TEXT: — 27 —
  
  — 1 —
  CREDITS
  Author: Joseph Browning
  Art by: Jeshields, Anthony Affrunti,
  W. Fraser Sandercombe
  All text in this work is Open Game Content, excepting the 
  name career path character creation, company names, 
  logos, artwork, and the author and artist names.
  Some artwork © 2017 W. Fraser Sandercombe, used with permission. All rights reserved.
  CAREER PATH
  CHARACTER CREATION
  
  — 2 —
  Starf nder character generation puts all of the choices into your 
  hands, allowing you to create any character concept that you’d 
  like play. T is is a great way of doing character creation, but 
  sometimes you want something dif erent—something random, 
  something very random.
  Like, “Holy Crap! I just died during character creation!” random.
  If you f nd yourself in that mood, if you f nd yourself wanting 
  to “discover” the character that you’ll be playing as opposed to 
  “building” it, Career Path Character Creation (CPCC) is for you. 
  You’ll start out playing a character with a full-blown history as 
  opposed to a character fresh of  the farm.
  NUTS AND BOLTS
  CPCC characters start out more powerful than a regular 1st-level 
  Starf nder character. T ey’re typically older with a decade or two 
  of life experience behind them. T ey’ve decided that they’re done 
  doing whatever they did before, and it’s time to start a new chapter 
  in their life and join up with the rest of the motley crew that the 
  party’s composed of.
   
  CPCC does increase the dif  culty for the GM in setting forth 
  appropriate challenges (Starf nder is a well-balanced game, af er 
  all), but in exchange, CPCC can be used to free the GM from 
  taking the time and ef ort to determine what’s “appropriate” for 
  the characters to encounter! GMs gain the ability to simply create 
  whatever worlds and NPCs exist and treat them independently of 
  the characters’ power level.
   
  In other words, with CPCC, you need to really immerse 
  yourself in your character and the world because whatever you 
  encounter may be utterly indif erent to your capabilities if your 
  GM decides to go that way. For lack of a better term, this is an “old-
  school” way of play in which you are part of a world, rather than 
  being the center of the world.
   
  T is will make play more dangerous, as the f nely-balanced 
  mechanics of the game are ef ectively blown out of the airlock. 
  Again, CPCC is not for everyone.
   
  So yes, CPCC is chaos that’s not typically part of the well-
  balanced Starf nder experience, but it can be an appealing chaos if 
  you give it a chance…
  LEVELING WITH CPCC
  If you use this new way of character creation you may also have 
  to level dif erently than standard Starf nder characters. You can do 
  this in two ways. T e f rst way is basically by Player and GM f at: 
  characters gain a bonus af er every session based upon the actions 
  they’ve taken during play. Was there a f ght? You’ll have the chance 
  to increase a combat-oriented ability. Was there a lot of interactions 
  with NPCs? You can up some of their social-oriented abilities. 
  Which abilities go up or which new abilities are “discovered” are 
  based solely upon the decisions of the GM and Player and the tenor 
  of the game.
   
  T is way means that CPCC characters will probably develop 
  slower than standard characters, they’ll develop more unevenly 
  (af er all, a campaign composed mostly of combat doesn’t leave 
  a lot of room to improve non-combat abilities), and players will 
  have to deliberately seek out dif erent experiences to learn how to 
  increase particular abilities. Sounds a lot like real life, eh? If this 
  interests you, run with it!
   
  One thing to call out about f at advancement is that although 
  staring characters are more-diverse, they’re not really started along 
  the various class ability paths.  T is is because it is expected that 
  play is the way in which these paths will be travelled. Remember, 
  af er every session, the GM and Player decide what abilities increase 
  or are discovered, and these include the various paths. Don’t forget 
  things like Saves, BABs, Feats, and class abilities when thinking 
  about improvements.
   
  T e second way is signif cantly less random and more in 
  keeping with Starf nder balance goals: simply start the new 
  characters of  at 1st level in a class and move forward from there. 
  T ey’re going to be quite a bit more powerful than a standard 1st 
  level character (rule of thumb: treat every two terms is equal to 
  1 level), so the GM will need to take that into account, but they’ll 
  have wonderfully diverse background that will make creating plots 
  and stories easier than normal 1st level characters.
  NOW THAT YOU’VE BEEN WARNED….
  Below is the step-by-step on how the process works, but before 
  jumping into that, a general overview will help put things straight. 
  First you choose your species and then you roll your abilities. 
  Af er that you select some skills and languages based upon your 
  home planet, and then you start the f rst term (generally a 4-year 
  stint) in your f rst career and gain your SP and HP. Depending on 
  circumstance you can proceed in that career or start another one. 
  You do this for as many terms as you like (maximum 6) before 
  you start play, gaining SP and HP for each term. Along the way 
  you’ll face several random events and may even die, ‘cause space is 
  dangerous business, af er all. At the end, you gain your f rst RP and 
  the game begins.
  To the details!
  STEP A: CHOOSE SPECIES
  T ere are seven dif erent species paths you can pick. Each of these 
  dif erent species has strengths and weaknesses. T e species are 
  exactly like those found in the core rules, but they’re repeated 
  here for ease of use. If you want additional randomness, you can 
  either choose to be human or one of the six other races (randomly 
  determined).
  Human: Extremely versatile and adaptable race that’s constantly 
  expanding and exploring. +2 to any 1 ability, 4HP
   
  1. Android: Artif cial people with mechanical components, 
  formerly built as servants but now recognized as citizens. +2 Dex, 
  +2 Int, -2 Cha, 4HP
   
  2. Kasatha: Four-armed race from a distant desert world with 
  a highly traditional culture. If you pick Shirren, each term is 5 years 
  long instead of the standard 4. +2 Str, +2 Wis, -2 Int, 4HP
   
  3. Lashunta: Charismatic and telepathic race of scholars with 
  two subspecies: one tall and lean, the other short and muscular. 
  +2 Cha for all, (+2 Str, -2 Wis, for Korasha), (+2 Int, -2 Con, for 
  Damaya), 4HP
  
  — 3 —
   
  4. Shirren: Insectile race that broke away from a locustlike 
  hive, community-minded but addicted to individual choice. If you 
  pick Shirren, each term is only 3 years long instead of the standard 
  4 years.  +2 Con, +2 Wis, -2 Cha, 6HP
   
  5. Vesk: Warlike reptilian race that recently declared a truce 
  with the others—for now. +2 Str, +2 Con, -2 Int, 6HP
   
  6. Ysoki: Also called “ratfolk,” these short, furry scavengers 
  make up for their short size with big personalities. +2 Dex, +2 Int, 
  -2 Str, 2HP
  STEP B: RANDOMLY DETERMINE
  ABILITY SCORES
  Starf nder Career Paths uses the optional method of rolling ability 
  scores, but with the added caveat that you roll 4d6 (drop lowest) 
  in ORDER, and do not assign an ability score a particular number. 
  If that’s not your idea of fun, you may want to reconsider using 
  Career Paths to generate your character, ‘cause it only gets more 
  random from here. Or you can cheat (kidding, kidding) and assign 
  the numbers and continue on.
  STEP C: CHOOSE BACKGROUND AND 
  LANGUAGES
  Before embarking on your f rst career, you get a number of 
  background skill ranks equal to 3 + your Intelligence Modif er 
  (minimum of 2). T ese skills ref ect your upbringing and education. 
  Which skills you may select is based upon the type of world you 
  grew up on. One of these skills must be the Profession skill of a 
  type appropriate to your home world. For example, if you grew up 
  on an arid planet you could choose Profession (moisture farmer) 
  and become gruntled whenever you get the opportunity to pick up 
  some power converters from Toshi Station…
   
  You must choose all of the skills before you may increase the 
  rank of a skill you already know. Following such, you must also 
  have rank 2 in all listed skills before you can increase one to rank 3 
  and so on. Unlike normal Starf nder characters, you can have more 
  skill ranks than levels (‘cause you ain’t got no levels!).
   
