Editing RTT Career Notes

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Common results are:  
 
Common results are:  
  
''Advanced Training.'' Throw Education 8+ to increase any one skill you already have by one level. Alternatively, throw Education 10+ to increase ''any'' one skill by one level. Most careers have this; loosely-organized careers may not (Entertainers, Nobility, Rogues, Scouts).
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"Advanced Training." Throw Education 8+ to increase any one skill you already have by one level. Alternatively, throw Education 10+ to increase ''any'' one skill by one level. Most careers have this; loosely-organized careers may not (Entertainers, Nobility, Rogues, Scouts).
  
''Adventure.'' These vary widely, but are usually a skill roll, or a choice between outcomes, or other special rules. All careers have at least one of these, and most have two; adventurous careers like Rogues and Scouts get three or four. Drifters, Merchants, and Rogues all have at least one ''risk vs. reward'' gamble, where you can gamble for Benefit rolls.  
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"Adventure." These vary widely, but are usually a skill roll, or a choice between outcomes, or other special rules. All careers have at least one of these, and most have two; adventurous careers like Rogues and Scouts get three or four. Drifters, Merchants, and Rogues all have at least one "risk vs. reward" gamble, where you can gamble for Benefit rolls.  
  
''Contacts.'' Gain a single Contact outside your normal circles, or 1d3 Contacts within your usual circles. Appears in highly social careers (Agents, Entertainers, Merchants, Psions.)
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"Contacts." Gain a single Contact outside your normal circles, or 1d3 Contacts within your usual circles. Appears in highly social careers (Agents, Entertainers, Merchants, Psions.)
  
''Decorated.'' Gain a +2 DM on your next Advancement check. Most organized or hierarchical careers have this, while loosely-organized careers (Drifters, Entertainers, Merchants, Psions, Rogues, Scouts) do not.  
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"Decorated." Gain a +2 DM on your next Advancement check. Most organized or hierarchical careers have this, while loosely-organized careers (Drifters, Entertainers, Merchants, Psions, Rogues, Scouts) do not.  
  
''Patron.'' Either gain X skill at level 1, or get a +4 DM on your next Advancement check due to your Patron's help. Sometimes, you may also take the Patron as an Ally; sometimes, the DM is only +2. All careers have this.
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"Patron." Either gain X skill at level 1, or get a +4 DM on your next Advancement check due to your Patron's help. Sometimes, you may also take the Patron as an Ally; sometimes, the DM is only +2. All careers have this.
  
''Rewarded.'' Gain a +1 DM to one Benefit roll. All careers except the Marines have this; the Marines aren't in it for the rewards.
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"Rewarded." Gain a +1 DM to one Benefit roll. All careers except the Marines have this; the Marines aren't in it for the rewards.
  
''Special Assignment.'' Gain one of four skills at level 1, or gain one level in one of the four skills. Most careers have two of these. Army, Marines, and Nobility have three; Agents, Drifters, and Psions only have one.  
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"Special Assignment." Gain one of four skills at level 1, or gain one level in one of the four skills. Most careers have two of these. Army, Marines, and Nobility have three; Agents, Drifters, and Psions only have one.  
  
''Unusual Event.'' Roll for an Unusual Event, as on the Life Events table (page 34). This only occurs to certain odd careers (Drifters, Entertainers), to help keep them odd.  
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"Unusual Event." Roll for an Unusual Event, as on the Life Events table (page 34). This only occurs to certain odd careers (Drifters, Entertainers), to help keep them odd.
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And there are a few unique events: Rogues may be Drafted; Psions may gain a Rival or Psi Strength.  
  
And there are a few unique events: Rogues may be Drafted; Psions may gain a Rival or Psi Strength.
 
  
 
==Benefits==
 
==Benefits==

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