CHARACTER GENERATION
ADVANCED PIRATE GENERATION TABLES
Based on rules from High Guard & Mercenary
DUTY ASSIGNMENT
SPECIFIC ASSIGNMENTS
ASSIGNMENT                                   THROW
Crew                                                          7+
Flight                                                        8+
Gunnery                                                    9+
Marine                                                       9+
Engineering                                             10+
Technical                                                  12+

DMs: If rank R2 or less, -2.  If rank R4 or more,
+1.  If INT 7 or less, -1.  If INT 10+, +1.  If
EDU 7 or less, -1.  If EDU 10+, +1.

MARINE: Character spent the year assigned to
his corsair's marine troops.
DIE ROLL                          ASSIGNMENT
2                                              Merc
3                                              Shore Duty
4                                               Piracy
5                                               Smuggling
6                                               Trade
7                                                Training
8                                                Piracy
9                                                 Smuggling
10                                               Shore Duty
11                                                Piracy
12                                                Special
DM: If rank R4 or better, +1
SPECIAL ASSIGNMENTS
DIE ROLL         RANK R3-                                            DIE ROLL                                 RANK R4+
1                         Merchant                                                 1                                              Operations
2                         Navy                                                         2                                               Espionage
3                         Recruiting Duty                                       3                                               Recruiting Duty
4                          Engineering   Training                          4                                                Merchant
5                           Espionage                                               5                                                Medical
6                           Marine                                                    6                                         Merchant Academy
7                          Merchant Academy                                  7                                           Military Academy
DM: +1 with INT 8+                                                            DM:  +1   with EDU 8+

1.  ESPIONAGE:  The character spends the year involved in a espionage operation, this could be personal,
part of planning a major operation, or to gain or hone expertise.  Survival:  7+. Skills:  Die roll 1:
Streetwise. 2: Bribery.  3: Interrogation.  4: Computer.  5: Laison.  6: Broker.
2. ENGINEERING TRAINING:  Character spends one year involved in gaining or honing expertise in
engineering. Survival: 3+.  Skills:   DR:  1: Mechanical.  2: Electronic.  3: Computer.  4: Gravitics.  5:
Engineering.   6: Robotics.
3.  MARINE DUTY:  Character spends one year duty as part of a marine unit.  This can be a regular or merc
unit.  Survival:  6+.  Skills:  DR:  1: Gun Cbt.  2: Blade Cbt.  3: Tactics.  4: Ship's Boat.  5: Zero-G Cbt.  6:
Battledress
4.  MERCHANT:  Character spends one year as part of a trader concern (DR: 1: Free Trade; 2,3: Small
company; 4,5: Medium sized concern; 6: Large shipping firm.).  Survival: 4+  Skills: DR: 1: Trade;
2: Steward; 3: Laison; 4: Trade; 5: Computer, 6: Bribery.
5.  MERCHANT ACADEMY:  Character spends one year in a Merchant Academy.  Survival: auto.
Skills: 1: Computer; 2: Trade; 3: Broker; 4: Laison; 5: Commo; 6: Engineering.
6: MEDICAL: Spends one year medical training.  Survival: auto.   Skills: DR: 1: Medical; 2: Computer;
3: Admin; 4: Electronic; 5: Mechanical; 6: Medical.
7. MILITARY ACADEMY: Spends one year in a Military Academy. Survival: Auto.Skills:  DR: 1: Tactics;
2: Ship Tactics;3: Gun Cbt; 4: Instruction; 5: Leader; 6: Fleet Tactics.
8. NAVY:  Character spends one year in a space navy, honing or picking skills; or just intelligence gathering
(DR: 1,2: System Navy; 3: Small Interplanetary Navy(less than 5 systems); 4: Large interplanetary
Navy(more than 5 systems, less than 20);  5: Subsector Navy; 6: Sectorwide Navy.  Assignment: DR: 1:
Line/Crew;
2: Flight; 3: Gunnery; 4: Engineering; 5: Medical; 6: Technical.  Skills: Roll on Branch Skills table from
High Guard on the appropriate assigned branch. Survival per branch listed in High Guard.
9. OPERATIONS:  You spend one year in servive o a planetside operation center. This cold be a pirate base,
a starbase, a shipping concern, etc.  The concern may or may not be connected to pirates.  Survival: 3+.:
Skills: 1: Admin; 2: Computer; 3: Trade; 4: Streetwise; 5: Laison; Carousing.
10. RECRUITING:  The character spends one year recruiting for their corsair(s).  Survival: 4+. Skills: 1:
Carousing; 2: Instruction; 3: Admin; 4: Bribery; 5: Streetwise; 6: Laison.
TABLE OF RANKS(From CT Supplement 4)
R1                         Henchman
R2                         Corporal
R3                          Sergeant
R4                           Lieutenant
R5                           Leader
PIRATE ASSIGNMENT RESOLUTION
CREW:        TRAINING      SHORE DUTY           PIRACY                 MERC           SMUGGLING           TRADE          
  Survival:       auto                       4+                               6+                          6+                       5+                            4+
Promotion:      none                     10+                              7+                          7+                       8+                           8+
Skills:               7+                         7+                                5+                         6+                        5+                           6+