  Like all skills acquired in this generation system, these skills 
  are considered class skills, meaning that you gain the +3 trained 
  class skill bonus when using them.
  Agricultural (Ag) Acrobatics, Athletics, Life Science, Profession, 
  Survival 
  Arid (Ar) Profession, Survival, Physical Science 
  Cold (C) Life Science, Profession, Survival
  High Magic (Hm) Culture, Mysticism, Profession 
  High Population (Hp) Bluf , Culture, Diplomacy, Profession
  High Technology (Ht) Computers, Engineering, Profession
  Hot (H) Life Science, Profession, Survival
  Industrial (I) Athletics, Bluf , Intimidate, Profession 
  Large (La) Acrobatics, Athletics, Life Science, Profession, Survival
  Low Magic (Lm) Computers, Engineering, Profession, Survival 
  Low Population (Lp) Medicine, Perception, Profession, Survival 
  Low Technology (Lt) Acrobatics, Athletics, Intimidate, Stealth, 
  Survival 
  Lush (Lu) Bluf , Culture, Diplomacy, Profession, Sense Motive 
  Poor (P) Intimidate, Piloting, Profession, Stealth, Survival
  Rich (R) Acrobatics, Athletics, Culture, Diplomacy, Profession 
  Small (S) Computers, Engineering, Profession, Survival
  Once you’ve determined all your skills, time to pick your languages. 
  Do this as normal in the core rules: you start play knowing 
  Common, your racial tongue (if any), and the language of your 
  home planet (if any).  Don’t forget that each rank in Culture allows 
  you to read and speak another language.
  STEP D: FIRST TERM OF FIRST CAREER
  Step D has a lot of smaller steps as it’s the meat of the system. Each 
  of these steps are explained in more detail in the def nition of terms 
  at the end of this section.
  1. Choose 1st Career
  2. Choose Assignment
  3. Succeed on Qualif cation Roll. If failed, submit to 
  Impressment or the Drif er Career.
  4. Gain Hit Points (HP) and Stamina Points (SP) based upon 
  your Career. Gain 1 resolve point.
  5. Gain all the skills listed in the Service Skills table at rank 
  1 unless you already know the skill, then just add 1 rank to your 
  current rank.
  6. Roll 1d6 twice on any of the following tables: Personal 
  Development, Assignment table (based on your particular 
  assignment), or Advanced Education (if you meet the requirement).
  7. Roll 1d20 to see if you survive the 4 year term. If you succeed, 
  go to step 9; if you fail, f rst go to step 8.
  8. Roll on Mishap Table and leave this career — do not roll on 
  the Mustering-Out table for this term unless stated otherwise. Go 
  to STEP E.
  9. Roll on the Events table and see what happens. Apply 
  changes accordingly.
  10. Roll 1d20 to see if you advance in your career. If you 
  advance, note any gained skills from that advancement.
  11. Roll on the Mustering-Out Table if you’re leaving this 
  career. Choose Cash or Benef ts and proceed to step F if this is 
  your f nal career before beginning play. If you’re not leaving the 
  career, store up your Mustering-Out roll for this term and proceed 
  to STEP F.
  
  — 4 —
  STEP E: FIRST TERM OF SUBSEQUENT 
  CAREERS
  1. Choose a Career dif erent from any you’ve had before.
  2. Choose Assignment
  3. Succeed on Qualif cation Roll. If failed, submit to 
  Impressment or the Drif er Career.
  4. Gain Hit Points (HP) and Stamina Points (SP) based upon 
  your Career. Gain 1 resolve point.
  5. Gain all the skills listed in the Service Skills table at rank 
  1 unless you already know the skill, then just add 1 rank to your 
  current rank.
  6. Roll 1d6 twice on any of the following tables: Personal 
  Development, Assignment table (based on your particular 
  assignment), or Advanced Education (if you meet the requirement).
  7. Roll 1d20 to see if you survive the 4 year term. If you succeed, 
  go to step 9; if you fail, f rst go to step 8.
  8. Roll on Mishap Table and leave this career — do not roll on 
  the Mustering-Out table for this term unless stated otherwise. Go 
  to STEP D.
  9. Roll on the Events table and see what happens. Apply 
  changes accordingly.
  10. Roll 1d20 to see if you advance in your career. If you 
  advance, note any gained skills from that advancement.
  11. Roll on the Mustering-Out Table if you’re leaving this 
  career. Choose Cash or Benef ts and proceed to step F if this is 
  your f nal career before beginning play. If you’re not leaving the 
  career, store up your Mustering-Out roll for this term and proceed 
  to STEP F.
  STEP F: ADDITIONAL TERMS IN A 
  CAREER
  1. Succeed on Qualif cation Roll. If failed, submit to Impress-
  ment or the Drif er Career.
  2. Gain Hit Points (HP) and Stamina Points (SP) based upon 
  your Career. Gain 1 resolve point.
  3. Roll 1d6 twice on any of the following tables: Personal 
  Development, Assignment table (based on your particular 
  assignment), Advanced Education (if you meet the requirement), 
  or Commendation table (if you’ve ever been commended).
   
  In place of these two rolls, you can pick one option from 
  the Service Knowledge table. If you pick a class-associated path 
  (like operative’s edge, trick attack +1d4, a soldier’s primary style 
  technique, or a mystic’s spell-casting level) and you already know 
  it, up it to the next level (you’d get operative’s edge +2, trick attack 
  +1d8  a new style technique in your f ghting style, or you’d know 
  and cast spells as a 2nd-level mystic). T is is the only way that 
  “class-associated abilities” improve in CPCC.
  4. Roll 1d20 to see if you survive the 4 year term. If you succeed, 
  go to step 6; if you fail, f rst go to step 5.
  5. Roll on Mishap Table and leave this career — do not roll on 
  the Mustering-Out table for this term unless stated otherwise. Go 
  to STEP E.
  6. Roll on the Events table and see what happens. Apply 
  changes accordingly.
  7. Roll 1d20 to see if you advance in your career. If you advance, 
  note any gained skills from that advancement.
  8. Roll on the Mustering-Out Table if you’re leaving this career. 
  Choose Cash or Benef ts and proceed to STEP G if this is your f nal 
  career before beginning play. If you’re not leaving the career, store 
  up your Mustering-Out roll for this term and proceed to STEP F.
  STEP G: CHOOSE A THEME
   
  Choose a T eme like you normally would during character 
  creation and apply the modif ers. If using f at advancement, theme 
  abilities are parts of character advancement that can be increased 
  as others, but theme increases should be applied to every party 
  member at the same time when they occur.
  STEP H: BUY STUFF
  Time to buy what you want.
  STEP I: FINAL STEPS
  With the GM and other players involved, f nalize any enemies, 
  allies, rivals, and contacts. Generally speaking, everyone working 
  together as a group will help make the forthcoming game f ow 
  better and be more-closely tied to the histories of each player.
  DEFINITION OF TERMS
  Advancement, Social Ranks, and Benef ts: You start at Social 
  Rank 0 in your career.  Each career has an advancement roll. If you 
  make a successful Advancement roll, then you move to the next 
  Social Rank and gain any benef ts listed for your new Social Rank, 
  which may including an all-important Resolve Point. You may only 
  attempt to advance once per term. 
   
  If your result of your advanced check is equal to or less than 
  the number of terms you have spent in this career you cannot 
  continue in this career af er this term. Either your services are no 
  longer required, or you are simply bored and want a new challenge.
  Beginning Age and Term Length: You begin your f rst career at 
  the age of maturity for your race. Each term lasts for 4 years.
  Checks or Tests: At many points during a career, a character will 
  have to make a test of some sort. Most of these tests are ability 
  or skill checks, but some will be saving throws or even melee or 
  ranged attack rolls. For these tests just roll a 1d20 and add the 
  appropriate modif ers as you normally would.
  Commendation or Award: A character who earns a commendation 
  or an award gains access to additional skills due their commendable 
  performance on the commendation skills table.
  Contacts, Allies, Rivals, and Enemies: As you create your 
  character contacts, allies, rivals or enemies may be gained. T ese 
  four dif erent terms describe the friends or foes the character made 
  in careers prior to the game.
  Contacts: Contacts are people you have dealt with in the past 
  who have a positive view of you. Contacts typically have useful 
  skills or inf uential positions that can be used to your benef t. 
  Contacts have a positive view, but not as positive as allies.
  
