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Scientists: An Elaborated Career for Classic Traveller

This article originally appeared in issue #004 of the downloadable PDF magazine.

The scientist career, as described here, is a “cluster career” with three distinct paths: Technicians, basically following the “scientist” career in CT Supplement 4; Academics (teaching-oriented scholars), and Researchers. You will need the Classic Traveller core rules for character generation. Additional books that might be of interest would be Book 6—Scouts for the discussion of College, and Supplement 4—Citizens of the Imperium, for the Scientist career discussed therein.

Types of Scientists

Technicians are the “practical” scientists. They apply their knowledge to real-world situations, with well-defined, concrete goals. They convert theories and lab-scale processes into industrial processes, or into “engineering”.

Academics are scholars who keep up with accepted knowledge in their field, and focus their careers on teaching that accepted knowledge to others. They may participate in original research, but are not the primary source of advances in their fields.

Researchers are scholars whose interest is in expanding the frontiers of knowledge in their fields. They are the scientists that focus on developing and testing new theories, and exploring the limits of existing theories. They may teach as well, but this is a secondary activity for them.

Education

Scientists almost universally have advanced education. The standard “College” term, if the character is successful, awards a baccalaureate degree (or equivalent). Most scientists will go on to higher degrees; this is represented in these rules by a “Graduate School” term, which awards a doctoral degree or equivalent. Graduate School is only available to College graduates.

Specialization

Once a society’s general scientific knowledge reaches a certain level, it becomes impractical or impossible for an individual to be a “generalist” who knows a useful amount about everything. Instead, individuals tend to specialize in one or two areas, becoming “expert” in those areas, while maintaining only basic knowledge in other fields. For the purposes of this article, we assume that this occurs at TL6, but that individuals may choose to specialize when a society is at a lower TL.

All Scientist characters should choose a primary area of specialization. Academics and Researchers must choose both a primary and secondary specialization; Technicians may do so, but it is not required. The primary specialization represents the area that the Scientist actually works in; the secondary specialization represents an additional field of interest.

Specializations are generally chosen during College, though some Scientists know what they want to specialize in much earlier; in game terms, the character may choose specializations at any time before entering Graduate School.

A character’s choice of specialization should be made from the skills available in the campaign. They should be heavily biased toward those skills that use INT or EDU as a beneficial DM in task rolls.

Scientist characters should be taken through Advanced Education before beginning the Scientist career. Remember that success at College or Graduate School each add four years to the character’s age.

 

Advanced Education
  College   Graduate School
(College grads only)
  Roll DM if   Roll DM if
Admission 9+ +2 EDU 9+   7+ +2 EDU 10+
Success 7+ +2 INT 8+   8+ +1 END 8+
Education 1D-2 +1 INT 9+   1D-3 +1 INT 10+
Honors 10+ +1 EDU 10+   11+ +1 EDU 11+
Grad School admission is auto if character received Honors in College.
Grad School Honors additional DM +1 if character received Honors in College.

Embarking on the Scientific Career

Once the character has completed the Advanced Education sequence, the actual career can begin. A character who has not succeeded at Graduate School must be a Technician; other characters may choose any of the Scientist types.

 

Entering the Scientist Career
  Roll DM if
Technician 6+ +1
+2
INT 9+
EDU 10+
Academic 8+ +1
+2
EDU 10+
SOC 8+
Researcher 7+ +1
+2
EDU 11+
INT 10+

Administering a Term

A term as a Scientist consists of four one-year assignments. Each year, determine and resolve the assignment as follows:

  1. Roll 1D6 for the general assignment (Table 1), using the column corresponding to the type of Scientist. This is mandatory only for the second year of the first term (the first year of the first term is Initial Training, below); after that, it is optional (and if declined, the assignment remains the same as the previous year).
  2. Roll 2D6 for specific duty, using the column for the indicated assignment. See the notes after the table for Special or Transfer. Specific Duty is rolled every year except the first year of Term 1, or if a previous Special Duty granted the choice of duty for this year.
  3. Roll 2D6 for each of Survival, Position/Promotion, Education, Skills, Prize, and Bonus as appropriate. Note that a character may achieve Position or receive Promotion only once in any four-year term. Do not roll these in the first year of the first term.
  4. If this was the fourth year of a term, roll for Continuation. A roll of 12 exactly, without DMs, requires the character to continue in the career for another term. Otherwise, a success allows the character to continue in the career, but does not require it.

