Tuesday, April 27, 2021

Because I could not stop for Death

"You play Conan, I play Gandalf. We team up to fight Dracula." —Jeff Rients, describing D&D.

Strahd’s Black Carriage.

We played through the final session of our Curse of Strahd campaign last weekend. The game was a blast from first to last, and I really wasn’t sure we would survive, even after Strahd finally went down—I kept expecting him to have one last nasty trick to play on us.

Our group was unusual in composition but well balanced. There was Akelic, ”Witness to Uriel,” an Aasimar Paladin; Fidelis Altor, a Warforged Fighter; Wilfan Liadon, a Half-Elf Wizard; and my Human Cleric, Brother Powell. By the end, we had been joined by Kasimir Velikov, a Dusk Elf Wizard who was originally an NPC in the adventure but ended up being run by two different players.

It had been a long time since I had a chance to play in a full-blown campaign and I love being on the other side of the DM screen. I had owned the original TSR module I6 Ravenloft (1983) and ran it for a couple of different groups back in the heady days of High 1e. I have many fond memories of the adventure—I believe my first TPK was in the catacombs of the castle, as the PCs were ambushed by an invisible Strahd and wiped out.

The original Ravenloft contained several important innovations. The amazing isometric map of Castle Ravenloft was maybe the first published D&D castle to actually resemble a “real” gothic castle. An interesting fortune telling mechanism shuffled up the key elements of the adventure, making each run of the module a little different. But maybe its biggest innovation was the embrace of the gothic horror genre, as filtered through popular cinema.

D&D, with its zany eclecticism, had always borrowed heavily from the classic Universal and Hammer horror movies for monsters such as mummies, vampires, and werewolves. These creatures sometimes felt a little incongruous beside the classic pulp or high Tolkien fantasy monsters. But with Ravenloft, suddenly these monsters seemed very much at home in the game. 

And Ravenloft had a great villain in the form of Strahd. By turns cruel and tragic, pathetic and villainous, Strahd incorporates many different takes on Dracula and in some ways anticipates the semi-sympathetic portrayal that Francis Ford Coppola would use in Bram Stoker's Dracula (1992).

Ravenloft would prove so popular that it spawned a sequel, Ravenloft II: The House on Gryphon Hill (1986) and would eventually be spun off into an entire D&D “world” in 2e. I never dove too deeply into the setting lore around the Domains of Dread, but I did have a few books from the line and they seemed generally well done.

Given my history with Ravenloft, I was looking forward to exploring a new setting with (mostly) fresh eyes. Our DM had played through the Curse of Strahd a couple of times, so he brought a solid understanding of the adventure as well as a lot of enthusiasm for the material. I’ve only had a chance to look at about half of the WotC hardback adventure books, but Curse seems to be one of the strongest. I think it greatly benefits from focusing on PC levels 1–10 rather than the full 15 levels of Out of the Abyss. It tooks us about eight months of weekly Roll20 sessions to play through the adventure, which is long enough to feel substantial, but not so long as to ever feel like a grind.

The nature of Strahd’s demiplane also helps create a “circumscribed sandbox.” You can wander all around the map in any order you like, but you are limited to locations on the map. This creates an open environment with lots of choices but also some hard constraints.

Knowing that we were doing Ravenloft and that I was expected to play a cleric, I was initially stumped as to how to approach my character. I wasn’t interested in a Van Helsing type and I didn’t want to create a character who was too goody-goody, given that he would be thrust into a dark world of gothic horror. (And as it turns out, such a character would have been much too similar to our party’s paladin.)

A couple of Kris Kristofferson songs, "Why Me Lord,” and “Sunday Morning Coming Down” really helped me figure out Brother Powell, a poor, itinerant preacher who was a bit of a con man, a drunk, and a coward, but also someone who was genuinely ashamed of himself and wanted to be a better man.

