Date: Fri, 03 Mar 1995 17:16:43 +0000
From: A.S.Lilly@bnr.co.uk (Andy Lilly)
Subject: TNE Aslan Character Generation

I found this lying around on my hard disk. This system is for generating
Aslan characters in TNE and may be of use to those of you who have TNE but
not the earlier MT/CT books (I'm not aware that GDW has yet released
anything for Aslan apart from NPC data in the TNE rulebook). I have only
included 2 occupations in order to keep the message to a reasonable size.
The other 20-odd occupations will appear if there is sufficient demand. Note
that the system is similar to that for the standard Human generation system
in the TNE handbook and thus the sections below are laid out in the same
order with CHANGES from the normal rules noted, rather than repeating the
entire contents of the TNE handbook (which would pose copyright problems). I
haven't had much time to use these rules so any feedback would be
appreciated. Perhaps GDW would like to use this to save themselves the time
of writing their own Aslan TNE book? :-)

                 ASLAN CHARACTER GENERATION FOR TNE
            (c)1994,1995 A. S. Lilly All Rights Reserved
All trademarks and copyrights used within this document are hereby
acknowledged. This document in no way seeks to challenge the aforesaid
trademarks and copyrights. Blah blah blah legalese waffle, etc.

* Note
TNEx indicates page x of the Traveller: The New Era rulebook.

* Background
The Aslan Hierate spinward of the Great Rift has maintained its
strength and largely avoided the effects of the Virus. This was
possible due to the isolation provided by the Rift and the
advance warning given by the Domain of Deneb. In the Hierate
trailward of the Great Rift the Virus spread, albeit more slowly
than through Imperial space. Here significant disruption was
caused but each group of Aslan clan worlds tended to be more
self-sufficient and the overall damage was significantly less
than in the Imperium. These worlds are refered to as the 'Clan
Worlds' and are regarded as slightly inferior by the surviving
Hierate worlds. It is presumed that this refers to the Clan
Worlds' lesser ability to cope with the Virus and their
independece from the Hierate who now exert little influence in
that region. Aslan outside the Hierate are still regarded as
Outcasts, as per pre-Virus times.

* Homeworld
Determine using TNE17-18, using the following translations to get
the regional DMs:
Hierate -> Regency; Clan Worlds -> Pocket Empire; Outcasts -> use
the Imperial region within which they are located (e.g. Wilds).

* Attributes
As per TNE19 except that Strength and Constitution are rolled as
2D+1 and Dexterity as 2D-2 (count 0 as 1). Charisma and Social
Standing are with respect to other Aslan rather than aliens.
Homeworld effects on attributes are as per TNE19, with a final
possible attribute range of 1 to 15.

* Social Standing
Social Standing of B or C indicates leadership of a family group
or small clan; level D is a planetary clan; E indicates
leadership of multiple-star systems; F is a Hierate
representative. Clan worlders may not exceed E; outcasts may
occasionally reach C.

* Naming Characters
Outcasts and Aslan used to dealing with non-Aslan tend to assume
anglic names for ease of use, either a literal translation of
their Aslan name (e.g. "Teller of Winding Tales") or a shortened
version of it (e.g. Iroioah -> Iro) or a convenient anglic name
(e.g. "Long claw" or "Growler").

* Background Skills
By the age of 16, an Aslan will have picked up level 2 skill in
3 of the skills on TNE23. The following are NOT available:
Act/Bluff, Archery, Disguise, Slug Weapon, Streetwise. The
following are ADDITIONAL possibilities: Dance, High-G
Environment, Racial (new skill - see below). All the skills are
limited by homeworld as per TNE23.

* Default Skills
As per TNE24. Superior eyesight (particularly at night) and sense
of smell gives all Aslan an automatic skill of Observation 1.

