Post Career Benefits

mavikfelna

Cosmic Mongoose
These are all of the benefits I have found from various Mustering Out tables. Am I missing anything? This is from my recent work on all things Character Generation. What do people think? Do you think any of these need adjustment? Are there any that need clarity? I think there needs to be something for other Characteristic Increases besides SOC if you exceed 15, but a Ship Share is too much. Just reroll the result? I hate straight losses if you're over the limit for skills or stats.

OTHER BENEFITS​

When you leave a career in good standing with your previous employers, you are permitted to keep various pieces of equipment or even shares of a vessel. Different careers grant different Benefits.

Ally: Gain an Ally.

Animal: An adult Animal. If you have the skill to ride, it is ridable. This animal is fully trained and obedient at least to you, it has all the equipment to care for it well and supplies for it for a year. If you roll this Benefit again, you may take another animal or additional supplies and equipment for another year or one level in the Animal (Handling) skill.

Armor: Select any type of armor with a limit of Cr10000 and TL12. If you roll this Benefit again, then you can either select another type of armor with the same limits or trade your original in for armor with a limit of Cr25000.

Blade: Select any blade weapon with a limit of Cr1000 and TL12. If you roll this Benefit again, you may take another blade or one level in the Melee (blade) skill.

Characteristic Increases: Increase the listed characteristic by the amount shown, up to your racial maximum. Human characters are limited to a score of 15. Characteristic increases above 15 are lost, with the exception of SOC increases – every point of excess SOC becomes a Ship Share.

Contact: Gain a Contact.

Cybernetic Implant: Gain any augmentations (see page 106) with a limit of Cr75000 and TL12. If you roll this Benefit again, then you may either take a different augmentation or increase the one you already possess by one level of Improvement as shown on the table on page 106 (this may take it above the Credit and TL limit).

Free Trader: You receive a free trader with 25% of the mortgage paid off on it. This free trader is identical to the one on page 194 but you must roll 1D times on the Spacecraft Quirks table on page 188. If you roll this Benefit again, an additional 25% of the mortgage has been paid off – if you roll this Benefit four times, the free trader will have no mortgage and it will be all yours! Alternatively, you may select a far trader (page 196) instead.

Gun: Select any common or military ranged weapon with a limit of Cr3000 and TL12. If you roll this benefit again, you may take another weapon or one level in the appropriate Gun Combat skill for a weapon already received as a Benefit.

Lab Ship: You receive a lab ship with 25% of the mortgage paid off on it. This lab ship is identical to the one on page 206 but you must roll 1D times on the Spacecraft Quirks table on page 188. If you roll this Benefit again, an additional 25% of the mortgage has been paid off – if you roll this Benefit four times, the lab ship will have no mortgage and it will be all yours!

Land Grant: You have received a small grant of land on the planet you are working on. This land can be used to generate a modest income, treat it as a standard Pension, or may be sold for a Ship Share.

Personal Vehicle: You receive a personal vehicle, such as a ground car or air/raft. You can choose exactly what type of vehicle this is but it may not be armed and has a limit of Cr300000 and TL10. If you roll this Benefit again, gain a level of Drive or Flyer.

Safari Ship: (JTAS8) You receive a safari ship with 25% of the mortgage paid on it. This ship is identical to the one featured on page 122 of High Guard but you must roll 1D times on the Spacecraft Quirks table on page 188 of Traveller Core Rulebook. If you roll this Benefit again, an additional 25% of the mortgage has been paid off – if you roll this benefit four times the safari ship’s mortgage has been fully paid and it is all yours!

Scientific Equipment: Gain any one piece of scientific equipment with a limit of Cr2000 and TL12. If you roll this Benefit again, take another piece of scientific equipment or gain one level in Electronics or Science.

Scout Ship: You receive a scout ship. You have full use of the ship and can modify it as you see fit but it still belongs to the Scout Service and can (and will!) be recalled back into service as needed. This means you will be expected to complete missions for the Scout Service from time-to-time. If you roll this Benefit more than once, re-roll the result.

