How to Use Background Career in Ghuant | World Anvil

How to Use Background Career

Each of the careers takes recruits and puts them into the field for 4 years terms of service. The files below show the rolls you make when you enter into a 4-year tour under one of the careers.   Look at the Current Careers(Jobs) to find out the jobs you can take at end of training and plan your background career around what you want to be   Each has an entry requirement stat wise then a DC roll to reenlist if want. You ALWAYS have to roll to continue another 4 terms.   To start decide what job you want to do when you finish your training. Here are the current jobs: Current Careers Look what you need to make sure you have that so you can take what you want after training is finished.  

How to use the Skill Checks in Careers

When a career asks to use a skill check with DC 12 (all the checks should be at least 12 if see any different please tell me) you can only roll with ranks you have added in this career system. So your normal ranks do not count. If you have not added that skill in a career yet you roll 1d20+ stat skill uses. Once you add it can add the ranks the career gives it(so whatever highest rank you are from that career gives you have that many rank in skill) and add +3 for class skill plus the stat. Career Skills

How to use the Career pages

  First review all the different careers and check which you can enter, after each term can review again because you may gain things that let you qualify for other careers.   Look at the Mustering Out   Each Career gives you what is listed on its file when you leave under Mustering out.   The first thing to decide is if you are going to school or straight into a career. Some need school others don't.   For the first three Terms of character creation, players can choose to send their characters to university or apply for enrollment in a Military Academy. You can also take some time as “gap years” and instead choose a regular Career for the first two Terms then try for university or military academy on the third Term.   Then decide if going to a learning school or military college. Can do both if wish.   Next roll for enrollment if starting in school. See Schools If going to a Learning school, make your roll for admission to a bachelor's Program. Once you pass that you are in. After you finish your studies you roll for graduation to see if pass the final exams. If you pass can check to see if got good enough to make it on the honor roll. If want to continue on to Masters and Doctorate following the same method as Bachelors's.   If you finish Docorate you can then make and repair TL +1 equipment without penalties (you are training up to that level, Freeman max PL 7, Vaulter PL 8 max.) Without the Docorate you can use PL 7 and PL 8 but not create or fix that PL.   You can also choose to enter Military College. See Schools Once you finish school you move on the careers and real-world jobs.   Gained Contacts See Contacts, Allies, Rivals and Enemies  

Background Careers

  Background careers Now you check to see if any of the schoolings gives you instant access to any Careers. If they do, you can join that career. If not the first term, as long as you had all other preq, they take in and trained.   Next, you have to roll for Duty Assignment (off the career page), and that will tell you the other parts of your term: Survive DC, Commission DC, Rank promo DC, Decoration DC, Cash DC, and XP bonus DC.   Survive: You gain 1000 xp for every term you complete but you can add to only the classes listed as valid for your career. If you add to any other class, you are forced to leave the career at the end of that term. If you pass DC exactly you are wounded and you only get 1000 XP. They also get a purple heart.   Commission: If you make this roll and you are not an officer you start as an officer this term starting at O1. Earn 500 XP. Not all careers have this and some may not use this.   Rank Promotion: If make this roll your rank goes up by 1 in the same area( so if an officer gets +1 rank as Officer) Earn 500 XP. if there is () around DC then is the DC for enlisted, the officer's DC is 2 higher. Every 2 terms spent in the correct career can add +1 to the roll.   Decoration: Not every Career has this, but if it does you can roll for it, and if pass the DC you get a metal for something. 1000 XP if you pass DC, 2000 XP if you beat DC by 5, 10 points over DC 4000 XP. See Metals If you want to GO FOR GLORY to try to get a metal see that under metals.    XP Bonus: If you make this DC, you can add 1d6x500 XP to the terms total XP you earned.   Cash Bonus: Some careers have the opportunity to earn some extra cash. If they have this DC and you pass you can roll 1 time on musting out cash table to get a payout.    

Modifiers: If the trainee wants to up the danger can add a +1 to survive to roll. For every +1 you give to survive you take off 1 from all other rolls for that TERM. If want to reduce the survive roll you can take off 1 point and add +1 to all others.

    Ending the Term   You have finished your term now do the following:   1. Add Aging to PC and check if any new age modifiers have started, updating any skills or stats.   2. Apply XP to PC and if they advance can ONLY advance in listed classes in the career. If advance to another class then this will be the last term in your current Career and you must muster out.   3 See Background Career: Alternate class abilities ALso make sure to note any new Contacts, Allies, Rivals and Enemies .   4. Check if the Career requires continued enlistment for another term. If roll a 20 on enlistment you must serve another 4-year term even if normally cant.   5. Decide the next step Mustering Out and finish your Career or reenlist and roll. You cant quit a Career until you spend 4 terms, if you fail the qualification then you can't join back but have to check each year.   6. Roll for reenlistment. If you roll a 1 you break the law trying to get in and get sent to Prison for the next term. If have some rules of ethics you have to be reviewed on your actions to see if get to keep your license (medical or psionic). Roll an Int or Cha check DC 12 to keep license. If make reenlist(Qualification roll) roll you enter into another 4-year term, if you roll a 1, you cannot join this career again and have two choices. If don't roll a 1 can try again after the term is over.   6a Sign up for the Draft, one of the military services will take you for 1 term. You do not have to have qualifying stats, but can only sign up for Draft once. Roll 1d6 1 Background Career: Navy Personal Service 2 Background Career: Army Service 3 Background Career: Marine Service 4 Background Career: Merchant 5 Background Career: Scout Service 6 Special assignment (Evil DM grin)   If in this term you earn a metal you can reenlist if use it and if pass can continue   After 1 term you leave and do not get to muster out roll.   6b. Be a Drifter Automatic and just bum around for 4 years until trying again.  

The Long Term Reward

In an attempt to get citizens to stay longer in the services, there is a little-known perk that has started to be published by the Careers Department. If you spent the full max allowed terms of 7 terms(that's 28 years of your life) you will be given the extended life treatment and a forced 8th term of your choice. Then your age brackets double so you don't become middle age until x2 the age you normally do. All age losses will be removed but keep them as those are what happens as you age later on. If you take this treatment it means you have to use the age rules even if your normal rules of the world are different(that is for the visitors to our planet)   Expectations   The longer you stay in one career, the higher you can rise in rank and when you leave the more rolls you get to be rewarded.   Some classes can reward you with ships they "give" you on 40-year loans. You are to expect to pay a monthly fee back on the loans. Each time you roll the same ship the ship is 10 years older and your loan is shorter by 10 years. Get 4 times your ship is free but it's a 40-year-old ship and roll 4 times on Old Ships You can also get ship shares and that will be worth 1d6 Mcr that can only be used to buy a ship or 1 Mcr to pay down a debt already on a ship.   Some classes give you stat bonuses as well. The more rolls you have, the better chance you have to get cash and material bonuses(you choose how many rolls on each table you take out of the total you are granted)   Finally, if you reach Officer 5 in any career that is a substantial achievement and your SOC gets +1 or 9 whatever is more but only when finishing background careers( at the end where you finish and no longer are taking them.