in a specialist field. Make a Education Avg (dd) check to gain one rank in any skill that you do not already have ranks in.
7 Life Event. Roll on the Life Events table.
8 You have the opportunity to cheat in some fashion, advancing your career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. If you refuse, you gain nothing. If you accept, make a Avg (dd) Deception or Admin check. If you succeed, you gain a +2 to any one Benefit roll and may increase any skill by one rank, but you also gain an Enemy. If you fail, you gain an Enemy and lose one Benefit roll from this service.
9 You make a breakthrough in your field. Gain +b on your next Advancement roll.
10 You become entangled in a bureaucratic or legal morass that distracts you from your work. Gain one rank in Admin, Charm, Coercion or Negotiation.
11 You work for an eccentric but brilliant mentor, who becomes an Ally. Either increase any Science skill by one rank, or gain +bb on your next Advancement roll thanks to his aid.
12 Your work leads to a considerable breakthrough. You are automatically promoted.
TRAVELLER SERVICES

GENESYS

Scout

Members of the exploratory service. Scouts explore new areas, map and survey known or newly discovered areas, and maintain the communications ships which carry information and messages between the worlds of the galaxy.
Courier: You served lonely duty on the X-boat network, carrying the messages that keep the Imperium together.
Survey: You visited border worlds and assessed their worth to the Imperium.
Exploration: You went wherever the map was blank, exploring unknown worlds and uncharted space.

Career skills: Astrogation, Piloting, Ranged [any], Sensors, and Space Sciences.

  • Courier: Computers, Coordination, Cool.
  • Survey: Charm, Discipline, Streetwise.
  • Exploration: Life Sciences, Stealth, Vigilance.
Scout Survival Diff Adv. Diff
Courier Cool c Piloting c
Survey Discipline c Astrogation cd
Exploration Vigilance c Sensors c

1d6 Mishap
1 Severely injured in action. (As a 2 on the Injury table.) Alternatively, roll twice on the Injury table and take the lower result.
2 Psychologically damaged by your time in the scouts. Receive Medical Debt of 1d6 x 1,000Cr for psychiatric care.
3 Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. Gain 1d6 Contacts and 1d3 Enemies.
4 You inadvertently cause a conflict between the Imperium and a minor world or race. Gain a Rival and one rank in Coercion.
5 You have no idea what happened to you – they found your ship drifting on the fringes of friendly space.
6 Injured. Roll on the Injury table.
2d6 Service Event
2 Disaster! Roll on the mishap table, but you are not ejected from this service.
3 Your ship is ambushed by enemy vessels. Either run, and throw Piloting Avg (dd) to escape, or treat with them and throw a Social skill Avg (dd) to bargain with them. If you fail the check, then your ship is destroyed and you may not re-enlist in the Scouts at the end of this term. If you succeed, you survive and gain one rank in Sensors. Either way, gain an Enemy.
4 You survey an alien world. Gain one rank in Life Science, Resilience, Survival, or Vigilance.
5 You perform an exemplary service for the scouts. Gain a +1 to any one Benefit roll.
6 You spend several years jumping from world to world in your scout ship. Gain one rank in Astrogation, Mechanics, Space Sciences, or Piloting.
7 Life Event. Roll on the Life Events table.
8 When dealing with an alien race, you have an opportunity to gather extra intelligence about them. Roll either Sensors or Deception Avg (dd). If you succeed, gain an Ally in the Imperium and a +b on your next Advancement roll. If you fail, roll on the Mishap table, but you are not ejected from this service.
9 Your scout ship is one of the first on the scene to rescue the survivors of a disaster. Roll either Medicine or Mechanics Avg (dd). If you succeed, gain a Contact and +b on your next Advancement roll. If you fail, gain an Enemy.
10 You spend a great deal of time on the fringes of known space. Roll Survival or Piloting Avg (dd). If you succeed, gain a Contact in an alien race and one rank in any skill of your choice. If you fail, roll on the Mishap table.
11 You serve as the courier for an important message from the Imperium. Either gain one rank in Charm or take +bb on your next Advancement roll.
12 You discover a world, item or information of worth to the Imperium. You are automatically promoted.
TRAVELLER SERVICES

GENESYS

Vargr Corsair

Corsair bands are independent groups of pirates and mercenaries who are not constrained by laws and borders.
When most people think of the Vargr, the first thing that comes to mind is the corsair bands that operate throughout the Extents and along the Imperial borders. Indeed, this imagery comes foremost to many Vargr as well but whereas humans see pirates raiding free traders and merchant ships, the Vargr are more likely to see glamour and prestige.
Raider: You are part of the main attacking force in your band, specialising in boarding and looting ships.
Pilot: You are one of the pilots or navigators in your corsair band.
Reaver: You are part of the ship’s crew and function as an engineer, gunner or other supporting role.

