Career Experiences

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

One thought on “Career Experiences

Leave a Reply

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s