Colonial Upbringing

Quote: "Those who grow up in the outback of a developed world or on a new colony do not always have the option to follow a normal career path. A youngster with dreams of joining the navy or becoming an interstellar entertainer may instead find themselves stuck on the farm for another couple of years, and even then it may not be easy to get into a prestigious service.
A colonial upbringing provides slightly more than the usual set of skills, as learning starts early. On the downside, education tends to be lacking and transition into a career can be difficult.
"

Reference: Traveller Companion, page 30.

Entry:

  • Homeworld TL8 or less

  • Term One only

  • Automatic

Duration:

  • special Term duration

    • age at graduation 22+2D3 years

Graduation:

  • INT 8+ check

    • if END 8+, DM+1

    • on 12+, graduation with Honors

Entry Benefits:

  • Career Qualification DM +1 for:

    • Rogue

    • Scout

  • Career Qualification DM -2 for any other careers

  • Commission and Promotion check DM -1 for all careers

  • Gain the following skills:

    • Survival 1

    • Animals 0

    • Athletics 0

    • Drive 0

    • Gun Combat 0

    • Mechanic 0

    • Medic 0

    • Navigation 0

    • Recon 0

    • Profession (any) 0

    • Seafarer 0

Graduation Benefits:

  • END +1

  • EDU -D3

  • Increase one (two if graduated with Honors) skill gained at level 0 to level 1

  • If graduated with Honors gain Leadership 1

  • Increase two skills gained at level 0 to level 1 or increase one skill by 1 level

  • Gain Jack-of-all-Trades at level 1

Links

Go back to Checklist page.

Go back to Terms page.

Go back to Pre-Career Terms page.