Terran Space

Terran Races

Luminous One

These are the oldest humans, drawn from the earliest times of the Book of Genesis. They include Adam and Eve. Consider them to be Old Age, with no detriments to health. They appear luminous and regal. They may only be played with suitable permission from the GM.
PF: 5, MA: 5, IN: 5, IU: 5, PY: 5, MP: 5
Faith (MP) (b)
General Knowledge (IN) (d)
Toughness (PF) (e)
Magical Sight (MP) (b)
Commanding Presence 5 (Condition) (e)
Respected 5 (condition) (d)
Initiated into God (MP) (b)
Immortal

Old-Timer

These are people from the days of the Old Testament. They include Moses, King David, etc. Consider them to be Old Age, with no detriments. They appear stately, but aged.
PF: 1, MA: 1, IN: 1, IU: 1, PY: 0, MP: 1.
Faith (MP) (b)
General Knowledge (IN) (d)
Respected 3 (condition) (d)
Magical Sight (MP) (b)
Initiated into God (MP) (b)
Immortal

The Risen

These are people who died before the Rapture, but after the time of Christ. Consider them to be Middle Age, with no detriments. They appear middle aged.
PF: 1, MA: 1, IN: 1, IU: 1, PY: 0, MP: 1.
Faith (MP) (b)
General Knowledge (IN) (d)
Respected 2 (condition) (d)
Initiated into God (MP) (b)
Immortal

The Raptured

These are people of faith who were raptured before the apocalypse. They are considered to be adults, and they have youthened to that form.
PF: 1, MA: 1, IN: 2, IU: 0, PY: 0, MP: 1.
Faith (MP) (b)
General Knowledge (IN) (d)
Respected (condition) (d)
Initiated into God (MP) (b)
Immortal

Tribulation Saint

These are people who gained their faith during the apocalypse. They are considered to be adults, and have youthened to that appearance.
PF; 1, MA: 1, IN: 2, IU: 0, PY: 0, MP: 1.
Faith (MP) (b)
General Knowledge (IN) (d)
Respected (condition) (d)
Initiated into God (MP) (b)
Immortal

The Forgiven

These are the few who did not choose sides during the apocalypse, but were forgiven after Christ was victorious. They are considered to be adults.
PF; 1, MA: 1, IN: 2, IU: 0, PY: 0, MP: 0.
General Knowledge (IN) (d)
Immortal

The Touched

These are the few who were touched by evil during the apocalypse, but were forgiven despite their taint and curse.
PF: 1, MA: 1, IN: 2, IU: 0, PY: 0, MP: 1.
General Knowledge (IN) (d)
Cursed (Condition) (e)
Immortal

Gray One

Born of The Forgiven. Adolescent or child.
PF: 1, MA: 1, IN: 2, IU: 0, PY: 0, MP: 0.
General Knowledge (IN) (d)
Immortal

Cyborg

Born since the apocalypse, with high technology implants and body augmentation. Adolescent or child.
PF: 3, MA: 2, IN: 3, IU: 0, PY: 0, MP: 0.
Faith (MP) (b)
General Knowledge (IN) (d)
Condition - Cyborg (e)
Initiated into God (MP) (b)
Immortal

Space Born

Born since the apocalypse, in space. Adolescent or child.
PF: 0, MA: 2, IN: 3, IU: 1, PY: 1, MP: 1.
Faith (MP) (b)
General Knowledge (IN) (d)
Initiated into God (MP) (b)
Immortal

Rift Born

Born since the apocalypse, on another (magical) plane. Adolescent or child.
PF: 1, MA: 1, IN: 2, IU: 1, PY: 1, MP: 2.
Faith (MP) (b)
General Knowledge (IN) (d)
Magical Senses (MP) (b)
Initiated into God (MP) (b)
Immortal

The Free

Born since the apocalypse, on Earth. Adolescent or child.
PF: 2, MA: 2, IN: 2, IU: 1, PY: 0, MP: 1.
Faith (MP) (b)
General Knowledge (IN) (d)
Initiated into God (MP) (b)
Immortal

Dog

Great hounds, green or brown eyes, black or brown fur, 1.5 meters long, 1 meter high, 120 kg.
Raised to be companions and guardians. Adolescent or child.
PF: 3, MA: 2, IN: 1, IU: 2, PY: 1, MP: 1
Faith (MP) (b)
General Knowledge (IN) (d)
Loyalty 3 (Condition) (b)
Melee Combat (PF) (d)
Strike Mighty Blow (PF) (d)
Telepathy (MP) (d)
Initiated into God (MP) (b)
Immortal

Rat

Giant rats with grasping hands, brown/black/or hooded rats, 1 meter long, 35 kilograms.
Raised to be a worker or scholar. Adolescent or child.
PF: 2, MA: 4, IN: 2, IU: 2, PY: 2, MP: 2
Faith (MP) (b)
General Knowledge (IN) (d)
Loyalty 3 (Condition) (b)
Psychic Sensitivity (PY) (b)
Magical Senses (MP) (b)
Telepathy (PY)(d)
Initiated into God (MP) (b)
Immortal

Lion

Normal sized lion, 300 kg.
Raised to be warriors. Adolescent or child.
PF: 5, MA: 3, IN: 1, IU: 3, PY: 1, MP: 1
Faith (MP) (b)
General Knowledge (IN) (d)
Loyalty 3 (Condition) (b)
Melee Combat (PY) (b)
Strike Mighty Blow (PF) (d)
Telepathy (PY)(d)
Initiated into God (MP) (b)
Immortal

Eagle

1 meter long, 2 meter wingspan, 25 kilogram.
Raised to be messengers and scouts. Adolescent or child.
PF: 3, MA: 3, IN: 2, IU: 2, PY: 2, MP: 1
Faith (MP) (b)
General Knowledge (IN) (d)
Loyalty 3 (Condition) (b)
Melee Combat (PF) (b)
Magical Senses (MP) (b)
Telepathy (PY)(d)
Initiated into God (MP) (b)
Immortal

Dolphin

2 meter long, 100 kg.
Raised to be thinkers and scholars. Adolescent or child.
PF: 3, MA: 2, IN: 3, IU: 1, PY: 2, MP: 1
Faith (MP) (b)
General Knowledge +1 (IN) (d)
Loyalty 3 (Condition) (b)
Magical Senses (MP) (b)
Telepathy (PY)(d)
Initiated into God (MP) (b)
Immortal

Turtle

2 meters long, 1.5 meters wide, 450 kg.
Raised to be spirit warriors. Adolescent or child.
PF: 5, MA: 2, IN: 2, IU: 2, PY: 1, MP: 3
Faith (MP) (b)
General Knowledge (IN) (d)
Loyalty 3 (Condition) (b)
Melee Combat (PF) (d)
Spirit Combat (MP) (e)
Telepathy (PY)(d)
Initiated into God (MP) (b)
Immortal

Terrran Professions

Noble (Luminous One)

These are the chosen representatives of God from among the Luminous Ones.
Melee Combat (MA) (d), Ranged Combat (MA) (d), Commanding Presence (Condition) (e), Faith (MP) (b), Prayer (MP) (b), Divine Awakening (MP) (e), 2 Knowledge Skills or Science (IN) (d), Religious Ceremony (MP) (b), Benediction (MP) (d), Theology (IN) (d), Honor (MP) (e), Noble (Condition) (e), Wisdom (MP) (e). Cost: 25 HP.

Melee Combat: The ability to attack or defend using any melee weapon.
Ranged Combat: The ability to attack with any ranged weapon.
Commanding Presence: The ability to command others by force of will.
Faith: This is a basic power that expresses the strength of belief and trust a character has in the object of their religion.
Prayer: This is a basic power that allows the faithful to make direct contact with the object of their faith. This is the basis for all worship, and the religion may require prayers be said at particular times and/or places. Prayers may also be offered to the divine being in order to request the direct intervention on behalf of the character, such is called a miracle. The character must have Faith before they can have Prayer. The miracle cannot happen unless the subject of the character's faith wants it to happen, regardless of the success of the roll.
Divine Awakening: The character is aware of, and can use practically, their direct connection to the divine.
Knowledge: An in-dpeth knowledge of something.
Science: The knowledge and skill to do scientific research.
Religious Ceremony: These ceremonies form the bulk of the duties of the clergy. Often there are only certain religious ceremonies available to each level of responsibility. These rituals are available to all clergy within the religion under this power. To start with you know the standard Worship Ceremony: This is an hour long ceremony performed once per day at a particular time. This serves to raise the mood of the faithful and to conduct their feelings of faith as a gift to the divine subject of worship.
Benediction: Benedictions are the direct blessings of a divine power. They may be used to grant temporary powers to individuals, to bless items, or to bless places. The ground on which a temple is to be built must be so blessed. No temple can be complete without a blessed central item (usually an altar to lead worship ceremonies at).
Theology: The worshipper has received fundamental instruction in the history, lore, and procedures of the religion.
Honor: This is the power to perform feats of combat, endurance, or willpower. Honor is gained through normal means. A knight or noble with 1-5 Honor is called a knight, 6-10 is an extraordinary knight, and 11+ is a mighty knight. You must declare a chivalrous weapon (sword and shield, axe and shield, sword and dagger, etc.) You may only spend HP on this power if you have defeated a great enemy, gained a title, got married, gained land, performed as a religious warrior, participated in a tournament, or performed a heroic task. If you have done something cowardly or dishonorable you will lose a level in this condition.
Noble: The character is able to perform all of the tasks required of a noble.
Wisdom: The character has a depth of understanding that allows them to modify almost anything.

Scholar (Any Race)

General Knowledge (IN) (d), 4 Knowledge Skills or Sciences (IN) (d)
HP Cost: 5

General Knowledge: An in-depth knowledge of general life.
Knowledge: An in-dpeth knowledge of something.
Science: The knowledge and skill to do scientific research.

Disciple (Any but Luminous Ones,The Forgiven, The Touched, Gray One)

Faith + 1 (MP) (b), Theology + 1 (IN) (d), Prayer + 1 (MP) (b), Religious Ceremony + 1 (MP) (d), Benediction (MP) (d), Initiation (MP) (b). HP Cost: 11

Faith: This is a basic power that expresses the strength of belief and trust a character has in the object of their religion.
Theology: The worshipper has received fundamental instruction in the history, lore, and procedures of the religion.
Prayer: This is a basic power that allows the faithful to make direct contact with the object of their faith. This is the basis for all worship, and the religion may require prayers be said at particular times and/or places. Prayers may also be offered to the divine being in order to request the direct intervention on behalf of the character, such is called a miracle. The character must have Faith before they can have Prayer. The miracle cannot happen unless the subject of the character's faith wants it to happen, regardless of the success of the roll.
Religious Ceremony: These ceremonies form the bulk of the duties of the clergy. Often there are only certain religious ceremonies available to each level of responsibility. These rituals are available to all clergy within the religion under this power. To start with you know the standard Worship Ceremony: This is an hour long ceremony performed once per day at a particular time. This serves to raise the mood of the faithful and to conduct their feelings of faith as a gift to the divine subject of worship.
Benediction: Benedictions are the direct blessings of a divine power. They may be used to grant temporary powers to individuals, to bless items, or to bless places. The ground on which a temple is to be built must be so blessed. No temple can be complete without a blessed central item (usually an altar to lead worship ceremonies at).
Initiation: The worshipper is a member of the religion.