Initial Training

The first year of the character’s first term represents “getting up to speed” in the role. Characters should not resolve an assignment; instead, award the following skills:

Technicians
Mechanical-1 (TL 4-), Electronics-1 (TL 5-7), or Computer-1 (TL 8+)
Academics
Instruction-1
Researchers
Administration-1

Types of Assignments

 

Table 1: Assignments
Roll 1D Technician Academic Researcher
1 Commercial Educational Commercial
2 Commercial Educational Commercial
3 Commercial Educational Governmental
4 Governmental Educational Governmental
5 Educational Educational Educational
6 Private Private Private

Commercial assignments imply that the Scientist is working for a company, contributing to the “bottom line” in some way—a Technician might be an industrial chemist, devising procedures to produce needed chemicals in bulk, or a Researcher might be a research chemist looking for more effective drugs.

Governmental assignments imply that the Scientist is working for a government, focused on a particular goal, and may be politically motivated.

Educational assignments imply that the Scientist works for an institution of higher learning, either teaching or aimed at discovering new knowledge, or refining existing knowledge.

Private assignments may have the character of any of the other assignments, but are at the behest of e.g., a noble patron, or a nonprofit organization. There will usually be some sort of direction to the work, but this is not necessarily going to be the case.

Specific Duty

The specific duty determines the Scientist’s principal activity during the year.

 

Table 2: Specific Duty
Roll 2D Commercial Educational Governmental Private
2 Instruction Authorship Authorship Authorship
3 Authorship Technical Authorship Technical
4 Technical Administration Instruction Technical
5 Research Instruction Research Research
6 Administration Research Instruction Administration
7 Research Research Instruction Research
8 Research Administration Research Instruction
9 Administration Administration Administration Instruction
10 Research Research Instruction Administration
11 Administration Special Administration Special
12 Special Special Special Special
13 Transfer Transfer Transfer Transfer
DM +1 if SOC 9+. DM -1 if either chosen specialization skill is at 4+

Instruction: The Scientist’s principal activity is to communicate what he knows to others, in an organized fashion, so that those others may become better Scientists themselves.

Authorship: The Scientist’s principal activity is the preparation of material for publication, generally in peer-reviewed journals in the Scientist’s field of specialization.

Technical: The Scientist’s principal activity is the running of experiments and collection of data

Research: The Scientist’s principal activity is exploratory—he will be devising hypotheses and experiments to test them. Study of data collected during Technical activities is also a major activity.

Administration: The Scientist’s principal activity is the maintenance of his position, generally through paperwork (e.g., grant applications).

Transfer is to another assignment (e.g., from Governmental to Private), and may be declined. If Transfer is accepted, roll on the Assignment table. A result of the same assignment as current indicates a change of organization (e.g., from one government agency to another, or from one non-profit organization to another). Roll on the Specific Duty table in the column for the new assignment (or reroll in present column if transfer is declined), and ignore further Transfer results.

Special Duty is an exceptional assignment, outside the normal routine of the scientist. Roll on the table below for the nature of the special duty.

 

Special Duty
Roll 1D Duty
1 Hazardous Duty
2 Remote Assignment
3 Task Force
4 Sabbatical
5 Professional Society
6 Attaché
Optional DM +1 if SOC 9+; must choose before rolling

Special Duty

Hazardous Duty: Roll 5+ on 2D6 to acquire 1 level of each of Vacc Suit, Survival, Vehicle, Engineering, Ship's Boat, Gun Combat, Brawling. (7 Rolls; do not roll for Skills when resolving term)

Remote Assignment: No skills or position/promotion possible, but may choose next duty assignment (excluding special duty).

Task Force: Roll 3D6; if under INT+skill level of primary specialization (or highest tech skill if technician), task is successful; roll once on research skill table and +1 Soc; if failure, no position/promotion/college allowed next term.

Professional Society: +1 Liaison. When next eligible to roll position or promotion, position/promotion roll succeeds on lesser of indicated roll or 8+; do not apply any DMs.

Sabbatical: Roll once on Research or Personal Development skill table (player choice). Do not roll for Skill when resolving term.

Attache: +1 SOC, choice of next duty (excluding special)

Resolving the Assignment

Based on the type of scientist and the specific duty assignment, select the appropriate column from the tables on the following page, and roll 2D6 as indicated.