  — 5 —
  Allies: Allies are contacts that have a very positive view of you 
  and who will go out of their way to assist you in your goals. T e 
  level of assistance is up to the GM, but allies are strong friends.
  Rivals: Rivals are the negative version of contacts. Rivals have a 
  negative view of you and will try to thwart your goals. Rivals work 
  for your humiliation or moderate f scal loss. Rivals are great for 
  short-term villains working against the players.
  Enemies: Worse than rivals, enemies truly loath you and work 
  for your imprisonment, bankruptcy, or even death. Enemies may 
  even actively you if they have the ability to do so. A GM should feel 
  free to turn enemies into long-term villains if so desired.
  Drif ers and Impressment: You may attempt to enlist in one career 
  each term if you are not continuing on in an existing career. If you 
  fail to achieve a new career, you have two options. You may be 
  Impressed and be randomly sent to one of the military services or 
  you may spend that term travelling as a Drif er without a career or 
  purpose. A character may only be Impressed once, but you can be 
  Impressed back into a career from which you were ejected.
  Early Training: For your f rst term in a career only, you get all the 
  skills or abilities listed in the Service Knowledge table at rank 1 (for 
  skills) as your early training.
  Events: If you are still in your career af er resolving the survival 
  roll, roll on the events table to see what interesting things befall 
  you this term. Some events give a bonus to rolls or give automatic 
  advancement.
  1d6
  Career (specialty)
  1
  Sailor (aviation)
  2
  Soldier (infantry)
  3
  Sailor (aviation)
  4
  Soldier (guard)
  5
  Sailor (aviation)
  6
  Soldier (infantry)
  Impressment Table
  Life Events Table
  3d6
  Life Events
  3
  Disease: You contract a deadly disease. Do you live through it? Roll on the injury table.
  4
  Addicted: You acquire an addiction to a magic powder. Any cash Mustering-Out rolls are reduced by 1 point. You can try to quit 
  during play: roll once per month and succeed on a DC 22 Will save. During play, temporarily reduce your Int by 1 as long as 
  you’re still using the substance and reduce all your physical characteristics by 3 if you fail to dose at least once a week. Your f x 
  costs 40 credits a month and increases by 10 credits for every successive month of use once play begins.
  5
  Arrested: You are arrested for a crime you did not commit. Apply a -2 penalty to one Mustering-Out roll and gain a Contact.
  6
  Birth: Someone close to you gives birth. If playing a male character, succeed on a DC 6 Charisma check or you’re the father.
  7
  Don’t Drink the Water: You drink a non-human’s drink on accident: gain +1 to two abilities and -1 to another.
  8
  Secrets: You gain a secret. Roll the following three checks to determine what type of secret. If you succeed in all three checks; gain 
  +1 Cha. 1st check: succeed on a DC 10 Charisma check to avoid it being socially distasteful. 2nd check: succeed on a DC 10 Will 
  save to avoid it being criminal. 3rd check: succeed on a DC 10 Fort save to avoid it being related to magic in some manner. If you 
  fail multiple times, mix the results to create your secret. 
  9
  Fortune’s a Fickle Bitch: Fortune turns her dull-gray eyes upon you. Any prior negative (such as an injury or mishap) from any of 
  your prior terms is removed. If you have no negatives, you gain one (roll a mishap).
  10
  Magic Item: During your term, you stumble upon an unclaimed magic item worth up to 5,000 credits and claim it as your own. 
  You get away with it free-and-clear if you succeed on a DC 10 Charisma check, but if you fail, gain an Enemy. 
  11
  Lucky Dice: You have a long streak of luck with the dice. +2 bonus to one Mustering-Out Cash roll. If you have Profession 
  (gambler) it’s +3 to that roll instead.
  12
  Death: Someone close to you dies.  Succeed on a DC 6 Fort save or it’s you.
  13
  Slayer: You f ght the good f ght and are the last one standing at the end of a terrible, sudden combat. Gain +1 BAB. If you are a 
  soldier or a sailor, you are commended.
  14
  Contact: You gain a new contact.
  15
  Old Ones: You catch a brief glimpse of something that should remain unseen. Reduce your Wis by 1, but increase your Int by 2.
  16
  Rival: You gain a new Rival.
  17
  A Foreign Table: You feast at the table of a clan of non-humans. T ey drug you and you’ve forgotten everything af er the f rst taste, 
  but you are certain that they put something inside of you… and its still there.
  18
  Touch the Hand of God: Encounter a Divine Being. Gain +1 to any one ability. If you decide to worship the Being, gain +2.
  Injury Table
  1d6
  Injury
  1
  Killed.
  2
  Severely injured. Reduce one ability by 1d6.
  3
  Missing eye or limb. Reduce Strength and Dexterity by 1.
  4
  Scarred. You are injured and scarred. Reduce Strength, Dexterity, 
  or Constitution by 1.
  5
  Injured. Reduce any ability by 1.
  6
  Lightly injured. No permanent ef ect. 
  
  — 6 —
  Injuries: Characters that are wounded in combat or by accident 
  during character creation must roll on the Injury table. If any 
  physical characteristic is reduced to 0, the character dies.
  Life Events: If you roll a Life Event on the Events table for your 
  career, roll 3d6 on the Life Events table above.
  Mustering-Out: When you leave a career for any reason, you gain 
  material rewards from that career. T ere are two tables – Cash 
  and Benef ts. You get one Mustering-Out roll per full term served. 
  Leaving due to an injury means you lose the roll for that term, but 
  not previous full terms in that career. If you have the Bluf  skill, add 
  +1 to your cash rolls, and if you have the Diplomacy skill, add a +1 
  bonus to your benef ts rolls.
   
  If you reached rank 1 or 2, you get an extra benef t roll when 
  leaving that service. If you reached rank 3 or 4, you get two extra 
  benef t rolls, and if you reached rank 5 or 6, you get three extra 
  benef t rolls and may apply a +1 to rolls on the Benef ts table that 
  you gain from that career. T ese extra rolls are only benef t rolls, 
  not cash rolls.
   
  Cash or benef ts are gained when a character leaves a career for 
  any reason other than failing a survival roll. A character with the 
  Profession (gambler) skill at rank 3 or better gets a +1 bonus to all 
  rolls on the Cash table.
  Cash: You roll on the table and get the indicated amount of 
  credits.
  Benef ts: When you leave a career in good standing, you may 
  keep various pieces of equipment, passage on a starship, or even 
  build points for a starship.
  Ally: You gain an ally.
  Contact: You gain a contact.
  Crew Passage: By calling in a favor, you can gain one free 
  crew passage from one system or planet to another. You work as a 
  member of the crew during the trip.
  High Passage: By calling in a favor, you can gain one free high 
  passage from one system or planet to another. You live an all-
  expenses-paid life during the trip.
  Private Passage: By calling in a favor, you can gain one free 
  private passage from on island to another. You travel as the friend 
  of the captain during the trip.
  Any Item (1k creds max value): You gain an item of any type 
  that doesn’t cost more than 1,000 credits. 
  Starship Build Points: You gain the indicated number of 
  starship build points. It’s expected that all the players will pool their 
  points together to purchase a starship.
  Qualif cation: What you need to roll to enter that career. If 
  you fail this check then you cannot enter your chosen career this 
  term. You must then submit to Impressment (see table below) 
  or the Drif er career for this term. You suf er a –1 penalty to 
  qualif cation rolls for each previous career you have entered (but 
  not for previous terms in the same career, obviously). Once you 
  leave a career you cannot return to it. Impressment and the Drif er 
  career are exceptions to this rule – you can be Impressed back into 
  a previous career from which you were ejected and the Drif er 
  career is always open.
  Skills and Training: Each career has tables associated with it 
  – Personal Development, Service Knowledge, Specialist Skills and 
  Advanced Education. In each term you spend in a career, pick two 
  of these tables and roll 1d6 to see which skill you increase. You may 
  only roll on Advanced Education if your character has the listed 
  qualif cation. You may only roll on the Commendation Skills if you 
  have received a commendation or award.
   
  Skills are listed without an associated level—you gain that skill 
  at rank 1 if you do not have it already, or you increase its rank by 
  one if you are already trained in that f eld.
  Survival: Each career has a survival roll. If you fail this roll, 
  roll on the mishaps table. T is mishap forces you to leave this 
  career unless stated otherwise. You lose the benef t roll for only the 
  current term if you are forced to leave.
  
  — 7 —
  
  — 8 —
  DRIFTER
  Everyone’s got a hard-luck story they’re ready to tell at the drop of a hat. 
  Everyone’s been down and out — unsure of what to do and how to do it.
  Qualif cation: Automatic, Per Term Gain: 3 + Con modif er SP, 3 HP
  Assignment: Choose one of the below:
  • Native: You spend the term living among a basic people, learning their skills 
  and ways.
  • Traveler: You wandered about, on individual planets as well as between 
  planet, calling no particular planet home.
  • Scavenger: You are stuck in a large metropolis, low on money and unable to 
  reach friends. Life is hard. 
  Note: Unlike other carreers, a Drif ers have no Commendation Skills table. No 
  one gives awards to people like you.
  Assignment
  Survival
  Advancement
  Native
  Cha DC 9
  Wis DC 8
  Traveler
  Int DC 9
  Cha DC 8
  Scavenger
  Con DC 9
  Str DC 8
  Roll
  Personal Development
  Service Knowledge
  Advanced Education 
  (Minimum Int 8)
  1
  +1 Str
  Envoy Armor & 
  Weapon Prof ciency
  Culture
  2
  +1 Dex
  +2 FORT
  Stealth
  3
  +1 Cha
  +2 REF
  Perception
  4
  +1 Int
  +2 WILL
  Bluf 
  5
  +1 Wis
  Survival
  Diplomacy
  6
  +2 Con
  +1BAB
  Athletics
  Roll
  Assignment: Native
  Assignment: Traveler
  Assignment: Scavenger
  1
  Culture
  Culture
  Culture
  2
  Survival
  Bluf 
  Survival
  3
  Stealth
  Sense Motive
  +1 Con
  4
  Perception
  Athletics
  Intimidate
  5
  Athletics
  Diplomacy
  Bluf 
  6
  Mysticism
  Perception
  Sense Motive
  Skills & Training
  Rank
  Title
  Skill or Benef t
  0
  Vagrant
  1
  Hobo
  Stealth
  2
  Vagabond
  Bluf , +1RP
  3
  Wanderer
  +1 BAB
  4
  Wayfarer
  +1 BAB
  5
  Nomad
  Survival
  6
  Loner
  +1 BAB
  Rank & Benef ts
  Roll
  Cash
  Benef ts
  1
  50 credits
  5 Starship Build Points
  2
  100 credits
  Crew Passage
  3
  150 credits
  Any Item (1k creds max value)
  4
  200 credits
  Ally
  5
  250 credits
  +1 Cha
  6
  300 credits
  +1 Con
  7
  500 credits
  10-20 Starship Build Points
  Mustering-Out
  Career Progress
  1d6
  Mishap
  1
  You get in over your head and are severely injured. (T is is the same as a result of 2 on the Injury table.)
  2
  You f nd yourself doing demeaning, but legal, things to survive. Gain a Rival.
  3
  You f nd a cache of ancient treasure hidden where no one thought to look and foolishly fail to keep your mouth shut. T e 
  discovery leads to a great row between the religious and non-religious in the nearby community who both claim it as theirs. 
  Succeed on a DC 12 Diplomacy check to avoid rolling 1d6+1 on the injury table.
  4
  You spend a draining and strange week surrounded by talking trees. By the Gods, you don’t remember how you got there, 
  how you got back, and what you did wherever you were, but you’re certain it means something important. Lose 1 point of 
  Wisdom.
  5
  You enter into an arrangement with some non-humans, but misunderstand their desires and end up beaten and bruised as 
  you fail to uphold your end of the bargain. Gain a non-human Enemy.
  6
  Injured. Roll on the Injury table.
  Mishaps
  