FLIGHT:     TRAINING      SHORE DUTY           PIRACY                 MERC           SMUGGLING             TRADE
Survival            3+                         3+                               6+                          6+                        4+                           4+
Promotion      none                     10+                                 7+                          7+                        7+                           9+
Skills:                7+                     none                               6+                           7+                        6+                           8+

GUNNERY: TRAINING      SHORE DUTY          PIRACY                   MERC          SMUGGLING              TRADE
Survival:             auto                     3+                               7+                          7+                        6+                             4+
Promotion:          none                  12+                               6+                          6+                      10+                            10+
Skills:                  8+                     none                               5+                         5+                       10+                           10+

ENG.:           TRAINING       SHORE DUTY           PIRACY                  MERC           SMUGGLING             TRADE
Survival:            auto                     auto                             5+                            5+                         3+                           3+
Promotion:         none                    none                             6+                          6+                           8+                          9+
Skills:                    7+                        9+                              5+                           5+                          6+                           6+

MARINE::   TRAINING       SHORE DUTY           PIRACY                   MERC           SMUGGLING              TRADE
Survival:            auto                         3+                             7+                            7+                          4+                           3+
Promotion:         none                     none                            7+                            7+                        10+                         12+
Skills:                    7+                      10+                              6+                            6+                          8+                          9+

TECH.:         TRAINING        SHORE DUTY          PIRACY                    MERC            SMUGGLING             TRADE
Survival:            auto                         3+                              6+                             6+                          4+                          3+
Promotion:         none                      10+                              6+                             7+                          6+                           8+
Skills:                    7+                         9+                               5+                            6+                          5+                           7+
SERVICE SKILLS
DIE         PIRATE             SHIPBOARD        SHORE DUTY       SERGEANT        LIEUTENANT     LEADER
ROLL        LIFE                       LIFE                       LIFE
1             Brawling             Gambling              Carousing               Vacc Suit              Vehicle                  Computer
2              +1 STR                 +1 DEX                  Vehicle                  Blade Cbt.             ZeroG Cbt.            Admin
3              Carousing           Blade Cbt.                Gambling              Mechanical           Gun Cbt.               Bribery
4              +1 END               Mechanical           Survival                  Medical                 Pilot                       Ship Tactic
5              +1 DEX                Ship's Boat            Streetwise                Instruction            Leader                    Laison
6              Blade Cbt.            Vacc Suit                 Bribery                   Leader                   Ship's Boat            Trade
7               +1 EDU               Zero-G Cbt.            Laison                     Admin                   Admin                    Leader
8               Vacc Suit              Commo                   Trade                      Ship Tactic          Ship Tactic              Ship Tactic
DMs:  +1 if INT 8+; +1 if EDU 8+
ASSIGNMENT SKILLS
DIE          CREW               FLIGHT                GUNNERY           ENGINEERING        MARINE              TRADE
ROLL
1               Mech.                Vacc Suit                 Fwd. Obsv.            Mechanical                 Gun Cbt.               Laison
2              Electronic           Admin                     Gun Cbt.               Electronic                     Vacc Suit              Admin
3               Gun Cbt.            Pilot                         Commo                 Engineering                 Zero-G Cbt.          Computer
4               Navigation         Commo                     Computer             Mechanical                  Hvy. Wpns.            Broker
5              Computer            Navigation                Gunnery              Vacc Suit                      BattleDress           Leader
6                Vacc Suit            Ship's Boat             Gunnery                Engineering                 Air/Raft                Bribery
7                Gun Cbt.            Pilot                          Gunnery               Engineering                 Gun Cbt.              Trade
8                 Jack-o T             Pilot                         Gunnery               Engineering                 Ship's Boat          Laison
DMs:  +1 if INT 8+; +1 if EDU 8+
RE-ENLISTMENT & MUSTERING OUT(from Supplement 4)
After completing four 1-year assigments, the character has completed one term & may chose to re-enlist at a die roll of
6+.  Characters of rank R3+ get a DM of +1.  If a 12 is rolled, then the individual is required to re-emlist. If the
character fails to re-enlist, they roll on the mustering out benefits tables. A character gets as many rolls on the
mustering out tables as how many 4-year terms they haved served.  Characters who have reached rank R3 receiv 2 extra
die rolls. After five terms, the character may retire.  Automatic retirement is mandatory after 7 terms.