Ship’s Boat: You receive a ship’s boat or other small craft with a limit of MCr10 and TL12. If you roll this Benefit again, gain Pilot (small craft). Alternatively, receive a Ship Share instead.

Ship Shares: You obtain one or more Ship Shares that can be put towards obtaining a ship. Each share is worth MCr1 but cannot be redeemed for cash.

Weapon: Select any weapon with a limit of Cr3000 and TL12. If you roll this benefit again, you may take another weapon or one level in the appropriate Melee or Gun Combat skill for a weapon already received as a Benefit.

TAS Membership: You are a member of the Traveller’s Aid Society (TAS), a private organization that maintains hostels and facilities at all Class A and B starports in many parts of human space. Facilities are available (at reasonable cost) to members and their guests.

Receipt of membership in the Traveller’s Aid Society as a benefit may be construed as a reward for heroism or extraordinary service to the Society rather than an official benefit from a career. Membership is for life and not transferable.

Membership may also be purchased for MCr1, although it is possible for an application to be ‘black-balled’ by an existing member. The Traveller’s Aid Society is an exclusive organization, made up of those who are truly citizens of the galaxy, not just a single world.

The TAS invests its membership fees and other incomes; it uses its capital and return to provide benefits to its members. Every two months, it pays dividends in the form of one high passage (see page 158) to each member. This passage may be used, retained or sold.

Membership may only be received once per Traveller. If you roll this Benefit again, receive two Ship Shares instead.

(From BtC) The Travellers’ Aid Society (TAS) maintains a chain of hostels, which vary considerably in quality from excellent hotels to drafty shacks, and provides information to its members about local conditions.

While TAS was created with the needs (and money) of well-off businesspersons and minor nobles in mind, it has gradually come to cater to a more ordinary voyager. Anyone can rent a room in most TAS facilities but the Member’s Lounge and special facilities (which generally include accurate and up to date local information on what is really going on) are reserved for members.

Membership can be awarded for service or, as cynics claim, for being someone TAS would like to have as a member. It can also be bought for a straight MCr1, although some candidates are blackballed after paying, for various reasons.

TAS publishes JTAS – the Journal of the Travellers’ Aid Society. This is a well-respected news and current events journal, with features on interesting people and places across Charted Space. The ‘open’ version can be bought by anyone and helps fund reporters and the society itself. Members have access to a slightly more comprehensive version with the JTAS archives, which are very extensive and contain information on a wide range of subjects.

TAS is not a secret society, nor is it a ‘universal siblinghood of Travellers’. There is no guarantee that an influential person staying in a TAS hostel will talk to a down-at-heel adventurer just because they are both TAS members. However, it provides a place where interesting, and perhaps useful, people can be met if a Traveller makes the right approach. Sometimes job offers and information come through the TAS network and are not seen by outsiders.

Overall, TAS is very useful to Travellers. Whether it is worth spending a million Credits on is another question entirely.

Toolkit: You receive a professional toolkit. You can choose exactly which kind but the cost cannot exceed Cr10,000 and the tech level cannot exceed TL10.

Yacht: You receive a yacht with 25% of the mortgage paid off on it. This yacht is identical to the one on page 202 but you must roll 1D times on the Spacecraft Quirks table on page 188. If you roll this Benefit again, an additional 25% of the mortgage has been paid off – if you roll this benefit four times, the yacht will have no mortgage and it will be all yours! Alternatively, you may select a Safari Ship instead (see page 198).

Aslan:
Kinships

Kinships are secret societies and trade guilds within Aslan society. A Traveller given membership in a kinship may ask other members of the kinship for aid, learn skills or obtain funding for further studies related to the kinship’s purpose. There are scientific kinships, engineering kinships, warrior secret schools and so forth.

Clan Shares: Aslan Travellers do not receive Ship Shares. Instead, they receive Clan Shares, which represent the clan placing an increasing amount of trust in the Traveller’s abilities and the Traveller gaining more control over the assets of the clan.

A Traveller may trade Clan Shares for any of the following benefits. Travellers from the same clan may combine Clan Shares.

