Supplement Four
SOC-14 5K
--20-- FIFTH TABLE
During character generation, careers provide four tables from which to skills are obtained: the usual Personal Development table, Service Skills table, Education table, and Advanced Education table (that can only be used for characters with EDU 8+).
This rule adds a fifth table into the mix, providing skills based on the character's homeworld. Note that some military characters may have changed homeworlds after joining the military.
FIFTH TABLE
===========
Anytime a character is elligible for a skill, the playrer can attempt to roll on one of the Fifth Tables instead of the normal career tables.
Roll SOC or less on 2D.
If successful, the character is allowed a roll on the Fifth Tables. But, failure means no skill at all is awarded (attempting a roll on the Fifth Tables is risky).
Rolls on the Fifth Tables can only be attempted once per term.
WHICH FIFTH TABLE?
==================
When a character is allowed to roll on a Fifth Table, roll 1D on the appropriate column to find the Fifth Table that will be used to determine skill.
If the SOC check made to earn a roll on the Fifth Tables succeeded by 3+ points, use a +1DM on the table below.
If the SOC check made to earn a roll on the Fifth Tables succeeded by 5+ points, the player may pick the appropriate table (subject to the column of his character's homeworld).
Skills obtained on the Fifth Table are awarded just like normal career skills (Skill-1 is awarded first, and if the same skill is rolled a second time, the skill becomes Skill-2, etc). This is unlike the Background Skills tables (which begin at Skill-0).
-PYSADI FIFTH TABLE DETERMINATION-
+1DM if Fifth Table SOC check succeeded by 3+ points.
If the Fifth Table SOC check succeedec by 5+ points, the player may choose the Fifth Table from the choices under his homeworld.
1D
1. Business
2. Business
3. Transportation
4. Personal
5. Vice
6. Combat
7. Business
-VANEJEN FIFTH TABLE DETERMINATION-
+1DM if Fifth Table SOC check succeeded by 3+ points.
If the Fifth Table SOC check succeedec by 5+ points, the player may choose the Fifth Table from the choices under his homeworld.
1D
1. Vice
2. Vice
3. Business
4. Transportation
5. Personal
6. Combat
7. Vice
-NATOKO FIFTH TABLE DETERMINATION-
+1DM if Fifth Table SOC check succeeded by 3+ points.
If the Fifth Table SOC check succeedec by 5+ points, the player may choose the Fifth Table from the choices under his homeworld.
1D
1. Transportation
2. Business
3. Vice
4. Technical
5. Space
6. Personal
7. Combat
-PATINIR FIFTH TABLE DETERMINATION-
+1DM if Fifth Table SOC check succeeded by 3+ points.
If the Fifth Table SOC check succeedec by 5+ points, the player may choose the Fifth Table from the choices under his homeworld.
1D
1. Space
2. Business
3. Vice
4. Technical
5. Personal
6. Combat
7. Space
-ARAMIS FIFTH TABLE DETERMINATION-
+1DM if Fifth Table SOC check succeeded by 3+ points.
If the Fifth Table SOC check succeedec by 5+ points, the player may choose the Fifth Table from the choices under his homeworld.
1D
1. Transportation
2. Business
3. Vice
4. Technical
5. Space
6. Personal
7. Combat
-BUSINESS FIFTH TABLE-
Appropriate to all five homeworlds.
1D
1. Admin
2. Broker
3. Legal
4. Liaison
5. Trader
6. Carousing
-TRANSPORTATION FIFTH TABLE-
Appropriate to all homeworlds except Patinir.
Vanejen or Natoko natives received a +1DM on their respective tables if EDU 8+.
Aramis natives are allowed to roll on their table ONLY if they have EDU 8+ (characters with EDU 7- loose the skill).
PYSADI TRANSPORTATION
1D
1. Equestrian
2. Equestrian
3. Small Water Craft
4. Lighter-Than-Air Craft
5. Wheeled Vehicle
6. Large Water Craft
7. --
VANEJEN TRANSPORTATION
1D
1. Equestrian
2. Wheeled Vehicle
3. Small Water Craft
4. Lighter-Than-Air Craft
5. Large Water Craft
6. Submersible
7. Propeller-Driven Aircraft
NATOKO TRANSPORTATION
1D
1. Equestrian
2. ATV
3. Hovercraft
4. Grav Belt
5. Air/Raft
6. Helocopter
7. Jet Aircraft
ARAMIS TRANSPORTATION
1D
1. Grav Belt
2. Vacc Suit
3. Vacc Suit
4. ATV
5. Grav Vehicle
6. Ship's Boat
7. --
-VICE FIFTH TABLE-
Apropriate for natives of all five homeworlds.