I was a little inspired by Father Callahan, the priest from Salem’s Lot who doesn’t quite make it through his encounter with a vampire, and I was also thinking about the Reverend Harry Powell, the villain from Night of the Hunter. (However, after re-watching Robert Mitchum in the great 1955 adaptation I realized that the Reverend was much, much darker than I remembered and far darker than I wanted to take my character.)

I also wanted Powell’s god to be a little distant and unknowable, maybe Lawful Neutral or Neutral Good in outlook. Looking through the Forgotten Realms pantheon, I really didn’t find a god that quite fit the bill. They all seemed a little too clearly good or too clearly evil. I finally settled on Ilmater, the Broken God, though at first I was unsatisfied with the choice, as Ilmater is a pretty wholly Lawful Good deity.

But as the game evolved Ilmater turned out to be a much better pick than I realized. In the Realms, the Broken God was the god of “those who suffered, the oppressed, and the persecuted, who offered them relief and support, encouraged them to endure, and who encouraged others to help them, to take their burdens or take their places.” The poor folk of Strahd’s realm were clearly suffering, and Brother Powell gradually came to believe that he had been chosen by the Broken God to ease their burden. 

Brother Powell was loads of fun. The cleric, like all the other 5e classes I’ve played, is pretty versatile without having so many abilities as to be a chore to run. The Brother would sometimes backslide if the pressure got too great, or the group suffered a failure. But by the end, he was all done with running and ready to stand his ground against Strahd.

I won’t say too much more about the campaign to avoid spoiling anything, but it’s got some great set pieces. The Amber Temple is one of the best dungeons I’ve seen in a long time, with some very… intriguing areas. And Castle Ravenloft was every bit as creepy and cool as I remembered.

Our final session began with our band hiking down the old forest road, bound for Castle Ravenloft. Strahd was kind enough to dispatch his own Black Carriage to fetch us to his home, which is a pretty damned boss move. We decided to ride the rest of the way and save our strength.

In the end, our group played smart and we were more than a little lucky. That final battle was a true bitch and had the dice gone cold for us we might have lost a couple of characters or been wiped out by the vampire. Brother Powell survived, even though he was convinced that he was fated to fall to Strahd. All-in-all, this was a great campaign, a worthy successor to the original module, and I’m more than a little sad to have it end.

Tuesday, April 20, 2021

Crew Requirements and Salary

Even with AI salary negotiators, employment interviews remain tense and frustrating affairs in the Third Imperium.

Most starship requirements in the Third Imperium are imposed by commercial interests rather than governments. Mortgage holders, cargo brokers, and the insurers that cover everyone all need to ensure that their investments are secure. The Travellers’ Aid Society needs to assure its members that starships will provide safety, timely, and comfortable passage.

If you owned a private starship free and clear, and were only carrying your friends and your own possessions, you could pretty much crew a ship however you liked—though some worlds or starports might turn you away if they believed your ship represented a safety risk.

But if a lender owns any part of your ship, or if your ship is being chartered by a third party, or if you hold a mail contract, or if you are engaged in any kind of commerce—which includes carrying passengers or freight for fee—you are subject to crew requirements that are established by private ship classification societies such as the Travellers’ Aid Society or Lloyd’s Register.

Every edition recognizes that smaller ships can and often do run skinny and, as such, the authorities generally afford these ships a certain flexibility in filling crew requirements. PCs should always be given choices that offer risks, costs, rewards, and consequences. If the PCs want to skip annual maintenance, ignore the malfunctioning comms, or use unqualified crew in order to eke out a little more profit, they absolutely should be given the opportunity. One misjump might be enough to scare some captains straight, but serial scofflaws might find themselves in the black books of financiers and brokers. Conversely, PCs that invest in luxury accommodations, extra crew, and better equipment should be given more opportunities to land plum contracts and wealthy clients. (And maybe attract tougher competitors!)

