Driver: A Career for Traveller
This article originally appeared in Vuelo Raso N. 4, and was reprinted in the July/August 2022 issue of Freelance Traveller. The Introduction was written by Jeff Zeitlin, and did not appear in Vuelo Raso.
Introduction
While there are several Traveller careers that offer skills in planetbound vehicles, most treat those skills as incidental, acquired in the course of the career, or as a background skill. But is that level of skill truly sufficient for getting the player-characters out of trouble when they’ve gone out of their way to get into it?
Perhaps a group can hire a non-player-character with sufficient skills, or have such a person assigned by a patron. But wouldn’t it be preferable to have someone who can do the job already on hand?
This career is designed to create such characters, whether they are to be used as player-characters for the group, or as non-player-characters (who might be used against the player-characters).
In this career, “driver” refers not only to operators of land vehicles, such as ground cars, but of watercraft (“sea pilots”) and aircraft or grav vehicles (“air pilots”). While the career as presented below doesn’t place limitations on which set of skills (land, air, or water) are available, the referee might want to impose limitations based on the world’s UWP—for example, on worlds with hydrosphere less than 4, perhaps watercraft skills are unavailable; if the hydrosphere is 8 or more, perhaps land vehicle skills are unavailable, and if tech level is below 10, perhaps grav vehicle skills are unavailable, and if the tech level is below 5, some skills may be focused on using animals for riding or drawing carts or wagons. What limits to impose, or whether to do so at all, is strictly up to the referee, however.
The Career
Qualification: DEX 5+
DM -1 for each previous career
Assignments
- Criminal:
- Your driving skills are, in some way, related to the world of crime, transporting dangerous goods, being the driver of a mafia capo or a thief specializing in fast escapes.
- Competition:
- Racing driver, earning money for racing and betting. As long as you win, things will be fine.
- Commercial carrier:
- Moving goods or people from one place to another, and perhaps you use some “uncommitted” space to smuggle some extra at your own expense.
Career Progress | ||
---|---|---|
Assignment | Survival | Promotion |
Criminal | DEX 5+ | INT 7+ |
Competition | DEX 4+ | DEX 9+ |
Commercial | DEX 4+ | INT 7+ |
Mustering-Out Benefits | ||
---|---|---|
1D | Cash | Benefits |
1 | 1,000 Cr | Contact |
2 | 5,000 Cr | Pistol or Radio TL9* |
3 | 5,000 Cr | +1 DEX |
4 | 10,000 Cr | Personal Vehicle |
5 | 20,000 Cr | 1 Ally or 1D3 Contacts |
6 | 50,000 Cr | Skill Augmentation (Driving, Flying, or Seafarer)** |
7 | 60,000 Cr | +1 SOC and 1D Contacts |
* Page 102 of the Core Rulebook |
Ranks and Rank Skills | ||
---|---|---|
Rank | Criminal | Skill or Bonus |
1 | - | - |
2 | Trusted | Heavy Weapons(vehicles) 1 |
3 | - | - |
4 | Veteran | Vacc Suit 1 |
5 | - | - |
6 | - | SOC +1 |
Rank | Competition Driver | Skill or Bonus |
1 | Local Star | - |
2 | Professional | Vacc Suit 1 |
3 | - | - |
4 | World Star | SOC +1 |
5 | - | - |
6 | Elite | SOC +1 |
Rank | Carrier | Skill or Bonus |
1 | - | Persuade |
2 | - | Broker 1 |
3 | - | - |
4 | - | Electronics(communications) 1 or Streetwise 1 |
5 | - | - |
6 | – | Mechanics |
Skills | ||||||
---|---|---|---|---|---|---|
1D | Personal Development | Service Skills | Advanced Education (EDU 8+) | Criminal | Competition | Commercial Carrier |
1 | DEX +1 | Drive | Administration | Drive | Drive | Drive |
2 | END +1 | Broker | Mechanics | Flyer or Seafarer | Fly | Flyer or Seafarer |
3 | INT +1 | Electronic | Reconnaissance | Gun Cbt or Melee Cbt | Seafarer | Mechanics |
4 | STR +1 | Navigation | Legal | Reconnaissance | Navigation | Broker |
5 | Gambling | Flyer | Steward | Streetwise | Carousing | Streetwise |
6 | Carousing | Seafarer | Language | Deception | Gambling | Navigation |
Mishaps | |
---|---|
1D | Criminal Driver |
1 | Seriously injured (same as a result of 2 on the injury table). Alternatively, roll twice on the Injuries table and choose the lower result. |
2 | Arrested. The convict career must be chosen in the following period. |
