Supplement Four
SOC-14 5K
This is kind of neat. From an article in Dragon #55. It's a system for allowing characters to change careers during CharGen.
The system makes it possible to do so, but choices are limited. And, there are age restrictions along with second career enlistment penalty DMs.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">2nd SERVICE 1st Career Max. Age DM
----------- -------------------- ---------- ----
Merchant Military 22 -1
Pirate 22 -2
Belter 26 -0
Bureaucrat 22 -1
Rogue 22 -2
Scout Navy 26 +1
Merchant 22 -0
Belter 22 -0
Other Rogue 26 -0
Barbarian 22 -1
Pirate Any 22 -1
Navy 22 +1
Scout 26 -0
Other 22 -0
Merchant 26 +1
Rogue 26 +1
Belter Scout 26 -0
Merchant 22 -0
Diplomat Educated 26 -1
Bureaucrat 30 -1
Noble 34 -0
Doctor Educated 30 -0
Navy (Medical Branch) 38 +2
Bureaucrat Educated -- -1
Noble -- +1
Rogue Any 26 -0
Other 30 +1
Pirate 30 -0
Noble Any 22 -3
Diplomat 26 -1
Doctor 26 -1
Scientist Educated 22 -1
Doctor 30 -0
Hunter Army 26 -0
Barbarian 26 +1
Any 22 -1</pre>[/QUOTE]NOTES
Doctors from the Naval Medical Branch moving into private practice (Doctor career) require one term spent in medical school (max. age of enrollment is 26), which is treated in all respects like Naval Medical School in High Guard.
Assume Nobles have a basic Enlistment Roll of 2+, but SOC requirements are still in effect.
"Military" is a group heading which refers to Army, Navy, Marines, and Scouts.
"Any" is a group heading which refers to all careers except those listed under the same service heading.
"Educated" is a group heading which refers to any career which is able to receive at least a +1 EDU result, either on the skills table or as a mustering out benefit (and the career is not already listed under the same service heading).
Characters may switch careers as many times as they like as long as their age doesn't exceed the max. age requirment and the enlistment throw for the new career, using the DMs from the chart, is successful. DMs are cumulative, making it much harder to start a third career even if the character is under the max. age limit.
All careers from Book 1 and Supplement 4 are considered in the chart above.
Example
Flash Indapan, after having spent two terms in the Scouts, fails his re-enlistment roll and is given the boot. He decides that he would like to become a Belter now and try to make his fortune mining asteroids. From the table under the service heading Belter, it is found that a Scout can indeed become a Belter aslong as he is 26 years of age or younger. Flash is 26, so he has no problem there. He attempts to make his enlistment roll for the Belter career with no modifications ("-0" under the enlistment DM), and manages to enter the new service. He would then continue in the Belters normally as if he had entered that service in the first place, except that he has already finished 8 years behind him.
The system makes it possible to do so, but choices are limited. And, there are age restrictions along with second career enlistment penalty DMs.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">2nd SERVICE 1st Career Max. Age DM
----------- -------------------- ---------- ----
Merchant Military 22 -1
Pirate 22 -2
Belter 26 -0
Bureaucrat 22 -1
Rogue 22 -2
Scout Navy 26 +1
Merchant 22 -0
Belter 22 -0
Other Rogue 26 -0
Barbarian 22 -1
Pirate Any 22 -1
Navy 22 +1
Scout 26 -0
Other 22 -0
Merchant 26 +1
Rogue 26 +1
Belter Scout 26 -0
Merchant 22 -0
Diplomat Educated 26 -1
Bureaucrat 30 -1
Noble 34 -0
Doctor Educated 30 -0
Navy (Medical Branch) 38 +2
Bureaucrat Educated -- -1
Noble -- +1
Rogue Any 26 -0
Other 30 +1
Pirate 30 -0
Noble Any 22 -3
Diplomat 26 -1
Doctor 26 -1
Scientist Educated 22 -1
Doctor 30 -0
Hunter Army 26 -0
Barbarian 26 +1
Any 22 -1</pre>[/QUOTE]NOTES
Doctors from the Naval Medical Branch moving into private practice (Doctor career) require one term spent in medical school (max. age of enrollment is 26), which is treated in all respects like Naval Medical School in High Guard.
Assume Nobles have a basic Enlistment Roll of 2+, but SOC requirements are still in effect.
"Military" is a group heading which refers to Army, Navy, Marines, and Scouts.
"Any" is a group heading which refers to all careers except those listed under the same service heading.
"Educated" is a group heading which refers to any career which is able to receive at least a +1 EDU result, either on the skills table or as a mustering out benefit (and the career is not already listed under the same service heading).
Characters may switch careers as many times as they like as long as their age doesn't exceed the max. age requirment and the enlistment throw for the new career, using the DMs from the chart, is successful. DMs are cumulative, making it much harder to start a third career even if the character is under the max. age limit.
All careers from Book 1 and Supplement 4 are considered in the chart above.
Example
Flash Indapan, after having spent two terms in the Scouts, fails his re-enlistment roll and is given the boot. He decides that he would like to become a Belter now and try to make his fortune mining asteroids. From the table under the service heading Belter, it is found that a Scout can indeed become a Belter aslong as he is 26 years of age or younger. Flash is 26, so he has no problem there. He attempts to make his enlistment roll for the Belter career with no modifications ("-0" under the enlistment DM), and manages to enter the new service. He would then continue in the Belters normally as if he had entered that service in the first place, except that he has already finished 8 years behind him.