  — 9 —
  2d6
  Events
  2
  Disaster! Roll on the mishap table, but you are not ejected from this career.
  3
  Although accustomed to desperate situations, you encounter one beyond normal - grim, gritty, and brutal. Roll to hit AC 
  12 in melee combat to avoid rolling on the injury table. If successful, gain an Ally and a free Cash roll (1d6-3, treat lower 
  than 1 as 1)
  4
  Nothing happens. Well, nothing seems to happen. Gain a random 0-level spell mystic spell as a supernatural ability usable 
  once per day. 
  5
  You hit a bit of luck. Gain a +1 bonus to any one Mustering-Out roll.
  6
  You befriend a holy person who is living far below her rank. She teaches you a skill before dying. Gain one level of mystic 
  spell casting ability. Also gain Mysticism.
  7
  Life Event. Roll on the Life Events table.
  8
  You act as a go-between between two parties whom wish none to know of their contact. Gain one of Dipmomacy, Bluf , 
  Intimidate, or Stealth.
  9
  You stumble upon an injured woman. Succeed on a DC 15 Medicine check to prevent her dying. If you succeed, gain +2 
  bonus to any one Muster-Out roll. If you fail, gain an Item (5k cred maximum) and an Enemy.
  10
  You camp out in an ancient burial ground, angering the restless dead within. Roll to hit AC 12 in melee combat to avoid an 
  injury. Gain one point of Constituion. 
  11
  You save the life of a local bigwig. Either gain +1 Cha, or take a +4 bonus to your next Advancement roll.
  12
  Times are tough, but you’re tougher. Gain a +4 bonus on your next roll to qualify for a new career.
  Events
  
  — 10 —
  DWEOMERCRAEFTER
  Mustering-Out
  Career Progress
  Mishaps
  Magic powers reality and you can tap into that power. 
  Qualif cations: Qualif cation: Wisdom (key ability score) DC 8, –1 penalty 
  for every previous career. Per Term Gain: 3 + Con modif er SP, 3 HP
  • Priest: You pray to the divine and channel their power through you.
  • Mastermind: You alter reality by force of will.
  • Shaman: You connect to the links between ecosystems and solar 
  systems.
  Assignment
  Survival
  Advancement
  Priest
  Con DC 6
  Wis DC 8
  Mastermind
  Con DC 8
  Cha DC 9
  Shaman
  Con DC 7
  Wis DC 9
  Roll
  Cash
  Benef ts
  1
  200 credits
  5 Starship Build Points
  2
  300 credits
  Any Item (1k creds max value)
  3
  400 credits
  +1 Wis
  4
  500 credits
  +1 Con
  5
  600 credits
  Ally
  6
  700 credits
  High Passage
  7
  1,000 credits
  20 Starship Build Points
  1d6
  Mishap
  1
  Severely injured in action. (T is is the same as a result of 2 on the Injury table.)
  2
  Something there is that does not want you alive and healthy. Something that resides within you. When you sleep, succeed on 
  a DC 10 Fort save to avoid taking 1 point of Constitution damage from the insubstantial and amorphous shadow that dwells 
  within. Once a month, succeed on a DC 14 Fort save to avoid the black touch instead of the normal DC10.
  3
  You accidentally contact a long-dead spirit and it temporarily possesses you. During the possession, you commit a terrible 
  crime, but you manage to push out the spirit and f ee the scene before being caught. You gain 2 Enemies: one of the family you 
  wronged and one of the spirit that still haunts this earth, searching for you.
  4
  Something terrible happens during the casting of spell, backf ring the magical energy upon you. Unfortunately, your failure was 
  witnessed by many people. Gain a rival.
  5
  You get caught in the middle of a massive peasant revolt and subsequent Reign of Terror. You manage to get out with your life, 
  but you take a -1 penalty to every Mustering-Out roll for this career.
  6
  Injured. Roll on the Injury table.
  Rank & Benef ts
  Roll
  Assignment: Priest
  Assignment: Mastermind
  Assignment: Shaman
  1
  Culture
  Bluf 
  Piloting
  2
  Mysticism
  Intimidate
  Life Science
  3
  Sense Motive
  Culture
  Survival
  4
  +1 Wis
  Diplomacy
  Perception
  5
  Perception
  Mysticism
  Stealth
  6
  Medicine
  Contact
  Sense Motive
  Rank
  Title
  Skill or Benef t
  0
  Apprentice
  1
  Novice
  Culture
  2
  Initiate
  Diplomacy, +1 RP
  3
  Monk
  Sense Motive
  4
  Senior 
  Monk
  Perception
  5
  Prior
  Intimidate
  6
  Abbot
  Mysticism
  Skills & Training
  Roll
  Personal 
  Development
  Service Knowledge
  Advanced Ed. 
  (Minimum Int 8)
  Commendation 
  Skills
  1
  +1 Cha
  Mystic Armor & Weapon 
  Prof ciency
  Diplomacy
  Intimidate
  2
  +1 Con
  +2 WILL
  Culture
  Mysticism
  3
  +1 Wis
  Mysticism
  Medicine
  Bluf 
  4
  +1 Int
  Sense Motive
  Sense Motive
  Life Science
  5
  Mysticism
  Perception
  Intimidate
  Perception
  6
  Culture
  Connection, connection power, 
  connection spell, healing touch
  Life Science
  Sense Motive
  
  — 11 —
  2d6
  Events
  2
  Disaster! Roll on the mishap table, but you are not ejected from this career.
  3
  You’re taken by one particular type of Art. Gain Profession (any type of artist). Additionally, if you have another term in this 
  career, succeed on a DC 14 Profession (any type of artist) save during that next term. If you succeed, you’ve unlocked a new 
  connection between art and magic and gain one level of mystic spell casting ability.
  4
  You f nd a lucrative way to practice your dweomercraef . Gain +2 bonus to one Cash Mustering-Out roll. 
  5
  You present a lecture concerning magical theory before a conclave of peers. You’re commended and gain 1d3 contacts.
  6
  You have a vivid and powerful dream in which you gain new understanding. Succeed on a DC 14 Mysticism skill check to 
  increase another skill you already possess.
  7
  Life Event. Roll on the Life Events table.
  8
  You make a pact with a non-human spell caster who covertly provides you knowledge concerning the race’s magic in exchange 
  for a service to him in the future. Gain Culture (that particular race), and a Contact to which you’re indebted.
  9
  You gain a mentor who pushes you to new heights. Gain gain one level of mystic spell casting ability.
  10
  During a long day of mediation and magic, you stumble with your f nal worlds. A bright f ash of nacreous light f lls the area. 
  You wake up to f nd your eyes absorbed the light and now radiate a sof  glow of a similar color (as bright as a candle). Your 
  vision is in no way reduced and now you’re never in the dark. Also, any light-based magic you use is done so at a +1 to all 
  variables (your DCs are increased by +1, your duration, range, and damage is increased +1, etc.)
  11
  An inf uential noble takes interest in you, inviting you into her social circles. Either gain +1 Cha or a +4 bonus to your next 
  Advancement roll. 
  12
  Af er weeks of intense study and contemplation, your knowledge grows. You are automatically promoted.
  Events
  
