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For each Terms of Education, the Player chooses between a desired Specialty Benefit or those Benefits open to all Education Specializations. (ie., if Player A chooses Rank 4 for their character's Terms of Education, then this would yield 4 Terms to be split up between the desired Benefits. Thus, Player A might have gone for 3 Terms of Aerospace Specialization at the Order of Cygnus, and 1 Term of Military Specialization. From the Aerospace Specialization Player A might use all 3 Terms towards a StarShip, which would yield 50 million credits worth of StarShip. From the Military Specialization Player A might use the 1 remaining Term towards 1 Extra Piece of Equipment, from those Benefits open to all Education Specializations.)
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Benefits Open to All Education Specializations
Safe Houses: character has 2 false - ID bought apartments spread throughout Known Space to use when visiting those other worlds, per Rank. (player must list and get approval of these Safe Houses before beginning play.)
Extra Contacts: See Development for details.
Extra Equipment: See Development for details.
Extra Starting Money: See Development for details.
Extra Languages: One more language, at Player's Intellect Level of proficiency, per Rank.
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Aero-Space Specialization
starship captain, aeroplane pilot, etc.
The Halls of the Light (Available to Consortium Citizens & Allies)
Protectorate StarFleet academy (Available to Protectorate Citizens & Allies)
P.G.C.StarFleet academy (Available to P.G.C. Citizens & Allies)
The Order of Cygnus (Available to Imperial Citizens & Allies)
The Wandering Brood (Available to Stolen Worlds Citizens & Allies)
Specialty Benefits: Starship; Legal Enforcement powers
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Medical Specialization
physicians, physical therapists, etc.
The Halls of Bone (Available to Consortium Citizens & Allies)
Order of Lazarus (Available to Imperial Citizens & Allies)
The Brood of Silence (Available to Stolen Worlds Citizens & Allies)
Protectorate Ministry of Health (Available to Protectorate Citizens & Allies)
P.G.C.Ministry of Health (Available to P.G.C. Citizens & Allies)
Specialty Benefits: Starship, Neutral Status
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Entertainer Specialization
artists, entertainers, culinary artists, etc.
Order of The Muse (Available to Imperial Citizens & Allies)
The Halls of Dancing Shadows (Available to Consortium Citizens & Allies)
The Brood of Dreams (Available to Stolen Worlds Citizens & Allies)
Protectorate Endowment for the Arts (Available to Protectorate Citizens & Allies)
P.G.C.Endowment for the Arts program (Available to P.G.C. Citizens & Allies)
Specialty Benefits: Entrepeneur Wealth
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Social Sciences Specialization
psychologists, educators, scholars, etc.
Order of Chaldea (Available to Imperial Citizens & Allies)
The Halls of Ancestry (Available to Consortium Citizens & Allies)
The Brood of the Open Hand (Available to Stolen Worlds Citizens & Allies)
Protectorate Ministry of Sophistry (Available to Protectorate Citizens & Allies)
P.G.C.Ministry of Sophistry academy (Available to P.G.C. Citizens & Allies)
Specialty Benefits: Neutral Status
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Sciences Specialization
Scientists, Technicians, Chemists, etc.
Order of Talos (Available to Imperial Citizens & Allies)
The Halls of Structure (Available to Consortium Citizens & Allies)
The Brood of the Prying Eyes (Available to Stolen Worlds Citizens & Allies)
Protectorate Ministry of Sophistry (Available to Protectorate Citizens & Allies)
P.G.C.Ministry of Sophistry academy (Available to P.G.C. Citizens & Allies)
Specialty Benefits: Starship
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Legal Specialization
(government officials, judges, lawyers, attorneys)
Order of the Quabal (Available to Imperial Citizens & Allies)
The Halls of Elder (Available to Consortium Citizens & Allies)
The Brood Above (Available to Stolen Worlds Citizens & Allies)
Protectorate Ministry of Legal Sciences (Available to Protectorate Citizens & Allies)
P.G.C.Ministry of Legal Sciences (Available to P.G.C. Citizens & Allies)
Specialty Benefits: Legal Enforcement powers
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Theological Specialization
(spiritualists, religious officiaries)
Order of the Cairn (Available to Imperial Citizens & Allies)
Protectorate Ministry of Metaphysics (Available to Protectorate Citizens & Allies)
The Brood of Ancestry (Available to Stolen Worlds Citizens & Allies)
The Halls of Memory (Available to Consortium Citizens & Allies)
Specialty Benefits: Religious Ordination, Neutral Status
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Military Specialization
(police, militia, security personnel)
The Brood Ever Watchful (Available to Stolen Worlds Citizens & Allies)
The Hall of Tooth & Claw (Available to Consortium Citizens & Allies)
The Order of Cadmus (Available to Imperial Citizens & Allies)
Mercenary Work (Determined by GM and Player)
Military Career (Determined by GM and Player)
Specialty Benefits: Legal Enforcement powers, Starship
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Smuggling Specialization
(Apprenticeship for smugglers. Note that they can't smuggle on their own till they can steal from their mentor's vault.)
The Brood of the Hunt (Available to Stolen Worlds Citizens & Allies)
Specialty Benefits: Starship
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Freehold Xenopathic academy
(Located within FreeHolds) for the training and registering of xenopaths.
Specialty Benefits: Xenopath Status, Starship
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Psionics Institute
(Note that school is located within the Maiian nation of The Veil, and the only school accepting non-Maiians is on planet Tvashtri.)