Cash: A Traveller may trade Clan Shares for simple cash. Each Clan Share gives the Traveller Cr10000.

Corporation*: The Traveller owns an operating corporation. It has Cr500000 in assets per Clan Share spent and produces gross profits equal to 1D% of its assets per year. The Traveller need not do anything to administer the corporation but may become involved if desired.

Favors: Clan Shares can be kept in reserve, and used to apply political pressure to the clan in the future. A Clan Share can be spent to acquire a Contact in the clan’s upper echelons, or turn such a Contact into an Ally.

Land: This option can only be taken by a male Aslan with SOC 9+. The Traveller receives a landhold. Owning lands is the dream of all Aslan males, the chief ambition which drives them. To determine the landholding’s quality and size, first select or generate the world where the landhold is located. The size of the holding on that world is then determined based on the number of Clan Shares invested in the holding. Three Clan Shares grants TER +1.

Ship Shares: Clan Shares may be converted to Ship Shares directly on a one-for-one basis. Scientific Kinship: A scientific kinship is a school of experts on a topic. A Traveller who is a member of a scientific kinship may make a Difficult (10+) SOC check once per year; if successful, they obtain the use of a kinship laboratory ship for six months.

Scout Ship: This is as detailed on page 45 of the Traveller Core Rulebook, but will instead be an Ihateisho scout ship, as detailed on page 72.
K'kree
Weapon:
The Traveller will receive the traditional weapons of the K’kree warrior; a lance, a short sword (called a hand-blade) and a small shield. The highly ornate version presented is perfectly serviceable but more importantly represents the favour of the Traveller’s superiors. It is considered a compliment to the superior to carry the presentation weapons into action and bringing them back with the blood of enemies upon them is grounds for triumphant celebrations and further reward.

Vargr
Corsair: You receive a Ruguelka corsair with 25% of the mortgage paid off on it. This corsair is identical to the one on page 236 but you must roll 1D times on the Outdated Ships Table on page 164 of the Traveller Core Rulebook. If you roll this benefit again, an additional 25% of the mortgage has been paid off – if you roll this benefit four times, the corsair will have no mortgage and it will be all yours!

Trader: You receive a Koerae trader with 25% of the mortgage paid off on it. This trader is identical to the one on page 228 but you must roll 1D times on the Outdated Ships Table on page 164 of the Traveller Core Rulebook. If you roll this benefit again, an additional 25% of the mortgage has been paid off – if you roll this benefit four times, the trader will have no mortgage and it will be all yours!

Zhodani
Courier: You receive a Yetsasl courier with 25% of the mortgage paid off on it. This courier is identical to the one on page 296 but you must roll 1D times on the Outdated Ships Table on page 164 of the Traveller Core Rulebook. If you roll this benefit again, an additional 25% of the mortgage has been paid off – if you roll this benefit four times, the courier will have no mortgage and it will be all yours!

Nenj: The Nenjchinzhe’driante (the Consular Legion of Merit) is a post-career recognition of valuable service to all Zhodani. Membership in the Consular Legion of Merit is egalitarian – Nobles, Intendants and Proles are all eligible for the award. Those who have won enrolment are entitled to wear the distinctive gold sash of honor that marks them as recognized elite of the Consulate. Although it is largely honorary, members do receive concrete benefits. Zhodani citizens almost invariably grant members a 10% discount on just about everything, from meals to equipment purchases to starship passages. Sums of more than MCr1 are rarely so discounted but bank loans in these amounts are made without interest. Membership is for life and is not transferable but companions of a member may share in the benefits when they do the buying.

Scout: You receive a Ninz scout with 25% of the mortgage paid off on it. This scout is identical to the one on page 294 but you must roll 1D times on the Outdated Ships Table on page 165 of the Traveller Core Rulebook. If you roll this benefit again, an additional 25% of the mortgage has been paid off – if you roll this benefit four times, the scout will have no mortgage and it will be all yours!

SOC: SOC may never be increased if it would raise a Prole character’s SOC above 9. An unusable SOC increase is taken as a bonus Ship Share.