  — 12 —
  ENTERTAINER
  Mustering-Out
  Career Progress
  Mishaps
  Every culture in the world has entertainers, bringing joy and moral 
  education to their audience.
  Qualif cation: Charisma (key ability score) DC 8, –1 penalty for 
  every previous career. Per Term Gain: 3 + Con modif er SP, 3 HP
  • Artist: You create art, such as painting, sculpture, or literature.
  • Performer: You perform, dancing, singing, and charming 
  your way through society.
  • Spy: You travel the stars posing as an entertainer, performing 
  from planet to planet. You’re actually gathering information 
  for a powerful merchant consortium, crime syndicate, 
  government, or noble house.
  Assignment
  Survival
  Advancement
  Artist
  Con DC 6
  Cha DC 10
  Performer
  Con DC 6
  Cha DC 10
  Spy
  Wis DC 8
  Cha DC 8
  Roll
  Cash
  Benef ts
  1
  400 credits
  5 Starship Build Points
  2
  600 credits
  +1 Dex
  3
  800 credits
  +1 Int
  4
  1,000 credits
  Any Item (1k creds max value)
  5
  1,500 credits
  Contact
  6
  2,000 credits
  Private Passage
  7
  3,000 credits
  10-40 Starship Build Points
  1d6
  Mishap
  1
  Severely injured in action. (T is is the same as a result of 2 on the Injury table.)
  2
  Af er three lovers in three days (a new personal best) the fourth is a bit peeved and decides to put you out to pasture. Roll to hit AC 12 in melee 
  combat or succeed on a DC 16 Bluf  skill check to escape uninjured. 
  3
  You acquire a wealthy patron who’s always robed and hooded. During one of your many midnight meetings, you detect a distinctive serpentine 
  continence to your patron in a mirror. Succeed on a DC 12 Bluf   skill check and the patron does not notice your observation. If you fail, you 
  can either Roll to hit AC 12 in melee combat or succeed on a DC 14 Bluf  skill check. If you fail, you wake up with a massive headache and 
  you’re certain something has been done to you. Something terrible.
  4
  You hit a creative brick wall and realize that art is not for you. Lose your Mustering-Out roll for this term and become a Drif er. If you are a 
  Spy, you may choose another career as normal.
  5
  You work for several years on your greatest project, but its reception is far from expected. You cause a riot and barely escape with your life. 
  You’re declared an anarchist and a wanted criminal. It’s time for a name change and a new career. Lose your Mustering-Out roll for this term.
  6
  Injured. Roll on the Injury table.
  Rank & Benef ts
  Roll
  Assignment: Artist
  Assignment: Performer
  Assignment: Spy
  1
  Bluf 
  Bluf 
  Bluf 
  2
  Contact
  Contact
  Intimidate
  3
  Intimidate
  Culture
  Sense Motive
  4
  +1 Cha
  Disguise
  Perception
  5
  Perception
  +1 Cha
  Stealth
  6
  Profession (Cha-based)
  Profession (Cha-based)
  +1 BAB
  Rank
  Title
  Skill or Benef t
  0
  Dreamer
  1
  Amateur
  Contact
  2
  Professional
  Bluf , +1 RP
  3
  Artist
  Diplomacy
  4
  Rising Star
  Sense Motive
  5
  Minor Star
  Perception
  6
  Famous
  Intimidate
  Skills & Training
  Roll
  Personal 
  Development
  Service Knowledge
  Advanced Education 
  (Minimum Int 8)
  Commendation 
  Skills
  1
  +1 Wis
  Envoy Armor & 
  Weapon Prof ciency
  Computers
  Intimidate
  2
  +1 Con
  +2 WILL
  Culture
  Culture
  3
  +1 Cha
  +2 REF
  Contact
  Contact
  4
  +1 Int
  Bluf 
  Diplomacy
  Perception
  5
  Bluf 
  Profession (Cha-based)
  Intimidate
  Sense Motive
  6
  Contact
  Envoy improvisation, 
  expertise (1d6), skill 
  expertise
  Athletics
  Bluf 
  
  — 13 —
  Events
  2d6
  Events
  2
  Disaster! Roll on the mishap table, but you are not ejected from this career.
  3
  You’re approached by a criminal organization that wants to steal some paintings or sculptures. If you’re a painter or sculptor, 
  they’re willing to steal yours and hand them back over to you as long as you insure them through a “recalcitrant” moneylender 
  who’s refusing to acquiesce to the gang’s demands. If you’re not a painter or sculptor, they request your social contacts to 
  perform their heist. If you accept, suceed on a DC 14 Bluf  skill check to gain a +3 bonus on one Cash Mustering-Out roll. If you 
  decline (or you fail your Bluf  check) you gain an Enemy.
  4
  A rich patron loves your work. Gain +2 bonus to one Cash Mustering-Out roll and a commendation.
  5
  You have a great run and can tell you’re improving. Gain two ranks in Profession (Cha-based).
  6
  Af er a particularly f ne performance or display, you f nd yourself sleeping for ten or twelve hours per day. In your sleep, you 
  repeatedly perform the same actions over an over to a tune you can’t quite remember upon awaking. Gain one level of mystic 
  spell casting ability. Also gain Mysticism.
  7
  Life Event. Roll on the Life Events table.
  8
  One of your works gains notoriety among a major non-human race — apparently it means something quite dif erent to them 
  than to your normal audience and is viewed as an inspired piece of art. Gain +1 Cha.
  9
  You travel extensively performing or supporting your work. You’re well-received and gain 1d3 contacts.
  10
  You are contacted by a spy. If you are a spy, you receive additional training to perform your mission. Gain Sense Motive or +1 
  Cha. If you are not a spy, you have the opportunity to become a Spy next term without having to roll to change careers and 
  without starting over in rank. You also gain a Contact. 
  11
  T ough happenstance, you end up teaching others your craf  and expand your normal repertoire of abilities through interacting 
  with the local artists in a dif erent f eld. Gain a Contact and a +4 bonus to your next Advancement roll. 
  12
  You create or perform a work that will be remembered. You are automatically promoted and commended.
  
  — 14 —
  MERCHANT
  Mustering-Out
  Career Progress
  Assignment
  Survival
  Advancement
  Broker
  Con DC 6
  Wis DC 8
  Trader
  Con DC 8
  Wis DC 8
  Closer
  Con DC 7
  Cha DC 8
  Trade is the lifeblood of every society.
  Qualif cation: Wisdom (key ability score) DC 8, –1 penalty for 
  every previous career. Per Term Gain: 3 + Con modif er SP, 3 HP
  • Broker: You work in a port, selling and buying goods, 
  employed by the port authority, a merchant consortium, or a 
  powerful government.
  • Trader: You serve on an independent starship, tramp trading 
  through the vastness of space.
  • Closer: You are a special sales agent for an organization, 
  government, merchant consortium. You solve … problems.
  1d6
  Mishap
  1
  Severely injured in action. (T is is the same as a result of 2 on the Injury table.)
  2
  A crate of valuable ancient pottery falls on your head. Reduce your Intelligence by 1. You’re kicked out because it 
  was your own damn fault.
  3
  You run afoul of smugglers and make a bad decision in a tight spot. Gain a +3 bonus to join Rogues (pirate) for 
  your next career, otherwise you must choose Drif er.
  4
  You go tits-up, lose all your money, and your Mustering-Out roll for this term.
  5
  You make a bargain with a mysterious being that proves all glitter and no gold. Lose your Mustering-Out roll and 
  gain a dangerous and unusual creature as an Enemy. 
  6
  Injured. Roll on the Injury table.
  Mishaps
  Roll
  Cash
  Benef ts
  1
  600 credits
  Private Passage
  2
  800 credits
  +1 Wis
  3
  1,000 credits
  +1 Cha
  4
  2,000 credits
  Any Item (1k creds max value)
  5
  3,000 credits
  10 Starship Build Points
  6
  4,000 credits
  20 Starship Build Points
  7
  6,000 credits
  55 Starship Build Points
  Rank & Benef ts
  Roll
  Assignment: Broker
  Assignment: Trader
  Assignment: Closer
  1
  Bluf 
  Bluf 
  Bluf 
  2
  Piloting
  Piloting
  Intimidate
  3
  Intimidate
  Culture
  Sense Motive
  4
  +1 Cha
  Disguise
  Perception
  5
  Sense Motive
  Stealth
  Stealth
  6
  Athletics
  +1 BAB
  Sense Motive
  Rank
  Title
  Skill or Benef t
  0
  Merchant
  1
  Supervisor
  Bluf 
  2
  Manager
  Diplomacy, +1 RP
  3
  Director
  Sense Motive
  4
  President
  Perception
  5
  CEO
  Intimidate
  6
  Chairman
  Intimidate
  Skills & Training
  Roll
  Personal 
  Development
  Service Knowledge
  Advanced Education 
  (Minimum Int 8)
  Commendation 
  Skills
  1
  +1 Wis
  Envoy Armor & 
  Weapon Prof ciency
  Computers
  Intimidate
  2
  +1 Con
  +2 WILL
  Culture
  Culture
  3
  +1 Wis
  Bluf 
  Medicine
  Piloting
  4
  +1 Int
  Sense Motive
  Diplomacy
  Perception
  5
  Bluf 
  Perception
  Intimidate
  Sense Motive
  6
  Perception
  Profession 
  (merchant)
  Athletics
  Bluf 
  
  — 15 —
  2d6
  Events
  2
  Disaster! Roll on the mishap table, but you are not ejected from this career.
  3
  Someone in your trading group is leaking information to other merchants. You know the source and can squeeze 
  him for some baksheesh (+2 bonus on one Mustering-Out roll) gaining a Rival in the process or reveal him to your 
  organization (+1 Cha) and gain an Enemy. 
  4
  You spend a month experiencing terrible nightmares. Gain one level of mystic spell casting ability. Also gain 
  Mysticism.
  5
  It seems as if everything you touch turns golden. You’re commended and gain a +1 bonus to any one Mustering-
  Out roll.
  6
  You trade extensively in livestock. Gain Profession (livestock trader) and an appreciation for bathing.
  7
  Life Event. Roll on the Life Events table.
  8
  You have several years of extensive trading contact with a non-human race. You draw the attention of one of their 
  youths who takes an interest in you. Gain a Contact and Culture.
  9
  You perform admirably and are of ered some unusual extra training. Gain one of +1 BAB, +2 FORT, or Primary 
  Fighting Style and Technique.
  10
  A normal day turns dif  cult in the blink of an eye. Roll to hit AC 12 in melee combat. If you succeed, gain a Rival 
  and and +2 bonus to a Cash roll. If you fail, succeed on a DC 12 Fort save or roll 1d6+2 on the Injury table.
  11
  Your superior makes you a supervisor. Gain +1 Cha and a +4 bonus to your next Advancement roll. 
  12
  You discover a misplaced shipment that could have bankrupted your organization. You are commended and 
  automatically promoted.
  Events
  
