Expanded Career Tables

I must admit, I was never entirely satisfied with the career tables in the original Space:1889 rules. There were a good range of options, but it never seemed to be quite enough. People with Attributes in inconvenient combinations could find themselves in a position where only one or two attractive careers were available to them. So, I set about making more. Before I knew it, I had more than doubled the number of available careers.

And the list is by no means exhaustive. Many more careers can be added. But here are a few guidelines for inventing your own careers:

The Rule of Seven
Space:1889 careers are generally designed to give the player a total of seven skill points. Virtually all careers do this, and it serves to keep play balance. Only truly extraordinary careers give more than seven; for example:

There are good reasons for most of these exceptions. Either the entry requirements are rather onerous (such as the Master Criminal, who must have an Intellect of 6 and is not able to take the career twice), or the career provides a variety of relatively unrelated skills (i.e. the Adventuress gets a mixture of social, criminal, and combat skills), and so is less an expert in one field so much as a Jack-of-all-trades. Such characters are useful in a campaign, and it makes sense that the system would try to reward such players.

Also, classes such as the Adventuress and the Detective are ideal for solo gaming, and in such sessions play balance is not as important as the player having a wide variety of abilities.

Overall, though, when designing a career one should probably stick to seven skill points unless one has a pretty good reason for increasing this number. Worthy of note is the Inventor Career, which only recieves SIX skill points; this is because the Inventor may start the game having already invented things.

The Rule of Four
Also, the skills granted by a career must be spread among at least four separate skills, unless the class gets less than seven skill points. Likewise, no skill may be granted at four points; only one skill may ever be given at three points, and that must be clearly be the primary skill for such a profession; it should probably not be a combat skill either (a career that gave a skill of 3 in marksmanship would, after two such careers, make the character perhaps the best sharpshooter in the solar system). No other skill may exceed two; default skills should not exceed one without some exceptional reason.

The Rule of One
The Rule of One states that any given career may never grant more than one point in Close Combat skill. This is because Close Combat is so integral to the combat system that any career with more than one Close Combat point is bound to be manipulated by cunning players to allow them to have a starting Close Combat rating of five. Such a result would drastically unbalance the game, and allow the player to perform feats of military prowess that leave everyone else in the dust.

This rule is more important than either of the other two, and should not be broken without exreme caution. The only Career I included two points of Close Combat for is the Hill Martian Warlord, who has extremely difficult prerequisites: Soc 6, Int 5+, Str 4+. Second Career only. I felt that a "Warlord" ought to be someone extraordinary, and particularily in the field of warfare. But I would not expect the "Warlord" to really be a player class, so much as a NPC. I would not recommend allowing a player access to a career that gives more than one Close Combat point per career. Ever.

All in all, the GM's goal is not to make powerful careers so much as careers which are interesting and fun to play. Limiting the character's access to too many skill points is clearly in the best interests of play balance, which will inevitably lead to a better game.


Part 1-Military Careers

Army: Male only. No prerequisites.

Soc 1: Private soldier, any branch- Close Combat 1, Wilderness Travel 1, Bargaining 1, Marksmanship 1 (rifle).

Soc 2: Noncommissioned officer- Close Combat 1, Wilderness Travel 1, Leadership 1, Marksmanship 1 (rifle).
Branch skills same as for private soldiers.

Soc 3: Officer, native regiment or technical branch- Marksmanship 1, Close Combat 1, Leadership 2.

Soc 4: Officer, common regiment or technical branch- Leadership 2, Marksmanship 1, Close Combat 1.

Soc 5 or 6: Officer, fashionable infantry or cavalry regiment (technical services not allowed)- Leadership 2, Marksmanship 1, Close Combat 1, Linguistics 1 (any European language), Riding 1, Eloquence 1.

Royal Marines: Str 4+, Soc 4-. Male only.

Soc 1: Private soldier- Close Combat 1, Fisticuffs 1, Marksmanship 2 (rifle), Bargaining 1, Fieldcraft 1, Gunnery 1 (machinegun), Swimming 1.

Soc 2: Noncommissioned officer- Close Combat 1, Fisticuffs 1, Marksmanship 2 (rifle), Leadership 1, Fieldcraft 1, Gunnery 1 (machinegun), Swimming 1.