Trader: You receive a Zdebr trader with 25% of the mortgage paid off on it. This trader is identical to the one on page 298 but you must roll 1D times on the Outdated Ships Table on page 164 of the Traveller Core Rulebook. If you roll this benefit again, an additional 25% of the mortgage has been paid off – if you roll this benefit four times, the trader will have no mortgage and it will be all yours!


SWORD WORLD MUSTERING OUT BENEFITS
Weapon of Honor: The former Patrol agent is presented with a decorative but functional version of his service weapon, or perhaps a ceremonial sword, to commemorate his service. A second receipt of this benefit grants ‘diplomatic’ status to the weapon, which will usually allow it to be carried even where it would be normally prohibited. Further receipts are taken as a level of skill with the weapon of honor.

Letter of Introduction: A Letter of Introduction can serve as just that, perhaps opening doors for the former agent. It is issued by a reputable figure and essentially states that the former agent is a person of good character and proven competence. It can be used, once, to assist in a difficult situation. Whilst not quite a ‘get out of jail free card’ the letter will inspire local officials to treat the Traveller with great respect and perhaps even defer to him, since he has the support of a notable who might not take kindly to mistreatment. A Letter might be used to take charge of a situation or to persuade a judge to exile the Traveller rather than sending him to prison for decades. Once used in this manner the Letter becomes useless but of course the Traveller may have more than one.

Adulation: The Traveller is feted as a bit of a hero. This has no monetary advantages but can be useful for those who want to go into politics or just get a few free drinks. A Traveller who has received Adulation will be occasionally invited to be an after-dinner speaker or to attend local events like the opening of a library, essentially turning the Traveller into a Z-list celebrity. Very occasionally, Adulation leads to something more concrete, like an offer to take the starring role in a drinks commercial or a cameo in a popular vid drama. Whilst this sort of thing might seem trivial to outsiders, attention of this sort is meat and drink to a Sword Worlder.

Golden Handshake: The Traveller receives a leaving bonus equal to 2Dx2500 Credits. This is accompanied by a ceremony (of course) laying out the reason why this figure was chosen. ‘We auctioned off all the goods you seized from the Sector Four Gang… good work on that one!’ Again, the recognition is worth more to the average Sword Worlder than the money.

Favor: Someone in power owes the Traveller a favor. It can be called in once, although the powerful figure might be willing to help out in small ways without considering the Favor called in. Most notables are honorable people or have to maintain the pretense, so the Traveller can be assured he will receive help in most circumstances. The Favor might have an interesting story attached, and be by someone the Traveller has a dubious relationship with, such as a pirate leader or a foreign diplomat.

Nobility: The Traveller is granted a minor noble title and is elevated to SOC 10 if he does not already have a higher Social Standing. Subsequent receipts of this benefit add a small amount to the Traveller’s holdings and +1 SOC. Note that SOC is a function of the respect the Traveller is held in, not his social position. Gaining a SOC higher than the planetary Hertug means the Traveller is more highly respected than the king… but obviously does not outrank him.

SOLOMANI BENEFITS​

Anagathics: The Solomani Confederation lacks the technology to manufacture anagathics. Solomani may only begin taking anagathics if they have the Party connections to acquire imported anagathics, which requires SOC 11+.

SC Courier: This is a small fast starship that is placed at the deposal of SolSec or Party officials for promoting the Solomani Cause. Fuel and maintenance are available for free at Solomani naval bases. An additional budget of up to Cr10000 per month is also available to pay for crew and life support expenses. All unused budget funds revert to the Solomani treasury. The ship is provided with few strings attached but it remains the property of the Solomani Party or SolSec. The Traveller may be asked by the SolSec or the Party to perform diplomatic or fact-finding missions on occasion. Should they ever demonstrate disloyalty to the Cause, SolSec will make an effort to retrieve the vessel. Multiple rolls of SC Courier instead add a further Cr10000 per month to the upkeep budget.

Travellers who receive an SC Courier may instead take a standard Type S Scout/Courier from the Traveller Core Rulebook.