* CAREERS
As per TNE24-28 except that Aslan terms are 8 ftahea (about 7
human years) in length. In addition, at age 16 ftahea (approx 14
years), all Aslan undergo:

* Rites of Passage (ROP; Akuaeuhrekhyeh)
A male Aslan rolls 2d6. His ROP is equal to the number of
characteristics greater than or equal to the roll. For female
Aslan the 2d6 roll is compared to Intelligence, Education,
Charisma and Social Standing; the ROP is twice the number of
these attributes equal to or exceeding the roll. The character
can opt to use 1 or 2 ROP points per term; these can be added to
any of the commission, promotion or special duty rolls, or can
be used to gain additional contacts (one per 2 ROP points). Any
remaining ROP points at mustering out can be used as ship DMs.

* CONTACTS
As per TNE29-31 except: Individual Aslan are rarely wealthy
unless high in the clan hierarchy, hence 'wealthy' contacts are
replaced by 'noble' ones. 'Government' contacts within the Clan
Worlds are usually 'nobles'; in the Hierate such a contact may
be within the Hierate bureaucracy rather than a local noble.
AGE
       Start/End            Losses
Term   Age*   Age*   Sk**   STR     AGL    CON    INT
1      14     21     6      -       -      -      -
2      21     28     5      -       -      -      -
3      28     35     4      -       -      -      -
4      35     42     3      -       -      -      -
5      42     49     2      -       -      -      -
6      49     56     1      Y       Y      Y      -
7      56     63     1      Y       Y      Y      -
8      63     70     1      Y       Y      Y      -
9      70     77     1      Y       Y      Y      -
10     77     84     1      Y       Y      Y      Y
11+ As per Term 10.
Notes:
*  Age in human years.
** Sk = Skills per term/special duty.
Note also that Aslan age far faster than humans such that they
must make THREE rolls per attribute per term. Aslan rarely use
anagathics and if the player choses to do so, THREE applications
must be made per term - a substantial cost in drugs!

* SKILL- AND ATTRIBUTE-DERIVED VALUES
As TNE35.

* INITIATIVE
As TNE35-36.

* STARTING MONEY AND INITIAL EQUIPMENT
As per TNE36-37 except for male Aslan (except outcasts), halve
the values given on TNE37.

* Starships and New Benefits
As per TNE37-38 except: Male Aslan will only own a starship in
exceptional circumstances (e.g. as a clan noble, a male may have
a starship nominally assigned for his use, although it may be
owned and run by a clan female). Both males and females acquire
starship DMs but males usually convert this to an award of land,
and females may opt to take a share in a corporation. Land is
shown in square kilometres and may provide income, if used for
farming, etc. (a usable profit of perhaps CR 5d6 per year per square
kilometre). Corp indicates the value (MCR) of the character's
shares in an Aslan corporation. A dividend of 4% of the value is
payable per year. DMs may be split between two items, e.g. an
Envoy might opt to use half his DMs to try to get a Courier and
the other half to get some land.
Roll   Land   Corp          Roll    Land   Corp
2-3    1 MP   1 MP          13      80     4
4-6    1 HP   2 HP          14      150    5
7      2 HP   3 HP          15      300    6
8      4 HP   0.3           16      600    7
9      5      0.5           17      1k     8
10     10     1             18      4k     9
11     20     2             19      7k     10
12     40     3             20      10k    12
Notes: Per point over 20, add 10k land or 2 MCR. MP = Medium
Passage. HP = High Passage.

* Stellar Regions
The following DMs apply to ship DMs (whether used for a ship,
land or corporation): Hierate DM 0; Clan-Worlds DM -6; Outcasts
use the table on TNE38.

* Ship Types
Courier = Ktiyhui-class; Escort = Ekawsiykua-class; Scout =
Hraye-class; Seeker = Kteiroa-class; Trader = Eakhau-class. Star
ship type may (optionally) be altered by the roll as per TNE39.

* EDUCATION
College education is less common among Aslan than among the
Vilani and is exceptionally rare among males who can only attend
Flight or Military Academy. Females may attend any of the further
education institutes. College skills and requirements are as per
TNE40-41 except that Hiver Technical Academy is not available.

* CAREERS
As per TNE42 except that term skills are as given in the Age
table above.