  — 16 —
  ROGUE
  Rank & Benef ts
  Mustering-Out
  Career Progress
  Mishaps
  Assignment
  Survival
  Advancement
  Pirate
  Con DC 8
  Wis DC 8
  T ief
  Wis DC 8
  Dex DC 8
  T ug
  Wis DC 8
  Cha DC 8
  Roll
  Cash
  Benef ts
  1
  400 credits
  5 Starship Build Points
  2
  600 credits
  +1 Dex
  3
  800 credits
  +1 Int
  4
  1,000 credits
  Any Item (1k creds max value)
  5
  2,000 credits
  10 Starship Build Points
  6
  3,000 credits
  Private Passage
  7
  5,000 credits
  40 Starship Build Points
  Roll
  Assignment: Pirate
  Assignment: T ief
  Assignment: T ug
  1
  Bluf 
  Perception
  Athletics
  2
  Piloting
  Bluf 
  Intimidate
  3
  Culture
  Culture
  +1 Str
  4
  +1 Cha
  Disguise
  +1 Con
  5
  Sense Motive
  Stealth
  Stealth
  6
  Acrobatics
  +1 Dex
  Sense Motive
  Rank
  Title
  Skill or Benef t
  0
  Rogue
  1
  Miscreant
  Stealth
  2
  Crook
  Acrobatics, +1 RP
  3
  Scalawag
  Bluf 
  4
  Outlaw
  Perception, +1 RP
  5
  Scoundrel
  Sense Motive
  6
  Boss
  Profession 
  (merchant)
  1d6
  Mishap
  1
  Severely injured in action. (T is is the same as a result of 2 on the Injury table.)
  2
  You got sloppy and get caught. Lose your Mustering-Out roll and get draf ed (Impressed) for your next term. If you don’t like 
  that, you may roll a Bluf  or Diplomacy DC 12 skill check. If you fail, you hang by your neck until dead. If you make the roll, 
  you lose a single Mustering-Out roll, but you may continue in your career. Whew!
  3
  Words turn ugly and blades are drawn. Hit AC 13 with a melee attack or suf er an injury.
  4
  T e going gets tough. Succeed on a DC 12 Perception check to see if you know when to get going. If you fail, lose your 
  Mustering-Out roll for this term.
  5
  You fall in love but it turns out to be a set-up. Your next term is spent as a Drif er.  
  6
  Injured. Roll on the Injury table.
  T e easiest way to get something is to take it from someone else.
  Qualif cation: Dexterity (key ability score) DC 8, –1 penalty for 
  every previous career. Per Term Gain: 3 + Con modif er SP, 3 HP
  Assignments: Choose one of the following:
  • Pirate: You make your living attacking other startships in the 
  vastness of space.
  • T ief: T e urban lure leads you into a life of thef  on the streets.
  • T ug: Everyone needs hired muscle: especially criminals.
  Skills & Training
  Roll
  Personal 
  Development
  Service Knowledge
  Advanced Education 
  (Minimum Int 8)
  Commendation 
  Skills
  1
  +1 Dex
  Operative Armor & 
  Weapon Prof ciency
  Acrobatics
  Intimidate
  2
  +1 Con
  Bluf 
  Slight of Hand
  +1 BAB
  3
  +1 Int
  +2 REF
  +1 BAB
  Piloting
  4
  +1 Wis
  +2 WILL
  Stealth
  Feat
  5
  +1 Cha
  Stealth
  Sense Motive
  Computers
  6
  Perception
  Operative’s edge +1, 
  specialization, trick 
  attack +1d4
  Disguise
  Diplomacy
  
  — 17 —
  Events
  2d6
  Events
  2
  Disaster! Roll on the mishap table, but you are not ejected from this career.
  3
  You f nd that you don’t really have the stomach to last with the group you’ve found yourself among. You use their friendship 
  against them, however, and hit them where it hurts before leaving to a new career. Gain a free Mustering-Out Cash roll. If you 
  succeed on a DC 14 Bluf  check, they don’t know it was you. If you fail, gain an Enemy.  
  4
  T ings are surprisingly slow and routine.  During the lull, you pick up 1 rank of either Culture, Life Science, Physical Science, 
  or Mysticism.
  5
  You spend several months planning a crime that stretches all involved to their limits. Gain one of Acrobatics, Athletics, Bluf , 
  or Diplomacy.
  6
  You discover some of your associates have been selling slaves to cannibals. If you bust them you gain +1 Cha, if you demand a 
  cut of the action roll a DC 12 Intimidate check. If you’re successful gain a +2 bonus to any one Mustering-Out roll. If you fail 
  your Intimidate attempt, succeed on a DC 14 Bluf  check or end up on a plate yourself.
  7
  Life Event. Roll on the Life Events table.
  8
  You f nd yourself surrounded by a small gang of non-human criminals. By chance or fate, you f t in so well they accept you as 
  one of theirs. Gain Culture (theirs) and an Ally.
  9
  You make a big score and fund some education outside your normal scope. Gain one of Diplomacy, Life Science, Medicine, or 
  Physical Science.
  10
  T at wasn’t vodka. Gain a random 0-level spell mystic spell as a supernatural ability usable once per day.
  11
  You draw the favorable attention of a powerful crime syndicate. You can move to them and gain a +4 bonus to your next 
  Advancement roll and a +1 bonus on one Mustering-Out roll, but if you do, you gain an Enemy of one of your old associates. 
  12
  You pull of  quite the heist. You are automatically promoted.
  
  — 18 —
  SAILOR
  Mustering-Out
  Career Progress
  Mishaps
  T e lure of the sea has always been strong, but the lure of space is 
  even stronger. Now that civilization f ourishes between the stars, 
  maintaining that civilization against the continual barrage of 
  enemies demands a strong military force.
  Qualif cation: Strength (key ability score) DC 8, –1 penalty for 
  every previous career. Per Term Gain: 4 + Con modif er SP, 4 HP
  • Administration: Functional navies require vast amount of 
  organization and that’s what you do. “T e line between disorder 
  and order lies in logistics…” - Sun Tzu
  • Aviation: You work among the interceptors and f ghters on a 
  capital ship.
  • Machinist: You’re trained to deal with the technical aspects of 
  capital ships; journeys in the vast darkness of space rely upon 
  your knowledge.
  Assignment
  Survival
  Advancement
  Administration
  Con DC 6
  Cha DC 8
  Aviation
  Wis DC 6
  Int DC 8
  Machinist
  Int DC 8
  Int DC 8
  Roll
  Cash
  Benef ts
  1
  200 credits
  Any Item (1k creds max value)
  2
  300 credits
  +1 Con
  3
  400 credits
  5 Starship Build Points
  4
  500 credits
  Crew Passage
  5
  600 credits
  Any Item (1k creds max value)
  6
  700 credits
  +1 Int
  7
  1,000 credits
  10-20 Starship Build Points
  1d6
  Mishap
  1
  Severely injured in action. (T is is the same as a result of 2 on the Injury table.)
  2
  You f nd yourself with a lot of spare time and take up Gambling. Gain Profession (gambler). Succeed on a Profession (gambler) 
  DC 12 skill check or lose your Mustering-Out roll for this term. If you win, add a +1 bonus.
  3
  You are contacted by an enemy promising you wealth and a higher position in their navy. You report the contact, but the stain 
  doesn’t leave and you’re discharged. You keep your Mustering-Out roll, however. Lucky you.
  4
  You swear that you’ve got the most hard-nosed, pain-in-the-ass commander ever. He’s convinced that you’re a worthless hold 
  rat and, unfortunately, he’s right. It’s not four weeks before you screw up so badly that three people die. Say goodbye to the Navy, 
  sailor. If this is your f rst term in the Navy, Succeed on a DC 12 Ref ex save to avoid rolling on the injury table as well.
  5
  You contract the plague. You are dropped of  at the nearest starbase as fear sweeps through your ship. Fortunately, you didn’t 
  really have the plague. You get a long vacation, but you lose your Mustering-Out roll for this term.
  6
  Injured. Roll on the Injury table.
  Skills & Training
  Social Rank & Benef ts
  Roll
  Personal 
  Development
  Service Knowledge
  Advanced Education 
  (Minimum Int 8)
  Commendation 
  Skills
  1
  +1 Wis
  Soldier Armor & 
  Weapon Prof ciency
  Engineering
  Intimidate
  2
  +1 Dex
  +1 BAB
  Medicine
  +1 BAB
  3
  +1 Con
  +2 FORT
  Piloting
  Computers
  4
  +1 Int
  +2 WILL
  Computers
  Engineering
  5
  +1 Cha
  Athletics
  Survival
  Piloting
  6
  Acrobatics
  Primary Fighting 
  Style and Technique
  Physical Science
  Diplomacy
  Roll
  Assignment: Admin
  Assignment: Aviation
  Assignment: Machinist
  1
  Athletics
  Piloting
  Perception
  2
  +1 BAB
  Engineering
  Engineering
  3
  Feat
  Feat
  Feat
  4
  +1 Str
  +1 BAB
  Sense Motive
  5
  Stealth
  +1 Wis
  Computers
  6
  Profession (manager)
  Profession (manager)
  Profession (gambler)
  Rank
  Title
  Skill or Benef t
  0
  Sailor
  1
  Starhand
  Computers
  2
  Warrant 
  Of  cer
  Engineering, +1 
  RP
  3
  Lieutenant
  Sense Motive
  4
  Commander
  Diplomacy
  5
  Captain
  Perception, +1 
  RP
  6
  Rear Admiral
  Diplomacy
  