Pysadian natives must roll INT or less on 2D in order to roll on the table. Failure means the skill is lost.
Natives of the other four planets roll 1D on the table without condition.
1D
1. Carousing
2. Gambling
3. Streetwise
4. Brawling
5. Bribery
6. Forgery
-SPACE FIFTH TABLE-
This table is appropriate to natives of Natoko, Patinir, or Aramis. Natives from all three planets receive a +1DM if EDU 8+.
1D
1. Steward
2. Medical
3. Gunnery
4. Engineering
5. Navigation
6. Pilot
7. Space Sub-Tbl (roll on the Space Sub-table)
SPACE SUB-TABLE
1D
1. Vacc Suit
2. Vacc Suit
3. Survey/Prospecting (choose either Survey or Prospecting)
4. Z-G Environ/Z-G Cmbt (choose either Zero-G Environ or Zero-G Combat)
5. Accel Rifle/Snb (choose either Accelerator Rifle or Snub Pistol)
6. Ship's Boat
-TECHNICAL FIFTH TABLE-
This table is appropriate to natives of Natoko, Patinir, or Aramis.
1D
1. Mechanical
2. Electronics
3. Communications
4. Computer
5. Jack-o-Trades
6. Technical Sub-Tbl (roll on the Technical Sub-table)
TECHNICAL SUB-TABLE
1D
1. Computer
2. Robot Ops
3. Robotics
4. Gravitics
5. Jack-o-Trades
6. Space Tbl (roll on the Space Fifth table)
-PERSONAL FIFTH TABLE-
This table is appropriate to natives from all five homeworlds.
Physical allows one of the following (player's choice): +1 STR, +1 DEX, or +1 END.
Mental allows one of the following (player's choice): +1 INT or +1 EDU
Special allows the player to pick any other Fifth Table and roll on it regardless of requirements.
1D
1. Linguistics
2. Leader
3. Physical (see note above)
4. Mental (see note above)
5. +1 SOC
6. Special (see note above)
-COMBAT FIFTH TABLE-
Natives roll on the appropriate column according to their homeworld.
PYSADI COMBAT
1D
1. Brawling/Club (choose either Brawling or Club)
2. Club/Cudgel (choose either Club or Cudgel)
3. Sling
4. Blade/Dagger (choose either Blade or Dagger)
5. Polearm (choose either Spear, Halberd, Cudgel, or Pike)
6. Revolver
VANEJEN COMBAT
1D
1. Brawling/Club (choose either Brawling or Club)
2. Blade Cmbt (choose from pg. 10 of Supplement 4)
3. Bow Cmbt (choose from pg. 11 of Supplement 4)
4. Revolver
5. AutoPistol
6. Rifle/Carbine (choose either Rifle or Carbine)
NATOKO COMBAT
1D
1. Brawling/Club (choose either Brawling or Club)
2. Dagger/Sword (choose either Dagger, Cutlass, Broadsword, or Sword)
3. Pistol (includes both Revolver and AutoPistol, but not Body Pistol)
4. Rifle/SG/SMG (choose either Rifle, Carbine, Shotgun, or Submachinegun)
5. Laser Weapons (includes Laser Rifle and Laser Carbine)
6. Accel Rifle/Snb (choose either Accelerator Rifle or Snub Pistol)
PATINIR COMBAT
1D
1. Brawling/Club (choose either Brawling or Club)
2. Dagger/Sword (choose either Dagger, Cutlass, Sword, or Broadsword)
3. Pistol (includes both Revolver and AutoPistol, but not Body Pistol)
4. SG/SMG (choose either Shotgun or Submachinegun)
5. Demolitions
6. Zero-G Weapons (includes both Accelerator Rifle and Snub Pistol)
ARAMIS COMBAT
1D
1. Brawling/Club (choose either Brawling or Club)
2. Brawling/Club (choose either Brawling or Club)
3. Dagger/Foil (choose either Dagger or Foil)
4. Shotgun
5. Snub Pistol
6. Accelerator Rifle
During character generation, careers provide four tables from which to skills are obtained: the usual Personal Development table, Service Skills table, Education table, and Advanced Education table (that can only be used for characters with EDU 8+).
