When you were 22 you shot a job application to a pharmaceutical research center down to your home-dome on Ganymede, just a small indie Belter lab you expected would accept your "credentials", and to your honest surprise, they did! Most of the Ulysses was a bit sad to see you go, but understood this wasn't a lifelong path for everyone. Your bunk mate handed you a going-away gift when you arrived back in port, a modified plastic pistol, suitable for living in vacuum. He said you were a good roommate and would hate to see you in a headline. He was a little intense, but you could tell he only meant good with giving you a loaded unregistered firearm to keep.
Self defense acquired!
Body Pistol "Going-Away Present"
Range | Damage | KG | Cost | Mag Capacity | Mag Cost | Traits |
5 Meters | 2d6 | - | 950 S¢ | 6 | 10 S¢ | - |
Mods: | Red Dot: +1 to hit | Suppressor: Felony, silent shooting | | | | |
The start-up on Ganymede went far better than you expected. Your research into G-Comp drugs superseded your peers, leading to you winning a local award for a patent of a new kind of Juice, expensive, but with lesser side effects of the standard brands. No one outside of very select circles would actually recognize your name as "famous", but you were envied and praised around the lab. The testing of your drug patent granted you a better understanding of biology and medicine, only adding to your skill set.
- Science 1 (Biology) from advancing
- Medic 1 from your basic training in this career.
Oh, also, every time you advance in career you roll for another skill, so I'll just do that and edit the post after. Alright, let's roll uhhhhhhhhh Personal Development table.
Alright, now, I assume you all want to continue with this career. So the next steps of this are a bit different. First, you choose a table to roll on for skills you get this term. Now I know most of you probably don't have the Traveller books yourself, so I'm just gonna choose the table to roll for skills on. I choose Scientist, as I think our character is still trying to sharpen their skills in their field. So I need someone to roll a D6 for that.
Once someone does that, I need a survival roll. For Scientists that's EDU 4+. So you want to roll 2d6, add your Education mod, +1, and try to get over 4. If you don't make it, then you are forced to exit the career from a mishap. If you fail the survival roll, someone else roll a d6 for the mishap and I'll take if from there. If we succeed as we're statistically more likely to, move on.
Next I'll need someone to roll a life event, just a 2d6 roll flat.
Then I need another advancement roll, INT 8+. So you want to roll 2d6, add your Intellect mod, +1, and try to get over 7.
After all that, I'll summarize the next term, from 26-30!