Career Skills: Coercion, Melee, Stealth, Ranged [Heavy], and Vigilance.

  • Raider: Explosives, Leadership, Warfare.
  • Pilot: Astrogation, Operating, Sensors.
  • Reaver: Computers, Gunnery, Mechanics.
Vargr Corsair Survival Diff Adv. Diff
Raider Ranged [Heavy] c Leadership c
Pilot Sensors c Coercion c
Reaver Vigilance c Mechanics c

1d6 Mishap
1 Severely injured in action. Roll twice on the Injury table and take the lower result.
2 You are arrested but are able to pay a fine to earn your freedom. Lose one Benefit roll from this service.
3 You are betrayed by a member of your band, ending your career as a Corsair. If you have an Ally or Contact in the band he is now an Enemy, otherwise gain an Enemy.
4 A job goes wrong and the pack looks for new leadership. Roll a Social skill Avg (dd) to support the winning side. If you fail you are forced to leave the band and gain a Rival.
5 You make a mistake forcing your pack to flee from the local law enforcement. Suffer -1 on a Benefit roll and are forced to leave your corsair band.
6 Injured. Roll on the Injury table.
2d6 Service Event
2 Disaster! Roll on the Mishaps table, but you are not ejected from this service.
3 You are arrested and hire a lawyer who gets the charges dropped. You lose one Benefit roll but gain the lawyer as a Contact.
4 You are forced into hiding on a hostile world. Gain one rank in Resilience or Survival.
5 You gain a Contact in the criminal underworld.
6 One of your raids is particularly successful. Gain an additional Benefit roll.
7 Life Event. Roll on the Vargr Life Events table.
8 Your time spent in the criminal underworld gives you one rank in Melee, Streetwise, Stealth, or Ranged [Light].
9 You become involved in a territorial war with a rival corsair band. Roll Melee or Ranged [Heavy] Avg (dd) to help defeat them. Gain +1 on a Benefit roll if you succeed or roll on the Injury table if you fail.
10 Your leader uses poor judgement and your band suffers heavy losses. Roll Leadership Hard (ddd) to become the new pack leader and gain an automatic promotion.
11 You support a pack member who becomes the new leader. Gain an Ally and +bb on your next Advancement roll.
12 Your raiding skills have become legendary. You gain an automatic promotion and +1 on a Cash roll.
TRAVELLER SERVICES

GENESYS

Dolphin Civilian

Uplifted Dolphins who are engaged in aquatic non-military services.
Dolphin Liaison: You are acting as an intermediary between Human and Dolphin cultures or as a guide to Humans working underwater.
Dolphin Nomad: You are living the ‘barbarian’ life of an ancestral feral Dolphin, eschewing most technology and interaction with Confederation society.

Career skills: Athletics, Brawl, Charm, Coordination, and Resilience.

  • Liaison: Negotiation, Social Sciences, Sensors.
  • Nomad: Stealth, Survival, Vigilance.
Dolphin Civilian Survival Diff Adv. Diff
Nomad Resilience c Vigilance c
Liaison Resilience c Social Sciences c