Soc 3-4: Officer- Leadership 2, Marksmanship 1, Close Combat 1, Piloting 1, Fieldcraft 1, Observation 1, Swimming 1.

Navy: Male only. No prerequisites.

Common Skills: Linguistics 1, Piloting 1, Observation 1, Close Combat 1, Fisticuffs 1, Marksmanship 1, Trimsman 1, Medicine 1.

Soc 1: Ordinary seaman- Swimming 1, Gunnery 1 (BLC or machinegun) Mechanics 1 (steam), plus four common skills.

Soc 2: Petty officer- Swimming 1, Gunnery 1 (BLC or machinegun), Mechanics 1 (steam), Leadership 1, plus three common skills.

Soc 3 or 4: Engineering officer- Leadership 1, Mechanics 2 (steam), Engineering 1 (naval architecture), plus three common skills.

Soc 4 or 5: (Int 4+) Medical officer- Leadership 1, Medicine 2, Science 1 (biology), plus three common skills.

Soc 5 or 6: Line officer- Leadership 2, Close Combat 1, Piloting 1, Observation 1 plus any one of the following:
Linguistics 2, Marksmanship 2, Gunnery 2 (BLC or machinegun).

Aerial Service: Male only. Since the Aerial Service only existed from 1880 to 1885, Aerial Service may not be taken twice as a career. Agl 3+.

Common Skills: Linguistics 1 (Parhooni), Observation 1, Gunnery 1 (BLC or machinegun), Marksmanship 1, Trimsman 1 (aerial flyer), Piloting 1 (aerial flyer), Medicine 1, Fisticuffs 1.

Soc 1: Deckhand or Marine- Linguistics 1 (Parhooni), Close Combat 1.

Soc 2: Petty officer or Marine officer- Leadership 1, Linguistics 1 (Parhooni), Close Combat 1

Soc 3 or 4: Engineering officer- Leadership 1, Mechanics 2 (steam), Engineering 1 (naval architecture), Close Combat 1, plus any three common skills.

Soc 5 or 6: Line officer- Leadership 2, Close Combat 1, Piloting 1 (aerial flyer), Trimsman 1 (aerial flyer), Linguistics 1 (Parhooni), plus any two common skills.

French Foreign Legion: Str 4+, End 4+. Male only; must take as two careers or as second career after a criminal career (the only legal requirement to enter the French Foreign Legion as an enlisted man is that one cannot be a French citizen)..

Soc 1-3: Private soldier- Close Combat 1, Fisticuffs 1, Marksmanship 2 (rifle), Wilderness Travel (desert) 1, Fieldcraft 1, Gunnery 1 (machinegun), Riding 1, Linguistics 1 (French).

Soc 1-3: Noncommissioned officer (second career only)- Close Combat 1, Fisticuffs 1, Marksmanship 2 (rifle), Leadership 1, Fieldcraft 1, Gunnery 1 (machinegun), Wilderness Travel (desert) 1, Linguistics 1 (French).

Soc 4-6: Officer (French)- Leadership 2, Close Combat 1, Fieldcraft 1, Marksmanship 1, Observation 1, Wilderness Travel (desert) 1, Linguistics 2 (French).

Part 2-Government Careers

Foreign Office-Agent: Int 4+. Linguistics 2, Crime 2, Theatrics 2, Observation 1.

Foreign Office-Diplomat: Male only. Soc 3+, Int 4+. Bargaining 2, Linguistics 3 (French), Eloquence 1, Observation 1, Law 1.

Colonial Office: Male only. Soc 4+. Bargaining 1, Linguistics 2, Eloquence 1, Observation 1, Theatrics 1, Marksmanship 1.

Police Constable: Soc 3-, Str 3+. Male only. Observation 1, Fisticuffs 1, Tracking 1, Close Combat 1 (bashing), Riding 1, Law 1, Bargaining 1.

Bureaucrat: Male only. Soc 2, 3, or 4. Craft 2 (accounting), Bargaining 2, Law 1, Arts 1 (politics), Eloquence 1.

