Trade Schools and Trade Careers

mavikfelna

Cosmic Mongoose
Ok, after @ResslynHalvik 's comment on the Core Rules book thread, it got me thinking. The Trades, i.e. Carpentry, Pluming, Electrician, etc... are really not well represented in Traveller. They are mostly all subsumed into the single skill Mechanics. You differentiate them through the Profession skill mostly. So, what would a Trade School pre-career and a Tradecraft Career path look like? We have the Citizen (Worker) career, but it's more of a regular office or factory worker rather than a trade professional, though you could interpret it as a trade professional without alot of stretch.

I'm thinking Trade School is a 2 year program but to make it a standard 4 year term you also add a 2 year apprenticeship to it. It would look similar to the Merchant Academy and you would choose one of the career paths from the Tradecraft career as your education path.

I'm thinking assignments in the Tradecraft career you'd have Buildcrafter, for carpenters, structural steel builders and handymen, Outfitter, for plumbers, welders and electricians, and Mechanics for vehicle and engine techs.

What do you think? Is this worth trying to flesh out? Would anyone actually use a career like this?
 
Other editions of Traveller have had a Trades or Artisan career.

Considering a typical character after 5 terms is going to have like 8-12 ranks of skills, plus 5 to 10 Rank 0 skills, do we think those skills make for a useful addition to the list?

Pretty much every skill in Traveller is extremely broad precisely because it gives out so few skills and it wants characters to be able to apply the skills they do have to a reasonable range of adventures. I mean, it was interesting that Porfiry Rostnikov was a skilled plumber, but it didn't actually materially affect any of his adventures as a police detective.

Mechanics conglomerates a lot of trades skills. Just like Medic covers a wide range of different applications (first aid, surgery, nursing care, diagnosis, pharmacology) that few people actually have all of.

You can certainly rework the Traveller chargen but I think that stacking more skills on the system without doing so is dangerous. The CT advanced Chargens and the T:NE system both gave a lot more skills, making it easier to have specialized ones without Plumbing 3 being 25% of your skill set.
 
Other editions of Traveller have had a Trades or Artisan career.

Considering a typical character after 5 terms is going to have like 8-12 ranks of skills, plus 5 to 10 Rank 0 skills, do we think those skills make for a useful addition to the list?

Pretty much every skill in Traveller is extremely broad precisely because it gives out so few skills and it wants characters to be able to apply the skills they do have to a reasonable range of adventures. I mean, it was interesting that Porfiry Rostnikov was a skilled plumber, but it didn't actually materially affect any of his adventures as a police detective.

Mechanics conglomerates a lot of trades skills. Just like Medic covers a wide range of different applications (first aid, surgery, nursing care, diagnosis, pharmacology) that few people actually have all of.

You can certainly rework the Traveller chargen but I think that stacking more skills on the system without doing so is dangerous. The CT advanced Chargens and the T:NE system both gave a lot more skills, making it easier to have specialized ones without Plumbing 3 being 25% of your skill set.
I'm not talking about adding skills, other than some additional Professions. I'm talking about adding an Artisan or Trades type career and pre-career options. What sort of skills list should they have? What are a good collection of assignments? What have previous editions done for this kind of career and how can we adapt it to MgT 2e?

Having a trade school pre-career option where you could pick up mechanic and drive and profession (vehicle mechanic) and say it's a vehicle mechanic school, or mechanic and flight and Profession (Aircraft Maintenance) and say it's an aircraft maintenance school, or Electronics (computer) and Investigate and Profession (IT) and say it's an IT certification school or whatever would be an interesting take and give us another pre-career option that some people might enjoy.

I'm trying to figure out how to do it and be something like the Ruralite career that posted here on the forum.
 

Trade School​

Covering centers of learning for all forms of professional trades, Trade School provide a route through higher education separate from traditional university learning.

Length of education: 4 years (2 years classroom and 2 year apprenticship)

Entry: Int 5+

DM-1 if in Term Two DM -3 in Term 3

Skills: Choose 2 level 0 skills from the following list: Art, Drive, Electronics, Flyer, Investigate, Mechanic, Steward
Gain: Profession (Any related to primary skill chosen),

Events: Roll on the Pre-Career event table.

Graduation: INT 6+. If 10+ is rolled, graduate with honors.

Graduation Benefits

Increase one of the skills chosen before by two levels or two skills by one level.

Increase EDU by+1.

Graduation grants DM+2 to qualify for the following careers: Artisan, Citizen (Worker), Army (Support), Marine (Support), Ruralite

Contact: 1, Professional (Mentor)

Honor’s Degree

In addition to the bonuses given by graduation, an Honor’s graduate gains the following bonuses.

Skill: Jack of All Trades 1

Graduation grants an automatic qualification for the career: Artisan, Citizen (Worker) or Ruralite at rank 1

Contact: 1, Academic, Professional or Noble
 
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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.
 
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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 - -
Not sure I got the Ranks and Benefits: why would an Artisan need to acquire Admin before anything else? Shouldn't need to go through Admin in order to work on Design or Craft. A more focussed presentation would be to say that a minimum Admin skill is considered a part of Profession, and then make Admin only awarded at highest Rank.

