Ok, I got a copy of Traveller Book 10: Cosmopolite and I have used the Artisan career from there as a template. Currently I am just copying the Mishaps and Events tables from there but I would like input to adjust them to more properly reflect 2e and the changes to the career.
Artisan
You make and repair the things that everyone needs to get anything done.
Qualification: EDU 7+; DM-1 for each previous career
Assignments
Designer: you are the designer that creates the plans that everyone uses to actually make the things.
Craftsman: you are the builder or fixer that puts everything together.
Service Agent: you are the support backbone that lets every one else do what they need to do.
Basic Training: All Artisans use their relevant Specialist table instead of the Service Skills table during Basic Training.
Career Progress
Survival Advancement
Designer EDU 6+ SOC 6+
Craftsman DEX 6+ INT 6+
Facilitator INT 5+ EDU 7+
Mustering Out
1D Cash Benefit
1 1000 1 Ship Share
2 3000 STR+1, DEX+1 or END+1
3 5000 Contact
4 10000 Tools of the Trade
5 15000 INT+1 or EDU+1
6 20000 TAS Membership
7 50000 SOC+1 or 2 Ship Shares
Skills and Training
1D Pers Dev Service Skill Adv. Edu (Min EDU 8+)
1 STR+1 Drive Administration
2 DEX+1 Flyer Advocate
3 END+1 Streetwise Diplomat
4 INT+1 Melee Language
5 Carouse Mechanic Electronics
6 JoAT Profession Science
1D Designer Craftsman Facilitator
1 Electronic Mechanic Steward
2 Engineering Electronics Persuade
3 Science Broker Electronics
4 Admin Investigate Investigate
5 Art Navigate Medic
6 Diplomat Athletics Deception
Ranks and Benefits
Rank Designer Benefit
0 - -
1 Assistant Admin 1
2 - -
3 Designer Profession (Designer)
4 - -
5 Master Designer SOC+1
6 - -
Rank Craftsman Benefit
0 - -
1 Apprentice Admin 1
2 - -
3 Craftsman Profession (Any Trade) 1
4 - -
5 Master Craftsman Advocate 1
6 - -
Rank Facilitator Benefit
0 - -
1 Trainee Admin 1
2 - -
3 Agent Persuade 1
4 - -
5 Senior Agent Investigate 1
6 - -
MISHAPS
2D Mishap
2 Severely Injured. Roll twice on the Injury Table and take the lower result.
3 Protesters line up to oppose your current project. Gain the protesters as an Enemy.
4 Hard times caused by a lack of interstellar trade costs you your job. Lose one SOC.
5 Your work place gets caught up in a government crackdown on illegal trading practices. Roll Advocate 8+ to avoid jail time. If you fail, you must join the Prisoner career next term. Succeed and gain a law enforcement contact.
6 Someone in the market gives you inside trade information. If you use the illegal data, gain a DM+1 to one benefit roll before leaving the career to avoid prosecution. If you refuse to use the information, roll Advocate 8+ to properly defend yourself and avoid being ejected from this career, gain one level in Advocate or Persuade.
7 One of your superiors suspects you of taking bribes. If this is true, gain 1D x 1,000 Credits as you leave the career. If it is untrue you may stay in the career but cannot roll for advancement this term.
8 Your business practices are investigated. However, this is a shakedown by unscrupulous government types trying to extort money from you. Roll Advocate 8+ or lose one Benefit roll for this career.
9 One of your designs fails catastrophically, and lives are lost. If you choose to pin the blame on someone else, roll Deception 8+, if you fail, you are imprisoned, you must join the Prisoner career next term and lose all benefit rolls from this career. If you succeed, gain a DM+2 on your advancement roll this term for exposing a dangerous failure. If you accept the blame, you are ejected from this career and lose the benefits roll for this term and are fined 1D x 1000 Credits.
10 Due to incompetence in interpreting your designs, your latest pride and joy is disastrous. Your reputation is ridiculed. Lose one SOC.
11 You are caught embezzling. Add +1 to a Cash Benefits roll, but gain an Enemy.
12 Injured. Roll on the Injury Table.
EVENTS
D66 Event
11 Disaster! Roll on the Mishap table but you are not ejected from this career.
12 Excessive stress takes its toll. Lose one END.
13 Your wealth is lost due to the nefarious plans of a sworn foe. If you lack an Enemy, you now gain one. Roll Advocate 8+ or lose all Benefit rolls gained up to this point. Regardless of the success of this roll, you do not gain any Benefit rolls for the current term.
14 You run afoul of an assassination plan and are framed. Roll Investigate 8+. Success reveals the person responsible. Gain an Enemy.
15 A cabal of your brethren in the trade conspire to try and bring you down. Roll 1D. On 1-2, gain two Rivals; 3-4, gain one Enemy and one Rival; 5-6, gain two Enemies.
16 Your fame extends beyond your species’ space, catching the eye of an alien race. An Ambassador of that race invites you to stay for a time with them, to learn their ways. You become enamored of their style: you may choose one of the following skills: Art (any) 1, Language (any) 1 or Diplomat 1.