Politician: Male only. Soc 3+, Chr 5+. Eloquence 1, Law 2, Bargaining 2, Observation 1, Arts 1 (politics).

Judge: Chr 4+, Soc 4+. Male only, second career only (after lawyer or politician). Eloquence 1, Law 3, Leadership 2, Observation 1, Arts 1 (politics).

Part 3-Exotic Careers

Ether Flyer Line-Steward/Maid: Soc 3-, Chr 3+. Linguistics 2, Bargaining 1, Medicine 1, Observation 1, Labour 1 (domestic), and one of the following: Piloting 1 (Ether Flyer), Trimsman 1, Mechanics 1, Science 1 (Physics or Astronomy).

Ether Flyer Line-Engineer: Male only. Soc 3-, Str 3+. Mechanics 2, Bargaining 1, Science 2 (physics), Engineering 2 (naval architecture).

Ether Flyer Line-Petty Officer: Soc 2-3, End 3+. Male only. Piloting 2 (Ether Flyer) or Trimsman 2, Fisticuffs 1, Observation 1, Bargaining 1, Mechanics 1, Linguistics 1.

Ether Flyer Line-Line Officer: Soc 4+, Int 4+. Male only. Leadership 2, Piloting 1, Trimsman 1, Science 1 (astronomy), Observation 1, Linguistics 1.

Big Game Hunter: Agl 4+, End 5+. Wilderness Travel 1, Fieldcraft 1, Marksmanship 2, Tracking 2, Linguistics 1.

Explorer: End 5+, Str 2+. Wilderness Travel 1, Marksmanship 1, Foraging 1, Fieldcraft 1, Swimming 1, Linguistics 2, Leadership 1.

Archaeologist: End 4+, Soc 4+. Wilderness Travel 1, Marksmanship 1, Archaeology 2, Linguistics 2, Observation 1.

Dilettante Traveller: Soc 5+. Linguistics 3, Pilot 1, Science 1, Riding 1, Wilderness Travel 1, Marksmanship 1,

Adventuress: Int 4+, Chr 5+. Female only. Close Combat 1, Marksmanship 1, Linguistics 2, Theatrics 2, Eloquence 1, Leadership 1, Crime 1.

Reporter: Int 4+, Chr 4+. Observation 1, Theatrics 2, Eloquence 1, Linguistics 2, Wilderness Travel 1.

Gunfighter: Agl 5+, Soc 4- (usually American or Mexican). Marksman 2 (pistols), Riding 2, Close Combat 1, Fieldcraft 1, Tracking 1, Observation 1, Wilderness Travel 1(prairie or desert), Throwing 1.

Prospector: End 4+, Soc 3-. Science 2 (geology), Labour 2 (mining), Wilderness Travel 1 (mountaineering), Foraging 1, Marksman 1, Observation 1.

Part 4-Service Careers

Actor: Soc 4-, Chr 5+. Theatrics 3, Eloquence 1, Linguistics 2, Leadership 2.

Personal Servant: Soc 3-, Chr 4+. Close Combat 1, Linguistics 2, Bargaining 1, Medicine 1, Riding 1, Observation 1.

Tutor/Governess: Soc 2, 3, or 4, Int 5+. Science 2, Linguistics 2, Eloquence 1, Music 1, Leadership 1, Arts 2.

Grounds Keeper: Soc 3-, End 4+. Marksmanship 1, Wilderness Travel 1, Tracking 2, Fieldcraft 3.

Musician: Soc 4-, Chr 4+. Music 3, Eloquence 1, Theatrics 1, Leadership 2.

Part 5-Proffessional Careers

Detective: Soc 3+, Int 5+. Close Combat 1, Science 2, Crime 2, Tracking 2, Theatrics 1, Medicine 1.

Doctor: Soc 3 or 4, Int 4+. Science 2 (biology), Medicine 3, Observation 1, Linguistics 1.

Scientist: Soc 4+, Int 5+. Science 3, Engineering 1, Observation 1, Linguuistics 2 (French or German).

Professor: Soc 3+, Int 5+. Arts 3, Eloquence 1, Observation 1, Leadership 1, Linguistics 1.