This rule adds a fifth table into the mix, providing skills based on the character's homeworld. Note that some military characters may have changed homeworlds after joining the military.
FIFTH TABLE
===========
Anytime a character is elligible for a skill, the playrer can attempt to roll on one of the Fifth Tables instead of the normal career tables.
Roll SOC or less on 2D.
If successful, the character is allowed a roll on the Fifth Tables. But, failure means no skill at all is awarded (attempting a roll on the Fifth Tables is risky).
Rolls on the Fifth Tables can only be attempted once per term.
WHICH FIFTH TABLE?
==================
When a character is allowed to roll on a Fifth Table, roll 1D on the appropriate column to find the Fifth Table that will be used to determine skill.
If the SOC check made to earn a roll on the Fifth Tables succeeded by 3+ points, use a +1DM on the table below.
If the SOC check made to earn a roll on the Fifth Tables succeeded by 5+ points, the player may pick the appropriate table (subject to the column of his character's homeworld).
Skills obtained on the Fifth Table are awarded just like normal career skills (Skill-1 is awarded first, and if the same skill is rolled a second time, the skill becomes Skill-2, etc). This is unlike the Background Skills tables (which begin at Skill-0).
-PYSADI FIFTH TABLE DETERMINATION-
+1DM if Fifth Table SOC check succeeded by 3+ points.
If the Fifth Table SOC check succeedec by 5+ points, the player may choose the Fifth Table from the choices under his homeworld.
1D
1. Business
2. Business
3. Transportation
4. Personal
5. Vice
6. Combat
7. Business
-VANEJEN FIFTH TABLE DETERMINATION-
+1DM if Fifth Table SOC check succeeded by 3+ points.
If the Fifth Table SOC check succeedec by 5+ points, the player may choose the Fifth Table from the choices under his homeworld.
1D
1. Vice
2. Vice
3. Business
4. Transportation
5. Personal
6. Combat
7. Vice
-NATOKO FIFTH TABLE DETERMINATION-
+1DM if Fifth Table SOC check succeeded by 3+ points.
If the Fifth Table SOC check succeedec by 5+ points, the player may choose the Fifth Table from the choices under his homeworld.
1D
1. Transportation
2. Business
3. Vice
4. Technical
5. Space
6. Personal
7. Combat
-PATINIR FIFTH TABLE DETERMINATION-
+1DM if Fifth Table SOC check succeeded by 3+ points.
If the Fifth Table SOC check succeedec by 5+ points, the player may choose the Fifth Table from the choices under his homeworld.
1D
1. Space
2. Business
3. Vice
4. Technical
5. Personal
6. Combat
7. Space
-ARAMIS FIFTH TABLE DETERMINATION-
+1DM if Fifth Table SOC check succeeded by 3+ points.
If the Fifth Table SOC check succeedec by 5+ points, the player may choose the Fifth Table from the choices under his homeworld.
1D
1. Transportation
2. Business
3. Vice
4. Technical
5. Space
6. Personal
7. Combat
-BUSINESS FIFTH TABLE-
Appropriate to all five homeworlds.
1D
1. Admin
2. Broker
3. Legal
4. Liaison
5. Trader
6. Carousing
-TRANSPORTATION FIFTH TABLE-
Appropriate to all homeworlds except Patinir.
Vanejen or Natoko natives received a +1DM on their respective tables if EDU 8+.
Aramis natives are allowed to roll on their table ONLY if they have EDU 8+ (characters with EDU 7- loose the skill).
PYSADI TRANSPORTATION
1D
1. Equestrian
2. Equestrian
3. Small Water Craft
4. Lighter-Than-Air Craft
5. Wheeled Vehicle
6. Large Water Craft
7. --
VANEJEN TRANSPORTATION
1D
1. Equestrian
2. Wheeled Vehicle
3. Small Water Craft
4. Lighter-Than-Air Craft
5. Large Water Craft
6. Submersible
7. Propeller-Driven Aircraft
NATOKO TRANSPORTATION
1D
1. Equestrian
2. ATV
3. Hovercraft
4. Grav Belt
5. Air/Raft
6. Helocopter
7. Jet Aircraft
ARAMIS TRANSPORTATION
1D
1. Grav Belt
2. Vacc Suit
3. Vacc Suit
4. ATV
5. Grav Vehicle
6. Ship's Boat
7. --
-VICE FIFTH TABLE-
Apropriate for natives of all five homeworlds.