                                                                        BENEFITS

  MATERIAL BENEFITS                                                                CASH BENEFITS

1.  Low Passage                                                                                1.   none
2.  +1 Intel                                                                                        2.  none
3.  Weapon                                                                                        3.     1000 Cr.
4.  none                                                                                             4    10000 Cr.
5. -1 Social                                                                                       5.   50000  Cr.
6.  Middle Passage                                                                           6.   50000  Cr.
7.  Corsair                                                                                         7.   50000  Cr.

DM: +1 if R5.                                                                                     Maximum of 3 rolls on cash table. Character
For each roll of weapon, players gets 1 weapon                                with gambling skill of retired get DM
of their choice.  If Corsair is rolled again, it is treated                      of +1
as no benefit.     Corsair is based on Supplement 4 400
tonne corsair.  However, in my game you are not limited
to the type 'P' as your corsair.                                                                                      
This is an extended generation to create a more rounded corsair character for those who choose to roll their character
up from the start as a pirate.  Many of the skills come from High Guard, Merecenary, & Merchant Prince.
SPECIAL OPERATIONS AGENT GENERATION
Special ops agents are paramilitary forces involved in clandestine operations.  Many  are part of some government law
enforcement or intelligenge group.  However, many operate in the darker side of society as bodyguards,special
investigators, security specialists, corporate spies, assassins, or members of a private, elite merc special ops units, or
even  unaligned black operations cadres.
SPECIAL OPS(BASIC)
This table is partially based off of Paranoid Press' "Scouts & Assassins".

ENLISTMENT:  11+          (DM of +1 if Dex 9+, DM +2 if Intelligence is 8+)
DRAFT:   None                                                                   SURVIVAL:  8+ (DM of +2 if Int 9+)
PROMOTION:  8+ (DM +1 if End 8+)                             REENLIST: 5+

RANK SKILLS:  01: Unarmed Combat; 03: Computer; 05: Leader.

TABLE OF RANKS:
Rank 0              Titles of rank applicable to group or organization.
Rank 1
Rank 2
Rank 3
Rank 4              Rank 4+ can be considered equal to officiers.
Rank 5
Rank 6

                                      CAREER ASSIGNMENT                      

DIE ROLL:
1. Investigation.      (Branch Skills: Die Roll: 1: Interrogation, 2: Computer,  3: Carousing,
                                     4: Stealth, 5: Gun Cbt, 6: Streetwise)

2: Intelligence.       (Branch Skills: Die Roll: 1: Computer, 2: Electronics, 3: Commo, 4: Science(see below table),
                                     5: Escape & Evasion(see below table), 6: Reconnaisance.)

3. Commando.          (Branch Skills:  Die Roll: 1:  Demolition, 2: Reconnaisance, 3: Commo, 4: Gun Cbt,
                                     5: Unarmed Combat,  6: Melee Cbt.)

4: Technical.            (Branch Skills:  Die Roll:  1: Forensics, 2: BioChemical Warefare, 3: Science,
                                     4: Ship (die roll: 1: Pilot, 2: Navigation, 3: Commo, 4: Engineering, 5: Vacc Suit,
                                     6: Ship's Boat), 5: Robotics, 6: Psionicology.

5: Crosstraining:  Die Roll 1: Marine, 2: Army, 3: Navy, 4: Merchant, 5: Scientist,  6:  Scout. (Branch skills:
                                     Roll 1D6 on the appropriate Service Skills table of service selected).