Lawyer: Soc 3+, Chr 4+. Law 3, Eloquence 1, Bargaining 1, Theatrics 2.

Part 6-Mercantile Careers

Inventor: Int 4+, Agl 3+. Science 2, Engineering 2, Mechanics 2.

Merchant: Soc 4-, Chr 4+. Bargaining 3, Eloquence 1, Linguistics 1, Leadership 2.

Mechanic: Soc 3-, Agl 4+. Mechanics 3, Engineering 1, Science 1, Observation 1, Bargaining 1.

Engineer: Soc 4-, Int 4+. Engineering 3, Mechanics 2, Science 1 (physics), Bargaining 1.

Seaman: Soc 3-, Str 3+. Fisticuffs 1, Throwing 1, Swimming 1, Linguistics 2, Piloting 1, Observation 1.

Craftsman: Soc 2-, Agl 3+. Craft 3, Bargaining 2, Observation 1, Mechanics 1.

Part 7-Working Class Careers

Farmer: Soc 1, End 3+. Labour 3 (farming), Wilderness Travel 1, Riding 1, Fieldcraft 2, Tracking 1.

Miner: Soc 1, Str 3+. Labour 3 (mining), Wilderness Travel 1, Science 2 (geology), Engineering 1 (explosives), Fisticuffs 1.

Lumberjack: Soc 1, Str 4+. Labour 3 (logging), Wilderness Travel 1, Fisticuffs 1, Fieldcraft 2, Foraging 1.

Factory Worker: Soc 1, Agl 3+. Labour 3 (factory), Craft 1, Crime 1, Fisticuffs 1, Mechanics 1 (machinist), Bargaining 1.

Part 8-Criminal Careers

Master Criminal: Int 6. Second career only. Crime 2, Science 1, Close combat 1, Marksmanship 1, Theatrics 1, Linguistics 1, Leadership 2, Medicine 1, Arts 1.

Mad Scientist: Int 6. Second career only. Crime 2, Science 3, Stealth 1, Machinist 1, Engineering 1, Theatrics 1, Leadership 1, Medicine 1.

Gambler: Chr 4+, Int 4+. Eloquence 1, Bargaining 1, Observation 1, Fisticuffs 1, Theatrics 1, Crime 2 (Gambling).

Poacher: Soc 3-, Agl 4+. Marksmanship 2, Close Combat 1, Fieldcraft 2, Tracking 2.

Smuggler: End 4+, Agl 4+. Close Combat 1, Piloting 1, Crime 2, Linguistics 1, Bargaining 1, Swimming 1.

Thief: Soc 3-, Agl 5+. Close Combat 1, Stealth 1, Crime 2, Theatrics 2, Eloquence 1.

Anarchist: Int 4+, Agl 5+. Crime 2, Close Combat 1, Eloquence 1, Engineering 1 (explosives), Theatrics 1, Linguistics 1, Stealth 1.

Highwayman/Bandit: Soc 3-, End 3+. Riding 1, Close Combat 1, Marksmanship 1, Fieldcraft 2, Wilderness Travel 1, Observation 1.

Pirate: Soc 4-, Str 3+. Piloting 1, Close Combat 1, Crime 1, Gunnery 1, Linguistics 1, Fisticuffs 1, Swimming 1.

Thug/Hooligan: Soc 3-, Int 3-. Fisticuffs 1, Close Combat 1, Crime 2, Stealth 1, Bargain 1, Observation 1.

Assassin: Agl 5+, Int 4+. Stealth 1, Crime 2, Close Combat 1, Marksman 2, Theatrics 1, Observation 1, Medicine 1.

Confidence Man: Chr 4+, Int 4+. Eloquence 1, Bargaining 2, Leadership 1, Theatrics 2, Crime 2.

Beggar: Soc 2-, Chr 3+. Eloquence 1, Theatrics 2, Observation 1, Crime 2, Stealth 1.

Part 9-Ecclesiastical Careers

Minister (protestant): Chr 4+, Soc 3-. Eloquence 1, Leadership 3, Arts 1 (theology), Observation 1, Bargaining 1.

Priest (Roman Catholic or Church of England): Chr 4+, Soc 3+. Eloquence 1, Leadership 2, Arts 2 (theology), Linguistics 2 (Latin).