Ideally, each required crew position would be filled by a single, qualified crewmember. More commonly, a single crewmember fills multiple positions. And while crewmembers can theoretically try to cover as many different positions as they like, I stick to the old CT rule:

One person may fill two crew positions, providing he or she has the skills needed for both jobs. However, . . . the individual draws salary equal to 75% of each position. . . . No person may assume the duties of more than two crew positions except in the case of an emergency (The Traveller Book 61).

The note about emergencies calls to mind an important distinction between a crewmember serving in a position and one acting in a position. Anyone can act in any crew position. A maintenance hand untrained in Pilot can take the helm if the ship’s pilot is somehow incapacitated, or if the pilot is present but occupied with an Astrogation task. An astrogator with Engineer 0 can stand watch in the engine room while the engineer is asleep. But only a qualified crewmember can serve in and draw salary for a required position.

Similarly, I would not allow a robot, software program, or uncertified crewmember with a skill wafer to serve in a required position, though each could temporarily act in such a role. Each of these options could be extremely helpful in easing regular workloads or responding to an emergency, and in fact might well be better at the task than a qualified crewmember with minimal skill levels and low characteristic scores. But they couldn’t hold a certification and thus wouldn’t “count” in terms of filling crew requirements and they certainly couldn’t draw a salary. This restriction is probably driven by deep cultural prejudices as much as regulations or safety statistics: “I don't care what that blasted toaster is rated for, I only want to fly on a ship with a real human engineer!”

Crew Exams

All certifications are likely subject to regular renewals, perhaps on a 4 year basis. Renewals can be conducted at any TAS facility for a modest fee, and probably include an elementary examination. This might be interesting to play out if a PC had forged their qualifications or has recently suffered an aging crisis or other permanent characteristic loss.

Crewmembers are subject to annual physicals, normally performed by the ship’s medical officer and probably done in conjunction with annual ship maintenance. These physicals are notoriously easy to pass: ”You’re telling me that your chief engineer, who has pretty clearly got the Canopian Palsy and, what—narcolepsy?—cleared his last physical?”

In addition, anyone holding a Master’s or Mate’s license must pass an annual psychological screening. Unlike the physicals, these tests are no joke: absolutely no one wants to take any risk with a multi-megacredit vessel capable of acting as a kinetic weapon of mass destruction. If you use the Sanity characteristic, this might be a SAN 6+ check. If not, perhaps a similar INT or SOC check. The Solomani Confederation probably performs a security check as well, even for civilians—maybe especially for civilians.

Crew Salaries

MgT2 High Guard notes that the salary “values on the Crew Requirements table shows a monthly average for skill level 1 crew, with the presumption that +50% will be added for every skill level above this.” The salary increase for higher skill levels is pretty extreme; I much prefer CT’s more modest +10% increase per additional skill level (The Traveller Book 52, 55). 

A ship’s master or executive officer is paid either for that position or whatever crew positions they serve in, whichever is greater. An executive officer (base salary Cr8,000) with Pilot 1 and Astrogation 0 serving as the ship’s pilot (base salary Cr6,000) and astrogator (base salary Cr5,000) would be paid Cr8,250—75% of the sum of the pilot’s and astrogator’s pay.

A Traveller can act in a position they aren’t certified for, but they can’t be paid for that position. All ships are required to designate a master, but only someone with a Master’s License can get paid a master’s salary.

Crew Positions

So, putting all of this together, here are my house rules for the qualifications and salary ranges for common starship crew positions. I’ve also added some background information from T20 and GT for the various crew positions since surprisingly, CT, MT, and MgT don’t actually provide much detail.

Master/Captain (Cr10,000 monthly): All ships require a commanding officer, who is usually termed the master or captain of the vessel, whatever their actual rank may be. Exactly who is in charge can vary from day to day. The master is personally responsible for the safety of the ship and everyone aboard, plus everyone who might be affected by the actions of the ship and her crew. The master must hold a Master’s License in order to draw a captain’s salary.