 

Technician
  Technical Administrative
Survival 5+ auto
  DM +2 if DEX 9+
DM +1 if any Technical skill 2+
 
Skill 9+ 9+
Position 7+ 7+
Promotion 8+ 8+
Position and Promotion available only to characters who have completed Graduate School.
Only one promotion per four-year term allowed.
Education 11+ 11+
  DM +2 for EDU 9+ (College) or EDU 10+ (Graduate School).
Do not roll if character has completed Graduate School.
If successful, next term is College/Graduate School with auto enrollment.
Bonus 11+ 11+
  DM +1 if any Technical skill 4+.
If successful, roll once on Cash column of Mustering-Out table,
and take half the amount shown.
Continuation 5+ 5+

 

Academic
  Research Administration Authorship Instruction
Survival 3+ auto 3+ auto
  DM +2 if DEX 9+; DM +1 for any Technical skill 2+
Skill 9+ 9+ none 9+
Position 8+ 7+ none 8+
Promotion 9+ 8+ none 9+
  For both Position and Promotion: DM +1 if EDU 11+
DM +2 if SOC 9+
DM +3 if Prize success since previous eligibility for Position/Promotion
Only one promotion per four-year term allowed
Prize 13+ none 12+ none
  DM +1 if primary specialization skill 5+
DM +2 if INT 12+
Bonus 11+ 9+ auto 12+
  DM +1 if primary specialization skill 3+; DM +2 if INT 10+.
If successful, roll once on Cash column of Mustering-Out table,
and take half the amount shown.
Continuation 4+ 4+ 4+ 4+

 

Researcher
  Research Administration Authorship Instruction Technical
Survival 4+ auto 3+ auto 5+
  DM +2 if DEX 9+; DM +1 for any Technical skill 2+
Skill 9+ 9+ none 9+ 9+
Position 8+ 7+ none 8+ none
Promotion 9+ 8+ none 9+ none
  For Position/Promotion: DM +1 for EDU 11+; DM +2 for SOC 9+
DM +3 for Prize success since previous eligibility for Position/Promotion
Only one promotion per four-year term allowed.
Prize 13+ none 12+ none none
  DM +1 if primary specialization skill 5+; DM +2 if INT 12+
Bonus 9+ 9+ auto 12+ 10+
  DM +1 if primary specialization skill 3+; DM +2 if INT 10+
If successful, roll once on Cash column of Mustering-Out table,
and take half the amount shown.
Continuation 5+ 5+ 5+ 5+ 5+

On a successful Skills roll, the character should select a column to roll on from the skill table on the following page, and roll 1D6. Any character may roll on the Personal or Life Skills columns; the other columns require an appropriate duty assignment.

 

Scientist Skills
Roll 1D Personal Development Life Skills Technical Administration Research Instruction
1 Carousing Forgery Computer* Admin Primary +1 INT
2 Brawling Bribery Mechanical Leader Secondary +1 EDU
3 +1 DEX Vehicle Electronics** Liaison +1 DEX Instruction
4 Gambling Interrogation Engineering*** Legal +1 INT Instruction
5 +1 EDU Liaison Medical Recruiting Primary Primary
6 +1 END JoT JoT Admin +1 EDU Admin
* Substitute Electronics if TL7- world, or Mechanical if TL4- world.
** Substitute Mechanical if TL4- world.
*** Reroll if TL4- world.
Primary and Secondary refer to selected skills for area of specialization

Mustering Out

When a character chooses to retire (or fails a Continuation roll), the character musters out, and is ready to begin adventuring. When a character musters out, roll on the Mustering Out table as follows:

No more than three rolls may be taken on the Cash column.

Characters receive DMs on the Mustering Out table as follows:

DM +1 on Material Benefits if rank 5+
DM +1 on Cash if skill includes Gambling 1+

 

Mustering-Out Table
Roll 1D Material Benefits Cash
1 Instruments 1000
2 Mid Passage 2000
3 High Passage 5000
4 +1 INT 10000
5 +1 EDU 20000
6 +1 SOC 30000
7 Lab Ship 50000

 

Suggested Rank Titles
Rank Academic Title Researcher Title
Admission Lecturer Researcher
1 Lead Instructor Principal Researcher
2 Adjunct Professor Leading Researcher
3 Associate Professor Managing Researcher
4 Professor Theoretician
5 Department Chair Division Manager
6 Dean Lab Director