3 | Pursuit by law enforcement or a rival gang leading to a frantic chase. To successfully flee, choose one of Drive 7+, Fly 8+, or Seafarer 9+. If you succeed, raise the skill used by 1. On failure, choose the convict career in the next period or roll on the Injuries table. Alternatively, a Rival is gained. |
4 | Failure. A job goes wrong having to leave the planet. Gain one of: Subterfuge 1, Pilot (Shuttle or Starship) 1, Athletics (Dexterity) 1, or Gunnery 1. |
5 | Gang War. A gang war breaks out that affects the business. You can run away with a result equal to getting a 4 on this same table, or fight getting Heavy Weapons (Vehicles) 1. If you already had this skill at 1, increase your Gun Cbt skill by one point. Whatever you choose, you lose the war and are forced to drop out of the career. |
6 | Wounded. Throw on the injury table. |
1D | Competition Driver |
1 | Seriously injured (same as a result of 2 on the injury table). Alternatively, roll twice on the Injuries table and choose the lower result. |
2 | Arrested. You are caught in an underground race or doing something you shouldn't. They decide to impose an exemplary punishment on you. Choose the convict career in the next period with an DM+1 at the Parole threshold. |
3 | Foul play. A rival decides to beat you outside the circuits and sets you up by showing you guilty of a terrible crime (such as doping). They force you to abandon all racing circuits. This career can be accessed again automatically on the Criminal Driver assignment. |
4 | Sabotage. A rival resorts to techniques much more quarrelsome than simple dirty tricks, sabotaging you vehicle and causing an accident. An 8+ Mechanics check can be attempted to discover the sabotage while you are driving and before it is too late. On a success you win an Enemy that forces you to leave the competitions. On failure you are labeled negligent and must make a roll on the Injuries table. |
5 | Bankruptcy. Someone (a person or organization) has taken advantage of your fortune and your Good Faith to swindle you… successfully. You lose all benefit rolls for this career and win the trickster as an Enemy. |
6 | Wounded. Throw on the injury table. |
1D | Commercial Carrier |
1 | Seriously injured (same as a result of 2 on the injury table). Alternatively, roll twice on the Injuries table and choose the lower result. |
2 | Arrested. During a journey, you have problems with the forces of order and a cargo you are transporting. You must choose the convict career in the next period or lose a Cash roll as a bribe. Whatever it is, you have to put this way of life aside. |
3 | War: A sudden war destroys your trade routes and contacts, forcing you to leave that region or even change planets. Gain Firearms 1 or Vacc Suit 1. |
4 | Tariffs and customs. Legal restrictions force you to close your business. You can choose the Rogue career or the Criminal Driver assignment automatically in your next period. |
5 | bad company. Little by little, and almost unintentionally, you end up in a smuggling organization. Roll: 1-2 you are caught and arrested as a result of 2 on this same table. 3+ wins 1D contacts. Despite this, things end badly and you have to leave the career, winning 1D Rivals. |
6 | Wounded. Roll on the injury chart. |
Events | |
---|---|
2D | Criminal Driver |
2 | Disaster! Make a roll on the mishap table, but you are not kicked out of this career. |
3 | Arrest and trial. Choose between defending yourself or hiring an attorney. If you defend yourself roll Legal 8+. On success, the charges are dropped. On failure, gain an Enemy and take the Convict career in your next term. If you hire a lawyer, gain him/her as a Contact and lose a Cash roll. |
4 | Learn a couple of tricks about maintaining your vehicle. Gain Mechanics 1, Electronics (communications) 1, or Electronics (computers) 1. |
5 | Take this out of here, put this in there, and move that in there. Over time you have managed to hide the contraband, noticing where they tend to look more, where less... Choose between gaining a Stealth point or a DM+2 to a benefit roll. |
6 | Raids! You get a tip that there is going to be a series of raids that are going to affect many colleagues, but also rivals. Notify All provides 1D contacts; if you warn only allies, gain a DM+4 on the next promotion roll. |
7 | Life event. Make a roll on the Life Events table. |
8 | Black market. You are hidden inside a black market for months: choose between gaining Streetwise 1, melee weapons 1 or a criminal Ally. |