Executive Officer/First Officer (Cr8,000 monthly): The executive officer is the next most senior crewmember in rank and is second-in-command. Ideally, a commercial ship of 200 tons or more carries three licensed mates or masters in order to stand watches on the bridge, though this can be a heavy lift for a small ship. An executive officer must hold either a Master’s or Mate’s License in order to draw an XO’s salary.

Pilot (Cr6,000 monthly): The pilot is responsible for maneuvering the starship through normal space. While computer assistance takes much of the labor out of this task, a pilot is necessary in case of emergency. Each spacecraft and small craft requires a pilot, who must have a Pilot’s License for the appropriate craft. Pilots are paid an additional 10% for every skill level above 1 in the appropriate Pilot speciality. Any ship should ideally have at least one backup pilot and this is a legal requirement for passenger ships.

Astrogator (Cr5,000 monthly): The astrogator plots the ship’s course through jumpspace and operates the ship’s controls when in jumpspace. Despite the assistance of computers, jump plotting requires a lot of “feel” and a good astrogator is a valuable asset. The astrogator will usually handle real-space course plotting as well. A ship must carry a minimum of one astrogator (Astrogation 0 or better) if a jump drive is installed. Astrogators are paid an additional 10% for every skill level above 0 in Astrogation.

Engineer (Cr4,000 monthly): The engineer is responsible for jump and maneuver drives, power plant, and all technical matters and is usually also responsible for general maintenance. Any ship must have one engineer per 35 tons of drives and power plant. Engineers must possess either an Assistant Engineer’s License or Chief Engineer’s License. If there is more than one engineer, then the most skilled (or the oldest) becomes chief engineer. A chief engineer holding a Chief Engineer’s License receives +10% more pay. Any engineer is paid an additional 10% for every skill level above 1 in their highest rated Engineer speciality, plus an additional 10% for every additional Engineer speciality with skill level 1 or more. Thus, a Chief Engineer with Engineer (J-Drive) 2, Engineer (M-Drive) 1, and Engineer (Power) 1 would be entitled to a monthly salary of Cr5,600.

Steward (Cr3,000 monthly): The steward looks after the passengers, cooks meals and prepares drinks, and sometimes provides entertainment. If any high passengers are carried a steward is required. There must be at least one steward (Steward 0 or better) per eight high passengers or 100 middle passengers on the ship. If there is more than one steward, the most skilled is designated chief steward (or purser) and draws 10% more salary. Any steward is paid +10% for every skill level of Steward above 0.

Sensor Operator (Cr3,000 monthly): A Sensor Operator (sensop) operates sensors, communicators, and information systems. The pilot or astrogator often monitors sensors during normal-space flights. While anyone can operate these systems under normal conditions, under stress or in an unusual situation, someone with expertise is needed. Each commercial ship of 400 tons or more must have a sensop with a Sensor Operator’s Certificate. Sensops are paid an additional 10% for every skill level above 1 in their highest rated Electronics speciality, plus an additional 10% for every additional Electronics speciality with 1 or more skill levels.

Medical Officer (Cr2,000 monthly): On small ships a member of the crew may have a basic skill in first aid, but in order to obtain a license to carry passengers, a ship must have a properly trained medical officer. Many medical students take time out to earn a little cash and experience as a free trader medic before finishing their studies. Each starship of 200 tons or more must have a medical officer that must be either a CMT or M.D. In addition, there must be at least one medic per 120 crew and passengers carried. The highest skilled medical officer is designated the ship's doctor and draws 10% more pay. Medical Officers are paid +10% for every skill level of Medic above 1. A surgeon is paid an additional +10%.

Freightmaster (Cr2,000 monthly): A freightmaster is responsible for loading, securing, and offloading freight and cargo. All ships carrying cargo for pay require a freightmaster with a Cargomaster Certificate; on small ships, the freightmaster may double as one of the other officers. Hazardous or other special cargo requires a more advanced certification for safety. Freightmasters are paid +10% for every advanced cargo handler certification held.