Specialty Benefits: Psionics, Religious Ordination
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The Spies Network
requires citizenship-by birth or emigration, within The Phoenix. All Phoenician citizens are entitled to Imperial treaty, without the renouncing of Phoenician citizenship.The same is not true for those of other Nations wishing training by the Network! -they must often train there in secret...
Specialty Benefits: Number of Contacts are multiplied by double the number of Terms in the Network
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Private Enterprise/Gainful Employment
(specify business run.) Samples: The Collective -private businesses, all done for profits to the benefit of Y'Qwyth race.; Zir FreeMarket -Automatic enrollment for all Zir wishing to compete in the Z.F.M.; sKeKs Family Buisiness -runs gamut of legal to illegal sKeK private enterprise.; The Futures Exchange -Lithistrata commodities exchange based solely on the exchange of breeder males. Can also simply refer to career fullfillment for one's area of study; thus, being a doctor after medical school, lawyer after law school, etc.
Specialty Benefits: Entrepeneurial Wealth, Starship
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Manual Labour
(covers broad range, from construction, farming, craftworks, etc.- all physical careers, including those of professional athletics as well.)
Specialty Benefits: Determined by GM and Player
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Imprisoned
Player specifies crime & sentence. Note that this can be for war crimes against an enemy nation.
Specialty Benefits: Determined by GM and Player
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Impoverished/Homeless
Player specifies cause/circumstances.
Specialty Benefits: Determined by GM and Player
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Independent Research/Project
(GM and Player specify area of study)
Specialty Skills: Determined by GM and Player.

Education Benefit Definitions
Neutral Status: this is defined as most governments and organizations showing some degree of professional courtesy towards those with Neutral Status, on the grounds that they are assumed by the nature of their position not to be a potential threat to the 'status quo'. In other words, as in the example of a doctor entering a warzone, enemy troops would be less inclined to incarcerate and/or attack said person, on the grounds that the doctor would be assumed to be present solely to lend humanitarian aid. By contrast, journalists, while often still receiving Neutral Status, are often not harassed on the grounds that to do so would reflect badly in the media. A special case exists for that of Xenopaths; governments and organizations often show some degree of professional courtesy towards Xenopaths simply due to intimidation from the ties between a Xenopath and the Patrons. Note that in ALL situations listed above, Neutral Status is never an absolute; the actions made by said individual, or the details of the situation in which they are involved can cause Neutral Status to be ignored. (ie., if the doctor in the above situation were suspected of spying, etc.)
Xenopath Status: Trained in the FreeHolds, Xenopaths are recognized throughout Known Space as the most reputable diplomats in regards to settling disputes between disparate cultures. Their training encompasses the understanding and integration of alien thought processes, and the capacity for absolute objectivity.As well, they are the unofficial representatives of the FreeHolds. (and thereby, in a sense the Patrons...) A further avenue of their talents is that they are often hired to witness business and legal matters, for absolute documentation of verbal exchanges, etc. As their Psycorder Implants(qv.) will make them utterly truthful, their word is never to be questioned in the official matters of most Star Nations. Tools at the Xenopath's disposal include;
Psycorder Implant: Ala the Black Box in early planes and modern starships, this hyperspatial implant is activated by a Burchyll at legal proceedings to allow the implanted Xenopath to recount testimony in perfect, objective detail. Xenopaths are eligible for a Psycorder Implant after completing 4 terms at the Xenopathic Academy. As well, implants can be activated at will by the Xenopath for perfect recall of events or details from their experience that they wish to examine.
Nexus Initiated Edict: a quasi-legal Order, wherein a Xenopath, in the best interests of a species, planet or community, may declare martial law in the name of The FreeHolds. (and thus, in a sense the Patrons...) No world is actually required to obey said Edict, but failure to do so in the face of a Xenopath making such an Order, with justifiable cause, can bring that government to the attention of the Patrons, which few governments want. In the event however, that a Xenopath is found to have made such an Order without justifiable cause means immediate loss of all Xenopath status, and the full legal recourse of the involved government.
Entrepeneurial Wealth: Terms of Education in Private Enterprise/Gainful Employment determines monthly income -see Starting Money under Development for full details.
Legal Enforcement Powers: Player is a legal representative of their native region (range determined by Rank -see below) and can make lawful arrests, temporarily deputize individuals to assist in the completion of an operation, and commandeer local resources for reasonable useage in the completion of said operations.
Rank 1 yields jurisdiction within a town/village/outpost.
Rank 2 yields jurisdiction within a major city.
Rank 3 yields jurisdiction within a planetary nation.
Rank 4 yields jurisdiction over a planet.
Rank 5 yields jurisdiction throughout a star nation.
StarShip Chart: (Mcr = Million Credits)
Rank: 1 = 10Mcr Worth of StarShip.
2 = 25Mcr Worth of StarShip.
3 = 50Mcr Worth of StarShip.
4 = 75Mcr Worth of StarShip.
5 = 100Mcr Worth of StarShip.
6 = 150Mcr Worth of StarShip.
see the StarShip Rules for details on making a Ship via the above funds. (Note that said funds can't be converted into money prior to the game, whereas in-game, said Player can opt to sell their vessel.)
Psionics: character had latent
psionic abilities brought forth and enhanced through training and study
at the Psionics Institute. Note that this Benefit differs from innate Psionics
found under Development. (for full details regarding Psionics, see Skills.)