9 | A group of war vultures turn out to be good customers; choose how they pay: DM+2 on a Cash roll, gain Survival 1, or a combat implant as detailed on page 45 of the Core Rulebook. |
10 | Something goes spectacularly right. Earn two bonus rolls with DM+1 and a share of a ship. |
11 | A crime lord selects you as his personal driver, and he is added as a contact. You also learn the Persuade 1 skill from him. |
12 | You go on the run and save the skin of several important people in the world of crime. Earn an automatic promotion and DM+2 to the promotion roll for this term. |
2D | Competition Driver |
2 | Disaster! Rolled on the mishap table, but you are not kicked out of this career. |
3 | A champion considered superior challenges you to an individual race. If you decline, SOC –1. If you accept, you must pass a test to drive vehicles at difficulty 9+. Success gains SOC +1 and one skill level in the skill used for the race (Driving, Flying, Seafarer) or Gambling or Carousing. |
4 | Learn a couple of tricks about maintaining your vehicle. Gain Mechanics 1, Electronics (communications) 1, or Electronics (computers) 1. |
5 | At a particularly low point in the competition you gain access to doping drugs. Taking them gains a DM+2 to your promotion roll. If you refuse them, you can report the seller and gain a DM+1 to the promotion roll, in addition to having him as a Rival. Either way, gain Streetwise +1. |
6 | It’s not all about competition. Gain one of the following skills: Animals (ride) 1, Carousing 1, Art (any) 1. |
7 | Life event. Make a roll on the Life Events table. |
8 | A religious group or brand of questionable morals offer a contract to be their image. This contract is quite lucrative and grants an additional benefit roll with a DM+2. On the other hand, this advertising may not be well received on the racing circuits. If you accept to roll 1D, with a result of 1-2 you get a DM-2 on the next promotion roll. |
9 | Gain a DM+4 on the next promotion check and an enemy. |
10 | For some reason, the sports world press adores you, this means that there are those who want to be by your side and those who want to annoy you. Earn Carousing +1, a Contact and a Rival. |
11 | Someone important needs you as a trusted driver on a very dangerous trip. Gain Gun Cbt 1, Vacc Suit 1, or Diplomacy 1. |
12 | Beat the world record in a race. Earn an automatic promotion and 1 additional Cash roll for busting all bets. |
2D | Commercial Carrier |
2 | Disaster! Make a roll on the misfortune table, but you are not kicked out of this career. |
3 | You spend a lot of time on the same route, know the places and the locals. Gain a Contact. |
4 | Learn a couple of tricks about maintaining your vehicle. Gain Mechanics 1, Electronics (communications) 1, or Electronics (computers) 1 |
5 | You have access to small amounts of contraband, not very lucrative, but also not very risky to transport. Gain Streetwise 1 or DM+1 on a benefit roll. |
6 | Unfortunately a small gang war has broken out. This conflict especially affects its rivals, whichever has the most profitable route for a while. Gain a DM+2 on the next promotion roll or on a benefit roll. |
7 | Life event. Make a roll on the Life Events table. |
8 | There is a terrible chain accident that damages the vehicle and that of many other people. There is a seriously wounded person, if you save him (Medicine 8+) gain him as an Ally. If you fail, you gain a point in Medicine. |
9 | A terrorist organization destroys your vehicle by mistake (or not). Fortunately, the insurance takes care of it, unfortunately that takes several weeks of paperwork. Gain Administration 1 or Legal 1. |
10 | Nobody has noticed before, but there is a really lucrative route that is not exploited. Gain Broker +1 and an DM+2 on your next promotion roll. |
11 | Someone important needs you as a trusted driver on a very dangerous trip. Gain Gun Cbt 1, Vacc Suit 1, or Diplomacy 1 and DM+2 on the next benefit roll. |
12 | You meet a “player” in this business who has the ear of important people. You get an online training course and are offered automatic access to the Merchant (Broker) career on board one of their ships. If you accept, you enter the new career with an automatic promotion; if you decline, continue in this career and get EDU +1. |