Gunnery Officer (Cr1,000 monthly): One gunnery officer with a Turret Gunnery Certificate may be hired per turret on a ship. Ships with mail delivery contracts must be armed and must carry a gunner. Armed small craft require a gunner in addition to the pilot. If there is more than one gunner, the most skilled is designated the chief gunner and draws 10% more pay. Gunnery Officers are paid +10% for every skill level of Gunner (turrets) above 1. The gunner position may be omitted if there is no major threat to the ship.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2021 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications' copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, April 13, 2021

Withdrawn from Circulation

Different gaming groups have their own peculiar customs around dice. I generally play with the same retinue of twelve or so people, and we have what I think is an unusual practice: although individuals buy dice, we freely mix our dice into one communal pool during every session, and then divide them up indiscriminately at the end of the night. Occasionally someone will buy new dice to replenish the stock but no one really has special, personal dice that only they use exclusively. At least not for very long: eventually all dice are merged into the One Pool.

In every other group I’ve read about, people seem to maintain their own dice. I understand that some gamers are so superstitious they would never let another player even touch their “lucky” dice.

Personally, I prefer plain old, primary color, opaque dice. My fellow players occasionally mock my ugly, opaque dice, and I’m probably guilty as charged: I think translucent gem dice look perfectly fine, and I’ve been given a couple of very nice sets of metal dice, but time and again I reach for the basic, colored dice.

Within our communal dice pool are the remnants of some of the first dice sets I ever bought. My very first polyhedrals came with my Moldvay Basic Set. I believe I also picked up a set of Dragon Dice at a Mr. Paperback in Bangor. (Grognardia had a nice retrospective on this product a few years ago.) Both sets of dice had to have the numbers colored in with crayons. And I ordered a third set out of the mail-in catalog of the Dungeon Hobby Shop from Lake Geneva. (Those were a particularly crummy set.)

I couldn’t say how many sets of dice I have bought since then. Easily dozens. Almost every time I move a piece of furniture in my house I seem to find a straggler or two. 

But the years have not been kind to my three original sets of dice. A few have gone missing over the years. And TSR dice never had a particularly good reputation for durability. But nevertheless I’ve kept my original dice in the communal pool out of nostalgia, even though they are so beat up and ugly now that not even I use them anymore. (And I can’t imagine how biased those poor dice must be.)

But as I was looking at these tired old soldiers a few weeks ago, I decided it was high time to withdraw them from circulation. I still can’t bear to throw them away, so they will enjoy a well-earned retirement in my office desk. And now their watch has ended!

Tuesday, April 6, 2021

Certifications for Starship Crew

HOTLOLZ EPIK PRODUCTIONS, LIC is seeking an experienced and qualified individual to serve as an onboard Engineer for the armed packet IMV Starjammer, registered out of Kline (MAGY 3012). The proposed Engineer must have, at a minimum, an Assistant Engineer’s License and be capable of performing as engineer, watch stander, and ship’s crew as required. This is a Full-Time position that may require travel to both Imperial and Solomani Confederation systems, working in space and/or portside environments with occasional multi-week assignments. —1102 posting, Stanko Downport Hiring Hall (Concourse B).

After my recent look at doctors in Traveller, I’ve been thinking about the qualifications for other characters. In Classic Traveller, the six iconic starship crew positions of pilot, navigator, engineer, medic, steward, and gunner all have minimum skill requirements. A minimum level of 1 in the associated skill is required to qualify for all positions except steward, for which Steward-0 suffices (The Traveller Book 55, 59, 60, 61).

These requirements were not carried over to MegaTraveller with the exception of the medic: “Any character with at least Medical-1 is a medic and is eligible to be hired as a medic on a starship crew” (Player’s Manual 23). I’m not sure why only the medic retained a minimum skill level, though MegaTraveller generally shifts away from the CT model of specific crew positions in favor of broader categories. Instead of specifying “one pilot and one navigator,” a MegaTraveller ship might simply call for “two bridge crew.”