1d6 Mishap
1 Injured. Roll once on the Injury table.
2 A purist faction of the Solomani Party comes to power on your world making trouble for uplifted Dolphins and costing you your job. Suffer -1 on a Benefit roll and gain a purist Solomani Party militant as an Enemy.
3 One of your friends becomes involved with a revolutionary Solomani Party faction advocating Dolphin rights. You are caught up in a SolSec investigation and fired from your job.
4 A war or insurgency erupts on your world. If you are serving in the Home Guard you may automatically choose to qualify for any Dolphin Military service as your next assignment. Otherwise your business or home is destroyed, forcing you into exile.
5 An accident leaves you caught on land without a suit. You suffer serious dehydration and require lengthy hospitalisation. Lose 1 Wound Threshold.
6 You are accidentally trapped or shot by Human fishermen. Roll on the Injury table. In addition also roll a Social skill Avg (dd); if successful you sue and instead of losing a Benefit roll you gain an extra roll on the Cash table as a settlement.
2d6 Service Event
2 Disaster! Roll on the Mishaps table but you are not ejected from this service.
3 Rivalries between Humans and Dolphins over your world’s ocean resources lead to conflict. Do you choose violence or diplomacy? If you chose diplomacy roll a Social skill Avg (dd). A success means your faction was vindicated and you gain +b on your next Advancement roll; a failure means a loss of one Benefit. If you chose violence roll Avg (dd) using your choice of Explosives, Ranged (any) or Warfare. Failure means +b on your next Advancement roll and you must roll on the Injury table. Whichever path you chose gain one rank in Leadership or the skill you rolled.
4 You volunteer for a Solomani Confederation research project to test new waldo equipment or cybernetics to improve the lives of other Dolphins. Gain a Contact in the Ministry of Science and Technology and roll Education Avg (dd) to gain one rank in Life Sciences.
5 You have a chance to travel off world on business and spend a long period of time in space. Gain one rank in Coordination, Piloting or Sensors.
6 You rescue a high-status Solomani swimmer who was lost at sea. Roll Athletics Avg (dd); if successful gain a high status Solomani Human citizen an Ally.
7 Life Event. Roll on the Life Events table.
8 Spend an extensive period living out of water among Humans. Gain one rank in any Social skill.
9 Your companions are attacked by fierce sea creatures! Do you fight or flee? If you flee gain one of the survivors as an Enemy. If you stay and fight, roll Brawl Avg (dd) to rescue them; if successful, gain one of them as an Ally; if you fail, roll on the Injury table.
10 You are asked to volunteer for a dangerous mission to rescue people in a sinking vessel or underwater city. Roll Resilience or Survival Avg (dd). If successful you are granted +b on your next Advancement roll and gain an extra Benefit roll. If you failed roll on the Injury table.
11 You discover a sunken vessel underwater that contains valuable salvage. Gain one extra Benefit roll.
12 Rise to a position of responsibility. Your next advancement roll automatically succeeds.
TRAVELLER SERVICES

GENESYS

Dolphin Military

Dolphins are usually welcome to enlist in any Army nautical force command. The Confederation Army maintains special Dolphin Commando units. Most Home Guards on worlds with ‘wet navies’ have professional units open to Dolphins with equipment provided.
Sea Patrol: You served as a member of a paramilitary or coast guard unit that engages in nautical search and rescue, fishery protection and nautical law enforcement duties.
Underwater Commando: You served in a combat unit that specialises in nautical recon, underwater demolitions and undersea combat.

Career skills: Athletics, Mechanics, Ranged [Heavy], Sensors, and Survival.

  • Sea Patrol: Charm, Negotiation, Piloting.
  • Underwater Commando: Explosives, Gunnery, Vigilance.
Dolphin Military Survival Diff Adv. Diff
Sea Patrol Survival c Negotiation c
Underwater Commando Vigilance c Ranged [Heavy] c

