CAPÍTULO 1: FUNDAMENTACIÓN TEÓRICA
1.4 Tendencias, Herramientas y Tecnologías
1.4.25 Herramientas HL7
CIVILIAN SERVICE
The need for new Colony and resource planets is never satisfied, and while the Survey Service does extensive work in the discovery of new planets for settlement and industrial development, independent exploration companies have also entered the field. Freedom-loving adventurers of all classes have taken on this hazardous profession for pure profit.
According to Interstellar Law, the discoverer of a planet uninhabited by sentient races becomes a First Claimant to all
land and resources on the planet. If the discoverer undertakes the development of the planet, a very costly enterprise until returns are won from that development, he literally owns the planet. In most cases, the Only organisations capable of such development are governments and the great interstellar corporations. However, a discoverer can also sell his interest in his First Claim, the value of the Claim being dependent on the potential of the planet for colonisation or resource development and the difficulties that may be encountered in undertaking such development.
The independent explorers provide their own ship, equipment,
supplies, and expertise. Their task is to find and conduct preliminary surveys of new planets. In essence, their work is not too different from that of the Survey Service. Complete, scientifically accurate reports are needed to establish a proper First Claim, and thus a good proportion of an exploration team consists of Scientists. However, Astronauts and Techs are required to navigate and maintain the Starship, usually a well-armed Corvette, while Armsmen provide the ‘muscle’ which is often necessary to deal with hostile animal life or ‘claim-jumpers.’ It must be admitted that some unscrupulous opera-tions have laid claims to planets with primitive intelligent life forms and, using the very considerable influence of their large corporate patrons, have circumvented the usual restrictions of the Contact Service against exploitation of local natives.
PCs do not have to have pre-requisites to enlist with an exploration company. However, one’s promotion chances are very much determined by personal characteristics.
Astronaut: 10+ on 2d6, with +1 DM for each complete 5-point block the sum of the following characteristics exceeds 113:
Constitution, Dexterity, Agility, Intelligence, Intuition, Leadership, GTA.
Scientist: 10+ on 2d6, with +1 DM for each 5-point block sum of the following characteristics exceeds 113: Constitution, Dexterity, Intelligence, Intuition, Psionics or Empathy, Leadership, GTA.
Engineer: 10+ on 2d6, with +1 DM for each 5-point block the sum of the following characteristics exceeds 113: Constitution, Dexterity, Agility, Intelligence, Intuition, Leadership, GTA and MechA or ElecA. If all three areas of Technical aptitude are 15+, an additional +1 DM can be added.
Tech: As Engineer, but promotion on 9+ on 2d6.
Armsman: 10+ on 2d6, with 1+ DM for each 5-point block the sum of the following characteristics exceeds 113; Strength, Constitution, Dexterity, Agility, Intelligence, Leadership, Bravery.
A 5-point block means each group of I-5 points over the indicated total. If the bonus level is above 113, and a PC has a characteristics point total of 124, the difference is 11 or 3 five point blocks, for a +3DM’
Rank Astronaut Salary Sci./Eng. Salary Tech Salary