Missionary: Chr 4+, End 4+. Eloquence 1, Leadership 2, Arts 1 (theology), Wilderness Travel 1, Linguistics 2, Music 1.

Monk: Int 4+. Arts 3 (theology), Linguistics 3 (Latin), Observation 1, Science 1.

Bishop/Abbot: Priest/Monk second career only. Chr 5+. Arts 2 (theology), Linguistics 1, Leadership 2, Bargaining 1, Eloquence 1, Law 1, Craft 1 (accounting).


Martians

A veteran player (primarily one who is familiar with the genre and setting) might be interested in playing a Martian character. I do not recommend this for beginners; after all, Martians are Aliens, and a novice player is unlikely to know how to act as a Martian. Likewise, GM's might be interested in using these tables to generate Martian NPC's, either through direct generation, or simply using the tables as a source of inspiration.

When designing Martian Characters, One thing is very important to remember; it is a fact of biology, and cannot really be changed. That is that Attribute ranges are different for Martians than they are for humans. The difference can be summed up thusly:

-1 Strength, +1 Endurance

This difference applies to Martians of all races. In Addition, High Martians have a penalty of -1 to Charisma as well, reflecting the brutal and savage nature of their society. This modifier is applied in the same fashion as the Strength modification. However, this disadvantage is offset by the martian flying ability. Replace the riding default skill with "Flying", since High Martians do not ride animals, nor do they have any inclination to do so.


Part 10-Canal Martian Careers

Note: Canal Martian social levels are as follows:
AttributeSocial Level
6
Major Nobility
5
Minor Mobility
4
Middle Class
3
Tradesmen
2
Urban Lower Class
1
Slave / Rural Labourer

Military Careers:

Soldier, Native Regiment: Soc 2-. Male Only. Close Combat 1, Wilderness Travel 1, Marksmanship 1 (rifle), Bargaining 1, Linguistics 1 (English).

NCO, Native Regiment: Soc 3-4. Male Only. Close Combat 1, Wilderness Travel 1, Marksmanship 1 (rifle), Leadership 1, Linguistics 1 (English).

Mercenary Captain: Soc 5+, Str 3+, or second career only (after mercenary or army officer), Chr 5+. Leadership 2, Close Combat 1, Marksmanship 1, Foraging 1, Observation 1, Fieldcraft 1, Riding 1.

Mercenary: Soc 4-, Str 3+. Close Combat 1, Wilderness Travel 1, Marksmanship 1, Foraging 1, Observation 1, Fieldcraft 1, Riding 1.

Soldier: Soc 3-. Male Only. Close Combat 1, Wilderness Travel 1, Marksmanship 1 (rifle), Foraging 1, Observation 1.

Army Officer: Soc 4+. Male Only. Close Combat 1, Marksmanship 1 (rifle), Leadership 2, Observation 1.

Guide: Agl 4+, End 5+. Wilderness Travel 1, Foraging 1, Fieldcraft 1, Tracking 2, Marksmanship 1, Linguistics 1.

Religious Careers:

Fakir: Int 4+, Agl 5+. Crime 2 (Sleight-of-hand), Theatrics 2, Eloquence 1, Leadership 1, Observation 1.

Priest: Soc 4+. Linguistics 1, Arts 2 (Martian Theology), Leadership 2, Eloquence 1, Observation 1.

Hermit: Soc 3-, End 5+. Wilderness Travel 1, Foraging 2, Eloquence 1, Theatrics 2, Arts 1 (Martian Theology).

Warrior Monk: End 5+, Agl 5+. Close Combat 1, Stealth 1, Arts 2 (Martian Theology), Fisticuffs 1, Eloquence 1, Marksmanship 1 (Bow), Throwing 2.

Noble Careers:

Counsellor: Soc 5+, Int 4+. Bargaining 1, Theatrics 1, Leadership 2, Linguistics 1, Law 2, Observation 1.

Courtier: Soc 5+, Chr 4+. Bargaining 2, Theatrics 1, Leadership 1, Eloquence 1, Linguistics 1, Law 1, Observation 1.