1d6 Mishap
1 Severely injured in action. Roll twice on the Injury table and take the lower result.
2 You encounter anti-Dolphin prejudice from Solomani you are serving with that hinders your career. You resign in disgust.
3 Your unit is involved in a savage campaign against primitive indigenous aquatic aliens that troubles your conscience. If you refuse to participate you are ejected from this service. If you participate in the massacre you may ignore the Mishap and remain in the service but gain an Enemy. He may be one of the few survivors or a Dolphin ex-member of your unit who chose to desert.
4 An amphibious planetary operation goes badly wrong leaving you beached ashore without functional protective gear. Dehydration and skin damage requires a lengthy recovery and permanently reduces your Wound Threshold by 1.
5 A SolSec investigation uncovers links between your unit’s commander and radical Dolphinist faction. You are given a chance to denounce your commander. If you do so remain in the service but gain one of his allies who escaped their net as an Enemy.
6 Injured. Roll on the Injury table.
2d6 Service Event
2 Disaster! Roll on the Mishaps table but the character is not ejected from this service.
3 You perform well during a black ops commando mission. Gain a +2 on your next Advancement roll and a Contact in an elite unit such as the Solomani Confederation Army’s Commandos, Jump Troops or the Confederation Marines.
4 Receive special training in underwater mine disposal. Roll Explosives Easy (d) to avoid injury. If successful gain one rank in Explosives. If you fail roll on the Injury table.
5 Spend a lengthy period serving as an auxiliary aboard a spacecraft operating underwater such as a system defence boat. Roll Education Avg (dd) to gain one rank in Operating, Piloting or Sensors.
6 Participating in an underwater search-and-rescue mission you personally save the life of a well-placed Human. Gain a Solomani of high status as an Ally.
7 Life Event. Roll on the Life Event table.
8 Participate in a major sea battle. Gain one rank in Brawl, Coordination, Ranged [Heavy] or Warfare.
9 Assigned to a joint mission with SolSec to catch Imperial spies or anti‑Confederation insurgents operating near underwater base facilities. Gain a SolSec agent as a Contact and roll Stealth or Vigilance Avg (dd) to gain one rank in the rolled skill.
10 A mission goes badly wrong after a Human leader disregards your advice because you are ‘just a Dolphin’. If accept this take a –1 on your next Advancement roll. If you protest roll a Social skill Avg (dd). A success means he is dismissed and you gain +bb on your next Advancement roll and gain one rank in the skill rolled; failure means you suffer +bb on your next Advancement roll.
11 A senior officer takes an interest in your career. Gain +bb on your next Advancement roll or one rank in Admin or Warfare.
12 Display heroism in battle. The next Advancement roll is automatically successful.
TRAVELLER SERVICES

GENESYS

Mustering-Out

In the course of a character’s service, he may manage to save some money. He may also acquire equipment and other benefits from his previous employers – a scout might be mustered out of the service with a reserve scout ship, a marine might get to keep his battle armour and so on. These are determined by Benefit Rolls.

Benefits are gained when a character leaves a service for any reason other than failing a Service roll (willingly leaving the service, an event, an aging crisis, or just wishing to finish character generation).

A character gets one Benefit Roll for every full term served in that service. You also get extra benefit rolls if you reached a higher status.

There are two tables for Benefit Rolls – the Cash table and the Other Benefits table. You may only roll on the Cash table a maximum of three times no matter how many services you have had.

You get one benefit roll per full term served. Leaving due to a mishap means you lose the benefit roll for that term, but not previous full terms in that service.

If you reached status 1 or 2, you get an extra benefit roll when leaving that service.
If you reached status 3 or 4, you get two extra benefit rolls.
If you reached status 5 or 6, you get three extra benefit rolls and may apply a +1 to rolls on the Benefits table that you gain from that service.

You get an extra benefit roll per t rolled on any Service roll.

Aging

Aging can reduce characteristics before play begins. Characters can prolong their youth using anagathics (drugs that slow the aging process), but these are hard to find, expensive, and illegal or socially unacceptable in many parts of the Imperium.

Both drugs and medical care are expensive, and will drain a character’s finances. A character must keep track of how much money he spends on anagathics and medical care.

The effects of aging begin when a character reaches 34 years of age (their fourth four-year service term). 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 on this table.

2d6 Effects of Aging
–5 Reduce three characteristics by 1
–4 Reduce two characteristics by 1
–3 Reduce one characteristic by 1
–2 Reduce wound & strain thresholds by 1
–1 Reduce strain threshold by 1
0 Reduce wound threshold by 1
1+ No effect

The character may choose which characteristics are affected by aging.

Aging & Anagathics

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 1d6 x 10,000 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 service he is in or become a Drifter if he wishes to take any more terms.

Anagathics: A character can start taking anagathics at any time. While using anagathic drugs, the character effectively does not age – add the number of terms since the character started taking anagathics as a positive 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.

Anagathics have two drawbacks. Firstly, the risk of trying to obtain a reliable supply and the disruption to the character’s biochemistry means the character must make a second Service roll if he passes his first Service roll in a term. If either roll is failed, the character suffers a mishap and is ejected from the service.