* Sex-specific Skills
The Aslan have very fixed ideas about which sex should be allowed
to learn certain skills: Males disdain financial skills, Females
tend to avoid physical combat. The skill clusters given in TNE113
are used here but the following list indicates whether each skill
is available only to Males (M), Females (F) or either (-). The
career skills are listed as: a, b, c; plus M: d; F: e. This
indicates Males may choose from the skills a, b, c and d; Females
may choose from a, b, c or e.
ACROBAT: Acrobatics -, Climbing -, Stealth M, Thrown Weapon M.
AIRCRAFT: Pilot M, RCV Operations -.
ANIMAL HANDLING: Riding -, Guard/Hunting Beasts M, Farming F.
ARCHAIC WEAPONS: Archery M, Thrown Weapons M
ARTILLERY: Archaic Artillery M, Energy Artillery F, Forward
Observer F, Heavy Artillery F, RCV Operations -
ARTISAN: Carpenter M, Jeweler F, Mason M, Metallurgy F.
CHARM: Act/Bluff -, Carousing -, Persuasion -, Recruiting F,
Service -
CRIME: Forgery F, Intrusion -, Pickpocket -
DETERMINATION: Leadership M, Streetwise -, Willpower -.
ECONOMICS: Admin/Legal F, Marketing F
ENGINEER: Construction M, Combat Engineer F, Excavation M,
Starship Architecture F
EXPLORE: Climbing -, High-G Environment -, Liaison -, Map -,
Navigation -, Survival -, Swimming -
FINE ARTS: Act/Bluff -, Dance F, Disguise -, Music F, Painting -,
Sculpture -, Song F
GUN COMBAT: Energy Weapon -, Slug Weapon -, Early Firearms -.
HEAVY WEAPONS: Autogun -, Energy Artillery F, Heavy Guns F,
Grenade Launcher -, TAC Missile F
INTERACTION: Bargain F, Instruction -, Interrogation -,
Language -, Liaison -, Recruiting -.
MEDICAL: Medical (all) F.
MELEE: Armed Martial Arts -, Unarmed Martial Arts -.
PERCEPTION: Investigation F, Observation -, Psychology F,
Research F, Tracking M
PERSONAL TRANSPORT: Grav Belt -, Muscle Transport -, Parachute -.
PHYSICAL SCIENCE: Biology F, Chemistry F, Farming F, Genetics F,
Geology F, Meteorology F, Physics F, Robotics F, Xeno-biology F.
SOCIAL SCIENCE: History -, Instruction -, Interview -,
Persuasion -, Psychology F, Research F.
SPACE HAND: Environment Suit -, Zero-G Environment -.
SPACE TECH: Communications F, Gravitics F, Gunnery M, RCV
Operations F, Screens F, Ship's Engineering F.
SPACE VESSEL: Astrogation F, Pilot (i/f, grav) M, Sensors F,
Survey F.
TACTICS: Ground Tactics M, Fleet Tactics -, Ship Tactics M.
TECHNICIAN: Communications F, Computer F, Electronics F,
Machinist M, Mechanic -.
VEHICLE: Ground Vehicle -, Hovercraft M, Pilot (i/f, grav) M,
Riding -.
VESSEL: Hovercraft M, Large Watercraft M, Small Watercraft M.
VICE: Bribery F, Disguise -, Streetwise -.
Notes:
- Act/Bluff, Disguise - These skills are very rare among Aslan as
they are considered dishonourable. Additionally, they use the INT
attribute (to outwit the adversary) rather than CHR.
- Gambling - Female Aslan understand the value of money and would
not waste it in this manner; Males rarely 'gamble' and would
certainly never have any skill in it!
- Unarmed Martial Arts - primarily involves the use of the lethal
Aslan dewclaw as a 'natural' weapon, as well as jumping kicks,
arm locks and throws.

*Low Tech Skills
Where low Homeworld Tech levels are allowed for a career, some
skills will not be available:
                     For given Tech level, replace by:
Skill                Industrial            Pre-Industrial
Gun Combat           Gun Combat            Archaic Weapons, Armed Martial
                                           Arts or Early Firearms

Space Hand           AnyVeh*               Animal Handling
Space Tech           Technician            Artisan
Space Vessel         AnyVeh*               Animal Handling
Technician           Technician            Artisan, Engineer or Explore
*AnyVeh indicates Aircraft, Personal Transport, Vehicle or Vessel
(as appropriate to the career).
e.g. Pre-Industrial Army is equivalent to Aslan Barbarians;
Envoys existed even in these early societies, etc.