Minister (Any but Luminous Ones,The Forgiven, The Touched, Gray One)

Acolyte: Theology (IN) (d), Faith + 1 (MP) (b), Prayer (MP) (b), Initiation (MP) (b). Holy symbol, the cross. Cost: 6 HP for the first term, 5 HP after that. Exits: Remain as an acolyte, progress to minister (after at least three terms as acolyte), leave the clergy.

Minister: As Acolyte, Religious Ceremony (MP) (b), Benediction (MP) (d). Equipment: Shrine or Temple. Cost: 11 HP for the first term, 8HP after that. Possible Exits: Leave the Church in disgrace, leave the clergy (gain the detriment Bereaved (d) 5), remain as a Minister, continue on to Priest of The Father (must be a Minister for three terms), Priest of The Spirit (must be a Minister for three terms), Priest of the Living Son (must be a Minister for three terms), Priestess of the Shekhina (must be a Minister for three terms), Priest of War (must be a Minister for three terms), or Bishop (must be a Minister for three terms).

Priest of The Father: As Minister, Sense of the Father (MP) (e), Voice of the Father (MP) (e). Cost: 16 HP. Exits: Leave the Church in disgrace, leave the clergy (gain the detriment Bereaved (d) 5), remain a Priest of the Father, go on to Bishop (after three terms).

Priest of The Spirit: As Minister, Sight of the Spirit (MP) (e), Touch of the Spirit (MP) (e). Cost: 16 HP. Exits: Leave the Church in disgrace, leave the clergy (gain the detriment Bereaved (d) 5), remain a Priest of The Spirit, go on to Bishop (after three terms).

Priest of The Living Son: As Minister, Sight of the Son (MP) (e), Sword of the Son (MP) (e). Cost: 16 HP. Exits: Leave the Church in disgrace, leave the clergy (gain the detriment Bereaved (d) 5), remain a Priest of The Spirit, go on to Bishop (after three terms).

Priestess of the Shekhina: As Minister, Sight of the Shekhina (MP) (e), Embrace of the Shekhina (MP) (e). Cost: 16 HP. Exits: Leave the Church in disgrace, leave the clergy (gain the detriment Bereaved (d) 5), remain a Priest of The Spirit, go on to Bishop.

Priest of War: As Minister, Know Thine Enemy (MP) (e), Wrath of God (MP) (e). Cost: 16 HP. Exits: Leave the Church in disgrace, leave the clergy (gain the detriment Bereaved (d) 5), remain a Priest of The Spirit, go on to Bishop.

Bishop: As Minister, Holy Edict (MP) (e), Angellic Possession (MP) (e), Healing Touch (MP) (e), Holy Grace (MP) (e). Cost: 24 HP. Exits: Leave the Church in disgrace, leave the clergy (gain the detriment Bereaved (d) 5), remain a Bishop, go on to Cardinal (after three terms).

Cardinal: As Bishop, Commanding Presence (MP) (e), Holy Light (MP) (e), Wrath of God (MP) (e), Embrace of the Shekhina (MP) (e). Cost: 39.

Warrior (Any but Luminous Ones,The Forgiven, The Touched, Gray One)

Basic Training: Strength (PF) (b), Endurance (PF) (b), Pain Capacity (PF) (b), Reaction Time (PF) (b), Melee Combat (MA) (d), Ranged Combat (MA) (d), Faith (MP) (b), Prayer (MP) (b), Personal Religious Ceremony (MP) (d). Camouflaged battle clothing, handgun, combat knife. Cost: 9 HP for the first term, 8 HP after that. Exits: Garrison duty, leave the profession, remain in basic training, infantry training, armor training, combat engineer training, medic training, artillery training, support training, staff training.

Garrison Duty: This consititutes actual experience straight out of basic training. This costs 1 HP and is a 1 point preadventure. Exits from garrison duty (must choose one): Garrison duty, infantry training, armor training, combat engineer training, medic training, artillery training, support training, staff training.

Infantry: As basic training, Tactics (IN) (d). Equipment: Infantry Armor Net (Extreme Protection), either Infantry Rifle, Infantry Rifle/Grenade Launcher, Squad Automatic Weapon, or SMG and Man-Portable Missile. Cost: 10 HP for the first term, 9 HP after that. Exits: Remain infantry, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to combat engineer, go on to sniper, go on to jump, go on to scout.

Defense Duty: This consititutes actual defensive experience. This costs 6 HP and is a 6 point preadventure. Exits from defense duty (must choose one): Defense duty, assault duty, infantry training, armor training, medic training, artillery training, support training, staff training.

Assault Duty: This consititutes actual assault experience. This costs 6 HP and is a 6 point preadventure. Exits from assault duty (must choose one): Defense duty, assault duty, infantry training, armor training, medic training, artillery training, support training, staff training.

Armor: As basic training, Pilot (MA) (b), Ship Combat (MA) (d), Ship Systems (IN) (d). Equipment: Tank Suit, SMG. Cost: 10 HP for the first term, otherwise 9 HP. Exits: Remain in armor, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms).

Combat Engineer: As basic training, Demolitions and Mines (MA) (d), Knowledge (Demolitions and Mines) (IN) (d), Pilot (MA) (b), Ship Combat (MA) (d), Ship Systems (IN) (d). Equipment: Infantry Armor Net (Extreme Protection), SMG, 2 Demolitions Charges, 2 Detonators, 2 Anti-Personnel Mines and an Anti-Tank Mine. Cost: 15 HP for the first term, 13 HP after that. Exits: Remain combat engineer, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to sniper, go on to jump, go on to scout.

Medic: As basic training, First Aid (MA) (b), Knowledge (Medicine) (IN) (d). Equipment: Infantry Armor Net (Extreme Protection), Battlefield Medical Kit, SMG. Cost: 11 HP for the first term, 10 HP after that. Exits: Remain a medic, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms).

Artillery: As basic training, Pilot (MA) (b), Ship Combat (MA) (d), Ship Systems (IN) (d). Equipment: SP Artillery, Tank Suit, SMG. Cost: 20 HP for the first term, 9 HP per term after that. Exits: Remain in artillery, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms).

Support: As basic training, Electronics (IN) (d), Computer Operations (IN) (d), Ship Systems (IN) (d). Equipment: SMG, Repair Kit, and Laptop. Cost: 13 HP for the first term, 12 HP after that. Exits: Remain in support, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to electronic support, go on to computer support, go on to mechanic.

Staff: As basic training, Staff Duties (IN) (d), Computer Operations (IN) (d), Military Knowledge (IN) (d), Military Authority (Condition) (d). Equipment: SMG, and Laptop. Cost: 13 HP for the first term, 12 HP after that. Exits: Remain in staff, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to intelligence, go on to communications.

Sergeant: As previous profession, Sergeant (Condition) (d), Tactics (IN) (d). Equipment: Cost for First Term: Armored Personnel Carrier if Infantry, Tank or Tank Destroyer if armor, CEV (Combat Engineer Vehicle) if Combat Engineer, Ambulance if Medic, SP Artillery if Artillery, Support Vehicle if Support, Command Vehicle if Staff, Combat Fighting Vehicle if Heavy Weapons, Recon Vehicle if Scout, Electronic Warfare Vehicle if Electronic Support, Computer Van if Computer Support, Armored Recovery Vehicle if Mechanic, Intelligence Van if Intelligence, Communications Vehicle if Communications. Cost for First Term: +7 if Infantry, +12 if armor, +7 if Combat Engineer, +5 if Medic, +11 if Artillery, +6 if Support, +6 if Staff, +8 if Heavy Weapons, +8 if Scout, +7 if Electronic Support, +6 if Computer Support, +6 if Mechanic, +6 if Intelligence, +6 if Communications. Cost after the First Term: +2, . Exits: Remain a sergeant, leave the profession, go on to top sergeant (after three terms).

Heavy Weapons: As infantry, Pilot (MA) (b), Ship Combat (MA) (d), Ship Systems (IN) (d). Equipment: Infantry Armor Net (Extreme Protection), SMG, either Light Directed Energy Weapon, Platoon Automatic Weapon, Mortar, or Platoon Missile Launcher. Cost: 13 HP for the first term, 12 HP after that. Exits: Remain heavy weapons, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms).

Sniper: As infantry, Ranging (IN) (d), Sniper (MA) (e), Stealth and Concealment (IN) (d). Equipment: Blending Suit, Sniper Rifle. Cost: 15 HP for the first term, 13 HP after that. Exits: Remain jump, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to sniper, go on to heavy weapons, go on to scout, go on to commando.

Jump: As infantry, Parachuting (PF) (b), EVA (MA) (d), Ship Systems (IN) (d), Pilot (MA) (b), Ship Combat (IN) (d). Equipment: Jump Suit. Cost: 18 HP for the first term, 13 HP after that. Exits: Remain jump, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to sniper, go on to heavy weapons, go on to scout, go on to commando.

Scout: As infantry, Sensor Systems (IN) (d), Stealth and Concealment (IN) (d). Equipment: Sensor System, Laptop. Cost: 13 HP for the first term, 12 HP after that. Exits: Remain scout, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to sniper, go on to jump, go on to commando.

Electronic Support: As support, Electronic Warfare (IN) (d), Sensor Operations (IN) (d), Ship Systems (IN) (d). Equipment: Sensors, Jammer Unit, and Laptop. Cost: 17 HP for the first term, 16 HP after that. Exits: Remain in support, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to electronic support, go on to computer support, go on to mechanic.

Computer Support: As support, Computer Operations (IN) (d), Computer Programming (IN) (d), Ship Systems (IN) (d). Cost: 16 HP. Exits: Remain in support, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to electronic support, go on to computer support, go on to mechanic.

Mechanic: As support, Mechanical Repair +1 (MA) (d), Ship Systems (IN) (d). Equipment: Diagnostics, Repair Kit. Cost: 17 HP for the first term, 16 HP after that. Exits: Remain in support, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to electronic support, go on to computer support, go on to mechanic.