Grade Astronaut Command Monthly Yearly Scientist Engineer Monthly Yearly Tech Monthly Yearly 0 Starshipman/2 — CR 1000 CR 12000 SSM/2 (S) SSM/2 (E) CR 1000 CR 12000 Tech/4 CR 1000 CR 12000 1 Starshipman/1 — CR 1250 CR 15000 SSM/1 (S) SSM/1 (E) CR1250 CR 15000 Tech/3 CR 1250 CR 15000 2 Leading SSM — CR 1750 CR 21000 LSSM (S) LSSM (E) CR 1750 CR 21000 Tech/2 CR 1500 CR 18000 3 Chief SSM — CR 2000 CR 24000 CSSM (S) CSSM (5) CR 2000 CR 24000 Tech/I CR 2000 CR 21000 4 6th Officer duty section CR 2250 CR 27000 Sci./5 Eng./5 CR 2250 CR 27000 Tech Off./3 CR 2250 CR 24000 5 5th Officer duty section CR 2500 CR 30000 Sci./4 Eng./4 CR 2500 CR 30000 Tech Off./2 CR 2500 CR 27000 6 4th Officer duty section CR 2750 CR 33000 Sci./3 Eng./3 CR 2750 CR 33000 Tech Off/I CR 2750 CR 30000 7 3rd Officer department CR 3500 CR 42000 Sci/2 Eng./2 CR 3250 CR 39000 Chief Tech CR 3250 CR 39000 8 2nd Officer department CR 4000 CR 48000 Sci/1 Eng./l CR 3500 CR 42000 — — —
9 1st Officer executive off CR 4750 CR 57000 — — — — — — —
10 Captain ship CR 6000 CR 72000 — — — — — — —
Rank Armsman Salary Scout
Grade Armsmen Monthly Yearly Bonus 0 Armsman/3 CR 1000 CR 12000 +10%
1 Armsman/2 CR 1000 CR 12000 +10%
2 Armsman/1 CR 1250 CR 15000 +10%
3 Master at Arms CR 2000 CR 21000 +10%
4 Armament Off./3 CR 2250 CR 24000 +10%
5 Armament Off./2 CR 2500 CR 27000 +15%
6 Armament Off/1 CR 3000 CR 36000 +15%
7 Commander CR 3500 CR 42000 +15%
Discovery Bonuses are based upon the nature of the planet and the value the explorers can obtain by auctioning off their
First Claim. Costs of the expedition are deducted from the bonus. The remainder is divided as follows:
50% to the owner of the exploration ship 10% to the captain of the exploration ship 40% to the crew in equal shares, regardless of rank
Discovery bonuses are computed on the following table. There is a 1d100 percentile dice roll to determine the exact nature of the planet, if the Starmaster is proceeding by a random method. He does not tell the players outright what the general conditions are, but rather feeds them the information piecemeal as they conduct their investigation.
ld100 Result Type of Planet Class Discovery Bonus
01 Type 1 Standard Terran Planet A CR 1,000,000 x 3d6 + CR 5,000,000 02 Type 1 Terran Steppe Planet A CR 800,000 x 3d6 + CR 1 000,000 03 -04 Type 1 Terran Arid Planet B CR 250,000 x 3d6
05 -06 Type 1 Terran Desert Planet C CR 100,000 x 3d6
07 Type 1 Terran Jungle Planet B CR 500,000 x 3d6 + CR 250,000 08-09 Type 1 Terran Tundra Planet C CR 100,000 x 3d6
10 Type 1 Terran Ocean Planet B CR 400,000 x 3d6 + CR 100,000 11 Type 2 Terran, No Seasons B CR 600,000 x 3d6 + CR 300,000 12 - 13 Type 3 Terran, Extreme Seasons D CR 100,000 x 2d6
14 Type 4 Terran at Outer Ecosphere C CR 100,000 x 3d6 15 Type 5 Terran, No Season, Outer Eco B CR 200,000 x 3d6 16 Type 6 Terran, Extreme, Outer Eco. C CR 75,000 x 2d6 17 Type 7 Terran Desert, Inner Eco. C CR 100,000 x 2d6 18 Type 7 Terran Jungle, Inner Eco. B CR 500,000 x 2d6 19 Type 8 Terran, No Season, Inner Eco. B CR 500,000 x 3d6 20 -23 Type 9 Terran, Extreme, Inner Eco. D CR 50,000 x 2d6 24 - 25 Type 10 Terran, Eccentric Orbit DD CR 10,000 x 2d6 26 -27 Type 11 Terran, Eccentric Orbit DD CR 10,000 x 2d6 28 - 29 Type 12 Terran, Eccentric Orbit DD CR 10,000 x 2d6 30-31 Type 13/7 Desert Planet (Arrakis) DD CR 50,000 x 2d6
32 Type 13/7 Jungle Planet C CR 200,000 x 2d6
33 Type 13/8 No Season C CR 100,000 x 2d6
34 Type 13/9 Extreme Season DD CR 10,000 x 2d6
35 -40 Type 14 Terran, beyond Ecosphere DD CR 10,000 x 1d6 41 -42 Type 13 Airless/Low Pressure DL/DA CR 10,000 x ld6 43 -44 Type 14 Airless/Low Pressure DDD CR 10,000 45 -47 Type 15 Airless/Low Pressure EL/EA CR 10,000
48 - 55 Type 15 High Pressure EE —
56+ Types 16 - 19 F —
The chance of there being planets around a star and the opportunity, therefore, to roll on the discovery table will be:
Stellar % Chance of
Type Planets Comments
WR 5% No planets inhabitable
O 10% 5% that planet will fall in 01-34 range B 15% 8% that planet will fall in 01-34 range A 25% 10% that planet will fall in 01.34 range F 50% 20% that planet will fall in 01-35 range.