* Skill Clusters
The new skill cluster Racial includes the skills Independence,
Meditation and Tolerance:
- Independence (Males only)
Gives the ability to understand monetary concepts; handling
finance is considered beneath most males and a 1d10 roll equal
to or greater than the character's SOC must be made to retain the
skill, otherwise an alternative skill must be taken.
- Meditation
Suitable relaxation techniques allow the Aslan to duplicate any
of the Self skills except Regeneration, with the same skill level
in each and a PSI strength of 1d6 (determined randomly for each
of the Self cascade abilities).
- Tolerance
This skill reflects experience in dealing with Aslan outside the
character's own clan, and non-Aslan. Where a misunderstanding
with a non-Aslan would normally require a duel, a successful
skill use indicates the Aslan makes an allowance for the alien's
ignorance of Aslan ways, and the duel is avoided.

* CIVILIAN OCCUPATIONS

* Artist
Aslans prize fine artwork and embellishments on all items from
clothing to weaponry. It is the Artist who provides these
finishing touches to various types of ware.
Prerequisites: AGL 7+.
First Term
Skills:
Artisan 5 OR Fine Arts 5, Charm 1; plus M: Interaction 1, Racial
2; F: Interaction 2, Racial 1
Subsequent Terms
Skills:
Artisan, Charm, Fine Arts, Interaction, Perception, Racial; plus
M: Vehicle; F: Economics
All Terms
Special Duty: 7+ for:
Melee, Physical Science, Social Science, Technician, Vice; plus
M: Determination; F: Forgery
Contacts: One per term, academic, business, trader or wealthy.
Other effects: Double the termly cash allowance.

* Assassin
The assassin hires himself out to wronged individuals as a
private 'enforcer'. Honour requires him to notify his victim and
then to outwit any precautions the victim takes in order to duel
the wrong-doer face-to-face.
Prerequisites: STR 7+ OR AGL 7+, Pop = Moderate+, Sex = Male.
First Term
Skills: Acrobat 2, Gun Combat 3, Melee 3, Racial 1
Subsequent Terms
Skills: Acrobat, Crime, Determination, Gun Combat, Melee, Racial,
Tactics, Vehicle, Vice
All Terms
Special Duty: 8+ for Archaic Weapons, Charm, Heavy Weapons,
Interaction, Perception, Space Hand, Space Tech, Space Vessel,
Technician
Contacts: One per term, criminal, business or wealthy.
Other effects: 2 DMs per term for Land or a Scout ship. +1
Initiative if more than 1 term served.
Cmdr Lilly, PITS (Political Intelligence Team, Scout)
PITS Team motto: "We are never outgunned."
* Nothing I say or do in any way reflects the views of my very kind
  and generous employers who have no interest in outgunning anyone. *

Andy Lilly
Senior Research Engineer,
BNR Europe Limited,             Tel:    0279-402543
London Road,                    Fax:    0279-402485
Harlow,                         E-mail: A.S.Lilly@bnr.co.uk
Essex, CM17 9NA.


Date: Thu, 09 Mar 1995 09:31:04 +0000
From: A.S.Lilly@bnr.co.uk (Andy Lilly)
Subject: Aslan Character Generation (Part 2)

By (surprisingly huge) popular demand...

Sorry it took me so long to sort out which floppy I'd saved it on, but here
are the remaining careers for the Aslan generation system from a few digests
back.
Sorry if the formatting's not very clear but this was written for Word with
bold, italics, et al. I've added a few spaces and ===, etc. to the headings
to make them stand out.
Hope this is of use to someone.

Please note:
(a) This system requires the rules submitted to traveller on 3/3/95. (about
digest 210?)
(b) Observe the limitations throughout these rules (male vs. female skills,
enlisted vs officer skills, etc.)