Intelligence: As staff, Tradecraft (Condition) (e), Analysis (IN) (e). Cost: 16 HP. Exits: Remain in intelligence, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to communications.

Communications: As staff, Comm Systems (IN) (d), Cryptography (IN) (e). Cost: 15 HP. Exits: Remain in intelligence, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to communications.

Top Sergeant:As previous sergeant, Top Sergeant (Condition) (d), Offense (IN) (d), Defense (IN) (d). Cost: +3. Exits: Remain a sergeant, leave the profession, go on to company commander (after three terms).

Commando: As infantry, Demolitions and Mines (MA) (d), Knowledge (Demolitions and Mines) (IN) (d), Intelligence (IN) (d), Unarmed Combat (MA) (d), Survival (IN) (d), Commando (Condition) (e). Cost: 16 HP. Exits: Remain commando, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to sniper, go on to heavy weapons, go on to scout, go on to jump.

Company Commander: As previous top sergeant, Company Commander (Condition) (d), Logistics (IN) (d). Cost: +2. Exits: Remain a company commander, leave the profession, go on to battalion commander (after three terms).

Battalion Commander: As previous company commander, Battalion Commander (Condition) (e), Strategy (IN) (e). Cost: +4. Exits: Remain a battalion commander, leave the profession, go on to brigade commander (after three terms).

Brigade Commander: As previous battalion commander, Brigade Commander (Condition) (e). Cost: +2. Exits: Remain a brigade commander, leave the profession, go on to division commander (after three terms).

Division Commander: As previous brigade commander, Division Commander (Condition) (e). Cost: +2. Exits: Remain a division commander, leave the profession.

Knight (Any but Luminous Ones,The Forgiven, The Touched, Gray One)

Page: Pilot (MA) (b), Ship Combat (IN) (d), 3 Weapon or Combat Skills (MA) (b), or 1 Weapon Skill (MA) (b) and either Melee Combat (MA) (d), Ranged Combat (MA) (d), or Unarmed Combat (MA) (d), Heavy Armor (PF) (b), Courtly Manners (IN) (b), General Knowledge (IN) (d), 1 Knowledge Skill or Science (IN) (d). Cost for Page: 6 HP. Exits: Leave the profession, remain a page, go on to squire.

Squire: As Page, First Aid (MA) (b), Spot Hidden (IN) (d), Observation (IN) (d). Equipment: Weapon, Light weave armor (Medium protection for shoulders, arms, torso, back, hips, and legs), Open Helm (Heavy protection to head), tabard of your knight. Cost for Squire: 11 HP.
Exits: Leave the profession, remain a squire, go on to knight.

Knight: As Squire, Mystical Condition - Honor (e). Restriction: A Knight may only increase in terms after defeating a great (and previously named) enemy, gaining a title, getting married, gaining land, performing as a religious warrior, participating in a tournament, or performing a heroic task. Cost for Knight: 21 HP. Exits: Leave the profession, remain a knight.

Wise One (The Forgiven, The Touched, Gray One)

Aspirant: Speak with (either Elementals, Fairy Spirits, or Demons) (MP) (b), Knowledge of Astrology (IN) (d), Knowledge of Magic (IN) (d), Knowledge of Spirits (IN) (d), Minor Ritual (MP) (b). Equipment: Minor Ritual Tools (wand, ring, amulet). Cost: 8 HP for first term, 5 HP after that. Possible Exits: Leave the profession, remain as an aspirant, continue on to the initiation ceremony.

Initiation Ceremony: This is a 2 HP Preadventure. The good thing is the ability to be accepted as an initiate. The bad thing is the Condition — Fearful Aura (e). Exits from the initiation ceremony: Go on to initiate.

Initiate: Speak with (either Angels, Elementals, Fairy Spirits, or Demons) (MP) (b), Knowledge of Astrology (IN) (d), Knowledge of Magic (IN) (d), Knowledge of Spirits (IN) (d), Minor Ritual (MP) (b), Sensitivity (PY) (b), Telepathy (PY) (d), Summon Spirit (MP) (d): The initiate can summon a spirit to do their bidding, Analyze Desire (IN) (d): The initiate has been trained to prepare for any of the Great Rites. See Astrological Considerations below. Cost: 11 HP. Possible Exits: Leave the profession, remain as an initiate, continue on to practitioner (after three terms).

Practioner: As Initiate, Lesser Great Rite (MP) (d): As a summon spirit ritual without the need for preparation beyond finding the correct day, week and month. This requires a successful Analyze Desire roll. Cost: 13 HP. Possible Exits: Leave the profession, remain as a practitioner, continue on to magician.

Magician: As Practitioner, Great Rite (MP) (d): As a summon spirit ritual without the need for preparation beyond finding the correct day and week. This requires a successful Analyze Desire roll. Cost: 15 HP. Possible Exits: Leave the profession, remain as a magician, continue on to master.

Master: As Magician, Advanced Great Rite (MP) (d): As a summon spirit ritual without the need for preparation beyond finding the correct day. This requires a successful Analyze Desire roll. Cost: 17 HP. Possible Exits: Leave the profession, remain as a master.

Kabbalist (Any but The Forgiven, The Touched, Gray One)

Aspirant: Speak Hebrew (IN) (b), Read/Write Hebrew (IN) (b), Theology (IN) (d), Find Patterns (IN) (d), Discern Reason (IN) (d), Knowledge of Magic (IN) (d), Knowledge of Kabbala (IN) (d), Faith (MP) (b), Prayer (MP) (b), Personal Religious Ceremonies (MP) (d). Equipment: Kabbalistic Texts. Cost: 11 HP for first term, 10 HP after that. Exits: Leave the profession, remain as an aspirant, go on to candidate.

Candidate: As Aspirant, Talismanic Magic (MP) (b), Number Magic (MP) (e), Meditation (IN) (d). Equipment: Talismanic Magic Tools (Stylus, Holy Symbol, Vestments). Cost: 19 HP for first term, 16 HP after that. Exits: Leave the profession, remain as a candidate, go on to path-walker, go on to word delver.

Path Walker: As Candidate, Meditations on the Secrets of the World (MP) (e). Cost: 20 HP. Possible Exits: Remain a path walker.

Word Delver: As Candidate, Awakening the Soul (MP) (e). Cost: 20 HP. Possible Exits: Remain a path walker, go on to the Path of Initiation.

Mystic Warrior (Any but The Forgiven, The Touched, Gray One)

Mystic Warrior: Faith (MP) (b), Prayer (MP) (b), Personal Religious Ceremonies (MP) (d), Theology (IN) (d), Strength (PF) (b), Endurance (PF) (b), Pain Capacity (PF) (b), Reaction Time (PF) (b), Agility (PF) (b), Unarmed Combat (MA) (d), The Dance of Light (MP) (e). Cost: 13 HP. Exits: Leave the profession, remain as a mystic warrior.

Alchemist (Any but The Forgiven, The Touched, Gray One)

Alchemist: Speak Latin (IN) (b), Read/Write Latin (IN) (b), Theology (IN) (d), Find Patterns (IN) (d), Discern Reason (IN) (d), Knowledge of Magic (IN) (d), Faith (MP) (b), Prayer (MP) (b), Personal Ceremonies (MP) (d), Alchemy (MP) (e), Knowledge of Alchemy (IN) (d). Equipment: Alchemical Texts, Alchemical Laboratory. Cost: 25 HP for first term, 14 HP after that. Exits: Leave the profession, remain as an alchemist.

Independent Operator (The Forgiven, The Touched, Gray One)

Basic Training: Strength (PF) (b), Endurance (PF) (b), Pain Capacity (PF) (b), Reaction Time (PF) (b), Unarmed Combat (MA) (d), Ranged Combat (MA) (d), Knifge Fighting (MA) (b), Magical Senses (MP) (b), Tradecraft (Condition) (e). Camouflaged battle clothing, rifle, handgun, combat knife. Cost: 9 HP for the first term, 8 HP after that. Exits: Garrison duty, leave the profession, remain in basic training, infantry, armor, combat engineer, medic, artillery, support, staff.

Garrison Duty: This consititutes actual experience straight out of basic training. This costs 1 HP and is a 1 point preadventure. Exits from garrison duty (must choose one): Garrison duty, infantry training, armor training, combat engineer training, medic training, artillery training, support training, staff training.

Infantry: As independent operator, Tactics (IN) (d). Equipment: Infantry Armor Net (Extreme Protection), either Infantry Rifle, Infantry Rifle/Grenade Launcher, Squad Automatic Weapon, or SMG and Man-Portable Missile. Cost: 10 HP for the first term, 9 HP after that. Exits: Remain infantry, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to combat engineer, go on to heavy weapons, go on to sniper, go on to jump, go on to scout.

Defense Duty: This consititutes actual defensive experience. This costs 6 HP and is a 6 point preadventure. Exits from defense duty (must choose one): Defense duty, assault duty, infantry training, armor training, combat engineer training, medic training, artillery training, support training, staff training.

Assault Duty: This consititutes actual assault experience. This costs 6 HP and is a 6 point preadventure. Exits from assault duty (must choose one): Defense duty, assault duty, infantry training, armor training, combat engineer training, medic training, artillery training, support training, staff training.

Armor: As independent operator, Tactics (IN) (d), Pilot (MA) (b), Ship Systems (IN) (d), Ship Combat (IN) (d). Equipment: Tank or Tank Destroyer. Cost: 22 HP for the first term, 12 after that.

Artillery: As independent operator, Pilot (MA) (b), Ship Combat (MA) (d), Ship Systems (IN) (d). Equipment: SP Artillery, Tank Suit, SMG. Cost: 21 HP for the first term, 11 HP after that. Exits: Remain in artillery, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms).

Combat Engineer: As independent operator, Demolitions and Mines (MA) (d), Knowledge (Demolitions and Mines) (IN) (d), Pilot (MA) (b), Ship Combat (MA) (d), Ship Systems (IN) (d). Equipment: CEV (Combat Engineer Vehicle), Infantry Armor Net (Extreme Protection), SMG, 2 Demolitions Charges, 2 Detonators, 2 Anti-Personnel Mines and an Anti-Tank Mine. Cost: 20 HP for the first term, 13 HP after that. Exits: Remain combat engineer, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to sniper, go on to heavy weapons, go on to jump, go on to scout.

Medic: As basic training, First Aid (MA) (b), Knowledge (Medicine) (IN) (d). Equipment: Infantry Armor Net (Extreme Protection), Battlefield Medical Kit, SMG. Cost: 11 HP for the first term, 10 HP after that. Exits: Remain a medic, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms).