G 75% 25% that planet will fall in 01-35 range K 50% 20% that planet will fall in 01-35 range
M 50% No planets of Types 1-9, 13, 15; only Types 10.12, 14, 16-19
If the star has planets, roll 2d6 for the number. Then roll 1d100 to find whether or not planets of the type indicated in the Comment section exist. If so, there is a 10% chance of two such planets and a 1% chance of three such planets.
The chance of sentient life on a planet is 5%. If so, refer to the Cultural Contact Tables for details. (See 16.3).
The planetary discovery system used here can also be used by the Survey Service or any other spacefaring personnel.
3.13 MERCHANT MARINE: CIVILIAN SERVICE
The Merchant Service is organised on a tight Guild structure.
Normally, employment is maintained in one of the Guilds, but a general SpaceHand position may be obtained by any personnel unable to obtain employment in their Guild position.
Most large vessels are owned by large corporations as both the cost of the vessels and the cost of operations are far too high for many private citizens to manage. However. PCs may own ships of corvette and light merchantman displacement.
PCs do not have to have pre-requisites to enlist, but one’s promotion chances are very much determined by personal characteristics:
Astronaut: 10+ on 2d6, with +1 DM for each complete 5-point block the sum of the following personal characteristics exceeds 113: Constitution, Dexterity, Agility, Intelligence, Intuition, Leadership, GTA.
Scientist: 10+ on 2d6, with +1 DM for each complete 5-point block the sum of the following personal characteristics exceeds 113: Con. situation, Dexterity, Agility, Intelligence, Intuition, Leadership, GTA.
Engineer: As Scientist, but MechA or ElecA can substitute for GTA. Further, if all three areas of Technical aptitude are 15+, an additional +1 DM can be added.
Tech: As engineer, but promotion on 9+ on 2d6.
Armsman: 10+ on 2d6, with +1 DM for each complete 5-point block the sum of the following personal characteristics exceeds 113: Strength, Constitution, Dexterity, Agility, Intelligence, Leadership, Bravery.
Multi: Any character with very strong expertise in General Skills may be ruled a Multi by the Starmaster. A Multi is a jack-of-all trades and generally fills positions aboard a Starship which require working with people, such as Purser. He should also be able to serve in several specialised areas other than his own speciality. A Multi-Astronaut, for instance, might have expertise in a number of Tech skills as well, and might sign on as a Tech if no positions were available for astronauts. The result is that the PC can have a rank grade rating in several categories of Starship personnel at the same time. His chance of promotion in any category is based on his personal characteristics, as outlined above for each of the character types.
There are a considerable number of different categories of Mer-chant Marine personnel. Each category is organised under a Guild structure, and no one may work in any category unless he is a Guild member in good standing. Initial Guild fees are CR 500 x number of rank grades in the personnel category. Annual fees are CR 100 x rank grade currently held. The Guild recognises military service rank grades but discounts them to 2/3 of military grade. An Astronaut1 10, for instance would be rated rank grade 6 in the Guild Astronauts and Astrogators.
Pay scales are given for the various positions Occupied aboard a commercial Starship. In some instances, the category may be filled by several PC types. The eligible PC types are listed below the category name.
Guild of Guild of Electronics Tech Guild of Pursers &
Astronauts & Guild Starship Guild Starship Stewards Guild ,