(c)1994,1995 A.S.Lilly All Rights Reserved
All trademarks and copyright of the jolly nice GDW people and anyone else
appropriate are hereby recognised, nothing here is intended to challenge
them, waffle, etc.

COP-OUTS:
I've not actually used the system yet so there might be some small
'opportunities' for improvement. Please send ideas, changes, etc. back so I
can update the system appropriately.

Andy

Cmdr Lilly, PITS (Political Intelligence Team, Scout)
PITS Team motto: "We are never outgunned."
* Nothing I say or do in any way reflects the views of my very kind
  and generous employers who have no interest in outgunning anyone. *

==================ASLAN CAREERS (CONTINUED)======================

===Aviator
As per the Military career Air Force, but replace Heavy 
Weapons with Charm or Interaction (player's choice).

===Belter
Asteroid/planet miner.
---Prerequisites: INT 6+ OR AGL 7+, Tech = Pre-Stellar+, Sex = 
Female.
---First Term
Skills: Economic 1, Explore 1, Geology 1, Metallurgy 1, Space 
Hand 2, Space Tech 2, Space Vessel 1
---Subsequent Terms
Skills: Engineer, Explore, Geology, Gun Combat, Melee, 
Metallurgy, Racial, Space Hand, Space Tech, Space Vessel, 
Technician
---All Terms
Special Duty: 8+ for Charm, Determination, Economic, 
Interaction, Physical Science, Vehicle, Vice
---Contacts: One per term, business, criminal or trader.
---Other effects: 2 DMs per term for a Belter. At the end of each 
term, roll a Difficult Geology task to gain a strike worth 2d6 
x CR100,000 (Belters usually convert such gains to additional 
Ship or Corp DMs).

===Envoy
Envoys act as inter-clan diplomats. Within the Hierate these 
may be attached to the Hierate control structure, solving 
inter-clan disputes, etc.
---Prerequisites: SOC 10+, Pop = Moderate+, Sex = Male.
---First Term
Skills: Determination 1, Economic 2, Interaction 3, Racial 2, 
Vehicle 1
---Subsequent Terms
Skills: Charm, Determination, Economic, Interaction, 
Perception, Racial, Vehicle
---All Terms
Special Duty: 8+ for Crime, Explore, Gun Combat, Melee, Space 
Hand, Vice, +1 SOC (can only be chosen once per special duty).
---Contacts: Two per term, government.
---Other effects: 3 Ship (Courier) or Land DMs per term.

===Explorer
Explorers seek out new lands for Aslan use. In the Hierate, 
some Explorers are Hierate-controlled and the new lands will 
be assigned for colonisation to specific clans or individuals 
as rewards for services rendered. When not Hierate-controlled, 
Explorers are usually seeking new private land-holdings either 
for the clan who hired them, or for themselves.
---Prerequisites: CON 5+, Tech = Pre-Stellar+, Sex = Female.
---First Term
Skills: Determination 1, Explore 3, Gun Combat 1, Melee 1, 
Physical Science 1, Technician 1, Vehicle 1
---Subsequent Terms
Skills: Determination, Explore, Gun Combat, Perception, 
Physical Science, Racial, Space Hand, Space Tech, Space 
Vessel, Technician, Vehicle
---All Terms
Special Duty: 9+ for Acrobat, Aircraft, Animal Handling, 
Charm, Crime, Heavy Weapons, Interaction, Medical, Melee, 
Personal Transport, Social Science, Tactics, Vessel, Vice
---Contacts: One per term, government, military, scout or trader.
Other effects: 3 Ship (Scout) or Land DMs per term. +1 
Initiative if more than 2 terms of special duty served.

