Jeff Hopper
Mongoose
Tom Chlebus on the Traveller Group of Facebook had an excellent idea for Trade/Technical schools that would be a very interesting addition to the Core Rulebook.
Now, by changing the skill list, you can create a technical or trade school for just about any profession imagineable. Attach a price to it and you have a way for PCs to soak up any massive amount of in-game down time constructively.
Tom Chlebus said:TECHNICAL SCHOOL
This is a fairly intense training program intended to give people useful skills at the expense of broad education, to increase the chances of gaining employment.
A term of technical school takes 1 year and does not count toward benefits.
Qualification: Int 5+.
Skills: Choose any three skills from the list. Two are gained at level-0 and one is gained at level-1. Technical School does not advance any skill beyond level-1.
Admin
Grav Vehicle
Communications
Mechanic
Science (Electronics)
Sensors
Vacc Suit
Perseverance: Int 6+. DM -1 for each previous term of Technical School. If it fails, gain two skills at level-0 and leave Technical School.
After completing the term roll 8+ on 2D to gain +1 Int. Technical School provides this benefit only once, no matter how many additional terms the character takes in Technical School.
After Technical School a character attempting to enter a space-oriented career has +1 to the qualification/enlistment roll.
Once in a space-oriented career, the character has +1 to the first roll for a commission.
Now, by changing the skill list, you can create a technical or trade school for just about any profession imagineable. Attach a price to it and you have a way for PCs to soak up any massive amount of in-game down time constructively.