Noble Heir: Soc 5+, Agl 3+. Riding 1 (gashant), Close Combat 1, Marksmanship 1, Leadership 1, Fieldcraft 1, Eloquence 1, Linguistics 1.

Mercantile Careers:

Merchant, Minor: Soc 3, Chr 4+. Bargaining 2, Riding 1, Wilderness Travel 1, Eloquence 2, Linguistics 1, Foraging 1.

Merchant, Wealthy: Soc 4, Chr 4+. Bargaining 2, Eloquence 1, Linguistics 2, Leadership 2, Piloting 1 (cloudship or sailing vessel).

Doctor: Soc 4 or 5, Int 4+. Science 2 (biology), Medicine 3, Observation 1, Linguistics 1.

Courtesan: Soc 4-, Chr 5+. Female Only. Bargaining 1, Observation 1, Theatrics 2, Music 2, Crime 1, Craft 1 (massage).

Canal Bargeman: Soc 4-, Str 2+. Close Combat 1, Fisticuffs 1, Throwing 1, Swimming 1, Linguistics 1 (Koline), Piloting 1 (sailing vessel), Observation 1.

Canal Ship Captain: Second career only (after merchant, bargeman or pirate). Chr 5+. Piloting 2 (sailing vessel), Leadership 1, Linguistics 2, Bargaining 1, Observation 1, Close Combat 1.

Cloud Captain: Soc 5+, Agl 3+, or second career only (cloud sailor or wealthy merchant), Chr 5+. Trimsman 1(cloudship), Piloting 1 (cloudship), Close Combat 1, Linguistics 2, Leadership 2, Bargaining 1.

Cloud Sailor: Agl 3+. Trimsman 1 (cloudship), Piloting 1 (cloudship), Close Combat 1, Gunnery 1 (MLC), Observation 1, Marksmanship 1, Linguistics 1.

Tradesman: Soc 3, Agl 3+. Craft 3, Observation 1, Bargaining 1, Linguistics 1, Eloquence 1.

Criminal Careers:

Assassin: Agl 5+, Int 5+. Stealth 2, Crime 1, Close Combat 1, Marksman 2, Throwing 1, Observation 1, Medicine 1.

Bounty Hunter: End 4+, Agl 4+. Tracking 1, Wilderness Travel 1, Crime 1, Close Combat 1, Marksmanship 1, Riding 1, Observation 1, Stealth 1.

Brigand: Soc 3-, Str 3+. Close Combat 1, Stealth 1, Fieldcraft 2, Wilderness Travel 1, Marksmanship 1, Observation 1, Foraging 1.

Canal Pirate: Soc 3-, Str 3+. Close Combat 1, Fisticuffs 1, Throwing 1, Swimming 1, Stealth 1, Crime 1, Marksmanship 1.

Cloud Pirate Captain: Second career only (cloud pirate), Chr 5+. Trimsman 1(cloudship), Piloting 1 (cloudship), Close Combat 1, Linguistics 2, Leadership 2, Bargaining 1, Crime 1.

Cloud Pirate: Agl 3+, Soc 3-. Trimsman 1 (cloudship), Piloting 1 (cloudship), Close Combat 1, Gunnery 1 (MLC), Observation 1, Marksmanship 1, Linguistics 1, Crime 1.

Fence: Chr 3+, Int 4+. Bargaining 2, Craft 1 (Appraisal), Close Combat 1, Crime 2, Observation 1.

Ground Cleanser: Int 4+, Agl 5+. Close Combat 1, Stealth 1, Crime 2, Eloquence 1, Theatrics 1, Linguistics 1, Engineering 1 (Explosives).

Smuggler: Agl 4+, End 4+. Linguistics 1, Close Combat 1, Crime 2, Bargaining 1, Stealth 1, plus one of the following: Riding 1 (Gashant or Ruumet Breehr), Piloting 1 (Cloudship or Sailing Vessel), Trimsman 1 (Cloudship).

Swindler: Chr 4+, Int 4+. Linguistics 1, Crime 2, Theatrics 2, Eloquence 1, Bargaining 2.

Thief: Soc 3-, Agl 5+. Close Combat 1, Stealth 1, Crime 2, Theatrics 1, Eloquence 1, Bargaining 1.