Pysadian natives must roll INT or less on 2D in order to roll on the table. Failure means the skill is lost.
Natives of the other four planets roll 1D on the table without condition.
1D
1. Carousing
2. Gambling
3. Streetwise
4. Brawling
5. Bribery
6. Forgery
-SPACE FIFTH TABLE-
This table is appropriate to natives of Natoko, Patinir, or Aramis. Natives from all three planets receive a +1DM if EDU 8+.
1D
1. Steward
2. Medical
3. Gunnery
4. Engineering
5. Navigation
6. Pilot
7. Space Sub-Tbl (roll on the Space Sub-table)
SPACE SUB-TABLE
1D
1. Vacc Suit
2. Vacc Suit
3. Survey/Prospecting (choose either Survey or Prospecting)
4. Z-G Environ/Z-G Cmbt (choose either Zero-G Environ or Zero-G Combat)
5. Accel Rifle/Snb (choose either Accelerator Rifle or Snub Pistol)
6. Ship's Boat
-TECHNICAL FIFTH TABLE-
This table is appropriate to natives of Natoko, Patinir, or Aramis.
1D
1. Mechanical
2. Electronics
3. Communications
4. Computer
5. Jack-o-Trades
6. Technical Sub-Tbl (roll on the Technical Sub-table)
TECHNICAL SUB-TABLE
1D
1. Computer
2. Robot Ops
3. Robotics
4. Gravitics
5. Jack-o-Trades
6. Space Tbl (roll on the Space Fifth table)
-PERSONAL FIFTH TABLE-
This table is appropriate to natives from all five homeworlds.
Physical allows one of the following (player's choice): +1 STR, +1 DEX, or +1 END.
Mental allows one of the following (player's choice): +1 INT or +1 EDU
Special allows the player to pick any other Fifth Table and roll on it regardless of requirements.
1D
1. Linguistics
2. Leader
3. Physical (see note above)
4. Mental (see note above)
5. +1 SOC
6. Special (see note above)
-COMBAT FIFTH TABLE-
Natives roll on the appropriate column according to their homeworld.
PYSADI COMBAT
1D
1. Brawling/Club (choose either Brawling or Club)
2. Club/Cudgel (choose either Club or Cudgel)
3. Sling
4. Blade/Dagger (choose either Blade or Dagger)
5. Polearm (choose either Spear, Halberd, Cudgel, or Pike)
6. Revolver
VANEJEN COMBAT
1D
1. Brawling/Club (choose either Brawling or Club)
2. Blade Cmbt (choose from pg. 10 of Supplement 4)
3. Bow Cmbt (choose from pg. 11 of Supplement 4)
4. Revolver
5. AutoPistol
6. Rifle/Carbine (choose either Rifle or Carbine)
NATOKO COMBAT
1D
1. Brawling/Club (choose either Brawling or Club)
2. Dagger/Sword (choose either Dagger, Cutlass, Broadsword, or Sword)
3. Pistol (includes both Revolver and AutoPistol, but not Body Pistol)
4. Rifle/SG/SMG (choose either Rifle, Carbine, Shotgun, or Submachinegun)
5. Laser Weapons (includes Laser Rifle and Laser Carbine)
6. Accel Rifle/Snb (choose either Accelerator Rifle or Snub Pistol)
PATINIR COMBAT
1D
1. Brawling/Club (choose either Brawling or Club)
2. Dagger/Sword (choose either Dagger, Cutlass, Sword, or Broadsword)
3. Pistol (includes both Revolver and AutoPistol, but not Body Pistol)
4. SG/SMG (choose either Shotgun or Submachinegun)
5. Demolitions
6. Zero-G Weapons (includes both Accelerator Rifle and Snub Pistol)
ARAMIS COMBAT
1D
1. Brawling/Club (choose either Brawling or Club)
2. Brawling/Club (choose either Brawling or Club)
3. Dagger/Foil (choose either Dagger or Foil)
4. Shotgun
5. Snub Pistol
6. Accelerator Rifle