21 Strangeness abounds. It feels as if everything you touch falls apart. Roll Profession 8+ to keep your advancement roll. Fail, and you must roll on the Mishap table.
22 There must be something in the water, because everybody around you is falling in love with your style and buying up your stuff like hot plondak cakes. Gain DM+1 on one roll on the Cash Mustering Out table.
23 You are called upon to tackle something big; far bigger than your usual scale. Accepting the challenge, you find yourself developing as a person. Gain INT+1, EDU+1 or SOC+1.
24 A fire destroys your current work while still in the work-in-progress stage. You throw yourself into rebuilding the project, and discover that the original project design was fundamentally flawed anyway. Gain one level in Profession (any), Mechanic or Electronics.
25 You acquire a student. Gain Leadership 1 and an Ally.
26 One of your subordinates has been selling your secrets to a Rival. You take advantage of this to suborn and weaken your Rival’s position before exposing the mole. Gain DM+1 to one Benefits roll and gain a Rival.
31 You are given advanced training in a specialist field. Throw EDU 8+ to gain one level of any one skill of your choice.
32 You are stranded on a border world for several years. Gain any one of Survival 1, Streetwise 1, Animals (any) 1 or Seafaring (any) 1.
33-36 Life event. Roll on the Life Events table (see page 46).
41 War breaks out. Roll SOC 8+ to avoid the draft. If you fail, you must submit to the draft for your next term or take the Drifter career as you avoid the draft. If you succeed, you progress your career as normal.
42 You are fascinated by major crimes and try your hand at investigating. You gain one level in Admin, Investigation or Streetwise.
43 Alien Architecture intrigues you to the point of learning as much as you can about it. You may automatically qualify for the Scout career if you choose to change careers next term. You also gain one level of Art, Language (any), Profession (Civil Engineering), or Science (History or Archeology).
44 You are doing well for yourself and dabble in the markets with your excess cash. Gain DM+1 when rolling on the Cash Mustering Out table.
45 Your work for a local noble has sparked their interest in your work. Gain a Noble Ally and a DM+1 on one Benefits roll.
46 Your vlog about your work becomes a big hit and you gain a notable sponsor. Gain a Corporate Contact and DM+1 on one Benefits roll.
51 Unusual Event. Roll 1D on the Life Events table entry 12.
52 Your work leads you to investigate the science behind your current project. If you choose, you may qualify for the Scholar or Adrat career automatically next term. Gain one level in Science (any).
53 You are helping to teach the next generation of Artisans. Gain one level of Leadership.
54 Sometimes, hell is other people. If you choose to quit this job at the end of this term, roll on the Mishap table and automatically qualify for the Rogue career next term. If you choose to stay in the job, gain Diplomacy 1 and a Rival.
55 Sometimes you have to take any job you can get. You may automatically qualify for the Citizen or Ruralite career next term if you choose to change careers. Gain one level in Mechanic, Engineer, Profession, or Streetwise.
56 You learn a skill not often found in your career. Choose one skill from Astrogation 1, Explosives 1, Jack-of-all-Trades 1, Pilot (any) 1, Vacc Suit 1, Melee (any) 1 or Gun Combat (any) 1. Then roll Int 9+; if you succeed, choose a second skill from that list.
61 Interesting Times. Roll 1D.
1: Everything happens all at once – roll twice on this table, taking both results. Ignore rolls of 61.
2: Stuff happens – roll on the Mishap table.
3: Conflict of Interest – choose between remaining in your career and forgoing this term’s benefit roll, or keeping your benefit roll and choosing a new career.
4: Windfall – you win big on the local lottery. Roll 2D, and add your Gambler skill if you have it; multiply the result by Cr100,000.
5: Higher Powers – you catch the eye, and the approval, of one of the grand movers and shakers of the campaign. You may automatically succeed on your next advancement roll, or – if you wish to begin a new career – automatically qualify for it. Your star is rising. You may one day become one of those movers and shakers yourself, if you survive.
6: Beneficiary – you help out a very rich and powerful person, and are rewarded for your efforts. Begin play with 10 Ship Shares. The beneficiary can turn up as a Patron in play.
62 You receive a big commission, and you learn something new about yourself in the process. Gain one level of Profession or Mechanic and roll Edu 8+ to learn any one other skill.
63 An old flame reappears in your life and offers to travel with you, looking for new adventures. Gain one skill of your choice from Streetwise 1, Seafaring 1, Navigation 1, Survival 1, Deception 1, Gambler 1 or Explosives 1. Then roll EDU 8+ and if you succeed, gain another, different skill from that list.
64 Some aliens have long memories. An alien you befriended as a child is now an alien Prince. Gain an Ally within that alien’s Empire. They may also become a patron if the GM chooses.
65 You receive advanced training in one existing skill. Throw EDU 8+ to advance an existing skill by one level.
66 You are rewarded for your incredible efforts in your trade. You are automatically promoted.