Secondly, the drugs cost 1d6 x 2,500 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.

TRAVELLER SERVICES

GENESYS

Agent
Roll Cash Other Benefits
1 1,000 Scientific Equipment
2 2,000 Talent
3 5,000 Ship Share
4 7,500 Weapon
5 10,000 Combat Implant
6 25,000 Skill
7 50,000 TAS Membership
Army
Roll Cash Other Benefits
1 2,000 Combat Implant
2 5,000 Talent
3 10,000 Talent
4 10,000 Weapon
5 10,000 Armour
6 20,000 Combat Implant
7 30,000 Skill
Aslan Military
Roll Cash Other Benefits
1 500 1 Ship Share
2 500 Contact
3 1,000 Talent
4 1,000 Weapon
5 5,000 Secret School
6 5,000 2 Ship Shares
7 10,000 Skill
8 10,000 3 Ship Shares
 
Aslan Scientist
Roll Cash Other Benefits
1 1,000 Scientific equipment
2 5,000 Talent
3 5,000 Contact
4 10,000 Weapon or 1 Ship Share
5 20,000 Science Kinship
6 40,000 Skill and 1 Ship Share
7 70,000 Scientific Equipment and 2 Ship Shares
8 3 Ship Shares
Citizen
Roll Cash Other Benefits
1 1,000 One
2 5,000 Ally
3 10,000 Talent
4 10,000 Gun
5 10,000 Skill
6 50,000 Two Ship Shares
7 100,000 TAS Membership
Darrian Confederation Navy
Roll Cash Other Benefits
1 1,000 Contact
2 5,000 Talent
3 5,000 Skill
4 10,000 Weapon
5 20,000 Armour
6 50,000 Vehicle
7 50,000 Five Ship Shares
TRAVELLER SERVICES

GENESYS

Drifter
Roll Cash Other Benefits
1 None Contact
2 None Weapon
3 1,000 Ally
4 2,000 Weapon
5 3,000 Skill
6 4,000 Ship Share
7 8,000 Two Ship Shares
Entertainer
Roll Cash Other Benefits
1 None Contact
2 None Talent
3 10,000 Contact
4 10,000 Ally
5 40,000 Skill
6 40,000 2 Ship Shares
7 80,000 Yacht
High Guard - Naval Intelligence
Roll Cash Other Benefits
1 20,000 Two ship shares
2 25,000 Weapon or Scientific Equipment
3 30,000 Ship’s Boat or two ship shares
4 35,000 TAS Membership
5 40,000 Weapon or Retainer
6 50,000 Skill
7 60,000 Independent Operation or five ship shares
 
Imperial Marines
Roll Cash Other Benefits
1 2,000 Armour
2 5,000 Combat Implant
3 5,000 Talent
4 10,000 Weapon
5 20,000 TAS Membership
6 30,000 Armour
7 40,000 Skill
Merchants
Roll Cash Other Benefits
1 1,000 Blade
2 5,000 Talent
3 10,000 Skill
4 20,000 Gun
5 20,000 Ship Share
6 40,000 Free Trader
7 40,000 Free Trader
Navy
Roll Cash Other Benefits
1 1,000 Air/Raft or one Ship Share
2 5,000 Talent
3 5,000 Two Ship Shares
4 10,000 Weapon
5 20,000 TAS Membership
6 50,000 Ship’s Boat or two Ship Shares
7 50,000 Skill
Nobility
Roll Cash Other Benefits
1 10,000 One Ship Share
2 10,000 Two Ship Shares
3 50,000 Blade
4 50,000 Talent
5 100,000 TAS Membership
6 100,000 Yacht
7 200,000 Skill, Yacht
TRAVELLER SERVICES

GENESYS

Rogue
Roll Cash Other Benefits
1 None Ship Share
2 None Weapon
3 10,000 Talent
4 10,000 Two Ship Shares
5 50,000 Armour
6 100,000 Skill
7 100,000 Corsair
Scholar
Roll Cash Other Benefits
1 5,000 Contact
2 10,000 Talent
3 20,000 Two Ship Shares
4 30,000 Skill
5 40,000 Scientific Equipment
6 60,000 Lab Ship
7 100,000 Lab Ship
Scout
Roll Cash Other Benefits
1 20,000 Ship Share
2 20,000 Talent
3 30,000 Skill
4 30,000 Weapon
5 50,000 Weapon
6 50,000 Scout Ship
7 50,000 Scout Ship
 