Support: As independent operator, Electronics (IN) (d), Computer Operations (IN) (d), Ship Systems (IN) (d). Equipment: SMG, Repair Kit, and Laptop. Cost: 12 HP for the first term, 11 HP after that. Exits: Remain in support, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to electronic support, go on to computer support, go on to mechanic.

Staff: As independent operator, Staff Duties (IN) (d), Computer Operations (IN) (d), Military Knowledge (IN) (d), Military Authority (Condition) (d). Equipment: SMG, and Laptop. Cost: 13 HP for the first term, 12 HP after that. Exits: Remain in staff, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to intelligence, go on to communications.

Sergeant: As previous branch, Communications Systems (IN) (d), Sergeant (b). Equipment: Cost for First Term: Armored Personnel Carrier if Infantry, Tank or Tank Destroyer if armor, CEV (Combat Engineer Vehicle) if Combat Engineer, Ambulance if Medic, SP Artillery if Artillery, Support Vehicle if Support, Command Vehicle if Staff, Combat Fighting Vehicle if Heavy Weapons, Recon Vehicle if Scout, Electronic Warfare Vehicle if Electronic Support, Computer Van if Computer Support, Armored Recovery Vehicle if Mechanic, Intelligence Van if Intelligence, Communications Vehicle if Communications. Cost for First Term: +7 if Infantry, +12 if armor, +7 if Combat Engineer, +5 if Medic, +11 if Artillery, +6 if Support, +6 if Staff, +8 if Heavy Weapons, +8 if Scout, +7 if Electronic Support, +6 if Computer Support, +6 if Mechanic, +6 if Intelligence, +6 if Communications. Cost after the First Term: +2, . Exits: Remain a sergeant, leave the profession, go on to top sergeant (after three terms).

Heavy Weapons: As infantry, Pilot (MA) (b), Ship Combat (MA) (d), Ship Systems (IN) (d). Equipment: Infantry Armor Net (Extreme Protection), SMG, either Light Directed Energy Weapon, Platoon Automatic Weapon, Mortar, or Platoon Missile Launcher. Cost: 13 HP for the first term, 12 HP after that. Exits: Remain heavy weapons, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms).

Sniper: As infantry, Ranging (IN) (d), Sniper (MA) (e), Stealth and Concealment (IN) (d). Equipment: Blending Suit, Sniper Rifle. Cost: 15 HP for the first term, 13 HP after that. Exits: Remain jump, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to sniper, go on to heavy weapons, go on to scout, go on to commando.

Jump: As infantry, Parachuting (PF) (b), EVA (MA) (d), Ship Systems (IN) (d), Pilot (MA) (b), Ship Combat (IN) (d). Equipment: Jump Suit. Cost: 18 HP for the first term, 13 HP after that. Exits: Remain jump, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to sniper, go on to heavy weapons, go on to scout, go on to commando.

Scout: As infantry, Sensor Systems (IN) (d), Stealth and Concealment (IN) (d). Equipment: Sensor System, Laptop. Cost: 13 HP for the first term, 12 HP after that. Exits: Remain scout, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to sniper, go on to heavy weapons, go on to jump, go on to commando.

Electronic Support: As support, Electronic Warfare (IN) (d), Sensor Operations (IN) (d), Ship Systems (IN) (d). Equipment: Sensors, Jammer Unit. Cost: 17 HP for the first term, 16 HP after that. Exits: Remain in support, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to electronic support, go on to computer support, go on to mechanic.

Computer Support: As support, Computer Operations (IN) (d), Computer Programming (IN) (d), Ship Systems (IN) (d). Cost: 16 HP. Exits: Remain in support, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to electronic support, go on to computer support, go on to mechanic.

Mechanic: As support, Mechanical Repair +1 (MA) (d), Ship Systems (IN) (d). Equipment: Diagnostics, Repair Kit. Cost: 17 HP for the first term, 16 HP after that. Exits: Remain in support, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to electronic support, go on to computer support, go on to mechanic.

Intelligence: As staff, Tradecraft (Condition) (e), Analysis (IN) (e). Cost: 16 HP. Exits: Remain in intelligence, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to communications.

Communications: As staff, Comm Systems (IN) (d), Cryptography (IN) (e). Cost: 15 HP. Exits: Remain in intelligence, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to communications.

Top Sergeant:As previous sergeant, Top Sergeant (Condition) (d), Offense (IN) (d), Defense (IN) (d). Cost: +3. Exits: Remain a top sergeant, leave the profession, go on to company commander (after three terms).

Commando: As infantry, Demolitions and Mines (MA) (d), Knowledge (Demolitions and Mines) (IN) (d), Intelligence (IN) (d), Unarmed Combat (MA) (d), Survival (IN) (d), Commando (Condition) (e). Cost: 16 HP. Exits: Remain commando, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to sniper, go on to heavy weapons, go on to scout, go on to jump.

Company Commander: As previous top sergeant, Company Commander (Condition) (d), Logistics (IN) (d). Cost: +2. Exits: Remain a company commander, leave the profession, go on to battalion commander (after three terms).

Battalion Commander: As previous company commander, Battalion Commander (Condition) (e), Strategy (IN) (e). Cost: +4. Exits: Remain a battalion commander, leave the profession.

Physician (Any but Luminous Ones)

Paramedic: First Aid (MA) (b), Knowledge of Medicine (IN) (d), Emergency Responder (Condition) (d). Equipment: First aid kit. Cost: 3 HP. Exits: Remain a paramedic, go on to medical student, leave the profession

Medical Student: As Paramedic, Biomedical Science (IN) (d). Cost: 4 HP. Exits: Leave the profession, go on to doctor (after four terms of medical student), remain a medical student.

Doctor: As medical student, Condition - Doctor (d). Cost: 5 HP.

Lycanthrope (The Touched)

Stealth and Concealment (IU + 4) (d), Totem Sense (IU + 4) (d), Tracking by Totem Sense (IU + 4) (d), Totem Insight (MP + 1) (d), Listen (IU + 4) (d), Spot Hidden (IU + 4) (d), Condition—Blind Fighting (+ 4) (d), Unarmed Combat (MA + 5) (d), Take-Down (MA + 3) (b), Bite (MA + 5) (b), Strength (PF + 3) (b), Endurance (PF + 1) (d), Reaction Time (PF) (b), Quick Hands (MA) (b), Immunity to Normal Weapons (MP) (e), Condition — Vulnerability to Silver (e), Control Shape (MP) (e), Condition — Change Under Full Moon (5) (e), Condition — Change When Injured (5) (e), Fearful Visage 4 (d), Knowledge of the Totem (IN) (d), Danger Sense (IU) (b), Observation (IN or IU) (d). Cost: 19 HP.

Vampire (The Touched)

Mind Control Gaze (MP + 9) (e), Bite (MA + 5) (b), Strength (PF + 9) (b), Call Upon Creatures of Evil (MP) (e), Create Vampire (MP) (d), Resistance to Damage (PF + 9) (d), Resist Turning (MP + 4) (b), Gaseous Form (MP + 4) (e), Ignore Gravity (MP + 4) (e), Shapechange to Wolf or Bat (MP + 4) (d), Blood Magic (MP) (e), Stealth and Concealment (IN or IU + 4) (d), Observation (IN or IU + 4) (d), Sense Hidden (IN or IU + 4) (d), Dodge(MA + 5) (b), Ignore Surprise(IU + 5) (b), Reaction Time (PF + 5) (b), Combat Reflexes (IU + 5) (b). Cost: 109 HP.

Possessed (The Touched)

Stealth and Concealment (IU + 4) (d), Demon Sense (MP + 4) (d), Demon Insight (MP + 5) (d), Spot Hidden (IU + 4) (d), Melee Combat (MA + 4) (d), Reaction Time (PF) (b), Quick Hands (MA) (b), Immunity to Normal Weapons (MP) (e), Condition — Possessed (e), Knowledge of the Demon (MP) (e), Observation (IN or IU) (d). Cost: 32 HP.

Shaman (The Touched)

Aspirant: Spirit Sight (MP) (b), Magical Senses (MP) (b), Speak with Spirits (MP) (b), Knowledge of Spirits (IN) (d). Cost: 4 HP. Exits: Leave profession, remain an aspirant, go on to candidate.

Candidate: As aspirant, Summon Spirit Guide (MP) (b). Cost: 5 HP. Exits: Leave profession, remain a candidate, go on to shaman.

Shaman: As candidate, Totem Summoning Ritual (MP) (d), Spirit Travel (MP) (d), Summon Ancestor (MP) (d), Spirit Summoning (MP) (d), Spirit Combat (MP) (e). Cost: 17 HP.

Cy-Warrior (Cyborgs)

Basic Training: Strength (PF) (b), Endurance (PF) (b), Pain Capacity (PF) (b), Reaction Time (PF) (b), Melee Combat (MA) (d), Ranged Combat (MA) (d), Faith (MP) (b), Prayer (MP) (b), Personal Religious Ceremony (MP) (d), Condition - Cyborg (e), Condition - Fearful Visage (d). Equipment: Camouflaged battle clothing, cybernetic enhancement (6 slots + 1 slot per additional term after the first). Cost: 15 HP for the first term, 9 HP after that. Exits: Garrison duty, leave the profession, remain in basic training, garrison duty, infantry training, armor training, medic training, artillery training, combat engineer training, support training, staff training, or fleet training.

Garrison Duty: This consititutes actual experience straight out of basic training. This costs 1 HP and is a 1 point preadventure. Exits from garrison duty (must choose one): Garrison duty, infantry training, armor training, combat engineer training, medic training, artillery training, support training, staff training, or fleet training.

Infantry: As cy-warrior, Tactics (IN) (d). Equipment: Infantry Armor Net (Extreme Protection), cybernetic ehancement (1 slot per term). Cost: 12 HP for the first term, 11 HP after that. Exits: Remain infantry, leave the profession, go on to sergeant (after three terms), garrison duty, assault duty, defense duty, go on to combat engineer, go on to jump, go on to sniper, go on to scout.

Defense Duty: This consititutes actual defensive experience. This costs 6 HP and is a 6 point preadventure. Exits from defense duty (must choose one): Defense duty, assault duty, infantry training, armor training, combat engineer training, medic training, artillery training, support training, staff training, or fleet training..

Assault Duty: This consititutes actual assault experience. This costs 6 HP and is a 6 point preadventure. Exits from assault duty (must choose one): Defense duty, assault duty, infantry training, armor training, combat engineer training, medic training, artillery training, support training, staff training,, or fleet training..

