During the character’s term of enlistment, the character gains life experiences that serve as further background, allowing a d20 skill roll instead of d10 when it can be justified as being something the character would have become skilled at due to the background. (This is standard DCC way of handling “skills”).
Roll once on the Service Events table per term to see what the most notable event that happened during that term.
After rolling for Service events roll for what you learned during that term on the Personal Development table: roll 2 times the first term of enlistment, then once per term afterward, on whichever tables you are eligible for. Get an extra roll upon being Commissioned, and another upon each promotion. Scouts receive 2 rolls per term instead (3 on the first term).
The player can choose which eligible chart to roll on, but can only roll on the Education once an Education result has come up on the Personal Development table. For Science, the first roll is always assumed to be Education. When you get a duplicate result on any chart you may choose to be seconded to another service and get one roll on any other service’s table.
While the bonuses to stats on the Personal Development may seem tempting, remember that the difference between being able to claim some kind of background in a skill and not is an average of +5, and an increase of +10 on the maximum result.
Service Events Table
Roll | Navy | Marines | Army | Scouts | Merchant | Crime | Science | Police | Other |
1 | Convoy duty | Garrison duty | Garrison duty | Planetary exploration | In-system trade | Numbers running | Field Work | Vice | Commute |
2 | EVA repairs | Combat drop | Escort mission | EVA repairs | EVA repairs | Protection racket | EVA experiments | Homicide | Business Trip |
3 | Ground support | Boarding Action | Ground campaign | Mechanical failure | Pirate attack | Leg-breaking | Experiments | SWAT | Hostile Takeover |
4 | Fleet action | Ground campaign | Ground Campaign | Stellar Survey | Passenger run | Graft | Professional development | Internal Affairs | Professional Development |
5 | Boarding action | Boarding action | Occupy conquered territory | System discovery | Cargo Run | Piracy | Publish papers | Undercover | Automation |
6 | Blockade | Search and Rescue | Boarding action | System discovery | Smuggling | Slave Trading | Awarded large grant | Undercover | Automation |
7 | Patrol | Civilian EVAC | Disaster Relief | System discovery | Ship malfunction | Vice | Sabbatical | Undercover | Automation |
8 | Special | Special | Special | Special | Special | Special | Special | Special | Special |
Special
Roll | Navy | Marines | Army | Scouts | Merchant | Crime | Science | Police | Other |
1 | Medical Corps | Medical Corps | Medical Corps | Medical Corps | Medical Corps | Back alley surgery | Medical Research | Paramedic training | Medical degree |
2 | Explore new star route | Retake orbital habitat | Suppress rebellion | Explore new system | Establish new trade route | Elaborate Caper | Professional development | Professional development | Professional development |
3 | Mutiny | Mutiny | Mutiny | First Contact | Engineering | Gang War | Big discovery | Forensics | Electronics |
4 | Hostile first contact | Crash landing | Suffer defeat | Crash landing | Pirate raid | White collar crime | Professional Misconduct | Investigated by IA | Accused of Crime |
5 | Serve aboard flagship | Serve in HQ | Serve in HQ | Sole survivor | Close Deal of a lifetime | Hit/jail rival | Professional Award | High Profile Collar | Uncover crime |
6 | Fly a desk | Desk jockey | Desk jockey | Cross-posted | Paper pusher | Coerced into helping branch of service | Defend funding | Desk jockey | Back-office work |
Personal Development
Roll 1d6 | Navy | Marines | Army | Scouts | Merchant | Crime | Science | Police | Other |
1 | +1 STR | +1 STR | +1 STR | +1 STR | +1 STR | +1 STR | Education | +1 STR | +1 STR |
2 | +1 AGL | +1 AGL | +1 AGL | +1 AGL | +1 AGL | +1 AGL | +1 AGL | +1 AGL | +1 AGL |
3 | +1 STA | +1 STA | +1 STA | +1 STA | +1 STA | +1 STA | +1 STA | +1 STA | +1 STA |
4 | +1 INT | Shore Leave (+1 Luck) | R&R (+1 Luck) | +1 INT | +1 STR | Jail Time (-1 Luck, +1 STR, +1 STA) | +1 INT | Education | Street Fight |
5 | Education | Education | Education | Education | Education | Education | Education | Education | Education |
6 | +1 Choice | +1 Choice | +1 Choice | +1 Choice | +1 Choice | +1 Choice | +1 Choice | +1 Choice | +1 Choice |
Education Table
When an Education result comes up on the Personal Development table, roll here. Thereafter you may choose additional rolls on the Education Table when allowed to make a roll. A School of Hard Knocks result allows you a re-roll on the mustering out table (one reroll per Hard Knocks result) in place of rolling on another service.
Roll | Navy | Marines | Army | Scouts | Merchant | Crime | Science | Police | Other |
1 | JAG | JAG | JAG | Xenobiology School | School of hard knocks | School of hard knocks | School of hard knocks | School of hard knocks | School of hard knocks |
2 | Test Pilot School | Orbital Jump Master | Jump Master | Xenolinguistics School | Accounting school | Hard Time | Science Vessel | Hostage Negotiation School | Technical School |
3 | Electronic Warfare School | Electronics School | Electronics School | Electronics School | Electronics School | Electronics School | First Contact Team | SWAT School | Academic School |
4 | Supply Corps School | Sapper School | Sapper School | Special | Navigation School | Gambling | Advanced Degree | Administration School | Civilian job with Other Service |
5 | War College | Drill Sergeant School | Drill Sergeant School | Instructor School | Business School | Business School | Tenured position | Interrogation School | Law school |
6 | Special | Special Forces | Special Forces | Medical School | Medical School | White collar crime | Medical School | Forensics School | Medical School |
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