Rank Astrogators: Salary Scale Electronics Salary Scale Pursers & Salary Scale Graft, Tips Grade Astronauts Monthly Yearly Technicians Monthly Yearly Stewards Monthly Yearly & Gratuities
0 Starshipman/2 CR 850 CR 10200 EIec-Tech/4 CR900 CR 10800 Steward/4 CR 600 CR 7200 CR 100.d10 1 Starshipman/1 CR 950 CR 11400 EIec-Tech/3 CR 1100 CR 13200 Steward/3 CR 750 CR 9000 CR 150.d10 2 Leading SSM CR 1400 CR 14400 EIec-Tech/2 CR 1300 CR 15600 Steward/2 CR 900 CR 10800 CR 200.d10 3 Chief SSM CR 1400 CR 16800 Elec-Tech/1 CR 1500 CR 18000 Steward/1 CR 1050 CR 12600 CR 300.d10 4 6th Officer CR 1750 CR 21000 E-T Off./3 CR 1750 CR 21000 Purser/4 CR 1200 CR 14400 CR 400.d20 5 5th Officer CR 2000 CR 24000 E-T Off./2 CR 2100 CR 25200 Purser/3 CR 1500 CR 18000 CR 500.d20 6 4th Officer CR 2250 CR 27000 E-T Off./1 CR 2300 CR 27600 Purser/2 CR 1750 CR 21000 CR 600.d20 7 3rd Officer CR 2750 CR 33000 Chief Tech CR 2500 CR 30000 Purser/I CR 2000 CR 24000 CR I000.d20 8 2nd Officer CR 3250 CR 39000 Chief Purser CR 2500 CR 30000 CR 2000.d20 9 1st Officer CR 3750 CR 45000
10 Captain/3 CR 4500 CR 54000 11 Captain/2 CR 6000 CR 72000 12 Captain/1 CR 6000 CR 72000
Guild Entry Fee: CR 6000 Guild Entry Fee: CR 3500 Guild Entry Fee: CR 5000 Yearly Dues: CR 100 x rank Yearly Dues: CR 100 x rank Yearly Dues: CR 100 x rank
Guild of Armsman & Guild of Scientist &
Starship Gunner Guild Starship Mechanical Tech Guild of Guild of Engineer Guild Rank Armsmen & Salary Scale Mechanical Guild Salary Scale Starship Starship Salary Scale Grade Gunners Monthly Yearly Technicians Monthly Yearly Scientists: Engineers: Monthly Yearly
0 Armsman/3 CR 750 CR 9000 Mech-Tech/4 CR 850 CR 10200 SSM/2 (5) SSM/2 (E) CR800 CR 9600 1 Armsman/2 CR 850 CR 10200 Mech-Tech/3 CR 1000 CR 12000 SSM/1 (S) SSM/1 (E) CR 900 CR 10800 2 Armsman/1 CR 1000 CR 12000 Mech-Tech/2 CR 1200 CR 14400 LSSM (S) LSSM (E) CR 1100 CR 13200 3 Master at Arms CR 1250 CR 15000 Mech-Tech/1 CR 1400 CR 16800 CSSM (S) CSSM (E) CR 1300 CR 15600 4 Gun. Off./3 CR 1500 CR 18000 M-T Off./3 CR 1600 CR 19200 Scientist/5 Engineer/5 CR 1550 CR 18600 5 Gun. Off./2 CR 1750 CR 21000 M-T Of f./2 CR 2000 CR 24000 Scientist/4 Engineer/4 CR 1800 CR 21600 6 Gun. Off./1 CR 2000 CR 24000 M-T Off/I CR 2250 CR 27000 Scientist/3 Engineer/3 CR 2100 CR 25200 7 Master Gunner CR 2500 CR 30000 Chief Tech CR 2500 CR 30000 Scientist/2 Engineer/2 CR 2500 CR 30000
8 Scientist/1 Engineer/1 CR 3250 CR 39000
Guild Entry Fee: CR 3500 Guild Entry Fee: CR 3500 Guild Entry Fee: CR 4000 Yearly Dues: CR 100 x rank Yearly Dues: CR 100 x rank Yearly dues: CR 100 x rank
Guild of Physician & Guild of Cargo Handler
Starship M.Tech Guild Starship Guild
Rank Physicians Salary Scale Cargo Salary Scale Pilferage &
Grade & MediTechs Monthly Yearly Handlers Monthly Yearly smuggling*
0 Medi Tech/4 CR 900 CR 10800 Ships Hand/4 CR 500 CR 6000 CR 100.d20 1 MediTech/3 CR 1100 CR 13200 Ships Hand/3 CR 600 CR 7200 CR 100.d20 2 MediTech/2 CR 1300 CR 15600 Ships Hand/2 CR 700 CR 8400 CR 150.d20 3 MediTech/1 CR 1500 CR 18000 Leading Hand CR 800 CR 9600 CR 200.d20 4 Sr. MediTech CR 1750 CR 21000 Cargo Off./4 CR 1000 CR 12000 CR 500.d20 5 Med. Officer/4 CR 2000 CR 24000 Cargo Off/3 CR 1250 CR 15000 CR 750.d20 6 Med. Officer/3 CR 2250 CR 27000 Cargo Off./2 CR 1500 CR 8000 CR l000.d20 7 Med. Officer/2 CR 2500 CR 30000 Cargo Off/1 CR 2500 CR 30000 CR I500.d20 8 Med. Officer/1 CR 3000 CR 36000 Trading Off.** CR 4000 CR 48000 CR 2500.d20
Guild Entry Fee: CR 4000 Guild Entry Fee: CR 7500 Yearly Dues: CR 100 x rank Yearly Dues: CR 100 x rank
*With knowledge of Captain, who pockets an equal amount. Otherwise, 10% - 60% of amount.
**Trading Officer must be a Linguistic Scientist.