Mongoose Traveller largely reverts back to the familiar CT crew designations, but does not stipulate minimum skill levels to qualify for the various crew positions. I can understand why the MgT designers might have shied away from setting minimum levels: skill acquisition using traditional Traveller career paths is fairly random, and one could easily wind up with a group of travellers that lack the requisite skills to operate their own starship.

That said, this is much less of an issue in MgT than in prior editions, given background skills, a more flexible lifepath system, connections, and skill packages. If a group has a missing skill or two, that is more likely to pose an interesting complication for the game, rather than a roadblock. The PCs might need to bring on an NPC engineer, or one PC may need to work on her Pilot skills.

Further, MgT2 High Guard notes that the salary “values on the Crew Requirements table shows a monthly average for skill level 1 crew” (20). This strongly implies that the minimum qualifying skill level for crew positions is 1, the same as CT.

Crew Certifications for Mongoose Traveller

Qualified Operator Certificate. Issued to individuals who pass a series of standardized tests concerning the operation of certain vehicles or equipment. Most worlds accept this certification in lieu of a locally obtained license, if one is required.

Although using skill levels to establish starship crew qualifications is nice and simple, GURPS Traveller: Far Trader introduces an interesting system of licenses and certificates, documents which provide assurance that a crewmember “has the right skills for the assigned job” (82). This idea may have been inspired by the blank “Qualified Operator’s Certificate” included in CT Supplement 12, Forms and Charts.

Below are some common certifications that might be held by Travellers. Most have an Automatic Certification line: any Traveller meeting this minimum skill level can be assumed to automatically hold that certification, if desired. If the Traveller did not have the appropriate skill at the qualifying level, there are also Qualifying Exams that allow that Traveller the opportunity to undergo skill checks to “test into” certification.

The Travellers’ Aid Society issues most of these certifications in the Third Imperium, and Lloyd’s Register presumably issues comparable documents within the Solomani Confederation.

Certifications add a modest amount of complexity to the game but also provide interesting details that help bind the characters to the setting and maybe even produce potential adventure hooks. Perhaps more importantly, certifications offer far greater flexibility in filling out a starship crew.

Edit: Reddit poster arctellionweston pointed out that Traveller5 has a similar certificate system that assesses skill competency as Qualified, Competent, Experienced, and Master based on the results of a skill check (Characters and Combat 100–101). This could be pretty easily combined with the following system.

Qualified Operator’s Certificates

Computer Operator’s Certificate

Automatic Certification: Electronics (computers) 1.

Qualifying Exam: Average (8+) Electronics (computers) check (1D hours, EDU or INT).

Drive Tech’s Certificate

Automatic Certification: Engineer 0.

Qualifying Exam: Routine (6+) Engineer (M-drive or J-drive) check (1D hours, INT or EDU).

The holder is certified to perform maintenance and repair activities on J-drives and M-drives, but is not qualified to serve as a ship’s engineer. A potential prerequisite for obtaining an Assistant Engineer’s License.

Life Support Tech’s Certificate

Automatic Certification: Engineer 0.

Qualifying Exam: Routine (6+) Engineer (life support) check (1D hours, INT or EDU).

The holder is certified to perform maintenance and repair activities on life support systems, but is not qualified to serve as a ship’s engineer. A potential prerequisite for obtaining an Assistant Engineer’s License.

Low Berth Technician’s Certificate

Automatic Certification: Medic 0.

Qualifying Exam: Routine (6+) Medic check (1D hours, INT or EDU).

Mechanic’s Certificate

Automatic Certification: Mechanic 0.

Qualifying Exam: Routine (6+) Mechanic check (1D hours, INT or EDU).