Armor: As cy-warrior, Tactics (IN) (d), Pilot (MA) (b), Ship Systems (IN) (d), Ship Combat (IN) (d). Equipment: Tank or Tank Destroyer, cybernetic enhancement (1 slot per term). Cost: 24 HP for the first term, 14 after that. Exits: Remain in armor, go on to sergeant (after three terms), garrison duty, assault duty, defense duty, leave the profession.

Combat Engineer: As cy-warrior, Demolitions and Mines (MA) (d), Knowledge (Demolitions and Mines) (IN) (d), Pilot (MA) (b), Ship Combat (MA) (d), Ship Systems (IN) (d). Equipment: CEV (Combat Engineer Vehicle), Infantry Armor Net (Extreme Protection), SMG, 2 Demolitions Charges, 2 Detonators, 2 Anti-Personnel Mines and an Anti-Tank Mine. Cost: 22 HP for the first term, 15 HP after that. Exits: Remain combat engineer, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to sniper, go on to heavy weapons, go on to jump, go on to scout.

Medic: As cy-warrior, First Aid (MA) (b), Knowledge (Medicine) (IN) (d). Equipment: Infantry Armor Net (Extreme Protection), Battlefield Medical Kit, SMG. Cost: 12 HP for the first term, 10 HP after that. Exits: Remain a medic, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms).

Artillery: As cy-warrior, Pilot (MA) (b), Ship Combat (MA) (d), Ship Systems (IN) (d). Equipment: SP Artillery, Tank Suit, SMG. Cost: 24 HP for the first term, 13 HP after that. Exits: Remain in artillery, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms).

Support: As cy-warrior, Electronics (IN) (d), Computer Operations (IN) (d), Ship Systems (IN) (d). Equipment: SMG, Repair Kit, and Laptop. Cost: 14 HP for the first term, 13 HP after that. Exits: Remain in support, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to electronic support, go on to computer support, go on to mechanic.

Staff: As cy-warrior, Staff Duties (IN) (d), Computer Operations (IN) (d), Military Knowledge (IN) (d), Military Authority (Condition) (d). Equipment: SMG, and Laptop. Cost: 15 HP for the first term, 14 HP after that. Exits: Remain in staff, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to intelligence, go on to communications.

Fleet: Pilot (MA) (b), Ship Systems (IN) (d), Ship Combat (MA) (d), Parachute (PF) (b), EVA (MA) (d), Cyborg (e). Equipment: 1 cyber enhancement per term. Cost: 7 HP. Exits: Remain in fleet training, leave the profession, go on to pilot, go on to gunner, go on to marine, go on to Cy-Technologist.

Heavy Weapons: As infantry, Pilot (MA) (b), Ship Combat (MA) (d), Ship Systems (IN) (d). Equipment: Infantry Armor Net (Extreme Protection), SMG, either Light Directed Energy Weapon, Platoon Automatic Weapon, Mortar, or Platoon Missile Launcher. Cost: 16 HP for the first term, 14 HP after that. Exits: Remain heavy weapons, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms).

Jump: As infantry, Parachuting (PF) (b), EVA (MA) (d), Ship Systems (IN) (d), Pilot (MA) (b), Ship Combat (IN) (d). Equipment: Jump Suit. Cost: 20 HP for the first term, 15 HP after that. Exits: Remain jump, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to sniper, go on to heavy weapons, go on to scout.

Sniper: As infantry, Ranging (IN) (d), Sniper (MA) (e), Stealth and Concealment (IN) (d). Equipment: Blending Suit, Sniper Rifle. Cost: 16 HP for the first term, 14 HP after that. Exits: Remain jump, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to sniper, go on to heavy weapons, go on to scout.

Scout: As infantry, Sensor Systems (IN) (d), Stealth and Concealment (IN) (d). Equipment: Sensor System, Laptop. Cost: 14 HP for the first term, 13 HP after that. Exits: Remain scout, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to sniper, go on to jump.

Electronic Support: As support, Electronic Warfare (IN) (d), Sensor Operations (IN) (d), Ship Systems (IN) (d). Equipment: Sensors, Jammer Unit. Cost: 17 HP for the first term, 16 HP after that. Exits: Remain in support, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to electronic support, go on to computer support, go on to mechanic.

Computer Support: As support, Computer Operations (IN) (d), Computer Programming (IN) (d), Ship Systems (IN) (d). Cost: 16 HP. Exits: Remain in support, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to electronic support, go on to computer support, go on to mechanic.

Mechanic: As support, Mechanical Repair +1 (MA) (d), Ship Systems (IN) (d). Equipment: Diagnostics, Repair Kit. Cost: 17 HP for the first term, 16 HP after that. Exits: Remain in support, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to electronic support, go on to computer support, go on to mechanic.

Intelligence: As staff, Tradecraft (Condition) (e), Analysis (IN) (e). Cost: 18 HP. Exits: Remain in intelligence, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to communications.

Communications: As staff, Comm Systems (IN) (d), Cryptography (IN) (e). Cost: 17 HP. Exits: Remain in intelligence, leave the profession, garrison duty, defense duty, assault duty, go on to sergeant (after three terms), go on to communications.

Pilot: As fleet, Pilot (MA) (d), Astrogation (IN) (d), Space Science + 1 (IN) (d), Ship Combat + 1 (MA) (d). Cost: 14 HP. Exits: Leave the profession, remain a pilot, go on to fleet officer.

Gunner: As fleet, Knowledge of ship weaponry (IN) (d), Ship Combat (MA) (d). Cost: 10 HP. Exits: Remain a gunner, leave the profession, go on to fleet officer.

Marine: As fleet, Tactics (IN) (d), Melee Combat (MA) (d), Unarmed Combat (MA) (d). Equipment: Infantry Armor Net, either Infantry Rifle, Infantry Rifle/Grenade Launcher, Squad Automatic Weapon, or SMG and Man-Portable Missile. Cost: 13 HP for the first term, after that 11 HP. Exits: Remain a marine, leave the profession, go on to fleet officer.

Sergeant: As previous branch, Communications Systems (IN) (d), Sergeant (b). Equipment: Cost for First Term: Armored Personnel Carrier if Infantry, Tank or Tank Destroyer if armor, CEV (Combat Engineer Vehicle) if Combat Engineer, Ambulance if Medic, SP Artillery if Artillery, Support Vehicle if Support, Command Vehicle if Staff, Combat Fighting Vehicle if Heavy Weapons, Recon Vehicle if Scout, Electronic Warfare Vehicle if Electronic Support, Computer Van if Computer Support, Armored Recovery Vehicle if Mechanic, Intelligence Van if Intelligence, Communications Vehicle if Communications. Cost for First Term: +7 if Infantry, +12 if armor, +7 if Combat Engineer, +5 if Medic, +11 if Artillery, +6 if Support, +6 if Staff, +8 if Heavy Weapons, +8 if Scout, +7 if Electronic Support, +6 if Computer Support, +6 if Mechanic, +6 if Intelligence, +6 if Communications. Cost after the First Term: +2, . Exits: Remain a sergeant, leave the profession, go on to top sergeant (after three terms). Exits: Remain a sergeant, go on to top sergeant (after three terms), leave the profession.

Top Sergeant:As previous sergeant, Top Sergeant (Condition) (d), Offense (IN) (d), Defense (IN) (d). Cost: +3. Exits: Remain a top sergeant, leave the profession, go on to company commander (after three terms).

Fleet Officer: Pilot (MA) (b), Ship Systems (IN) (d), Ship Combat (MA) (d), EVA (MA) (d), Ramged Combat (MA) (d), Fleet Officer (d), Cyborg (e). Equipment: 1 cyber enhancement per term. Cost: 9 HP. Exits: Remain a fleet officer, leave the profession, go on to deck officer, command staff officer, engineering division officer, weapons division officer, security division officer, medical division officer, or science division officer.

Deck Officer: As fleet officer, Docking Officer (IN) (d), Damage Control Officer (IN) (d). Cost: 11 HP. Exits: Leave the profession, return to officer, go on to command staff officer, engineering division officer, weapons division officer, or security division officer.

Command Staff Officer: As fleet officer, Helmsman (IN) (d), Astrogation (IN) (d), Communications (IN) (d), Command (Condition) (d). Cost: 13 HP. Exits: Leave the profession, return to officer, go on to executive officer.

Engineering Division Officer: As fleet officer, Propulsion Systems (IN) (d), Power Systems (IN) (d). Cost: 11 HP. Exits: Leave the profession, return to officer, go on to command staff officer, or deck division officer

Weapons Division Officer: As fleet officer, Fire Control (IN) (d), Weapon Systems (IN) (d). Cost: 11 HP. Exits: Leave the profession, return to officer, go on to command staff officer, engineering division officer, deck division officer, or security division officer.

Security Division Officer: As fleet officer, Tactics (IN) (d), Melee Combat (MA) (d), Unarmed Combat (MA) (d), Investigation (IN) (d), Intelligence (IN) (d). Cost: 14 HP. Exits: Leave the profession, return to officer, go on to command staff officer, investigating officer, intelligence officer, landing force officer, or weapons division officer.

Medical Division Officer: As fleet officer, Food Preparation (IN) (d), Medicine (IN) (d), Medical Technique (MA) (d), Find Patterns (IN) (d), Discern Reason (IN) (d). Cost: 14 HP. Exits: Leave the profession, return to officer, go on to science division officer.

Science Division Officer: As fleet officer, Scientist (IN) (d), Sensor Systems (IN) (d), Find Patterns (IN) (d), Discern Reason (IN) (d). Cost: 13 HP. Exits: Leave the profession, return to officer, go on to science division officer.

Company Commander: As previous top sergeant, Company Commander (Condition) (d), Logistics (IN) (d). Cost: +2. Exits: Remain a company commander, leave the profession, go on to battalion commander (after three terms).

Executive Officer: As command staff officer, Executive Officer (Condition) (d). Cost: 14 HP. Exits: Leave the profession, return to officer, go on to commanding officer.

Investigating Officer: As security division officer, Forensic Science (IN) (d), Collect Evidence (IN) (d), Knowledge of Crimes (IN) (d), Criminal Connections (Condition) (d), Find Patterns (IN) (d), Discern Reason (IN) (d). Cost: 20 HP. Exits: Leave the profession, return to security division officer, go on to intelligence officer, or landing force officer.

Intelligence Officer: As security division officer, Tradecraft (Condition) (e), Intelligence Analysis (IN) (d), Find Patterns (IN) (d), Discern Reason (IN) (d), Spot Hidden (IN) (d), Observation (IN) (d). Cost: 21 HP. Exits: Leave the profession, return to officer, go on to command staff officer, investigating officer, or landing force officer.