===Management
The Aslan bureaucrats, found at every level from clan 
administrators to corporations to Hierate executives.
---Prerequisites: INT or EDU 6+, Homeworld Tech = Industrial+, 
Pop = Moderate+, Sex = Female.
---First Term
Commission: 9+, DM +1 if SOC 9+, DM +1 if female, DM +1 if EDU 
7+. A commission moves the character from work floor 
management to a more senior office-based job.
Skills:
Economic 5, Racial 2, Technician 1, Vehicle 1
---Subsequent Terms
Commission: As above.
Skills:
Charm, Determination, Economic, Engineer, Interaction, 
Perception, Racial, Technician, Vehicle
---All Terms
Special Duty: 9+ for Crime, Gun Combat, Melee, Physical 
Science, Social Science, Vice
Promotion: 9+, DM +1 if SOC 10+, DM +1 if female, DM +1 if INT 
7+. +1 SOC per promotion, to maximum of SOC 11.
---Contacts: One per term, business or government.
---Other effects: 1 Ship (Trader) or 2 Corp DMs per term.

===Merchant Marine
As per the Military career Navy, but replace Artillery skill 
with either Vessel or Technician (player's choice).

===Medic
---Prerequisites: INT 6+ OR AGL 7+, Tech = Industrial+, Sex = 
Female.
---First Term
Skills: Interaction 1, Medical 4, Physical Science 3, Racial 1
Subsequent Terms
Skills: Interaction, Medical, Perception, Physical Science, 
Racial, Vehicle
---All Terms
Special Duty: 8+ for Aircraft, Gun Combat, Melee, Personal 
Transport, Technician, Vessel
---Contacts: Two per term, one being academic or medical, the 
other being of the player's choice - a medic may be required 
to treat all sorts of people who may feel grateful to her in 
later life.
---Other effects: The highest attribute from SOC, EDU and AGL is 
used for calculating each term's monetary income.

===Outcast
Outcasts outside the Aslan worlds typically drift between 
'human' careers (as per TNE 43-55). Outcasts within the Aslan 
worlds have to fight for their survival, having no clan to 
protect them. Occasionally they may manage to enter a lowly 
military career or gain sufficient skills to become an 
Assassin or Pirate.
---Prerequisites: SOC 5-.
---First Term
Skills:
Explore 2, Gun Combat 2, Melee 2, Racial 1, Technician 1, 
Vehicle 1
---Subsequent Terms
Skills:
Charm, Determination, Explore, Gun Combat, Melee, Perception, 
Racial, Technician, Vehicle
---All Terms
Special Duty: 7+ for Crime, Economic, Interaction, Space Hand, 
Vice
---Contacts: One per term, any type, typically non-Aslan.
---Other effects: Termly cash income is reduced to one quarter 
normal. Two secondary skills are allowed per term (as the 
outcast drifts from job to job to keep fed and housed).

===Pirate
Aslan pirates may be Corsairs or Privateers. Corsairs are 
privately-run greed-orientated pirate/smugglers (often 
consisting solely of outcasts). Privateers are a clan-run 
unofficial navy (raiding rival clan shipping where enmity 
exists but a full-scale war has not been declared). This 
latter case is regarded by many clans as an honourable career 
equal to or exceeding a standard military career. Low Tech 
(Industrial or lower) Pirates are assumed to be aircraft or 
sea-vessel based.
---Prerequisites: STR 5+, Homeworld Pop = Moderate+.
---First Term
Commission: 9+, DM +1 if STR 9+, DM +1 if INT 8+. A commission 
makes the character an officer. All others are enlisted.
Skills:
Explore 1, Gun Combat 2, Melee 2, Racial 1, Space Hand 1; plus 
M: Space Vessel 1, Tactics 1; F: Space Tech 2
---Subsequent Terms
Skills:
Gun Combat, Melee, Racial, Space Hand, Space Vessel, Vehicle; 
plus M: Tactics; F: Interaction, Space Tech, Technician
All Terms
Special Duty: 8+ for:
Charm, Crime, Explore, Interaction, Perception, Vice; plus F: 
Artillery, Engineer, Heavy Weapons, Medical
Promotion: 8+, DM +1 if INT 7+.
---Contacts: One per term, criminal.
---Other effects: Corsairs: -1 SOC per term, 3 Ship (Corsair) or 
Land DMs per term. Land thus gained will be held by force and 
is liable to attack by clan or Hierate forces. Privateers: 2 
Ship (Corsair) or Land DMs per term. In either career, at the 
end of each term roll 1d10; if greater than the character's 
INT, the next term is spent as a Prisoner (see TNE50). +1 
Initiative if more than 2 terms served.