Separate certificates are available for every vehicle specialty associated with the Drive, Flyer, and Pilot skills, as well as robots. The holder is certified to perform maintenance and repair activities on the relevant equipment. An individual can hold a total number of Mechanic certificates equal to three plus their INT modifier, with a minimum of one certificate.

Rad Tech’s Certificate

Automatic Certification: Engineer 0.

Qualifying Exam: Routine (6+) Engineer (power plant) check (1D hours, INT or EDU).

The holder is certified to perform maintenance and repair activities on a ship’s power plant, but is not qualified to serve as a ship’s engineer. A potential prerequisite for obtaining an Assistant Engineer’s License.

Sensor Operator’s Certificate

Automatic Certification: Electronics (sensors) 1.

Qualifying Exam: Routine (6+) Electronics (comms) check (1D hours, EDU) and Average (8+) Electronics (sensors) check (1D hours, EDU or INT).

Entitles the holder to serve as a ship’s sensop. A prerequisite for obtaining a Limited or Unlimited Mate’s License.

Turret Gunnery Certificate

Automatic Certification: Gunner (turret) 1.

Qualifying Exam: Average (8+) Gunner (turret) check (1D hours, DEX).

Entitles the holder to serve as a ship’s gunnery officer.

Wheeled Vehicle Driver’s Certificate

Automatic Certification: Drive (wheel) 1.

Qualifying Exam: Average (8+) Drive (wheel) check (1D hours, DEX).

Pilot’s Licenses

Grav Vehicle Pilot’s License

Automatic Certification: Flyer (grav) 1.

Qualifying Exam: Average (8+) Flyer (grav) check (1D hours, DEX).

Winged Craft Pilot’s License

Automatic Certification: Flyer (wing) 1.

Qualifying Exam: Average (8+) Flyer (wing) check (1D hours, DEX).

Small Craft Pilot’s License

Automatic Certification: Pilot (small craft) 1.

Qualifying Exam: Routine (6+) Pilot (small craft) check (1D hours, DEX).

Spacecraft Pilot’s License

Automatic Certification: Pilot (spacecraft) 1.

Qualifying Exam: Average (8+) Pilot (spacecraft) check (1D hours, DEX).

Entitles the holder to serve as a ship’s pilot.

Bridge Officer Licenses

Limited Mate’s License

Prerequisites: Sensor Operator’s Certificate.

Automatic Certification: Astrogation 0, Pilot (any) 1.

Qualifying Exam: Average (8+) Astrogation check (1D hours, EDU), Average (8+) Pilot (any) check (1D hours, DEX).

Entitles the holder to serve as the executive officer for a ship of less than 1,000 tons. A licensed mate can fulfill the crew requirements of an astrogator, pilot, or sensop. A prerequisite for obtaining a Limited Master’s License.

Unlimited Mate’s License

Prerequisites: Sensor Operator’s Certificate.

Automatic Certification: Astrogation 1, Pilot (spacecraft or capital ships) 1.

Qualifying Exam: Difficult (10+) Astrogation check (1D hours, EDU), Difficult (10+) Pilot (spacecraft or capital ships) check (1D hours, DEX).

Entitles the holder to serve as the executive officer for a ship of any size. A licensed mate can fulfill the crew requirements of an astrogator, pilot, or sensop. A prerequisite for obtaining an Unlimited Master’s License.

Limited Master’s License

Prerequisites: Limited Mate’s License.

Automatic Certification: Admin 0, Leadership 0 or Tactics 0.

Qualifying Exam: Routine (6+) Admin check (1D days, EDU) and Routine (6+) Leadership check (1D days, SOC) or Routine (6+) Tactics (naval) check (1D days, INT).

Entitles the holder to serve as the master of a ship of less than 1,000 tons. A licensed master can fulfill the crew requirements of an astrogator, pilot, sensop, or executive officer.

Unlimited Master’s License

Prerequisites: Unlimited Mate’s License.

Automatic Certification: Admin 1, Leadership 1 or Tactics (naval) 1.