Landing Force Officer: As security division officer, Planetary Science (IN) (d), Stealth and Concealment (IN) (d), Find Patterns (IN) (d), Discern Reason (IN) (d), Spot Hidden (IN) (d), Observation (IN) (d). Cost: 20 HP. Exits: Leave the profession, return to officer, go on to command staff officer, investigating officer, or intelligence officer.

Battalion Commander: As previous company commander, Battalion Commander (Condition) (e), Strategy (IN) (e). Cost: +4. Exits: Remain a battalion commander, leave the profession.

Commanding Officer: As command staff officer, Commanding Officer (Condition) (e). Equipment: Ship. Cost: 45 HP for the first term, 15 HP after that. Exits: Leave the profession, remain as commanding officer.

Cy-Scholar (Cyborgs)

General Knowledge (IN) (d), 4 Knowledge Skills or Sciences (IN) (d), Condition - Cyborg (e), Condition - Fearful Visage (e). Equipment: Cybernetic enhancement (6 slots + 1 slot per additional term after the first). Cost: 11 HP for the first term, 6 HP after that.

Cy-Technologist (Cyborgs)

General Knowledge (IN) (d), 2 Knowledge Skills, Engineering Skills, or Sciences (IN) (d), 2 Craft Skills or Technology Skills (MA) (d), Condition - Cyborg (e), Condition - Fearful Visage (e). Equipment: Cybernetic enhancement (6 slots + 1 slot per additional term after the first), suitable technology tools. Cost: 13 HP for the first term, 8 HP after that.

Astronaut (Any but Luminous Ones)

Trainee: Pilot (MA) (b), Ship Systems (IN) (d), Parachute (PF) (b). Equipment: Ship Systems Tools. Cost: 3 HP for the first term, 2 HP after that. Exits: Remain as a trainee, go on to astronaut, or leave the profession.

Astronaut: As trainee, EVA (MA) (d), Space Science (IN) (d), Ship Combat (IN) (d). Equipment: EVA suit. Cost: 6 HP for first term, 5 HP per term after that. Exits: Leave profession, remain an astronaut, go on to EVA specialist, go on to Pilot, go on to Ship Tech.

EVA Specialist: As trainee, EVA + 1 (MA) (d), Endurance (PF) (b), Pain Capacity (PF) (b), Space Science + 1 (IN) (d), Ship Combat (MA) (d). Cost: 9 HP. Exits: Leave the profession, remain an EVA specialist, go on to officer.

Pilot: As trainee, Pilot (MA) (d), Astrogation (IN) (d), Space Science + 1 (IN) (d), Ship Combat + 1 (MA) (d). Cost: 9 HP. Exits: Leave the profession, remain a pilot, go on to officer.

Ship Tech:As trainee, EVA (MA) (d), Endurance (PF) (b), Pain Capacity (PF) (b), Space Science + 1 (IN) (d), Ship Systems (MA) (d), Ship Repair + 1 (MA) (d). Cost: 9 HP. Exits: Leave the profession, remain an EVA specialist, go on to officer.

Officer: As astronaut, Officer (Condition) (d), Ranged Combat (MA) (d). Equipment: Shotgun. Cost: 9 HP for the first term, 8 HP after that. Exits: Leave the profession, remain an officer, go on to deck officer, command staff officer, engineering division officer, weapons division officer, security division officer, medical division officer, or science division officer.

Deck Officer: As officer, Docking Officer (IN) (d), Damage Control Officer (IN) (d). Cost: 10 HP. Exits: Leave the profession, return to officer, go on to command staff officer, engineering division officer, weapons division officer, or security division officer.

Command Staff Officer: As officer, Helmsman (IN) (d), Astrogation (IN) (d), Communications (IN) (d), Command (Condition) (d). Cost: 12 HP. Exits: Leave the profession, return to officer, go on to executive officer.

Engineering Division Officer: As officer, Propulsion Systems (IN) (d), Power Systems (IN) (d). Cost: 10 HP. Exits: Leave the profession, return to officer, go on to command staff officer, or deck division officer.

Weapons Division Officer: As officer, Fire Control (IN) (d), Weapon Systems (IN) (d). Cost: 10 HP. Exits: Leave the profession, return to officer, go on to command staff officer, engineering division officer, deck division officer, or security division officer.

Security Division Officer: As officer, Tactics (IN) (d), Melee Combat (MA) (d), Unarmed Combat (MA) (d), Investigation (IN) (d), Intelligence (IN) (d). Cost: 13 HP. Exits: Leave the profession, return to officer, go on to command staff officer, investigating officer, intelligence officer, landing force officer, or weapons division officer.

Medical Division Officer: As officer, Food Preparation (IN) (d), Medicine (IN) (d), Medical Technique (MA) (d),Find Patterns (IN) (d), Discern Reason (IN) (d).. Cost: 13 HP. Exits: Leave the profession, return to officer, go on to science division officer.

Science Division Officer: As officer, Scientist (IN) (d), Sensor Systems (IN) (d), Find Patterns (IN) (d), Discern Reason (IN) (d). Cost: 11 HP. Exits: Leave the profession, return to officer, go on to science division officer.

Executive Officer: As command staff officer, Executive Officer (Condition) (d). Cost: 13 HP. Exits: Leave the profession, return to officer, go on to commanding officer.

Investigating Officer: As security division officer, Forensic Science (IN) (d), Collect Evidence (IN) (d), Knowledge of Crimes (IN) (d), Criminal Connections (Condition) (d), Find Patterns (IN) (d), Discern Reason (IN) (d). Cost: 19 HP. Exits: Leave the profession, return to security division officer, go on to intelligence officer, or landing force officer.

Intelligence Officer: As security division officer, Tradecraft (Condition) (e), Intelligence Analysis (IN) (d), Find Patterns (IN) (d), Discern Reason (IN) (d), Spot Hidden (IN) (d), Observation (IN) (d). Cost: 20 HP. Exits: Leave the profession, return to officer, go on to command staff officer, investigating officer, or landing force officer.

Landing Force Officer: As security division officer, Planetary Science (IN) (d), Stealth and Concealment (IN) (d), Find Patterns (IN) (d), Discern Reason (IN) (d), Spot Hidden (IN) (d), Observation (IN) (d). Cost: 19 HP. Exits: Leave the profession, return to officer, go on to command staff officer, investigating officer, or intelligence officer.

Commanding Officer: As command staff officer, Commanding Officer (Condition) (e). Equipment: Ship. Cost: 44 HP. Exits: Leave the profession, remain as commanding officer.

Dog Guardian (Dog)

Guardian: Strength (PF) (b), Endurance (PF) (b), Pain Capacity (PF) (b), Reaction Time (PF) (b), Unarmed Combat (MA) (d), Faith (MP) (b), Telepathy (PY) (d). Cost: 6 HP. Exits: Guard duty, remain as a guardian, go on to psychic guardian, go on to cyber-guardian, go on to mystical guardian, leave the profession.

Psychic Guardian: Strength (PF) (b), Endurance (PF) (b), Pain Capacity (PF) (b), Reaction Time (PF) (b), Unarmed Combat (MA) (d), Faith (MP) (b), Telepathy (PY) (d), Sensitivity (PY) (b), Psychic Shield (PY) (d), Psychic Healing (PY) (d). Cost: 11 HP. Exits: Leave the profession, remain a psychic guardian.

Cyber-guardian: Strength (PF) (b), Endurance (PF) (b), Pain Capacity (PF) (b), Reaction Time (PF) (b), Unarmed Combat (MA) (d), Ranged Combat (MA) (d), Faith (MP) (b), Prayer (MP) (b), Personal Religious Ceremony (MP) (d), Condition - Cyborg (e), Condition - Fearful Visage (e), Telepathy (PY) (d), Sensitivity (PY) (b). Equipment: Camouflaged battle clothing, cybernetic enhancement (6 slots + 1 slot per additional term after the first). Cost: 18 HP for the first term, 12 HP after that. Exits: Leave the profession, remain a cyber-guardian.

Mystical-guardian: Strength (PF) (b), Endurance (PF) (b), Pain Capacity (PF) (b), Reaction Time (PF) (b), Unarmed Combat (MA) (d), Faith (MP) (b), Magical Senses (MP) (b), Spirit Sight (MP) (b), Prayer (MP) (b), Initiation (MP) (b), Spirit Combat (MP) (e). Cost: 12 HP. Exits: Leave the profession, remain a mystical guardian.

Rat Tech (Rat)

Rat Tech: General Knowledge (IN) (d), 2 Knowledge Skills, Engineering Skills, or Sciences (IN) (d), 2 Craft Skills or Technology Skills (MA) (d), Telepathy (PY) (d). Equipment: Suitable technology tools. Cost: 8 HP for the first term. Exits: Continue as a rat tech, go on to rat engineer, go on to cyber tech, leave the profession.

Rat Engineer: General Knowledge (IN) (d), 2 Knowledge Skills or Sciences (IN) (d), 2 Craft Skills or Technology Skills (MA) (d), 2 Engineering Skills (IN) (d), Telepathy (PY) (d). Cost: 9 HP. Exits: Leave the profession, remain a rat engineer, go on to master engineer.

Cyber Tech: General Knowledge (IN) (d), 2 Knowledge Skills, Engineering Skills, or Sciences (IN) (d), 2 Craft Skills or Technology Skills (MA) (d), Condition - Cyborg (e), Condition - Fearful Visage (e), Telepathy (PY) (d). Equipment: Cybernetic enhancement (6 slots + 1 slot per additional term after the first), suitable technology tools. Cost: 15 HP for the first term, 10 HP after that. Exits: Leave the profession, remain a cyber tech, go on to rat engineer.

Master Engineer: As rat engineer, Psychic Projection (PY) (e), ESP (PY) (e). Cost: 13 HP.

Rat Scholar (Rat)

General Knowledge (IN) (d), 4 Knowledge Skills or Sciences (IN) (d), Telepathy (PY) (d), ESP (PY) (e). HP Cost: 11 HP. Exits: Continue as a rat scholar, go on to rat cyber scholar, leave the profession.

Cyber Scholar: Knowledge (IN) (d), 4 Knowledge Skills or Sciences (IN) (d), Telepathy (PY) (d), ESP (PY) (e), Condition - Cyborg (e), Condition - Fearful Visage (e). Equipment: Cybernetic Enhancements (6 initial + 1 per term). Cost: 17 HP for the first term + 12 HP per term after that.

Rat Psychic (Rat)

Trainee: Knowledge of Psychic Powers (IN) (d), Psychic Sensitivity (PY) (b), Telepathy (PY) (d), Psychic Projection (PY) (e). HP Cost: 8 HP. Exits: Remain a trainee, go on to psychic, or leave the profession.