Thug: Soc 3-, Str 3+. Close Combat 1, Stealth 1, Crime 1, Observation 1, Fisticuffs 1, Throwing 1, Bargaining 1.

Lower-Class Careers:

Beggar: Soc 1 Theatrics 2, Bargaining 2, Eloquence 1, Crime 1, Stealth 1.

Miner: Soc 2-, Str 3+. Labour 3 (Mining), Engineering 1 (Structural), Fisticuffs 1, Science 1 (Geology), Wilderness Travel 1.

Porter (Wilderness): Soc 1, End 4+. Wilderness Travel 1, Linguistics 1, Observation 1, Fieldcraft 2, Labour 1 (Teamster), Foraging 1.

Porter (Urban): Soc 1, Agl 3+. Linguistics 1 (Koline), Observation 1, Crime 1, Labour 1 (Teamster), Fisticuffs 1, Bargaining 1.

Serf: Soc 1, End 3+. Labour 2 (Farming), Fieldcraft 2, Wilderness Travel 1, Riding 1, Bargaining 1.

Servant: Soc 2-, Chr 4+. Close Combat 1, Riding 1, Observation 1, Medicine 1, Theatrics 1, Linguistics 1, Bargaining 1.

Slave (Labourer): Soc 1, Str 3+. Labour 2, Stealth 1, Crime 1, Fisticuffs 1, Observation 1.

Slave (Personal): Soc 1, Chr 3+. Eloquence 1, Stealth 1, Crime 1, Labour 2 (Domestic), Observation 1, Theatrics 1.

Slave (Pleasure): Soc 1, Chr 5+. Stealth 1, Crime 1, Music 2, Craft 1 (Massage) Observation 1, Theatrics 2.

Slave (Skilled): Soc 1, Int or Agl 3+. Eloquence 1, Stealth 1, Crime 1, Craft 2, Observation 1, Bargaining 1.

Slave (Escaped): Second Career only (after Slave), Int 4+, End 4+. Stealth 1, Crime 2, Fisticuffs 1, Close Combat 1, Observation 1, Theatrics 2.


Part 11-Hill Martian Careers

Note: Hill Martian social levels are as follows:
AttributeSocial Level
6
Chief
5
Warrior
4
Warrior
3
Warrior
2
Labourer
1
Slave

Hill Martian social levels are not necessarily static.

Nomad/Warrior: Soc 3-5. Riding 1 (gashant), Close Combat 1, Marksmanship 1, Wilderness Travel 1, Foraging 1, Fieldcraft 1, Observation 1.

Free-Lance: Soc 3+. Riding 1 (gashant), Close Combat 1, Marksmanship 1, Foraging 1, Fieldcraft 1, Observation 1, Linguistics 1.

Chief: Soc 6. Riding 1, Close Combat 1, Wilderness Travel 1, Marksmanship 1, Leadership 1, Fieldcraft 1, Observation 1, Bargaining 1.

Medicine Man: End 4+, Int 4+. Observation 1, Medicine 2, Music 1, Arts 2 (Martian theology), Theatrics 1, Eloquence 1.

Witch Doctor: Second career only (after medicine man). Chr 5+. Theatrics 1, Bargaining 2, Eloquence 1, Linguistics 2, Close Combat 1, Stealth 1, Medicine 1, Arts 1 (Martian theology).

Outcast: Soc 2-. Riding 2 (gashant), Close Combat 1, Stealth 1, Crime 1, Foraging 1, Wilderness Travel 1, Fieldcraft 1.

Bard: Chr 4+, Agl 4+. Riding 1 (gashant), Close Combat 1, Observation 1, Theatrics 2, Music 2, Eloquence 1.

Labourer/Slave: Soc 2-. Riding 1 (gashant), Close Combat 1, Foraging 2, Craft 1 (tanning), Fieldcraft 1, Labour 1 (teamster), Wilderness Travel 1.

Wanderer/Solo: Soc 2+, End 5+, Int 5+. Riding 1 (gashant), Close Combat 1, Marksmanship 1, Wilderness Travel 1, Foraging 1, Fieldcraft 1, Observation 1, Linguistics 1, Tracking 1, Stealth 1.