Qualifying Exam: Average (8+) Admin check (1D days, EDU) and Average (8+) Leadership check (1D days, SOC) or Average (8+) Tactics (naval) check (1D days, INT).

Entitles the holder to serve as the master of a ship of any size. A licensed master can fulfill the crew requirements of an astrogator, pilot, sensop, or executive officer.

Engineering Licenses

Assistant Engineer’s License

Prerequisites: Drive Tech’s Certificate or Life Support Tech’s Certificate or Rad Tech’s Certificate.

Automatic Certification: Engineer (any) 1.

Qualifying Exam: Average (8+) Engineer (any) check (1D hours, EDU).

Entitles the holder to serve as a ship’s engineer.

Chief Engineer’s License

Prerequisites: Assistant Engineer’s License.

Automatic Certification: Engineer (any) 2 or 1 skill level in any 2 Engineer specialties.

Qualifying Exam: Difficult (10+) Engineer (any) check (1D days, EDU).

Entitles the holder to serve as a ship’s chief engineer.

Medical Officer Licenses

Certified Medical Technician (CMT)

Automatic Certification: Medic 1.

Qualifying Exam: Average (8+) Medic check (1D hours, INT or EDU).

Entitles the holder to serve as ship’s medical officer.

Medical Doctor (M.D.)

Automatic Certification: Medic 3.

Qualifying Exam: Difficult (10+) Medic check (1D days, EDU).

An M.D. can practice medicine, including writing prescriptions, handling most ailments, and dealing with other doctors on a professional level. These licenses are issued by accredited medical schools.

Surgeon’s License

Prerequisites: Medical Doctor.

Automatic Certification: DEX 8.

Qualifying Exam: Difficult (10+) Medic check (1D days, DEX).

A surgeon draws +10% salary. A Surgeon’s License is issued by an accredited medical school.

Cargo Handler Licenses

Cargomaster’s Certificate

Automatic Certification: Profession (spacer) 1 or Admin 1.

Qualifying Exam: Routine (6+) Profession (spacer) check (1D hours, INT) or Routine (6+) Admin check (1D hours, INT).

Entitles the holder to serve as a ship’s freightmaster.

Basic Hazardous Material Handler’s Endorsement

Prerequisites: Cargomaster’s Certificate.

Qualifying Exam: Average (8+) Profession (spacer) check (1D hours, INT or EDU) or Average (8+) Admin check (1D hours, INT or EDU).

Advanced Hazardous Material Handler’s Certificate

Prerequisites: Basic Hazardous Material Handler’s Endorsement.

Qualifying Exam: Difficult (10+) Profession (spacer) check (1D hours, EDU) or Difficult (10+) Admin check (1D hours, EDU).

Other Licenses

Local Broker’s License

Automatic Certification: Broker 0.

Qualifying Exam: Routine (6+) Broker check (1D hours, INT or EDU).

A local broker’s license is specific to a single world. An individual may hold a maximum number of Local Broker’s Licenses equal to one plus their INT modifier, with a minimum of one license.

Broker’s License

Automatic Certification: Broker 1.

Qualifying Exam: Average (8+) Broker check (1D hours, EDU).

A broker’s license is specific to a single subsector.

Subsector Doctor of Law

Automatic Certification: Advocate 1.

Qualifying Exam: Routine (6+) Advocate check (1D hours, EDU).

A member of a Subsector Bar Association and licensed to practice law within a single subsector.

Sector Doctor of Law

Automatic Certification: Advocate 2.

Qualifying Exam: Average (8+) Advocate check (1D hours, EDU).

A member of a Sector Bar Association and licensed to practice law within a single sector.

Imperial Doctor of Law

Automatic Certification: Advocate 3.

Qualifying Exam: Difficult (10+) Advocate check (1D hours, EDU).

A member of the Imperial Bar Association and licensed to practice law throughout the Imperium.

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Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications' copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.