Psychic: Knowledge of Psychic Powers (IN) (d), Psychic Sensitivity (PY) (b), Telepathy (PY) (d), Psychic Projection (PY) (e), 2 basic Psychic Powers (PY) (b), difficult Psychic Power (PY) (d). Cost: 12 HP. Exits: Leave the profession, remain a psychic, go on to master psychic.

Master Psychic: As psychic, basic Psychic Powers (PY) (b), difficult Psychic Power (PY) (d), extreme Psychic Power (PY) (e). Cost: 19 HP.

Rat Mage (Rat)

Aspirant: Speak with (either Angels, Elementals, Fairy Spirits, or Demons) (MP) (b), Knowledge of Astrology (IN) (d), Knowledge of Magic (IN) (d), Knowledge of Spirits (IN) (d), Minor Ritual (MP) (b), Telepathy (PY) (d). Equipment: Minor Ritual Tools (wand, medallion, protective amulet). Cost: 13 HP for first term, 10 HP after that. Possible Exits: Leave the profession, remain as an aspirant, continue on to the initiation ceremony.

Initiation Ceremony: Knowledge of Psychic Powers (IN) (d), Psychic Sensitivity (PY) (b), Telepathy (PY) (d), Psychic Projection (PY) (e).

Initiate: Speak with (either Angels, Elementals, Fairy Spirits, or Demons) (MP) (b), Knowledge of Astrology (IN) (d), Knowledge of Magic (IN) (d), Knowledge of Spirits (IN) (d), Minor Ritual (MP) (b), Sensitivity (PY) (b), Telepathy (PY) (d), Summon Spirit (MP) (d): The initiate can summon an elemental spirit to do their bidding, Analyze Desire (IN) (d): The initiate has been trained to prepare for any of the Great Rite. See Astrological Considerations below. Cost: 11 HP. Possible Exits: Leave the profession, remain as an initiate, continue on to practitioner.

Practitioner: As Initiate, Lesser Great Rite (MP) (d): As a summon spirit ritual without the need for preparation beyond finding the correct day, week and month. This requires a successful Analyze Desire roll. Cost: 13 HP. Possible Exits: Leave the profession, remain as a practitioner, continue on to magician.

Magician: As Practitioner, Great Rite (MP) (d): As a summon spirit ritual without the need for preparation beyond finding the correct day and week. This requires a successful Analyze Desire roll. Cost: 15 HP. Possible Exits: Leave the profession, remain as a magician, continue on to master.

Master: As Magician, Advanced Great Rite (MP) (d): As a summon spirit ritual without the need for preparation beyond finding the correct day. This requires a successful Analyze Desire roll. Cost: 17 HP. Possible Exits: Leave the profession, remain as a master.

Rat Spy (Rat)

Trainee: Condition - Tradecraft (e), Melee Combat (PF) (d), Telepathy (PY) (d). Cost: 5 HP. Exits: Remain a trainee, continue on to intelligence officer, or leave the profession.

Intelligence Officer: Condition - Tradecraft (e), Melee Combat (PF) (d), Ranged Combat (MA) (d), Connections (Condition) (d),Telepathy (PY) (d), Magical Senses (MP) (b). Equipment: Intelligence Comm set, Magical Nondetection tattoo, Multispectral telescope, Handgun. Cost: 11 HP for the first term, 8 HP per term after that. Exits: Leave the profession, remain an intelligence officer, go on to operator, go on to special agent, go on to analyst, go on to tech specialist.

Operator: As intelligence officer, Recruiting (IN) (e), Tailing (IN) (e), Infiltration/Exfiltration (IN) (e), Find Patterns (IN) (d), Discern Reason (IN) (d), Connections (Condition) (d), Personal Psychic Shield (PY) (b). Cost: 18 HP. Exits: Leave the profession, remain an operator, go on to special agent, go on to spy master (after three terms).

Special Agent: As intelligence officer, Forensic Science (IN) (d), Collect Evidence (IN) (d), Interrogation (IN) (d), Find Patterns (IN) (d), Discern Reason (IN) (d), Connections (Condition) (d), Personal Psychic Shield (PY) (b). Cost: 15 HP. Exits: Leave the profession, remain a special agent, go on to operator, go on to spy master (after three terms).

Analyst: As intelligence officer, Intelligence Analysis (IN) (e), General Knowledge (IN) (d), 4 Knowledge Skills (IN) (d), Find Patterns (IN) (d), Discern Reason (IN) (d), Connections (Condition) (d). Cost: 18 HP. Exits: Leave the profession, remain an analyst, go on to special agent, go on to spy master (after three terms).

Tech Specialist: As intelligence officer, General Knowledge (IN) (d), 2 Knowledge Skills, Engineering Skills, or Sciences (IN) (d), 2 Craft Skills or Technology Skills (MA) (d), Telepathy (PY) (d), Find Patterns (IN) (d), Discern Reason (IN) (d), Connections (Condition) (d). Cost: 18 HP. Exits: Leave the profession, remain a tech specialist, go on to analyst.

Spy Master: As intelligence officer, Recruiting (IN) (e), Tailing (IN) (e), Infiltration/Exfiltration (IN) (e), Find Patterns (IN) (d), Discern Reason (IN) (d), Connections (Condition) (d), Interrogation (IN) (d), Intelligence Analysis (IN) (e), Personal Psychic Shield (PY) (b). Cost: 21 HP.

Lion Warrior (Lion)

Basic Training: Strength + 1 (PF) (b), Endurance + 1 (PF) (b), Pain Capacity + 1 (PF) (b), Reaction Time + 1 (PF) (b), Unarmed Combat + 1 (PF) (d), Faith (MP) (b), Prayer (MP) (b), Personal Religious Ceremony (MP) (d), Telepathy (PY) (d). Cost: 12 HP. Exits: Garrison duty, leave the profession, remain in basic training, go on to infantry, go on to cyber-warrior.

Garrison Duty: This consititutes actual experience straight out of basic training. This costs 1 HP and is a 1 point preadventure. Exits from garrison duty (must choose one): Garrison duty, infantry, cyber warrior, medic, support, staff.

Infantry: As basic training, Toughness + 1 (PF) (e), Heavy Armor + 1 (PF) (b), Dodge + 1 (PF) (b), Long-Distance Running (PF) (b), Sprinting (PF) (b), Swimming (PF) (b), Ranged Combat + 1 (MA) (d). Equipment: Infantry Armor Net, Light Weapons Harness. Cost: 23 HP for the first term, 22 HP after that. Exits: Garrison duty, leave the profession, remain in infantry, assault duty, defense duty, go on to squad leader.

Defense Duty: This consititutes actual defensive experience. This costs 6 HP and is a 6 point preadventure. Exits from defense duty (must choose one): Defense duty, assault duty, infantry training, cyber-warrior.

Assault Duty: This consititutes actual assault experience. This costs 6 HP and is a 6 point preadventure. Exits from assault duty (must choose one): Defense duty, assault duty, infantry training, cyber-warrior.

Cyber-Warrior: As basic training, Ranged Combat + 1 (MA) (d), Condition - Cyborg (e), Condition - Fearful Visage (e), Sensitivity (PY) (b). Equipment: Camouflaged battle clothing, cybernetic enhancement (6 slots + 1 slot per additional term after the first). Cost: 23 HP for the first term, 16 HP after that. Exits: Garrison duty, leave the profession, remain in infantry, assault duty, defense duty, go on to squad leader.

Squad Leader: As previous profession area, Tactics (IN) (d), Squad Leader (Condition) (b). Equipment: Heavy Weapons Harness. Cost: +3 HP for the first term, +2 HP after that.

Eagle Scout (Eagle)

Trainee: Spot Hidden (IN) (d), Observation (IN) (d), Find Patterns (IN) (d), Endurance (PF) (b), Long-Distance Flight (PF) (b). Cost: 4 HP. Exits: Remain as a trainee, go on to scout, or leave the profession.

Scout: As trainee, Sensor Operations (IN) (d), Sensor Systems (IN) (d), Melee Combat (MA) (d), Stealth and Concealment (IN) (d). Cost: 8 HP. Exits: Leave the profession, remain a scout, go on to sensor tech, go on to cyber scout, go on to scout pilot, go on to long range scout.

Sensor Tech: As scout, Sensor Operations (IN) (d), Sensor Systems (IN) (d). Cost: 10 HP. Exits: Leave the profession, remain a scout, go on to sensor tech, go on to cyber scout, go on to scout pilot, go on to long range scout.

Cyber Scout: As scout, Condition - Cyborg (e), Condition - Fearful Visage (e). Equipment: 6 cybernetic enhancements + 1 per term. Cost: 15 HP for the first term, 9 HP per term, after that. Exits: Leave the profession, remain a scout, go on to sensor tech, go on to cyber scout, go on to scout pilot, go on to long range scout.

Scout Pilot: As scout, Pilot + 1 (MA) (b), Ship Systems (IN) (d), Parachute (PF) (b), EVA (MA) (d), Space Science (IN) (d), Ship Combat (IN) (d). Equipment: Small scout ship. Cost: 19 HP for the first term, 14 HP after that. Leave the profession, remain a scout, go on to sensor tech, go on to cyber scout, go on to scout pilot, go on to long range scout.

Long Range Scout: As scout, Strength (PF) (b), Endurance (PF) (b), Pain Capacity (PF) (b), Reaction Time (PF) (b), Unarmed Combat (MA) (d), Ranged Combat (MA) (d), Knife Fighting (MA) (b), Magical Senses (MP) (b), Tradecraft (Condition) (e), Parachuting (PF) (b), EVA (MA) (d), Ship Systems (IN) (d), Pilot (MA) (b), Ship Combat (IN) (d). Equipment: Small scout ship. Cost: 25 HP for the first term, 20 HP after that. Leave the profession, remain a scout, go on to sensor tech, go on to cyber scout, go on to scout pilot, go on to long range scout.

Eagle Spy (Eagle)

Trainee: Condition - Tradecraft (e), Melee Combat (PF) (d), Telepathy (PY) (d). Cost: 5 HP. Exits: Remain a trainee, continue on to intelligence officer, or leave the profession.

Intelligence Officer: Condition - Tradecraft (e), Melee Combat (PF) (d), Ranged Combat (MA) (d), Connections (Condition) (d),Telepathy (PY) (d), Magical Senses (MP) (b). Equipment: Intelligence Comm set, Magical Nondetection tattoo, Multispectral telescope, Handgun. Cost: 11 HP for the first term, 8 HP per term after that. Exits: Leave the profession, remain an intelligence officer, go on to operator, go on to special agent, go on to analyst, go on to tech specialist.