Hunter: Soc 3-5, Int 4+. Riding 1 (gashant), Close Combat 1, Marksmanship 1, Wilderness Travel 1, Tracking 2, Fieldcraft 1, Observation 1.

Avenger: Str 4+, End 5+. Riding 1 (gashant), Close Combat 1, Marksmanship 1, Wilderness Travel 1, Tracking 1, Fieldcraft 1, Observation 1, Stealth 1, Fisticuffs 1.

Contrition-Knight: Soc 6, End 5+. Close Combat 1, Marksmanship 1, Wilderness Travel 1, Foraging 1, Fieldcraft 1, Observation 1, Leadership 1, Linguistics 1, Arts 1 (Martian theology).

Warlord: Soc 6, Int 5+, Str 4+. Second Career only. Close Combat 2, Marksmanship 1, Wilderness Travel 1, Fieldcraft 2, Leadership 2, Linguistics 1, Bargaining 1.

Idiot: Int 1, Soc 4-. Riding 1 (gashant), Close Combat 1, Marksmanship 1, Fisticuffs 1, Throwing 1, Fieldcraft 1, Foraging 1, Labour 2 (teamster).


Part 12-High Martian Careers

Note: High Martian social levels are as follows:
AttributeSocial Level
6
Lord
5
Shaman / Priest
4
Warrior
3
Warrior
2
Warrior
1
Slave overseer

High Martians do not recieve Riding as a default skill.

Lord: Soc 6. Male only. Close Combat 1, Leadership 2, Marksmanship 2, Piloting 1 (cloudship), Trimsman 1 (cloudship), Gunnery 1 (MLC).

Worm Priest: Soc 5. Male only. Close Combat 1, Leadership 2, Eloquence 1, Theatrics 2, Stealth 1, Arts 1 (Martian theology).

Shaman: Soc 5. Male only. Close Combat 1, Leadership 1, Eloquence 1, Medicine 1, Arts 1 (Martian theology), Music 2, Observation 1.

Warrior: Soc 2, 3, or 4. Male only. Close Combat 1, Marksmanship 2, Fisticuffs 1, Gunnery 1 (MLC), Stealth 1, Flying 1.

Slave Overseer: Soc 1. Male only. Close Combat 1, Stealth 1, Crime 2, Leadership 1, Fisticuffs 1, Craft 1, Theatrics 1.

Outcast: Soc 4-, End 5+. Male only. Close Combat 1, Stealth 1, Crime 1, Marksmanship 1, Foraging 1, Fisticuffs 1, Craft 1, Theatrics 1, Wilderness Travel 1 (mountains).

Pirate: Soc 2, 3, or 4; Agl 4+. Male only. Close Combat 1, Piloting 1 (cloudship), Trimsman 1 (cloudship), Gunnery 1 (MLC), Marksmanship 1, Stealth 1, Fisticuffs 1.

Cultist: Soc 2-4, Int 4+. Male only. Close Combat 1, Arts 1 (Martian theology), Observation 1, Stealth 1, Crime 1, Theatrics 1, Marksmanship 1, Throwing 1.

Dancer: Soc 4+. Female only. Craft 2 (dancing), Music 2, Observation 1, Theatrics 2.

Slave Girl: Soc 3-. Female only. Labour 2 (domestic), Stealth 1, Craft 1, Theatrics 2, Observation 1.

Warrior Maiden: Agl 5+, Str 3+. Female only. Close Combat 1, Fisticuffs 1, Throwing 2, Marksmanship 2, Observation 1, Theatrics 1, Stealth 1.

Witch: Soc 5, Chr 2-. Female only. Close Combat 1, Theatrics 2, Eloquence 1, Stealth 1, Arts 1 (Martian theology), Observation 1, Science 1 (biology).

Manipulator: Int 6. Female only.

Tunnel Rat: Agl 4+, Int 3+. Both sexes. Tunnel Rat may not be taken twice as a career; no career may be taken after Tunnel Rat other than Witch or Outcast. Close Combat 1, Stealth 2, Throwing 1, Observation 2, Crime 2, Foraging 1,