Education

These education "careers" can lead to, or be interspersed within, any of the other "careers" on this site, per the Version 1.2 rule set.

The careers include:

  • Undergraduate University

  • Medical School

  • Technical / Trade School

  • Law School

  • National Military Academy

  • Veterinary School

Undergraduate University

Entry: Education: 5+.

Skills: Total skill levels equal to the character’ Education attribute from any combination of the following, but no more than level 3 in any one skill:

Contacts: One, either academic or in character’s intended industry.

Special: a) Any skill at which the user has a “3” can be considered a Bachelor’s degree.

b) Character may elect to join their nation’s university officer training program (in the US, it’s the Army, Navy or Air Force ROTC program). If so add Leadership: 1 in place of any two skill levels above. The next career term must involve entry into either the regular armed forces or the Reserves.

c) Characters taking a 3 in Medical are presumed to be Nursing majors. As a special rule (proposed here)l Medical is treated as a cascade for Nursing school grads between "Medical (Diagnostic/Therapeutic)" and "Medical (Trauma)". Characters choose their specialty, and receive half that level of the other skill. For example - a character with "Medical (Diagnostic/Therapeutic) 3" would also get "Medical (Trauma) 1" (half, rounding down). This continues through the career - a nurse later in their career with Medical (Diagnostic/Therapeutic) 8 would also have Medical (Trauma) 4. Like all of my proposed Special Rules, these are used at referee's discretion.

Also at referee's discretion - nurses with "Diagnostic/Therapeutic: 6+" maybe presumed to have "Surgery 0", if they were operating room nurses.

Medical School

Entry: Undergraduate degree, Combination of Biology + Chemistry = 5+.

Skills: As follows.

  • Computer: 1

  • Medical: 6

  • Observation: 1

Contacts: One medical. On a 1D10 roll of8+, the contact is foreign medical.

Special: When war breaks out, the character will receive a direct commission as a captain in the medical corps.

Optional: This is a special rule, proposed here. For characters who’ve graduated from medical school, “Medical” can be considered a cascade skill with three sub-specialties:

  • Surgical - the ability to perform surgery

  • Diagnostic/Therapeutic - the ability to diagnose and treat illnesses via non-surgical means.

  • Trauma Aid - the ability to stabilize an injured or acutely ill person.

Like all cascade skills, having one grants a half-level skill in the other two; someone with “Medical/Surgery” of 8 would have a “Diagnostic/Therapeutic” of 4, and vice versa. Note that this distinction only applies to graduates of medical school; graduates of nursing programs (undergraduate university) are presumed to be "diagnostic/therapeutic" (and cascade with Trauma), while combat medics and paramedics are presumed to be "Trauma" specialists).

Technical / Trade School

Entry: No prerequisites.

Skllls: A total of six levels from any one or a combination of the following:

  • Aircraft Mechanic

  • Computer

  • Culinary / Food Handling (see proposed skills)

  • Electronics

  • Gunsmith

  • Machinist

  • Mechanic

  • Medical

  • Metallurgy

  • Pilot

. One specialist (skill level 8) in an area listed above.

Special None.

Special rule (as proposed here): Tech school "Medical" skills are presumed to be:

  • Trauma Aid (Paramedics), or

  • Diagnostic / Therapeutic (Nurses Aides/assistants).

As proposed in the special rule, Trauma and Diagnostic Therapeutic are considered cascade skills - every two levels of one skill conveys one level of the other.

Law School

Entry: Undergraduate degree, Education: 5+, Intelligence: 5+.

Skllls: The character automatically receives the following:

  • Interrogation: 2

  • Observation: 2

  • Persuasion: 2

Contacts: One academic or government.

On a 1 D10 roll of 9+, the contact is foreign.

Special: Characters with law degrees have the option to serve as Attorneys (in any field of law), Prosecutors, go into Federal Law Enforcement, or become military attorneys.

National Military Academy

Entry: Education: Education 6+.

Skills: All basic training skills for the appropriate armed services branch (army, navy, airforce) plus skill ievels equal to characters' Education attribute from any combination of the following, but no more than level 3 in anyone skill:

  • Construction

  • Combat Engineer

  • Leadership

  • Small Arms

  • Persuasion

  • Computer

If attending an Army academy, the following is an option

  • Horsemanship

If attending a Naval or Coast Guard academy, the following are also options.

  • Seamanship (if attending Naval/Coast Guard academy)

  • Small Boat Handling

If attending an Air Force academy, character receives:

  • Pilot 0

Contacts: Two military. On a 1010 roll of 10, this Contact is foreign military.

Special: Enter the army at the rank of 2nd Lieutenant (or equivalent rank in any service or nation) and must serve at least one term. Graduates of the US Naval Academy may become Naval officers or Marine officers at the player's choice. This may apply to other nationalities as well).

Veterinary School

Entry: Undergraduate degree, Combination of Biology + Chemistry = 11+.

Skills: As follows.

  • Computer: 1

  • Veterinary: 6

  • Observation: 1

Contacts: One, Veterinary/Agriculture or Ranching/Business. On a 1D10 roll of 10, the contact is foreign veterinary.

Special: When war breaks out, the character may receive a direct commission as a captain in a military Veterinary corps.

Optional: "Veterinary" is a special skill, proposed here. For characters who’ve graduated from Veterinary school, “Veterinary” can be considered a cascade skill with Medical (Diagnostic/Therapeutic) and Medical (Trauma) on a 2:1 basis (each).

Also note that at a referee's discretion, a veterinary character can specialize in large animals (horses, cattle and the like) or small ones (pet dogs, cats and so on). Treating animals in their general specialty is one level easier.