Vargr Corsair
Roll Cash Other Benefits
1 1,000 Ship Share
2 5,000 Talent
3 10,000 Weapon
4 25,000 Armour
5 50,000 Two Ship Shares
6 75,000 Skill
7 100,000 Corsair
Dolphin Civilian
Roll Cash Other Benefits
1 None Contact
2 500 Waldo Set
3 1,000 Ally
4 1,000 Waldo Set
5 1,500 Talent
6 2,000 Skill
7 4,000 Dolphin Battle Dress
Dolphin Military
Roll Cash Other Benefits
1 1,000 Contact
2 2,500 Dolphin Battle Dress
3 5,000 Talent
4 5,000 Weapon
5 5,000 Dolphin Battle Dress
6 10,000 Combat Implant
7 15,000 Skill
TRAVELLER SERVICES

GENESYS

Other Benefits

When you leave a service in good standing with your previous employers, you are permitted to keep various pieces of equipment or even shares of a vessel. Different services give different benefits.
For details of material benefits, see the Equipment chapter. For details regarding Allies and Contacts, see page 76 of the Traveller core book.

Air/Raft: You receive an air/raft. If you roll this benefit again, gain a rank in Piloting.

Armour: Select one of the following types of armour – Cloth, Reflec, Vacc Suit, HEV Suit, Combat Armour or Subdermal Armour. If you roll this benefit again, then the suit of armour is of the next TL up.

Ally: Gain an Ally.

Blade: Select any blade weapon. If you roll this benefit again, you may take another blade of the same type, a different blade, or one rank in Melee.

Combat Implant: Gain any one of the following augmentations: Skill Augmentation, Wafer Jack, Subdermal Armour or Characteristic Augmentation. You must take the lowest-TL Augmentation of that type. If you roll this benefit again, then you may either take a different Augmentation or the upgrade one you already possess to the next higher TL.

Contact: Gain a Contact.

Corsair: You receive 5 ship shares towards the use of a Corsair raider, or 2 ship shares towards the use of any other vessel.

Free Trader: You receive 5 ship shares towards the use of a Free Trader merchant ship, or 2 ship shares towards the use of any other vessel.

Gun: Select any common or military ranged weapon. If you roll this benefit again, you may take another weapon of the same type, a different weapon, or one rank in the appropriate Ranged skill for a weapon already received as a mustering-out benefit.

Lab Ship: You receive 5 ship shares towards the use of a Laboratory Ship research vessel, or 2 ship shares towards the use of any other vessel.

Skill: Gain one rank in a skill you have no ranks in. If rolled again, you may increase a rank 1 skill to rank 2, and so on. To a maximum of 3.

Talent: Gain a Tier 1 talent. If rolled again, gain a Tier 2 talent instead, and so on. Prerequisites must be met as normal.

Scientific Equipment: Gain any one piece of scientific equipment: a communications device, a toolkit, a sensor, a computer or a computer program, gained at the lowest Technology Level if multiple TLs are listed. If you roll this benefit again, then you take another piece of scientific experiment or gain one rank in Computers, Sensors or any one Science skill.

Contacts, Allies, Rivals & Enemies

Over the course of their previous careers, characters will have made friends and foes and establish ties with various non-player characters who may play a part in future adventures. There are four categories of such associates:

Contacts are individuals that the character knows and has had friendly dealings with in the past. They have useful skills or positions, and may be willing to aid the character.

Allies are like contacts, but are willing to help the characters and will actively go out of their way to provide aid. Both allies and contacts can be patrons.

Rivals are people who hate or oppose the character, and will attempt to interfere or harass him. Enemies are even worse than rivals – a rival seeks to one-up or humiliate, but an enemy wants the character dead, imprisoned or otherwise doomed.

When you gain an associate from a random event, note it on your character sheet. You can give as much detail as you wish, from the sketchy (‘Rival in Navy’) to the detailed (‘Captain Harrick of the Pride of Sylea is my rival, because I disobeyed his orders while on a mission. He had me drummed out of the Navy, damn him! I’ll have my revenge on him one day!’)