===Scientist
---Prerequisites: INT 7+ OR EDU 7+, Tech = Industrial+, Pop = 
Moderate+, Sex = Female.
---First Term
Skills: Racial 1, Perception 2, Physical Science 4 OR Social 
Science 4, Technician 2
---Subsequent Terms
Skills: Interaction, Perception, Physical Science, Racial, 
Social Science, Technician, Vehicle
---All Terms
Special Duty: 9+ for Charm, Determination, Engineer, Explore, 
Gun Combat, Melee, Space Hand, Space Tech, Space Vessel
---Contacts: One per term, business, government, specialist (in a 
Physical or Social Science) or wealthy.
---Other effects: 2 Ship (Laboratory) DMs per term.

===Teacher
---Prerequisites: INT 5+, Tech = Industrial+, Pop = Moderate+, 
Sex = Male.
---First Term
Skills: Physical Science 4 OR Social Science 4, Racial 3, 
Technician 2
---Subsequent Terms
Skills: Charm, Determination, Interaction, Physical Science, 
Racial, Social Science, Technician
---All Terms
Special Duty: 8+ for Economic, Gun Combat, Melee, Perception, 
Vehicle
---Contacts: Two per term, academic, specialist (in a Physical or 
Social Science) or government.
---Other effects: 1 Land DM per term.

===Technician
---Prerequisites: Tech = Industrial+, Sex = Female.
---First Term
Skills: Engineer 2, Physical Science 1, Racial 1, Technician 5
---Subsequent Terms
Skills: Engineer, Interaction, Perception, Physical Science, 
Racial, Technician, Vehicle
---All Terms
Special Duty: 7+ for Charm, Determination, Economic, Explore, 
Melee, Space Hand, Space Tech
---Contacts: One per term, business or specialist (technical).
---Other effects: 2 secondary skills per term.

MILITARY CAREERS

===Army
The Aslan ground-based military.
---Prerequisites: CON 6+. Pop = Moderate+, Atmos = Thin+.
---First Term
Commission: 9+, DM +1 if SOC 7+, DM +1 if female, DM +1 if EDU 
8+. Minimum SOC of 5. SOC 10+ receives automatic commission. A 
commission makes the character an officer; all other 
characters are enlisted.
Skills:
Officers: Determination 1, Gun Combat 2, Melee 1, Racial 1; 
plus M: Ground Tactics 2, Vehicle 2; F: Artillery 1 OR Heavy 
Weapons 1, Engineer 1, Interaction 1, Technician 1
Enlisted: Acrobat 1, Determination 1, Gun Combat 2, Racial 1; 
plus M: Melee 2, Vehicle 2; F: Artillery 2 OR Heavy Weapons 2, 
Technician 2
---Subsequent Terms
Commission: 9+, DM +2 if EDU 8+, DM +2 if female. Minimum SOC 
5.
Skills:
Officers: Charm, Determination, Gun Combat, Interaction, 
Melee, Racial; plus M: Vehicle; F: Artillery, Engineer, 
Technician
Enlisted: Acrobat, Gun Combat, Melee, Racial, Vehicle; plus M: 
Determination; F: Artillery, Engineer, Heavy Weapons.
---All Terms
Special Duty: 8+ for: Charm, Crime, Explore, Interaction, 
Perception, Personal Transport, Space Hand, Vice; plus: M: 
Aircraft, Vessel; F: Medical, Physical Science, Screens.
Promotion: 8+, DM +1 if INT 8+ OR EDU 8+, DM +1 if female.
---Contacts: One per term, military.
---Other effects: 1 Land DM per term as an officer. +1 Initiative 
if more than 1 term served.