Operator: As intelligence officer, Recruiting (IN) (e), Tailing (IN) (e), Infiltration/Exfiltration (IN) (e), Find Patterns (IN) (d), Discern Reason (IN) (d), Connections (Condition) (d), Personal Psychic Shield (PY) (b). Cost: 18 HP. Exits: Leave the profession, remain an operator, go on to special agent, go on to spy master (after three terms).

Special Agent: As intelligence officer, Forensic Science (IN) (d), Collect Evidence (IN) (d), Interrogation (IN) (d), Find Patterns (IN) (d), Discern Reason (IN) (d), Connections (Condition) (d), Personal Psychic Shield (PY) (b). Cost: 15 HP. Exits: Leave the profession, remain a special agent, go on to operator, go on to spy master (after three terms).

Analyst: As intelligence officer, Intelligence Analysis (IN) (e), General Knowledge (IN) (d), 4 Knowledge Skills (IN) (d), Find Patterns (IN) (d), Discern Reason (IN) (d), Connections (Condition) (d). Cost: 18 HP. Exits: Leave the profession, remain an analyst, go on to special agent, go on to spy master (after three terms).

Tech Specialist: As intelligence officer, General Knowledge (IN) (d), 2 Knowledge Skills, Engineering Skills, or Sciences (IN) (d), 2 Craft Skills or Technology Skills (MA) (d), Telepathy (PY) (d), Find Patterns (IN) (d), Discern Reason (IN) (d), Connections (Condition) (d). Cost: 18 HP. Exits: Leave the profession, remain a tech specialist, go on to analyst.

Spy Master: As intelligence officer, Recruiting (IN) (e), Tailing (IN) (e), Infiltration/Exfiltration (IN) (e), Find Patterns (IN) (d), Discern Reason (IN) (d), Connections (Condition) (d), Interrogation (IN) (d), Intelligence Analysis (IN) (e), Personal Psychic Shield (PY) (b). Cost: 21 HP.

Dolphin Scholar (Dolphin)

General Knowledge (IN) (d), 4 Knowledge Skills or Sciences (IN) (d), Sensitivity (PY) (b), Psychic Projection (PY) (e), Telepathy (PY) (d), ESP (PY) (e). Cost: 15 HP. Exits: Remain a scholar, go on to cyber-scholar, leave the profession.

Cyber-scholar: General Knowledge (IN) (d), 4 Knowledge Skills or Sciences (IN) (d), Condition - Cyborg (e), Condition - Fearful Visage (e), Sensitivity (PY) (b), Psychic Projection (PY) (e), Telepathy (PY) (d), ESP (PY) (e). Equipment: Cybernetic enhancement (6 slots + 1 slot per additional term after the first). Cost: 22 HP for the first term, 17 HP after that.

Dolphin Psychic (Dolphin)

Trainee: Knowledge of Psychic Powers (IN) (d), Psychic Sensitivity (PY) (b), Telepathy (PY) (d), Psychic Projection (PY) (e). HP Cost: 8 HP. Exits: Remain a trainee, go on to psychic, or leave the profession.

Psychic: Knowledge of Psychic Powers (IN) (d), Psychic Sensitivity (PY) (b), Telepathy (PY) (d), Psychic Projection (PY) (e), 2 basic Psychic Powers (PY) (b), difficult Psychic Power (PY) (d). Cost: 12 HP. Exits: Leave the profession, remain a psychic, go on to master psychic.

Master Psychic: As psychic, basic Psychic Powers (PY) (b), difficult Psychic Power (PY) (d), extreme Psychic Power (PY) (e). Cost: 19 HP.

Dolphin Mage (Dolphin)

Aspirant: Speak with (either Angels, Elementals, Fairy Spirits, or Demons) (MP) (b), Knowledge of Astrology (IN) (d), Knowledge of Magic (IN) (d), Knowledge of Spirits (IN) (d), Minor Ritual (MP) (b), Sensitivity (PY) (b), Telepathy (PY) (d). Equipment: Minor Ritual Tools (medallion of protection, medallion of power-used in every step, medallion of compelling). Cost: 11 HP for first term, 8 HP after that. Possible Exits: Leave the profession, remain as an aspirant, continue on to the initiation ceremony.

Initiation Ceremony: This is a 2 HP Preadventure. The good thing is the ability to be accepted as an initiate. The bad thing is the Condition — Fearful Aura (e).

Initiate: Speak with (either Angels, Elementals, Fairy Spirits, or Demons) (MP) (b), Knowledge of Astrology (IN) (d), Knowledge of Magic (IN) (d), Knowledge of Spirits (IN) (d), Minor Ritual (MP) (b), Sensitivity (PY) (b), Telepathy (PY) (d), Summon Spirit (MP) (d): The initiate can summon an elemental spirit to do their bidding, Analyze Desire (IN) (d): The initiate has been trained to prepare for any of the Great Rite. See Astrological Considerations below. Cost: 11 HP. Possible Exits: Leave the profession, remain as an initiate, continue on to practitioner.

Practitioner: As Initiate, Lesser Great Rite (MP) (d): As a summon elemental ritual without the need for preparation beyond finding the correct day, week and month. This requires a successful Analyze Desire roll. Cost: 13 HP. Possible Exits: Leave the profession, remain as a practitioner, continue on to magician.

Magician: As Practitioner, Great Rite (MP) (d): As a summon elemental ritual without the need for preparation beyond finding the correct day and week. This requires a successful Analyze Desire roll. Cost: 15 HP. Possible Exits: Leave the profession, remain as a magician, continue on to master.

Master: As Magician, Advanced Great Rite (MP) (d): As a summon elemental ritual without the need for preparation beyond finding the correct day. This requires a successful Analyze Desire roll. Cost: 17 HP. Possible Exits: Leave the profession, remain as a master.

Turtle Warrior (Turtle)

Aspirant: Faith (MP) (b), Prayer (MP) (b), Personal Ceremonies (MP) (d), Theology (IN) (d), Strength (PF) (b), Endurance (PF) (b), Pain Capacity (PF) (b), Reaction Time (PF) (b), Agility (PF) (b), Melee Combat (PF) (d), Spirit Combat (MP) (e). Cost: 13 HP. Exits: Leave the profession, remain as an aspirant, go on to candidate (must be an aspirant for three terms).

Candidate: Faith (MP) (b), Prayer (MP) (b), Personal Ceremonies (MP) (d), Theology (IN) (d), Strength (PF) (b), Endurance (PF) (b), Pain Capacity (PF) (b), Reaction Time (PF) (b), Agility (PF) (b), Melee Combat (PF) (d), Ranged Combat (MA) (d), Spirit Combat (MP) (e). Equipment: Weapon Harness (Heavy Medium-Scale Damage to line of sight, weighs 100 kg). Costs: 15 HP for the first term, and 14 HP after the first term. Exits: Leave the profession, remain as an aspirant, or go on to warrior (must be a candidate for three terms).

Warrior: Faith + 1 (MP) (b), Prayer + 1 (MP) (b), Personal Ceremonies + 1 (MP) (d), Theology + 1 (IN) (d), Strength + 1 (PF) (b), Endurance + 1 (PF) (b), Pain Capacity + 1 (PF) (b), Reaction Time + 1 (PF) (b), Agility + 1 (PF) (b), Melee Combat + 1 (PF) (d), Ranged Combat + 1 (MA) (d), Spirit Combat + 1 (MP) (e). Equipment: Armor Web (Heavy Medium-Scale Protection, weighs 100 kg). Costs: 29 HP for the first term, and 28 HP after the first term. Exits: Leave the profession, remain as a warrior, go on to heavy infantry, go on to armor, go on to artillery, go on to champion, go on to recon, or go on to jump infantry.

Heavy Infantry: As warrior, Tactics (IN) (d). Cost: 29 HP. Exits: Leave the profession, remain as heavy infantry, go back to warrior, go on to sergeant.

Armor: Faith (MP) (b), Prayer (MP) (b), Personal Ceremonies (MP) (d), Theology (IN) (d), Pilot + 1 (MA) (b), Ship Combat (MA) (d), Ship Systems (IN) (d), Spirit Combat + 1 (MP) (e). Equipment: Armor Web. Costs: 16 HP for the first term, and 15 HP after the first term. Exits: Leave the profession, remain as armor, or back to warrior, go on to sergeant.

Artillery: Faith (MP) (b), Prayer (MP) (b), Personal Ceremonies (MP) (d), Theology (IN) (d), Pilot + 1 (MA) (b), Ship Combat (MA) (d), Ship Systems (IN) (d), Spirit Combat + 1 (MP) (e). Equipment: Armor Web. Costs: 16 HP for the first term, and 15 HP after the first term. Exits: Leave the profession, remain as armor, or back to warrior, go on to sergeant.

Champion: Faith + 1 (MP) (b), Prayer + 1 (MP) (b), Personal Ceremonies + 1 (MP) (d), Theology + 1 (IN) (d), Strength + 1 (PF) (b), Endurance + 1 (PF) (b), Pain Capacity + 1 (PF) (b), Reaction Time + 1 (PF) (b), Agility + 1 (PF) (b), Melee Combat + 1 (PF) (d), Ranged Combat + 1 (MA) (d), Spirit Combat + 1 (MP) (e), Knowledge of Demons (IN) (d), Benedictions (MP) (d). Equipment: True Holy Symbol, Demon Claws (Heavy Spirit-Scale Damage). Costs: 35 HP for the first term, and 33 HP after the first term. Exits: Leave the profession, remain as a warrior, go on to heavy infantry, go on to armor, go on to artillery, go on to champion, go on to recon, or go on to jump infantry.

Recon: As warrior, Sensor Systems (IN) (d), Stealth and Concealment (IN) (d), Pilot + 1 (MA) (b), Ship Combat (MA) (d), Ship Systems (IN) (d). Equipment: Recon Vehicle, Sensor System, Laptop. Cost: 40 HP for the first term, 34 HP after that. Exits: Remain recon, leave the profession, go back to warrior, go on to sergeant (after three terms).

Jump Infantry: As warrior, Parachuting (PF) (b), EVA (MA) (d), Ship Systems (IN) (d), Pilot (MA) (b), Ship Combat (IN) (d). Equipment: Jump Suit. Cost: 33 for the first term, and 32 for every term after that. Exits: Remain jump, leave the profession, go back to warrior, go on to sergeant (after three terms).

Sergeant: As pervious profession, Sergeant (b), Communications Systems (IN) (d). Equipment: APC (Armored Personnel Carrier) if Heavy Infantry, Tank if Armor, SP Artillery if Artillery, Recon Vehicle if Recon. Cost: +2 HP, +8 if Infantry for the first term, +10 if armor or artillery, .

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