Terran Adventurers’ Society: Travellers’ Aid Society hostels and operations in the Solomani Confederation were taken over by the Solomani Party in 870. They became the Terran Adventurers’ Society, a similar organization whose membership is open only to racial Solomani. Membership can be purchased as usual but it is also used to reward loyalty to the Solomani Cause.

If a Solomani Traveller’s career would grant Travellers’ Aid Society membership it instead grants membership in the Terran Adventurers’ Society, provided they are racial Solomani or passing as such. If that Traveller is not, they do not receive membership and are instead rewarded with 2D travel vouchers each redeemable at any Class A or B starport for Cr1000 toward the cost of an interstellar passage.

Terran Adventurers’ Society members receive a subscription to Rising Phoenix News Service. RPNS provides up to date reports focused on the Solomani Sphere. Its business news and economic forecasts are of a high quality. General news is good but political reporting follows the Party line.

Droyne
Coyns: The Droyne is in possession of a set of 36 coyns suitable for use in a variety of rituals and predictions. These are likely to be stamped discs of industrial or precious metal – copper, steel or gold – with the set having a value of Cr2Dx200 to a collector. However, A Droyne will not willingly part with their coyns for any amount of money. If the Droyne succeeds at a Difficult (10+) PSI check, their coyns are more significant. They may not be made from any more precious material but have been associated with an important ritual or individual. Collectors might pay tens of thousands of Credits for such a set if only the Droyne could be convinced to part with them. Since that is impossible, the coyns may make the Droyne a target and lead to adventures. If so, a successful Prediction check, accompanied by a suitable ritual, might reveal the fate of the coyn set.

Ship: The Droyne Traveller is in possession of a small starship. The type is up to the Referee but it is likely to be a personal transport or similar vessel unless the Droyne was in command of a larger ship at the time they left the Oytrip. The status of this vessel is nebulous; it was never formally given to the departing Droyne but an attempt to repossess it through outsider authorities is highly unlikely. Most starport officials have no idea what Droyne ship’s papers are supposed to look like, so even if they are requested it is probable they will be taken at face value.

The Oytrip, if it still exists, may attempt to get its ship back but this is by no means certain. Depending on the events that led to the ship’s operator leaving the Oytrip, the vessel may be effectively written off along with anyone aboard it. The Oytrip would probably attempt to repossess the vessel if the operator were foolish enough to land in their territory.

Tool Kit: A Droyne may be able to take the tools of their caste with them. For example, Technicians might have electronics or engineering tool kits (see page 113 of the Traveller Core Rulebook).

Wings: The Droyne has a mechanical wing set. Subsequent receipt of this benefit can be taken as levels in the Flight skill. Droyne with wings large enough to fly without mechanical assistance can take all receipts of this benefit as levels in the Flight skill.

Vacc Suit: The Droyne is in possession of a high-quality vacc suit tailored to their specifications. A Warrior or Leader-of-Warriors may have combat armor instead. Subsequent receipts of this benefit can be taken as levels of the Vacc Suit skill.

Hiver
Personal Transport Vessel: The Hiver is in possession of a small starship suitable for personal travel. Upkeep is the Hiver’s responsibility. If owned, the Hiver has complete ownership and can do what they will with the vessel including selling it. If not owned, the vessel can be reclaimed by the Hiver’s nest at any time and cannot be sold. The Hiver might instead have ‘acquired’ the ship by some means, in which case they sort-of-own it but someone else will be expecting to be assigned it or will want it back. This will create adventure hooks which the referee can use in play. Subsequent rolls of 11 or 12 are taken as a Cr500,000 credit voucher to be used for starship upgrades, purchase or operating expenses only.

Tools of the Profession: The Hiver has a set of tools appropriate to their field of endeavor. These are worth a few hundred credits and are of good quality but nothing special. However, they might be seen as a status symbol by some.

Topical Club Membership: The Hiver is a member in good standing of a topical club, which will contribute towards the Hiver’s research (or perhaps just pay for the Hiver to be elsewhere). This equates to a High Passage ticket once a month and Cr1,000 for expenses.
 
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