  — 19 —
  Events
  2d6
  Events
  2
  Disaster! Roll on the mishap table, but you are not ejected from this career.
  3
  You ship is attacked and crippled in deep space. T e subsequent boarding action doesn’t go as the attackers planned due your 
  impressive leadership. You are commended and gain a +2 bonus on your next Survival roll.
  4
  You run down a large slaver ship and successfully board and capture. One of the slaves turns out to be a high priestess of a God 
  of Fertility. She says she sees something special in you and of ers to teach you to become receptive to the touch of magic on the 
  way back to a friendly port. Gain one level of mystic spell casting ability. Also gain Mysticism, and some bragging rights, if that’s 
  the way you lean.  
  5
  Your hard work and exemplary ef orts draw the positive attention of the ship’s captain. Gain a +1 bonus to any one Mustering-
  Out roll and a commendation.
  6
  Your ship is battered and beaten in a f erce combat with several pirate vessels. Gain one of Engineering, Pilot, or +1 BAB.
  7
  Life Event. Roll on the Life Events table.
  8
  Your ship runs through a green mist in deep space. Gain one point of Strength. 
  9
  You and your crewmates are captured through a truly deceptive plan. During transfer to the slave holding pens, an idea occurs 
  and you act upon it instantly. You give your mates a f ghting chance and win the day. You are commended and promoted.
  10
  Your orders are obvious to everyone but you. By some near-divine providence however, your subsequent screw up turns out to 
  look like a bit of truly inspired action. Good job, Sailor! Gain one of an automatic promotion or an Ally.
  11
  During an attack on an enemy port, your actions save the lives of hundreds of civilians. Gain a Contact among them, and either 
  gain +1 Cha, or take a +4 bonus to your next Advancement roll.
  12
  Your cool head saves the day. You are automatically promoted.
  
  — 20 —
  SCOUT
  Mustering-Out
  Career Progress
  Mishaps
  Scouts are one of the backbones of the starfaring peoples, conveying 
  important messages, surveying border islands, and exploring the 
  depths of the universe. T ey can be found at almost every port that 
  launches into the vast unknown.
  Qualif cation: Charisma (key ability score) DC 8, –1 penalty for 
  every previous career. Per Term Gain: 3 + Con modif er SP, 3 HP
  Assignments: Choose one of the following:
  • Courier: You serve as a message bearer for an important 
  patron (organization, government, merchant consortium).
  • Surveyor: You travel to border systems, assessing their worth 
  to your patron.
  • Explorer: You explore strange new systems, seeking out new 
  life and new civilizations. Boldly going…
  Assignment
  Survival
  Advancement
  Courier
  Wis DC 8
  Cha DC 8
  Survey
  Con DC 8
  Int DC 8
  Exploration
  Wis DC 8
  Cha DC 8
  Roll
  Cash
  Benef ts
  1
  200 credits
  5 Starship Build Points
  2
  300 credits
  Contact
  3
  400 credits
  Private Passage
  4
  500 credits
  Any Item (1k creds max value)
  5
  600 credits
  +1 Cha
  6
  700 credits
  Contact
  7
  1,000 credits
  55 Starship Build Points
  1d6
  Mishap
  1
  Severely injured in action. (T is is the same as a result of 2 on the Injury table.)
  2
  Psychologically scarred by your time in the scouts. Reduce your Intelligence or Wisdom by 1.
  3
  Your ship is damaged, and you have to trek your way, all the way, back. Gain 1d6 Contacts and 1d3 Enemies. 
  4
  You inadvertently cause a conf ict. Gain a Rival and Diplomacy. Oh well, you know better now...
  5
  You have no idea what happened to you—your ship was found abandoned and you unconscious.  You don’t have 
  to leave your career, so you got that going for you.
  6
  Injured. Roll on the Injury table.
  Rank & Benef ts
  Roll
  Assignment: Courier
  Assignment: Survey
  Assignment: Explorer
  1
  Bluf 
  Perception
  Athletics
  2
  Piloting
  Physical Science
  Intimidate
  3
  Culture
  Culture
  +1 Str
  4
  +1 Cha
  Athletics
  +1 Con
  5
  Sense Motive
  Diplomacy
  Life Science
  6
  Perception
  Survival
  Diplomacy
  Rank
  Title
  Skill or Benef t
  0
  Scout
  1
  Traveler
  Stealth
  2
  Outrider
  Athletics, +1 RP
  3
  Vanguard
  Bluf , +1 BAB
  4
  Pioneer
  Computers
  5
  Senior 
  Scout
  Sense Motive
  6
  Master 
  Scout
  Culture
  Skills & Training
  Roll
  Personal 
  Development
  Service Knowledge
  Advanced Education 
  (Minimum Int 8)
  Commendation 
  Skills
  1
  Diplomacy
  Envoy Armor & 
  Weapon Prof ciency
  Computers
  Piloting
  2
  +1 Con
  Sense Motive
  Medicine
  +1 BAB
  3
  +1 Int
  +2 FORT
  +1 BAB
  Sense Motive
  4
  +1 Wis
  Perception
  Engineering
  Feat
  5
  +1 Cha
  Piloting
  Stealth
  Computers
  6
  Culture
  Envoy improvisation, 
  expertise (1d6), skill 
  expertise
  Piloting
  Diplomacy
  
  — 21 —
  Events
  2d6
  Events
  2
  Disaster! Roll on the mishap table, but you are not ejected from this career.
  3
  Your ship is ambushed by enemy vessels. Either run, and roll a Piloting DC 12 skill check to escape, or treat with them and 
  succeed on a Diplomacy DC 12 skill check to bargain with them. If you fail the check, then your ship is destroyed and you 
  may not re-enlist as a Scout at the end of this term. If you succeed, you survive and gain Bluf . Either way, gain an Enemy. 
  4
  You survey a virgin planet. Gain one of Athletics, Survival,  Life Science , or Physical Science. You are commended for your 
  ef orts.
  5
  You perform an exemplary service for your patron and are commended. Gain a +1 bonus to any one Benef t roll.
  6
  You spend several years Jumping from system to system in your space ship. Gain one of Computers, Culture, Piloting, or 
  Engineering.
  7
  Life Event. Roll on the Life Events table.
  8
  When dealing with a non-human race, you have an opportunity to gather extra intelligence about them. Succeed on a Bluf  
  DC 12 skill check or DC 12 Sense Motive check and gain an Ally in your native realm and a +2 bonus to your next Advance-
  ment roll. If you fail, roll on the Mishap table, but you are not ejected from this career.
  9
  Your starship is one of the f rst on the scene to rescue the survivors of a disaster. Roll either a Medicine or Engineering DC 10 
  skill check. If you succeed, gain a Contact and a +2 bonus to your next Advancement check. If you fail, gain an Enemy.
  10
  You spend a lot of time on the fringes of known space. Roll either a DC 10 Survival or DC 12 Piloting skill check. You can a 
  Contact in a non-human race and one rank in any skill of your choice if you succeed. If you fail, roll on the Mishap table. 
  11
  You serve as the courier for an important message for a President or Prime Minister. Either gain one rank of Diplomacy, or 
  take a +4 bonus to your next Advancement roll. You are automatically promoted.
  12
  You discover a planet, a magic item, or information of great worth to your Patron. You are automatically promoted and com-
  mended.
  
  — 22 —
  SOLDIER
  Skills & Training
  Social Rank & Benef ts
  Mustering-Out
  Career Progress 
  Mishaps
  Soldiers are land-based warriors. T ey learn hand-to-hand and 
  ranged combat skills, serve in armored units, or act as guards or 
  other law enforcement in urban environments.  Skilled soldiers are 
  always in high demand, regardless location.
  Qualif cation: Strength (key ability score) DC 8, –1 penalty for 
  every previous career. Per Term Gain: 4 + Con modif er SP, 4 HP
  Assignments: Choose one of the following:
  • Infantry: You serve in the mud and the blood. When lucky, 
  you perform garrison duty. Yay, garrison duty!
  • Armored: You serve from a vehicle, f ghting enemies as 
  ordered by a planetary army, a merchant consortium army, or 
  a noble’s army.
  • Guard: You act as a guard for a planet, a merchant consortium, 
  a trade route, or a noble family.
  Assignment
  Survival
  Advancement
  Infantry
  Con DC 8
  Wis DC 8
  Armored
  Con DC 7
  Int DC 8
  Guards
  Con DC 6
  Cha DC 8
  Roll
  Cash
  Benef ts
  1
  200 credits
  Any Item (1k creds max value)
  2
  300 credits
  +1 Con
  3
  400 credits
  5 Starship Build Points
  4
  500 credits
  Crew Passage
  5
  600 credits
  Any Item (1k creds max value)
  6
  700 credits
  Private Passage
  7
  1,000 credits
  5-20 Starship Build Points
  Roll
  Personal 
  Development
  Service Knowledge
  Advanced Education 
  (Minimum Int 8)
  Commendation 
  Skills
  1
  +1 Str
  Soldier Armor & 
  Weapon Prof ciency
  Engineering
  Intimidate
  2
  +1 Dex
  +1 BAB
  Medicine
  +1 BAB
  3
  +1 Con
  +2 FORT
  +1 BAB
  Computers
  4
  +1 Int
  +2 WILL
  Stealth
  Medicine
  5
  +1 Cha
  Athletics
  Survival
  Piloting
  6
  Acrobatics
  Primary Fighting 
  Style and Technique
  Profession (gambler)
  Diplomacy
  Roll
  Assignment: Infantry
  Assignment: Armored
  Assignment: Guards
  1
  Athletics
  Piloting
  Perception
  2
  +1 BAB
  Engineering
  Bluf 
  3
  Feat
  Feat
  Intimidate
  4
  +1 Str
  Diplomacy
  Sense Motive
  5
  Stealth
  +1 Wis
  Culture
  6
  Survival
  +1 Int
  Profession (gambler)
  1d6
  Mishap
  1
  Severely injured in action. (T is is the same as a result of 2 on the Injury table.)
  2
  You survive a near-massacre of your unit by pretending to be dead af er being injured. Roll on the Injury table treating 1’s and 
  2’s as 6’s.
  3
  You serve in some blasted hell-hole under a pompous ass of a commander. You survive a disastrous battle, but gain your 
  commander as a Rival af er you truthfully describe his inadequate performance to his superiors. 
  4
  You decimate a troop sneaking up on your camp only to discover they were on your side. Once the error is discovered by your 
  superiors, you’re lucky to escape with your life. Leave your career and suf er a -1 to your mustering out throw.  
  5
  You put the f nger on an innocent fellow soldier or guard. He is executed and you gain Enemies of his kin.
  6
  Injured. Roll on the Injury table.
  Rank
  Title
  Skill or Benef t
  0
  Private
  1
  Sergeant
  Intimidate, +1 RP
  2
  Warrant 
  Of  cer
  Sense Motive
  3
  Lieutenant
  Engineering, +1 RP
  4
  Captain
  Diplomacy
  5
  Major
  Perception, +1 RP
  6
  Colonel
  Diplomacy
  