Scout Ship: You receive a Scout ship. The first receipt provides use of the ship, but the ship is still the property of the Scout service, and can be called back into active duty if needed. Alternatively, you can take 1d6 ship shares instead.

Ship’s Boat: You receive a Ship’s Boat. If you roll this benefit again, gain one rank in Piloting.

Ship Shares: You obtain one or more ship shares that can be put towards obtaining a ship.

TRAVELLER SERVICES

GENESYS

Weapon: Select any weapon. If you roll this benefit again, you may take another weapon of the same type, a different weapon, or one rank in the appropriate Combat skill for a weapon already received as a mustering-out benefit.

Ship Shares

Ship shares represent contacts, credit rating, savings and favours owed that a character can put towards ownership of a space vessel. Characters can pool their ship shares towards the use of a vessel, but cannot trade ship shares for cash. It’s very unlikely that the characters will be able to own anything other than the smallest starship outright at the start of the game, so most Traveller crews end up working to support the mortgage on their spacecraft.

Characters can also get extra ship shares by taking an older and more damaged ship, to a maximum of 10 bonus ship shares. See Old Ships on page 136. Each ship share reduces the cost of the ship by 1%.

Ship Type Value (Cr.) Ship Share
Scout* 27,040,500 270,405
Seeker Mining Ship 22,765,500 227,655
Free Trader 36,567,000 365,670
Fat Trader 97,182,000 971,820
Far Trader 51,385,500 513,855
Yacht 50,517,000 505,170
Corsair 142,794,000 1,427,940
Laboratory Ship 125,874,000 1,258,740
Mercenary Cruiser 433,440,000 4,334,400

*If you roll a Scout ship on the Scout Benefits table, then you have a ship on loan from the Scout Service and do not need to pay for it.


Yacht: You receive 5 ship shares towards the use of a luxury Yacht, or 2 ship shares towards the use of any other vessel.

Waldo Set: This is a strap-on harness with a pair of artificial robotic arms with 3-5 fingers. A Dolphin cannot put on a waldo set by itself; a Human or other waldo-using Dolphin must assist. The waldo set compensates for the Dolphin’s lack of manipulators but it is clumsy.

TAS: You are a member of the Traveller’s Aid Society (TAS), a private organisation that maintains hostels and facilities at all class A and B starports in many parts of human space. Facilities are available to members and their guests. Membership may only be achieved once per character. Receipt of membership in the Traveller’s Aid Society upon mustering out may be construed as a reward for heroism or extraordinary service to the Society rather than an official benefit of service. Membership is for life and is not transferable.
Membership may be purchased at the cost of 1,000,000 Credits although it is possible for an application to be ‘black-balled’ by an existing member. The Traveller’s Aid Society is an exclusive organisation, made up of those who are truly citizens of the galaxy, not just a single world.
The TAS invests its membership fees and other incomes; it uses its capital and return to provide benefits to its members. Every two months, it pays dividends in the form of one high passage (see page 142) to each member. This passage may be used, retained or sold. If you roll this benefit again, gain two ship shares instead.

Dolphin Battle Dress: An unarmed suit of Type D Battle Dress.

Secret School: A secret warrior school teaches secret combat techniques. In addition to being part of this brotherhood of warriors, choose one of the skills listed below; you receive a +b to combat rolls under the conditions listed for that skill:

  • Brawl: When dueling
  • Ranged [Light]: When dodging
  • Ranged [Heavy]: After having aimed for at least one round*
  • Gunnery: After having aimed for at least one round*
    * In addition to the normal +b for aiming

Scientific Kinship: A scientific kinship is a school of experts on a topic. A character who is a member of a scientific kinship may roll a Social skill Hard (ddd) once per year; he obtains the use of a kinship laboratory ship for six months.

Independent Operation: The character may set up his own business or group that works with the navy, such as a mercenary group, spy network or private think–tank. The navy will pay up to 20 ship shares or 1d6 MCr towards initial start-up costs, as long as the character agrees to favour them as a client.

Retainer: The navy wishes to retain the character’s services, calling on him as a consultant or advisor. The character will be paid Cr. 1,000 per month on condition that he remain available for naval service when called upon.

TRAVELLER SERVICES

GENESYS