===Air Force
---Prerequisites: AGL 7+, Tech = Industrial+, Sex = Male.
---First Term
Commission: 10+, DM +1 if AGL 9+, +1 if INT 8+, +1 if SOC 8+. 
A commission makes the character an officer. All others are 
enlisted.
Skills:
Officer: Aircraft 3, Gun Combat 1, Interaction 1, Racial 1, 
Tactics 3
Enlisted: Aircraft 4, Heavy Weapons 2, Racial 1, Technician 2
Subsequent Terms
Commission: 9+, DM +1 if AGL 9+, DM +1 if INT 8+.
Skills:
Officer: Aircraft, Determination, Gun Combat, Interaction, 
Perception, Racial
Enlisted: Aircraft, Charm, Heavy Weapons, Melee, Racial, 
Technician
---All Terms
Special Duty: 7+ for:
Officer: Charm, Engineer, Gun Combat, Melee, Personal 
Transport, Space Hand, Space Vessel, Vehicle
Enlisted: Gun Combat, Melee, Personal Transport, Space Hand, 
Space Tech, Vehicle, Vice
Promotion: 7+, DM +1 if EDU 7+ OR INT 7+.
---Contacts: One per term, military.
---Other effects: 1 DM per term for Land as an officer.

===Mariner
---Prerequisites: Tech = Pre-Industrial+, Pop = Moderate+, Hydro 
= Dry World+.
---First Term
Commission: 10+, DM +1 if CON 7+, +1 if EDU 8+, +1 if SOC 8+, 
+1 if Female. Minimum SOC of 5. A commission makes the 
character an officer; all other characters are enlisted.
Skills:
Officer: Gun Combat 1, Racial 1; plus M: Determination 2, 
Melee 1, Tactics 2, Vessel 2; F: Artillery 3, Interaction 2, 
Technician 2
Enlisted: Gun Combat 1, Racial 1; plus M: Melee 2, Vessel 4; 
F: Artillery 2, Heavy Weapons 2, Technician 2
---Subsequent Terms
Commission: 10+, DM +1 if CON 7+, +2 if INT 8+ OR EDU 8+.
Skills:
Officer: Determination, Explore, Gun Combat, Interaction, 
Racial; plus M: Tactics, Vessel; F: Artillery, Technician
Enlisted: Explore, Gun Combat, Melee, Racial; plus M: Vessel; 
F: Artillery, Heavy Weapons, Technician
---All Terms
Special Duty: 7+ for Charm, Engineer, Interaction, Personal 
Transport, Vehicle, Vice
Promotion: 8+, DM +1 if EDU 7+, +1 if INT 7+.
---Contacts: One per term, military.
---Other effects: 1 Land DM per term for officers.

===Space
The Aslan (space) Navy.
---Prerequisites: INT or EDU 7+, Homeworld Tech = Stellar+, Pop = 
Moderate+.
---First Term
Commission: 11+, DM +1 if SOC 7+, DM +1 if female, DM +1 if 
INT 8+. Minimum SOC of 6. SOC 10+ receives automatic 
commission. A commission makes the character an officer; all 
other characters are enlisted.
Skills:
Officers: Determination 1, Gun Combat 1, Racial 1, Space Hand 
1; plus M: Space Tech 1, Space Vessel 3, Tactics 1; F: 
Interaction 1, Space Tech 3, Space Vessel 1
Enlisted: Gun Combat 1, Racial 1, Space Hand 2, Space Tech 2; 
plus M: Melee 1, Space Vessel 1, Tactics 1; F: Interaction 1, 
Technician 2
---Subsequent Terms
Commission: 11+, DM +2 if INT 8+, DM +2 if female. Minimum SOC 
of 6.
Skills:
Officers: Determination, Gun Combat, Melee, Racial, Space 
Hand, Space Tech, Space Vessel; plus: M: Tactics; F: Engineer, 
Technician
Enlisted: Determination, Gun Combat, Melee, Racial, Space 
Hand, Space Tech; plus F: Space Vessel, Technician
---All Terms
Special Duty: 8+ for:
M: Acrobat, Charm, Crime, Explore, Interaction, Perception, 
Vehicle, Vice; plus M: Aircraft; F: Artillery, Medical, 
Physical Science.
Promotion: 8+, DM +1 if SOC 8+, DM +1 if female.
---Contacts: One per term, military.
---Other effects: 2/4 Ship (Scout, Courier or Warship) DMs per 
term, OR 1/2 Land DMs per term, as a spacehand/officer.