6: Administration:    (Branch Skills: 1:Leader, 2: Admin, 3: Laison, 4: Bureaucracy, 5: Legal,  6: Computer)            

PERSONAL DEVELOPMENT TABLE                              ADVANCED EDUCATION TABLE

   1. +1 Dexterity                                                                             1. Interrogation
   2. +1 Endurance                                                                          2. Carousing
   3. Melee Combat                                                                          3. Vacc Suit
   4. Unarmed Combat                                                                     4. Reconnaisance
   5. Gun Combat                                                                             5. Zero-G Combat
   6. Demolitions                                                                              6. Vehicle
   7. BioChemical Warfare                                                              7. Medical
   8. BioChem Disguise                                                           
  Die Modifier +1 if DEX 8+,                                                            Die Modifier +1 if Int 8+
 Die Modifier +2 if TL 13+

SERVICE SKILLS TABLE                                                  ADVANCED EDUCATION TABLE (Edu 8+)

    1. Streetwise                                                                                  1. Computer
    2. Survival                                                                                    2. Administration
    3. Stealth                                                                                      3. Pilot
    4. Forgery                                                                                     4. Navigation
    5. Escape & Evasion                                                                    5. Electronic
    6. Disguise                                                                                    6. Forensics
    7. Laison                                                                                       7. Science
    Die Modifier +1 if Int 8+                                                             Die Modifier +1 if Edu & Int both 8+
                                                                                                            SCIENCE: Roll 1D6 1: Biology, 2: Chemistry,
                                                                                                             3: Robotics, 4: Linguistics, 5: Engineering,
                                                                                                              6: Psychology.

                                                         MUSTERING OUT TABLES:

DIE:                 MATERIAL BENEFITS                                  CASH BENEFITS

1                      +1 Dexterity                                                          Cr.   4,000
2                      +1 Intelligence                                                             6,000
3                       Weapon                                                                        8,000
4                       High Passage                                                              10,000
5                       Vehicle                                                                        12,000
6                       Ship                                                                             14,000
7                        Professional Organization                                        20,000

                                     EXPLANATIONS:

DISGUISE SKILL: Skilled the use of camouflages & personal disguise to escape undue attention.
BIOCHEMICAL WARFARE:  Skilled in the use of (or countering) biochemical weapons such as gasses, poisons,
etc.
ESCAPE & EVASION: Skilled in the making & evading traps, lockpicking, & evading search parties and/or sensor
sweeps.
STEALTH: Skilled in the ability to move about undetected & silently.
UNARMED COMBAT:  You are skilled in some form of advanced combat skill such as boxing, judo, kickboxing,
etc. Gives the user a +1 advantage of a character skilled in brawling.
BIOCHEMICAL DISGUISE:  Character has gone through some procedure that allows some alteration of facial or
finger print  structure, hair, eye,  or skin color, alteration of vocal cords as well as the ability to reverse to normal as
needed.  (SEE CORSAIR BAZAAR under Biogenetic Disguise)
ESHENILI CHARACTER GENERATION
Eshenili are a hereditary group of special ops agents (SEE LIBRARY DATA) who claim descent from members of
the First Imperium's secret police.  Though feared as assassins, their main employ are as bodyguards & special
couriers.  Though not all citizens of their world are Eshenili, those of high education, intelligence & dexterity are
encouraged to join the Eshenili as a patriotic duty.

ENLISTMENT:  11+  Die modifier of +1 if Dex 9+.  DM of +2 if Int. & Edu. 8+
DRAFT:  6+   DM of +2 if Dex., Int., & Edu. all 9+
SURVIVAL: 8+  DM of +2 if Int. 9+
PROMOTION: 8+  DM of +1 if Int. & Edu 9+
REENLIST:    4+
RETIREMENT:  9+ or age 85

Eshenili must roll to muster out of service.  Even after leaving service, they are considered reservists.  Many mustered
out members are the result of some disgrace or crime not subject to the death penalty (such as treason or an
unauthorized murder).  They have a high sense of professional honor, always honoring a commission, even after
the death of their employer.  Likewise, they never discuss prior assignments or patrons.  Eshenili have no problem
accepting assignments that place them in opposition to another Eshenili. The lone exception is where they are
betrayed or deceived by a patron.  Captured Eshenili, will often give their servives to their captor (if their current
patron has betrayed them or is already dead), swearing a blood oath to their new patron.  The drawback is that the
new patron, if they except the Eshenili's service are not required by ancient custom to pay the oathbound Eshenili
any recompense for their services.