Ranks for Facilitator still looks a bit wonky. Better role-orientated Rank names might be: Guide, Motivator, Bridge-builder, Task Master, Visionary. See here for ideas:
 
I’d say Worker covers this fine so I’m not seeing the need for yet another career. As for trade school, trade school is just the modern version of apprenticeship which is on the job training so that’s not really necessary either. Carpenter, plumber and electrician are all considered blue collar jobs and are easily covered by worker. If you’re looking at stepping into the creative side of Carpenter add a term or two of Entertainer (Artist).
The careers are generic and often vague for a reason there’s no improvement to the game by adding a bunch of career bloat to the game. Even mavikfeina’s suggested career is largely just a variation of the citizen career with little added.
 
Not sure I got the Ranks and Benefits: why would an Artisan need to acquire Admin before anything else? Shouldn't need to go through Admin in order to work on Design or Craft. A more focussed presentation would be to say that a minimum Admin skill is considered a part of Profession, and then make Admin only awarded at highest Rank.

Ranks for Facilitator still looks a bit wonky. Better role-orientated Rank names might be: Guide, Motivator, Bridge-builder, Task Master, Visionary. See here for ideas:
I'm viewing Facilitator a little more broadly that what is in article, in that I see it any professional support type position. Facilitator may be the wrong word, but I also disliked my original Service Agent for being too narrow.
This is for things like IT professionals, like myself, that attended a trade school and make a living repairing broken equipment, or a professional troubleshooter at a corporation that gets problems and finds way to fix or mitigate them, as well as traditional facilitators the act as bridges between disseperate groups through mediation and arbitration.
So what would you suggest? What is a better name and titles?

As for everyone getting Admin early on, it was because I'm looking at this in a more modern, possibly too modern American, view where you learn early on to deal with the beauracracy because permitting, licesencing, laws and the possibilities of lawsuits from unsatisfied or unscrupulous customers. My personal experience has as much to due with as anything as I tried to start a business as a home computer repair person and very early ran into an unscrupulous customer that cleaned me out because his computer wasn't running his game just the way he wanted. Note, the computer worked as intended but I couldn't afford a lawyer and he could. Since many of the trades are self employed or contracted, I think an understanding and ability to use the administration to your benefit or at least minimize its impact is one of the first things you need to learn.
I'm certainly open to changes and suggestions.
 
I’d say Worker covers this fine so I’m not seeing the need for yet another career. As for trade school, trade school is just the modern version of apprenticeship which is on the job training so that’s not really necessary either. Carpenter, plumber and electrician are all considered blue collar jobs and are easily covered by worker. If you’re looking at stepping into the creative side of Carpenter add a term or two of Entertainer (Artist).
The careers are generic and often vague for a reason there’s no improvement to the game by adding a bunch of career bloat to the game. Even mavikfeina’s suggested career is largely just a variation of the citizen career with little added.
:🤷: we don't need alot of careers. But we have them to provide additional options and background possibilities. I'm not likely to ever make a character with this or the Rustic careers I helped with for play, though I would make NPCs in both. I'm adding options that I hope someone will find interesting and useful. You are welcome to ignore it as you like if it adds nothing to your game.
Is there something that would make it interesting or useful for you?
In the Cosmopolite book I drew inspiration from, there are 3 citizen careers, each with 3 assignments and 4 scholar careers, each with 3 assignment options as well. This is an official MgT1e book. While I'm not interested at the moment to do all of them, I might convert them all eventually if there is interest from others. I think it's an interesting and worthwhile book for those of us that don't mind more options.
 
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There were quite a number of science majors, that ended up working for financial institutions.

Traveller character generation is the fastest way to try to steer to a certain outcome, using randomized dice throws.
 
I'm pretty good with this sort of stuff to be folded into Basic Training and Advancement, in this case Citizen (worker). They all get appropriate skills at zero, and a reasonable chance of a skill increase in first term from Advancement or Event. That feels about right for an apprenticeship or two year course.

But if you feel a need for this in YTU, go for it. University CAN be used as a technical college option, but really is designed for the Engineers, not the Mechanics.
 
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:🤷: we don't need alot of careers. But we have them to provide additional options and background possibilities. I'm not likely to ever make a character with this or the Rustic careers I helped with for play, though I would make NPCs in both. I'm adding options that I hope someone will find interesting and useful. You are welcome to ignore it as you like if it adds nothing to your game.
Is there something that would make it interesting or useful for you?
In the Cosmopolite book I drew inspiration from, there are 3 citizen careers, each with 3 assignments and 4 scholar careers, each with 3 assignment options as well. This is an official MgT1e book. While I'm not interested at the moment to do all of them, I might convert them all eventually if there is interest from others. I think it's an interesting and worthwhile book for those of us that don't mind more options.
My point was and is that all you’re doing is creating the same basic career under another name that sort of redundancy only adds blot and confusion. You can do what you want in your game but I think you should really look at the existing careers before you add blot to your game.

And for your point of running NPC through character creation that seems counter productive to me.

Like I said you do you but if your posting here your going to get counter arguments. Accept this
 
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