  — 23 —
  Events
  2d6
  Events
  2
  Disaster! Roll on the mishap table, but you are not ejected from this career.
  3
  While patrolling, you prevent an ambush if you succeed on a DC 12 Perception check. If you fail, your unit triumphs with a 
  successful DC 12 Int check. If you fail both rolls, your unit is destroyed and you barely escape.  You may not re-enlist at the end 
  of this term. If you succeed, you and your unit survive, you are commended, and you gain one free roll on the Commendation 
  Skills table. 
  4
  You spend a long time in an urban environment. Gain one of Bluf , Intimidate, Perception, Intimidate, or Culture.
  5
  You perform an exemplary service for your commander. Gain a +1 bonus to any one Benef t roll.
  6
  You’re subject to a long siege and rations grow terribly low. Succeed on a DC 12 Fort save to avoid catching a disease and losing 
  1 point in a physical characteristic. If you fail the roll, gain Perception; if you succeed, gain +1 FORT.
  7
  Life Event. Roll on the Life Events table.
  8
  While on patrol, you are captured and sold into slavery. You later manage to escape with help, but wander for over a year with the 
  person who assisted your escape before returning to your unit. Gain one of Bluf , Survival, or Mysticism. You are commended 
  for your bravery.
  9
  You play an important part in a successful local genocidal war against a minor race, wiping them out in the nearby area. Gain 
  one of  Stealth, Bluf , Diplomacy, or +1 BAB. When encountering members of the non-human race you warred against, they may 
  recognize you as being involved if they succeed on a DC 15 Perception check. If they succeed, they immediately become Rivals, 
  unless you succeed on a DC 20 Diplomacy check to convince them otherwise.
  10
  You single-handedly slay a great opponent with an amazing series of quick (and very lucky) attacks. Gain +1 Cha and a 
  commendation.
  11
  You save your commander’s bacon and he takes you under his wing. Either gain +1 Cha, or take a +4 bonus to your next 
  Advancement roll.
  12
  You show great courage and valor in combat. You are automatically promoted and commended.
  
  — 24 —
  Knowledge is power: upon it everything is built.
  Qualif cations: Intelligence (key ability score) DC 8, –1 penalty for 
  every previous career. Per Term Gain: 3 + Con modif er SP, 3 HP
  • Programmer: You and code are best buds.
  • Engineer: If it’s got moving parts it’s got your interest. 
  • Naturalist: You bring technology into the f eld—practical 
  application of technology leads to more knowledge which 
  leads to better technology.
  TECHNOLOGIST
  Mustering-Out
  Career Progress
  Mishaps
  Assignment
  Survival
  Advancement
  Programmer
  Con DC 5
  Int DC 9
  Engineer
  Con DC 6
  Int DC 9
  Naturalist
  Con DC 8
  Int DC 9
  Roll
  Cash
  Benef ts
  1
  200 credits
  5 Starship Build Points
  2
  300 credits
  +1 Int
  3
  400 credits
  +1 Wis
  4
  500 credits
  +1 Con
  5
  600 credits
  High Passage
  6
  700 credits
  Any Item (1k creds max value)
  7
  1,000 credits
  20 Starship Build Points
  1d6
  Mishap
  1
  Severely injured in action. (T is is the same as a result of 2 on the Injury table.)
  2
  T ere is danger in delving into places where you shouldn’t go. Gain an Enemy that is non-human and of some magical nature.
  3
  You misremember some vital piece of information and your failure results in the death of over a dozen explorers. You question 
  your abilities. For the f rst year of game time once play begins, you suf er a -1 penalty to any Science rolls until you regain your 
  conf dence.
  4
  You suf er from a mild magical madness that expresses itself during stressful situations. When the GM determines appropriate, 
  succeed on a DC 8 Will save to avoid freezing from uncertainty and/or fear. T ere is a solution to your problem, but you’re not 
  going to like it… 
  5
  You spend a year working on a project only to f nd that your information is incorrect. Lose 1 point of Cha.
  6
  Injured. Roll on the Injury table.
  Rank & Benef ts
  Roll
  Assignment: Progammer
  Assignment: Engineer
  Assignment: Naturalist
  1
  Engineering
  Culture
  Piloting
  2
  Computers
  Computers
  Life Science
  3
  Sense Motive
  Engineering
  Survival
  4
  +1 Int
  +1 Int
  +1 Int
  5
  Perception
  Piloting
  Stealth
  6
  Contact
  Contact
  Perception
  Rank
  Title
  Skill or Benef t
  0
  Associate
  1
  Analyst
  Computers
  2
  Specialist
  Physical Science, 
  +1 RP
  3
  Engineer
  Perception
  4
  Project 
  Manager
  Engineering
  5
  Director
  Piloting
  6
  COO
  Intimidate
  Skills & Training
  Roll
  Personal 
  Development
  Service Knowledge
  Advanced Education 
  (Minimum Int 8)
  Commendation 
  Skills
  1
  +1 Cha
  Mechanic Armor & Weapon 
  Prof ciency
  Computers
  Intimidate
  2
  +1 Con
  +2 WILL
  Culture
  Medicine
  3
  +1 Wis
  +2 FORT
  Medicine
  Bluf 
  4
  +1 Int
  Computers
  Physical Science
  Physical Science
  5
  Athletics
  Engineering
  Piloting
  Perception
  6
  Perception
  Artif cial intelligence, bypass 
  +1, custom rig
  Life Science
  Sense Motive
  
  — 25 —
  Events
  2d6
  Events
  2
  Disaster! Roll on the mishap table, but you are not ejected from this career.
  3
  A renowned weapon master takes interest in you, trading his physical acumen for your knowledge. Gain +1 BAB.
  4
  Your knowledge is in strong demand. Gain +2 bonus to one Cash Mustering-Out roll and a commendation. 
  5
  You are approached by a small group seeking to study at your side. Gain 1d3 contacts and a +1 bonus to one Cash Mustering-
  Out roll.
  6
  You spend a very fruitful term gaining additional knowledge and wisdom. Gain Physical Science and Life Science or gain one 
  level of mystic spell casting ability if you already have a level.
  7
  Life Event. Roll on the Life Events table.
  8
  You toil ceaselessly for a non-human merchant consortium. During your years of labor you secretly acquire their language and 
  an awareness of their unusual thought patterns (gain Culture). T is knowledge triggers something within you. gain one level of 
  mystic spell casting ability and Mysticism.
  9
  Your knowledge leads you to a hidden treasure. Gain a Magic Item worth up to 5,000 credits. 
  10
  Your knowledge of computers and engineering proves vital as you’re caught in the midst of a siege. Gain an Ally, and a +2 
  bonus to one Benef ts Mustering-Out roll.
  11
  You unexpectedly f nd yourself moving in new social circles. Either gain +1Cha or a +4 bonus to your next Advancement roll. 
  12
  Af er weeks of intense study and contemplation, your knowledge grows. You are commended and automatically promoted.
  
  — 26 —
  OPEN GAME LICENSE Version 1.0a 
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  All Rights Reserved. 
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  Open Game License v 1.0a © 2000, Wizards 
  of the Coast, Inc.
  System Reference Document © 2000, 
  Wizards of the Coast, Inc.; Authors: 
  Jonathan 
  Tweet, 
  Monte 
  Cook, 
  Skip 
  Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Starf nder Core Rulebook © 2017, Paizo 
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  Traveller System Reference Document 
  Copyright © 2008, Mongoose Publishing.
  Worlds Apart, Copyright 2012, Expeditious 
  Retreat Press; Author Joseph Browning
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/SFRPG - Career Path Character Generation.pdf