RANK SKILLS: Novice: Blade,   Eshenili2:  Laser, Eshenili 4: Tactics,  Master: Biochemical Disguise,Cadre
Master: Leader

RANKS:
Rank 1:   Novice
Rank 2: Eshenili
Rank 3: Eshenili
Rank 4: Eshenili
Rank 5: Eshenili Master
Rank 6: Cadre Master
Rank 7: OverMaster
Rank 8: Elder
Rank 9: Council Elder

Eshenili wear a distinctive uniform when not involved in clandestine activity.  It consists of a black, lightweight,
extermely mobile flex armour over which is worn a red jumpsuit which a beretlike red hat with a a matching red
veil. Often those on bodyguard will substitute a lightweight TL13 battledress for flex armour.  Eshenili with Zero-G
Cbt.  skills will often wear grav belts to give them selves an edge ( +1 to Dex, End, & movement). Eshenili favor
laser weapons for combat (though most assasins favor gauss weaponry) & have been known to usegravitic swords.

                                DUTY ASSIGNMENTS:

DIE ROLL:

1: Bodyguard     (Branch Skills: Die Roll: 1: Gun Cbt, 2: Melee Cbt., 3: Escape & Evasion, 4: Battledress,,
                               5: Disguise,   6: Commo.)

2: Assassin:       (Branch Skills:  Die Roll: 1: Recon, 2: Unarmed Combat, 3: BioChem Warfare, 4: Demo,
                               5: Escape & Evasion, 6: Stealth.)

3: Technical:   (Branch Skills:  Die Roll: 1: Engineering, 2: Electronics, 3: Mechanical, 4: Medical,
                              5: Computer, 6: Robotics.)

4: Courier:      (Branch Skills: Die Roll: 1: Stealth, 2: Commo, 3: Electronics, 4: Vehicle, 5: Escape & Evasion,
                              6: Laison.)

5: Training:    (Branch Skills: Die Roll:  1: Escape & Evasion, 2: Recon, 3: Unarmed Cbt.,, 4: Survival,
                              5: Streewise,  6: Stealth.

6: Special Training:     (Branch Skills: Die Roll:   1: Zero-G Combat, 2: Pilot, 3: Navigation, 4: Science,
                                            5: BioChem Warefare, 6: Psionics  (Roll D6, if a result of 6 results you pick one
                                             psionic ability at level 1 & roll your strength.  If 1-5 results, ignore this & re-roll))

                                              

PERSONAL DEVELOPMENT:                                         ADVANCED EDUCATION:

1: +1 Dexterity                                                                       1: Jack of All Trades
2: +1 Strength                                                                        2: Vacc Suit
3: +1 Endurance                                                                    3: +1 Education
4: Melee Combat                                                                    4:  Computer
5: Gun Cbt.                                                                            5: Zero-G Cbt
6: Unarmed Cbt.                                                                     6: Vehicle
7: +1 Intelligence                                                                   7: Battledress
DM: +1 if Education 8+                                                          DM: +1 if Intelligence 8+

SERVICE SKILLS:                                                              ADVANCED EDUCATION (Education 8+)

1:  Streetwise                                                                            1: Pilot
2: Stealth                                                                                  2: Navigation
3: Reconnaisance                                                                     3: Medical
4: Escape & Evasion                                                                4: Laison
5: Survival                                                                                5: Admin
6: Disguise                                                                                6: Legal
7: BioChem Disguise                                                               7: Science
DM: +1 if Rank 4                                                                      DM: +1 if Rank 5

                                                MUSTERING OUT BENEFITS:

MATERIAL BENEFITS:                                                    CASH BENEFITS:

1: Weapon                                                                                 1: Cr. 4,000
2: High Passage                                                                        2: Cr. 6,000
3: Ship*                                                                                    3: Cr. 8,000
4: Battledress                                                                            4: Cr. 12,000
5: +1 Dexterity                                                                          5: Cr. 16,000
6: BioChem Disguise                                                               6: Cr. 20,000
7: Corsair **                                                                              7: Cr. 35,000
Notes: * Ship equal to either 100 tonne s-type scout                 DM: +1 if Rank 4+
(die roll 1-4), or 200 tonne Free Trader (5-6)
          ** Equal to a 400 tonne Corsair with
           yacht accomdations
DM: +1 if Rank 4+
HOURONII
An order of assassins from the planet Lilith, the Houronii were originally an order of courtesans.  Offworld
desire for the genetic material of Lilithians (see Lilithian/Alien Races2) gradually changed the order to paid
killers (and the defenders of the Lilithian race.  One of the few Lilithians who travel offworld, the Houronii are
still prized as companions as well as assassins or bodyguards for the rich & noble.  Ironically for their historic &
present occupations, Houronii enjoy a high Social Level.  In fact the hierarchy for each level is determined by
SL, a not unfair arrangement as the Houronii are very upwardly mobile. Houronii who disgrace themselves will
find themselves cast out of the order with their SL reduced to 0. The ruling body is the White Council, made up
the White Sash Masters.

They are very dedicated to their race & will respond to any plea from any Lilithian of pure or mixed blood.


ENLISTMENT:   7+        DM +1 if Social Level 7+
DRAFT: None.
SURVIVAL:   9+      DM of +1 if Dex 8+, DM of   +2 if both Dex & End 8+
PROMOTION:    8+    DM of +1 if Int 8+
REENLIST:      Automatic

RANK:

Rank 1   Black Sash (Novice)   (Skill: Melee Cbt: Sash)
Rank 2   Purple Sash
Rank 3   Blue Sash   
Rank 4   Red Sash     (Skill: Tactics)
Rank 5   Orange Sash  (Skill: Leader)
Rank 6   Yellow Sash
Rank 7   White Sash  (Master)

Houronii wear no distinctive garb other than their rank sashes, which can be worn many ways: as scarf, shoulder
sash, or around the waist, for examples.  Houronii also use these sashes as weapons. Of course, covert Houronii
do not wear these distinctive badges, using moe mundane devices to strangle victims.

                                                       DUTY ASSIGNMENTS:

DIE ROLL:

1:  Perfomance:           (Branch Skills: Die Roll:  1: Disguise, 2: Dancing, 3: Acting, 4: Music,  5: Writing,
                                           6: Athletics.

2: Charisma:                (Branch Skills:  Die Roll: 1: Fast-Talk, 2: Carousing, 3: Laison, 4: Bribery,
                                            5: Diplomacy, 6: Linguistics)

3: Assassin:                 (Branch Skills:  Die Roll: 1: Unarmed Cbt.,  2: Hunter, 3: Melee Cbt.,  4: Bow,
                                            5: Stealth, 6: Escape & Evasion.

4: Bodyguard:             (Branch Skills: Die Roll:  1: Survival, 2: +1 Dex, 3: Gun Cbt, 4:  Melee Cbt,
                                            5: Medical, 6: Escape & Evasion

5: Assassin:                 (Branch Skills: Die Roll:   1: Gun Cbt., 2:  Computer, 3: Stealth, 4: Disguise,
                                             5:  Athletics, 6: Unarmed Cbt.

6: Special Training:   (Branch Skills:  Die Roll:  1: Zero-G Cbt, 2: BioChem Warfare, 3: Battledress,
                                             4: Pilot, 5: Navigation, 6: Electronics.

PERSONAL DEVELOPMENT  TABLE:                          ADVANCED EDUCATION TABLE:

1.  +1  Dexterity                                                                    1. Zero-G Cbt.
2.  +1 Strength                                                                      2.  Disguise
3.  +1 Endurance                                                                  3. Commo
4.  +1 Social Level                                                                4. Vacc Suit
5.   Carousing                                                                        5. Recon
6.   Gambling                                                                        6. Computer
7.    +1 Social Level                                                               7. BioChem Warfare
DM:  +1 if Int 8+                                                                    DM: +1 if Social Level 7+

SERVICE SKILLS:                                                                ADVANCED EDUCATION TABLE:(Edu 8+)

1. Unarmed Combat                                                                1. Medical
2. Melee Cbt. (Sash)                                                                2. Battledress
3. Melee Cbt.                                                                            3. BioChem Warfare
4. Gun Cbt.                                                                              4. Tactics
5. Stealth                                                                                  5. Leader
6. Escape & Evasion                                                                6.  Chemistry
7. Psionics                                                                                 7.  AutoPheromoneSurge (APS)
Note: Psionics is rolling Psionics result, you                           DM:  +1 if Int 8+
must roll again and get a another 6 result. If
you do, you have Psionic training & may choose
the following talents:  Telepathy or Awareness.
If you do not get a 2nd 6 result, ignore this roll
& roll again.

AUTOMATIC PHEROMONE SURGE(APS):  The Houronii is trained  to release at will the normally
controlled Pheromone Surge, giving her 2 free rounds of action against affectable sentients within a 20 meter
radius.  The technique costs 2 points of End per use.
INTERWORLD DIVISION OF ENFORCEMENT SERVICES
The Interworld Division of Enforcement Services, a.k.a. IDES (Paranoid Press' 'The Beyond') is a private police
organization operating outside the reach of the Imperium.  It works by contracting services with local, planetary, or
larger governments (including especially the Imperium).  IDES's main advantage to security forces outside the
Imperium is 1: its reach, & 2: its technological edge over most non-Imperium police forces.  Quite often is works as
a middleman between the Comsentient Alliance & the Imperium on law enforcement & security matters.  IDES also
operates several Containment facilities in the Beyond sector.  Most IDES centers are located on planets with a law
level of 8+ & a TL of A+.  Their field operatives (know as Marchers, after their founder, Sir Robert March) operate
in secrecy, their names & numbers known only to a select few.  Agents other than the covert Marchers wear orange
jumpsuits emblazoned  with a black & gold hawk in flight.

What follows is my own generation table for creating an IDES agent.

ENLISTENT:   8+    DM of +1 for Intelligence 8+
DRAFT:  None
SURVIVAL:   8+      DM of +1 if End 8+
PROMOTION:  9+   DM of +1 if Intelligence 8+
REENLIST:    5+      DM of +1 if Rank 3+

RANKS:

Rank 1:  Agent 4th Class    (Skill: Stealth)
Rank 2: Agent 3rd Class
Rank 3: Agent 2nd Class   (Skill: Streewise)
Rank 4: Agent 1st Class
Rank 5: Inspector 2nd Class      (Skill: Leader)
Rank 6: Inspector 1st Class
Rank 7: Commissioner       (Skill: Admin)
Rank 8: Superintendent


                                                 MUSTERING OUT BENEFITS

DIE:                       MATERIAL:                                                           CASH ALLOWANCE

1                             +1 Education                                                                  Cr. 4,000
2                              Middle Passage                                                              Cr. 6,000
3                              High Passage                                                                 Cr.  8,000
4                              Travellers Aid Society                                                    Cr. 10,000
5                               Gun                                                                               Cr. 20,000
6                               Vehicle                                                                          Cr.  30,000
7                               Ship                                                                              Cr.  50,000

DM: +1 if Rank 7+    Note: Ship equal to vessel of 100-200 tonnes


                                                          DUTY ASSIGNMENTS

DIE ROLL:

1:   MARCHER                (Branch Skills: 1: Stealth, 2: Gun Cbt., 3: Computer, 4: Carousing,  5: Streetwise
                                                  6: Disguise)

2: ANTI-PIRACY              (Branch Skills:  1: Pilot, 2: Navigation, 3: Engineering, 4: Gunnery, 5: Commo,
                                                  6:  Vacc Suit)

3: ADMIN                         (Branch Skills: 1: Admin, 2: Leader, 3: Computer, 4: Legal, 5: Laison, 6: Commo)

4: MARCHER                   (Branch Skills: 1: Unarmed Combat, 2: Recon, 3:  Streetwise, 4: Escape & Evasion,
                                                  5: Demo, 6: Tactics.

5: TECHNICAL                (Branch Skills: 1: Medical, 2: Forensics, 3: BioChem Warfare, 4: Computer,
                                                  5: Electrical, 6: Robotics)

6: INTELLIGENCE          (Branch Skills:  1: Interrogation, 2: Psychology, 3: Computer, 4: Criminology,
                                                  5: Commo,  6: Streetwise)



PERSONAL DEVELOPMENT TABLE                             ADVANCED EDUCATION TABLE

DIE ROLL:                                                                           DIE ROLL:
1:  Gun Cbt.                                                                           1: Medical
2:  Melee Cbt.                                                                        2: Vacc Suit
3: +1 Strength                                                                       3:  +1 Education
4: +1 Dex                                                                              4:   Commo
5:  +1 End                                                                             5:   Computer
6: Unarmed Cbt.                                                                   6: Vehicle


SERVICE SKILLS                                                               ADVANCED EDUCATION TABLE (Edu 8+)

DIE ROLL                                                  &nb